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Rifts Adventure IC

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Floating invisibly, Snowfall took a good look at the demon and the human... and the cards they were playing. It didn't take a scholar to figure out that these two were cohorts, except that Snowfall figured that two evil people sharing a game of cards are not friends because only the rarest evil person has such a treasure. The vast majority of other foul-hearted creatures loathed, distrusted, despised each other and worse! Snowfall had the opportunity to use that against them - once realized, what kitsune could resist a chance at such mischief?

Snowfall memorized their cards, floated over to a nearby hiding space, and transformed stealthily into his kitsune form being sure to make certain his body (seven tails included) were out of sight and casting no shadows. Like some faded spectre in a haunted attic, he moaned ominously, then gave a snickering titter. He thought of the hand of cards they were playing with. Giving his best ghostly impression, he began. "Ooohh! Good moooove, my master! Now, next... you should plaaay the <insert highest card of the human here>. Thaaat will beat his <insert card of the demon here>. Heee won't liiike thaaat! Eh heh heh!"

Then Snowfall vanished back into his cloud form, moved to the next-best hiding spot, and watched how they reacted.
 
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Purr Purr
Both the Brodkil and the man are startled and jump up, looking around in surprise. The demon glares down at the man and snarls, "So! You have a spirit or something helping you cheat! I should have known!"

The man shakes his head. "No! I don't know what that was!"

"Liar! It knew my hand! How did that . . . thing know it, unless it was spying on me for you?" The demon stands up, glaring down at the man, and a set of wicked looking claws extend out from its hand.

The man quickly scrambles to back up, looking wary. "Hey now. What are you doing? I'm no cheater, and you accusing me of it is pissing me off! And now you are baring weapons against me? You sure you want to do that?"

With a toothy grin, the demon says, "Why not? You've rooked me for the last time, Jon!" With that, the demon lashes out with its claws, trying to rip into the man, who promptly ducks out of the way with a speed that shows that he's been augmented somehow. Pulling his vibroblade, the man begins to fight back, and the battle begins in earnest, and the fight could go either way.

Does Snowfall do anything during this time?
 

Perception +8
Initiative +5 (+9 when using W.P. Quick Draw)
Attacks per Round: 6
Strike +12
Damage +16
Parry +14
Dodge +19 (+20 in Kitsune form, +22 in Fox form)
Roll +17
Maintain Balance +10
Save vs. Magic +10
Save vs. Pain +14
Horror Factor Saving Throws +4

Damage by Weapon Type
See Character Sheet.

Does Snowfall do anything during this time?

(OOC: Oh, does he ever!)

Snowfall could not help but make the most of this opportunity - he was not a fox, nor a human, but a kitsune and this was their way! Of course, he was a zenko kitsune (good fox; benevolent) and not a yako (mischievous; sometimes malicious), but this was too good to pass up!

While the two combatants were focused on one another, Snowfall hid himself, transformed into his kitsune form, in the darkness called upon more darkness by caressing the Black Sun tattoo upon his body. A Cloak of Darkness encased him and everything within 5 feet of him.

"Worry not, my maaaster!" he called out in his mock-ghostly voice. "I am here to aaaid yooou!"

Using the darkness, Snowfall used his beyond-human alacrity to try to extinguish and take both two camp-lamps. If this worked out right, it would encase everything and everyone in pitch black - then he could really get to work!

Snowfall's plan was multi-layered. He wished to accomplish two things before leaving here:

1. He first wanted to not only cut apart the rope mechanism, but take the rope with him so that it could not be retied and thus reactivated.

2. He wanted to swipe all of the gold pieces while telling his "master" that he "had the pot as planned and would meet him you-know-where at you-know-when!" Just loud enough for the Brodkil to hear all of it. If successful, this will enrage the Brodkil beyond all hope of cessation, and thus permit Snowfall to be gone with the lamps, the rope, and the gold coins while these two kill each other in the dark. That ought to keep them busy! Best of all, the vampire-trap is disarmed!

Heya folks! As fun as this is, I am pointing all of this out instead of RPing every aspect of it because I don't want to hold up the main adventure another day purely on Snowfall's little adventures. He gets plenty of spotlight just being who he is. Time next, I think, for others to get theirs.


Cute Kitsune by Zozoark at Fur Affinity dot com.png
Image credit: The delightful Zozark at FurAffinity.com!)
STATUS Location: Central America!
Statblock: Self-M.D.C. (228/228). Self-P.P.E. (233/278). Power Matrix (60/60 P.P.E.). Tattoos Active: Black Sun (60/60 minutes), Sustain (244/288 hours).

 
While it is possible to do much of what you have planned, the ropes are long, connecting through loops dangling on the ceiling and stretching out across hundreds of vampire bodies, and that would take a lot of time, make noise, and run the risk of pulling out the stakes from some of the sleeping vamps. Performing a bit of creative sabotage is still possible, and unless someone takes a close look, it will not be discovered.

Purr Purr What is your plan regarding the ropes?
 
Sherwood Sherwood

(OOC: Snowfall's plan is to carefully cut the ropes in precise locations allowing the ropes to remain connected unless yanked on. Once yanked on, they come apart uselessly.

My reasoning is this. It seems to me that it would take a great amount of strength to pull on a single rope to yank out dozens if not hundreds of stakes out of the chests of the undead in a single try.

So, I am relying a great deal on Snowfall's I.Q. of 31, P.P of 33, and selection of his many cutting implements to make this happen. His I.Q. can tell him where along the junctions to cut, and how to cut in such a way that the ropes appear from a distance to stay held together, but once yanked on, they come apart. Snowfall's P.P. and cutting implement - whichever in his inventory is best for the job - will hopefully allow him to make those cuts.)

Is that enough?
 
Now that the playful Kitsune has grabbed the two lamps, the room is plunged into darkness, leaving Snowfall free to do some more mischief! In a flash, you move over and work your dagger through the first of the two ropes that make up the stake release system. Now, if someone tries to pull the rope, all it will accomplish is to pull the stake from just the first vampire and not hundreds.

As you go over to the second rope and start to cut on it, you can see that the demon and the man are continuing to fight, or to be more accurate, they are groping about the darkness trying to find one another. Their attention is locked on each other, giving you plenty of time to disable the second rope. In order to pull the stakes, it will now require the person or persons to pull each stake individually.
 
While they hunted for each other, Snowfall went to the first vampire and carved a holy cross in its skin, specifically on its forehead. That way, if it did get loose and start running around, Snowfall would know where it had come from and furthermore, any other undead who spotted the thing would likely get a good look at a holy cross staring right back at them. If Snowfall had had the time, he would have done this for another score or so of vampires, but the party was waiting and he didn't want them to worry over him.

2. He wanted to swipe all of the gold pieces while telling his "master" that he "had the pot as planned and would meet him you-know-where at you-know-when!" Just loud enough for the Brodkil to hear all of it. If successful, this will enrage the Brodkil beyond all hope of cessation, and thus permit Snowfall to be gone with the lamps, the rope, and the gold coins while these two kill each other in the dark. That ought to keep them busy! Best of all, the vampire-trap is disarmed!

So Snowfall went about putting this plan into motion, collecting the gold pieces and just afterward, delivering his final message to this Jon.

Psychie Psychie
If all went well, Snowfall moved to a spot where he could not be overheard and whispered to Terra via the Atlantean Communication Crystal. "Success! On my way back with a few souvenirs and one heck of a tale to tell later!" Then he transformed into his cloud form and zoomed back to the party.
 
Once more, Snowfall zips through the pyramid in his spirit form until he is reunited with the rest of the party in the caverns below. At this point, there can be heard some noise coming from the passage that leads to the larger chamber with the Vampire Intelligence in it. It sounds like there is something coming your direction. It would appear that you are rapidly running out of time.

Mirgris Mirgris Psychie Psychie Purr Purr Rykon Rykon Silanon Silanon D. Rex D. Rex
 
Terra's ears perk up as she hears the sounds approaching. In a quiet but firm voice, she says, "If it is one of the Maggots, we must not hesitate to hit it with everything we have. Be ready!"

With that done, she settles herself on the seat on Tiny's shoulders and has her Automations raise up their weapons. This is going to be a nasty fight, but she is confident that they will succeed in cleansing the pyramid.
 
"Always ready, don't you worry. Always prepared to face him, or his minions. Want me to sneak forward, surprise the thing? Good at sneaking, usually. Decent at waiting, too, if that's better." The Crazy is back on his feet, sword in hand and his pouch once more pressed against his chest. For a moment, his face shows utter concentration; his mind, hardened by the struggles, reaches out, trying to find the reason for his own presence - Salnesh. Unlikely that he would face them head-on; but he might be hiding in the shadows behind the noticeable threat. You never know, until you find out, and with him, it's better to find out in advance.

Of course, that's not the limit of the abilities the pouch grants; it allows to see more than just the singular, most important threat. His sight sharpens. His ears hear better. The scent of his surrounding hits him stronger, and the tongue tastes the dry air for the slightest hint of danger. The leather of his pouch feels rougher, his grip around his weapon's hilt even better than before. But those don't matter quite yet. The threat matters. it's ahead. And coming. Good thing, that, because he's ready.

He directs his senses forward. Towards the threat. What's there?


I'd like to use Psionic Seeking to find Salnesh (see the roll below, don't know if there's any bonus for him), and then Enhanced Perception, flitering to learn more about the advancing threat. The noise it makes. The smell. Whatever else might be of importance. Eron has supernatural senses to begin with, so the improvement might reveal an important detail, with luck.
That's 100/116 isp remaining. Both descriptions are copied from the lore page.
Range: Self.
Duration: Five minutes per level of experience.
I.S.P.: 10
This incredible psionic power augments the psychic's physical senses, enhancing his perception. This enhanced state of awareness sharpens all natural senses by 50%, and further enables the psychic to "filter" all of this extra sensory input in order to concentrate on one or a few specific things. While using this ability, the psychic will notice every detail around him down to the slightest motion, sound, scent, and shadow. He will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks.
Range: 1 mile (1.6 km) per level of experience.
Duration: Five minutes per level of experience.
I.S.P.: 6
With this power the character will be able to sense and possibly find any object or person he desires. The psychic needs to have some knowledge of the person or item he is trying to find. This knowledge can include meeting the person or touching the item in the past, having a picture of the person or item, having an item that belongs to the person he is searching for, or having the owner of the item present. The base chance of finding someone or something is 40% +5% per level of experience. If the character is looking for an item of his own, or a close friend or relative, he gains a +20% to this roll. Even if the character fails the roll to find the person or item, he will be able to sense whether or not the object is within his range.
 
Silanon Silanon

Sending your senses forward, you can hear the sounds of heavy footsteps coming your direction. Thanks to your enhanced perception, you can tell that the thing coming your way is large, heavy, and four-legged; just like the Maggots that you were shown by Snowfall from his scouting run into the pyramid. It is moving with a steady step, and will be visible around the corner of the cavern in just a few seconds.

The corner that the Maggot is about to come around is one hundred and fifty feet away from where everyone is gathered.

As for him, he is up above you in the pyramid somewhere.
 
Just a few seconds - that's still enough to meaningfully stare at the ceiling above for a deep breath or two. Then, his hand leaves the pouch for a moment as if to shoo a nasty fly away. Or whatever insects might call this place their home...

"No worries, all clear - he is upstairs. Can feel him clearly. Just one of those four-legged things you showed us, I think. Hear those steps? Four feet, one rhythm. So no sneaking after all, think you said there's no point, right?" He looks over at Snowfall, almost disappointed.

"A shame, really. Can't be helped though if they have senses like that. Just a good old brawl, until we find a weakness?"

He takes position in-between the corner and his newest allies; head cocked to eye the others. "A few more steps, then it's here... well, over there." He points out the obvious direction, just in case. "Anyone got a change of plans thought up, all done and ready? Because if there's changes, we better make them now."

Not that there's time, really. Just enough, perhaps, for a last effort to prepare. The fox-shifter was wise, with that demon and all. Warned about these maggots, several times, there might be truth in that as well. He's well-rested, better to take no chances. Eron grabs his pouch once more, tightly, stands still for a second to move a lot quicker in return, once he's finished. If time permits, I'd like to activate enhanced reflexes before the fighting starts.
 
By now, the deep thudding of the heavy footsteps can be heard by everyone as the Maggot comes walking into view.

1602718109284.png

It is one thing to see the hellspawn in a crystal viewer, it is entirely another to see one in person. The thing is big; about 20 feet long and 12 feet tall, with three eyes and four long legs that end in a three-toed foot. The huge mouth is filled with jagged teeth that can bite a man in half without even trying, and it is dripping with ooze. Quite nasty.

The thing manages to speak, "I thought I smelled something familiar, and now I am rewarded with quite a banquet! I don't know how you got down here undetected, but now it is time to die!" With that, it begins to move forward towards you with purpose, obviously not threatened by your numbers.

Initiative Rolls, please!

Rykon Rykon Purr Purr Psychie Psychie D. Rex D. Rex Mirgris Mirgris Silanon Silanon
And yes, Silanon, you can have your Enhanced Reflexes active prior to the initiative roll.
 
Terra sits up tall in her seat on the back of Tiny and calls out, "Beast! I am Terra Alvana, of the Atlantean Clan Draco Amicus! I ask of you no quarter, and none will be given to you. We have come here to destroy you and cleanse this pyramid, and there is nothing you can do to stop us! Have at you!"

Initiative of 24!
Hit Points: 48
SDC: 135
PPE: 126 / 106
PPE Battery: 50
PPE Battery: 50

MDC: 525 from Invulnerability
100 from talisman

Bonus Points: 9

When Piloting Automations
Number of Attacks: 10 / 4 / 1
Strike: +5 (+7 with Sword)
Parry: +6 (+8 with Sword)
Dodge: +2
Roll: +2
Initiative: +5
Damage: +1
Critical Strike on a 19-20
Critical Strike from behind
Death Blow on a natural 19-20

Tiny
MDC: 1000 /
PPE: 200 /

Junior
MDC: 500 /
PPE: 120 /

Tiny
MDC: 500 /
PPE: 120 /
 
As the Atlantean's words fill the space, the Crazy stands tall. He might have seemed sure of himself before - he oozes confidence now. "What she said", he mumbles, not loud enough to diminish the speech's effect; or so he hopes. And grips his sword tighter, ready to strike once the opportunity is there.

Ini: 31. We're going fast, team!
Enhance Reflexes: +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (no effect- too fast already!), and +15% to all Physical skills that rely on coordination or balance.
90/116 ISP

Thus:
+13 initiative
+3ft Leap Distance

8 Attacks/Melee
+11 to strike
+1 to Rear Attacks (Backward Sweep, Backhand Strike).

+16 to parry/dodge

+15 damage
Critical Strike on Natural 18, 19 or 20.
Critical Strike or Knockout from Behind,
Death Blow on roll of Natural Twenty.

+12 roll with impact
+6 roll with fall
+7 roll with punch

+2 vs magic
+3 vs psionics,
+1 vs insanity
+6 vs mind control,
+4 vs toxic, poisons, drugs
+10% vs coma/death


Add to that:
Horsemanship (+1 parry/dodge on horseback, +1d4 sdc damage for kicks/melee weapons, +1d6 damage with charge attack (roll to not fall off, two actions))
WP Sword (+3 strike (+1 at 9,12,15), +2 parry (+1 at 7, 10, 13), +1 strike (thrown) (+1 at 8,12))
WP Knife (+2 stirke (+1 at 7,10,13), +3 parry (+1 at 9,12), +3 strike (thrown) (+1 at 8,10,13))
WP Energy Pistol (+3 strike (+1 at 7,9,11,13,15))
WP Shotgun (+3 strike (+1 at 10,14))
WP Energy Rifle (+3 strike (+1 at 8,10,12,14))
WP Targeting (+2 strike (+1 at 7,10), throw grenades 300 ft (400 if ever over 31 ps))
 
Current Order of Initiative
31 - Eron
24 - Terra
--Tiny
--Junior
--Baby
21 - Snowfall
20 - Daisy

We just need Rykon Rykon and Mirgris Mirgris to roll and we can get started!
 
Rolling for Initiative

Does a nat 20 do anything special for Initiative? If not, 25

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).
MDC: 500 (+50 energy field) (halve all incoming damage)
Horror Factor: 21-23

Impervious: Fire, Cold, Energy, Disease, Poison, Gas, Drugs

Number of Attacks: 8
Strike: +13 (+2 Weapon)
Parry: +18 (+2 Weapon)
Dodge: +18
Roll: +7
Pull: +7
Perception: +4
Initiative: +5
Damage: 1D6 x 10 MD Natural (Weapon +1d6x10 MD)
Horror Save: +19
Psionics Save: +21
Magic Save: ? +10
Other Saves: +1
 
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With Eron's warning, almost everyone is in a position to attack the Maggot before it has a chance to react.

Rykon Rykon is up

Current Order of Initiative
Nat 20 - Zephiron <====
31 - Eron
24 - Terra
--Tiny
--Junior
--Baby
21 - Snowfall
20 - Daisy
12 - Maggot 1
6 - Doc
 
The dragonling responds to the maggot with a vicious, toothy grin. "I'm glad to see you've volunteered then!"

Zephiron raises his halberd and sweeps it around into an upward strike, hoping that it would not only disrupt its stance but draw it's attention away from the imminent artillery fire.

Lookin like a 120MD opener.

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).
MDC: 500 (+50 energy field) (halve all incoming damage)
Horror Factor: 21-23

Impervious: Fire, Cold, Energy, Disease, Poison, Gas, Drugs

Number of Attacks: 8
Strike: +13 (+2 Weapon)
Parry: +18 (+2 Weapon)
Dodge: +18
Roll: +7
Pull: +7
Perception: +4
Initiative: +5
Damage: 1D6 x 10 MD Natural (Weapon +1d6x10 MD)
Horror Save: +19
Psionics Save: +21
Magic Save: ? +10
Other Saves: +1
 
The young dragon swings his halberd in a vicious arc, and the Maggot doesn't even try to avoid it. Zephiron scores a nasty hit, but the monster doesn't even seem to be slowed down.

Silanon Silanon is up

Current Order of Initiative
Nat 20 - Zephiron [1]
31 - Eron <====
24 - Terra
--Tiny
--Junior
--Baby
21 - Snowfall
20 - Daisy
12 - Maggot 1 injured
6 - Doc
 
A banquet - that's what the creature said; unfortunately, it'll only choke on its own arrogance instead. Happens. That's just the nature of things when minions try to do their master's job alone. His job. He'll act eventually. Not yet, though. So this is easy. Or should be, at least. He has the sword, and his pouch. And the dragon landed the first hit, too. Didn't bother the creature too much, yet. And there were the kitsune's warnings, too... but this is not the time for doubts. Not in his own mind, not in those of his allies. It's the kind of moment that demands an impressive deed. Or so he thinks.

Time to deliver. His first few steps are slow, almost hesitant. Finding the right rhythm. The trot quickly turns into a speedy sprint forward. Not the usual kind of sprint, perhaps. More like he's bouncing forward, towards the foe, until he's close enough for what follows. A mighty leap, upwards - that's the most important thing. Sure, he could try to hit the legs instead, but noone would see that, right? So he turns all his momentum into this one single pounce, sending him flying right at the closest of those eye tentacle things. The sword, raised in his hand, flares, then cuts down mid-air, trying to hit the eyeball as he passes by and hopefully lands on the creatures back beyond. "Sir Cooley's regards!" Is all he shouts. The kind of name that should inspire great deeds.


I'm doing this Called-Shot thing against the eye mid-jump, so -6 at the very least - that's not included in the bonus! And I'm doing this bonus-point thing, too!

Dmg ist 18+6mdc, x2 against supernatural evil.
 
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