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Rifts Adventure IC

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Daisy will be going in solo. For one, she would likely be a bit self conscious around real GB pilots, and another that being involved with them may seem more against their training cover. Mostly the former though.
 
As discussed earlier with "senior" members of the team, Gradicus wants to hand out his Blind Warrior Woman talisman to Sir Dru (it's been awhile and I've forgotten if he's already done this). He'd also like to make certain Zephiron and Daisy each get one from their spares (if memory serves, we had a total of six? If so, that would cover everyone).
 
Sir Drutarak

The minotaur cyberknight remained silent during most of the planning discussion, and stood off to the side with the other cyberknights. He felt a bit out of his element, and that he wasn't much of a strategist. A warrior, yes, but he relied mostly on training, instinct, and improvisation when required. Even so, when a direct frontal assault was suggested he was about to speak up and recommend at least a cursory scouting attempt, when Gradicus voiced his own thoughts almost exactly. He nodded in respect to the Atlantean warrior. Wise one there. A direct assault would have been foolhardy. If only we could test their defenses, see what their response would be, and perhaps draw off some of their defenders. Judging by the progress on their nexus base, we might not have time. Like Hagan said, they must be stopped before they can reinforce their position.

He marveled at the assembled forces and carefully observed each of them, attempting to write their faces and likenesses into his memory. What a tale this would make. One for the ages. Knights, dragons, power armor pilots, warriors, soldiers, wizards. Quite a disparate force, yet with the same goal in mind. The fight for survival against an implacable foe. Boldly we will ride into battle. I hope we live to tell of it.

He accepted the offered talisman with a nod of thanks. When asked of his chosen place, he stated "I will ride with the other knights upon the automatons. It is quite rare for an assemblage of knights to ride together in battle, and I would not miss this opportunity." He grinned and felt excited, eager to bring battle to the invaders.

(OOC: I think Gradicus had given Sir Drutarak a talisman before, right before we first disembarked from the ship onto Wrangler's Knob, along with some other basic crystals. Thanks for thinking of me though. :-) )
 
As the invisible Automations crest a small hill, you can see that there, up ahead just over four miles away is the outer ring of Mechanoid defenses around the fortress and the strange building being worked on. Even the far reaching Boom Guns on the Glitter Boy suits will not be able to reach that far, so you'll have to close in.

Everyone, go ahead and give me Initiative rolls and declare what spells/psi abilities you have active since you are heading into the fight and have plenty of time to turn on any powers you need to.
 
Terra rides on Tiny's back as she directs her three 'kids' forward.
Activating Invulnerability (40 PPE, +375 MDC), TW Talisman of Armor (+100 MDC),
Total MDC 515

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

Hit Points: 44
SDC: 135
PPE: 117 /
PPE Battery: 50
PPE Battery: 50 / 10

Bonus Points: 8

Tiny
Main Body 1,000 MDC
PPE: 200

Baby
Main Body 500 MDC
PPE 120
Starfire Pulse Cannon 8

Junior
Main Body 500 MDC
PPE 120
Starfire Pulse Cannon 8
 
Daisy took Terra's suggestion to heart. While the crazy in her wanted to get in real close and personal, she had a tactical advantage opportunity here. If possible, Daisy would search for a an elevated position, such as a hill, that was within 10k feet of the battlefield/base that would give her the full view of the fight. A prime sniping position, so to speak.

Sure, it might get lonely up here, but she was confident she could provide a solid defense for the team as well as offense.

Note: Daisy has loaded the solid slugs as ammunition.

( Sherwood Sherwood , elaborate on any position she might find within such specifications, if any. And at what range. If you find it relevant, and if such a position can be found.)


Initiative 20effing7
 
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Zephiron waits for Shaona to get settled in before taking off with the rune halberd tightly gripped in his clawed hands. "Do hang on, small one. I tend to fight at close quarters."
This is the stat blocks after the spell and power modifiers are accounted for.

Hit Points: 300 (Effectively 600 until Resist Damage expires)
M.D.C.: 540 (Effectively 1080 until Resist Damage expires)
I.S.P.: 112 | 59 spent
P.P.E: 159 | 70 spent
Horror Factor: 21 (23 with extended frills)

IQ: 21 (+7% All skills, +3 Perception)
ME: 31 (+8 vs psionic attacks and +13 vs insanity)
MA: 26 (88% trust/intimidate)
PS: 64 (+49 to damage, 1D6 x 10 MD punch, 2D6 x 10 MD Power Punch)
PP: 33 (+8 to strike, parry, and dodge, +1 initiative)
PE: 35 (35% save vs coma/death, +8 against poison and magic)
PB: 29 (90% to charm/impress)

Weight Capacity: 3200
Lift: 6400 for 35 minutes
Run Speed: 19mph
Flight Speed: 75mph

Number of Attacks: 8
Strike: +13
Parry: +18
Dodge: +18
Roll: +7
Pull: +7
Perception: +4 (+50% to senses from Enhanced Perception power)
Initiative: +6
Damage: Base: 1D6 x 10 MD +49, Weapon: 1D4 x 10 MD, Power Weapon Spell: +25% (to me that sounds like 2D6 x 10 +61 MD for the sake of simplicity)
Horror Save: +19
Psionics Save: +21
Magic Save: +19 (includes "Other Saves" bonus from R.C.C.
Other Saves Bonus: +1 (assumed to be applied to: Magic, Poison, etc. from R.C.C. context)
Zeph will be activating:

ISP 59 total: Enhance Reflexes (10 ISP for 10 minutes), Resist Damage (25 ISP for 25 minutes), Strength of Mind (10 ISP for 10 minutes), Enhanced Perception(10 ISP for 25 minutes), Sense Psionics (4 ISP for 10 minutes)
Effect Summary: +1 Attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge, +2 to P.P, +15% to all Physical skills that rely on coordination or balance. All damage taken is halved. 10 PS, +5PE, enhance all natural senses by 50% with the ability to prevent sensory overload. Can sense the use of psionics.

PPE 70 total: Armor of Ithan (10 PPE for 5 minutes), Invulnerability (25 PPE for 5 melees / 75 seconds), Power Weapon on Cutting Squall (35 PPE for 10 melees / 150 seconds)
Effect Summary: +50MDC, Magic Fire, lightning, and cold do half damage. Another +50MDC energy field, impervious to fire, cold, all energy attacks, disease, poisons, gases, and drugs, +10 to magic and psionic saves and horror factor (21 to 23 with frills now). +25% damage increase to Cutting Squall the Rune Halberd (given that its base damage is 1d4 x 10 before the natural 1d6 x 10 I'm not sure what that should ultimately look like).
 
Small one, huh? One of those things that only winged fat asses say... She does not speak the words, shows only the accompanying, sneering smile - and pulls an amulet out of her pocket, clearly enchanted with some kind of magic. A second and third of a similar kind hang around her neck, and words activate one to produce a magical shield all around her figure. "Think you could use one of those during the battle? Might not need one, but ya never know." Regardless of if he grabs it or not, she'll continue to cast her last spells in preparation, doing what she can without exhausting herself - plenty more magic will be needed. A few words to call her armor to life, for more protection, speed and strength. A cloud of darkness to surround her for when the invisibility inevitably ends; see the invisible and sense magic on her helmet's visor to make sure no nasty surprises await them. Lastly, Impervious to Energy, just in case the dragon's body might not block everything they'll fire at 'em.

That's the easy part. What follows is something that most children never think about - how do you even fly on a dragon? Yeah, sure, you somehow climb up there, and find a place where your legs can hold you in place. Then, you probably grab whatever is next to you and hold on for dear life... and then what? How do you use a two-handed weapon, or properly take aim while everything moves? Lots of things to figure out on the fly - staff and gun are loose enough to pull them from her back if needed, but for the beginning, her old pistol will do. Hopefully - who knows what'll happen. "Got ya - ready to go, I think, guess I'll figure things out as we go. Gimme a few moments to get used to the whole thing, then we'll wreak a little havoc out there." Too bad that the magical shroud of darkness cloaks shields her from her friends as well, or they would have seen that daring smile that either means triumph, or the embarassing end of a journey.

Alrighty, I have the following spells

Superior invisibility as casted by the mages
Impervious to Energy - as the name says, 10min
Superhuman Strength/Superhuman Speed/Armor of Ilthan on the armor (+50 mdc, ps30, pe 24, speed 44, +2 parry, +6 dodge)
Cloak of Darkness 20 min, myself and a 1.5m area around me - so parts of the dragon are obscured if that ever makes a difference. Doesn't work against most mechanical obtics (thermo/infrared/heat/motion) - -1 to hit for all, -3 to hit for all who don't have suitable optics. Yeah, and it's cheap, so why not?
See the Invisible 200ft, 5 min
Sense Magic 120 ft, 10 min

Blind Warrior Talisman +100 mdc

In addition, I have access to the Negate magic spell, just in case that there will be casters showing up - gimme a chance to stop them, will ya?

got 35(armor)+50(Ilthan)+100(talisman)mdc
remaining ppe:
20/50 on armor
100/100 ppe battery
95/129 ppe self

Mindblock 37/41 psp left
 
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Combat Attributes
Perception +2 (more when fighting Vampires)
Initiative +2 (+6 when using sword)
Critical Strike on Natural 18 or higher.
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 Acid crystal).
Wintertime (Wakizashi) - 3D6 M.D. + 4D6 M.D. + 5 M.D. (double damage versus supernatural evil creatures) + 6D6 M.D. (socketed Acid 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).
(In Bag of Holding) TW Force Cannon - 1D6x10+10 M.D.. Range: 2,000 feet. 5/5 shots per TK-Clip.
"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 3 attacks. 5/5 blasts per E-Clip.
K-4 Laser Pulse Rifle - 3D6+6 M.D. single shot, 1D6x10+6 M.D. three-round burst. Range: 3,000 feet. 30/30 rounds in E-Clip.
(In Bag of Holding) M-160 Ion Rifle - 1D6x10 M.D. Range: 2,000 feet. 30/30 shots remaining in E-clip. 15/30 in a spare E-Clip "jungle-taped" to the first.
Stun Gun (blaster) - Victims are dazed, -10 to strike, parry, and dodge for 2D4 melees. Save vs. Toxins negates.
(In Bag of Holding) 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 was not the praying type though he was not so naive as to believe gods did not exist. He did not leave them praise or thanks nor ask for their favor. He was a gladiator. It was enough for him to put on a good showing, to remember the blood and sand and the thunderous roar of the people chanting his name as he slew. This battle, he felt, would be the largest in scope he had been in since performing in the gore-stained Arena of Champions on Atlantis, perhaps his greatest ever.

Powering his tattoos, he unsheathed his beloved swords, Summertime and Wintertime, now shining bright-green with acid crystals (lest the enemies have some protection against energy). Lonovich had told them all these enemies were dominators. Manipulators of the mind. Like vampires. Only a strong mind could hope to stand against such deviousness. Perhaps they needed to see their opponents to play such tricks? Gradicus did not know. Still, he shrouded his being with the tattoo powers of shadow to cloak him from immediate sight. Perhaps it would aid him against the flyers.

It was time. He entered his own mental arena. The gods somewhere were watching and they would be his audience today. Aye, it was time. Gradicus was ready to show his enemies why both friends and foes called him "The Red Edge."

Gradicus's Initiative bonus is currently +6. =)


full

Image credit: Atlantean by Chuck Walton)
STATUS Location: The Mechanoid Stronghold
Statblock: Self-M.D.C. (327/327) Self-P.P.E. (193/278). Power Matrix (50/50 P.P.E.) . P.P.E. Battery (100/100 P.P.E.). Talisman 1 of 2 (100/100 M.D. 2/3 daily uses remaining). Blazing Comet (Mach 5 for 5 hours. 100/100 M.D.). Smoochie (---/500 M.D. for 5 hours). Effects active: Blazing Comet, Darkness Powers, Crystal Deflector Gauntlet, Crystal Eye, Invulnerability (225/225 M.D. for 50 minutes).

 
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This is a huge freaking battle, and will take some time for all of these targets to be whittled away. At least most of you have your Immunity to Energy spells up, so that will make you immune to almost all the attacks of the Mechanoids, except for physical attacks and the rare missile attack.

Everyone except Gradicus is Invisible up until you make your first attack, then you go full visible to the enemy.

D. Rex D. Rex is up with Daisy.

Current Initiative order:

27 - Daisy <====
21 - Gradicus
19 - Wasps 1-6 (fliers)
18 - Sir Dru
18 - Brutes 1-10
17 - Terra
--- Tiny
--- Baby
--- Junior
17 - Ice Drakes 1-3
16 - Tanks 1-2
15 - Glitter Boy gunline 1-12
15 - Brutes 11-20
14 - Fire Drakes 1-3
13 - Earth Thunderers 1-6
12 - Zephiron
10 - Thin Men 1-10
8 - Runts 1-10
7 - Thin Men 11-20
5 - Runts 11-20
1 - Shaona (on Zeph's back)
 
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Sir Drutarak

His battle plan was fairly simple, to close into melee with the enemy. Saying a quick prayer to the Gods of Light, he activated his psi-shield and psi-sword and prepared to move forward.
 
It wasnt a tall perch. But it would do well enough. She still had a good enough view.

Her teeth ground into the chew, their points piercing into the rubbery polymer in such a way to bring great satisfaction. As she lined up the sights, her finger itched to pull the trigger. Nope. Had to have patience.

And there. A tank. To think that such a threat would use something as archaic and human as a tank. Hmmph, but Brazamal had his concerns. 20 million bucks worth of concerns. That was more than enough reason for her to share the sentiment. That meant to eliminate with extreme predjudice. And now that others were beginning to get into range... there was no time like the present.

Through the scope, she could see dot of her laser targeting system. But like the targeting system data, it was more of a convenience at this point. An invaluable one, but such things she had gotten a feel for that they became instinct. That being said, she lived watching everything lock on, and confirm her feasible.

With a pull of the trigger, pylons engaged, digging into the dirt a fraction of a second before the Boom Gun performed its signature function...



The slug had immediately went supersonic. And shy under two miles, it sailed in a shallow arc, right towards its target. Slug was such a unrefined term... sure it was a bug junk of metal, but its simplicity was so charmingly effective. As tank #2 would soon find out as its trajectory was to crash into it.


Hmm... about two miles. Heh, they wouldnt even hear her gun shot before another was already heading their way.


Target: Tank #2
Strike: 21 (Natural 2)
 
Daisy levels her Boom Gun to fire, but just as you pull the trigger, the target shifts just enough to throw you off of your aim. The good news is that there is no allies in the line of fire, but you are now visible and the Mechanoids are now aware that there is trouble in the area.

Dannigan Dannigan is up

27 - Daisy [1]
21 - Gradicus <====
19 - Wasps 1-6 (fliers)
18 - Sir Dru
18 - Brutes 1-10
17 - Terra
--- Tiny
--- Baby
--- Junior
17 - Ice Drakes 1-3
16 - Tanks 1-2
15 - Glitter Boy gunline 1-12
15 - Brutes 11-20
14 - Fire Drakes 1-3
13 - Earth Thunderers 1-6
12 - Zephiron
10 - Thin Men 1-10
8 - Runts 1-10
7 - Thin Men 11-20
5 - Runts 11-20
1 - Shaona (on Zeph's back)
 
Crystal Shield up, Summertime drawn, Gradicus flew without wavering into the Wasps. For the sheer excitement of it and to get the group's attention, he attempted to slash into the lead Wasp with all that he had.

"Come, Mechanoids, and face Earth's defenders! We shall make you sorry you ever came here! Hala!"

Single sword strike using two actions like a Power Punch. He is staying within sword-reach of their lead, making best use of his Cloak of Darkness tattoo magic.

If he succeeded in getting their attention, he darted and spun about them in ways that he hoped would group them up for better area-of-effect target acquisition for his fellows.
 
Critical Strike! The sudden appearance of the flying Atlantean catches the Mechanoid flyer off guard, and with your powerful blow, the sword slices the Wasp in two! The pieces fall to the ground and explode as they impact upon the dirt.

In response, since Gradicus has done such a good job of getting the attention of the enemy, the five remaining Wasps turn on you and begin firing dual particle weapons. They will hit unless you dodge.

Vaneheart Vaneheart is up with Dru. Remember, you are going to turn visible the moment you begin to attack.

27 - Daisy [1]
21 - Gradicus [2]
19 - Wasps 2-6 (fliers) [1]
18 - Sir Dru <====
18 - Brutes 1-10
17 - Terra
--- Tiny
--- Baby
--- Junior
17 - Ice Drakes 1-3
16 - Tanks 1-2
15 - Glitter Boy gunline 1-12
15 - Brutes 11-20
14 - Fire Drakes 1-3
13 - Earth Thunderers 1-6
12 - Zephiron
10 - Thin Men 1-10
8 - Runts 1-10
7 - Thin Men 11-20
5 - Runts 11-20
1 - Shaona (on Zeph's back)
 
Sir Drutarak

Sir Drutarak positions himself within melee range of a group of "Thin Men." He chose to wait to strike with his psi-sword (and thus break invisibility) until others were also in melee range, in the hope that a sudden onslaught would throw them off.
 
With a warrior roar, Gradicus made a big show of destroying the Wasp by pulling Summertime straight through and ripping his enemy into two separate pieces. Over his communications, he cheered. "Friends! We have first blood this day! A good omen!"

From the protection inside his Cloak of Darkness, Gradicus raised his Crystal Deflector Shield and attempted to parry every blast. He snarled at the Wasps, his blue eyes alive with life. "Come and die! I am no helpless human in rags for you to savage, cowardly Mechanoids!"

(Thanks for tagging me. For some reason, I'm not getting alerts here either.)

Gradicus gets a total of +2 to his Parry from his W.P. Shield, raising it to +13. There is a -2 penalty to parry the blasts, but the shield adds a +2 to effectively cancelling the penalty. I would like to use a Bonus Point if only to help Grad put on a better show. =)
 
With lightning speed, Gradicus is able to block all the incoming fire, even if one or two of the shots comes close to toasting you just a bit.

Now that Daisy is visible, the 10 Brutes turn and begin to run forward towards her to try and get within range of their guns, but with the extreme range that your Boom Gun is firing at, they cannot close in enough to try and fire on you.

Psychie Psychie is up with Terra and her kids.

27 - Daisy [1]
21 - Gradicus [2]
19 - Wasps 2-6 (fliers) [1]
18 - Sir Dru delay as you close in
18 - Brutes 1-10 [1]
17 - Terra <====
--- Tiny <====
--- Baby <====
--- Junior <====
17 - Ice Drakes 1-3
16 - Tanks 1-2
15 - Glitter Boy gunline 1-12
15 - Brutes 11-20
14 - Fire Drakes 1-3
13 - Earth Thunderers 1-6
12 - Zephiron
10 - Thin Men 1-10
8 - Runts 1-10
7 - Thin Men 11-20
5 - Runts 11-20
1 - Shaona (on Zeph's back)
 
Terra continues to charge forward at the top speed of her Earth Thunderer Automations, and she decides to begin to target the Brutes with her ranged weapons from her kids. Using the Starfire Pulse Cannons from Baby and Junior, she adds to it the Lightning Bolt blast from her new toy, Tiny, all aimed at Brute #1.
Total MDC 515

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

Hit Points: 44
SDC: 135
PPE: 117 /
PPE Battery: 50
PPE Battery: 50 / 10

Bonus Points: 8

Tiny
Main Body 1,000 MDC
PPE: 200

Baby
Main Body 500 MDC
PPE 120
Starfire Pulse Cannon 8 / 7

Junior
Main Body 500 MDC
PPE 120
Starfire Pulse Cannon 8 / 7
 
The shot from Tiny misses, but both Junior and Baby manage to catch the Brute off guard (you were invisible up until your attack, after all), and they both slam into it, ripping into it and causing it to explode.

The three Ice Drakes race forward through the air, attacking as one against Wasp #2. Their ice blasts do little damage, but the vehicle is now iced over and blinded, and is now struggling to stay in the air.

Tanks 1-2 both set out towards the largest target that they see: Tiny. They both swivel their turrets around and fire their main plasma cannons at Tiny, and their attacks will hit unless you dodge. But, why bother to dodge? Your Battlelord is under the effect of the Immunity to Energy, so the blasts will no damage.

A bit of a distance back, twelve Glitter Boys raise up their Boom Guns and target the two Tanks, six at each one. The sound of a single Boom Gun going off is impressive; twelve at once is devastatingly loud. The supersonic rounds fly through the air and slam into the two Tanks, and not surprisingly, they rip into the armor and cause them both to explode, taking them out of the fight.

Brutes 11-20 also begin to run towards the approaching forces, but their weapons are too short of a range to be able to engage yet.

The Fire Demons run forward under the cover of their own invisibility, but they are short range attackers, so they are not yet in range.

The six Earth Thunderers are also running forward, but their operators coordinate a simultaneous blast of their Power Bolt spell at Brute #2. Under the combined damage of all six hitting it, the Brute collapses and lies inert on the ground.

Rykon Rykon is up with Zeph

27 - Daisy [1]
21 - Gradicus [2]
19 - Wasp 2 [1] light damage/iced over
19 - Wasps 3-6 (fliers) [1]
18 - Sir Dru delay as you close in
18 - Brutes 3-10 [1]
17 - Terra <====
--- Tiny [1]
--- Baby [1]
--- Junior [1]
17 - Ice Drakes 1-3 [1]
15 - Glitter Boy gunline 1-12 [1]
15 - Brutes 11-20 [1]
14 - Fire Demons 1-3 [1]
13 - Earth Thunderers 1-6 [1]
12 - Zephiron <====
10 - Thin Men 1-10
8 - Runts 1-10
7 - Thin Men 11-20
5 - Runts 11-20
1 - Shaona (on Zeph's back)
 
Zeph makes a diving lunge down upon Wasp 3. He plants his halberd into the mechnoid's armor and twists before ripping out his gifted weapon along with whatever debris erupts from the core of the opponent.

151 MD
 
The young dragon slams into the Wasp, tearing through its thin armor as if it were tissue paper. It falls in pieces to the earth before exploding in flames.

The Thin Men and Runts on the ground begin to close into range of their weapons, and will be able to attack on their next action.

Silanon Silanon is up

27 - Daisy [1]
21 - Gradicus [2]
19 - Wasp 2 [1] light damage/iced over
19 - Wasps 4-6 (fliers) [1]
18 - Sir Dru delay as you close in
18 - Brutes 3-10 [1]
17 - Terra <====
--- Tiny [1]
--- Baby [1]
--- Junior [1]
17 - Ice Drakes 1-3 [1]
15 - Glitter Boy gunline 1-12 [1]
15 - Brutes 11-20 [1]
14 - Fire Demons 1-3 [1]
13 - Earth Thunderers 1-6 [1]
12 - Zephiron [1]
10 - Thin Men 1-10 [1]
8 - Runts 1-10 [1]
7 - Thin Men 11-20 [1]
5 - Runts 11-20 [1]
1 - Shaona (on Zeph's back) <====
 
There is no need to ask the dragon to carry her closer towards the foes - in fact, as his weapon slashes through the Wasp's hull with ease, that also means that she is in range. With one hand still on his neck to make sure that the unusual movements don't throw her off balance and thus right into the unfolding battle below, she raises her pistol towards the nearest undamaged flier. Barely enough to scratch its hull, presumably, but magic can easily change the odds.

It's not the usual laser blast that leaves the weapon's barrel - instead, her mumbled words and magic unload in what seems like a brownisch flash of light that first darts into the empty air to then explode in a burst of magic. A brownish cloud that seems to split, moving towards the seperate wasps within reach - if any are actually hit by the magic, it'll spread across their surface, and drain away any momentum as if they'd fly through water, not air, otherwise it'll simply vanish.



Range is 60 ft, it affects up to 1d6 foes. Preferably, I'd target waps 4-6, but I'll take whatever I can get. Spell strength +1. Don't know if the described attempt to cast the spell is suitable, I'm lacking the usual technological means to create an aoe effect; if not, then the spell's effect is halved. (Usual effect: target has only 1/3 speed, number of attacks, parry, dodge for 10 rounds)

That'd make up to 5 targets, but only four are potentially available (your call with the distances). Even if in reach, I do not wish to slow down Grad or Zeph.
Down to 45/129ppe on myself.
 
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The trio of Wasps break free from their formation as Shaona aims her weapon at them, but not fast enough to get away from the effects of the spell. As their speed drops, so do they as the aerodynamics of powered flight are now lost to them from going so slow. There is only one Wasp left in the air, and it seems to be struggling to control itself and break off the layer of ice on it.

D. Rex D. Rex is up with Daisy

27 - Daisy [1] <====
21 - Gradicus [2]
19 - Wasp 2 [1] light damage/iced over
18 - Sir Dru delay as you close in
18 - Brutes 3-10 [1]
17 - Terra <====
--- Tiny [1]
--- Baby [1]
--- Junior [1]
17 - Ice Drakes 1-3 [1]
15 - Glitter Boy gunline 1-12 [1]
15 - Brutes 11-20 [1]
14 - Fire Demons 1-3 [1]
13 - Earth Thunderers 1-6 [1]
12 - Zephiron [1]
10 - Thin Men 1-10 [1]
8 - Runts 1-10 [1]
7 - Thin Men 11-20 [1]
5 - Runts 11-20 [1]
1 - Shaona (on Zeph's back) [1]
 
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