PRE-TURN BEND REALITY RESULT:
-Roll 1: 70 (Negative Effect)
-Roll 2: 83 (Encounter Related)
Pinkie didn’t know what to do, and she felt as though she was running out of options. Running into the woods would probably be too dangerous, and running into the barn would make her a sitting duck! Er, pony. She’s not a duck. What a silly thought!
She decided, perhaps against her better judgement, that it was time to fight back against her assailants. Having a strategic location was the first thing that came to mind! Thus, she ran into the barn and shut the door behind her. She checked the other doors quickly; one back entrance that wasn’t chained shut, and a few chained-shut hatches on the second story.
Pinkie was ready as she’d ever be for a fight, and she turned to the door, bracing herself in the middle of the barn. With a little whip of gypsy magic, she created a pink swirling miasma from the Crystal Ball, making it float between her hands, facing the door in her combat pose. In a few moments, her Pinkie Sense reacted, telling her the door would open, and with that, she was in the perfect position for a Preemptive Strike. The door began to open, and the Female Bandit peeked her head in, her eyes glowing in the darkness of night.
[You use Magic Missile!]
Pinkie channeled her pink miasma into the Crystal Ball, causing it to suddenly flash and fire a pink laser outwards, striking the female bandit in the side of the head. She flinched from the sudden strike and stumbled away from the door, shouting “WHY YOU LITTLE—” before being struck in succession by two more lasers fired from Pinkie’s Crystal Ball.
The female bandit was angered, and hastily fired a beam from her wand, Pinkie easily dodging to the side to avoid any damage. Pinkie quickly adjusted her stance and prepared for a second attack.
[Magic Missile Hits 3 times for 5, 5, and 9 damage!]
[Bandit is now at 61 Health!]
[You use Crystal Ball Attack!]
Pinkie used her Gypsykinesis to spin her Crystal Ball around herself a few times to build momentum, then launched the ball forward with immense force, the crystal impacting with the bandit’s chest with such force that it knocked her clean off her hooves. The bandit growled with ferocious anger and quickly got up to a sitting position, charging and firing another beam from her wand, but her current lack of cognition threw her beam in a completely random direction that didn’t even hit the broadside of the barn!
[Crystal Ball Attack Hits for 26 damage!]
[Bandit is now at 35 Health!]
COMBAT IN PROGRESS
Brief explanation of Pinkie Pie combat: Pinkie Pie is an attacker/caster who uses quirky critical-strikes and chance-attacks to either deal heavy-ass damage, or fail miserably.
Send a note to the Suggest Action button with what you want the Pinkie Pie to do (PLEASE READ THE AVAILABLE ACTIONS BELOW BEFORE DOING SO).
Once 15 of the same action are received (Jay will stream to verify this) the post will be altered to include the action and the enemy’s responses if any. This will continue until one party reaches 0 health or flees, and combat will end.
When combat ends, everything bolded from “COMBAT BEGINS” and below will be erased and replaced with what asks decided this scenario, experience gains, loot, etc.
PLEASE THOROUGHLY READ ALL THE INFORMATION BELOW TO BEST DECIDE WHAT TO DO IN COMBAT.
YOU: [Pinkie Pie]: 120/130 Health, Defenses are Low, Equipped with Crystal Ball, Pinkie Sense grants a free attack if an enemy tries to sneak up on her.
ENEMY: [Female Unicorn Bandit]: 35/80 Health, Equipped with Gem-Wand, can do Laser Attacks, Shoots To Kill (Non-critical rolls always miss).
ACTION LIST: Crystal Ball Attack, Gypsy Magic (See List Below), Defend, (NEW) Execute
PREEMPTIVE STRIKE [Pinkie Sense]: First attack is guaranteed to hit and has +20 to its Crit Chance roll.
CRYSTAL BALL ATTACK: Throw the Crystal Ball at the enemy and pull it back rapidly. Deals so-so damage. Crits make a random spell cast on the target on impact.
Gypsy Magic Learned:
MAGIC MISSILE (Low damage. Crits cause a second Magic Missile to be fired. Can chain-crit infinitely if you’re lucky.)
POISON (Creates a poison-cloud from the ball that deals heavy damage over two turns. Chance to hurt Pinkie. Crits double the duration of the poison.)
BLIND (The ball flashes and blinds targets for 2 Combat Turns. Usable once per fight. Chance to blind Pinkie instead. Crits allow it to be used again.).
DEFEND: Pinkie braces herself for the next attack, adding +20 to positive reactions to any attacks made against her for the next two turns.
EXECUTE: Attempt to finish off a low-health foe with an incredibly powerful attack. A successful roll guarantees a knock-out or kill, while a failed roll gives the enemy a free attack. Execute gives bonus experience. (Only available on enemies 50% or lower health. The lower the enemy’s health, the higher the success rate.)
PLEASE VOTE FOR AN ACTION BY SUBMITTING SAID ACTION TO THE SUGGEST ACTION BUTTON.
WHAT DO YOU DO?