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Rifts Adventure IC

OOC
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Characters
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Lore
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The tanks were down. So much for her first shot. The GB gunline was more than capable. And was making her look bad. How was she supposed to earn that 20 mil when there dozen of them that were effectively free? Daisy found herself irritated at that.

Well, there was only one outlet. And that was to destroy more things. Might as well start taking out the Brutes.

Focusing in on particular one she deemed "ugliest" she locked her crosshairs, adjusted for distance. Then pulled the trigger. Sending another spiked slug on an epic journey.

Target: Brute
Strike: 39 (Natural 20)
Damage: 180 (3d6x10, +30)
 
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The Boom Gun roars, and not only did you hit the Brute, you must have found a weak point in its armor as the supersonic shell rips through the alien mecha and kills it in a single hit!

Purr Purr is up

27 - Daisy [2]
21 - Gradicus [2] <====
19 - Wasp 2 [1] light damage/iced over
18 - Sir Dru delay as you close in
18 - Brutes 4-10 [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]
 
Gradicus marveled at the lone Glitter Boy blowing apart the Brute in a single shot. What accuracy! What power! "Glitter boy!" He called down. "You are so deadly, you are your own front line!" Gradicus then wondered what it would be like to fight from inside one of the great suits.

The dragon's power was even more immense! Gradicus figured that the dragon was doing more damage in hand-to-hand than a typical Glitter Boy could do at range! "Slay on, dragon! You do your lineage proud!"

"Let us teach these Mechanoids the true meaning of teamwork!" He engaged the iced-over Wasp and slashed out with a single sword strike with Summertime.
 
With a swipe of your blade, the stricken Wasp falls under the power of your sword. The sky is now clear of all but allied forces!

Vaneheart Vaneheart is up, and you are within range of your rifle now.

27 - Daisy [2]
21 - Gradicus [3]
18 - Sir Dru
<====
18 - Brutes 4-10 [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]
 
Sir Drutarak

Sir Drutarak continues to move forward to get in melee range of the Thin Men.


(OOC: I am a little confused on ranges and distances here. It's quite a big combat. Where are the other Cyberknights and Lord Brazamal?)
 
Sir Drutarak

Sir Drutarak continues to move forward to get in melee range of the Thin Men.


(OOC: I am a little confused on ranges and distances here. It's quite a big combat. Where are the other Cyberknights and Lord Brazamal?)
At the moment, you are 1,000 feet out and riding on the back of one of the Earth Thunderer Automations, and the other Cyber Knights are also on the backs of some of the remotely piloted Automations being operated by Battle Controller Mages. If you are wanting to wait for melee range, you will not be able to attack until at least the next action as the Automations continue to run into range themselves.
 
As Dru waits to attack until he is closer, the first six Brutes run forward to try and close into melee range themselves, having seen that their energy weapons are doing no damage to their targets.

Psychie Psychie is up

27 - Daisy [2]
21 - Gradicus [3]
18 - Sir Dru

18 - Brutes 4-10 [2]
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]
 
Seeing that the Brutes are running forward to go into melee range, Terra will go ahead and target Brute #4 with her ranged weapons on her three Automations.
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 / 6

Junior
Main Body 500 MDC
PPE 120
Starfire Pulse Cannon 8 / 6
 
Terra manages to blast the one Brute to bits with your two Starfire Pulse Cannon shots, even though the lightning blast from Tiny misses

With the sky now clear, the three Ice Drakes swoop down on the Brutes, icing three of them over and slowing them down even as their riders fire down into them from the backs of the Automations.

Then, the gunline of Glitter Boys opens up, and they manage to wipe out Brutes 5-10, once more showing just how powerful that many Boom Guns can be.

Between the Earth Thunderers and the Fire Demon Automations, they and their riders open up on the first group of Thin Men, destroying several of them.

Rykon Rykon is up

27 - Daisy [2]
21 - Gradicus [3]
18 - Sir Dru

17 - Terra <====
--- Tiny [2]
--- Baby [2]
--- Junior [2]
17 - Ice Drakes 1-3 [2]
15 - Glitter Boy gunline 1-12 [2]
15 - Brutes 11-20 [2]
14 - Fire Demons 1-3 [2]
13 - Earth Thunderers 1-6 [2]
12 - Zephiron [1] <====
10 - Thin Men 5-10 [1]
8 - Runts 1-10 [1]
7 - Thin Men 11-20 [1]
5 - Runts 11-20 [1]
1 - Shaona (on Zeph's back) [1]
 
Zephiron dives toward the ground, lightning erupting from the runic polearm he was given. He moves to land at the base of the construction. From the weapon emerges three condensed orbs of electromagnetic energy. With a moment of focus, the hatchling directs them into a triangular formation and generates a barrier field of lightning between himself and the grunts on the ground, giving him plenty of time and room to savage the mechanoid's pitiful structure. If possible, he'd attempt to mold the field of raw electricity into a dome surrounding both himself and his techno-wizard passenger.

"How fast do you think we can tip this anthill over?" The dragon prince asked his passenger seriously.

Range: 60 feet per level of experience
Duration of Hurled Balls: Temporary
Duration of Electrical Field: Four melees per level
Damage: Hurled Balls: 3d6 MD plus 1 MD per level
Electric Field: 3d6+1d6 MD per level
Saving Throw: None
This spell creates three basketball-sized balls of lightning which will hover at the side of the caster. With a simple gesture, the three balls are hurled at their target. The caster must roll a 20 sided die to strike, just as normal, but the balls are +5 to strike.
An electrical field can be created by placing the ball in a triangular formation four feet apart. This creates an electrical energy field that covers approximately a ten foot area per level of the caster. Anyone who touches the field or tries to pass through it suffers damage. Destroying the field is possible if all three balls are destroyed. Each ball has 20 MDC.

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).
 
Zeph closes in to land next to the structure that the Mechanoids are building, and up close, it is much larger than you had first thought it would be. It is easily large enough to be able to slip inside and do some mischief. But for now, Zeph has a half-dome set up behind you to help keep the ground troops off your back.

Thin Men 5-10 are now in melee range of the Fire Demon Automations, and they begin to swarm around one, but are taken by surprise by the Cyber Knights on the back that take the opportunity to attack from surprise.

Runts 1-10 try their luck attacking the Earth Thunderer Automations, and they manage to do some small amount of damage to them with their punches and kicks.

Thin Men 11-20 and Runts 11-20 all target Zephiron with their energy rifles, but with the Immunity to Energy spell up, you take no damage.

Silanon Silanon is up

27 - Daisy [2]
21 - Gradicus [3]
18 - Sir Dru

17 - Terra <====
--- Tiny [2]
--- Baby [2]
--- Junior [2]
17 - Ice Drakes 1-3 [2]
15 - Glitter Boy gunline 1-12 [2]
15 - Brutes 11-20 [2]
14 - Fire Demons 1-3 [2]
13 - Earth Thunderers 1-6 [2]
12 - Zephiron [2]
10 - Thin Men 5-10 [2]
8 - Runts 1-10 [2]
7 - Thin Men 11-20 [2]
5 - Runts 11-20 [2]
1 - Shaona (on Zeph's back) [1] <====
 
Terra calls out on the radio, "Heads up, everyone! Zephiron is making a move against the strange building that the Mech-heads have built! Give him some supporting fire to cover his back!"
 
"Doubt we'll be able to just break it down - need the Glitter Boys, at least." The technowizard might underestimate a dragon's strength - but just as well, the beast underneath might not quite expect the sturdiness of steel. The mechs they fought and fight took quite the beating - buildings tend to be at least just as sturdy as their inhabitants, even if not completely finished. "Can try, though, should at least split their attention. Maybe start with that door (see ooc), then we're in the way of any reinforcements."

"Shaona here." She switches to respond to Terra's call. "What's the plan? Might be able to deal with the door via psionics. Question is if we want to enter, or if you think that we're fine shooting from afar. We'd need Grad with us if we're going in, trying to hold the door for now. Good shooting!" Now that the dragon is on the ground, she's comfortable enough to let her hand leave the prince's back. That means one free hand to grab her staff, and point it at the nearest foe. For a moment, electric sparks dance around its tip, then a lightning bolt rips through the air, followed by rolling thunder. The spell aimed at the back of the nearest foe, whoever that might be; might as well give those processors and brains give another flashy display of what they're dealing with.

Calling lightning through my staff - only 5d6 mdc damage, but flashy as hell. Down to 30/129 of usual ppe. That's 23 mdc damage, no save.
 
Shaona's lightning blast hits the Runt closest to you, doing light damage.

D. Rex D. Rex is up with Daisy

27 - Daisy [2] <====
21 - Gradicus [3]
18 - Sir Dru

17 - Terra <====
--- Tiny [2]
--- Baby [2]
--- Junior [2]
17 - Ice Drakes 1-3 [2]
15 - Glitter Boy gunline 1-12 [2]
15 - Brutes 11-20 [2]
14 - Fire Demons 1-3 [2]
13 - Earth Thunderers 1-6 [2]
12 - Zephiron [2]
10 - Thin Men 5-10 [2]
8 - Runt 1 [2] light damage
8 - Runts 2-10 [2]
7 - Thin Men 11-20 [2]
5 - Runts 11-20 [2]
1 - Shaona [2]
 
Terra calls out on the radio, "Shaona, I'm closing in, but I don't think I'll be able to get to you for a bit because of all the targets between me and you. Gradicus! Can you get down there and help Zeph and Shaona get into that building? I think whatever it is doing will be easier to stop from the inside. Everyone, keep pouring on the hurt! We're making a real dent in their defenses!"
 
Gradicus knew of psionic powers - including one awesome power the humans called Telemechanics. He also knew that most psionic powers had limited range. Well, that was something he could help with! "Aye, Terra! Shaona? Mind if I gather you for the door?"
 
Daisy is very pleased with herself. Gooifying the enemy is always something that cheers her up. Time for another.

Another shell cycled through, and her aim was already locking onto the next ugliest brute.

She heard kn the radio about someone going into the building. She personally like the idea of leveling it. But, it would be the least she could do to give them cover.

Firing!

Target: Second Ugliest Brute (Which is probably brute 20)

Strike: 25

Damage: 140
 
Daisy catches the Brute off guard, and her shell rips through it quite messily.

Purr Purr is up

27 - Daisy [3]
21 - Gradicus [3] <====
18 - Sir Dru

17 - Terra <====
--- Tiny [2]
--- Baby [2]
--- Junior [2]
17 - Ice Drakes 1-3 [2]
15 - Glitter Boy gunline 1-12 [2]
15 - Brutes 12-20 [2]
14 - Fire Demons 1-3 [2]
13 - Earth Thunderers 1-6 [2]
12 - Zephiron [2]
10 - Thin Men 5-10 [2]
8 - Runt 1 [2] light damage
8 - Runts 2-10 [2]
7 - Thin Men 11-20 [2]
5 - Runts 11-20 [2]
1 - Shaona [2]
 
Silanon Silanon Unless Shaona objected, Gradicus scooped up the Techno-wizard and flew her over to the door where he guarded while she did her thing. What that thing was was beyond Gradicus's comprehension, but that was part of the fun of being a gladiator - who needed to know it all? Just do what you do! Besides, who could tell the way of wizards and what they would do next?
 
Gradicus manages to scoop up the Technowizard and place her next to the massive door, and is now guarding her back as she prepares to use her psi powers to open the door.

Vaneheart Vaneheart is up, and you are now in melee range of the first group of Brutes.

27 - Daisy [3]
21 - Gradicus [4]
18 - Sir Dru
<====
17 - Terra <====
--- Tiny [2]
--- Baby [2]
--- Junior [2]
17 - Ice Drakes 1-3 [2]
15 - Glitter Boy gunline 1-12 [2]
15 - Brutes 12-20 [2]
14 - Fire Demons 1-3 [2]
13 - Earth Thunderers 1-6 [2]
12 - Zephiron [2]
10 - Thin Men 5-10 [2]
8 - Runt 1 [2] light damage
8 - Runts 2-10 [2]
7 - Thin Men 11-20 [2]
5 - Runts 11-20 [2]
1 - Shaona [2]
 

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