
Ezekial Ashcraft |

Techno-Wizardry: 1d10 ⇒ 7
Wild: 1d6 ⇒ 3
Despite its previous lack of effect, Ezekial isn't quite ready to give up on his sound cannon just yet. Making some adjustments and cranking the power and range, he pulls the trigger again, waves of sound exploding from each of the hidden speakers in his armor.
Or, at least, they should be booming. Instead, the array of sound amplifiers just creates a low hum around the cowboy, and nothing else...at least until he starts moving.
"Well don't that beat all..." he mutters as he easily sidesteps an attack from one of the previously horrifically fast beasts.
Does it exactly science...no. But that's what Weird Science is all about. Sound blaster is now "move speed of sound inducer" or something. I'll have to think of a catchy name.
Thinking this is as good a time as any to try something new, with all the time in the world it seems he has, he tries to fire his gun; the blast which emerges is surprisingly powerful. So much so the shot goes completely wide despite the slowed reactions of the monsters around him.
"What in tarnation is goin' on here?"
Wizardry for Smite: 1d10 ⇒ 1
Wild: 1d6 ⇒ 5
There we go, buff post achieved. Sorry for the delay.

"Shakti" शक्ति |

Seeing the Demons close at hand and laying into them with tooth and nail, Shatki pulls out her swords, and enhances both the skill and strength with which she wields them.
Quickness Round A:
Boost Fighting: 1d12 + 3 ⇒ (4) + 3 = 71d10 + 3 ⇒ (7) + 3 = 10
Boost Strength: 1d12 + 3 ⇒ (10) + 3 = 131d10 + 3 ⇒ (4) + 3 = 7
Raise on each. Fighting increased to d12+2, Strength to d12+1
Sword attack: 1d12 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (2) + 2 = 4
Damage: 1d12 + 1 + 2d8 ⇒ (6) + 1 + (2, 5) = 14
Quickness Round B:
Sword attack: 1d12 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (5) + 2 = 7
Damage: 1d12 + 1 + 2d8 + 1d8 ⇒ (11) + 1 + (7, 8) + (7) = 34
Sword attack: 1d12 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (2) + 2 = 4
Staff Strike: 1d12 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (6) + 2 = 8
Got two of them... but the swords are non-magical, so I guess the first would shake off the attack. The second one should be dead though.

DM ShadowBloodmoon |

No worries, back into the fray!!
Anya Bot Shooting 1: 1d12 + 1d12 ⇒ (12) + (11) = 231d6 ⇒ 2
AnyaBot Damage 1, AP15: 4d10 + 1d6 ⇒ (1, 9, 9, 3) + (1) = 23
AnyaBot Shooting Two: 1d12 ⇒ 41d6 ⇒ 5
AnyaBot Damage 2, AP 15: 4d10 ⇒ (5, 10, 5, 8) = 28
Ezekial fires a blast of his modified weapon at the demon assaulting him, but the creature seems unfazed, though the look on its face in slow motion is a bit comical.
Shakti shifts into her divine stream of consciousness and her blades become a blender of destruction. As it gets revved up, the first demon staggers back in a defensive posture, but the second doesn't have a chance and he shatters into pieces as the blade cuts past his armored plates.
Anya kicks the demon in front of her and rolls back, firing away, disintegrating it with her laser rifle.
Three Demons Remain, Shakti and Burgurk are up!!
Round 3
Shakti- QD <--- Here!
Burgurk- JD
Demons- 10H
Ezekial- 6S
Anya- 2C

DM ShadowBloodmoon |

Oh and Burgurk, remember that you have Private Casey and Specialist Jimenez to tell to move as well. Otherwise, they will stay in cover for this fight.

"Shakti" शक्ति |

Round A
Sword 1: 1d12 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (4) + 3 = 7
Damage: 1d12 + 1 + 2d8 + 1d8 ⇒ (7) + 1 + (8, 4) + (4) = 24
Sword 2: 1d12 + 3 ⇒ (9) + 3 = 121d6 + 3 ⇒ (3) + 3 = 6
Damage: 1d12 + 1 + 2d8 + 1d6 + 1d8 ⇒ (8) + 1 + (8, 5) + (4) + (1) = 27
Staff: 1d12 + 3 ⇒ (9) + 3 = 121d6 + 3 ⇒ (6) + 3 = 9
Damage: 1d12 + 1 + 1d6 + 1d6 ⇒ (10) + 1 + (1) + (4) = 16
First one should be Shaken, second one shaken, third one killed (surprisingly, but the staff is magic).
Round B
Sword 2: 1d12 + 3 ⇒ (2) + 3 = 51d6 + 3 ⇒ (2) + 3 = 5
Sword 2: 1d12 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (4) + 3 = 7
Damage: 1d12 + 1 + 2d8 ⇒ (6) + 1 + (4, 1) = 12
Staff: 1d12 + 3 ⇒ (9) + 3 = 121d6 + 3 ⇒ (4) + 3 = 7
Damage: 1d12 + 1 + 1d6 + 1d6 + 1d6 ⇒ (11) + 1 + (6) + (2) + (5) = 25
Staff kills another one.

DM ShadowBloodmoon |

Cutting through the demons, Shakti is in her element. Two more go down in ashes and flames and the last doesn't seem to have the wherewithal to run, though Burgurk is ready to finish it off...

Burgurk |

Whew, glad I wasn't holding things up. I *just now* noticed that the posts had gone on to another page about a week ago!
Burgurk aims his psychic blasts at the remaining demon (using all 3 in case of low damage on some) :
Psionics,ROF 3 & Wild: 1d12 + 2 ⇒ (11) + 2 = 131d12 + 2 ⇒ (6) + 2 = 81d12 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (4) + 2 = 6
13 hits with a raise, so he does :
Damage: 4d10 + 1d6 ⇒ (2, 2, 10, 1) + (2) = 17
Damage ACE!: 1d10 ⇒ 2 = 19 is a Wound
No point in rolling the rest.
DM SBM, can you post Private Casey's and Specialist Jimenez's essential stats (combat stats, weapon damage, etc.) in Discussion so I can figure out what they can do (if anything)? Thanks!

DM ShadowBloodmoon |

The last demon is shattered into ash as Burgurk sends his aggressive thoughts towards it. For the time being, the fight has died down, but another resounding boom tells you that something is happening farther in the mine. Casey looks a bit shaken and Jimenez is in shock. "I... I've never seen a demon, like a real one, up close like that.." she stammers out.

Burgurk |

If no one else is around to immediately attack us...
"Let's head toward the sound of that noise."
"Casey and Jimenez, go to the entrance of the mine, stay just inside the entrance, and prevent *any* people from coming in."
Burgurk heads towards the sound, not even looking to see if the others are following him (because of course they are).

"Shakti" शक्ति |

Shakti gives one of the demons' corpses a kick and calls after Casey, "They are not overly common in this realm; you should take a souvenir!" She grabs a severed demon head and plops it in the dumbfounded woman's hands before following after the Simvan.
"The teeth and horns would make an impressive fetish."

DM ShadowBloodmoon |

Casey and Jimenez nod at Burgurk. "Yes...yes sir." , Casey manages, Both are appalled at Shakti's offering, only shaking their heads they head towards the entrance.
Burgurk rushes head long into the mines, seeking the source of the loud echoing boom that seems to be becoming more rhythmic as you get closer. Soon enough you are greeted with a gruesome sight. The cave you are in opens up into a large cavern that is easily a hundred meters in diameter. At the center of the floor is a large flat piece of rock that is covered in gore. While the bottom of the pile is too messy to identify, the blue body parts on the top look familiar. This is not the most immediate concern however. Standing above the pile is a large demon almost as tall as a house, flames cover its red scaled body and a wicked looking sword hangs loosely in its hand, the blade covered in Offal. Surrounding him are several more demons similar to the ones you just put down. Two more are dragging a weak faelerin towards the dais.
Above them on a higher ledge you spot a human male dressed in dark yellow robes. You can hear him chanting something as those of you sensitive to such things feel the presence of a Rift beginning to open. Anya checks the energy level in her weapon and grins. "Shall we?"

DM ShadowBloodmoon |

No initiative yet, unless you are ready to attack right away. Anya certainly is. They are engrossed in their ritual at the moment. As for Shakti's PPE, I have been using no PPE rules when botting. I would say you are probably at half power right this moment.

Burgurk |

Not knowing the exact layout of the cavern, or the position of the human to the demon, modify the results of these orders as needed...
"Everyone move to get close enough that you have a decent chance of making a shot (in other words, a low Ranged attack penalty). Everyone else head towards the demon, I'm going to try and take out that summoner.
Stay close to the shadows and stalagmites for cover."
How far is Burgurk to the human mage? Since the demon is in the center, I'm assuming everyone else is 25" to start with.
Should everyone make Running rolls per round, or just assume an average of +3 to Move? Since everyone probably has different ranges on their attacks, it's up to each player to decide how far they need to move to get a decent shot (what penalty they're happy with), and so how many rounds they're going to need to do that.

DM ShadowBloodmoon |

I have not made a map for this, as I'm in the process of moving and doing this from my phone. That said, here is what you're looking at:
Taking a quick glance at the room itself, you notice that between you and the big demon is several raised pieces of rock, mining equipment, and debris. You could theoretically get close enough to touch one of the smaller demons if they don't notice you sneaking up on them, but they are also scattered around the area near the pile of bodies. The big one would probably see you once you get within twenty meters. The sorcerer is about ten meters higher than the floor on the far wall, standing on a ledge that leads to a cave behind him. The two demons dragging the next victim are about ten meters from the center, picking their way around the debris and equipment. They will reach it soon. You could just run in, but that will guarantee them noticing you. It's taking all of Anya's self control to not do just that.

Burgurk |

The big one would probably see you once you get within twenty meters.
I don't know about the others, but my maximum range for no attack penalty is 15", or 30 meters, so if the others' no-penalty max ranges are similar, that should be no problem for them to get close enough to attack before the demon notices them. That's 15" of movement, or assuming 6" per round (I'm assuming running would increase our Notice-ability), about 3 rounds. But all that depends on the no-penalty max range per PC.
The sorcerer is about ten meters higher than the floor on the far wall
Doing some geometry, the 50" width is so much bigger than the 5" of height that at this point, he's still basically 50" away from me. I'd need to get within 14" of him on the floor for him to be within 15" total. That's 36" worth of movement, or 6 rounds.
How do we do this? Do we assume that if we stick to the rocks and equipment, no Stealth rolls are needed? Or one Stealth roll, one Notice roll for the demons, per round (which will probably guarantee someone will be noticed)? Or what?
Also, Burgurk tells Anya "Be *quiet*! No flying until we've engaged the enemy!"

"Shakti" शक्ति |

Shakti nods at Burgurk's orders, and begins moving closer to the action, hunkered low and moving behind the rocks. She gestures to the next person to keep a 5 meter spread, so we don't all get caught in the same fireball.

Ezekial Ashcraft |

How long has it been? Would my buffs still be running? I imagine likely not, since they're like 3 rounds in duration, but just wondering.
Ezekial spreads out too; he's not sure exactly what's going on with his weapons, but he knows he has one of the more versatile weapon spreads, and aims to put himself a bit closer than the others.

DM ShadowBloodmoon |

It took a bit of time from the last battle before you got to this one, plus the time it took to take a look at the situation. Those buffs would be gone at this point. For sneaking up on them, it's going to be one roll of Stealth. Going slowly, you will get a +2, if you run in to stop them from killing the next victim, that will require a run and it will be a straight Stealth roll. It's more about timing than distance. If you run in, you can start the combat just as they are about to sacrifice the next victim, if you sneak slowly, you won't make it in time. If some of you run and some of you don't, then those who don't will get to start farther away. I hope that all makes sense. It's been a crazy couple of months with our house selling and closing on the new one and we're still not done. Either way, let's make with the rolls and see what happens..

Burgurk |

Burgurk says to everyone "It is far better to get close enough to attack than to save one more victim." It's a Simvan thing.
Stealth: 1d4 - 2 + 2 ⇒ (4) - 2 + 2 = 41d6 - 2 + 2 ⇒ (4) - 2 + 2 = 4
Stealth ACE!: 1d4 ⇒ 3 = 7 YES!

Ezekial Ashcraft |

"That's a hell of a cold way of thinkin' there hoss. We're here to save these people; it's the only reason the Legion exists to my reckonin'. You wanna creep up all sneaky-like, fine, but I'm gettin' their attention first one way or the other."
Run: 1d6 ⇒ 5
Stealth: 1d4 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (3) - 2 = 1
While he creeps up, he tries to call up that same feeling of slowness as before.
Wizardry: 1d10 ⇒ 3
Wild: 1d6 ⇒ 5

"Shakti" शक्ति |

Shakti would agree with Burgurk on this one. She has no specific allegiance to this potential victim, so his or her fate is irrelevant to her. Her concern would be that if the demon continues to grow in power, that it might become a threat to her, or individuals with whom she does hold allegiance. The demon needs to be confronted, but before or after this particular sacrifice is mostly irrelevant.
Stealth: 1d4 - 2 ⇒ (1) - 2 = -11d6 - 2 + 1d6 + 1d6 ⇒ (6) - 2 + (6) + (3) = 13

DM ShadowBloodmoon |

AnyaBot Stealth Roll, in suit, Stealth Systems Active: 1d8 - 6 + 4 ⇒ (2) - 6 + 4 = 01d6 - 6 + 4 ⇒ (5) - 6 + 4 = 3
Thornhead Drawing Power: 1d6 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (2) + 2 = 4
The machine she is wearing does not fit well with all the rocks and equipment lying about, so Anya manages to knock over a pile of mining gear, creating a loud echoing boom. At once, all the demons turn towards her and hiss loudly. The big demon roars in defiance at the interruption, raising his massive sword. The sorcerer continues his chanting, too focused or too stubborn to stop. Behind your team, another demon with large horns and two fanged tentacles grows into existence. The Rift above continues to grow wider as lightning arcs to the cavern's ceiling.
"Vengeance!", you hear in our mind as the Thornhead Demon takes to the air, flying above you. The lesser demons, similar to the ones that attacked you when you first arrived, scramble over the rocks towards you, murder in their minds. The two with the faelerin drag him closer to the big demon. Even as he realizes he's been noticed, Ezekial's world suddenly slows to a crawl...
Round 1
Thornhead Red Joker- used
Demons (11 remain) Black Joker- used
Ezekial AH <--- Here!
Big Demon AD
Shakti KS
Sorceror (Level Headed) 9S
Anya 6D
Burgurk 2H
Terrible Initiative draw for the first round. Burgurk and Shakti remain hidden, while the rest of you are noticed. Anya and Ezekial each have four and five smaller demons respectively racing towards them, they are at 6 meters and closing fast.
Burgurk and Shakti are still hidden, but the Thornhead is 5 meters above the floor and about 8 meters away behind your team. About 9 meters distance total. The big one is about 20 meters from Burgurk and Shakti, 12 meters from Ezekial and Anya. As said before, I won't be able to map this out until maybe next week when I get moved in. I will use the Rift and the center sacrificial altar as a measuring center point. The big demon, two lesser ones and a faelerin are there currently.
Ezekial is up!!

Ezekial Ashcraft |

Burgurk makes a mental note to write up Ezekial for disobeying orders.
...unless you'd like to spend a Benny to re-roll? :)
Nah, chances of stealth actually working is slim to none. Even with the +2 bonus, honestly; they are almost certainly trained in Notice, I would assume.
"Welp, hope this works the same way twice. Damn finicky Ghost Rock..." Ezekial mutters, as he calls silver and light into the barrel of his pistol once more.
TURN 1:
Greater Smite; Holy. Along with the Exalted Quickness last turn looks like I'm tapped out on MP.
Wizardry: 1d10 ⇒ 6
Wild: 1d6 ⇒ 3
Then, he starts blastin'.
Shooting at the two holding the sacrifice.
Shootin': 1d8 ⇒ 8
Wild!: 1d6 ⇒ 4
Ace!: 1d8 ⇒ 5
Gonna assume a 13 raises.
Damage 1;AP2: 2d6 + 6 + 1d6 ⇒ (2, 3) + 6 + (2) = 13
TURN 2:
Shootin': 1d8 ⇒ 3
Wild!: 1d6 ⇒ 6
Wild Ace!: 1d6 ⇒ 1
Shootin': 1d8 ⇒ 6
Wild!: 1d6 ⇒ 1
Damage 2;AP 2: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Damage 3;AP 2: 2d6 + 6 ⇒ (4, 5) + 6 = 15

DM ShadowBloodmoon |

His mission on his mind, Ezekial breathes holy flame into his gun, blasting away at the demons holding the faelerin. Like some avenger from the Heavens, he annihilates both of them, dispersing them into shiny constituent particles that quickly become ash. The faelerin drops to the ground and tries to scurry away, but the Big Demon roars, "I WILL NOT BE DENIED!". His blade comes down on the poor victim and you count your blessing that you didn't see the effect, but a flash of lightning from the Rift above tells you all you need to know.
Round 1
Thornhead Red Joker- used
Demons (11 remain) Black Joker- used
Ezekial AH
Big Demon AD
Shakti KS <--- Here!
Sorceror (Level Headed) 9S
Anya 6D
Burgurk 2H
Ezekial, I added the +4 for the Silver trapping for your damage, so you killed two of them. Shakti is up!!

Burgurk |

DM SBM - I just want to verify, did the -6 to Anya's Stealth roll come from her flying? Burgurk specifically told Anya not to fly, altho if you're playing her as she used to be, I can see her also ignoring his order...
Sheesh, what's the point of being in charge if no one listens to you?
No, seriously, if he's going to be burdened with making decisions, it'd be nice if the other PC's paid attention to them...

Storm Dragon |

I'd argue that when the mission is to save the people of this town and get them on our side, specifically choosing to go against the mission directive for a dubious at best tactical advantage is an order that SHOULD be ignored. Both morally and practically it's an odd choice; we have no idea what kind of benefit they get from these sacrifices but it can't be good for us.

DM ShadowBloodmoon |

Welcome to the burdens of leadership.. in all seriousness though, no, her -6 is the flat penalty for being in power armor. She actually mostly followed orders other than running in rather than going slow. More than likely, now that there is an aerial target, she will take to the air to engage it.

DM ShadowBloodmoon |

[ooc]The same blue ones you encountered on your first mission, the ones who led some of the demons here and some who are here just to escape their demon filled home and now it seems everyone is hunting them.[/b]

"Shakti" शक्ति |

Round A
Shakti continues moving quietly towards the center of the chamber, augmenting herself and her allies as she moves.
Quickness: 1d12 + 3 ⇒ (4) + 3 = 71d10 + 3 ⇒ (1) + 3 = 4
Summon Ally: 1d12 + 3 ⇒ (4) + 3 = 71d10 + 3 + 1d10 ⇒ (10) + 3 + (7) = 20
Exalted Sense Arcana: 1d12 + 3 ⇒ (6) + 3 = 91d10 + 3 + 1d10 ⇒ (10) + 3 + (7) = 20
Let's me know stats, see invisible, etc. I am presuming this is a Greater Demon from Savage Foes of NA?
PPE Used: 4 - 0 + 7 - 5 + 4 - 4 = 6
Clone's Round A
A duplicate of Shakti, almost indistinguishable from the original, materializes ahead, just the other side of the rocks from the largest creature. She prepares herself, and then shifts into the massive form of an adult dragon, a creaturenon the scale of the chief demon itself.
Quickness: 1d12 + 1 ⇒ (6) + 1 = 7
Boost Fighting: 1d12 + 1 ⇒ (4) + 1 = 5
Shape change Flame Wind Dragon: 1d12 + 1 ⇒ (5) + 1 = 6
Round B
Whispered over Coms: "Remeber, these are spiritual creatures; weapons of supernatural power, silver, and the holy divine will work best."
Quickness on Burgurk: 1d12 + 3 ⇒ (2) + 3 = 51d10 + 3 ⇒ (5) + 3 = 8
Greater Boost Psionics Burgurk: 1d12 + 3 ⇒ (7) + 3 = 101d10 + 3 ⇒ (1) + 3 = 4 That's a raise, so +4 dice to your Psionics skill.
Greater Boost Shooting: 1d12 + 3 ⇒ (8) + 3 = 111d10 + 3 + 1d10 ⇒ (10) + 3 + (9) = 22
PPE Used: 4 - 2 + 4 - 2 + 4 - 4 = 4
Clone's Round B
The newly emerged dragon immediately calls its flaming aura into being, and charges in towards the largest demon, assaulting it mystically and physically at the same time.
Greater Lower On Greater Demon's Spellcasting skill: 1d12 + 1 + 1d12 + 1d12 ⇒ (12) + 1 + (12) + (6) = 31
Fighting with claws: 1d12 + 1 ⇒ (12) + 1 = 13
Damage: 1d12 + 8 + 3d8 + 3d8 + 1d8 ⇒ (2) + 8 + (2, 4, 8) + (4, 5, 1) + (5) = 39 AP 8
If this is a Greater Demom, that 13 won't even make it past his Parry.

DM ShadowBloodmoon |

For some reason now that I'm finally setup in my new place, Firefox was putting me in a login loop. It should be fixed now. Back to the fight!
Skills: Fighting d10, Intimidation d10, Knowledge (Battle) d8, Notice d8, Spellcasting d10
Cha: −2; Pace: 8; Parry: 7; Toughness: 28 (12)
Hindrances: Arrogant, Ugly, Vow (Major—serve Ceyrana)Edges: Arcane Background (Magic), Brawny, Charge, Improved Frenzy
Powers: blast, bolt, dispel, puppet, speak language, telekinesis.
PPE: 20
Gear: Two-handed Flaming Demon Sword (Str+d12+3, AP 2, Mega Damage; +2 Fighting).
Special Abilities:
Abyssal Nature: This demon suffers half-damage from non-magical attacks (round down).
Demonic Hide: “Big Ugly” has +12 M.D.C. Armor and +2 Toughness.
Combat Hardened: He has +2 to recover from Shaken.
Fast Regeneration: Even against attacks that can hurt him, “Big Ugly” recovers quickly and requires extraordinary effort to truly slay. He makes a Vigor roll every round to heal damage—even after being “killed.” A success heals one wound, two with a raise. Certain Weaknesses (below) prevent this effect.
Fear (−2): The appearance and supernatural aura of “Big Ugly” causes all opponents to make a Fear check at −2.
Fearless: Nothing in the Megaverse® frightens him, and he’s also immune to Intimidation.
Infernal Form: He’s immune to disease, poison, normal fire, heat, and cold.
Infravision: Demons reduce all Illumination penalties by half (round down) when fighting beings with body heat.
Large: Attackers gain +2 to hit the very sizable “Big Ugly.”
Size +5: At 17 feet tall and nearly a couple of tons, Big Ugly is truly big.
Weakness (Holy Weapons): Demons are vulnerable to weapons and attacks wielded by those who are considered holy opponents, such as those who have the Champion or Holy Warrior Edge. Cyber-Knights and Mystics who follow any kind of “path of light” spiritually fall into this category. Such attacks inflict +4 damage and wounds caused by such attacks cannot be regenerated.
Weakness (Silver): Silver weapons and attacks have the same effect as Holy Weapons, inflicting +4 damage and negating demonic regeneration
Cast Armor: 1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (4) - 2 = 2
Cast Deflection: 1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (1) - 2 = -1
2 DM Benny Rerolls
Cast Exalted Armor: 1d10 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (6) - 2 = 4
Cast Exalted Deflection: 1d10 - 2 ⇒ (10) - 2 = 81d6 - 2 ⇒ (1) - 2 = -1
Shakti focuses her divine power at altering the reality of the cave. Soon the cave is filled with the massive form of a flaming dragon. It immediately clashes with big demon, fire from both creatures flaring up and lighting up the room. Woken from his ritual, the sorcerer screams loudly. "Interlopers! Ceyrana will feast upon your very souls!" He begins casting a powerful spell and demonic armor seems to shimmer into existence around him. As he does so, the big demon is engulfed by Shakti's dragon and vanishes into the Rift.
Round 1
Thornhead Red Joker- used
Demons (9 remain) Black Joker- used
Ezekial AH
Big Demon AD
Shakti KS
Sorceror (Level Headed) 9S
Anya 6D
Burgurk 2H <--- Here!
Round 2
Shakti Red Joker-
Thornhead Black Joker-
Sorceror (Level Headed, Parry 6, Tough 18 MDC, -6 to hit him) AS, KD
Ezekial AH
Anya KC
Demons (9 remain) 4S
Burgurk 2S
Burgurk is up, then Shakti has a Joker for the next round.

"Shakti" शक्ति |

Your descriptive text said the Giant Demon disappeared, and pulled my Dragon through the Rift? Am I reading that right? Both are gone?
Just an interesting note. I was reading somewhere about the shapeshifting power because of the upcoming Pathfinder conversion, and I noticed there is actually a limiting factor based on character rank. I was going to look for our conversation on it, but suffice to say that we've already established that Shakti can do this in the game.
I actually asked you about that when making the character (Here and here). You are right that characters are limited by the rank at which they take the Edge. However, on the PEG boards, Clint was posed the question in regards to Rifts, and he responded that because of the Born a Hero setting rule, characters are effectively Legendary when choosing the spell, allowing them to function as if Legendary when using that particular piece of Magic, so long as it was chosen at character creation.
I find that second post especially prophetic:
I'm not as worried about the logistics as I am about the imbalancing effect it might have. I've not seen it in action in a game, but the ability of a Novice Character to change into Adult Flame Wind Dragon, even if it does take most of his PPE for the day, turns a character into a extremely heavy hitter, albeit briefly.
As always, I am fine scaling back the power if needed, as it is pretty ripe for abuse... the options are also very limited, as the only real book of Rifts monsters is Savage Foes of NA. I've looked through the book a couple of times, and I just keep coming back to the Dragon, as nothing else really compares.
Going through the process of making a new character for Tumbler's game in SWADE has kind of gotten me interested in that version. Most of the ridiculous exploits Shakti uses no longer work in SWADE.
On a different note, I still can't log in on Chrome. If anyone out there is still unable to log in, try a different browser!

DM ShadowBloodmoon |

Yes, that is what happened. The dragon killed the demon on this plane and it took your clone with it as it passed into the Rift. I should have made that more clear.

Burgurk |

I just got back on-line. My problem was that my version of Firefox was too old, but an older version of Chrome is working just fine for now.
Will post my actions tomorrow.

Burgurk |

So by RAW, the dragon shape is allowed even at Novice level.
Seeing the Thornhead demon as the biggest threat now, Burgurk would attack it if it is within 15" of him (including vertical distance).
DM SBM, since I don't know if it is within range, or where the lesser demons are, I'm going to roll damage "blind". If the Thornhead is within range, I'll target it for *all* blasts. If it dies before I'm done blasting, and the lesser demons are in range, I'll target them. If it isn't within range, I'll target any separate demons within range with *individual* blasts. If no one is within 15", but my Psionics roll-2 could hit anyone within 30" of me, I'll target them.
Psionics,ROF 3 & Wild: 1d12 + 4 ⇒ (10) + 4 = 141d12 + 4 ⇒ (9) + 4 = 131d12 + 4 ⇒ (5) + 4 = 91d6 + 4 ⇒ (2) + 4 = 6
14 and 13 hit with a Raise (against the Thornhead), doing :
Damage+Raise: 4d10 + 1d6 ⇒ (9, 3, 3, 9) + (4) = 28
Damage+Raise: 4d10 + 1d6 ⇒ (8, 4, 4, 6) + (6) = 28 = 32
Raise ACE!: 1d6 ⇒ 4
9 hits, doing :
Damage: 4d10 ⇒ (2, 4, 6, 9) = 21
Quickness from Shatki (thanks!) :
Psionics,ROF 3 & Wild: 1d12 + 4 ⇒ (3) + 4 = 71d12 + 4 ⇒ (10) + 4 = 141d12 + 4 ⇒ (8) + 4 = 121d6 + 4 ⇒ (3) + 4 = 7
14 and 12 hit with a Raise (against the Thornhead), doing :
Damage+Raise: 4d10 + 1d6 ⇒ (10, 5, 4, 6) + (5) = 30 = 33
Damage ACE!: 1d10 ⇒ 3
Damage+Raise: 4d10 + 1d6 ⇒ (5, 3, 7, 7) + (3) = 25
7 hits, doing :
Damage: 4d10 ⇒ (7, 2, 7, 1) = 17
And Burgurk moves 12" closer to the spellcaster (24" to go).

DM ShadowBloodmoon |

The thornhead demon, thinking it has the upperhand, has never met Burgurk, but it will remember him in the dimension beyond. The psionic literally rips the creature's physical form apart into a multitude of pieces and its essence vanishes into the Rift. The fallout of the blast takes three more of the smaller demons with it. Lightning from the Rift scours their bodies as they too feed it.
The sorcerer notes Burgurk's presence with a sneer and prepares to blast him from existence...
Shakti, you have a Joker, so you can interrupt the caster if you wish, otherwise he will take his turn.
Round 2
Shakti Red Joker-
Sorceror (Level Headed, Parry 6, Tough 18 MDC, -6 to hit him) AS, KD <--Here
Ezekial AH
Anya KC
Demons (6 remain) 4S
Burgurk 2S

Burgurk |

Totally offhand, I've been reading a lot of 30's pulp novels, and the villains always "sneer" or "leer". So we know the sorcerer is definitely a viliain! :)
Seriously, tho, since Shakti has a Joker she doesn't have to technically "interrupt" the sorcerer (using the Interrupt rules), she can just act before him, right?

"Shakti" शक्ति |

Shakti moves to a vantage point where she can see the Sorcerer, and targets his position with two of her rifles. Pressing the trigger firmly on each, she peppers him with laser bolts, like some primitive action hero.
1d12 + 1 + 2 ⇒ (6) + 1 + 2 = 91d12 + 1 + 2 ⇒ (3) + 1 + 2 = 61d12 + 1 + 2 ⇒ (10) + 1 + 2 = 131d12 + 1 + 2 ⇒ (10) + 1 + 2 = 131d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Damage AP2: 3d6 + 1 + 2 ⇒ (1, 4, 2) + 1 + 2 = 103d6 + 1 + 2 + 1d6 ⇒ (1, 5, 4) + 1 + 2 + (3) = 163d6 + 1 + 2 + 1d6 ⇒ (4, 2, 4) + 1 + 2 + (1) = 143d6 + 1 + 2 ⇒ (5, 4, 2) + 1 + 2 = 14
1d12 + 1 + 2 ⇒ (3) + 1 + 2 = 61d12 + 1 + 2 ⇒ (4) + 1 + 2 = 71d12 + 1 + 2 ⇒ (6) + 1 + 2 = 91d12 + 1 + 2 ⇒ (9) + 1 + 2 = 121d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Damage AP2: 3d6 + 1 + 2 + 1d6 + 1d6 + 1d6 ⇒ (1, 6, 1) + 1 + 2 + (6) + (6) + (1) = 243d6 + 1 + 2 + 1d6 ⇒ (1, 6, 5) + 1 + 2 + (4) = 193d6 + 1 + 2 ⇒ (3, 1, 3) + 1 + 2 = 103d6 + 1 + 2 + 1d6 + 1d6 ⇒ (5, 6, 6) + 1 + 2 + (5) + (5) = 30
Boost Shooting Anya: 1d12 + 3 + 2 ⇒ (6) + 3 + 2 = 111d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10 A raise, for +2 to her skill

DM ShadowBloodmoon |

That's why I wanted to give her a choice before he finishes what he is doing, but you're right. The leering seems to totally be a dead giveaway.
Summoner Relocates: 1d10 - 1 ⇒ (3) - 1 = 21d6 - 1 ⇒ (5) - 1 = 4
Shakti opens fire on the summoner, but the bolts are either deflected away or absorbed by his armor. "Your dragon was impressive, but now you've lowered yourself to using primitive weapons? How quaint." He yells as he finishes his spell and the energy from her weapons destroys part of the wall where he once was. You spy him floating near the opening of the Rift. "You won't win that easily. Ceyranna is coming, and she is angry." As if to punctuate his words, you see in the Rift beyond a shimmering feminine figure walking slowly towards the summoner.
Round 2
Shakti Red Joker- used
Sorceror (Level Headed, Parry 6, Tough 18 MDC, -6 to hit him) AS, KD
Ezekial AH <--Here
Anya KC
Demons (6 remain) 4S
Burgurk 2S
Ezekial is up, then Anya and the demons will go.

Ezekial Ashcraft |

"Got no earthly idea why folk like this always assume other people know who their friends are." Ezekial says, then plugs him four times.
Shootin' 1: 1d8 ⇒ 6
Wild: 1d6 ⇒ 6
Ace!: 1d6 ⇒ 5
Damage+Raise;AP 2: 2d6 + 10 + 1d6 ⇒ (1, 3) + 10 + (2) = 16
-------------------------
Shootin' 2: 1d8 ⇒ 1
Wild: 1d6 ⇒ 4
Damage; AP 2: 2d6 + 10 ⇒ (2, 4) + 10 = 16
------------------------------------
Shootin' 3: 1d8 ⇒ 2
Wild: 1d6 ⇒ 2
-----------------------------------
Shootin' 4: 1d8 ⇒ 2
Wild: 1d6 ⇒ 1

DM ShadowBloodmoon |

Just to clarify, are you shooting at the Sorcerer or the demons closing in on you?

DM ShadowBloodmoon |

Ezekial opens fire on the sorcerer, deciding his monologuing is too much, but the magic protecting him keeps the shots from doing anything other than annoying him.
Anya, with her new found skill at shooting opens fire at the remaining demons charging the group. Two shots drop one of them and a third shot cleanly goes through the head of another demon. Both burst into ash, leaving only four to continue their charge.
The first one runs into Shakti, but she easily bats the thing's claws away as if they were of no consequence.
Ezekial gets clawed by a demon as he turns to run and is happy that his duster's leather is not the cheap easy to rip kind.
Another demon races towards Burgurk, hellish glory on its mind. The Simvan is focused on the sorcerer and barely ducks under the first strike, but the second catches him off guard and sharp talons rake gouges in his armor.
One of the demons gets an idea and leaps after Anya in her suit, grabbing on to her leg, but it can't gain a purchase and falls back to the ground.
AnyaBot ShaktiBoostShooting 1, Semi-Auto, RDS: 1d12 + 2 - 2 + 2 ⇒ (3) + 2 - 2 + 2 = 51d6 - 2 + 2 ⇒ (4) - 2 + 2 = 4
AnyaBot ShaktiBoostShooting 2, Semi-Auto, RDS: 1d12 + 2 - 4 + 4 ⇒ (11) + 2 - 4 + 4 = 131d6 - 4 + 4 + 1d6 ⇒ (6) - 4 + 4 + (4) = 10
AnyaBot ShaktiBoostShooting 3, Semi-Auto, RDS: 1d12 + 2 - 6 + 4 ⇒ (3) + 2 - 6 + 4 = 31d6 - 6 + 4 + 1d6 ⇒ (6) - 6 + 4 + (5) = 9
AnyaBot Damage 1: 4d6 ⇒ (2, 4, 4, 5) = 15
AnyaBot Damage 2: 4d6 + 1d6 ⇒ (5, 5, 3, 5) + (3) = 21
AnyaBot Damage 3: 4d6 + 1d6 ⇒ (6, 4, 3, 5) + (4) = 22
Demon v. Shakti, Frenzy: 1d8 - 2 ⇒ (5) - 2 = 31d8 - 2 ⇒ (7) - 2 = 5
Demon v. Ezekial: 1d8 - 2 + 1d8 ⇒ (8) - 2 + (4) = 101d8 - 2 ⇒ (2) - 2 = 0
Demon v. Burgurk: 1d8 - 2 + 1d8 ⇒ (8) - 2 + (1) = 71d8 - 2 ⇒ (2) - 2 = 0
Demon v. Anya: 1d8 - 2 ⇒ (6) - 2 = 41d8 - 2 ⇒ (8) - 2 = 6
Claws v. Ezekial: 1d10 + 1d8 ⇒ (2) + (3) = 5
Claws v. Burgurk: 1d10 + 1d8 ⇒ (8) + (6) = 14
Claws v. Anya: 1d10 + 1d8 ⇒ (9) + (2) = 11
Round 2
Shakti Red Joker- used
Sorceror (Level Headed, Parry 6, Tough 18 MDC, -6 to hit him) AS, KD
Ezekial AH
Anya KC
Demons (4 remain) 4S
Burgurk 2S <--Here
Round 3
Burgurk AD
Sorceror (Level Headed, Parry 6, Tough 18 MDC, -6 to hit him) Black Joker, 10S
Anya 8S
Shakti 7H
Ezekial 5H
Demons (4 remain) 3S
Burgurk is Shaken and it is his turn TWICE! Unless the sorcerer interrupts him that is... I think I need a new auto shuffler, Jokers every round.

Burgurk |

I will post my action tomorrow, but if you happen to see this before then, what is the distance between me and the sorcerer's current location? I was running across the cave directly at his original location, and had 24" to go. If he is above Burgurk, please tell me how far as well, thanks!

Burgurk |

I'm 12" into the cave, so 13" from its center. I have no idea where the Rift is (which the sorcerer is close to), but if he's near the center and elevated, he's probably just outside my no-penalty range of 15", but within my -2 penalty range of 30".
Burgurk tries to recover from being Shaken :
Spirit & Wild: 1d10 ⇒ 11d6 ⇒ 4
Seeing that the sorcerer is powerful, Burgurk spends 2 ISP to give his blasts +4 AP.
He throws mental blasts at the sorcerer :
Psionics,ROF 3 & Wild, -2 Range: 1d12 + 4 - 2 ⇒ (10) + 4 - 2 = 121d12 + 4 - 2 ⇒ (4) + 4 - 2 = 61d12 + 4 - 2 ⇒ (9) + 4 - 2 = 111d6 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Wild ACE!: 1d6 ⇒ 2 = 10
Assuming that the -6 to hit includes Ranged attacks, and affects psionics blasts, the first, third, and Wild attacks hit.
Doing
Damage: 4d10 ⇒ (10, 5, 2, 6) = 23
Damage ACE!: 1d10 ⇒ 6 = 29, AP 4
Damage: 4d10 ⇒ (7, 9, 4, 10) = 30
Damage ACE!: 1d10 ⇒ 10
Damage ACE! ACE!: 1d10 ⇒ 1 = 41, AP 4 That should sting a little...
Damage: 4d10 ⇒ (2, 1, 7, 8) = 18, AP 4
Burgurk moves 6" closer to the sorcerer.
Adjust the following Psionics rolls accordingly if this gets him within 15" of the sorcerer.
======================================================================
Second attack :
Psionics,ROF 3 & Wild, -2 Range: 1d12 + 4 - 2 ⇒ (6) + 4 - 2 = 81d12 + 4 - 2 ⇒ (3) + 4 - 2 = 51d12 + 4 - 2 ⇒ (6) + 4 - 2 = 81d6 + 4 - 2 ⇒ (4) + 4 - 2 = 6
I'm assuming none of these hit. Please let me know if any do.
Burgurk moves 6" closer to the sorcerer.
Please let me know my current distance to him for my next turn, thanks!