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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, 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)
Wintertime (Wakizashi) - 3D6 M.D. + 4D6 M.D. + 5 M.D. (double damage versus supernatural evil creatures)
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.
M-160 Ion Rifle - 1D6x10 M.D. Range: 2,000 feet.
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 made for the radio transmitters and radar. He did not want to waste time attacking the crew inside, but instead the machines they used to communicate within the base and outside of it.

"Aye! That is what this party requires! Fireworks! And this tower shall act as the brightest candle!"

He dropped all of the munitions he carried save for one demolitions pack. While he carefully but quickly staged these munitions in what appeared to be the most vulnerable places, he used his vantage point to find the power center of the base or anything resembling generators or energy-producing facilities.

For he knew - a dark base would likely be an even more confused base!


full

Image credit: Atlantean by Chuck Walton)
STATUS Location: Letting the Games begin! =)
Statblock: Self-M.D.C. (306/306) Self-P.P.E. (130/262). Power Matrix (20/40 P.P.E. remaining). Talisman (100/100 M.D. 1/3 daily uses remaining). Blazing Comet - Mach 4 for 4 hours.

 
Terra races up to the fence with her two Automations. You can see that the barrier is dented by the efforts of the Anti-Monster and some shots by the Betty's main turret, but it is still holding strong. You also can see six Kitanni in standard environmental armor with rifles in hand that are charging forward. The fence does have gaps through which either side can shoot at each other, or you can target the fence itself.

Order of Initiative at the fence:
20+ - Terra <====
20+ - Baby <====
20+ - Junior <====
18 - Kitanni 1-2
16 - Gole
12 - Kitanni 3-4
8 - Kitanni 5-6

Forgy Forgy Just a quick note, you do have a +3 to initiative normally, +5 vs vampires and all forms of undead on your sheet in your combat bonuses section. I don't want you to miss out on the bonuses you deserve!


At the control tower, Gradicus drops off several explosive packs at the base of the radio and radar towers, and he turns to fly off. As you fly, you come across a large power station. It is readily obvious to you that one explosive pack is not going to be enough to take it out of action, but you might be able to hit some of the transmission towers carrying the vital electricity out to other parts of the base. But before you can decide where to place your bomb, you see three suits of powered armor come racing up into the sky towards you. They are roughly similar to the Coalition's SAMAS power suits, lighter weight and rather fast and maneuverable.

Please give me an Initiative roll.


Shaona is perched on top of the wall and is looking down into the base. As you watch, you can see that the defenses of the place are starting to respond to the attack, and soon there will be a great many soldiers on the field. Where do you wish to go?
 
Terra has her two Earth Thunderers charge forward, with Junior making a swing with its sword on the barrier, and taking aim at the first of the guards with Baby's Starfire Pulse cannon. As they attack, Terra will look over at the Anti-Monster and waves. "Hi there! I just got a message that you are a friend, so lets work together on this fence and get the hell out of here!"
MDC: 430
PPE: 109 / 43
Powers Active: Flight, Invulnerability, Altarian Slaver Shield x2 left

Number of Attacks: 6
Strike: +9
Parry: +9
Dodge: +9
Roll: +9
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: +1

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

Baby
MDC: 500
PPE: 120
Starfire Pulse Cannon: 8 / 7 shots, 2d6x10 MD

Junior
MDC: 500
PPE: 120
 
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I just noticed that I rolled the damage for the Pulse cannon wrong; it is 2d6x10, not 2d4. Assuming that I hit with my low roll, I'll reroll damage here.

EDIT: Should have kept my mouth shut and done more damage! Ah, well, its the price I pay for my mistake. lol
 
Junior's blade hits the already damaged section of fence with a resounding 'Clang!', and the blade bites in deep. The entire structure is getting weaker, and will be collapsing soon enough, but at the moment, it is holding strong.

Baby's cannon blast flies at the Kitanni, and despite his combat training, it stumbles and takes the blast square in the chest. His armor is holding.

The two Kitanni return fire at Baby. They will hit unless you dodge.

Forgy Forgy is up, and Psychie Psychie has a defense roll to make or let me know you are taking the damage.

Order of Initiative at the fence:
20+ - Terra <====
20+ - Baby [1]
20+ - Junior [1]
18 - Kitanni 1 - damaged [2]
18 - Kitanni 2 [1]
16 - Gole <====
12 - Kitanni 3-4
8 - Kitanni 5-6
 
Terra will go ahead and take the damage. Rifle fire shouldn't be too serious.
MDC: 430
PPE: 109 / 43
Powers Active: Flight, Invulnerability, Altarian Slaver Shield x2 left

Number of Attacks: 6
Strike: +9
Parry: +9
Dodge: +9
Roll: +9
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: +1

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

Baby
MDC: 500 / 478
PPE: 120
Starfire Pulse Cannon: 8 / 7 shots, 2d6x10 MD

Junior
MDC: 500
PPE: 120
 
Psychie Psychie

Ok. Baby takes the hit for 22 MDC. Forgy Forgy is up

Order of Initiative at the fence:
20+ - Terra <====
20+ - Baby -22 [1]
20+ - Junior [1]
18 - Kitanni 1 - damaged [2]
18 - Kitanni 2 [1]
16 - Gole <====
12 - Kitanni 3-4
8 - Kitanni 5-6
 

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, 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)
Wintertime (Wakizashi) - 3D6 M.D. + 4D6 M.D. + 5 M.D. (double damage versus supernatural evil creatures)
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.
M-160 Ion Rifle - 1D6x10 M.D. Range: 2,000 feet.
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 drew Summertime and tried to put some distance between himself and the soon-to-be-explosion-ridden control tower. Seeing the three power armor units heading at him, he readied his last demolitions charge and sought to detonate it in the transmission towers.

Whatever happened here, he reasoned, the refugees would have one heck of a story to share when they left Atlantis!


full

Image credit: Atlantean by Chuck Walton)
STATUS Location: Letting the Games begin! =)
Statblock: Self-M.D.C. (306/306) Self-P.P.E. (130/262). Power Matrix (20/40 P.P.E. remaining). Talisman (100/100 M.D. 1/3 daily uses remaining). Blazing Comet - Mach 4 for 4 hours.

 
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AntiMonsterSmall.jpg
Gole the Anti-Monster
Outside the Splurgoth Military Base; assaulting the damaged wall
Interacting with: Psychie Psychie | Mentions:

Gole was shocked to see the misadventurers jumping to his aide. He supposed they didn't understand his intended plan: break the wall down, bail, and leave them all to die so he could clean up afterwards. He could still accomplish this, if he decided that was the best plan. However, lending his strength to the 'good guys' would make the fight more equal before their group certainly got slaughtered. He could have done this thing all alone, but why not make it easier and more fail-proof?

The lady called 'Terra' apparently thought Gole was a friend, or rather had been told so by Isabella. Muttering to himself, "That tiny flying girl always does the opposite of what I say..." He understood her intentions, and once upon a time, had also been keen to make new friends. "Look lady, we're here to kill these foul beasts. So aside from combat communication, let's shut the hell up." Gole knew that would just piss her off, but he was not known for his cheerful chatter. He preferred speaking only the truth, and getting to the point quickly.

Surprised by the durability of the wall, Gole grabbed for his Staff of Power. He took it from the corpse of a pathetic Splurgoth High Lord that bet on his life in the Gladiator Pits. He knew this thing was powerful. He took a calculated swing center-mass of the crumbling wall.
 
Forgy Forgy Since you are thwacking a inanimate object, I don't need the to hit roll. Normally you need a d20 for your strike. A natural 1-4 is an automatic miss, and at your current level, you have a Critical Strike on a natural 20, doing double damage. As you hit level 6, that expands to a natural 18-20.

With the hit from Gole, a section of the weakened fence rips apart, leaving a large opening for you to be able to get through. The Betty might have a tight squeeze to get through, but with as battered as the rest of the fence is, the big APC shouldn't have any trouble punching through.

Kitanni 3 and 4 don't take too kindly to Gole's efforts to knock down the barrier, and they raise up their laser rifles and fire off bursts at you. They will hit unless you choose to dodge. Just so you are aware, dodging does use one of your action/attacks, so use them carefully.

Kitanni 5 and 6 both decide to put some fire on Junior. They will hit unless you dodge.

Psychie Psychie is up, and both you and Forgy Forgy have a defense to declare or be hit.

Order of Initiative at the fence:
20+ - Terra <====
20+ - Baby -22 [1] <====
20+ - Junior [1] <====
18 - Kitanni 1 - damaged [2]
18 - Kitanni 2 [1]
16 - Gole [1]
12 - Kitanni 3-4 [1]
8 - Kitanni 5-6 [1]
 
Gradicus is airborne, and you have the explosive pack in hand. If you want to try and just lob it at one of the power transmission towers, it will take an action for you, but that leaves you with the chance that you might not place it well enough to bring the tower down. In order to make sure you put it just right, you'll need to take a few actions to plant it right where it will do the most damage. Needless to say, the three flying power suits will make that difficult. What do you do?

Purr Purr is up

25 - Gradicus <====
18 - flying suit 1
12 - flying suit 2
9 - flying suit 3
 
Seeing the big magical cyborg take down the fence, the Atlantian smiles. "Great work! Lets take these guys out and get to the harbor!" She directs Baby to fire another round of her Starfire Pulse Cannon at the damaged suit #1, and follows up by having Junior run forward and try to cleave Kitanni #2 with its sword.

She will ignore the attacks for the moment, trusting in the strength of the Automation's construction to keep it going. Besides, they regenerate!
MDC: 430
PPE: 109 / 43
Powers Active: Flight, Invulnerability, Altarian Slaver Shield x2 left

Number of Attacks: 6
Strike: +9
Parry: +9
Dodge: +9
Roll: +9
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: +1

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

Baby
MDC: 500 / 478
PPE: 120
Starfire Pulse Cannon: 8 / 6 shots, 2d6x10 MD

Junior
MDC: 500 / 469
PPE: 120
 
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Good hits! Baby's aimed fire burns a hole through the armor of the one suit you had already hit, killing the wearer instantly. The sword attack from Junior does a tremendous amount of damage from a very solid attack, but the armor of the bad guy is still holding.

The attack against Junior manages to score 31 points of damage.

The twin shots at Gole do minimal damage for only 30 points between the two attackers.

For his second attack, Kitanni 2 raises up his rifle and fires at Junior, but the impact of the sword strike throws off his balance and he misses (rolled a 3).

Forgy Forgy is up for your second attack.

Order of Initiative at the fence:
20+ - Terra <====
20+ - Baby -22 [2]
20+ - Junior -31 [2]
18 - Kitanni 2 [3] - damaged
16 - Gole -30 [1] <====
12 - Kitanni 3-4 [1]
8 - Kitanni 5-6 [1]
 
AntiMonsterSmall.jpg

Gole the Anti-Monster
Inside the Splurgoth Military Base; fighting Kitanni 3 and 4
Interacting with: | Mentions:

Gole laughed as the laser rifles dinked off his chest. It was time for him to get serious. No more infiltration, that part was over. Now was instinct mode. Gole is an Anti-Monster, and these Kitanni were just that: monsters. He charged the two, spinning into a devastating roundhouse kick aimed at Kitanni 3.
 

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Shaona, tw

Those six below - likely not enough of a threat to require her interference. Of course, even those few will cost them some time, valuable seconds on their escape - but as long as her presence is still unnoticed, there is a chance to buy more time than to simply slice her way through those guards. Hunkering down in whatever cover might hight her presence for a while longer, Shaona stares down at the streets, trying to recall what she saw on the pictures from high above. It's not too hard, really - not for her, at least. Frighteningly easy, in fact, if you ask those who fear the powers of the mind. And as the layout of the base is clear in her mind, with all the tiny details that many would have missed, she tries to find the different paths that reinforcements would take to get here: Obviously, the one that leads directly to the harbor will have to remain open so that the Badger can push its way through, but she carries explosives for a reason.

Perhaps blocking a path, accompanied by a noisy explosion, will turn some attention away from the gates, and slow down those who try to get there; it is only a matter to find the right spot to stop them on the inevitable advance.

Activated total recall for a better understanding of the base's layout - ideally, I'd want to cut off reinforcements somewhere so that the group has less fighting to do once they break through the fence. Let me know if there's a possible target where a bunch of explosives could slow their advance.

activated the talisman for 100 mdc (2/3)
activated the armor of the suit for 50 mdc, activated superhuman speed for +6 dodge, +2 parry, 44 spd. (30/50 remaining)
casted shadow melt
fly casted on the backpack
35+150mdc total

24 SDC
22 Hit points
96/121 PPE
35/37 ISP
12+ to save vs Psionics
+2 vs Horror
+2 vs possession&mind control
+1 vs magic
+1 spell stregth
+3 Perception for machines&magic

5 Attacks,
+2 strike
+2 disarm
+4 dodge/parry
+3 Pull Punch
+1 to Strike with heavy weapons/vehicle weapons
+3 roll with impact
Karate Punch

with knives:
+2 strike
+2 parry
+2 strike when thrown
 
Forgy Forgy Can you please give me a d20 roll with your Strike bonuses to hit? Just remember, a natural 1-4 is a miss, and a 20 is double damage.
 
The armor clad warrior tries to duck under the kick, but all he manages to do is to put his head right in the line of your leg and he gets hit.

Forgy Forgy Go ahead and roll your damage! 5d6 I believe.

Order of Initiative at the fence:
20+ - Terra <====
20+ - Baby -22 [2]
20+ - Junior -31 [2]
18 - Kitanni 2 [3] - damaged
16 - Gole -30 [1] <====
12 - Kitanni 3 [2]
12 - Kitanni 4 [1]
8 - Kitanni 5-6 [1]
 
Damage done. Now the four Kitanni open up again, this time, 3 and 4 target Baby, while 5 and 6 aim at Gole. The attacks will hit unless you dodge.

Psychie Psychie and Forgy Forgy have defenses to declare, then psychie is up next. Don't forget that Baby's big gun only fires twice a round.

Order of Initiative at the fence:
20+ - Terra <====
20+ - Baby -22 [2] <====
20+ - Junior -31 [2] <====
18 - Kitanni 2 [3] - damaged
16 - Gole -30 [2]
12 - Kitanni 3 [3] - damaged
12 - Kitanni 4 [2]
8 - Kitanni 5-6 [2]
 
Terra grins as she sees the gunfire aimed at her Automaton. Instead of trying to dodge out of the way, she mentally directs the two to attack the damaged Kitanni 3.
One is an automatic miss, but the second might still connect

MDC: 430
PPE: 109 / 43
Powers Active: Flight, Invulnerability, Altarian Slaver Shield x2 left

Number of Attacks: 6
Strike: +9
Parry: +9
Dodge: +9
Roll: +9
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: +1

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

Baby
MDC: 500 / 442
PPE: 120
Starfire Pulse Cannon: 8 / 6 shots, 2d6x10 MD

Junior
MDC: 500 / 469
PPE: 120
 
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First off, Baby takes another 36 points of damage from the weapon fire.

In return, Junior manages to connect with its sword strike, while Baby misses.

Kitanni 2 back pedals rapidly as the two giants slice at him, his armor is just holding on as he runs away.

Forgy Forgy is up with your action, and you need to let me know if you want to dodge the two attacks on you or just take the hits.


Order of Initiative at the fence:
20+ - Terra <====
20+ - Baby -58 [3]
20+ - Junior -31 [3]
18 - Kitanni 2 [4] - critically damaged, running away
16 - Gole -30 [2] <====
12 - Kitanni 3 [3] - damaged
12 - Kitanni 4 [2]
8 - Kitanni 5-6 [2]
 
Perhaps blocking a path, accompanied by a noisy explosion, will turn some attention away from the gates, and slow down those who try to get there; it is only a matter to find the right spot to stop them on the inevitable advance.
Shaona remembers that there are three main paths for the Badger to take on its way to the dock. There is a large water tower alongside one of the intersections that could be brought down fairly easily. That could be directed to fall to block the approach of some ground troops and cause some mayhem.
 
Gradicus is airborne, and you have the explosive pack in hand. If you want to try and just lob it at one of the power transmission towers, it will take an action for you, but that leaves you with the chance that you might not place it well enough to bring the tower down. In order to make sure you put it just right, you'll need to take a few actions to plant it right where it will do the most damage. Needless to say, the three flying power suits will make that difficult. What do you do?

Purr Purr is up

25 - Gradicus <====
18 - flying suit 1
12 - flying suit 2
9 - flying suit 3
Bump for Purr Purr
 
At the gate, both Gole and Terra can hear the Badger zooming up fast, with Mellar running along side. As they approach, Mellar waves his staff and calls a bolt of lightning down from the sky to blast Kitanni 4, and Ragnar hurls his hammer at the same target, and the enemy falls with its broken ribs crushed in. From the gun ports comes a scattering of blaster fire that is not very effective but it does look impressive.

With its damage done, the APC bursts through the damaged fence with a loud screech of metal and is getting ready to drive to the harbor.

20+ - Terra <====
20+ - Baby -58 [3]
20+ - Junior -31 [3]
18 - Kitanni 2 [4] - critically damaged, running away
16 - Gole -30 [2] <====
12 - Kitanni 3 [3] - damaged
8 - Kitanni 5-6 [2]
 
AntiMonsterSmall.jpg

Gole the Anti-Monster
Inside the Splurgoth Military Base; fighting Kitanni 3 and 4, getting shot at by Kitanni 5 and 6
Interacting with: | Mentions:

Gole hadn't even noticed someone had shot at him as he spun around after kicking Kitanni 3, taking the entirety of the shots. Now facing Kitanni 4, he brought his Staff of Power up and over his head as he ran after it, swinging down with a powerful strike. "Not today, fucker!"
 

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