Rigor Rictus' Savage Rifts

Game Master LastNameOnEarth

The futile efforts of a small few to protect a small swatch of land and its peoples from being crushed between supernatural monsters, fascist regimes, and extra dimensional terrors.

Current Map


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TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5

Thumper glides the last stretch into the shelter.

run: 1d10 ⇒ 9

The TW spins and “fans the hammer”

4 shots: 1d8 + 2 - 4 ⇒ (5) + 2 - 4 = 31d8 + 2 - 4 ⇒ (6) + 2 - 4 = 41d8 + 2 - 4 ⇒ (5) + 2 - 4 = 31d8 + 2 - 4 ⇒ (5) + 2 - 4 = 31d6 + 2 - 4 ⇒ (1) + 2 - 4 = -1

Damage: 2d6 + 2 ⇒ (3, 2) + 2 = 7


A killer GM with a killer smile.

Elaine blasts the last creature in her vicinity, stunning it, and binding it with ice. At that, she takes off running, hoping she can outdistance the monster. In short order, she sprints her way to the Apothecary Shoppe. When she gets there, she is somewhat stunned to see that there are other people running towards the store instead of away. Who else would be running towards the source of all this mayhem?

Jace dashes toward the embattled figure on his right, slicing with wicked blades at the monsters attacking him. The first he decapitates cleanly, but the second seems to catch a glimpse of him before the attack and ducks out of the way.

K842 dashes into the storefront, brandishing his two handed chainsword in two arms, and his stake-bow in the others. Taking in the scene, he moves to the left, seeing Arsenio front and center, and Jace on the right.

Sword: 1d8 ⇒ 71d6 ⇒ 3
Damage: 1d12 + 2 + 2d10 ⇒ (10) + 2 + (1, 4) = 17

Crossbow: 1d8 ⇒ 71d6 + 1d6 ⇒ (6) + (5) = 11
2d6 + 2 + 1d6 + 1d6 + 1d6 ⇒ (6, 4) + 2 + (4) + (6) + (5) = 27

His sword strike bisects a creature with minimal resistance, and his crossbow stake nails another creature to a wall, right through the heart. The thing dissolves away to ash, right before his eyes.

Sorry for the lack of support, K8. I'll try to get you some more info soon, and potentially a combat map for this phase of the fight. You do not have your Rail-gun, nor should you have your laser rifle (due to the grenade launcher), though Since I had you use it last round, we'll assume they fitted it with a safety device that just disabled the grenade launcher, but not the laser.

Thumper bolts into the store, casting a gaze about for a target. He sees the roiling mass emerging from behind the counter and fires into it blindly. Casting off four rapid shots from the hip feels awesome, but unfortunately hits little. He wings one of the monsters, spinning it out of the writhing mass that is surging up and trying to get enough space to take wing, but probably did little damage to it.

More to follow


Human MARS Psychic: Size: 0, Parry 6, Pace 6, Toughness 16 (10), Charisma +2, Bennies: 3/3

Psionics: 1d10 + 1d10 ⇒ (10) + (9) = 191d6 ⇒ 4

Micheaux lets out a primal scream, and the psychically sensitive among you feel a wave of energy flow through the room as she does her best to exert the maximum amount of force she can pull together.

First, you see the sales counter shudder, and then it splinters, compressing itself to be smaller and smaller. Micheaux forces it backwards a few inches at a time, holding it in place against the surge of writhing hairy bodies. While the constant flow of them hits against the mass and tried to push it upwards, Micheaux holds it in place, and even manages to force it down a bit against the flow.

Another shelf near the sales desk starts to collapse under her telekinetic power, and then another behind it. She adds the peices of these to the mass of debris she is forcing into the stream. Gradually, as she manages to force the mass lower against the floor, you start to see something like a pit in the floor behind where the counter initially sat. The creatures were surging upwards out of the pit as though a portal of some sort opened down there, beneath the store.

Slowly, the stream of new creatures begins to stem and slow, until only a few creatures here and there seem to be able to manage to make their way around of through the wad of debris, instead of the dozens that were emerging every second only a few moments before.

While the stream seems mostly blocked for the moment, the strain of holding the debris in place is plain on Micheaux face. It is taking everything she has to hold the imperfect cork she has made in this particular bottle. Should she give into the strain, the stream would likely resume as it was, scattering the plug to the bits of detritus it is made from.

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

As Elaina gets nearer to the shop, she sees an armor-clad figure running just as quickly toward it.

"Stand aside, citizen," he booms out. He clenches glowing swords in each fist and their ephemeral light casts ghostly shadows on his yellow armor. A crude clenched fist is stylized on one shoulder.

"This place seems to be the origin of the Xeno tide. I can not guarantee your safety this close to it."

His words come in a rumble, stoic yet steady, as if he walks a path, and does not care if he dies in the process, so long as the path is walked.


Female Human Mystic Rank: Novice Advancements: 1 Bennies: 1 Wounds: 3/3 PPE: 5/15 ISP: 10/10 Pace: 6, Parry: 7, Toughness: 8(3), Size: 0, Charisma: +2 Ammo: Iceblast Shotgun: 0/8, NG-33: 19/20 Status: Quickness: 0/3

"I can handle m'self, thanks," Elaina says, a bit irked by the strange man's dismissive tone. "Besides I wouldn't be here if there wasn't something to seal away," she adds as she trots beside him.


A killer GM with a killer smile.

Ace: 1d54 ⇒ 22 = 7 Spade
Arsenio: 1d53 ⇒ 14 = 5 Diamond
Arsenio w/Quickness: 1d52 ⇒ 39 = Queen Clubs
Aterro: 1d51 ⇒ 20 = 7 Clubs
Elaine: 1d50 ⇒ 32 = 10 Hearts
Jace: 1d49 ⇒ 39 = Queen Spades
K842: 1d48 ⇒ 21 = 7 Spades
Thumper: 1d47 ⇒ 33 = Jack Diamonds

Micheaux: 1d46 ⇒ 22 = 8 Diamonds

Baddies: 1d45 ⇒ 44 = Joker

Baddies will be up first.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Ummm...not that it really matters, but there's something wrong with your random card-generating process, because both K842 and I got the 7 of Spades! :)


A killer GM with a killer smile.
Atlas "Ace" Boomer wrote:
Ummm...not that it really matters, but there's something wrong with your random card-generating process, because both K842 and I got the 7 of Spades! :)

Just a brain fart I think; I reran the deck with the same numbers and it appears the first card (#22) should have been the 7 of Diamonds, while all the others are correct. Must have been thinking of something else when I was typing.

Sorry for the delays; I'm still kicking, but just got sidetracked for a bit.

The Apothacary Shoppe
I haven't had much success in putting together a map for the shop. I used to use a program called MapTools that worked very well for my purposes, but while the program is still available, I lost the entire archive of art I used when I lost my old computer. I've tried taking a look at Roll20, and have found the available art there very wanting as well. As a result, for the moment I'll be working without.

Attack vs. Ace: 1d8 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 + 1d8 + 2 ⇒ (4) + (1) + 2 = 7
Attack vs. Arsenio: 1d8 + 2 ⇒ (6) + 2 = 8
Damage w/Raise: 1d6 + 1d8 + 2 + 1d6 + 1d6 + 1d6 + 1d6 ⇒ (5) + (1) + 2 + (6) + (6) + (6) + (2) = 28
Vs. a Toughness of 9(6), that works out to 4 wounds.
Fire Aura: 3d6 ⇒ (4, 2, 3) = 9
Grapple: 1d8 + 2 ⇒ (7) + 2 = 9
I'll hold on resolving the affects of the attack until I see what you roll for your soak.
Attack vs. Aterro: 1d8 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 + 1d8 ⇒ (1) + (5) = 6
Attack vs. Elaine: 1d8 + 2 ⇒ (2) + 2 = 4
Attack vs. Jace: 1d8 + 2 ⇒ (1) + 2 = 3
Attack vs. K842: 1d8 + 2 ⇒ (1) + 2 = 3
Attack vs. Thumper: 1d8 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 + 1d8 ⇒ (3) + (3) = 6
Attack vs. Micheaux: 1d8 + 2 ⇒ (3) + 2 = 5


A killer GM with a killer smile.

I have a map up. Follow the LINK to view.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Thanks for the map, that looks really great!
But sorry, I simply *must* put the cards in descending order, so that each of us can easily see when our turn is :


Baddies: 1d45 ⇒ 44 = Joker
Jace: 1d49 ⇒ 39 = Queen Spades
Arsenio w/Quickness: 1d52 ⇒ 39 = Queen Clubs
Thumper: 1d47 ⇒ 33 = Jack Diamonds
Elaine: 1d50 ⇒ 32 = 10 Hearts
Micheaux: 1d46 ⇒ 22 = 8 Diamonds
K842: 1d48 ⇒ 21 = 7 Spades
Ace: 1d54 ⇒ 22 = 7 Diamonds
Aterro: 1d51 ⇒ 20 = 7 Clubs

Or, since the baddies have gone first, does it really matter if we don't stick to the listed order? Or do you want us to go in "groups" (like, Jace, Aresnio and Thumper go first, but in any order between them)?

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

man. I say if the party is up then the party is up.


A killer GM with a killer smile.

Ya, in PbP, I generally think that when people check the thread, if the party is up, they should be able to post. Of course, if the baddies go in the middle of the party, then they split into two groups; before and after. Go ahead and act.


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

Okay, so the one that is above Arsenio and Michaeux, in the center of that rune circle is the source of this infestation? That is Jace's main target, but it appears he is going to have to fight his way there.

Seeing the center of power, Jace knows what he needs to do. Blade whirling in every direction, he cuts a path through the creatures and heads right for the source.

Cut Once Run: 1d12 + 1 - 2 ⇒ (10) + 1 - 2 = 91d6 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Damage, AP4MD: 1d8 + 1d10 ⇒ (6) + (7) = 13
Cut Twice Run: 1d12 + 1 - 2 ⇒ (5) + 1 - 2 = 41d6 + 1 - 2 + 1d6 ⇒ (6) + 1 - 2 + (1) = 6
Damage, AP4MD: 1d8 + 1d10 + 1d8 ⇒ (8) + (5) + (4) = 17


TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5

Thumper turns from the creature facing him with a flinch. He reaches into his pack for an odd hourglass where the seems to be falling up. "Time to release all that stored up time little ones"

modifiers:
Techno-Wizardry:+2 Machine Maestro, -2 Multi action, -2 Seasoned
Techno-Wizardry: -2 Multi action

Arcane Machinist: 1d12 + 2 - 2 - 2 ⇒ (7) + 2 - 2 - 2 = 5

Once he gets to Jace he stops short the juicers blade an inch from his neck. "I have a present for you friend" he holds out the hourglass and the grains of sand suddenly begin to fall again and the Juicer begins to move even faster.

Techno-Wizardry: 1d12 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (1) - 2 = -1


TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5

Bennie Re-Roll:Techno-Wizardry: 1d12 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (1) - 2 = -1

@Jace


Quickness
This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second.

The gizmo has 7 PPE so it will run for 5 rounds


A killer GM with a killer smile.
Jace Belleraphon wrote:
Okay, so the one that is above Arsenio and Michaeux, in the center of that rune circle is the source of this infestation? That is Jace's main target, but it appears he is going to have to fight his way there.

That was the reason Arsenio was called to the site; the involvement of one of his men in an incident. When he arrived on site, he saw Hyperkinetic, floating in mid air above an Arcane circle, and appearing semi-transluscent, so his bones are visible through his skin. This is exactly how the ally he initially appeared with appeared, back when you rescued that dragon from the mercenaries and encountered that strange life draining mist.

Since Thumper cast Quickness on you Jace, you can take another immediate turn if you like.

Jace slashes at two of the monsters, stunning one and killing another. Just then Thumper hands him a magic device, and time seemingly slows to half it's normal pace.
The shaken one cant make any AoO's, so you can move without being attacked.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Sorry, I usually wait for the GM to say "so-and-so and so-and-so can act" or "everyone can act", I don't like to assume.

Ace continues to run towards the problem :

25" - 11" (last run) = 14"

Running: 1d6 ⇒ 5 = 11"

Am I now 3" away from the shop's entrance, or 3" away from the source of the fliers?


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

Soak: 1d6 ⇒ 5
Soak: 1d6 ⇒ 3

I think that's enough to keep me conscious?

Arsenio take a rough strike from the monster, though manages to narrowly avoid being disemboweled. Grunting through the searing pain mere movement brings, he grabs the man lying on the ground and begins to pull him out of the shop. Hopefully once he's out of danger Micheaux will know to fall back and regroup.


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

I can't edit the map, but after my first action I was going to move up to the next two creatures(south of Arsenio on the map), kill them and keep moving towards Hyper.

Jace has to concentrate to understand what Thumper is saying as his voice slowly comes out of his mouth. Understanding hit him quickly as suddenly time itself seemed to stop and he was the only one moving in the store. The slow flapping of the wings of the creatures beat in unseen nanoseconds as Jace made his way to the next group of creatures. As the flock thinned, he recognized the young man in the center of the circle. He had raced him not long ago as they entered the city. The kid was fast. This didn't seem like him though, something wasn't right. He didn't want to kill him, and Jace's understanding of magic was slim, but if he could get Hyper out of there, maybe that would help. All of this thought occurred as he hacked into two more creatures on his way to the circle. One neatly severed into two halves and the other seemingly unfazed as he barely nicks it. Unconcerned, he rushes towards Hyper, in an attempt to knock him out of the circle.

Cut Once, Part Two: 1d12 + 1 - 2 ⇒ (7) + 1 - 2 = 61d6 + 1 - 2 ⇒ (5) + 1 - 2 = 4
Damage AP4MD: 1d8 + 1d10 + 1d10 + 1d10 ⇒ (7) + (10) + (10) + (8) = 35
Cut Twice, Part Two: 1d12 + 1 - 2 ⇒ (4) + 1 - 2 = 31d6 + 1 - 2 + 1d6 ⇒ (6) + 1 - 2 + (1) = 6
Damage AP4MD: 1d8 + 1d10 ⇒ (5) + (5) = 10

Not sure what you want me to roll to tackle Hyper out of the magic circle.

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

Brother Aterro takes in the scene of chaos and carnage before him. To his keen eyes, it takes no great time to see the source of the Xeno plague. Obviously the unfortunate psyker caught in the Ritual of Chaos at the crux of the room is being wrought for power like a white dwarf at the heart of a forge engine.

Realizing the minor beasts about them are but distractions, he forsakes offense and sprints toward the spectacle in the center.

"If a job's worth doing it's worth dying for."

Moving past Jace, toward Arsenio. Defend action, Parry = 12. With Quickness, Pace = 16.


Female Human Mystic Rank: Novice Advancements: 1 Bennies: 1 Wounds: 3/3 PPE: 5/15 ISP: 10/10 Pace: 6, Parry: 7, Toughness: 8(3), Size: 0, Charisma: +2 Ammo: Iceblast Shotgun: 0/8, NG-33: 19/20 Status: Quickness: 0/3

Not sure if this is going to be my whole 1st turn or not, but I'm going to try and figure out what's going on here and how to stop it.

Mysticism: 1d10 ⇒ 81d6 ⇒ 2 Success, unless it's more than a -4 penalty. A raise if the TN is 4. Can Elaina tell what's going on here and how to stop it?


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Ping?


A killer GM with a killer smile.

Sorry, haven't had much free time lately. I've been waiting for a chunk of time to update, which doesn't seem to be forthcoming, so maybe I'll take the other tack and chip away at it as I get moments here and there.

Atlas "Ace" Boomer wrote:
Am I now 3" away from the shop's entrance, or 3" away from the source of the fliers?

From the front door.

Arsenio Doloso wrote:

I think that's enough to keep me conscious?

Yes, though you are still shaken and grappled...

Arsenio's Spirit: 1d6 - 3 ⇒ (2) - 3 = -1

Arsenio manages to hang on to consciousness by a fingernail as the small monster tears into him. He grunts in pain as he goes down under the flailing little beast, but he is not out yet...

Jace leaps in and around the monsters, making his way towards the mystic circle and Hyperkinetic's floating form. He splits one in half, from head to groin, not even pausing to watch it die. While the second blade connects as well, the wound is shallow, and will likely only stun the beast.

Continuing to barrel past, he leaps towards the magic circle, aiming to carry both himself and his companion clear of its influence.

Strength: 1d8 - 4 ⇒ (1) - 4 = -31d6 - 4 ⇒ (1) - 4 = -3
Distance: 3d6 ⇒ (1, 5, 4) = 10

As soon as he enters the circle, Jace's athletic form is tossed backwards like a rag doll. He smashes through a few of the shelves, stopping only when he hits the sturdy exterior wall of the building. The breath knocked from him, it will likely take him a few moments to figure out where he is. He's Shaken.


A killer GM with a killer smile.

Elaine:
As you enter the building, you are overwhelmed almost instantly with a flood of sensations. There is magic going on here, of a sort, at least. There is an odd feeling to it that is unlike anything you have ever felt before. It is as if this kind of magic doesn't really belong here; almost like it shouldn't even work here. It is from a reality so dissimilar to our own that the laws that govern the power should be completely different. However, despite that, something has figured out a way to make this magic work within the laws of this reality.

You sense several powerful workings here, some unrelated to the strange power; there is a burster before you - a purely psychic emanation of power, but powerful in its own right. Second, a dark skinned woman standing near him with her gaze focused on what looks to have been a cashier's desk. Powerful telekinesis is holding a mishmash of flotsam together within the mouth of a yawning portal located in the floor. It is from there that the flying creatures were emanating, though their flow is presently arrested. The woman holding the barrier in place is no doubt a master of the psionic arts, though you doubt even a Mind Melter could keep that kind of power expenditure up for long.

The foreign power is present in two chief workings; one is the portal. The power for that spell is located beneath it, not through the portal, but in a chamber beneath the floor that just so happens to lay on the other side of that portal. The second emanates from a man floating within a circle of arcane symbols near the two psychics. You can feel the power flowing out of him, and being taken directly into some other working you cannot immediately see. Perhaps if you examined the symbols of the circle, you might be able to get a better idea of what is being worked here, and whether there is anything you can even do to disrupt it.


Rigor Rictus wrote:
Arsenio Doloso wrote:

I think that's enough to keep me conscious?

Yes, though you are still shaken and grappled...

Arsenio manages to hang on to consciousness by a fingernail as the small monster tears into him. He grunts in pain as he goes down under the flailing little beast, but he is not out yet...

Ah, forgot about Shaken. Probably would have used a Benny to get un-Shaken, but since you rolled already I'll stick with it. Here's my Wild die.

Wild Spirit: 1d6 - 3 ⇒ (6) - 3 = 3
Ace!: 1d6 ⇒ 6

Just for fun: 1d6 ⇒ 6

Jesus: 1d6 ⇒ 4

Arsenio is indeed Stirred, not Shaken.


A killer GM with a killer smile.

How'd I forget the wild die? Well, it appears you can act this round, so if you like you can make your choice of a Strength or Agility check to escape the grapple.


Female Human Mystic Rank: Novice Advancements: 1 Bennies: 1 Wounds: 3/3 PPE: 5/15 ISP: 10/10 Pace: 6, Parry: 7, Toughness: 8(3), Size: 0, Charisma: +2 Ammo: Iceblast Shotgun: 0/8, NG-33: 19/20 Status: Quickness: 0/3

Right, so I'm apparently blind and missed Rigor's post. Oops. :P

Elaina scooches over to the man being drained for some dark purpose and examines the runes around him.

Myst: 1d10 ⇒ 71d6 ⇒ 5


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On
Rigor Rictus wrote:
How'd I forget the wild die? Well, it appears you can act this round, so if you like you can make your choice of a Strength or Agility check to escape the grapple.

Missed this.

Agility: 1d4 ⇒ 2
Wild: 1d6 ⇒ 3

Womp womp.


A killer GM with a killer smile.

Elaina dashes to the side of the mystic circle, trying to stay within Jace's wake. As soon as she arrives, she opens her senses to examine the circle.

Like the magic you feel around you, these symbols don't seem to fit with the version of reality you are used to; they are just off somehow. However, you can see the flow of magical energies around them, and that gives you a basic impression of what they are meant to do. The circle is warded; anyone attempting to cross it will be similarly affected as Jace just was. The circle proper isn't imprisoning the young man within; more like draining him. It is a well known fact to practitioners of magic, that the amount of magical energy a creature can produce doubles at the moment of death (which is why so many mythologies include the concept of sacrifice). This young man seems to have been somehow trapped at the moment of death - not actually dead yet, but not alive either. Even with that revelation, his body is producing far more magical energy that any mundane being should be able to produce; it is almost as if as each moment strips away his power, it is regenerated almost instantly.

If you could find a way to disrupt the spell, whatever is causing the boy to regenerate might be enough to save his life. If you were to kill him, there would be a burst of power into the spell he was meant to power, but within minutes the spell would collapse, as it would run out of power to fuel it.


A killer GM with a killer smile.

Ace: 1d54 ⇒ 43 = Queen Hearts
Arsenio: 1d53 ⇒ 30 = 9 Diamond
Aterro: 1d52 ⇒ 26 = 8 Diamond
Elaine: 1d51 ⇒ 2 = 2 Diamonds
Jace: 1d50 ⇒ 24 = 8 Clubs
K842: 1d49 ⇒ 38 = Queen Diamonds
Thumper: 1d48 ⇒ 27 = 9 Hearts

Micheaux: 1d47 ⇒ 42 = Ace Clubs

Baddies: 1d46 ⇒ 13 = 5 Diamonds

Party may act except for Elaina, who must wait until after the badguys.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Ace continues to run toward the source of the problem :

3" from door of shop.

Running: 1d6 ⇒ 5 = 11"

I would move my icon into the shop, but I don't have editing access. Can you please give me the ability to edit the apothecary shop, so I can move my icon? Thanks!


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

Spirit Unshake: 1d6 ⇒ 21d6 ⇒ 4

Jace shakes his head clear and it dawns on him what he should have remembered from his training and the few bounties he had against mages. You don't just go charging into a magic circle. Standing back up, he sees Elaina dealing with the circle, probably safer that way and his leader having difficulty with one of the creatures. He decides that killing is what he does best and bound towards the thing that has Doloso pinned and cuts its tiny little wings off. Or at least, he tries to. They are almost as fast as he is.

Cut Once: 1d12 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (4) + 1 = 5
Damage AP4MD: 1d8 + 1d10 ⇒ (6) + (1) = 7
Cut Twice: 1d12 + 1 ⇒ (8) + 1 = 91d6 + 1 ⇒ (1) + 1 = 2
Raised Damage AP4MD: 1d8 + 1d10 + 1d6 ⇒ (1) + (4) + (4) = 9


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0
Rigor wrote:
Party may act except for Elaina...

Where is everybody?


A killer GM with a killer smile.

Ya, we need actions for Arsenio, Aterro, and Thumper. K842 sent me notice a while back that he was having trouble keeping up with the unfamiliar system. I'll bot him until we reach a logical exit point for the character.


I...completely missed your last post, I had assumed there was another holdup in posting. Very sorry about that, my fault.

Though it looks like my action will depend on whether or not Jace managed to kill the thing grappling me.

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

I was waiting to see what Elaina would do...but she's goes late, and for pacing sake it looks like we could use a good move forward.

"Blessed is the mind too small for doubt. Prayer cleanses the soul, but pain cleanses the body." Aterro chants, almost automatically, as he comes within a few steps of the central figure.

There was someone caught in a warp-bubble, and there was a gate lettings in all manner of Xenos. Such things were known by those who fought not only the throne-cursed spawn of dark elves and the whole of the foul Eldar races, but their former brothers too now trucked with powers that were not above using an innocent as fuel for infernal rites.

He knew what he had to do.

Because, were it him, he would want the same.

Holding his force-blades high, he CHARGES into the field, trying to lance though the being caught in the web, to end that man's life and too, this threat to his holy Terra.

Strength check!: 1d4 + 1 - 4 ⇒ (1) + 1 - 4 = -2
WILD Strength check!: 1d6 + 1 - 4 ⇒ (4) + 1 - 4 = 1
Using a benny...for the EMPEROR!
Strength check!: 1d4 + 1 - 4 ⇒ (1) + 1 - 4 = -2
WILD Strength check!: 1d6 + 1 - 4 ⇒ (1) + 1 - 4 = -2
Using another benny. Also for the EMPEROR!
Strength check!: 1d4 + 1 - 4 ⇒ (4) + 1 - 4 = 1
Strength check!: 1d4 ⇒ 4 = 5!
WILD Strength check!: 1d6 + 1 - 4 ⇒ (6) + 1 - 4 = 3
WILD Strength check!: 1d6 ⇒ 1 = 4!

Pressing on through strength of will, he presses through the force-field. It might hold at bay an army.

But it would not hold against the Emperor's finest.

Okay...now what? =)


TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5

"Thumper" ducks low and moves across the room and to take a closer look at the spell trying to determine how they are linked to the boy. 'A straight power drain may work but there is a lot of power here, if I take the boy out of phase with this reality, can I remove him from the proximity?'

Knowledge (Arcana): 1d8 ⇒ 71d6 ⇒ 3

trying to see if I have any idea how this "Spell" interacts and looking for a way to circumvent it. (Intangibility, teleport)


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

"I'd be careful of that Aterro, brute force didn't work for me either." Jace says as he spars with the flying creatures around his squad leader.

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

"Perseverance and silence are the highest virtues!" Aterro grunts out as he struggles and strains against the field trying to prevent him from slaying the source of the Xeno spell's power.

"For those who seek perfection there can be no rest on this side of the grave."


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

Though he didn't understand Aterro's fanaticism to some machine-god, Jace couldn't disagree with the sentiment. "Fair enough, brother." He grunts again as he takes slash after slash, trading blows with the airborne nuisances.

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

Confound he's not a machine he's just attached to one...and tied to one...and encased in one...and shows no sign of independent or organic life...okay that argument is actually kinda hard to find a counter for but he's not a machine! =p


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

My understanding of the Emperor of Man is pretty clear, (Blood Angels Iron Helms Recon Regiment), but Jace's is not. As far as he is concerned, you worship a glorified computer. Similar to Archie 3 in his mind.

Silver Crusade

PP: 9/10 B3nn1es: 3/3 | W0undz: 0 |P4rry 8[10]/RATN:[6] |T0ughne$$: 22(11) | P4ce: 8/d10 |Cha:+2| N0t1ce: d4

Forever will I think that GW knows that killing off Sanquinius was a mistake. The coolest primarch of the coolest chapter. You just don't burn bridges of gold like that. The Ultramarines seems to have emerged as the face, but their movie didn't do well, and one can only wonder what if....


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

I know right? Still fun to play a blood raging vampire marine unit at times... hmm.. character concept should Jace go into Final Burn.


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

I'll go ahead assuming JAce succeeded at killing the guy grappling with me.

Arsenio continues dragging the unconscious officer out of the building.


A killer GM with a killer smile.

Bump. Working on an update and getting this everlasting fight resolved. My mind boggles at your collective patience.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

I usually check all my games every day, but I've been handed an extra project at work that will be eating up a lot of my free time. So if I disappear for a few days, don't worry, I'll be back.

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