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Dice Rifts Adventure OOC

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Yeah, let's not hold back on this guy but give him everything we've got - which is lots! =)
 
Sherwood Sherwood Is there a chance to estimate the dragon's resilience against magic? Don't think I have much more to offer than Lore: Magic, but it'd be good to know if casting something against him would even have the chance to succeed.
 
Any kind of Charm or mental influence spell is going to go up against the dragon's resistance to sorcery. But a more direct attack style spell is just a dodge roll.
 
I was considering to slow the dragon down, but that pretty much feels like a lost cause to me; and my range of attack spells is limited and does less damage than a gun at this point. Not quite sure what the right move is, since I don't really do much damage myself... I'll see if I can come up with something useful.
 
Shaona's spell flies out, hitting the dragon in the head, locking up its jaw with the Magic Net. It gives Shaona a poisonous glare, but its attention is still pretty focused on Brazamal.

Go, Shaona! 8D
 
Isn't the support the one who's supposed to cheer for the others? Ahem... go team, get him! It's just a fricking huge dragon, and I'm almost out of actions, but you got this!
 
Cool! =)

Seeing as I'm switching characters, I wanted to pull her out one more time. Smoochie's a trip! Here's her first entrance into the game. =)
 
Sherwood Sherwood Just two short questions:
1.) Looking at the room we're in right now - how would one continue to move deeper into the building? Any doors that lead in the right direction, or anything else of note?
2.) In the beginning, you wrote that there might be equipment stored underneath the floor - any chance to learn more about that at a glance? Something explosive underneath the dragon would be quite welcome...

Just looking for something nice to do, since this is my last action for the round - I'm inclined to delay to have dispel magic available in case our foe tries something fancy, but there might be a better option available.
 
Hey, Sherwood Sherwood - been busy with another rp the last two days (guess which one...), but haven't forgotten that it's still my turn. I posted two questions above, you might've missed them with all the other stuff happening around you - could you take another look at 'em, would help me to decide on a decent course of action. Thanks!
 
Sherwood Sherwood Just two short questions:
1.) Looking at the room we're in right now - how would one continue to move deeper into the building? Any doors that lead in the right direction, or anything else of note?
2.) In the beginning, you wrote that there might be equipment stored underneath the floor - any chance to learn more about that at a glance? Something explosive underneath the dragon would be quite welcome...

Just looking for something nice to do, since this is my last action for the round - I'm inclined to delay to have dispel magic available in case our foe tries something fancy, but there might be a better option available.
1. The building is a large open dome, with no other walls or obvious machinery visible.

2. Floor level is slightly higher than the ground level outside, and it is a good bet that there is the needed equipment to manipulate the Rift under there. In order to get to it, you'd have to try to pull up the floor panels and see what is there.
 
Ah, I see - Somehow, I was thinking of the room as some kind of entry hall, and asked myself what we'd find beyond - thanks for the clarification. I really don't like the "obvious", though - no rash movements, team, there might be something hidden...
 
Question for those who've seen more skills'n stuff than I have: Are there any good ways to get more attacks per round? For the techno-wizard, boxing is not allowed as an occ-related skill, and it's not a secondary skill, either. I'm at HtH: Expert, but the higher tiers seem to not really add more attacks either; and I'm not necessarily looking for a higher fighting prowess. I mean, I'm getting to cast awesome spells instead, just wondering if there's a way to burn through my ppe even quicker...

Note: I'm out of actions for this round - go get him!
 
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D. Rex D. Rex We certainly have to adjust our tactics to your Glitter Boy - with the way how the entire team but you tends to dive right into combat, we're pretty much wasting your fire power to cover our backs. Not quite sure if the absence of Gradicus alone will do the trick, probably not; we'd be probably better off fighting more defensively, now that we pretty much have the range advantage by default.
 
Question for those who've seen more skills'n stuff than I have: Are there any good ways to get more attacks per round? For the techno-wizard, boxing is not allowed as an occ-related skill, and it's not a secondary skill, either. I'm at HtH: Expert, but the higher tiers seem to not really add more attacks either; and I'm not necessarily looking for a higher fighting prowess. I mean, I'm getting to cast awesome spells instead, just wondering if there's a way to burn through my ppe even quicker...

Note: I'm out of actions for this round - go get him!

Sherwood Sherwood has been pretty open to PCs using skills out of the Compendium 6.0 without a great deal of regard as to what's allowed by their O.C.C.. I could be wrong about this, but it seems like one must follow those rules at character creation, but afterward (2nd level and beyond), approach Sherwood about what you want to do with your skills and at the very least, I'm sure he'll look into it as he's done in the past.

I think it's important to bring up the fact that Boxing is one of those few skills that allow additional actions per melee round. Sherwood and I both being "old school" in the regard that we allow that action to go beyond the number of melee attacks normally allowed (in other words, Boxing adds to all types of actions per round). The Compendium 6.0 has skills from all over the Palladium universe, many of which make sense and many that might overpower a campaign like ours. One example is the Compendium 6.0's Kick Boxing skill. Check this out. Compare it to the skill found in Rifts Ultimate Edition and you'll notice that I think the former skill is vastly superior to the latter in that it adds two attacks per round and you don't have to call knockouts! Not to mention adding 1d4 x5 to S.D.C.! That's not a typo! =)

Sherwood allowed that skill in a previous Robotech game to two PCs (mine and Captain Hesperus's), but I haven't seen anyone even ask for it in this campaign. So yeah, SIl! Ask about Boxing and "6.0 Kickboxing"?
 

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