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


351 to 400 of 797 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

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 v. Shaken: 1d6 ⇒ 41d6 ⇒ 2

Jace grimaces as a line of blood appears on his skin. Refocusing, he deflects the rest of the attacks and then lashed back with an assault of his own.

Sword Strike 1: 1d12 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (5) + 1 = 6
Damage: 1d8 + 1d10 ⇒ (5) + (7) = 12
Sword Strike 2: 1d12 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (6) + 1 = 7
Ace: 1d6 ⇒ 2
Damage: 1d8 + 1d10 ⇒ (5) + (4) = 9
Highest to hit was a 9


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

Notice: 1d8 ⇒ 7
Wild: 1d6 ⇒ 3

"Bomb! Clear out from the leader!!" Arsenio orders, before turning his attention to the surprisingly competent chain-sword wielder assaulting K8.

Spending 2 ISP for AP 4 and firing off my Rapid Flame bolt

FB 1: 1d8 ⇒ 2
FB 2: 1d8 ⇒ 4
FB 3: 1d8 ⇒ 4

Wild: 1d6 ⇒ 5

Replacing the 2 with the Wild (5) for three hits.

Damage 1 (AP 4): 4d6 ⇒ (5, 2, 5, 3) = 15

Damage 2 (AP 4): 4d6 ⇒ (1, 4, 5, 4) = 14

Damage 3 (AP 4): 4d6 ⇒ (6, 6, 4, 2) = 18

Damage 3 Aces: 2d6 ⇒ (6, 6) = 12

MOAR ACES: 2d6 ⇒ (4, 6) = 10

MOOOOAAARRRR: 1d6 ⇒ 5

So 15 damage on 1, 14 on 2, and 45 on three, AP 4 on all. WHITE. HOT. FIYAH!

Everything Burns: 1d10 ⇒ 5

And anything normally flammable ignites.


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 ⇒ (1) - 2 = -1 Wild: 1d6 - 2 ⇒ (4) - 2 = 2

Androva takes the next demonoid nearest to her, trying to work her way over to assist Jace, her psi-sword slicing through flesh like butter.

Fighting: 1d12 + 1 ⇒ (11) + 1 = 12 Wild: 1d6 ⇒ 4 Damage: 1d6 + 2d8 ⇒ (2) + (1, 8) = 11


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 looks at the wreckage of the APC then down at his potato gun, 'I guess I was right about that last mod' the blast of laser fire against the cover he crouches behind pulls his focus back to the now.

Notice: 1d4 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (3) - 2 = 1


A killer GM with a killer smile.

For some reason, I totally missed Hyperkinetic in the initiative order... I didn't even draw him a card. Sorry about that. Feel free to go now! Take a Benny for my bad.


A killer GM with a killer smile.

Jace slices through the brodkil swordsman, first striking thrust deep through the chest, and then knocking him down with a less effective, but equally dramatic strike to the armour.

Arsenio summons up his fire to throw at the sword wielding demon, and totally incinerates him.

Androva hits with a raise: 9 + 1d6 ⇒ 9 + (5) = 14
Androva charges up and strikes at another of the brodkil, the rifle wielding creature that was just firing at Thumper. She rapidly slices through him and leaves his body rent and bleeding as he tips over backwards.

Hyperkinetic is up, so let's wait for him to post before going ahead. Once he has, we'll move on to the next round.

Next Round

There are two remaining brodkil, the one with the Plasma Blaster in melee range with K842, and the Leader. He is in melee range with Jace and Androva.

Arsenio: 1d46 ⇒ 35 = Queen Hearts
Arsenio: 1d45 ⇒ 3 = 2 Hearts
Arsenio: 1d44 ⇒ 27 = 10 Hearts
Ace: 1d43 ⇒ 22 = 8 Spades
Androva: 1d42 ⇒ 18 = 7 Diamonds
Hyperkinetic: 1d41 ⇒ 17 = 7 Clubs
Jace: 1d40 ⇒ 25 = 10 Spades
K842: 1d39 ⇒ 26 = Jack Diamonds
Thumper: 1d38 ⇒ 30 = King Clubs

Brodkil: 1d37 ⇒ 9 = 4 Diamonds

Brodkil are last in the order, so everyone can feel free to go (once Hyperkinetic has posted his action for the last round)!


Vigor: 1d12 ⇒ 7

Extra Bennie: 1d6 ⇒ 6

So two Bennies should be give me 0 damage.


A killer GM with a killer smile.
K-842 wrote:

[dice=Vigor]d12

[dice=Extra Bennie]d6

So two Bennies should be give me 0 damage.

Yup. You're good.


No worries!

As the leader bears down on Jace, Hyperkinetic appears next to him, arms moving faster than the normal eye can track; he then blasts them into the man, hoping to keep him off balance.

Fighting (to Pummel) | Wild Die: 1d8 ⇒ 51d6 ⇒ 4 Using my newfound benny to reroll!
Fighting (to Pummel) | Wild Die: 1d8 ⇒ 31d6 ⇒ 1

Damage Roll (including Pummel): 1d4 + 1d6 + 6 ⇒ (3) + (6) + 6 = 15


A killer GM with a killer smile.

Um...

Hyperkinetic wrote:
"Ah got tha gre-nade!" yells Hyperkinetic.


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

Grinning, Jace faces the leader. "You're losing your men. Not a good omen for you, bud."

He then moves faster than the brodkil can register, his blade a whirlwind of steel, more as a taunt than anything.

Sword Strike: 1d12 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (2) + 1 = 3

Sword Strike the 2nd: 1d12 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (2) + 1 = 3
Did that 7 hit...: 1d8 + 1d10 ⇒ (7) + (5) = 12


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

Holding his thumper in his left hand the Tech wizard stands and raises an empty hand with a subtle pop the old TK Colt Python appears in his closing fist. He focuses for a moment and uses the devices resovour to ovrer charge the weapon, (MDC) He snaps off a shot at the Brodkill with the Plasma gun

Snap Shot: 1d8 ⇒ 81d6 ⇒ 2 Ace: 1d8 ⇒ 2
Damage+?raise?: 2d6 + 2 ⇒ (2, 3) + 2 = 71d6 ⇒ 5 (7 or 12)AP:4


Crap, I did say that. scratch my previous post:

Hyperkinetic appears next to the grenade

Agility | Wild Die: 1d12 ⇒ 21d6 ⇒ 1 I'll spend my benny here.

Agility | Wild Die: 1d12 ⇒ 101d6 ⇒ 6

Hyperkinetic gives the grenade a swift kick, which results in it soaring into the distance.


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 continues to fight her way to the leader, slashing as she goes.

Fighting: 1d12 + 1 ⇒ (7) + 1 = 8 Wild: 1d6 + 1 ⇒ (2) + 1 = 3
Damage: 1d6 + 2d8 ⇒ (2) + (2, 5) = 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

Boomer fires two shots at the leader with his 457 Pulse laser rifle (ROF 2) :

Shooting & Wild: 1d12 + 3 ⇒ (9) + 3 = 121d12 + 3 ⇒ (2) + 3 = 5

Hitting the guy for
Damage: 3d6 + 2 + 1d6 ⇒ (3, 4, 1) + 2 + (4) = 14
Damage: 3d6 + 2 ⇒ (3, 2, 2) + 2 = 9

Rigor - since Hyper didn't get an action last round, could you give him *both* his posted actions this round?


A killer GM with a killer smile.
Atlas "Ace" Boomer wrote:
Rigor - since Hyper didn't get an action last round, could you give him *both* his posted actions this round?

Yes, I was thinking the same thing; I can just reverse the order.


I'm fine with that, but you'll need to exclude my reroll on my attack, since I would have used my benny on my agility roll.


A killer GM with a killer smile.

K842 still gets to act this round...


Did I get to keep my chain sword? I'm going to go with that, if not, just turn these into unarmed strikes.

K-842 draws his own sword with two hands.

Chainsword: 1d10 ⇒ 4
Chainsword damage: 1d12 + 2d10 ⇒ (11) + (1, 7) = 19

Slicing into his opponent. With his other hands, he attempts to twist the weapon from his foe's grasp, but fails.

Disarm: 1d10 - 2 ⇒ (4) - 2 = 2


A killer GM with a killer smile.

Hyperkinetic dashes through to his new mates, kicking the live grenade from the ground far up into the sky before it explodes. He then races towards the lead brodkil, trying to assail him from every angle at once. Unfortunately, even as sluggishly slow as the big creature is, his wild movements with six limbs make getting in close for a proper hit too difficult, and the blows he throws slide off due to poor angles.

Jace flourishes his blade as he attacks. His first strike goes wide, and the tall bronze skinned monster, an experienced swordsman, ignores it. The second strike is closer, but he manages to catch it on his blade.

Thumper targets the brodkil wrestling with K842. The shot strikes perfectly, hitting the creature right between the join of two cybernetic armour plates. Blackish blood bursts out the exit wound, splattering on K842, and the brodkil slowly drops to his knees, headed for the ground.
Thumper, are you remembering to add in the Techno-wizard special talent with your gun? I can't recall the name of the ability, and I don't have the book with me, but I recall it gives you a +2 on non-combat rolls with regular tech, and a +4 with non-combat TW devices. In combat, the bonuses drop to +1 and +2 respectively. Since it is a TW device, that +2 would apply to your revolver (but not to your Potato Gun I think, because it is not a device so much as a medium for your TW skill).

Androva charges in, slashing with her pure white blade. The creature narrowly misses the block, allowing her to connect. Sparks fly as her blade scratches a furrow in one of his cybernetic plates, but the creature himself seems unharmed.

Ace blasts away at the leader with his rifle.
You forgot your wild die: 1d6 ⇒ 2 No better...
Both shots connect, but neither seem to have much effect. The armour on this critter seems pretty thick...

K842 wipes the splattered blood from his optical receptors, and sees his opponent going down. Seeing only one of the demonoids still standing, he scoops up the nearby fallen monster's two-handed chainsword and rushes into the fight.
No, he would have given up his chainsword as they are considered Heavy Weapons. Fortunately, there is another one, just lying around...
With Androva, Jace, and K842 all in melee range and surrounding him, they can start applying a gangup bonus of +2. Hyperkinetic has to stay in motion to maintain his defense, so I'm am thinking that would mean he will not add to the gang, as he is only there for the moment of his attack going forward. That being said, he'll be able to the bonus to his attacks as well.
He slashes at the leader like the others, but finds the monster a bit to fast, and his blade defected by a hair.

Think I'm going to have to wait till I get home tonight to do his action, as I need to look up gang-up bonuses, disengaging, and whether he is able to move or not.

As he fights with the group of fighters clustered around him, he growls at them, but in an oddly monotone voice, "They were all meant to die, it makes no difference. Are you heroes? If you hold me here, it merely makes you my victims instead of them!" He holds up his hand holding the dead-man switch, making it obvious to all what he is carrying, and what will happen if he lets go. A fusion-block explosion at this range would likely incinerate anyone within a dozen yards of him. As if to punctuate his threats, the second grenade thrown a moment ago goes off within the crowd of huddled wounded outside the gate. Those distant enough to only be wounded by the fragmentation device scream as limbs are sheered off, while those closer to the explosion decide rather to scatter themselves in several directions at once.

Post 350: Rigor Rictus wrote:
The grenade thrower pops another grenade, this time throwing it into the huddled mass of wounded on the far side of the square, away from most of the party. (Only K842 is anywhere near that area, but he will be well outside the blast area).

This post. No one commented on this grenade, so I'm not sure if it escaped notice, of if it was just that no one though they could do anything about 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

Rigor, how far away is the leader from Boomer?


A killer GM with a killer smile.

Relatively close... Their APC was about 3 cars behind you in line. Neither of you have moved much since then. But given that Fusion Blocks are very intense, but short ranged explosives, if he doesn't move, Boomer's armour will probably protect him when bomb goes off ;)

Knowledge: Arcane 4 or Common Knowledge 8:
Brodkil are a relatively common hazard on Rifts earth, and most people that have faced combat with the natural threats of the area have probably either fought them before, or know several people that have. They are brutal, cruel, and petty creatures, and can be bought pretty easily. But like most bullies, they have a bit of a cowardly streak when they don't have a clear advantage in a fight. Brodkil behaving suicidally is very odd.


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 think I missed there was a new Initiative, instead of just a continuation of the same round. Whoops.

How many bad guys are left?

Would it be possible to grapple him down and subdue him (nonlethal attacks are usually iffy even in normal SW, not even sure about RIFTS) or target the switch directly and maybe melt it to his hand so he can't let go or something?


A killer GM with a killer smile.

You're right, it appears you havent gone, and I totally missed that. There is precisely one visible guy left, and you get to go before he does.

Grappling could work, if you hold his hand down over the button. Usually the way a deadman switch works is by constantly broadcasting a signal to the bomb; if that signal is disrupted for any reason, the bomb goes off. That means jamming the radio signal, destroying the handset, pulling out the wires, anything, and boom. Melting it to his hand without destroying the transmitter sounds pretty tricky. Grappling him would have to hold down all four arms too, as if he could yank out a wire with any of them, and it would be bad news for everyone.

The ideal solution would be one that either moves him to somewhere the bomb wouldn't hurt anyone, holds him in place and prevents him from detonating the bomb until everyone is evacuated, or somehow defusing the bomb.


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

Or..

Jace, upon seeing the coward's dead man switch, knows what he has to do. Twirling his blade, he stands it threw the hand of the leader to impale the hand on the dead man switch so he can't let it go.

Stab! With Gang up, called shot: 1d12 + 1 + 2 - 2 ⇒ (2) + 1 + 2 - 2 = 31d6 + 1 + 2 - 2 ⇒ (2) + 1 + 2 - 2 = 3
Benny to reroll.

Stab! With Gang up, called shot: 1d12 + 1 + 2 - 2 ⇒ (3) + 1 + 2 - 2 = 41d6 + 1 + 2 - 2 ⇒ (5) + 1 + 2 - 2 = 6

A 6? Seriously..


A killer GM with a killer smile.

Is that your action for next round? And you think stabbing an infinitely sharp blade through a piece of delicate electronics you at all costs do not want to stop functioning is the way to go, eh?
Hmm; guess we'll have to wait till next round to see how that goes...


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...can the rest of the players gang up on Jace to prevent his action? :)
Actually, I'd impose a -4 for targeting just the hand (Small Target, like heart-sized), so maybe a 4 just won't hit...

Common Knowledge: 1d4 ⇒ 11d6 ⇒ 3 Nope.


A killer GM with a killer smile.
Atlas "Ace" Boomer wrote:

Ummm...can the rest of the players gang up on Jace to prevent his action? :)

Actually, I'd impose a -4 for targeting just the hand (Small Target, like heart-sized), so maybe a 4 just won't hit...

[dice=Common Knowledge]d4; d6 Nope.

It would be a small target, but I think it would likely be too hard to tell what he was trying to do and happen too quickly to try to prevent it. That being said, he wouldn't hit with that roll even without increasing the penalty to -4, so he won't be killing everybody just yet. Once you see him try, you can just tell him not to do that again...

At this point, if the bomb went off, Androva, Jace, and K842 would probably all be killed (though nothing is guaranteed). Storywise, being a full conversion, there might be enough of K842 left to scoop into a new cyborg body, but the other two would probably be looking at new characters.

Note:
I'll toss in another option, as no one has come up with it on their own, and since I'm not by any means trying to make the situation unwinnable. Though since this is Science Fiction and not science, my description of the principles might take some artistic licence:

Knowledge: Science 6:
Fusion Blocks are a plasma based explosive that function by injecting deuterium (heavy hydrogen) into a core chamber under extremely high pressure while simultaneously detonating an intense thermal charge that brings the mixture up hot enough to create a nuclear fusion reaction. With nowhere for the energy from the chain reaction to go, it creates an outward energetic explosion.

The improvised vest bomb the brodkil is wearing has 4 water tanks on it, each holding a supply of heavy water (water with deuterium instead of hydrogen making up the H2o). Puncturing a tank would cause the fuel for the reaction to leak out, and reduce the yield by about 25%. If all four tanks were drained, only the small explosive charge would remain (basically a plasma grenade).

Attacks on the tanks will be at a -2. A critical failure (1) on your attack die while making such an attack will hit another part of the bomb, which could set it off. Of course, it could also cause the charge to go off without the deuterium present, which would lead to a much smaller explosion. You rolls the dice, you takes your chances.


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

"If you guys can keep him occupied for a bit I think I can cobble something together"

tests:

knowledge Science: 1d6 ⇒ 11d6 ⇒ 4
knowledge Arcana: 1d8 ⇒ 81d6 ⇒ 1

'I'll need to get close enough to touch him"


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

Seeing the deadman switch, Androva stops in her tracks. She has no qualms about dying, but the deaths of so many others would be senseless if it can be prevented. Keeping her sword in a ready position (to parry if attacked), she goes on the defensive.

Full defense. The dice results are below her Parry, so Parry is 8.
Parry: 1d12 + 1 ⇒ (5) + 1 = 6 Wild: 1d6 + 1 ⇒ (5) + 1 = 6


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

Just enough to stick his hand to it, not through it, though I suppose the point is moot...


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 begins to put together a gadget to take the broadkill out of phase with the rest of the city and people. He digs for the snap bracelet watch he knows he has somewhere, then pulls the backup battery from his cloak.

Arcane Machinist: 1d10 ⇒ 61d6 ⇒ 6

Ace: 1d6 ⇒ 5 Successful Intangibility with 12PPE

"Jace, do you think you could touch that bomb faster then he can trigger it?"


My plan is to disable the bomb, but I gotta wait til my turn.


A killer GM with a killer smile.

Just so everyone is on the same page, everyone has acted in the current round except Arsenio and the bomb wearing brodkil. That means Jace's skewer attempt, Thumper's invention, Androva's full defense and so on are all waiting for the next round and the next draw for initiative. Once Arsenio posts his action, I'll post for the brodkil, and then draw for the new round, and then everyone can go.


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

To make things simple (hopefully) I'll just cast fly on myself.

Psiponics: 1d8 ⇒ 1
Wild: 1d6 ⇒ 5


A killer GM with a killer smile.

The creature roars at the little humanoids attacking it and obstructing its path; his eyes are focused on the huddled crowd at the edge of the town. His chain-sword arm swings around him in a blinding buzzing arc, striking at everyone nearby.

AP 2
Fighting w/Imp Sweep: 1d12 ⇒ 71d6 + 1d6 ⇒ (6) + (4) = 10
Damage to Androva vs. T 10: 1d12 + 4 + 2d8 ⇒ (7) + 4 + (7, 5) = 23 (3 wounds)
Damage to Jace vs T 11: 1d12 + 4 + 2d8 ⇒ (1) + 4 + (1, 2) = 8 (Glances off armour)
Damage to K842 vs T 23: 1d12 + 4 + 2d8 + 1d12 ⇒ (12) + 4 + (5, 7) + (9) = 37 (3 wounds)

As his opponents reel from the strike, he bolts forwards, his eyes on the crowd.

Running: 1d6 + 1d6 ⇒ (6) + (5) = 11
As his is withdrawing from close combat, if any of Androva, Jace, and K842 are unshaken after the attack, they get a free attempt to attack (Which would be just Jace I guess; looked up soak rules and even if you soak all the wounds you are still considered Shaken). If you were injured, please specify if you are going to attempt to soak the wounds and complete that action first, as the results will indicate if you have a penalty on the attack or not.

Please specify if you are attacking him or his hand or bomb in some sort of attempt to heroically detonate the explosive before he moves out of range.

He has enough speed given his Ace on his run die to reach the crowd. One assumes he will detonate his bomb if he gets there (letting go of a button would be a free action). The crowd at the inner edge of the town is smaller than the crowd outside the gate had been, but there are still likely 30-40 people present, having either frozen in place, or taken cover about the reception square. However, their are buildings on both sides of the main drive, both of which would likely be damaged (or even collapsed) should he explode nearby. Both appear to be busy store/office front buildings, given the prime location right across from the gate.

We will see how Jace's attack of opportunity play out. If he fails to stop him, I may allow some sort of Heroic Sacrifice option if someone wants to take one. Otherwise, his turn is actually occurring as the last initiative of the previous round, so no one else will yet have a chance to act.

I love the tension... and I'm really curious to see how this plays out. GM's can be so mean.


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 - I don't know if it changes the results of his attack, but it should be at -2 because he also Ran in the same round, so he rolled an 8 for Fighting...
I was going to post some thoughts about how to handle this in Discussion, but seeing as he's going to act before the rest of us can, they're all kind of moot at this point.


A killer GM with a killer smile.

Ace, thanks for the note, as I do miss details from time to time, like anyone else. However, in this case, the Brodkil has a set of cybernetic extra arms that grant him an extra action each round, so in this case there is no extra action penalty for running. If it had been an attack of 8, Jace would have Parried, but the other two would still be hit. As Jace didn't take any damage, the description might change, but the results would not.

Ya, it is a tough situation to handle. I didn't have any preset concept of how this would play out, I just set up the situation (and envisioned the badguy's background motivations) and let it progress naturally.


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

I forgot about Hyper earlier, I think my device and Hyper might be able to pull this off, assuming the bomb survives that long.


A killer GM with a killer smile.

He would be a good choice to implement such an idea, if you get a chance to build that device. Since I haven't done initiative for the next round, the turn in which Thumper built that device hasn't occurred yet. I think someone assumed we'd started a new round when we hadn't actually done so yet, and that gave a few people the impression that they should post an action.

At this point, everyone has acted, including the brodkil, but his action provoked the Savage Worlds equivalent of an Attack of Opportunity from Jace. Once Jace takes that attack, the brodkil's movement and action will end, concluding the round.

If the bomb survives the round I will draw initiative for the next round, and if Thumper goes before the brodkil, then he can make the device, and then use it to eliminate the threat from the bomb. (I had thought about Thumper's devices as a potential solution; though my first thought had been making a teleporter.)

Note: Just looked back and saw that the actions posted by Jace to skewer the hand to the trigger, Androva's full defense, and Thumper's device building all occur in the next round for which we have not yet drawn initiative. To confuse things, Arsenio's Fly power action occurred in the current round, even though it was posted after those other actions. When we start the next round and those prematurely posted turns arrive, I will implement those actions (or you can revise them if the situation has changed).


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

Teleport was my first thought, the way it was worded I was not sure I could have it effect the bomb or the Brodkil


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 was under the impression from something you said above that the brodkil was going to detonate the bomb at the end of his action in this round, so (other than Jace) we can do nothing to stop it?


A killer GM with a killer smile.
Atlas "Ace" Boomer wrote:
I was under the impression from something you said above that the brodkil was going to detonate the bomb at the end of his action in this round, so (other than Jace) we can do nothing to stop it?

That's essentially correct. I said something about potentially allowing an out of turn action for a heroic sacrifice, if someone felt it important enough to keep those civilians safe. If he gets there, most of you will probably be fine, as he's actually trying to get away from you before he detonates (far larger concentration of victims over yonder).


A killer GM with a killer smile.

ShadowBloodmoon/Jace said something in one of his recent posts about having some major Real-Life stuff going on that has been occupying his attention, so I am wondering how long we should wait. Normally, I would consider botting someone's actions, but there is a big decision to make here. If he deliberately sets off the bomb, it would probably kill Androva and K842 as well as himself (I'd roll dice for damage and let it play out). If he doesn't, then the badguy blows up the crowd. Perhaps he can think of a creative 3rd option. Regardless, it is not a decision I care to make for him.


How much fire is around? Maybe I could put a firewall "quarantine" around him while everyone gets back? Since he moved away from us and toward the crowd, I'm assuming there's now some kind of opportunity window where we could trap him out of explosion radius of both groups?


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 - you first posted that Jace has a free action only 2 days ago. I'm willing to wait a few more days to see when he comes back...and have you tried PM'ing him?


A killer GM with a killer smile.
Storm Dragon wrote:
How much fire is around? Maybe I could put a firewall "quarantine" around him while everyone gets back? Since he moved away from us and toward the crowd, I'm assuming there's now some kind of opportunity window where we could trap him out of explosion radius of both groups?

There are small fires burning here and there, but not a great deal. The initial explosion hit an area that was mostly stone, concrete and steel. There are small fires smoldering all over, but mostly just the kind where a scrap of flammable material here or there caught fire (like some clothing).

Atlas "Ace" Boomer wrote:
Rigor - you first posted that Jace has a free action only 2 days ago. I'm willing to wait a few more days to see when he comes back...and have you tried PM'ing him?

Done. The alternatives in this situation is to have the other players decide his action, and have somebody proxy his rolls for him. Alternatively, we could trade his damage result with one of his peers so that he is stunned instead of them, and they can act in hie place.


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

I am fine with giving Jace some extra time for this decision.


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 shrinks back as the chainsword cuts sparks off of his armor. He quickly counterstrikes the large demon as it runs past.

Sword Back Swing: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (3) + 1 = 4
Damage: 1d8 + 1d10 ⇒ (6) + (5) = 11


A killer GM with a killer smile.

I'll update in a bit. Dont want to spend any Bennies or anything Jace?

351 to 400 of 797 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Rigor Rictus' Savage Rifts Gameplay All Messageboards

Want to post a reply? Sign in.