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.

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I'll attempt to Soak the wound.
1d12 ⇒ 121d6 ⇒ 1


A killer GM with a killer smile.

No problem, K842.

In case they didn't notice, Hyperkinetic, Androva, and Therun are up.


Hyperkinetic is waiting for the Skurge to show itself, or for them to stop fighting. I'll just hold my card for now.


Female Human Ag d8 Sm d6 Sp d8 St d6 Vi d8 || Pace 8 Parry 7 Tough 6 (12) Cha 0/+2
Skills:
Fighting d12, Healing d8, Intimidation d10, Knowledge (Electronics) d8, Psionics d6, Repair d6, Shooting d8, Streetwise d6, Throwing d4

Androva pops up from cover long enough to draw a bead on the borg before ducking back down.

Shooting: 1d8 ⇒ 4 Wild: 1d6 ⇒ 5 Damage: 3d6 + 2 ⇒ (1, 1, 4) + 2 = 8


A killer GM with a killer smile.

Androva's blast hits true, but as she probably suspected, armour that can shrug off railguns is unlikely to be damaged by a sidearm. Without any mass behind the attack, you don't even see token reaction to the attack. He might not have noticed it.

No problem Hyper, jump in when you choose. Waiting on Therun. I am also not sure he ever commented on whether to try to Soak those 2 wounds he was hit with last round. Last chance, if you want to.


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

In preparation for my upcoming action, are there *any* "bad guys" (attacking us or the dragon) that aren't engaged with someone from my team in melee combat at the moment? Thanks!


A killer GM with a killer smile.

Nope.


A killer GM with a killer smile.

We're waiting on Therun, and I don't want to bot him unless I have to as there are some critical decisions to make. He doesn't have Medical, so he probably can't help much with Jace, but o don't want to have him chance Hide Amour and the Borg, as those guys are tough a d that puts him in a risky position, which means it should be his choice if he wants to go there... I'll give him till tomorrow to post, and then have him do something.


Male Psi-Stalker

working on a post now. tied up at work now, will get it up when free.


A killer GM with a killer smile.

Therun?


A killer GM with a killer smile.

Ya, sorry 'bout that, should have called time on Therun a few days ago. We'll leave him as a Held action like Hyperkinetic, and
wait and see if this is just a short term glitch for him.

While ducking back behind her cover of the wrecked ATV, and the bodies/potential survivors of her scouting parting within it, Androva cranes her neck around for a quick second in order to orient herself concerning the Dragon's present location. She spots it nearby, now standing near the base of the cliff. While doing so she sees something else. A mist of sorts is creeping from the cavern at the base of the rocky outcropping. It catches the eye almost because of the way your eye wants to slide past it; to pretend its not there as nothing quite that unreal looking could possibly actually be there. Even the though the night is relatively dark, you can see every feature of the mist, as it it was illuminated from within; but that's not quite right, because it doesn't look lit up and it casts no light on the surrounding earth. It looks almost like a reflection of what light isn't; if light had an opposite beyond darkness, what it would look like if light could be a negative, cancelling out every scrap of real light it touched. Visible by its nature, but very much a thing of another world.

You may each make a notice check to witness the following. 4 is a success:
One of the last remaining mercs, the one who had been riding the dune-buggy emerges from his cover to make a run for the concealing fog, he is either less concerned with its strange appearance, doesn't care, or is desperate enough to try anyway.

He runs at full speed towards it, until his first foot touches its leading edge. What happens then is so quick and undramatic that it goes completely missed by anyone who did not happen to be looking at that exact moment. The instant his boot breaks the mist, his foot stops working. There is a flash of confusion on the man's face as he appears to stumble forward, his leading leg limp and dead weight. Having been running top speed, his momentum carries him forward where his second foot reacts just like the first. As he pitches forward, the confusion on his face flashes through anger to fear. Unable to control his fall with his legs, he reaches out a hand to break his fall, but the hand does nothing. His face slaps the ground at full running speed. But for all that, he doesn't even have a chance to scream.

His body hits the ground like a corpse long dead. Not a single muscle used to break his fall or slow his decent. When he hits the ground, his body slaps flat and lies there like it had lain there a week and not a moment. It doesn't bounce, it doesn't twitch. It's just dead.

Hyperkinetic, you can have a free Notice success, seeing as while this isn't exactly what you expected, it is the kind of think you would have been watching for.

Androva, the Mist is about 15" from you and moving at Pace 10. The two remaining mercs (Hide and Borg) are another 20" or so beyond that along with K8, Jace, Therun, and HyperKinetic. Thumper and Arsenio are about another 15" beyond them. Ace is way out at around 80"

Borg's Notice Check: 1d6 + 2 ⇒ (1) + 2 = 3
Sword attack at K8: 1d10 + 1d10 ⇒ (10) + (3) = 13
Damage: 1d12 + 2 + 2d10 + 1d6 ⇒ (9) + 2 + (6, 3) + (3) = 23
That should be a nice solid hit, but it will deflect off of his thick armour plating (by 1). Probably leaves an impressive gouge.

K842, Ace, and the Dragon are up, Hyperkinetic and Therun may opt to jump in with an action, and Jace needs to make a bleeding roll.


Female Human Ag d8 Sm d6 Sp d8 St d6 Vi d8 || Pace 8 Parry 7 Tough 6 (12) Cha 0/+2
Skills:
Fighting d12, Healing d8, Intimidation d10, Knowledge (Electronics) d8, Psionics d6, Repair d6, Shooting d8, Streetwise d6, Throwing d4

Notice: 1d4 - 2 ⇒ (3) - 2 = 1 Wild: 1d6 - 2 ⇒ (2) - 2 = 0


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

Notice: 1d4 - 2 ⇒ (4) - 2 = 2 Wild: 1d6 - 2 ⇒ (5) - 2 = 3


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

Unless Jace suddenly learned to Astral Project, he isn't noticing much...
Bleeding Out?: 1d8 - 3 ⇒ (5) - 3 = 21d6 - 3 ⇒ (1) - 3 = -2
Think I'll be using that last Benny now...
Reroll: 1d8 - 3 ⇒ (8) - 3 = 51d6 - 3 ⇒ (4) - 3 = 1
Ace..: 1d8 ⇒ 3
If I'm using the right mods, that's a Raise, so I should be Stable..


A killer GM with a killer smile.

Anpetu:
Something is wrong. Things should be safe now. You were with the mother, within the mother, and now you are not. That is how it should be, but danger comes. You felt her anger, her frustration, and then her growing fatigue. The separation was rushed; not incomplete, but... imbalanced. This should be the time to rest, to grow. But there IS danger here. To push forth now, to birth into the world, it should mean death... but death comes for you whether you emerge now or not. But along with that slowly approaching death, that sickly miasma whose aura treads over yours like a blind giant, there is power out there too; so much POWER! If you could just reach it, draw it in, it might be enough to hold your undeveloped body together. There is no safety here. Hatch and risk a likely death, or wait quietly, and let a certain death take you. The decision is yours.


A killer GM with a killer smile.
Jace Belleraphon wrote:

Unless Jace suddenly learned to Astral Project, he isn't noticing much...

[dice=Bleeding Out?]1d8-3; 1d6-3
Think I'll be using that last Benny now...
[dice=Reroll]1d8-3; 1d6-3
[dice=Ace..]1d8
If I'm using the right mods, that's a Raise, so I should be Stable..

You're not, but I'll let it slide seeing this is still character introduction. I want the battles to have an increased Risk of mortality, not to make it a certainty.


"Your name...is Anpetu."

A name. His name. The fragile life stirs within its shell for another moment. Death comes. Slowly. Surely. It creeps with certainty for him, for all of them. The visions come quickly; men and women dying. Strange things in metal suits screaming and twisting with one another. A hungry darkness encroaching on all.

A vision of men with dark skin, dressed in leathers fills his mind. They show Mother how to tend the wounds, how to fight with a blade, and how to pull a trigger. They tell her the myths of the old world, the one they left behind when they traveled through the Rifts. Her knowledge, his knowledge now, it is where his name comes from.

"Anpetu Wi, a spirit of the sun. My son, you will be strong.

Mother is fighting, raging, dying. His instinct is to hide at first, to retreat into the darkness and grow. Yet Death is inevitable that way. It kills all that it touches and it will not spare him.

"The world is not kind to us. You will have to fight Anpetu."

Why should he fight? Death could be kinder, more gentle, more alluring. He could whimper softly into it and let it all go. It'd be easier, so much easier. Yet something churns in anger at that thought, at that weakness. It is her memories, his memories now. He must fight, he must struggle, he cannot die.

"Fight. For you are a dragon."

The power calls to him, reaches to him to take it, and Anpetu reaches out and sinks his claws and fangs into it. He will not die this day or any other day. He is a dragon and he will live forever.

The egg cracks and breaks, the form within rioting and revolting against its restraints. A sharp beak breaks through and the egg collapses under his strength as Anpetu pulls himself free. Yolk and shell sticks to the fiery red scales along his form, golden eyes blearily blinking for a moment.

"There is no time to hesistate. Act or die." His own voice sounds alien in his head, his mother's imprints residing deep inside. A terrible, fierce, and angry roar explodes from his throat and his wings beat this first movements. Whatever that power is, that chance at life, he would seize it. Death can take him another day, today he would be a dragon.

Not sure exactly where I am in the combat but Anpetu would certainly try to seize the initiative and fight to survive.


Notice: 1d6 + 2 ⇒ (6) + 2 = 8 Wild: 1d6 ⇒ 3

Who the heck is this jerk? Coming in here knocking my weapons around. I don't need weapons.

K-842 drops his remaining weapon and reaches for the nearby leather clad whatever he is.

Fighting: 1d10 ⇒ 10 Wild: 1d6 ⇒ 6

Does that grapple him and a raise? I think so, but I don't know. Then can I use the other set of arms to smoosh him? If so

Opposed Strength?: 1d12 ⇒ 7

"Who do you think you are? Jerk? Knocking my weapons around. I don't need weapons to fight the likes of you."

As always, I'm sure I messed something up there. I didn't roll the second wild die because it couldn't be better than the d12.


Female Human Ag d8 Sm d6 Sp d8 St d6 Vi d8 || Pace 8 Parry 7 Tough 6 (12) Cha 0/+2
Skills:
Fighting d12, Healing d8, Intimidation d10, Knowledge (Electronics) d8, Psionics d6, Repair d6, Shooting d8, Streetwise d6, Throwing d4

Actually, it can be better. Remember, each time you roll the maximum possible, you reroll and add the result. So that Wild dice could easily exceed a d12. Also, you need to roll your raises on both of your initial dice.


A killer GM with a killer smile.

The space around Anpetu is small, or at least contained. A cave, his mother would call it. The space within is also something of a cylinder, with the opening near the bottom, sloping out towards the land outside. The opening is large enough to accommodate a full grown Dragon, but probably only barely. It is probably thrice as wide as it is tall, so she would have had to slither her way in on her belly. The inside is far more spacious, and it would have been a good place to lay her clutch had she not been chased and harried so long.

Arrayed around him on lower tiers are his would be kin. Perhaps a dozen eggs all told. Three on the lowest edge of the cavern floor lie smashed, with only scraps of leathery egg and bits of goo indicating something else was once within. By one of the three lies a sister, dead, her body still and lifeless, pulled from the safety of her shell long before her time. Whatever happened to the bodies in the other two is unclear.

The entire floor of the cavern roils with billows of some strange mist or fog, having no apparent source and adding nothing to the moisture of the chamber. While the cavern is dark, somehow the mist is darker still, as though it pulls at the light. This was the creeping death you felt coming. A cold breeze at your back, eminating from higher up in the chamber as warm air settles upon the rocky crags above, is chilled, and drifts down towards the cavern mouth also has the effect of allowing that unnatural darkness to flow out with unnatural speed. It also seems to be slowing the ascent of the mist. It clings to the walls as if sticking to them, the billowing caused by the wind slowing It, but also allowing it to swirl and reach higher. Once it touches a rock, it never drifts lower.

The lowest tier of eggs were dead before this new predator arrived, but the level above that lie still, whatever life was in them gone, however peaceful they might look. There are four eggs on the next level, and two on the highest, one of the Anpetu's own. Each of them is shaking, the danger coming just as urgent to each denizen within as that felt by Anpetu.

The egg on the rocky shelf next to him rips and cracks, a brother emerging in a similar state to Anpetu, weak of body, but strong of spirit. One of the four just below breaks, and then another, and another, just as the unnatural fog reaches them. Each of the four siblings, in various stages of birth, shudder, screech, thrash, or go still, as the mist steals the life from their bodies. Each inevitably goes still as the mist reaches the level of their heart or their head.

In barely a moment, only Anpetu and one brother, the last of 12 clutchmates, live. Of course, dragon's are not exactly a sentimental bunch, and a brother is just as often as not a rival for mates and territory.

One foe and one rival lie close at hand, but weakness makes confronting either an unwise action. To flee would mean the cavern mouth or the source of that cold breeze. To brave the cavern mouth would require a daring dive within inches of the mist, on wings that have never been tried. Going up risks discovery that the cracks are too small to allow escape, and inevitable death from the life stealing fog.


A killer GM with a killer smile.

K842You are also the only one who has seen what happened to the merc that ran towards the mist. Others have likely seen the fog, but so far you are the only one to notice its deadly effects.


Brothers and sisters. All gone, life stolen from them. Anpetu studied his brother, his rival, and his possible friend. Endless possibilities laid before them but now was not the moment to perceive which course they would take. Escape was most important, escape from that deathly mist.

"To the exit!" Anpetu shouted to his brother, focusing his energies inward. His native, psychic power began to flex as he focused on the imprints within his mind; his mother soaring over the lands of this world. That strength, that agility, it all resonated within his mind as he let the power flood through him.

Boost Agility: 1d6 ⇒ 6 Wild Die: 1d6 ⇒ 5
Ace: 1d6 ⇒ 3
That'll be a Raise, boosting my Agility from d8 to a d12

Anpetu would feel the steeliness in his body, his mind telling his nerves to calm as those massive wings would flex outwards. Taking off from his place of limited safety, he dived downwards towards the mist and towards his escape.

I'm assuming that this is going to be an Agility roll
Agility: 1d12 ⇒ 6 Wild: 1d6 ⇒ 4
If that'll succeed, I'll take it. If not, I'll spend a benny
Agility: 1d12 ⇒ 3 Wild: 1d6 ⇒ 1
<.< I guess I'd spend two bennies.
Agility: 1d12 ⇒ 9 Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 1
9 will be my best, hopefully enough to make it. Hopefully though, a 6 will be enough -fingers crossed-


Fighting Reroll: 1d10 ⇒ 2 wild: 1d6 ⇒ 4

So that fighting is a 12? 2 raises?


A killer GM with a killer smile.
Anpetu wrote:

I'm assuming that this is going to be an Agility roll

If that'll succeed, I'll take it. If not, I'll spend a benny
9 will be my best, hopefully enough to make it. Hopefully though, a 6 will be enough -fingers crossed-

Boosting your Agility is a smart move. I like that. And yes, in this system, that is probably how I'd handle it. However, the rule concerning Bennies is that you have to tell me if you are using them or not before i tell if the action was a success or failure. So... Since I haven't told me yet, which way will you go? Go with the 6 or play it safe with the 9?


A killer GM with a killer smile.
K-842 wrote:
So that fighting is a 12? 2 raises?

If it was the default success of 4, it would be a yes, but only the first one really counts for anything on an attack roll like that. With Grappling it's an Opposed check, meaning he rolls his fighting skill, and whoever wins wins. If you beat what he rolled by 4 or more it's a raise. So, if you beat him, he's entangled. If you beat with a raise, he's entangled and Shaken.

Dragon Hide's Fighting check: 1d12 ⇒ 9
So, you beat him, and have him entangled. However, you only beat him by 3, so he is not Shaken.

you had said you would like to put the squeeze on him with your second set of arms, which is fine. Since he is already entangled, you would make another opposed fighting roll as above. If you win, Strength in damage is inflicted. Win with a raise, get +1d6 like usual. If you lose, no effect; he doesn't get free or Anything, you just don't manage to hurt him.


Fighting: 1d10 ⇒ 2 Wild: 1d6 ⇒ 2

Second grapple check. I suspect I won't put an extra squeeze on him, but maybe he won't hurt anyone else.


A killer GM with a killer smile.

1d12 ⇒ 21d6 ⇒ 3
Edges you out, just barely. So Yes, he's tied up until at least his turn, when he can try to break free, but suffers no damage for now.


A killer GM with a killer smile.
Jace Belleraphon wrote:
Unless Jace suddenly learned to Astral Project, he isn't noticing much...

Jace: Hey, people notice all sorts of weird things when they're dying. They are often not actually unconscious, but in shock. Their eyes may be open, may be pointed in the right direction, and there might even be film rolling. Since you don't have much else to do, feel free to take a Notice roll. With a raise, so happens you see it. Now, communicating what you've seen to others might be a bit of a challenge though...

Shout out to Hyperkinetic, Therun, and Ace. (Little more leeway for Ace, as it just now supposed to be his turn, while the others are overdue). If the Dragon (the momma dragon) goes before you've posted, that'll be the end of the round. Wait long enough for the right moment, and sometimes that moment never quite comes. So, as I said, the Dragon's action will be the last one this round. After that, new cards for everyone.


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

Notice: 1d6 ⇒ 21d6 ⇒ 2
Hehe.. Thanks, but he is out for the moment...


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 tried posting yesterday, right after you said I was up, but got the goblin screen - and then there was a *flurry* of posts since then...

Notice: 1d6 ⇒ 11d6 ⇒ 5

Do we all have comms of some kind (radio ear-buds, etc.)? If so, he says something over them :

If Rigor says we have comms, everyone can read this:
"Hey, everybody - watch out for that mist - it looks like instant death!"

Ace un-digs-in (digs-out?), and runs to be closer to the action, to see things from a different perspective :

Running: 1d10 ⇒ 3

So he moves 13" towards the others.


A killer GM with a killer smile.

No problem Ace, I've been getting the goblin a bit lately too. Yes, everyone does have com's (except Hyperkinetic). They were jammed when you first arrived, but they seem to be working now. (The jamming device was in the machine gun nest, which has since been Boom-gunned.)

I'll wrap up the round tonight, so hopefully we hear from Hyperkinetic and Therun by then.


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A killer GM with a killer smile.

Been a long day, so the last two stragglers may have a touch more time to use their Actions before I move us to the next round.


A killer GM with a killer smile.

Ok, here we go. No ill will intended toward Therun or Hyperkinetic, but out of respect for the others, I want to advance the round to keep the action flowing.

Anpetu, I may not have been clear enough before, but I need you to tell me if you using your Bennies or not on your agility check. Use them and get a 9, or save them and take a 6. Your brother goes after you, so I’ll not do his rolls until after you decide.

Dragon’s Notice: 1d8 ⇒ 61d6 ⇒ 4

The dragon turns, seeing the fog encroaching behind her, coming on rapidly. She takes in the sight of the man running into the fog and its affect on him. She screams, an impossibly loud billowing roar that shakes the stones and makes Androva, the closest living human, feel like she is going to resolve into the ground. The mother dragon slams her massive wings downward and surges into the air. She raked her claws at the rocks halfway up the outcropping, tearing stone and earth apart. Her long sinuous neck disappears into a crevice opened up by her mauling. A mere moment later the first roar is echoed by a horrifically mournful bellow, echoing out of the cave below.

End of Round


My apologies, I thought you could spend a benny after knowing the result. Makes them less useful then. I'll take the nine then, since I don't know any modifiers on the roll.


A killer GM with a killer smile.

Anpetu wings through the low narrow opening of the cavern. His head scraping the ceiling rocks, and his tail and hind legs hanging precariously close to the mist, he flies out, the mournful call of his mother echoing through the chamber behind him.

Target number was an 8, so the Bennies were needed. A regular success wound have required some saves against nastiness as your tail and legs may have been exposed to the mist.

New Round
Deck has been shuffled due to the Joker last round. For those not counting, there have been 2 Jokers since combat began, so you should have 2 bonus Bennies if you have been here since the beginning. Anpetu, since you joined in that last round, you can have one of those too.

Androva: 1d54 ⇒ 10 = 4 of Diamonds
Anpetu: 1d53 ⇒ 26 = 8 Hearts
Arsenio: 1d52 ⇒ 45 = King of Clubs
Ace: 1d51 ⇒ 15 = 5 Spades
Hyperkinetic: 1d50 ⇒ 36 = Ace of Hearts
K842: 1d49 ⇒ 12 = 5 Clubs
Jace: 1d48 ⇒ 16 = 6 Hearts
Therun: 1d47 ⇒ 31 = 10 of Spades
Thumper: 1d46 ⇒ 9 = 4 Hearts

Dragon: 1d45 ⇒ 40 = King of Hearts
Borg: 1d44 ⇒ 38 = Jack of Hearts
Hide Armour: 1d43 ⇒ 25 = 9 Hearts
Master Vampire; Imp Level Headed: 1d42 ⇒ 151d41 ⇒ 271d40 ⇒ 36 = 6 Spades, 10 Hearts, King of Spades.

Order:
Group 1: Hyperkinetic
Group 2: Vampire Lord
Group 3: Dragon(s) And Arsenio
Group 4: Borg
Group 5: Therun
Group 6: Hide Armour
Group 7: Anpetu, Jace, Ace, K8, Thumper, Androva.

Definately weighted towards the tail end this round. Hyperkinetic is up. As per his post, I'll bot him tomorrow if I get time if he hasn't checked in.


A killer GM with a killer smile.

I need to Bot HyperKinetic, but not sure what to do with him. Any suggestions? Androva is the only living human near the mist at the moment, so perhaps he goes and tries to bring her back to the group. However, he just arrived on the scene, can clearly see he's stepped into the middle of a battle, and has no idea who is on whose side. Grabbing a person and moving them to others that might be her enemies isn't a nice thing to do, but then maybe he thinks that anywhere is better than near that mist. Sound reasonable, or are there other suggestions?


Female Human Ag d8 Sm d6 Sp d8 St d6 Vi d8 || Pace 8 Parry 7 Tough 6 (12) Cha 0/+2
Skills:
Fighting d12, Healing d8, Intimidation d10, Knowledge (Electronics) d8, Psionics d6, Repair d6, Shooting d8, Streetwise d6, Throwing d4

Reasonable to me, and having been warned about the mist, Androva would not object to being spirited away.


A killer GM with a killer smile.

Let's go with that then.

The teenage kid in the leotard puts down his bundle and says something under his breath, the word unfamiliar, but the tone unquestionably a curse.

He moves away, almost fading into a blur as he moves. He comes to a stop next to Androva, where she is crouched next to the remains of her unit's APC. She is understandably startled by a strangely dressed youth in skin tight clothing just appearing next to her during a battle. He jabber something to her in what she initially thinks might be a foreign language, until her brain connects a few of the syllables and she realizes that he is actually speaking American, just with an accent as thick as oatmeal. Realizing this, she is able to retroactively understand a bit of it. She picks out the word 'mist' and 'danger' and 'help.' By the time he finishes talking, she thinks she understands the last sentence.

"Come with me if you want to live."

The fog billowing rapidly forward, she feels little apprehension about taking the chance. Instead of taking her hand however, he crouched down in the unmistakable 'Piggy-Back' mounting posture that everyone remembers from childhood. She tentatively climbs aboard, and then the world blurs. The sudden acceleration makes her feel as though she might just lose everything she has ever eaten, but then the notion stops just as quickly as it began. She realizes she is standing on the other side of the battlefield, close to the smoke grenade cover of that other Tomorrow Legion APC.

Looking back accross the combat zone, the mist starts billowing forward even faster, conspicuously covering only the two to three feet above the earth and refusing to move higher, unlike any real mist ever commonly seen. However, it does climb the rocky outcropping, toward the mother Dragon, moving nearly straight up but at the same speed, as if it too was level ground.

The mist moves 10 game-inches forward in all directions.

The mother Dragon withdraws her head from the narrow crevice into which she had reached, and looking back sees the mist just barely shy of her tail. She takes a breath and then spews forth fire, as many dragons are want to do. The mist reacts not a bit to the blast, moving as undisturbed as an illusion. Frustrated, the Dragon launches into the air lest the mist overtake her.

Arsenio is up.


A killer GM with a killer smile.

Anpetu's Brother's Flight check: 1d8 ⇒ 41d6 ⇒ 5

As Anpetu burst forth from the low wide entrance of the cave, his brother attempts to make the same maneuver. He is more or less successful, but whether for lack of his Brother's talent, a shift in the wind, or a chance movement of the mist, the dragon's rear legs and part of its tail swipe through the mist. Like the merc than team into it, only the body parts within the mist are affected, and here he has a Dragon's fierce spirit to rely upon.

Dragon's opposed Spirit: 1d6 ⇒ 31d6 ⇒ 4
Vampires will: 1d12 ⇒ 51d6 ⇒ 1

The young Dragon screams, but unlike with the mercenary, he is borne aloft by wings, and not held up by the legs that were robbed of strength.

Flight retain control check: 1d8 ⇒ 81d6 ⇒ 2

Although obviously injured, the young Dragon keeps its head, its strength, and the power of its wings. It catches a gust of air and soars up a few dozen yards higher into the sky, and out of the further reaches of the mist. Its hind legs and perhaps the last third of its tail dangle oddly.


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

Arsenio sees things start to go to hell in a handbasket fast. He experimentally tries burning the fog away, but regardless of the result:

"Fall back to the APC! Looks like some weird Rift shit is going on!"

Going to create flames (large burst template) in the middle of the fog, see what happens.

Psionics: 1d8 ⇒ 3
Wild: 1d6 ⇒ 4

Simple success, should be enough for a bonfire-like heat or something.

Staying only long enough to note the results, he starts drifting back toward the vehicle. I move at 12" pace right now, so I should be back very close to the APC.

Edit: Just noticed the dragon already tried burning it to no effect. Well, nothing lost, really.


A killer GM with a killer smile.

Arsenio's flames burst up along the ground, igniting all the shrubs and plants. While not as impressive as a exploding flame blast, the ability to call flames out of nowhere is impressive all the same. As with the Dragon's breath however, the mist might as well be a projection on a screen for all the fire disturbs it.

The Borg shoulders his sword, bringing up a fully automatic grenade launcher (a GI-20 to be exact). He brings it up to shoulder, pointing directly at K-842.

"Ok, Tin-head, I keep this puppy loaded with AP Grenades for stuff Matilda can't handle. I suggest you let my buddy go real quick. Oh, and if you're thinking about collateral damage, I'm pretty sure I could nuke both of us with this thing before he even got singed, so save your breath!"

As talking is a free action, I'm going to let Hides talk out of turn here:

Grunting with the effort of holding off K8's crushing arms, the guy in the hides says, "I don't know what the hell that mist is, but I'm pretty sure it's got nothing to do with my hunt, or your rescue. I suggest we call this a draw and get the hell out of here."

Therun is up


Since thinking is an even free-er action, I'm gonna think.

I'm not really sure what that mist is either, but I'm pretty sure it will frak you up if I stick you in there.

How far is that mist from me? No way all of my mental quirks allow me to let the guy go. Assuming I'm still around by the time it is my turn.


A killer GM with a killer smile.

K842: The mist is still a decent distance off from you, perhaps 75 meters (36 game inches or so). At its current speed, it would take a few rounds for the mist to reach you. However, if the speed changed, 36" is not a massive amount of ground to cover.
As well, every moment lost increases the chances of Jace bleeding out (as far as you know).

Therun hasn't posted on any alias since the end of April. Hope he's ok, but I don't think we should wait for him any longer.

Therun pauses in his run when he sees Jace go down, the big swordsman lurking, and then redoubles his speed to his fallen comrade when the man moves to confront K8. Not knowing any reliable medical procedures to address the issue, he grabs Jace's severed arm, stuffing it through his belt. He then picks up the fallen Juicer in a fireman carry, and begins moving as quick as he can back to the APC.

The man in the Hide Armour starts flexing and moving, trying to break free of K842's grip. Feeling that the borg is not lightening up his grip he says, "Alright; you asked for it."

He grunts with increased force and his strength seems to surge.

Strength Check to escape w/burn: 1d12 + 2 + 1d10 ⇒ (4) + 2 + (5) = 111d6 ⇒ 3
Since that sucked, and is not at all dramatic, I'm going to spend a GM Benny for a reroll.
Reroll: 1d12 + 2 + 1d10 ⇒ (10) + 2 + (10) = 221d6 ⇒ 3
Ace: 22 + 1d10 ⇒ 22 + (10) = 32
Ace again: 32 + 1d10 ⇒ 32 + (6) = 38

Wooh. I was expecting a better roll, but that outperformed expectations. Now technically that becomes the TN for K842's roll (Strength or Agility; your choice) to roll against to try and keep holding him. However, I'm going to go out on a limb and assume he probably breaks free.

Breaking free with a shout of triumph, the man in hides spins to bring his blade up between himself and his recent captor.

"I'll remember this, insect. Grease, let's get out of here."
As I'm writing about him, can't help picturing Kurgan from the original Highlander movie, particularly when he's in his "medieval" leather plate. The cheezy costume and melodramatic acting even fits Rifts perfectly.

He moves off, backing up a bit, before turning to run, using Thumper's smokescreen as cover (keeping it between him and Ace, not entering it, if that wan't clear) to get to rocks he can follow to provide cover from the Glitterboy. (Technically you have the opportunity here to take an attack at him as he is withdrawing from Melee combat, but the borg "Grease" has a held action that bears a strong resemblance to an incentive not to do so. If you let them move off, Grease will start walking away while facing you, gun still trained, but definitely not firing. Looks like the fight with the mercs could be over here, should you allow it.

Anpetu, Jace, Ace, K8, Thumper, and Androva are up.


Female Human Ag d8 Sm d6 Sp d8 St d6 Vi d8 || Pace 8 Parry 7 Tough 6 (12) Cha 0/+2
Skills:
Fighting d12, Healing d8, Intimidation d10, Knowledge (Electronics) d8, Psionics d6, Repair d6, Shooting d8, Streetwise d6, Throwing d4

As the boy drops Androva off near the APC, she nods a greeting to the others. "If that mist is what it seems to be, we're up the proverbial creek sans paddle! Anyone have any ideas?"


A killer GM with a killer smile.

To be clear, the mist in emanating from the cave at the rocky outcropping ahead. The Zone Ranger's escape route from the battle field is not blocked.


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

Jace mutters something in his stupor about.. "F..get.. kill... sword... compensa.. shole.."


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

”The bad guys have the rite of it, Loading up and running seems like a good idea Boss”

As as he is moving towards Jace, the Psy-Stalker grabs the juicer and starts Thumpers direction. Great, now to see if I can supercharge that Juicer IRC…. He holds out a hand to Therun, ”Hold up for a second” He plugs what looks like it was once a transistor radio into the Juicers harness and whispers to it.

Arcane Machinist::
Crafting a gadget to over charge the Juicers Internal Repair System (cast Healing). Then activating it.

Arcane Machinist-MultiAction: 1d10 - 2 ⇒ (2) - 2 = 0

Bennie re-roll
Arcane Machinist-MultiAction: 1d10 - 2 ⇒ (9) - 2 = 7

Sucess!!, Now to activate

"Clear"

Techno-Wizardry-2 TN=11: 1d10 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (4) - 2 = 2

the rest assumes I can spend more then 1 Bennie per action

If I can Dump all my Bennies:

Bennie re-roll
Techno-Wizardry-2 TN=11: 1d10 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (3) - 2 = 1

Bennie re-roll
Techno-Wizardry-2 TN=11: 1d10 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (6) - 2 = 4

Ace: 1d6 + 4 ⇒ (4) + 4 = 8

Bennie add 1d6
The Push: 1d6 + 8 ⇒ (6) + 8 = 14

Ace: 1d6 + 14 ⇒ (6) + 14 = 20
Ace: 1d6 + 20 ⇒ (1) + 20 = 21

Is 2 raises 3 wounds, Still dying, but better
The gadget has enough Juice for a second casting.


The gadget has enough Juice for a second casting.


A killer GM with a killer smile.

I have no problem with you spending as many bennies as you like; as far as I know they are only restricted by the finite nature of supply.

As for the healing, I believe the spell maxes at 2 wounds healed per casting, regardless of how many raises you get. I'll double check.

The exact wording is "healing removes a wound with a success, two with a raise". That implies a limit of two to me, but I'm open to other interpretations if you can cite precedence.


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

No, I asked because of the wording, I am good with the 2 wounds.

Does magical Healing effect Incapacitated?


A killer GM with a killer smile.

Yes, but only in that if he is reduced below 4 wounds he would become conscious, but Shaken.

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