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Post by ThRevanchist on Apr 13, 2017 15:04:19 GMT
The walk had been a little too bland for Hura's taste, but given that they, the fragile ex-humans (and even other... assorted creatures?) were probably worried about the upcoming fight, riling them up wouldn't help their chances. Oh, well. A few hours of quiet was no problem at all...
Now that they were here, though... "What? You mean that wasn't the Security Code Delta? And he said it so, so confidently..." That didn't answer their dear kitty-friend's question, though, so Hura continued without the previous flippant tone, "Nah, no clue for either. I'm no stranger to powers that identify people even though announcements are more fun, but I don't see who could've used it. Well, I guess we'll see if that was the right thingy first?"
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Post by cathheart on Apr 13, 2017 21:22:20 GMT
Norris struts into the plains, head high and fish trailing behind.
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Nov 23, 2023 19:11:09 GMT
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Post by lichlord on Apr 14, 2017 3:50:46 GMT
"Security Code not recognized. Deploying defenses. Aquiring location... Setting timeframe... Beginning transformation... now."
The voice cuts as the energy seems to rise in the area, leading to a portal in the ground opening up. There's a pause, and a HUGE arm reaches out and slams into the ground. A grey humanoid arm with red veins, it begins pulling itself out revealing a grey muscled man of at least 3 or four stories comes out. (OOC, it's a machoke) But it then turns revealing an almost child-like derpy face, but with a sinister line running through it.
It looks at your group... hungrily.
(Init thread updated, but for now: Chell - 15 Freya - 12 Ghost - 11 Ryota - 10 Frank - 10 Machoke - 10 Hura - 9 Midna - 5 Machoke - 5 Norris - 4
Chell/Freya/Ghost are first up, and then Ryota/Frank will have to roll against: CsGlPB_v1d20 or the giant Machoke goes first. Likewise, Midna needs to roll against: 1d20)1d20·1d20
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Sept 22, 2017 12:32:10 GMT
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Post by magnyrdelorn on Apr 14, 2017 4:10:24 GMT
Frank looks up, and up at the colossal figure. "No, I'm afraid that was not an exaggeration..." He looks about him, at the assortment of people getting ready to assault the towering creature. "Best fell this beast quickly, lest it begin to eliminate our strength of numbers."That said, Frank barely moves forward, keeping the beast well out of range. "Now listen here! You're just one more impediment in the way to us getting home, and you will fall! Best pray to your maker."Frank uses Intimidate and Mean Look, both autohit!
-1 Atk stage, and the Machoke is Slowed and Trapped!
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Post by GrayGriffin on Apr 14, 2017 6:14:28 GMT
MToWExN11d201d20
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Post by onidrill on Apr 14, 2017 8:38:29 GMT
"More night terrors." Freya nodded sagaciously, monotone and matter of fact. She'd kept to herself for most of the trip, mumbling quietly every so often at the antics of Norris and her fish in particular. Even as the fighting began, she floated lazily in place, rather than rise up to a more advantageous position. Aside from beating her wings four times in quick succession, to send a small twister in the muscular monster's direction. Freya uses Flutter as a Shift Action, boosting her evasion by 3 and preventing flanking by any means, and follows up with a Guster powered Flying Struggle Attack.
lkkbFtWa1d20 AC 1d8+20 Flying Special 1d20·1d8+20
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True Herald of Madness
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Post by Harbringer of Insanity on Apr 14, 2017 9:02:20 GMT
Chell had been quiet (well... duh) during the walk to the mountain, not really interacting with anyone much, just listening to Cube chatter on (he seemed to be calming down a little bit by now, at least, so he wasn't talking as fast as he used to). When the giant... man thing came out of the ground after Frank and Norris' actions, she merely rolls her eyes before jumping toward it, delivering a swift, precise kick to the giant's body as she passes by it. Chell uses Splash as Shift Action, +2 evasion till the end of her next turn. Chell uses Aerial Ace. Aerial Ace cannot miss. Crit Check: ZntTxjZs1d20, DB6: 2d6+20 Physical Flying Type Damage 1d20·2d6+20
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Post by nickya on Apr 14, 2017 22:36:19 GMT
Ghost had tensed up the moment that voice seemed to come out of nowhere, more or less knowing where this was going. It seemed like an odd place for an automated message to test authorization, but Ghost was through questioning this place. As the twin monstrosities came into view though... well, Ghost was really wishing she had her laser gun handy. With the others moving in for an attack, she joined the fray and let loose a surge of lightning right at the creature the silent bunny had just struck. Ghost uses Thunder Shock, AC 2 (paralyze on 17+) rF0RD4KX1d20 Damage (Electric, special) 2d6+23 1d20·2d6+23
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Nov 23, 2023 19:11:09 GMT
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Post by lichlord on Apr 15, 2017 3:46:07 GMT
The attacks seem to do some damage, but the large titanic creature doesn't really seem to be too bothered by it. That's... not good. It scans with it's creepy/derpy face among the people assembled at it's feet, and sees the flying one, and tries to scoop Freya up and throw the Noibat into the distance! Seismic Toss vs Freya AC 2 Fighting Physical (Target loses 20 hp, do not apply weakness/resistance/stats) 7KkoK3Qb1d20
1d20
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Spaaaace
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Oct 25, 2023 14:56:46 GMT
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Post by Bowyer on Apr 15, 2017 5:06:11 GMT
Oh how wonderful. A colossal guardian rising from the earth. Why wasn't there a normally sized one for once? Or at least normally sized to the way she was. Midna is definitely glad that she wasn't thrown across the meadow like Freya. Although with the giant's reach, she couldn't know how long she would remain unscathed. "I highly doubt that you're going to be able convince that giant to lay off of us", Midna says drolly to her snappy companion. She doesn't waste time waiting for a response but sends a jittering blast of energy, that left her ears buzzing, at the giant. Initiative challenge roll t48fQhnG1d20
Confusion Confuses 19+ AC 2 vs 1d20 2d6+25 Special Psychic damage
1d20·1d20·2d6+25
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Post by ThRevanchist on Apr 15, 2017 6:26:29 GMT
Aah, how familiar! Just Hura, a swarm, and a colossal opponent that would overpower any one of them individually. Obviously Hura tended to survive those... Although at present none of his usual abilities seemed to be, ah, working at all. Not that most of them would help against a physical enemy, but that was beside the point! Anyways, time to attack the unnerving creature. Frank's glare was quite something, so Hura felt it best to leave that to the croc. That, and he didn't feel like looking at the big beast. Instead, he sized up the opponent's foot, and delivered his best thwack. Probably wouldn't be enough to knock it over, but there was a process to these big enemies. Hura uses Peck! AC2 - FzKZMbsj1d20+1, AC spent DB4 - 1d8+16 Physical Flying damage 1d20+1·1d8+16
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Post by GrayGriffin on Apr 15, 2017 9:29:47 GMT
Ryota clacks his jaws together. "Oh come on!" he mutters. "One strike and you're out? That's a really restrictive security system!" He snaps his jaws together, wriggling as he prepares to lunge...and finds himself suddenly propelled forwards at the creature by a jet of water that arises beneath him, sending him smacking into its broad chest.
"What the heck? How did that happen?"
Ryota uses Aqua Jet (AC 2 Water Physical) on Machoke oAH8ISq01d20 2d8+231d20·2d8+23
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Post by lichlord on Apr 16, 2017 5:03:20 GMT
The large creature didn't look hurt and pissed before, but it does now! Seeing what look like squishier targets, it begins moving toward Frank and Midna, but can't 'quite' make it their, Although along the way, it seems to have not forgotten about at least ONE of those assembled at it's feet. It lifts it's hand, looking at it, like it's figuring out how something works, and brings it down in a vicious chop to Chell! Karate Chop vs Chell! AC 2 Fighting Physical (Crits on 17+) be_X2nkj1d20 2d6+28
(Norris, Cube, and then the round begins anew) 1d20·2d6+28
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Post by cathheart on Apr 16, 2017 14:02:19 GMT
Norris slinks her way behind the creature and shakes her claws out of her paws so that she can open this big guy up. Nothing new.
After she attacks, she screeches shrilly at the creature and causes it to trip and fall right on top of the cube's hot embers as they flew through the air! Norris licks her chops, satisfied.Metal Claw vs Machoke AC 3 Steel Physical (Spirit Surge on 18+) Teamwork: All allies get +2 accuracy on melee Go94yUCU1d20 2d6+23 Pack Hunt vs Machoke AC 5 Direct Damage 1d20 1 tick damage Pack Hunt #2
1d20 1d20·2d6+23·1d20··1d20
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Post by Harbringer of Insanity on Apr 16, 2017 16:40:04 GMT
Chell easily jumps out of the way of the chop, taking in how the behemoth moves as she does so. Meanwhile, Cube lets out a startled little yelp as Chell barely dodges the attack, before putting on a brave face and firing off some flames at the giant. Chell spends 1 AP to use Chronicler to make a Record of Karate Chop Cube uses Ember. AC2: CSiUJFlg1d20, DB6: 2d6+19 Special Fire type damage 1d20·2d6+19
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Post by nickya on Apr 16, 2017 21:41:37 GMT
Still keeping her distance, Ghost moves around the giant musclebound... thing and releases a wave of her ghostly energies at it. Confuse Ray, AC 2 (Ghost/Status) l53iBGlU1d20 1d20
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Post by Harbringer of Insanity on Apr 16, 2017 22:22:02 GMT
Chell, after her dodge, jumps up to deliver a swift kick to the behemoth's back. Using Splash, Jumping Up 5 meters to kick the Machoke, +2 Evasion Using Pound. AC2: K9mlQTjj1d20+2 +2 from Teamwork, DB6: 2d6+20 Physical Normal Type Damage 1d20+2·2d6+20
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Sept 22, 2017 12:32:10 GMT
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Post by magnyrdelorn on Apr 16, 2017 22:29:26 GMT
Seeing the hulking figure lumbering before him and bringing his face down low to take a swing at Chell, Frank snags some loose dirt from the earth and flings it into the Machoke's eyes, before falling back to a safe distance. "Well, now, not so tough are you, with a swarm of creatures set upon ending you! You're not too much longer for this world."NWc87ivbd20 Sand Attack. If successful, blind for one round. d20 Torment. If successful, The enemy is Suppressed.
d20·d20
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Post by onidrill on Apr 17, 2017 3:31:51 GMT
Freya was toosed a decent distance straight up into the air. When she landed, she wrenched her eyes shut, sighed, picked herself back, inhaled, and released the pent up air in a violent vortex aimed right at the Machoke's face. Afterward, she resumed her lazy hovering as if nothing had happened. Repeat from last turn.
jIpNr|9A1d20 AC 1d8+20 Flying Special Attack +3 Evasion until next turn. Can't be flanked. 1d20·1d8+20
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Post by lichlord on Apr 17, 2017 6:50:30 GMT
The ray seems to affect the creature the most, although the swath of attacks are adding up. But it quickly shakes off the confusion, probably to ghost's annoyance. (Discipline used to cure Confusion) With a roar, it steps forward and pounds it's fist into the ground, sending a shockwave of power out! Machoke moves forward 3 more meters, so it should be in range of all it can hit with:
Machoke uses Earthquake vs Norris, Frank, Chell, Ryota, Hura, Midna AC 2 Ground Physical 41ZItMvn1d20 3d8+28 1d20·3d8+28
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