The Strange: Realms Beyond Reality (Inactive)

Game Master Darkfire142

Beneath the orbits and atoms of our natural universe lies a network of dark energy. Those who have learned to access and navigate this chaotic sea have discovered an almost endless set of “recursions” in the shoals of our Earth: Worlds with their own laws of reality, reflected from human experience or imagination, given form in the swirling Chaosphere of the Strange. Worlds teeming with life, with discovery, with incredible treasures, and with sudden death.

And slowly but inexorably, it draws the attention of beings from beyond Earth’s shoals—beings of unfathomable power and evil from the unknown reaches of the STRANGE.


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Dark Archive

We will say each round is 5 seconds so roughly 12 rounds. Indeed that would be 3 levels of reduction, 2 for specialization and 1 for the spin encouragement that gives an asset. The Crossbow bolts to 4 points of damage as they are medium weapons, the short swords only do 3 points of damage as they are between a light and medium weapon.

Round 3 Start, first up Siobhan


I posted my Round 3 with round 2 reactions(on the previous page)


Gaah, sorry, didn't notice this waiting on me
Siobhan continues to spin encouragement, while trying to stay out the way.


Intellect Pool: 10; Intellect Edge: 0 Might Pool: 6/10; Might Edge: 1 Speed Pool: 16; Speed Edge: 1

Cassie will Hit the bandit again, then start moving towards the next one if he drops.

1d20 ⇒ 14 Damage is 6 if I hit

Dark Archive

Cassie swings her massive sword and spits the badly injured bandit's head like a watermellon, killing him and sending his corpse sprawling to the ground.

Armand slams his fist into another bandit with his rocky fist inflicting 5+1+2+3-1 = 10 damage. With a single blow to the head the stony fist cracks the skull of a bandit's head open like an egg shattering his brain matter and sending him sailing backward and to the ground effectively dead.


Intellect Pool: 10; Intellect Edge: 0 Might Pool: 6/10; Might Edge: 1 Speed Pool: 16; Speed Edge: 1

Shaking the blood off her sword at the nearest bandit, Cassie says "If I was you, I'd start running."

Dark Archive

Despite dropping 2 of their number the one eyed crow man yells, "I ain't quittin yet."

He pulls a strange amulet out of his coat, he puts it on and twists a knob on it. He suddenly starts to look like he's blinking in and out of incorporality. He also draws two more of his daggers.

The 4 ranged bandits fire crossbow bolts. Each PC will take an attack from a bolt. TN 9 to dodge.


Speed Defence: 1d20 ⇒ 16


Intellect Pool: 10; Intellect Edge: 0 Might Pool: 6/10; Might Edge: 1 Speed Pool: 16; Speed Edge: 1

Cassie will sidestep the bolt, then move to the next bandit and hit him with her sword.

Attack: 1d20 ⇒ 7


1d20 ⇒ 13

Armand ducks under the arrow and moves to attack the one eyed crow.

1d20 ⇒ 15 Adding might effort for damage.

Dark Archive

The punch from Armand hits the bird-man across the shoulder and the force of the blow knocks him backward a few feet. There is a crack of bone as the stone fist hits the Crow Man for 7 damage (after armor is applied)

Cassie has no bandit near her at the moment. She can attack the Crow-Man or use her action to close the distance and attack one of the crossbow-bandits.


Intellect Pool: 10; Intellect Edge: 0 Might Pool: 6/10; Might Edge: 1 Speed Pool: 16; Speed Edge: 1

Will move towards one of the crossbowmen.

Dark Archive

The one eyed Crowman seeing that this big guy is in his face leaps backward into the air an immediate distance and throws two daggers at the stone golem, aiming for his knees looking to immobilize his movement as well as do damage. Armand needs to avoid two attacks, level 5 (15).

Now if any of these hit I am hitting Armand with a GM intrusion. Basically he's looking to disable your limbs by hitting the joints in your legs. If he actually hits, you will need roll a might check or be immobilized. The TN will be 5 (15) or 6 (18) if both of them hit. Of course you can chose to spend an XP and refuse the intrusion but what fun is in that?

Just a reminder, a GM Intrusion is a mechanic in Cypher System games that allows the GM to basically break the rules and add a new element into the scene. However this comes at a price for the GM if he does it on a whim and he must reward 2 XP to the person he is affecting. One of those XP are given to an other player though by the affected person. I also have a house rule for "Group" intrusions, where everyone gets 1 XP as payment but it means everyone is affected by the intrusion. You can chose to buy off an intrusion by paying an XP though.


1d20 ⇒ 2
1d20 ⇒ 14

1d20 ⇒ 8

Armand takes two daggers to his knees and becomes immobilized. He roars, not in pain, but with fury, unleashing his thoughts and directing a mental onslaught as he feels himself unable to move.

Paradox Onslaught (mental), adding effort for damage if possible.

Dark Archive

Armand shoots a blast of energy at the one eyed crowman only to have him swiftly dodge out of the way of the attack. With his legs pinned by the daggers he can't move his legs.

Armand to unpin your legs you'll need to spend an action to pull out the daggers, this will take an entire turn though.


Armand watching as his mental assault is dodged, decides to pull the daggers out of his legs and move in closer so he could squeeze the life out of that bird with his bare hands.

Spending next turn pulling them out.


Siobhan decides that the time for defence is done and launches an attack at the Crow-Man
Attack: 1d20 ⇒ 9


Intellect Pool: 10; Intellect Edge: 0 Might Pool: 6/10; Might Edge: 1 Speed Pool: 16; Speed Edge: 1

Cassie will continue her assault on the group of crossbowmen, stalking them like death itself.

She will keep moving forward and attack the nearest one in range.

Attack Roll: 1d20 ⇒ 20 yay, that will be 7 damage and I will take an extra action as a major effect.

The following assumes that the bandit falls:

Lopping off the head of the nearest bandit, Cassie moves to the next one so quickly yet calmly that he has little time to react.

The following assumes that the bandit does not fall from the crit:

Cassie will use the momentum from her swing to put another attack into
the same bandit, this time aiming for his lower extremities.

Attack Roll: 1d20 ⇒ 13 That's 7 damage.

Dark Archive

Two crossbow bolts fly at Cassie as she rushes in. As she is charging at them I am going to say that dodging these bolts are going to be 1 step harder so a DC 12 to dodge as you’ve made yourself an easier target for their bolts.

One crossbow bolt goes after Armand, which also will be a TN 12 due to the impairment from having his legs pinned.

The last bolt goes after Siobhan, trying to strike her in the back. (Normal TN 9 difficulty)

Either way though, Cassie rushes in and smashes one of the bandits with her sword. The first blow disarms the bandit by lopping off his shooting arm. He screams bloody murder and Cassie takes advantage of this by doing a backswing that removes the head of the Bandit from his shoulders. The other 3 bandits are definitely fearful of the charging bull woman with the big sword.

The bandits have 9 health so you would either need to add the +4 damage or hit with a 2nd attack to finish one off.

Siobhan Quinn tries to take a swipe at the crow-man but he dodges the blow with his swift, agile movements.


Intellect Pool: 10; Intellect Edge: 0 Might Pool: 6/10; Might Edge: 1 Speed Pool: 16; Speed Edge: 1

1d20 ⇒ 9
1d20 ⇒ 19


1d20 ⇒ 3
Quinn grunts in pain and then snarls as another bolt hits home.

Dark Archive

Next round, the Crow Man seeing that stone statue has pulled the daggers out of his legs and now again mobile decides being on the ground would not be a good idea. He leaps from rocks to rock and gets to a higher ground. To reach the Crow Man in melee you will need to take an action and succeed at a climb check, TN 4. However this does take up his whole turn.

The bandits seeing Cassie as the closest threat will work together to take her down. One will fire a distracting bolt to move Cassie into an optimal position in while two of them will put crossbow bolts into Cassie. The dodge TN is 12 against these 2 attacks due to them having an advantage.


Intellect Pool: 10; Intellect Edge: 0 Might Pool: 6/10; Might Edge: 1 Speed Pool: 16; Speed Edge: 1

1d20 ⇒ 14
1d20 ⇒ 12

Cassie rolls under one of the bolts and spins as she regains her feet, causing both shots to miss. Her dodging having put one of the bandits close enough to hit, Cassie will swing her bloody blade.

Attack Roll: 1d20 ⇒ 1

Dark Archive

Oh oh, GM Intrusion time!

Cassie, you take a swing at the bandit but the bandit evades the attack and you overextend your swing and lose your grip on your weapon as it strikes a nearby rock solidly sending the blade sliding a few feet away. You will have to take an action to retrieve your weapon or draw a new weapon next turn.


Cassie do you have a reasonable spare weapon - or shall I toss you mine?


Intellect Pool: 10; Intellect Edge: 0 Might Pool: 6/10; Might Edge: 1 Speed Pool: 16; Speed Edge: 1

I'm good. I'll draw my medium weapon and continue to "discuss" with these gentlemen here the pros and cons of attacking adventurers.


Quinn looks up at where the Crowman went and decides that being up there with him in her state may be inadvisable.
She instead moves towards the bandits attacking Cassie.
Attack: 1d20 ⇒ 9 If Quinn can get into range


1d20 ⇒ 8

Armand attempts to jump after the crow man, keeping the pressure on the coward.

Trained in Jumping, will add might effort if needed(don't know difficulty of test)

Dark Archive

The Crow Man looks to see that he is running low on daggers. He instead tries to stab the stone golem. DC 15 dodge check to avoid.

Quinn runs towards the bandits but requires more time to reach them.

Armand tries to attack the Crow Man but he's too dexterous to be hit.

Two of the bandits melee on Cassie with their short swords (TN 9 to dodge), the Third takes a shot at Cassie (TN 9 to dodge)


Intellect Pool: 10; Intellect Edge: 0 Might Pool: 6/10; Might Edge: 1 Speed Pool: 16; Speed Edge: 1

Melee Defense Roll #1: 1d20 ⇒ 3
Melee Defense Roll #2: 1d20 ⇒ 6
Ranged Defense Roll: 1d20 ⇒ 17

Dark Archive

One of the Short Swords hits Cassie, doing 3 points of damage (Before Armor) while the second short sword and the crossbow bolt are evaded.

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