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Rifts Adventure IC

OOC
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Characters
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Lore
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Combat Attributes
Perception +2 (more when fighting Vampires)
Initiative +2 (+6 when using sword)
Strike +13 (+16 with one sword, +17 with two. +4 with "Dragonfire" Flamethrower, K-4 Laser Pulse Rifle, M-160 Ion Rifle, and Stun Gun. +2 with NG-SE9 Laser Pistol).
Parry +11 (+12 with Tattoo-Magic shield) (+14 with swords)
Dodge +11
Roll +6 (Automatic Roll and Breakfall from Zanji)
Save vs. Magic +7
Horror Factor Saving Throws (+4 to save from Undead Slayer)
Horror Factor 13 (Awe. 12 from Atlantean, +1 from Heritage)
Attacks per Round: 6 (+1 additional attack per melee round when fighting supernatural evil from Undead Slayer; +1 additional attack from Weapon Mastery - Sword when using swords)

Damage by Weapon Type
Summertime (Katana) - 1D4x10 M.D. + 4D6 M.D. + 5 M.D. (double damage versus supernatural evil creatures) + 6D6 M.D. (socketed Electricity crystal).
Wintertime (Wakizashi) - 3D6 M.D. + 4D6 M.D. + 5 M.D. (double damage versus supernatural evil creatures) + 6D6 M.D. (socketed Electricity crystal).
Crystal Stun Mace - 2D6 S.D.C. + Stun when energized (10 P.P.E. for 2 minutes of use). Save at 16 or higher (14 for Mega-damage beings).
TW Force Cannon - 1D6x10+10. Range: 2,000 feet.
"Dragonfire" Flamethrower - 1D6x10 M.D. to everything within 100 feet. Enemies are -3 to Dodge. Can "sweep" 10 foot wide by 100 foot corridor; costs three attacks.
K-4 Laser Pulse Rifle - 3D6+6 single shot, 1D6x10+6 three-round burst. Range: 3,000 feet. 30/30 rounds in E-Clip.
M-160 Ion Rifle - 1D6x10 M.D. Range: 2,000 feet. 15/30 shots remaining in E-clip.
Stun Gun (blaster) - Victims are dazed, -10 to strike, parry, and dodge for 2D4 melees. Save vs. Toxins negates.
NG-SE9 laser pistol - 3D4+3 M.D. Range: 1,000 feet.
Silver-plated gladius - 2d6 S.D.C. + P.S. bonus + 4 S.D.C.
SIlver-plated knife - 1d6 S.D.C. + P.S. bonus + 4 S.D.C.

Earlier...

Gradicus had made it to the "big time." With his group's mission for Elder Brazamal complete, the dragon proved once again to be a reptilian of his word. Gradicus had never known such personal riches!

He now had more magical items than he had ever had and was better-equipped to adventure than ever before (plus he had more credits on his data card than he had ever had in his life). This was an amazing time. Five years before this, he was the grateful guest of a samurai lord in demon-haunted and wonder-filled Japan. Ten long years before that, he was a "professional" gladiator of a house of gladiators in the Arena of Champions on Splugorth-held Atlantis. Before that, he had been a simple son of Atlantean artisans and aspiring novice Tattooed Undead Slayer on a plane of existence very far from the realm of Earth. Then, while on Earth, the Splugorth came and killed his friends and ripped his life away. They threw him into the blood-drenched, throng-cheering gladiatorial pits of hell and changed him forever.

He could retire. Right now. He knew he could. Just take his money and go live somewhere where life was peaceful and good and distant from troubles. He knew of a few places in the Megaverse that fit his definition of that life. But it wouldn't be home. Only Tamaerus, the place of his birth, was truly home to his wild heart. In truth, Gradicus's search to put goodness into the world was also a quest to prove himself worthy of going (and staying) home in Tamaerus. Gradicus felt he had great responsibilities now and he very much wanted to do what he could while he was young.

It was with the greatest of appreciation that Gradicus left Brazamal and Olsen. He told them both that if they had need of him, to seek him out. But for now, the refugees of Wangler's Knob needed homes far more than even the estranged young gladiator. Investing 1,000,000 credits into services for these folk was not enough.

They, like him, needed hope.

* * *​

Now...

Gradicus touched one of his tattoos - the white skull on a black shield - and with a moment of will and concentration brought to life his Energized Sense Evil magic. He brought this forth because from here on out, he had no idea what was right and what was foul. As the others in his team (it was good to use that word instead of "group"!) asked insightful questions of the human, Gradicus called upon his education as a Tattooed Undead Slayer to tell him what had been about. Battles always left evidence and with evidence came understanding.


full

Image credit: Atlantean by Chuck Walton)
STATUS Location: On the blasted shores of Maine.
Statblock: Self-M.D.C. (306/306) Self-P.P.E. (252/262). Power Matrix (40/40 P.P.E.) . P.P.E. Battery (100/100 P.P.E.). Talisman 1 of 2 (---/100 M.D. 3/3 daily uses remaining). Blazing Comet (Mach 4 for 4 hours. --/80 M.D.). Smoochie (---/500 M.D. for 4 hours). Effect active: Sense Evil (for 40 minutes).

 
Just as Gradicus is activating his Tattoo, a particle beam comes blasting through the wall, striking the running man and punching a massive hole through his chest. He falls to the ground, quite dead.

Right behind the energy bolt, a short squat figure comes walking through the wall, tearing its way through the wooden structure. It is about four feet tall, completely sealed up in its armor, and is carrying a rifle.

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From behind some of the buildings, other figures come walking out. There are five more of the short, runty figures, but also there are four much taller figures, these standing thirteen feet tall and very thin, and carrying a rifle in one hand and a pistol in the other.

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Strangely enough, while they do show a heat signature from the core of their bodies, they do not register on your Sense Evil.

Everyone roll initiative.


Just outside of the town, Bobo does not hear any of the normal, day to day sounds of a living town. Very quiet, almost strangely so. But suddenly, you can hear the very distinctive sound of a MDC energy weapon being fired! You are a short distance from the town, and by the time you get there, you would have time to activate a few spells if you want to. What do you do?
 
Terra sees the blast come out, and and responds with a quickness. "Watch out! Bad guys ahead!"
Activating my Mystic Tattoo of Invulnerability.

Hit Points: 44
SDC: 135
PPE: 117 +2d4 per level / 77
PPE Battery: 50
PPE Battery: 50
MDC: 35 armor, 375 tattoo: 405

Bonus Points: 8

Number of Attacks: 6
Strike: +9
Parry: +9
Dodge: +9
Roll: +10
Initiative: +4
Perception: +5, +1 vs Vampires and the Undead
Horror Factor: +5 to Save, +2 vs dragons
Critical Strike on a natural 19-20
Critical Strike from behind
Damage: +2

When Piloting Automations
Number of Attacks: 8 / 3 / 1
Strike: +5 (+7 with Sword)
Parry: +6 (+8 with Sword)
Dodge: +2
Roll: +2
Initiative: +5
Damage: +1

Baby
Main Body: 500
Starfire Pulse Cannon: 8

Junior
Main Body: 500
Starfire Pulse Cannon: 8
 
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Bobo hears the weapon, this could be the survivors being shot at for all he knows! As he's running down the woods panting, a glowing shield forms around his exterior (Armor of Ithan), and then he goes invisible(Invisibility: Simple)! Bobo rushes to the town, wanting to get there before more innocents could get hurt! Desperately running the fastest he can in an attempt to save what he thinks are local villagers. (It's you guys!)
 
"Hell - careful!" From one moment to the next, the vague warning turns into a way too real threat; not really swarm-like, at least at first glance, at least not what she would have expected - for now, their numbers can be counted with two hands. Not that she'd need it, or that she would've time for that - things really show no sign of hesitation at all.

And neither does she: One hand loosens the grip around the gun, reaches out for the talisman around her neck instead - the trusty energetic field surrounds her to prevent the worst. Shoulder-long, green hair moves as she turns, eyes muster the incoming foes with a mixture of curiosity and worry. "Fricking crap, anyone's seen those before?"

Talisman active, 2/3 charges remaining. 35+100 mdc protection.
 
Current Initiative Order

24 - Terra
24 - Baby
24 - Junior
20 - Gradicus
18 - Thin Men 1-4
12 - Runts 1-3
8 - Runts 4-6
4 - Shaona
4 - Bobo

We are just holding on Vaneheart Vaneheart for his roll before we get going.
 
I don't want to leave the battle on hold for too long, so we'll go ahead and let Vaneheart Vaneheart jump in with Dru when he gets back on. In the meantime, Psychie Psychie is up first with her toys, then Purr Purr can go with Gradicus.

24 - Terra <====
24 - Baby <====
24 - Junior <====
20 - Gradicus
18 - Thin Men 1-4
12 - Runts 1-3
8 - Runts 4-6
4 - Shaona
4 - Bobo
 
Terra looks over at the short guy in shock. "That little bastard just killed that man! What the hell?" She mentally sends the order to Junior to use its spell of See Aura to get a read on just what it is that they are dealing with. In the meantime, she yells out at the things in front of them. "You there! Lower your weapons! We are not hostile, but I do want to know, why did you kill that man? He was not armed, and was running away from you! Explain yourselves!"
Casting See Aura from Junior. What do I see with that? Baby will delay until we have some kind of reaction from them.

Mystic Tattoo of Invulnerability active

Hit Points: 44
SDC: 135
PPE: 117 +2d4 per level / 77
PPE Battery: 50
PPE Battery: 50
MDC: 35 armor, 375 tattoo: 405

Bonus Points: 8

Number of Attacks: 6
Strike: +9
Parry: +9
Dodge: +9
Roll: +10
Initiative: +4
Perception: +5, +1 vs Vampires and the Undead
Horror Factor: +5 to Save, +2 vs dragons
Critical Strike on a natural 19-20
Critical Strike from behind
Damage: +2

When Piloting Automations
Number of Attacks: 8 / 3 / 1
Strike: +5 (+7 with Sword)
Parry: +6 (+8 with Sword)
Dodge: +2
Roll: +2
Initiative: +5
Damage: +1

Baby
Main Body: 500
PPE: 120
Starfire Pulse Cannon: 8

Junior
Main Body: 500
PPE: 120 / 114
Starfire Pulse Cannon: 8
 
With the spell cast, you can see through Junior's eyes several nuggets of information.
• Estimate the general level of experience. Low (I -3), medium (4-7), high (8th and up). They do not have a level of experience that you can see.
• The presence of magic (no indication of what, or power level). No magic is detected.
• The presence of psychic abilities. Low (Minor) or high (Major or Master). No psychic abilities.
• High or low base P.P.E. No PPE.
• The presence of a possessing entity (does not indicate Psychic Possession or mind control). No possessing creature controls them.
• Health : Sick, injured or completely well. These are not organic at all.
• The presence of an unusual human aberration which indicates a serious illness or that the character is not human and may be a mutant, D-Bee, or demon, but does not reveal which. No illness or unusual conditions are affecting them.

At the moment, the ten beings have not had the chance to respond to your verbal commands, if they plan on doing so at all.

Purr Purr is up, and Baby is delaying. I will say that your oratory has not used up Terra's one action while operating two Automations.

24 - Terra <====
24 - Baby [delay]
24 - Junior [1]
20 - Gradicus <====
18 - Thin Men 1-4
12 - Runts 1-3
8 - Runts 4-6
4 - Shaona
4 - Bobo
 
With the vision she is getting from Junior, Terra calls out, "These guys aren't organic at all! They must be robots!" Maybe this is the work of the Coalition! They use Skelebots as attrition units. But these robots are attacking humans! Why?
 

Combat Attributes
Perception +2 (more when fighting Vampires)
Initiative +2 (+6 when using sword)
Strike +13 (+16 with one sword, +17 with two. +4 with "Dragonfire" Flamethrower, K-4 Laser Pulse Rifle, M-160 Ion Rifle, and Stun Gun. +2 with NG-SE9 Laser Pistol).
Parry +11 (+12 with Tattoo-Magic shield) (+14 with swords)
Dodge +11
Roll +6 (Automatic Roll and Breakfall from Zanji)
Save vs. Magic +7
Horror Factor Saving Throws (+4 to save from Undead Slayer)
Horror Factor 13 (Awe. 12 from Atlantean, +1 from Heritage)
Attacks per Round: 6 (+1 additional attack per melee round when fighting supernatural evil from Undead Slayer; +1 additional attack from Weapon Mastery - Sword when using swords)

Damage by Weapon Type
Summertime (Katana) - 1D4x10 M.D. + 4D6 M.D. + 5 M.D. (double damage versus supernatural evil creatures) + 6D6 M.D. (socketed Electricity crystal).
Wintertime (Wakizashi) - 3D6 M.D. + 4D6 M.D. + 5 M.D. (double damage versus supernatural evil creatures) + 6D6 M.D. (socketed Electricity crystal).
Crystal Stun Mace - 2D6 S.D.C. + Stun when energized (10 P.P.E. for 2 minutes of use). Save at 16 or higher (14 for Mega-damage beings).
TW Force Cannon - 1D6x10+10. Range: 2,000 feet.
"Dragonfire" Flamethrower - 1D6x10 M.D. to everything within 100 feet. Enemies are -3 to Dodge. Can "sweep" 10 foot wide by 100 foot corridor; costs three attacks.
K-4 Laser Pulse Rifle - 3D6+6 single shot, 1D6x10+6 three-round burst. Range: 3,000 feet. 30/30 rounds in E-Clip.
M-160 Ion Rifle - 1D6x10 M.D. Range: 2,000 feet. 15/30 shots remaining in E-clip.
Stun Gun (blaster) - Victims are dazed, -10 to strike, parry, and dodge for 2D4 melees. Save vs. Toxins negates.
NG-SE9 laser pistol - 3D4+3 M.D. Range: 1,000 feet.
Silver-plated gladius - 2d6 S.D.C. + P.S. bonus + 4 S.D.C.
SIlver-plated knife - 1d6 S.D.C. + P.S. bonus + 4 S.D.C.

Gradicus shouted. "Their hearts, if they have any, are not evil!"

Gradicus's initial reaction to the death of the unarmed human without so much as a warning was shock, followed by anger, followed by the very real possibility that this was their first meeting with The Swarm. This enemy wanted to destroy the world, Mellar had said. Not parley, not enslave; destroy. And that is exactly what had just happened. But as usual, time would tell. Had Gradicus been alone and against fewer of their number, he would have attacked them for the cold-blooded murder of the human, but Terra wanted answers. His fellow Atlantean was older than he, and Terra had earned his respect, so he tried to play the moment by her rules.

Gradicus activated his Crystal Deflector Gauntlet, drew Summertime, and let Terra make her attempt at parley. But at the next move of violence, Gradicus was more than ready to return the favor!

May I "ready an action" like Pathfinder and attack on the condition of the creatures appearing hostile to us or another human?


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Image credit: Atlantean by Chuck Walton)
STATUS Location: On the shores of Maine.
Statblock: Self-M.D.C. (306/306) Self-P.P.E. (252/262). Power Matrix (40/40 P.P.E.) . P.P.E. Battery (100/100 P.P.E.). Talisman 1 of 2 (100/100 M.D. 1/3 daily uses remaining). Blazing Comet (Mach 4 for 4 hours. --/80 M.D.). Smoochie (---/500 M.D. for 4 hours). Effects active: Sense Evil (for 40 minutes), Crystal Deflector Gauntlet (14/15 rounds)

 
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OOC Just like how Terra is delaying with Baby, Gradicus can do the same and react when the robots attack.

In response to Terra's challenge, there are no words spoken. Instead, the four Thin Men move with quick efficiency by raising up their rifles towards Baby.

It is clear that they are about to fire. Purr Purr and Psychie Psychie , with your delayed actions, you can perform your action now, just before the Thin Men fire. What do you want to do?

24 - Terra <====
24 - Baby [delay] <====
24 - Junior [1]
20 - Gradicus [delay] <====
18 - Thin Men 1-4 [1]
12 - Runts 1-3
8 - Runts 4-6
4 - Shaona
4 - Bobo
 
When Terra sees that the giants raise up their weapons with clear intent to shoot, she is hardly surprised. Sending the mental command, she has the Automation she's riding on drop to one knee and unleash its most powerful spell; Wall of Defense. "These assholes don't want to talk? We need to teach them some manners!"
Mystic Tattoo of Invulnerability active
Having Baby cast Wall of Defense:
By casting this spell, the mage summons into being a small, shimmering wall of magical energy (semi-opaque; only shadowy forms can be seen moving behind it). The wall is so thin as to be nearly two dimensional (the thickness of a sheet of paper), stands 10 feet (3 m) tall, and six feet (1.8 m) long, plus six feet (1.8 m) in length per level of the spell caster. The magical wall will stop all incoming "attacks," including thrown rocks, arrows, bullets, missiles, energy blasts and spells! All projectiles are stopped in their tracks, suspended in midair. When the spell ends, they fall harmlessly to the ground. Explosives (grenades, missiles, etc.) are stopped and held by the wall and will not explode until the wall vanishes and even then, most, 01-65%, will simply fall harmlessly to the ground without detonation (roll percentile dice; a roll of 66-00% means it will explode when the magic ends). Energy blasts are dispelled completely, as are magic forces meant to pass through the wall. Living beings who touch or try to pass through the magic wall will be held frozen in mid-step (leap, flight, whatever) until the magic ends.
Note: The magical defenses work the same on both sides of the wall, so even the mage who created it can not send magic or weapons through it. He must move around the wall to launch additional attacks. Also note that airborne enemies can easily fly above and over the wall to attack, but this magical defense is excellent in confined areas and against ground troops.

So, with this spell, do I need to roll a dodge, or am I safe since I am now behind full cover?

Hit Points: 44
SDC: 135
PPE: 117 +2d4 per level / 77
PPE Battery: 50
PPE Battery: 50
MDC: 35 armor, 375 tattoo: 405

Bonus Points: 8

Number of Attacks: 6
Strike: +9
Parry: +9
Dodge: +9
Roll: +10
Initiative: +4
Perception: +5, +1 vs Vampires and the Undead
Horror Factor: +5 to Save, +2 vs dragons
Critical Strike on a natural 19-20
Critical Strike from behind
Damage: +2

When Piloting Automations
Number of Attacks: 8 / 3 / 1
Strike: +5 (+7 with Sword)
Parry: +6 (+8 with Sword)
Dodge: +2
Roll: +2
Initiative: +5
Damage: +1

Baby
Main Body: 500
PPE: 120 / 65
Starfire Pulse Cannon: 8

Junior
Main Body: 500
PPE: 120 / 114
Starfire Pulse Cannon: 8
 
The four Thin Men are still targeting Baby, but you are able to put up the Wall of Defense before they can shoot. Just remember, the wall is stationary, and you'll have to move to one or the other edge in order to return fire or engage in melee combat.

Purr Purr is up with your delayed action

24 - Terra <====
24 - Baby [1]
24 - Junior [1]
20 - Gradicus [delay] <====
18 - Thin Men 1-4 [1]
12 - Runts 1-3
8 - Runts 4-6
4 - Shaona
4 - Bobo
 

Combat Attributes
Perception +2 (more when fighting Vampires)
Initiative +2 (+6 when using sword)
Strike +13 (+16 with one sword, +17 with two. +4 with "Dragonfire" Flamethrower, K-4 Laser Pulse Rifle, M-160 Ion Rifle, and Stun Gun. +2 with NG-SE9 Laser Pistol).
Parry +11 (+12 with Tattoo-Magic shield) (+14 with swords)
Dodge +11
Roll +6 (Automatic Roll and Breakfall from Zanji)
Save vs. Magic +7
Horror Factor Saving Throws (+4 to save from Undead Slayer)
Horror Factor 13 (Awe. 12 from Atlantean, +1 from Heritage)
Attacks per Round: 6 (+1 additional attack per melee round when fighting supernatural evil from Undead Slayer; +1 additional attack from Weapon Mastery - Sword when using swords)

Damage by Weapon Type
Summertime (Katana) - 1D4x10 M.D. + 4D6 M.D. + 5 M.D. (double damage versus supernatural evil creatures) + 6D6 M.D. (socketed Electricity crystal).
Wintertime (Wakizashi) - 3D6 M.D. + 4D6 M.D. + 5 M.D. (double damage versus supernatural evil creatures) + 6D6 M.D. (socketed Electricity crystal).
Crystal Stun Mace - 2D6 S.D.C. + Stun when energized (10 P.P.E. for 2 minutes of use). Save at 16 or higher (14 for Mega-damage beings).
TW Force Cannon - 1D6x10+10. Range: 2,000 feet.
"Dragonfire" Flamethrower - 1D6x10 M.D. to everything within 100 feet. Enemies are -3 to Dodge. Can "sweep" 10 foot wide by 100 foot corridor; costs three attacks.
K-4 Laser Pulse Rifle - 3D6+6 single shot, 1D6x10+6 three-round burst. Range: 3,000 feet. 30/30 rounds in E-Clip.
M-160 Ion Rifle - 1D6x10 M.D. Range: 2,000 feet. 15/30 shots remaining in E-clip.
Stun Gun (blaster) - Victims are dazed, -10 to strike, parry, and dodge for 2D4 melees. Save vs. Toxins negates.
NG-SE9 laser pistol - 3D4+3 M.D. Range: 1,000 feet.
Silver-plated gladius - 2d6 S.D.C. + P.S. bonus + 4 S.D.C.
SIlver-plated knife - 1d6 S.D.C. + P.S. bonus + 4 S.D.C.

A Wall of Defense spell! Gradicus had not known Terra's wonderful automatons that little card in their deck. Now that he knew, he was grateful not only for trusting in Terra, but for his own patience in not attacking as soon as he could.

"They radiate heat, but only from the core of their bodies! No evil. I think they are not undead. Were they ever living creatures at all?"

Gradicus drew forth the power of his Blazing Comet tattoo. He feels he would need its added mobility and protection to take on the likes of these foes.


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Image credit: Atlantean by Chuck Walton)
STATUS Location: On the shores of Maine.
Statblock: Self-M.D.C. (306/306) Self-P.P.E. (207/262). Power Matrix (40/40 P.P.E.) . P.P.E. Battery (100/100 P.P.E.). Talisman 1 of 2 (100/100 M.D. 1/3 daily uses remaining). Blazing Comet (Mach 4 for 4 hours. 80/80 M.D.). Smoochie (---/500 M.D. for 4 hours). Effects active: Sense Evil (for 40 minutes), Crystal Deflector Gauntlet (14/15 rounds)

 
The four Thin Men fire their rifles at Baby, and as the energy beams hit the wall, they harmlessly dissipate.

The six Runts split up, three head to the left, and three head to the right, intent on getting around the barrier to be able to get a line of fire on those behind the wall.

Now sirlabe sirlabe and Silanon Silanon are up. Bobo is at long range from the fighting, but is able to spot perhaps a dozen figures all milling about, with several of them firing MDC blasters at a somewhat opaque wall, with another bunch of figures running to either side of the wall, trying to get to whatever it is on the other side of the barrier.

24 - Terra <====
24 - Baby [1]
24 - Junior [1]
20 - Gradicus [1]
18 - Thin Men 1-4 [1]
12 - Runts 1-3 [1]
8 - Runts 4-6 [1]
4 - Shaona <====
4 - Bobo <====
 
Shaona, tw

The wall - a powerful spell indeed, absorbing the threat of a first, deadly volley by its presence alone. The foes - whatever they might be - move instead of firing away, a first, small victory already; to respond to their attempt to flank the magical cover is the next step.

Thus, the technowizard moves: running towards the group of Runts to the left as her hands let go of her gun and grab the newly aquired staff instead. Around her, her armor jumps to life - additional defenses rise as she murmurs words to protect against what she's seen thus far. Energy weapons, powerful ones; but energy can be absorbed. Let 'em try to gun her down as she presents herself as a target; whatever her spell can negate won't harm any of those behind her. "Come on, shoot at a real threat for once." And then, the color of her armor shifta slightly towards the darker spectrum, as a net of black lines seems to cover the surface; at first glance just a minor change, one that indicates her possible capabilities - but enough to make herself impervious to energy.

Activating the Armor of Ilthan on my armor, for a total of 35+100+50 mdc protection.
I wish to move such that I'm between the group and the Runts on the left side, running towards them to be an easy target.

Casting the spell Impervious to Energy for 20ppe, available for 40 melee rounds (let's not get there, please).

Armor battery: 40/50
ppe crystal: 100/100
personal ppe: 109/129

talisman 2/3
 
Shaona casts her spells without any issue.

sirlabe sirlabe is up with Bobo

24 - Terra <====
24 - Baby [1]
24 - Junior [1]
20 - Gradicus [1]
18 - Thin Men 1-4 [1]
12 - Runts 1-3 [1]
8 - Runts 4-6 [1]
4 - Shaona [1]
4 - Bobo <====
 
Bobo didn't have a very clear idea of who was the victim here quite yet, so Bobo continued running towards the commotion! As soon as he had gotten close enough, he planned on what he did best, and that is firing!
 
Now that Bobo is a little bit closer, you can see that there appears to be two different groups involved in a firefight here. Group one has four tall, thin figures, standing about 13 feet high, working with six smaller figures, standing only about 4 foot tall. They are firing energy weapons at what you recognize as a magical barrier, trying to blast through it. The six short figures are splitting up to go around the wall, three on either side. You have never seen either the tall fellows or the short guys before.

The second group is somewhat obscured by the shimmering wall, but you do see that there are two stone and clay Automations that you recognize in your studies as Earth Thunderers, and they are only used by the magical warriors of the city of Dweomer from the Federation of Magic.
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The clay and stone figures have a single Controller, usually a Battle Mage, operating both of the figures, and you can see an armored figure sitting on the pilot's seat between the shoulder blades of one of these Automations. There is a second and third figure that are on foot that are getting ready to trade blows with the then figures that are shooting at the magic wall.

sirlabe sirlabe When you attack, you need to declare your target and what weapon/spell you want to use. It makes a big difference if you are using a energy rifle compared to the area of effect Meteor spell from your Firestaff. Then, once the post is done, go back into it with the Edit option, click 'roll dice', and make a d20 roll for your to-hit. Then make a second roll for your damage. If you miss, I simply disregard the damage or count it as collateral damage to the environment around you. It also helps to speed up the combat. Any questions?
 
(Sorry for the late response, some things came up!) Bobo collapsed onto the ground pulling out his plasma rifle, and was ready to use his right to have bear arms! He picked one of the ominous 13 foot tall figures to take pot shots at! The man aimed up the sights, and shot it aiming for the head! Those hunting trips weren't for nothing right?!
 
The shot takes the tall figure by surprise. Please go ahead and roll 5d6 for your damage.
 

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