01 - Welcome to Rifts

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Ndreare
Savage Siri
Posts: 4453
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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01 - Welcome to Rifts

Post by Ndreare »

Ostrosaurus image.png
The beings gathers to the central courtyard each came in response to the needs of their Patreon. Each having been informed of the waking of The Great Devourers; Chronos, Jotengande, Shiva and Tiamat in response to the recent changes in the megaverse. Their stirring in the prison the Celestial Palace was built around has required nearly all of the power and energy of Celestial Alliance to slow.

However the primal beings had great power and the whisps of power escaping from the prison are enough that new demigods and primordial powers have been released. Each drawing a sliver of power into themselves and portions of that power being syphoned back into the prison.

The Celestial Alliance has been spread to thin trying to address all the problems being caused and have now tasked their children to aid in the battle. Being formed into task forces and given instructions to hunt down these wells of chaos before they solidify. “We have prepared you as we could. We are sending you to a earth where there is more power than the populations can control. Seek out the agents of Chaos and eliminate them. Do not let their efforts to feed their patrons succeed.”

As they finish their instructions to you, you find a gate has been opened for you leading to a war-torn earth covered in magic levels nearly matching those of the palace. Each of you having been given an artifact of power allowing your patrons will to be communicated to you empathically know your task and feel the draw east from the ley line nexus you arrived at. But first someone will have to take care of the dinosaurs.


INSTRUCTIONS
Well, this is a little annoying, you happened to arrive in the middle of a dinosaur heard, and they seem upset!

The dozens of giant feathered dinosaurs stand more than twice the height of a human, leaning forward in a predatory fashion as they charge in to devour the new arrivals.

This is a not so Dangerous quick encounter. Make a roll without penalty, success represents killing one of the ostrosaurus, a raise represents killing half a dozen and can add some glory to your character.
Modifiers:If you have any of the following add +2. Multiple do not stack.
  • Fast Regeneration
  • Toughness 21+
  • Average (Damage + AP) 26 MD or higher.


Your sight reveals this heard is here as a trap, a rift a couple dozens yards away from the one on the nexus your team came through shows their source.


Once the beings are defeated

Anyone with Battle may roll at +0 (unskilled roll not appropriate here).
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Russell
Posts: 5
Joined: Tue Jan 23, 2024 7:15 pm

Re: 01 - Welcome to Rifts

Post by Russell »

Focus 1d8!! 1d6!!: [4]+[3] = 7

Benny

Focus 1d8!! 1d6!!: [4]+[3] = 7

One moment Russell is standing there and the next he is gone. In his place is an impossibly large plump rabbit. The rabbit twitches it's nose and onn of the dinosaurs catches it's scent. The rabbit lazily hops away with the dinosaur in pursuit when suddenly they both go tumbling off a nearby ledge. A large black raven flies up and lands next to the group.
Dice rolls
1d8!! 1d6!!: [1]+[4] = 5
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Morth Damun
Posts: 12
Joined: Tue Jan 23, 2024 6:22 pm

Re: 01 - Welcome to Rifts

Post by Morth Damun »

Morth Damun raises his spear and shouts, "For the glory Gruumsh, I shall smite the Agents of Chaos in the name of the great Celestial Palace!"

The power-armored clad half-orc then jumps through the portal. Upon arrival, he squeals with glee and leaps amongst the charging herd,
Fighting 1d8!!: [1] = 1 1d6!!: [2] = 2 +2 from Toughness =4 -whew that was close
with his spear and vibro forearm blades. His leap into the fray only served to scatter the dinos and Morth only managed to fell one that was not swift enough to get away.

"Why do you flee from Morth! Face me and at least die with honor. I will make it a swift death!"

To his companions, "These Agents of Chaos are not so tough, no? They die like pitiful elves! Asking for the aid of the Mighty Gruumsh was a wise move by the Celestial Palace! We shall claim victory in no time!"

-------------------------------------------------------------------------------------------

As the last dinos perish, Morth gazes upon the battlefield. "
Battle 1d4!!: [3] = 3 1d6!!: [7!!] = 7
...perhaps there is more to this? Seems like this was too easy. Our foes may be watching so stay alert my friends!"
viewtopic.php?t=7509
Bennies 3/3
Wounds 0/3
Fatigue 0/2
PPE 8/15
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Vik
Posts: 192
Joined: Sat Mar 03, 2018 7:07 pm

Re: 01 - Welcome to Rifts

Post by Vik »

Shooting 4
Shooting 1d8!!+2: [2]+2 = 4
Wild 1d6!!+2: [1]+2 = 3
Vik is a bit bemused by all the talk of Order and fighting Chaos. After a few days in Eris' gardens, the goddess's particular brand of non-sense has started making a bit more, or less, of it, and he's beginning to grok that order and disorder are just two sides of the same coin, and the real slice of the pie has to do with creation and destruction, with these Chaos-y blokes falling on the wrong end of that particular 'quation.

"Erm, uh, yep. Stop the Chaos what's escaped, but is also creeping back in, so all the madres and padres and deifical sponsor types can get back to mucking about wif mortals and seeding bastards all over. Right," he says. Still sore about the whole immune-to-intoxication-cause-I'm-a-demigod shite, he throws in a shrug. "Not like there's anyfin' else to do, sober as a nun's canary ... less a course you might have some of that ambrosia what I hear them Greeks talkin' bout, like for rationin' purposes and, uh, morale equivalencies and the like. Maybe ...

He's still working his way through the sentence when the rift activates and drops them all in the middle of a flock of murder-chickens.

"Er, ah, gobble gobble gobble? Gabba gabba hey?" Vik's tentative attempts at avian communication bear not fruit, likely due to the pea-sized pineal glands accompanying the terror-birds' acorn-sized brains. "S'right. I was feelin' a mite peckish ... Oy, that don't me in the mood for a peckin', you daft tweeter."

Any reservations Vik might have had about immediate violence are quelled as he's knocked about a bit by the birds, and he promptly sets to work with his TW nova rifle, ensuring plenty of roast poultry is available for dinner. When the barbecue's concluded, he finds a rock for a sit and begins pulling at a particularly crispy wing.

"Either some wally set these feathered biters here as a 'How-d'you-do-now-feth-right-off,' or they was right concerned like about our nutrional needs," he says, waving vaguely at a second rift a few dozen yards from the nexus the group of demigods rode in on. "Reckon we ain't so much down under the radar as we are flying over with our knickers on display, if you catch my insinuatin'."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Yiorgos
Posts: 16
Joined: Fri Dec 01, 2023 6:06 pm

Re: 01 - Welcome to Rifts

Post by Yiorgos »

TW: 1d10!!: [4] = 4
Wild: 1d6!!: [2] = 2
Result: 4 - Success. 3d6: [3, 6, 6] = 15 PPE spent.


Walking through the portal, Yiorgos takes more than a few seconds looking around trying to make sense of the situation. He is more used to the steady routing of the forge and his workshop than being out in the field, but Hephaestus sent him so he will do his part... now what to do?!?

He could make a Gadget and blast a bunch in fire, electricity, cold... or even acid. He could instead make a Gadget that would release a web of restraining energy that would allow his companions to more easily kill them. He could use his Speed Gizmo and use his quicker movements to start shooting the dinosaurs. To many options!!!

Luckily just before one of these colorful dinosaurs charged him, Yiorgos finally decides what to. Using various gizmos on him, Yiorgos enhances himself with the Aim of Artemis and the Speed of Hermes before drawing his Telekinetic Revolver and shooting the dinosaur charging him.
Parry: 5
Toughness: 12 (4)

PPE: 20/20
Bennies: 2/2

Gadgets: 2/6
Active Gadgets:
  • Healing 15 PPE
    Arcane Protection 10 PPE
    Smite 15 PPE
Wounds: 0/3
Fatigue: 0/2
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Svanthal
Posts: 21
Joined: Sun Nov 26, 2023 8:12 pm

Re: 01 - Welcome to Rifts

Post by Svanthal »

Svanthal's normally boisterous and jovial manner is stone serious as their instructions are relayed. He clenches his bearded jaw and prepares to leave to this new earth. "By the All-Father, I swear it will be done." He leaps through the portal as soon as it is large enough for him to fit, eager to be the first to the fray. And the fray, he finds.
An entire herd of dinosaurs are waiting for the scions of order and they appear hungry. Their appetites will be quelled, but not the way they hoped.
"Good! A warm-up exercise. Have at..." He clutches for his belt where his twin axes normally rest, realizing only too late that they were left behind...or were taken somehow. "Magni, you'll pay for this trick! No matter. I'll rend them with my hands!"
And
Athletics: 1d12!!+2: [6]+2 = 8
WD Athletics: 1d6!!+2: [3]+2 = 5
, lunging at the nearest feathered lizard. His hands dig like a spear into the creature's throat before it is pulled free from its neck. The dinosaur collapses, dead. He howls with bloodlust and charges a pair of beasts. He tears the arm from one and stomps at the leg of the other, snapping it and causing the creature to stumble. Several other beasts fall in similar fashion, necks twisted beyond their range, bones shattered, and one was simply pummeled to death. Any wounds the dinosaurs might have been able to inflict close shut and mend almost instantly.
As the last of the lizards is dispatched by his companions, he looks around for more. "Is that it? I've barely gotten started! How have you all fared?"
Svanthal Keiv-Thorson
Svanthal Keiv-Thorson
Pace: 6; Parry: 6
Toughness: 16 (4)
Pertinent Edges: Godling, Godlike Regeneration, Elan, Quick
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Antipas
Bronze Patron
Bronze Patron
Posts: 210
Joined: Wed Sep 26, 2018 10:19 pm

Re: 01 - Welcome to Rifts

Post by Antipas »

Antipas smiles when he gets the words that Earth is their destination. "Good, I have some friends on earth and a lot of enemies. Should be fun." He wasn't sure how the time flow here compared to that of earth as Nemesis had been rather vague, an annoying habit many gods seemed to have. It probably meant she wasn't sure as admitting uncertainty was often difficult for the deific.

He keeps to the back of the group, more than willing to let the hot blooded "kids" rush to the fore. Impulsive and a bit over eager to prove themselves he thinks as Svanthal and Morth jump through the rift. He shrugs and hops through after to find them facing a wave of dinos. Keeping himself in reserve to guard the less melee inclined, Antipas readies his pulse rifle and takes
Shooting d6!!+2: [3]+2 = 5 Shooting Wild d6!!+2: [11!!]+2 = 13


Laying down a hail of precise laser fire he makes each shot count, dropping bodies where they trip up subpacks dinos so none get close to "the squishies" and helping those in melee from getting overrun.
MJH wrote: Mon Jan 15, 2024 2:31 pm To his companions, "These Agents of Chaos are not so tough, no? They die like pitiful elves! Asking for the aid of the Mighty Gruumsh was a wise move by the Celestial Palace! We shall claim victory in no time!"
"Yeah... this is just a herd of dumb animals, welcome to Earth. They're as much servants of chaos as a flock of birds and about as smart." He considers their
Battle d6!!: [15!!] = 15 Battle Wild d6!!: [5] = 5
here and now however to be less than coincidental.
Vik wrote: Mon Jan 15, 2024 6:17 pm "Either some wally set these feathered biters here as a 'How-d'you-do-now-feth-right-off,' or they was right concerned like about our nutrional needs," he says, waving vaguely at a second rift a few dozen yards from the nexus the group of demigods rode in on. "Reckon we ain't so much down under the radar as we are flying over with our knickers on display, if you catch my insinuatin'."
"If you're saying this was a trap, I half agree. Was also a test. They're probably hoping to pick off any weak links and gage the threat we present."
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 6 Parry:7 Toughness: 25
Wounds: 0/3 Fatigue 0/3
PPE: 12/24
Constant Effects:
Powers on:
Combat Edges: Martial Artist, Tattoo Harmony, Sweep,
Bennies: 4/3
Characters Imperator (main acc), Malavish, Antipas, Drexler, Murpf
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Sipak
Posts: 7
Joined: Wed Nov 22, 2023 10:27 pm

Re: 01 - Welcome to Rifts

Post by Sipak »

Fighting 1d8!!: [1] = 1 , 1d6!!: [2] = 2 +2=4
Benny: Fighting 1d8!!: [1] = 1 , 1d6!!: [4] = 4 +2=6


Sipak yawns at the news, unable to summon much excitement. Still, it could be fun. Chaos jerks needing a beatdown fulfills his purpose and that at least is fun. He is the last through the rift, is attacked by one of the creatures, and the last to emerge from the herd, carrying a particularly large leg haunch and chewing on something. "Any of you good at cooking?"

At the mention of them being a trap, Sipak shrugs. "Makes sense, I guess.
Overconfident
, but hey sometimes you work with what you have. Besides, good feast here if we're honest. So maybe its an offering. We should burn a few for the gods in thanks."
He chuckles at the last joke, amusing himself. "So who do we need to kill so I can enjoy some food? Any ideas?"
Sipak, Divine Claw and Scion of Pakhet

Pace: 8+d8; Parry: 6; Toughness: 25 (8) (Combat Mage Armor and Armored Cloak)
Weapon in hand: The Claws of Pakhet or Rod of The River or NG-56 Light Ion Pisto or .45 Automatic Pistol

Bennies, Wounds, and Power Points: Tracked Here
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Svanthal
Posts: 21
Joined: Sun Nov 26, 2023 8:12 pm

Re: 01 - Welcome to Rifts

Post by Svanthal »

Svanthal scoff-laughs at the idea that this was a trap. "A trap? Did they not know who would be stepping foot on this world? This barely qualified as exercise!" He muses at Sipak's suggestion of a burnt offering to...well, themselves. "Lightning brings fire. I can spark a blaze if you really want your lizard cooked. Is anyone else hungry?"
He scratches his head as he looks around at the myriad dinosaur bones, claws, and teeth, mostly still attached to their original owners. "Say, @Yiorgos, can you fashion a war club using the claws and teeth we have at our disposal? I seem to have been tricked into leaving the Celestial Palace without my axes."
Svanthal Keiv-Thorson
Svanthal Keiv-Thorson
Pace: 6; Parry: 6
Toughness: 16 (4)
Pertinent Edges: Godling, Godlike Regeneration, Elan, Quick
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Antipas
Bronze Patron
Bronze Patron
Posts: 210
Joined: Wed Sep 26, 2018 10:19 pm

Re: 01 - Welcome to Rifts

Post by Antipas »

Svanthal wrote: Sun Jan 21, 2024 8:48 pm Svanthal scoff-laughs at the idea that this was a trap. "A trap? Did they not know who would be stepping foot on this world? This barely qualified as exercise!" He muses at Sipak's suggestion of a burnt offering to...well, themselves. "Lightning brings fire. I can spark a blaze if you really want your lizard cooked. Is anyone else hungry?"
He scratches his head as he looks around at the myriad dinosaur bones, claws, and teeth, mostly still attached to their original owners. "Say, @Yiorgos, can you fashion a war club using the claws and teeth we have at our disposal? I seem to have been tricked into leaving the Celestial Palace without my axes."
The Undead Slayer looks mildly annoyed, more so than his default visage. "You seem to be missing an important point, that they even knew to set a trap, here and now, indicates that they either have very powerful divination, or eyes within the palace. Let us pray it's the former as a spy could seriously fuck the stability of the deific alliance." Hoping that tidbit sinks in, he then begins scanning the area and horizon on the spectacularly slim chance they're lucky enough to be somewhere he recognizes.

To @Yiorgos he says, "I also wouldn't say no to a simple dagger or spear. Something to stab with that doesn't cost me power to summon would be nice. If you get the chance."

Sipak wrote: Fri Jan 19, 2024 11:07 pm "So who do we need to kill so I can enjoy some food? Any ideas?"
Shaking his head to indicate he too has no immediate clue, "I too got no clear instructions. Kind of par for the course in my experience. I suggest we look for the nearest spot of civilization and start asking questions. Also letting the more magic savvy look at the site of that rift might tell us something."
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 6 Parry:7 Toughness: 25
Wounds: 0/3 Fatigue 0/3
PPE: 12/24
Constant Effects:
Powers on:
Combat Edges: Martial Artist, Tattoo Harmony, Sweep,
Bennies: 4/3
Characters Imperator (main acc), Malavish, Antipas, Drexler, Murpf
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Yiorgos
Posts: 16
Joined: Fri Dec 01, 2023 6:06 pm

Re: 01 - Welcome to Rifts

Post by Yiorgos »

Reaching through a small portal that just forms when he reaches out, Yiorgos pulls in a survival knife and his toolkit.

"Now I prefer working with metals, but lets see what I can do. Fangs, especially the canines are needed for edges... as are the claws. I don't know these things' anatomy too well, but I am thinking that their upper leg bones would make a good club to start with... adding a shoulder blade or a few ribs to make it a sort of axe... and then drilling out places to put the teeth to add an edge. The claws simply have a hilt added for a nice dagger or short sword. Help me carve a few up and we will see what we can do. I am also thinking we can also carve off some of the bigger muscle groups to throw on a spit to roast for tonight."
Parry: 5
Toughness: 12 (4)

PPE: 20/20
Bennies: 2/2

Gadgets: 2/6
Active Gadgets:
  • Healing 15 PPE
    Arcane Protection 10 PPE
    Smite 15 PPE
Wounds: 0/3
Fatigue: 0/2
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Svanthal
Posts: 21
Joined: Sun Nov 26, 2023 8:12 pm

Re: 01 - Welcome to Rifts

Post by Svanthal »

Svanthal's smile fades a little, the thrill of battle being stifled by @Antipas' irritating (but probably accurate) assessment of their situation. He lets out a short sigh. "Friend, if they have eyes in the palace, they must be blind. I could have slain each of those monsters myself, bare-handed. @Sipak was with me. We could have routed hundreds more and not broken a sweat. @Morth Damun might even be angry that there weren't more!" A grin crosses his face briefly, but he returns to a serious rebuttal.
"They are one of two things: ignorant of our strength, which is to our advantage; or this is the best they can muster to challenge us, which is clearly no challenge at all." His serious demeanor cracks again. He lets out a thundering laugh as he vigorously, but playfully, grabs his friend Antipas' shoulder. "It's okay my friend! As soon as @Yiorgos puts the finishing touches on my trophy war club, then I'll really get to show them what I'm...uh, we're capable of!" He strolls the field of combat and begins singing a victory song, punctuating verses with fists pumping to the sky. With each punch, you think you hear a faint rumble of thunder accompanying it...
Svanthal Keiv-Thorson
Svanthal Keiv-Thorson
Pace: 6; Parry: 6
Toughness: 16 (4)
Pertinent Edges: Godling, Godlike Regeneration, Elan, Quick
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Ndreare
Savage Siri
Posts: 4453
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Welcome to Rifts

Post by Ndreare »

From the ley line the scions can see a small city sprawling over a great rift in the earth. The city looks to have at most a population of 25,000. But the arcane energies in it match those of any elven or atlantean settlement. Even so the city seems like it would be too small for your patron’s notice. Your artifacts draw your attention to a smaller settlement only a few miles north of the city. The power within your gifts should be able to get you within a dozen leagues of the corrupting work of your prey. The feeling that your enemy works within is strong.

As you begin to head down to the small settlement the team becomes aware that nearly everyone in the small town has magic of some sort. Perhaps a settlement for the rulers of the larger city?
you recognise the larger city as Arzno.
As you approach you can see the town seems like a small haven, with a serene atmosphere as the settlers go about their business, magic can be seen being used casually. The town is kept clean with merchants working from inside building and what seems to be only a single option for temporary housing. Humans, elves and others move about the town. Most not even noticing the Scions as they approach. Until you are nearly in the town itself.

The elven woman who approaches you has a small entourage with her. Though they appear to be more curious than protective as they come. The elf looks over the scions, her eyes lingering a little unwelcomely on the weapons carried. “Hello travelers, my name is Vanima, I am one of the Councilors here. What brings you to Magebrush travelers?” The PPE and mana in the air is enough to blur the senses of any sensitive to such things. However those with the ability can easily tell she is using her own arcane perceptions as she looks over the group. “If you are looking for a place to stay we really only have one in town. Perhaps you will let me show you the way, or are you simply walking through on your way to Arzno?”



Instructions: Your Patrons set you on this task, but gave you no real direction on how to deal with locals. This town will need to be investigated to determine who or what is corrupted.
A simple Battle roll or Notice roll reveals it was obvious the lady seemed to be expecting your arrival as she was already so near the direction you approached from.
Consider, does your character speak and begin the investigation or do they let another more charming member do the leading?


Antipas Eye of Nemesis
The Eye of Nemesis reveals the woman is an adult royal frilled dragon with the normal elements associated with being a dragon. She does not show any signs of corruption. But she is highly protective and that is a weakness that could potentially be exploited by those inclined to do so.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Antipas
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Re: 01 - Welcome to Rifts

Post by Antipas »

Svanthal wrote: Wed Jan 24, 2024 11:10 am Svanthal's smile fades a little, the thrill of battle being stifled by @Antipas' irritating (but probably accurate) assessment of their situation. He lets out a short sigh. "Friend, if they have eyes in the palace, they must be blind. I could have slain each of those monsters myself, bare-handed. @Sipak was with me. We could have routed hundreds more and not broken a sweat. @Morth Damun might even be angry that there weren't more!" A grin crosses his face briefly, but he returns to a serious rebuttal.
"They are one of two things: ignorant of our strength, which is to our advantage; or this is the best they can muster to challenge us, which is clearly no challenge at all." His serious demeanor cracks again. He lets out a thundering laugh as he vigorously, but playfully, grabs his friend Antipas' shoulder. "It's okay my friend! As soon as @Yiorgos puts the finishing touches on my trophy war club, then I'll really get to show them what I'm...uh, we're capable of!" He strolls the field of combat and begins singing a victory song, punctuating verses with fists pumping to the sky. With each punch, you think you hear a faint rumble of thunder accompanying it...
He considers pointing out the many flaws in the young gods logic but decides to hold off, for now. Instead Antipas smiles and agrees with Svanthal, "I have no doubt you will." After the godling strides off, "Well, he is certainly... enthusiastic. But maybe let's keep a few tricks up our sleaves." the Slayer says to the rest of the team. As he surveys the area in which they were deposited he looks to @Russell, "Is that Arzno? Seen it in vids but never got this far west. If so that's good for us." To @Yiorgos "You're gonna love the place, lots of magitech."
Ndreare wrote: Sun Feb 04, 2024 10:32 am As you begin to head down to the small settlement the team becomes aware that nearly everyone in the small town has magic of some sort. Perhaps a settlement for the rulers of the larger city?
you recognise the larger city as Arzno.
As you approach you can see the town seems like a small haven, with a serene atmosphere as the settlers go about their business, magic can be seen being used casually. The town is kept clean with merchants working from inside building and what seems to be only a single option for temporary housing. Humans, elves and others move about the town. Most not even noticing the Scions as they approach. Until you are nearly in the town itself.
Battle d6!!: [5] = 5 Battle Wild d6!!: [3] = 3
the approaching welcoming committee Antipas is unsurprised, "Aaand there's the welcome wagon, someone probably sensed the rifts opening and wondered what's going on. We should be golden though, a lot of my people around here as well as other heroic types."

Ndreare wrote: Sun Feb 04, 2024 10:32 am The elven woman who approaches you has a small entourage with her. Though they appear to be more curious than protective as they come. The elf looks over the scions, her eyes lingering a little unwelcomely on the weapons carried. “Hello travelers, my name is Vanima, I am one of the Councilors here. What brings you to Magebrush travelers?” The PPE and mana in the air is enough to blur the senses of any sensitive to such things. However those with the ability can easily tell she is using her own arcane perceptions as she looks over the group. “If you are looking for a place to stay we really only have one in town. Perhaps you will let me show you the way, or are you simply walking through on your way to Arzno?”
In Draconic Antipas offers a traditional greeting of respect to Vanima and turns his hands palm up to present his marks of heritage, then he continues in American. "I am Antipas and sadly our business does seem to be in your town. We will gladly share what little we know with yourself and the other leaders of Magebush. However I think it would be wise to do so in private. You doubtless know what I am, as well as my companions, take that as a gage of it's seriousness." Hoping to get the town on their side the Atlantean decides against subterfuge.
Persuasion
Persuasion d4!!+1: [2]+1 = 3 Persasion WIld d6!!+1: [5]+1 = 6
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 6 Parry:7 Toughness: 25
Wounds: 0/3 Fatigue 0/3
PPE: 12/24
Constant Effects:
Powers on:
Combat Edges: Martial Artist, Tattoo Harmony, Sweep,
Bennies: 4/3
Characters Imperator (main acc), Malavish, Antipas, Drexler, Murpf
Russell
Posts: 5
Joined: Tue Jan 23, 2024 7:15 pm

Re: 01 - Welcome to Rifts

Post by Russell »

Persuasion 7 +1 to Support
Persuasion 1d8!!+2 1d6!!+2: [3]+2+[5]+2 = 12
Charismatic Reroll Persuasion 1d8!!+2 1d6!!+2: [1]+2+[4]+2 = 9
@Antipas "Honestly, I'm not sure. I've not particularly familiar with these parts."

Russell holds his tongue until he senses it's time to unloose it. After Antipas speaks, He turns on the charm, or at least his version of it.

His eyes light up "Wow, this place is amazing! Are you guys the welcoming committee?" He openly gawks at the settlement, eyes focusing on the right places, making the appropriate compliments, overdoing it. Even though he is obviously playing it up, and he acknowledges as much with a playful wink, something about it works due to sheer charisma. The welcoming committee warms up a bit to them, as they ponder Anti'pas' words.
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Morth Damun
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Re: 01 - Welcome to Rifts

Post by Morth Damun »

Morth
Battle 1d4!!: [5!!] = 5 1d6!!: [2] = 2
the entourage as it approaches. He removes his helm and plants his spear in the ground. When the entourage fails to kneel before them and instead begins a conversation with Antipas, the half-orc eyes go wide and he manages to stifle a sputter as he turns to Svanthal and whispers,

"Why do they not bow before us? We are not travelers, we are Champions of the Celestial Court, sent to save them from the Forces of Chaos."

As Antipas continues the conversation, Morth begins to (un)
Clueless Hindrance: Common Knowledge 1d4!!: [3] = 3 1d6!!: [4] = 4 -1 = 3
smile,

"Ah, yes! Subterfuge! Very smart, my friend. The agents of Chaos could be listening. Just like the battle with the thunder lizards was a test! I shall use the Eye o' Gruumsh to find our foes!"

Leaning down so he is level with the entourage, the half orc closes his good eye and thrusts the orb of stone and steel, still bleeding in its socket forward. Not without some menace in his voice,

"We will not
1d6!!: [8!!] = 8 1d6!!: [7!!] = 7
deception or spying. As my friend Antipas says, take us somewhere where we may speak without worry for who might hear."


OOC Comments
Morth is obviously misreading the situation, but perhaps inadvertently helped by supporting with intimidate.
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Bennies 3/3
Wounds 0/3
Fatigue 0/2
PPE 8/15
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Vik
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Re: 01 - Welcome to Rifts

Post by Vik »

Vik seems lost in thought as they approach the smaller of the two settlements. The place seems familiar, though his memories from before encountering Eris are a little dimmer than usual — and most were already pretty damned dim, considering the substances he ingested on a daily basis.

"Witchy-bush? Magic-merkin? Oy, Magebrush, that's the one what's got the right of it. Passed through years ago, on a bit of a walkabout as I was learning the techno-wizardin' trade. Titchy little berg, but there's a geezer at one of the workshops who brews some spirits what'll burn your nose-whiskers and pucker your nethers like nothing else. Spent a month or two 'prenticing with the dodger 'fore a mutual parting of ways. Well, I parted, he was bound for a pine box a couple a meters under. Weren't me! He'd been working on a project what involved elavatin' the milk production of some biddy heifers, and he embiggened one what sat on him. Daisy, she were, the cow. Bit of a surly one, with farts like a necromancer's pantry."

Vik squints at the approaching elf and her entourage, as other memories emerge.

"Have we been introduced, proper-like, before? he says, extending a hastily-wiped hand. "Did I maybe have a roll with your sister, or borrow a bit of cash at the pub? Have you got a sister, or a pub?"

Smiling broadly, he waves a hand around as imprecisely as possible.

"We're just ... here ... and glad to be ... here ... us ... with you ... talking ... and .... uh ... been a soddin' day, ain't it? Care for a pint, mayhaps?" he says, looking up at the morning sun before turning a beaming, hopeful smile back toward the assemblage.

Persuasion 5, +1 to support
Persuasion 1d6!!: [3] = 3
Wild 1d6!!: [5] = 5
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Yiorgos
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Re: 01 - Welcome to Rifts

Post by Yiorgos »

Vik wrote: Thu Feb 08, 2024 4:32 pm "Witchy-bush? Magic-merkin? Oy, Magebrush, that's the one what's got the right of it. Passed through years ago, on a bit of a walkabout as I was learning the techno-wizardin' trade. Titchy little berg, but there's a geezer at one of the workshops who brews some spirits what'll burn your nose-whiskers and pucker your nethers like nothing else. Spent a month or two 'prenticing with the dodger 'fore a mutual parting of ways. Well, I parted, he was bound for a pine box a couple a meters under. Weren't me! He'd been working on a project what involved elavatin' the milk production of some biddy heifers, and he embiggened one what sat on him. Daisy, she were, the cow. Bit of a surly one, with farts like a necromancer's pantry."
Learning the 'Techno-Wizardin trade'... Vik is FULL of it! Well, best not to draw too much personal attention from the locals. With these guys here as distractions, that should be easy. Most people see me and the mark of Hephaestus upon my features and are repulsed. Once I get enough money and materials, I will set myself up a nice set of armor that will have tools integrated into it for easy use out in the field.
Parry: 5
Toughness: 12 (4)

PPE: 20/20
Bennies: 2/2

Gadgets: 2/6
Active Gadgets:
  • Healing 15 PPE
    Arcane Protection 10 PPE
    Smite 15 PPE
Wounds: 0/3
Fatigue: 0/2
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Svanthal
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Re: 01 - Welcome to Rifts

Post by Svanthal »

Svanthal leans towards @Morth Damun and whispers (loudly). "It's possible they're simply blind to who or what is standing in front of them. No matter. Our deeds will shout from the rooftops who we are and what we've saved them from soon enough!" He clears his throat and steps forward, his best handsome godling smile on his face and any wiles he has directed towards the woman he doesn't recognize as a dragon.
"My dear lady, it seems @Antipas has recognized something of discernment in you. So

Persuasion: 1d4!!+4: [2]+4 = 6
WD Persuasion: 1d6!!+1: [3]+1 = 4
: we are here on a mission of benevolence. Anything which would counter the natural tendency towards balance and order may well consider its time short. What falls under your watch that gives you concern? We shall root it out and deal with it. Then, perhaps..."
He catches a preemptive look from Antipas and ceases his flirtation. "Yes. How can we help?"
Svanthal Keiv-Thorson
Svanthal Keiv-Thorson
Pace: 6; Parry: 6
Toughness: 16 (4)
Pertinent Edges: Godling, Godlike Regeneration, Elan, Quick
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Ndreare
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Re: 01 - Welcome to Rifts

Post by Ndreare »

some rolls and stuff.
Persuasion Player Total 9
Persuasion 6 Antipas, +1 Russel, +0 Morth, +1 Vik, +0 Yiorgos, +1 Svanthal

Spirit 1d10!! or Wild 1d6!!: [7]+[5] = 12


Apparently appreciating the honesty and direct approach Vanima nods at @Antipas the serious tone a strange contradiction to the American godling’s casual joke about a welcome party and faux awe at the settlement. “Trouble?” A second look over the group. “I do imagine whatever trouble would bring a group like this must be important.” Her words feeling more sincere than the words alone should be. It seems Antipas’ direct approach is taken at its value.

When Morth tries a little intimidation on Vanima she seems to give it a little thought. Preparing to rebuke the warrior for the approach her mouth stops as Vik speaks up. Her face settles, as she tries to understand through the thick accent what the man was saying. “Of course. We can have drinks brought while we discuss the important matters mentioned by the Atlantean.”

As Svanthal begins sharing his own words, a mix of bravado and plea she seems to accept for what it is. She herself once had the same world perspective as these young ones.

“Lets head in ot the town hall.” Looking to the side she asks one of the bystanders for help. “Can you please gather some refreshments and of course some adult beverages for our guests?”

She then begins leading the scions into the town. As they walk she points out some significant structures. “This building is the only hotel in town. You can secure a room there.” A few others and finally the town hall itself. “This is where we will be meeting.” The hall is large enough for a few hundred people to meet in comfort, twice that if they are willing to stand and seems well built if out of place in the small town. The greek architecture looking some something one would expect of a palace, rather than a town hall.

As the scions are brought in and shown seats at the front of the main chamber it becomes obvious this will not be a closed conversation. A couple dozen people coming in to watch as the theater-like structure carries their voices for all to hear.

As each finds a seat Vanima sits last and begins the meeting. “So, tell me what it is you are hear for and how we can help one another.” The food and drinks brought out are acceptable, with a style and quality of ancient rome. Not quite what most of the scions are used to, but enjoyable none the less.


Instructions: Conversation here can be as short or long as you feel is natural. She is patient and I will try to reply quickly to short post.

NOTICE: This is a new scene and so you can make a notice roll if you want to.
In general I ignore other rolls unless asked for or required by a mechanic you are invoking.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Antipas
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Re: 01 - Welcome to Rifts

Post by Antipas »

Ndreare wrote: Sun Mar 03, 2024 10:50 am

“Lets head in ot the town hall.” Looking to the side she asks one of the bystanders for help. “Can you please gather some refreshments and of course some adult beverages for our guests?”

She then begins leading the scions into the town. As they walk she points out some significant structures. “This building is the only hotel in town. You can secure a room there.” A few others and finally the town hall itself. “This is where we will be meeting.” The hall is large enough for a few hundred people to meet in comfort, twice that if they are willing to stand and seems well built if out of place in the small town. The greek architecture looking some something one would expect of a palace, rather than a town hall.

As the scions are brought in and shown seats at the front of the main chamber it becomes obvious this will not be a closed conversation. A couple dozen people coming in to watch as the theater-like structure carries their voices for all to hear.

As each finds a seat Vanima sits last and begins the meeting. “So, tell me what it is you are hear for and how we can help one another.” The food and drinks brought out are acceptable, with a style and quality of ancient rome. Not quite what most of the scions are used to, but enjoyable none the less.
As a small crowd gathers to watch the proceedings, Antipas
Notice d6!!: [8!!] = 8 Notice Wild d6!!: [4] = 4
them over in return. Not that he expects their foe to show itself here, but you never know. The public nature of the meeting was exactly what the Atlantean was trying to avoid by asking to meet with the town's council. No need to panic the locals or have the scions moves telegraphed to their foes. Well, too late for that I guess

As his companions dig in Antipas speaks up, "We represent the Celestial Alliance, a compact between the gods that is sworn to keep the great devourers contained. But of late the titans have been restless, and their servants grow bold. A seed of their corruption has taken root here and we seek to remove it."
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 6 Parry:7 Toughness: 25
Wounds: 0/3 Fatigue 0/3
PPE: 12/24
Constant Effects:
Powers on:
Combat Edges: Martial Artist, Tattoo Harmony, Sweep,
Bennies: 4/3
Characters Imperator (main acc), Malavish, Antipas, Drexler, Murpf
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Morth Damun
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Re: 01 - Welcome to Rifts

Post by Morth Damun »

Morth exits his armor and leaves it just inside the entrance to the hall. He sits down to the feast making sure the armor is in sight and begins to sample everything that is offered. As he does so, he uses the Eye of Gruumsh to
Notice 1d6!!: [2] = 2 1d6!!: [4] = 4 -1 = 3 Fail
the banquet hall. Although the Eye gives him the ability to see multiple wavelengths and spectrums, his unfamiliarity with RIfts Earth makes it so the visual input is just a confusing jumbles of colors.

During the feats, he does his best to mind his manners and allow Antipas to take the lead in the conversation. He mostly succeeds, but at the mention of keeping the devourers contained and removing the root of corruption, he nods vigorously in agreement and pounds his mug on the table sloshing a bit onto the table.
viewtopic.php?t=7509
Bennies 3/3
Wounds 0/3
Fatigue 0/2
PPE 8/15
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Vik
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Re: 01 - Welcome to Rifts

Post by Vik »

Vik gulps down ale and spirits greedily, but the booze offered by the Magebrushians (Magebrushitess? Magebrushusauruses?) is no more intoxicating than anything that has passed his lips since waking up starky in Eris' garden.

"What's the point of this whole demi-god-ivering if ya can't get a bit tossed and twisted wif' yer mates in a pub?" he mutters, flashing big, fake smiles at the townsfolk at the meeting. "Maybe one of these geezers has got somefin' a bit more mind-erasin'-like."

Scanning the room for the most likely ne'er-do-well or party-person, he nods and grunts in agreement as the Atlatl-antean does most of the talking.

"Mmmm, s'right. Roots showin', bad, devouring ... things ... and people, too. Must stop devouring, I warrant. No good'll come of it. Mmm. S'cuse me, garcon, can you point me to the, ah, little gents room? Somewhere's with a little nose powder, maybe? For, ah, powderin' the nose, if you follow the unspoken thing what I'm speaking?"
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Stoic
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Re: 01 - Welcome to Rifts

Post by Stoic »

Academics 1d6!! WD 1d6!!: [4]+[3] = 7
Notice 1d8!! WD 1d6!!: [1]+[2] = 3

"Nose Candy? Oh heavens..." "Antipas is right ma'am. We're here to #(* #&*@ up. Uh, in a nice way, of course." Russel takes a little bit of every food there is, eating it noisily, savoring the new flavors.
GM Bennies 9/9
Wild Card Bennies ?
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Svanthal
Posts: 21
Joined: Sun Nov 26, 2023 8:12 pm

Re: 01 - Welcome to Rifts

Post by Svanthal »

Svanthal, being less interested in public discussion vs. public tests of strength, holds back from saying much of anything beyond what @Antipas has already stated. He does spend some time

Focus - Detect Arcana: 1d8!!: [1] = 1
WD Focus: 1d6!!: [3] = 3 - Extra Effort, add 1 to result
inside the hall. None of this stops him from drinking whatever it is that won't get @Vik drunk but might work on himself.
Svanthal Keiv-Thorson
Svanthal Keiv-Thorson
Pace: 6; Parry: 6
Toughness: 16 (4)
Pertinent Edges: Godling, Godlike Regeneration, Elan, Quick
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Yiorgos
Posts: 16
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Re: 01 - Welcome to Rifts

Post by Yiorgos »

Roman food... close enough to what I am used to.

As he ate enough to be polite, Yiorgos let his companions talk since people were commonly turned off by the touch of his father and how it affected his appearance.
Parry: 5
Toughness: 12 (4)

PPE: 20/20
Bennies: 2/2

Gadgets: 2/6
Active Gadgets:
  • Healing 15 PPE
    Arcane Protection 10 PPE
    Smite 15 PPE
Wounds: 0/3
Fatigue: 0/2
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Ndreare
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Re: 01 - Welcome to Rifts

Post by Ndreare »

As several of you look around the room for those with arcane gifts, you see that most have talent. Some seem to have only minor psionic gifts, while nearly a quarter as skilled magic of various sorts. Even a few supernatural beings can be seen.

Vanima, maintains a calm, observant demeanor, as she addresses the Scions after hearing Antipas’s explanation. “Thank you, Antipas, for your candor.”

Apparently unoffended by Morth’s roughness as he makes demands, she gives a relaxed smile. “That is not how our community handles things. Most of the families in this community have a master craftsman who works in the city. They deserve the respect to know any concerns and be aware of risks to their loved ones.”

“I have not perceived any corruption, however with your auras we can tell you believe your words to be true. Your arrival does put into context some recent tensions in our community.” She then repeats some of the concerns brought up by others. “If our own arcane senses cannot sense this corruption, how will you be able to?”

The energy in the crowd begins to pick up as people’s side conversations take on a life of their own. The general feeling being more skepticism than fear. The high competency of the people of Magebrush seems to be making them think they would pick up on the corruption. Many of the gathered can be seen to make small gestures as they activate their own divination powers and look around. As each looks their skepticism grows. Eventually many of them decide to lose interest in the gathering of such powerful representatives.

Eventually some debate and arguments break out, with many suspecting the team is up to some sort of scam, brief negotiations it is decided that as long as you allow observers with you and do not ‘act like adventurers attacking people or disrespecting property’ you are welcomed to investigate. Vanima introducing you to Stuart, a middle aged wizard saying he will accompany you and answer any questions you have.

“I think there is no need for further delay. It is a small town, how long will your investigation take?”


Instructions: You have the towns leave to investigate. Now it is just a matter of how you go about it and what you learn. As you move about Stuart will assist and answer questions as needed. Other townsfolk may also interact.

Please make a Notice -8 (investigation) roll, and narrate what you are doing as you search. The corruption is considered to inflict a -6 of the penalty to the notice roll, so if you have abilities (including the Eye of Nemesis) that allow ignoring concealed arcana then they would ignore -6 of this penalty.
Success, narrate or ask me for some apparently trivial signs of corruption you notice, that are much more important than they seem.
Raise, narrate or ask me for some signs of corruption you notice, that are alarming.
2 or more raises, describe what you are doing and I will post some the direct evidence of the major corruption in the town.

No matter what you perceive, Stuart and the locals will not be able to perceive it unless they also make the notice -8 roll.

Appropriate Support skills;
Occult can support with no penalty at all.
All other skills, including arcane skills, can support at -2 if narrated appropriately.
Individual support is limited to +2, but there is no limit to the aggregate bonus.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Russell
Posts: 5
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Re: 01 - Welcome to Rifts

Post by Russell »

+2 Support (GM Fiat)
Persuasion 1d8!! 1d6!!: [7]+[1] = 8
Like many of Coyotes, er, many, children, Russell has some skill at manipulating people, a source of great entertainment for him. As he follows Antipas about town he charms, befuddles, and keeps people off their toes enough that they let their guard down more than they had intended.

Russell doesn't really notice anything off until, he sees it. A group of young teenagers are gathered around a table outside of a coffee shop. They have a series of printed books with what appear to be Monsters on the cover.

A... role-playing game? Russell guesses, flashing back to the simple joys of youth

Suddenly, one of the kids says "Alright get out your dice, we're gonna roll up our characters!"

All the color drains from the world. A random character creation system?!

Russell shakes his head sadly. If that isn't a sign of corruption, He didn't know what was.
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Yiorgos
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Re: 01 - Welcome to Rifts

Post by Yiorgos »

Occult to Support
  • Occult: 1d10!!: [9] = 9
    Wild: 1d6!!: [5] = 5
    Result: 9 - Success with Raise. +2 Support to the Notice (Investigation)


"There are a few common ways that the corruption of the Agents of Chaos can reveal themselves... but some of them can also just be the sigh of bad luck or coincidence. We must be careful and discriminate between the two. Now what we REALLY need to look for are..."
Parry: 5
Toughness: 12 (4)

PPE: 20/20
Bennies: 2/2

Gadgets: 2/6
Active Gadgets:
  • Healing 15 PPE
    Arcane Protection 10 PPE
    Smite 15 PPE
Wounds: 0/3
Fatigue: 0/2
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Morth Damun
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Re: 01 - Welcome to Rifts

Post by Morth Damun »

Support +2 pending GM ruling

"Fear not, Vanima, for corruption cannot hide from us! The Eye of Gruumsh sees all"

Morth taps the steel orb in his left eye socket as he squints his right eye.

"Gruumsh sees what others cannot and he has bestowed this power on me. All that is hidden will be revealed. Alas, the sorceries and magicks of this world fill my vision with a myriad of distorting images that I do not yet understand. But I will prevail! I will learn the eldritch intricacies of this world in time. For now I defer to the expertise of my comrades in arms who have the occult knowledge to decipher and root out this foul corruption.
I shall
Focus for Remote Viewing with Strong and Group Sight Modifiers: 1d8!!: [1] = 1 1d6!!: [3] = 3 -2 from scene equals a Failure, Benny 1d8!!: [15!!] = 15 1d8!!: [15!!] = 15 1d6!!: [5] = 5 -2 equals 13 RAISE!
my sight to them so they may see what I see. Do not be fooled at what you see next, for while I may appear frail and weak, it is only because the power of Gruumsh's sight requires my full concentration.

"Watch over me my friends as I use the eye to reveal that which is hidden!"


Morth furrows his orcish brow in concentration and his tusked jaw goes slack as he seems to stare off into space. Visions of the town shift between IR, Visible, UV, Microwave, and Radio frequencies ignoring all obstructions and cover appear in the minds of his comrades.

OOC Comments
Idea is to use Remote Viewing on the town to aid the investigation and use the Group Sight modifier to share what I see with the group as if they were seeing it through the Eye of Gruumsh. I am assuming that I have never met 'the corruption' in person so the Strong modifier will negate that penalty making it an unmodified Focus roll to support.
viewtopic.php?t=7509
Bennies 3/3
Wounds 0/3
Fatigue 0/2
PPE 8/15
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Svanthal
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Re: 01 - Welcome to Rifts

Post by Svanthal »

Svanthal's typical approach to investigation would usually mean roughing up suspects. He opts to take a more respectful approach, and instead only
Intimidation: 1d8!!-2: [3]-2 = 1
WD Intimidation: 1d6!!-2: [10!!]-2 = 8
to rough up those who would infiltrate and corrupt the town. He spends his time talking to the townsfolk and offering both encouragement to them and harsh words for any corrupting influences that may try to affect the serenity of the people and the town. His inquiries don't yield much, but his bravado does ease the mood of the populace, making them more apt to bring forward any information about observances that give them an eerie or foul feeling.

+2 support
Svanthal Keiv-Thorson
Svanthal Keiv-Thorson
Pace: 6; Parry: 6
Toughness: 16 (4)
Pertinent Edges: Godling, Godlike Regeneration, Elan, Quick
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Vik
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Re: 01 - Welcome to Rifts

Post by Vik »

Occult 8 is +2 Support
Occult 1d6!!: [8!!] = 8
Wild 1d6!!: [1] = 1
Finally resorting to hand-gestures, Vik finds his way to an out-of-the-way commode, where he flags down a properly degenerate-looking member of the kitchen staff able to provide him with a little powdered pick-me-up. To his dismay, it proves no more intoxicating than anything else he's consumed during his divinity to date.

"Like sniffin' graham crackers, it is, all bollocks and no whistle, if you follow," he says to the confused cook. "Put you right off wankin' it would, all theatre."

At wit's end due to such protracted sobriety, he is desperate to find some way to scramble his brain.

"Alright Vik, so the ol' mundane mind-erasin' ain't doing the doin's. But you ain't mundane much yourself, as it were, from all Eris' tinkerin'. Seein's we ain't got none of that ambrosia to quaff, what might be next in line for quenching a demigod-ical parch?"

Figuring one of Magebrush's TW workshops might have something liquid and loaded with supernatural energy, Vik goes on the prowl, keeping his eye out for anything vaguely magical and of at least passing consumability. It's as he does that he begins to notice little things, bits of magical workings that and gadgets that seem just a little off or in disrepair, draining charge when craftsmen of Magebrush's reputation ought to know better.

"Sleepin' on the job, buggerin' sods. Best not be 'cause of they've all drunk the 'sorceled spirits what should have been stoppered and stored awaitin' Vik's arrival, best not. Leave me the dregs and backwash, or naught but old transmission juice. All that's lightbulb shining, ain't it? Thought I saw a garage what services them TW flyers and other engines. Wonder sort of tingly tinctures they've got stashed?"
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Antipas
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Re: 01 - Welcome to Rifts

Post by Antipas »

Ndreare wrote: Mon Apr 22, 2024 1:00 pm
Eventually some debate and arguments break out, with many suspecting the team is up to some sort of scam, brief negotiations it is decided that as long as you allow observers with you and do not ‘act like adventurers attacking people or disrespecting property’ you are welcomed to investigate. Vanima introducing you to Stuart, a middle aged wizard saying he will accompany you and answer any questions you have.

“I think there is no need for further delay. It is a small town, how long will your investigation take?”
Nodding in agreement the Slayer gives a direct answer, "With any luck, not long." Noticing the absence of Vik and Sipak he hoped to himself that they were at least being useful and not out causing "adventurer trouble". As they move through the town Antipas often fiddles with the Eye of Nemesis, looking over not only the things pointed out by his allies but the allies themselves. "Calling our adversary chaos is inaccurate. Their goal is one of order, just an order that is antithetical to ours. What we need to look for is not disorder but... "rearrangement"."

Everyone is on the ball so there's a lot to sift through but eventually Antipas begins to see a
Notice d6!!+8: [4]+8 = 12 Notice wild d6!!+8: [1]+8 = 9
of disruption in the natural order.
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 6 Parry:7 Toughness: 25
Wounds: 0/3 Fatigue 0/3
PPE: 12/24
Constant Effects:
Powers on:
Combat Edges: Martial Artist, Tattoo Harmony, Sweep,
Bennies: 4/3
Characters Imperator (main acc), Malavish, Antipas, Drexler, Murpf
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Ndreare
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Location: Skagit County, Washington
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Re: 01 - Welcome to Rifts

Post by Ndreare »

As the scions work through their investigation, the air seems to grow heavy with an ominous presence. The combination of clues being gathered and challenges issued come together to confirm the corruption. Stuart gradually goes from bored but helpful to wary as the investigation progresses and a sense of impending confrontation grows.

Suddenly, the ground beneath the scions feet begins to tremble. House keepers and children begin to emerge from buildings watching the heroes. It becomes obvious that the corruption has chosen those without psychic skills to infect. Cracks spiderweb across the streets, glowing with the eerie, dark colors of chaos. From these fissures, corrupted elementals emerge, their forms twisted and malevolent, a stark contrast to the natural balance they once embodied. Flames flicker with a sickly purple and green hue, water churns up from a nearby well with a murky, polluted darkness, and the earth heaves with a malevolent intent.

A dwarven adolescent dressed as a housekeeper points at the heroes and opens her mouth speaking in the primal language of elementals, the corrupted elementals and people gathered seem to understand as they focus on the heroes. The girls eyes, glowing with chaotic intelligence suddenly relax locking onto Antipas’. "Help us" she says before her face twists and returns to the chaotic expressions of the elementally possessed.


INSTRUCTIONS:
Roll initiative 1d56 following the deck listed in my signature. Because a 12 was rolled the group may decide two cards to redraw.
If you would like, take A brief moment for soliloquies outside of init.
The elementals and corrupted are going on 10 off spades. So this will be a before or after roll.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Antipas
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Re: 01 - Welcome to Rifts

Post by Antipas »

Initiative King of Diamonds
d54: [46] = 46
For a fraction of a second an expression of happy surprise flashes across Antipas's face when the ground starts shaking. That was quick Then the possessed civilians walk out and he scowls harder than usual. "Well fuck all kinds of duck, hostages." Noting the eyes on him, the slayer walks to the forefront of the team and runs a hand first over his amulet then under his cloak.
Spirit to activate Solar spear d8!!: [7] = 7 Spirit Wild d6!!: [4] = 4
the hand back out from behind his back it now holds an obviously magical spear. The haft looks like a shaft carved from the night sky and it's tip forged from the corona of a star.
Solar Spear
Antipas' Sun Spear.jpg
The light of Nemesis spills down the street, revealing to Antipas the vulnerabilities of his foes and the keys to victory. "Ok, those possessed are probably gonna need a proper exorcism unless someone has a big dick dispel. Either way, non lethal subdual for the mortals guys. Elementals are mostly standard, just extra spicey. No special energies needed." He gives some more generic pointers on killing elementals as he closes the gap a bit.

((Everyone gain +2 to trait rolls vs our foes))
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 6 Parry:7 Toughness: 25
Wounds: 0/3 Fatigue 0/3
PPE: 12/24
Constant Effects:
Powers on:
Combat Edges: Martial Artist, Tattoo Harmony, Sweep,
Bennies: 4/3
Characters Imperator (main acc), Malavish, Antipas, Drexler, Murpf
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Svanthal
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Re: 01 - Welcome to Rifts

Post by Svanthal »

Initiative: 1d56: [9] = 9
Quick: 1d56: [29] = 29
Svanthal Keiv-Thorson
Svanthal Keiv-Thorson
Pace: 6; Parry: 6
Toughness: 16 (4)
Pertinent Edges: Godling, Godlike Regeneration, Elan, Quick
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Stoic
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Re: 01 - Welcome to Rifts

Post by Stoic »

Ace of Diamonds
lots of dice
1d8!!+2 1d8!!+2: [1]+2+[12!!]+2 = 17 +(+2 @Vik +1@Antipas
WD 1st Roll 1d6!!+2: [4]+2 = 6
Free reroll 1d8!!+2 Vik 1d8!!+2 Antipas 1d6!!+2 WD: [10!!]+2+[4]+2+[1]+2 = 21
Russel turns his attention toward the elementals and yawns.

"@Vik @Antipas you got this. Right? You two are some of the bad assiest bad asses to ever bad ass. I can sit this one out, yeah? He pulls a candy bar out of who knows where and gingerly unwraps it, eyes occasionally turning toward the fray.
GM Bennies 9/9
Wild Card Bennies ?
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Morth Damun
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Re: 01 - Welcome to Rifts

Post by Morth Damun »

1d56: [33] = 33


Morth moves to don his armor as the Corruption takes shape around them.

"Ha! Look my friends! See how this cowardly Corruption takes hold of innocents to do its bidding. No matter! None can escape our wrath! We shall stand fast and persevere to save these people from this foulness!

"Fear not good folk! We know you fight this foul Corruption with your very souls, your deaths, should it come to that, will be sung throughout the Celestial Courts!"


As the armor encases Morth, he flips his spear into a two handed grip, its tip a dark counterpart to Antipas'. The helmet then slams shut, the vibro-tusks activating and grating against each other in an ear piercing shriek that reverberates throughout the village.

OOC Comments
10 of clubs, spending turn (3 of 4 actions) to get into power armor
viewtopic.php?t=7509
Bennies 3/3
Wounds 0/3
Fatigue 0/2
PPE 8/15
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Yiorgos
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Re: 01 - Welcome to Rifts

Post by Yiorgos »

1d56: [31] = 31 - 9H
Hesitant: 1d56: [19] = 19 - 6H
  • Bennie Card: 1d56: [29] = 29 - 9C
    Bennie Re-Reroll: 1d56: [14] = 14 - 5D
    EP Bennie Reroll: 1d56: [30] = 30 - 9D
    EP Bennie Re-Reroll: 1d56: [14] = 14 - 5D
    EP Bennie Re-Re-Reroll: 1d56: [9] = 9 - 4C
    EP Bennie Re-Re-Re-Reroll: 1d56: [3] = 3 - 2C
    EP Bennie Re-Re-Re-Re-Reroll: 1d56: [17] = 17 - 6C
    EP Bennie Re-Re-Re-Re-Re-Reroll: 1d56: [20] = 20 - 6S
    FFS!!!
    EP Bennie Re-Re-Re-RE-Re-Re-Reroll: 1d56: [49] = 49 - AC - FINALLY!!!!


I MUST not freeze... I MUST not freeze... I MUST not freeze... I cannot let these warriors see me freeze in my very first battle... I MUST not freeze... S#^T... I better start doing SOMETHING!!!

Taking out a Talisman with the Blessing of Hermes out, Yiorgos
TW: 1d10!!: [3] = 3
Wild: 1d6!!: [1] = 1
  • I have LOTS of EP... guess Yiorgos is working at burning them all for me...
    • Speed with Quickness for Everyone
      TW: 1d10!!: [3] = 3
      Wild: 1d6!!: [3] = 3
      • WTF!!!
        • TW: 1d10!!: [3] = 3
          Wild: 1d6!!: [4] = 4
Result: 4 - Success. Everyone of us (Including Yiorgos) will have:
  • Success with speed doubles the target’s movement (basic Pace and running). With Quickness, the character’s total Multi-Action penalty each turn is reduced by 2. PPE 4+1 per additional target
it to extend the blessing to himself and all of his companions.
Parry: 5
Toughness: 12 (4)

PPE: 20/20
Bennies: 2/2

Gadgets: 2/6
Active Gadgets:
  • Healing 15 PPE
    Arcane Protection 10 PPE
    Smite 15 PPE
Wounds: 0/3
Fatigue: 0/2
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Vik
Posts: 192
Joined: Sat Mar 03, 2018 7:07 pm

Re: 01 - Welcome to Rifts

Post by Vik »

Initiative is Queen of Spades
1d56: [10] = 10
Benny to reroll
1d56: [2] = 2
And one more since I'm rolling in Bennies
1d56: [44] = 44
Vik's still wandering the streets, looking for a metamystikal hit of something proper brain-scrambling when things go a mite sideways-ish, with little dwarfy girls getting possessed by elementicals what might already be possessed by demony things, or corrupted like so they're demony-flavored if not containing any actual demon juice. And while Vik's no fan of grown dwarfs — least as grown as the perverted stunties truly get — he draws the line at murderating the runts, as some of the others seem to be implicatin', drawing spears and swords and such.
Antipasta wrote: "Ok, those possessed are probably gonna need a proper exorcism unless someone has a big dick dispel."
The atl-atlantean, Antipasta, says something what triggers a line of thinking though, prompting Vik to pull out the rune-covered gavel his Lady of Discord left him with after their last meeting.

"Size is a bit relative, s'right," he says. "Not exactly Boogie Nights, but as knob-like as a well-polished bit of wood is likely to get, I'd wager. And her deific-all-ness said it was good for the breaking of things, She did."

Hefting the hammer, Vik takes a moment, trying to figure out if it's meant for whacking things, hammer-like, or if he should turn it 'round, for a more dick-ish presentation.

"Reckon clean-up's easier bonkin' blokes on the head, rather than, er... insertin' ... so we'll start there," he mutters, before turning to the growing horde of elementals and elemental-adjacent passers-by.

"Alright you daft pricks, who wants a good knock on the noggin' wif' my blessed knob, all hail Discordia and all that?"

Not waiting for an answer (judging from the mumbly-grumbly look on the oily-mental bastards, for one, and the general daftness of dwarfs like the wee one what got herself knocked up with oily-mental spirits) Vik decides there's no time like the one just past and proceeds to find targets in need of a good tap on the pineal gland.
Actions
With Quickness from Yiorgas, +2 from Antipas and +2 from Russel, he's got no MAP and still retains +2 against bad guys.

But first: Boost Trait-Focus as an innate action, with auto-Raise from Divine Heritage-Enhanced Power, costs 1 PP
Focus 1d8!!: [4] = 4 +1
Wild 1d6!!: [9!!] = 9 +1 = +2 die-types to Focus, now at 1d12

He then proceeds to thwack about with his divine hammer, targeting the three closest possessed targets with its Negation power.

Focus 1d12!!+2: [10]+2 = 12 = Raise
Wild 1d6!!+2: [5]+2 = 7

Focus 1d12!!+2: [1]+2 = 3
Wild 1d6!!+2: [5]+2 = 7 = Success

Focus 1d12!!+2: [3]+2 = 5
Wild 1d6!!+2: [10!!]+2 = 12 = Raise
"Er, ah, lessee, what rot was Her Discorrectionalness spewing back in Cloud City? Somefin' 'bout fnords and No Doubt, or Mrs. Doubtfire, it was, maybe? Doubt good? Doubt the penile glans?" he mutters, his own power growing in unlikely proportion to his confusion. "Bugger all, s'pose a tap on the brain-box is close enough to a peanut gland."

Moving with unnatural speed thanks to the boost from Yiorgas, and flapping one hand in a gesture vaguely resembling acknowledgment as Antipasta and the egg-head call out directions, Vik half-stumbles, half-dances among the afflicted, tap-tap-tapping a trio of them on the head, the runty dwarf lass among them.

"Go forth and, er, do some things what ain't so oily-mental and, like, unfun, wif' blessings of Her Worshipful Confusorousness," he says, stringing words together in some semblance of a benediction as he administers each knock. "And, er, go Magebushes."

[Two of the corrupted townsfolk need to roll Spirit at -4 to avoid Negation, a third rolls Spirit at -2.]
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Ndreare
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Location: Skagit County, Washington
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Re: 01 - Welcome to Rifts

Post by Ndreare »

Being surrounded was nothing new for the Scions as the forces of chaos attempted to ambush them. Antipas level headed as usual quickly analyzed the enemies and shared what was needed to be known to maximize the Scions ability to fight.

Two of the corrupted move forward to attack Antipas but their claws sweep to wide to hit the warrior.
The first critical failed and the second missed with both attacks.


Svanthal caught off guard by the spirits actually responding to his taunts was crushed under the fists of one of the giant earth elementals. A second Air elemental blast him as soon as the fist lifts.
The fist does (d12+4+1d8) 13 AP 8 Mega Damage.

Then Svanthal becomes distracted (-2 to rolls) and must make a Strength roll -2 or Athletics -2 to avoid being knocked 2d6”


Russel’s words of encouragement land perfectly helping Vik and Antipas’ concentration as they do the work needed. But the blast of fire from the elemental scorches his skin and does severe damage to him.
Fire elemental hits you for [4d6 MD] 21 mega damage.


Morth begins putting his armor on, unfazed by the elementals rush his spirit still confident in his ability to defeat the enemy. As two of the corrupted rush to him attacking with their claws.
Of their four attacks 3 of them hit you. For [d12+4+d10 AP4]
First hit 7 AP 6
Second hit 14 AP 6 = Shaken
Third hit 25 AP 6 = 3 wounds!
I would suggest soaking some or all of the four wounds. But saving a benny to unshake so you still get your actions for donning armor.
Do not forget you can use your regeneration before your actions.



Yiorgos sets to work on getting his talisman to work as he overcomes the frustration he looks up to see a Water elemental and a corrupted coming down on him. the elemental lifts its hands as a huge wave of water bursts forth hitting Yiorgos sending him tumbling. Suddenly out of nowhere before the corrupted can lash out at him, Vik appears striking the corrupted with a hammer blow that sends threats of blue white light through the corrupted burning away the hulking black mass leaving a small child unconscious on the ground.
He is hit with Havoc becomes distracted and must make a Strength roll at -2 or be knocked back 2d6”
Vik went first and dispelled the corruption on the one attack you.


Vik’s action are quick, decisive and effective as each time he strikes one of the corrupt with his hammer their spell shatters from the blue white energy of discord’s artifact, preventing them from even getting a chance to attack him and leaving a child unconscious on the ground in its place.
Their spirit of d10 should have resisted at least once. But I guess not.



GM Bennies spent 3, 1 on recasting havoc on Sventhal, and 2 on resisting Vik’s dispel.

Sventhal you may act

Morth, please figure out if you are going to soak or rely on regeneration.

Everyone: read your inline box

  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Morth Damun
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Re: 01 - Welcome to Rifts

Post by Morth Damun »

Morth clenches his teeth as he attempts to
Soak 1d8!!: [5] = 5 1d6!!: [5] = 5
the assault of the elementals. Badly burnt and battered, he attempts to close the armor around him before they do him in.

1d10!!: [8] = 8 1d6!!: [2] = 2 -2 = 6 Success

OOC Comments
Soaked one wound and successfully unshook
viewtopic.php?t=7509
Bennies 3/3
Wounds 0/3
Fatigue 0/2
PPE 8/15
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Svanthal
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Re: 01 - Welcome to Rifts

Post by Svanthal »

Svanthal reacts quickly, but not quickly enough to evade the earth elemental's attack. Crushed under the weight of the being's fist, Svanthal is dazed only momentarily until the fist lifts in time for an air elemental to blast him with a jet of air. Unfortunately for his adversaries, they didn't manage to kill him with their first attack, and he's
Strength: 1d12!!+1: [3]+1 = 4
WD Strength: 1d6!!+1: [11!!]+1 = 12
Spirit to unshake: 1d8!!: [5] = 5
WD Spirit: 1d6!!: [7!!] = 7
once the earth fiend withdraws its hand. The stiff breeze does nothing more than blow the godling's hair back. "You think you command the elements? What is the air when LIGHTNING rides on it?!" Quickened by @Yiorgos's craft, the minor lightning god causes
Elemental Fury: 1d8!!: [3] = 3
WD Fury: 1d6!!: [10!!] = 10
from the sky to the ground around him, dazing the elementals and the corrupted. A double-shot of mystic godling power erupts as a more potent bolt of lightning blasts the ground around a grouping of both elementals and corrupted,

AOE LBT Greater Stun: 1d8!!: [1] = 1
WD Stun: 1d6!!: [7!!] = 7 Extra Effort: +1 PP for +1 roll = Raise
as they try to recover from the withering elemental display.
Svanthal wastes no time reaching out his martial fists to strike first at the

Fighting elemental 1: 1d8!!: [7] = 7
WD Fighting E1: 1d6!!: [2] = 2
Benny Fighting E1: 1d8!!+2: [7]+2 = 9
WD Benny Fighting E1: 1d6!!+2: [9!!]+2 = 11
Damage vs earth elemental: 1d12!!+3: [5]+3 = 8
. A fierce blow lands but the creature's body absorbs the blow with little fanfare. The air elemental manages to

Fighting Elemental 2: 1d8!!: [2] = 2
WD Fighting E2: 1d6!!: [2] = 2
in its flight past Thor's son.
Svanthal shouts at the breeze: "Coward! Face your better and learn of your imminent failure, thrall!"
Svanthal Keiv-Thorson
Svanthal Keiv-Thorson
Pace: 6; Parry: 6
Toughness: 16 (4)
Pertinent Edges: Godling, Godlike Regeneration, Elan, Quick
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Yiorgos
Posts: 16
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Re: 01 - Welcome to Rifts

Post by Yiorgos »

Srength at-2
  • Strength: 1d10!!-2!!: [15!!]-2 = 13
    Wild: 1d6!!-2!!: [4]-2 = 2
    Result: 13 - Success with Raise


Somehow channelling the Strength of Atlas himself, Yiorgos isn't even phased by the attack.
Parry: 5
Toughness: 12 (4)

PPE: 20/20
Bennies: 2/2

Gadgets: 2/6
Active Gadgets:
  • Healing 15 PPE
    Arcane Protection 10 PPE
    Smite 15 PPE
Wounds: 0/3
Fatigue: 0/2
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Ndreare
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Re: 01 - Welcome to Rifts

Post by Ndreare »

The ambush against the Scions goes poorly for the forces of chaos as the corrupted humanoids and elementals find themselves unable to significantly harm the heroes, while losing three of their numbers.

Go ahead and roll Initiative. If you get higher than a 44 go ahead and post your turn and rolls. If lower then you will go after Chaos.
Q&A:
  • Jason you can keep the joker rolled out of order.
  • Yiorgos you are still distracted until the end of your turn.
  • Sventhal The earth and fire elementals resisted the Stun.


Enemy Goes on Queen of Spades and GM gains a benny from the elemental getting a joker
Rolls: Activated with Raise -2, Distracted -2 total -4 to vigor. GM fiat the air elemental is not affected by storm Elemental Manipulation
Earth Elemental 1d12!!-2: [19!!]-2 = 17
Air Elemental 1d12!!-2: [3]-2 = 1
Fire elemental 1d12!!-4: [11]-4 = 7
Water Elemental 1d12!!-4: [6]-4 = 2

Enemy Initiative Four Elementals and the Corrupted Average of five cards 5d56/5: [50, 30, 46, 54, 40]/5 = 44
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Antipas
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Re: 01 - Welcome to Rifts

Post by Antipas »

Initiative: d54: [53] = 53

Whirling the blade of his spear just over the heads of the corrupted that face him, Antipas follows up by bringing the haft
Sweep attack to subdue: -2 sweep, +2 Eye, +2 Joker. Net +2: Fighting d10+2: [5]+2 = 7 Fighting Wild d6!!+2: [2]+2 = 4 Reroll. Fighting reroll d10!!+2: [3]+2 = 5 Wild Reroll d6!!+2: [5]+2 = 7
to meet their chins as they duck. The swing connects but doesn't even
Damage to #1 d10!!+2d6!!+2: [2]+[5, 2]+2 = 11 Damage to #2 d10!!+2d6!!+2: [4]+[2, 2]+2 = 10 Note I did forget a +4 damage in the roll but it didn't matter
them, the corruption making their flesh like that of a titan.

On the backspin the slayer pivots and
Athletics d8!!+4: [6]+4 = 10 Athletics wild d6!!+4: [9!!]+4 = 13 Damage d10!!+3d6!!+6: [7]+[3, 4, 2]+6 = 22 MD, AP6
the spear Through the air elemental troubling the unarmed Svanthal. Like the sun breaking through and dissipating a cloud, magic weapon punches out the other side of the corrupted elemental, dispersing it's essence. The spear tip stabs into the ground, leaving it quivering in to ground next to the lightning god. "Sorry, don't have any axes. Make due." The Atlantean then seems to
Spirit d8!!+4: [5]+4 = 9 Spirit WIld d6!!+4: [3]+4 = 7
a longsword out of a tattoo on his wrist and with a flourish turns back to the minions on him.


((@Ndreare The raise gives him Trademark Weapon with clan blade so Antipas' parry is currently 8))
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 6 Parry:7 Toughness: 25
Wounds: 0/3 Fatigue 0/3
PPE: 12/24
Constant Effects:
Powers on:
Combat Edges: Martial Artist, Tattoo Harmony, Sweep,
Bennies: 4/3
Characters Imperator (main acc), Malavish, Antipas, Drexler, Murpf
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Svanthal
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Re: 01 - Welcome to Rifts

Post by Svanthal »

1d54: [32] = 32
Svanthal Keiv-Thorson
Svanthal Keiv-Thorson
Pace: 6; Parry: 6
Toughness: 16 (4)
Pertinent Edges: Godling, Godlike Regeneration, Elan, Quick
Current Status Post
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Yiorgos
Posts: 16
Joined: Fri Dec 01, 2023 6:06 pm

Re: 01 - Welcome to Rifts

Post by Yiorgos »

Initiative: 1d54: [48] = 48
Hesitant: 1d54: [42] = 42
Lower is 42 - QD
Parry: 5
Toughness: 12 (4)

PPE: 20/20
Bennies: 2/2

Gadgets: 2/6
Active Gadgets:
  • Healing 15 PPE
    Arcane Protection 10 PPE
    Smite 15 PPE
Wounds: 0/3
Fatigue: 0/2
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Morth Damun
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Re: 01 - Welcome to Rifts

Post by Morth Damun »

28: 8 of spades
viewtopic.php?t=7509
Bennies 3/3
Wounds 0/3
Fatigue 0/2
PPE 8/15
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Vik
Posts: 192
Joined: Sat Mar 03, 2018 7:07 pm

Re: 01 - Welcome to Rifts

Post by Vik »

King of Diamonds
1d56: [46] = 46
"Bloody fits of reproductivatin', it's just like mum warned, tap the wrong oily-mental bird wif' yer knob and child-types just comes fallin' out like sweets from a pinata," Vik says, unable to avoid a visible shiver. "Well, just so's it's crystal, none of these 'ere juves is Vik's, and you can buggerin' well put it on Maury Povich."

Emboldened by his success, even if a mite squicked by all the wee tykes what's left over, Vik commences to keep beating the dead horse, or rather the soily-mental corrupted types, hoping one contains an old nan or somefin' what can help corral the little ones whose pineal glands he's just released.

"Oy, you. Yes you, stand still laddy! he says, sharing knocks with as many more of the possessed folk as he can reach with his divine hammer. "We don't need no thought control, so just ... er ... take the beating and maybe we'll have pudding laters."

Actions
Using the hammer's Negation function three more times. With the continued Quickness and Antipas' bonus, can do that without MAP.

Target 1
Focus 1d12!!: [6] = 6 = Success
Wild 1d6!!: [2] = 2

Target 2
Focus 1d12!!: [10] = 10 = Raise
Wild 1d6!!: [3] = 3

Target 3
Focus 1d12!!: [3] = 3
Wild 1d6!!: [4] = 4 = Success
Two corrupted need to roll Spirit -2 to avoid dispel, another needs to roll Spirit -4
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Ndreare
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Re: 01 - Welcome to Rifts

Post by Ndreare »

OOC Comments
@Stoic got a 35 in Discord for his initiative.

4/8 Corrupted remaining
2/4 Elementals remaining (Earth and Water)
Resistance Rolls versus Vik
Spirit 1d8!! versus 6: [6] = 6 = Resisted
Spirit 1d8!! versus 8: [12!!] = 12 = Resisted
Spirit 1d8!! versus 6: [4] = 4 = Saved
Corrupt Attacks
Corrupt versus Antipas 1d10!! and 1d10!!: [1]+[7] = 8 = Both Miss
Corrupt versus Vik 1d10!! and 1d10!!: [3]+[1] = 4 = Both Miss
Corrupt versus Morth Damun 1d10!! and 1d10!!: [9]+[6] = 15 = 2 Hit
@Morth Damun Takes 13 AP 10 and 9 AP 10 damage from the two attacks.

Corrupt versus Svanthal 1d10!! and 1d10!!: [8]+[4] = 12 = 1 Hit
@Svanthal Takes 9 AP 10 damage from the attack.
Elemental Actions and regenerations
Stone Spikes versus Svanthal 1d8!! and 1d8!! (Disintegrate, Greater Bolt, Onslaught, AP 6 MD): [7]+[3] = 10 = 1 Hit
@Svanthal Takes 24 AP 6 damage from the attack.

Ice Bolt versus Antipas 1d8!! and 1d8!! (Disintegrate, Greater Bolt, Onslaught, AP 6 MD): [2]+[5] = 7 = 1 Hit
@Antipas Takes 15 AP 6 damage from the attack.

Air Elemental Fast Regeneration 1d12!!: [6] = 6 = 1 Wound
Fire Elemental Fast Regeneration 1d12: [3] = 3 = Still incapacitated
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4453
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Welcome to Rifts

Post by Ndreare »

As @Antipas begins moving he finds the corrupted villagers are more resistant to damage than expected. Not being deterred he successfully arms @Svanthal. As @Vik moves through the corrupted he finds somehow two of them resist his efforts are breaking the enchantment that forms them.

The primal forces however are relentless as the Air Elemental just impaled by @Antipas reforms itself. The fire elemental can be seen near the house reforming itself as well. The earth elemental focus' on @Svanthal sending a wave of stone shards hurling at him, most of them miss. But two of them slice into him (24 MD AP 6).

@Morth Damun finds as he is trying to get into his armor he is assaulted by the water elemental as two giant icicles hurl for him. Unable to get out of the way from the second attack he is struck (15 MD AP 6) the force staggering him.

The remaining corrupted continue their attack unintimidated by the dissolving of their allies. Unable to land blows on Antipas or Vik, but luckier with @Svanthal (9 MD AP 10) and @Morth Damun (13 damage AP 10) striking both of them!


@Svanthal Took two attacks for 24 MD AP 6 and 9 MD AP 10. Please resolve.
@Morth Damun took two attacks for 15 MD AP 6 and 13 MD AP 10. Please Resolve.

Otherwise the baddies whiffed a lot.

The following who have not acted may post their actions.
@Yiorgos
@Svanthal
@Russel
@Morth Damun
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
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Re: 01 - Welcome to Rifts

Post by Morth Damun »

First Attack
1d8!!: [10!!] = 10 1d8!!: [1] = 1 1d6!!: [7!!] = 7 Sorry for the double roll. Either way, I soaked all wounds for the first attack
See Edit
Second Attack
1d10!!: [3] = 3 1d6!!: [3] = 3


Edit: Adjusting for the two Corrupt attacks in dice post (13 AP 10 and 9 AP 10): First one shakes, second one has no effect. Benny spent to unshake since spirit roll failed.

Morth takes a battering from the corrupted attacks. Dazed and bloodied, he shakes his head to clear it and finally manages to close his armor around him. The systems come online instantaneously as he pulls down the TK minigun from over his shoulder and returns
ROF 4: 1d6!!: [3] = 3 1d6!!: [1] = 1 1d6!!: [4] = 4 1d6!!: [1] = 1 1d6!!: [2] = 2 Benny to reroll: 1d6!!: [2] = 2 1d6!!: [4] = 4 1d6!!: [5] = 5 1d6!!: [4] = 4 1d6!!: [2] = 2 -2 Multi-Action Penalty negated by STS, -2 Full Auto penalty negated by superbly balanced, -2 from wounds = all misses
in the form of a burst of telekinetic bolts of force. The targeting systems and compensators proving to be not enough to allow Morth to hold steady on his targets as the blood loss starts to take its toll.

Damage: 4d6!!: [3, 3, 3, 2] = 11 +4= 15 AP 4
viewtopic.php?t=7509
Bennies 3/3
Wounds 0/3
Fatigue 0/2
PPE 8/15
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Svanthal
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Re: 01 - Welcome to Rifts

Post by Svanthal »

Svanthal is peppered by the earth elemental's rock shards. The spikes tear a hole in his skin though he
Soak 1: 1d10!!: [2] = 2
WD Soak: 1d6!!: [5] = 5
Reroll soak with Elan: 1d10!!+2: [4]+2 = 6
WD with Elan: 1d6!!+2: [9!!]+2 = 11
. Caught off guard only momentarily, the thunder godling laughs as his wounds

Regeneration: 1d10!!-1: [6]-1 = 5
WD Regeneration: 1d6!!-1: [4]-1 = 3
Spirit to unshake: 1d8!!: [3] = 3
WD Spirit: 1d6!!: [8!!] = 8
. Ripping the spear provided by @Antipas from the ground, the godling warrior lunges back at the earth elemental,

Fighting earth elemental: 1d8!!: [12!!] = 12
WD Fighting: 1d6!!: [1] = 1
Damage with raise: 1d12!!+3d6!!+7: [3]+[5, 1, 2]+7 = 18
Benny damage: 1d12!!+3d6!!+7: [9]+[2, 2, 4]+7 = 24
and dealing a devastating blow to the being. "I'll chisel you into dust and scatter you to the wind for having the audacity to strike me!"
Svanthal Keiv-Thorson
Svanthal Keiv-Thorson
Pace: 6; Parry: 6
Toughness: 16 (4)
Pertinent Edges: Godling, Godlike Regeneration, Elan, Quick
Current Status Post
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Yiorgos
Posts: 16
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Re: 01 - Welcome to Rifts

Post by Yiorgos »

Boost Fighting (-2 due Distracted)
  • TW: 1d10!!-2!!: [7]-2 = 5
    Wild: 1d6!!-2!!: [11!!]-2 = 9
    Result: 9 - Success and Raise. +2d Fighting on Everyone (Parry Increases are good!!!) Seven of us so 7 PPE.
Boost Focus (-2 due Distracted)
  • TW: 1d10!!-2!!: [9]-2 = 7
    Wild: 1d6!!-2!!: [5]-2 = 3
    Result: 7 - Success. Russel, Morth, Vik, Svanthal, and Sipak all get +1d Focus. 5 PPE.

Vigor: 1d10!!: [2] = 2
Wild: 1d6!!: [3] = 3
Result: 3 - Fail


Drawing out a strange looking Gizmo out of his pouch, red light streaks from the Gizmo to hit all of his companions, followed by blue light that streaks to Russel, Morth, Vik, Sventhal, and Sipak.

""Ares's Blessing on all of us, and Zeus's Blessing to connect those of us with a strong connection to our Patrons. Time for the rest of you to do what you do best.
Last edited by Yiorgos on Sat Jul 13, 2024 4:50 pm, edited 3 times in total.
Parry: 5
Toughness: 12 (4)

PPE: 20/20
Bennies: 2/2

Gadgets: 2/6
Active Gadgets:
  • Healing 15 PPE
    Arcane Protection 10 PPE
    Smite 15 PPE
Wounds: 0/3
Fatigue: 0/2
Russell
Posts: 5
Joined: Tue Jan 23, 2024 7:15 pm

Re: 01 - Welcome to Rifts

Post by Russell »

Banish 11
Unshake 1d8!! 1d6!!: [4]+[2] = 6
Focus Banish MBT Selective 6 pp 1 Benny 1d8!! 1d6!!: [6]+[11!!] = 17
Russell gets hit by the fiery blast and he touches his hair. Noticing that it's singed, he scowls.

"FINE I'll do EVERYTHING then!"
He points to the two by Svanthal and jerks his thumb back over his shoulder.
'Beat it, nerds!"

The air around the two elementals blurs, like a mirage, and they are gone.
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Re: 01 - Welcome to Rifts

Post by Svanthal »

Svanthal snarls as the earth elemental vanishes into nothing. "I told you I would see you ground into dust!" He raises his spear in triumph before scanning the battlefield for more foes.
Svanthal Keiv-Thorson
Svanthal Keiv-Thorson
Pace: 6; Parry: 6
Toughness: 16 (4)
Pertinent Edges: Godling, Godlike Regeneration, Elan, Quick
Current Status Post
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: 01 - Welcome to Rifts

Post by Ndreare »

The elemental takes 1 wound.

Spirit rolls failed in Discord


fire elemental regen 1d12!!: [10] = 10
Air Elemental unshake 1d8!+2: [3]+2 = 5
Fire Elemental Unshake 1d8!+2: [7]+2 = 9



As the fight moves only seconds have past and half the enemies have been saved or fallen. Yet they fight on, as if their own existence did not matter. Then the earth and water elementals disappear from the battlefield unable to resist Russel's command. Leaving only 6 enemies on the field. (Air, Fire, and four corrupt)

Morth opens fire with his rail gun as shots fly narrowly missing the innocent people trying to flee from the battle scene.
Remember with auto-fire weapons you will hit innocent bystanders on a natural 1 or a 2. This would put the town at odds against you as enemies.
. A sudden and loud alarm sounds in the town the towns protectors should be on their way! With help the team may be able to overcome their enemies regenerative abilities. But someone will need to warn the townsfolk of the corrupted's nature lest they kill their own children.

Initiative Order
Before: Antipas
BAD GUYS
After: everyone else.

Bad Guys Initiative (Quick) 1d56: [15] = 15
QUICK TRIGGERED Bad Guys Initiative (Quick) 1d56: [14] = 14
QUICK TRIGGERED Bad Guys Initiative (Quick) 1d56: [15] = 15
QUICK TRIGGERED A THIRD TIME Bad Guys Initiative (Quick) 1d56: [11] = 11
QUICK TRIGGERED A FOURTH TIME Bad Guys Initiative (Quick) 1d56: [53] = 53

Antipas Initiative 1d56: [56] = 56
Morth Damun Initiative 1d56: [13] = 13
Russel Initiative 1d56: [10] = 10
Svanthal Initiative (Quick) 1d56: [30] = 30
Vik Donnager Initiative 1d56: [12] = 12
Yiorgos Tzikulas Initiative (Hesitant) 1d56 or 1d56: [30]+[49] = 79


Arrival this turn on odd 1d2: [2] = 2
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Antipas
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Re: 01 - Welcome to Rifts

Post by Antipas »

Antipas swings his clan blade, bringing the hilt down on
fighting Wild d10!!+5: [6]+5 = 11 Fighting Wild d6!!+5: [1]+5 = 6
corrupt skull, then the
Second Fighting d10!!+5: [7]+5 = 12 Second Fighting Wild d6!!+5: [1]+5 = 6
. The
Note: I miss typed the dice codes and +8 damage was not added to the rolls Damage 1 d10!!+d6!!+2d8!!+: [14!!]+[1]+[1, 1] = 17 Damage 2 d10!!+d6!!+2d8!!+: [2]+[3]+[1, 3] = 9 Reroll second Damage 1 reroll d10!!+d6!!+2d8!!+: [4]+[10!!]+[7, 4] = 25 So 25 AP8 to #1 and 33 AP8 to #2
are solid, knocking both corrupt to the ground dazed. Turning around to the foes that got into the back line he
Spirit d8!!+4: [1]+4 = 5 Spirit Wild d6!!+4: [3]+4 = 7
a tattoo of the holy symbol of Nemesis charging his hand in holy energy. Making what some might think an arcane gesture, in fact it's a rude gesture from his home dimension, he mutters "Fuck off right back to your masters."

Scanning the situation he notes things are mostly in hand but the "cavalry" can be heard approaching and Morth is nearly cutting down his own team members. An audible sigh of exasperation escapes him before he decides to take some semblance of command. "Stuart! Tell your people we have this. We don't need them shooting their own kids. @Morth, if you shoot another ally or innocent I will cut that gun in half. Use your fucking brain man."
Last edited by Imperator on Thu Aug 01, 2024 5:06 pm, edited 1 time in total.
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 6 Parry:7 Toughness: 25
Wounds: 0/3 Fatigue 0/3
PPE: 12/24
Constant Effects:
Powers on:
Combat Edges: Martial Artist, Tattoo Harmony, Sweep,
Bennies: 4/3
Characters Imperator (main acc), Malavish, Antipas, Drexler, Murpf
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 01 - Welcome to Rifts

Post by Ndreare »

A bunch of rolls
Unshaking Spirit 1d8!! and Unshaking Spirit 1d8!! also Unshaking 1d8!!: [3]+[6]+[3] = 12

Corrupt attack Fighting Frenzy 1d10!! and 1d10!!: [7]+[6] = 13 2 hits against Vik (Parry 5)
Corrupt attack Fighting Frenzy 1d10!! and 1d10!!: [8]+[2] = 10 1 hit against Vik (Parry 5)
Corrupt attack Fighting Frenzy 1d10!! and 1d10!!: [1]+[12!!] = 13 1 raise against Antipas (Parry 7+1)
Corrupt attack Fighting Frenzy 1d10!! and 1d10!!: [8]+[4] = 12 1 hit against Antipas (Parry 7+1)

Vik (Parry 5)
Damage 1d12! plus 1d10! AP 6: [3]+[9] = 12 +2 Joker
Damage 1d12! plus 1d10! AP 6: [9]+[8] = 17 +2 Joker
VIK Total = 14 MD AP 6 and 19 MD AP 6


Antipas (Parry 7+1)
Damage 1d12! plus 1d10! plus raise 1d6 AP 6: [1]+[7]+[6] = 14 +2 Joker
Damage 1d12! plus 1d10! AP 6: [6]+[10!, 3] = 19 +2 Joker
ANTIPAS Total = 16 MD AP 6 and 21 MD AP 6


Air Elemental Wind Blade Strike 1d10!!: [4] = 4 = Miss Svanthal
Fire Elemental Fire Strike 1d12!!: [4] = 4 = Miss Russel

Realizing the threat he represents the four Corrupt all turn in unison the four of them focusing their attacks on @Vik and @Antipas. Focusing their efforts on the champion as they try to remove his powerful corruption removign tool from the battle field.

The two remaining elementals focued on the battle, do not seem to care about their brothers being banished. As they continue their previous assults.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Vik
Posts: 192
Joined: Sat Mar 03, 2018 7:07 pm

Re: 01 - Welcome to Rifts

Post by Vik »

First attack does nothing, second is enough to Shake, makes his Spirit roll to unshake
Spirit 1d8!!: [2] = 2
Wild 1d6!!: [4] = 4
"Oy, watch it there you daft prick, I'm tryinna give you a knock for your own good-an-plenties," Vik says as the corruptimentals start knocking back, hard enough to rattle his brain-box but without doing any actual damage.

If I'd known I was gonna be saving kiddies wif' knocks of this bitty divine hammer what ol' Eris is bequeathed upon us, I might spent a little time practicin' with the thing, Vik thinks to himself, finding that in the thinking of the thing, he's more or less thunk it into being.

Boost Trait: Focus as an innate action, auto-raise
Focus 1d12!!: [4] = 4
Wild 1d6!!: [3] = 3
"Right, now, let's try this again wif' a bit more feeling, so's we can wrap up fore your parental types show up and wonder why I'm right-siding your pineal glands in such a violent, head-knocking manner, eh mates?" he says, laying in to the surrounding foes with renewed gusto.

Head-knocking
Another triple head-knocker with the hammer, with Focus now at 1d12+2 with no MAP due to Quickness and Antipasta's special sauce

Focus 1d12!!+2: [4]+2 = 6
Wild 1d6!!+2: [1]+2 = 3

Focus 1d12!!+2: [3]+2 = 5
Wild 1d6!!+2: [2]+2 = 4

Focus 1d12!!+2: [6]+2 = 8
Wild 1d6!!+2: [4]+2 = 6
As before, two need to roll Spirit to resist at -2 to resist the dispel, one needs to roll at -4.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
User avatar
Ndreare
Savage Siri
Posts: 4453
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Welcome to Rifts

Post by Ndreare »

Spirit 1d8!! -2: [2] = 2
Spirit 1d8!! -2: [6] = 6
Spirit 1d8!! -4: [3] = 3


As @Vik begins knocking heads, he finds the divine power within the hammer an equal match to the divine power corrupting the children. Two of the creatures reverting back to elven children, the last manages to resist the power. The heroes now outnumbering the enemy, as their ambush seems to have been woefully under powered for the scions.


STILL ON THE FIELD
Air Elemeental
Fire Elemental

Two Corrupt
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Yiorgos
Posts: 16
Joined: Fri Dec 01, 2023 6:06 pm

Re: 01 - Welcome to Rifts

Post by Yiorgos »

Action 1
  • Create Smite Gadget (Holy)
    • TW: 1d10!!-1!!: [14!!]-1 = 13 +1
      Wild: 1d6!!-1!!: [11!!]-1 = 10 +1
      Result: 14 - Success with Raise. Smite Gadget with 15 PPE.
Action 2
  • Use Smite Gadget on Everyone else's main weapon
    • TW: 1d10!!: [4] = 4
      Wild: 1d6!!: [8!!] = 8
      Result: 8 - Success with Raise. Everyone's main weapons got +4 Damage Holy. 6 Targets... so 7 PPE. 8 PPE left.


Drawing upon the speed from the Blessing of Hermes that he placed on himself earlier, Yiorgos is able to assemble a Gadget that draws upon the Majesty of Hephaestus's Forge and then use it to bless everyone's weapon that they have in hand.

"Hephaestus's Blessing on your weapons. Now you can take care of those corrupted elementals."
Parry: 5
Toughness: 12 (4)

PPE: 20/20
Bennies: 2/2

Gadgets: 2/6
Active Gadgets:
  • Healing 15 PPE
    Arcane Protection 10 PPE
    Smite 15 PPE
Wounds: 0/3
Fatigue: 0/2
User avatar
Morth Damun
Posts: 12
Joined: Tue Jan 23, 2024 6:22 pm

Re: 01 - Welcome to Rifts

Post by Morth Damun »

Morth gnashes the vibro teeth of his armor, disappointed in his ill conceived panicked actions that led to him shooting wildly and nearly injuring his teammates and innocents.

There was no shame in dying in the service of Gruumsh. He could feel the power surge through his spear as Yiorgos blessed his weapons. Disregarding caution, Morth flings himself forward with the assistance of the armor's jump jets and attempts to
Fighting 1d8!!: [6] = 6 1d6!!: [8!!] = 8 +2 Wild Attack =2 Wounds =8
his spear into the molten heart of the fire elemental. His landing leaves him
Morth is now Vulnerable
but between the elemental and the house.

2d10!!: [5, 4] = 9 1d12!!: [9] = 9 +4 Strength+2 Wild+4 Smite (Holy from Yiorgos)= 28. This damage is lingering if it makes a difference
viewtopic.php?t=7509
Bennies 3/3
Wounds 0/3
Fatigue 0/2
PPE 8/15
User avatar
Svanthal
Posts: 21
Joined: Sun Nov 26, 2023 8:12 pm

Re: 01 - Welcome to Rifts

Post by Svanthal »

Tired of glancing blows and evasive elementals who should be serving him instead of fighting him, Svanthal loses his cool. The maelstrom within him takes over and he begins
Fighting Wild Attack: 1d8!!+2: [2]+2 = 4
WD Fighting: 1d6!!+2: [5]+2 = 7
Damage 1: 1d12!!+2d6!!+10: [9]+[4, 10!!]+10 = 33 (add 3 for Strength)
Quickness Wild Attack: 1d8!!+2: [2]+2 = 4
Quickness QD Fighting: 1d6!!+2: [5]+2 = 7
Damage 2: 1d12!!+2d6!!+13: [7]+[5, 4]+13 = 29
, the now-holy spear finding its mark with vicious effect. "The storms and the air are mine! Begone!"
Svanthal Keiv-Thorson
Svanthal Keiv-Thorson
Pace: 6; Parry: 6
Toughness: 16 (4)
Pertinent Edges: Godling, Godlike Regeneration, Elan, Quick
Current Status Post
User avatar
Ndreare
Savage Siri
Posts: 4453
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 01 - Welcome to Rifts

Post by Ndreare »

The elementals fall, their energy freed from this plane. When suddenly a giant dragons arm comes down in the middle of battle grabbing up the remaining Corrupt previously stunned by Antipas. What must be Vanima looks down on the group, holding the struggling corrupt to her chest protectively. Looking to Vik she asks. “Can you undo this? It is beyond my power.” Having witnessed the power of Discords Agent to undo what should have been a permanent curse.
After Vik removes the curse and the scene is secured, effort is put into gathering and protecting the freed children. Vanima is ready to speak with the champions again, her affection for Vik in appreciation for his ability to save the children evident. While the looks she gives Morth and Antipas can be interpreted as the opposite.
Assessing the situation and the number affected, it is obvious this was only an experiment. To many were left unaffected by the corruption. However, the proximity to the large techno wizard city so close to the east could not be a coincidence.
The champions are given time to rest and recover from the battle, fed and taken care of for as long as they need the rest. “What will you do from here? Do you require assistance?” The dragoness asks.


Instructions: Resources reset, take your deserved advance and RP any interaction with Vanima.

PS: Sorry again for the long lag while I moved, got set up and shook off my ADHD.
I am working on the next scene as you enter the city. But will post RP answers here as needed until this location is closed up.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,

We do not reroll duplicates. To make up for this and ensure Jokers come up for players there are four Jokers. If two wild cards on oposing sides have duplicate cards their actions will happen in order of whoever posts first.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal, Player Jokers can go first.
54 = Jokers = They are equal, Player Jokers can go first.
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal, Player Jokers can go first.
56 = Jokers = They are equal, Player Jokers can go first.
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Yiorgos
Posts: 16
Joined: Fri Dec 01, 2023 6:06 pm

Re: 01 - Welcome to Rifts

Post by Yiorgos »

Moving as unobtrusively as he can among the wounded and using his Gadget on them as he can to best stabilize them for later care, he then makes a few more
Gadget Creation
  • Healing Gadget
    • TW: 1d10!!: [14!!] = 14
      Wild: 1d6!!: [7!!] = 7
      Result: 14 - Success with Raise. Gadget with 15 PPE.
    Arcane Protection Gadget
    • TW: 1d10!!: [7] = 7
      Wild: 1d6!!: [1] = 1
      Result: 7 - Success. Gadget with 10 PPE.
    Detect Arcana Gadget
    • TW: 1d10!!: [2] = 2
      Wild: 1d6!!: [2] = 2
      Result: 2 - Fail. No Gadget.
    Smite Gadget:
    • TW: 1d10!!: [17!!] = 17
      Wild: 1d6!!: [3] = 3
      Result: 17 - Success with Raise. Gadget with 15 PPE.
in preparation for what may come.
Parry: 5
Toughness: 12 (4)

PPE: 20/20
Bennies: 2/2

Gadgets: 2/6
Active Gadgets:
  • Healing 15 PPE
    Arcane Protection 10 PPE
    Smite 15 PPE
Wounds: 0/3
Fatigue: 0/2
User avatar
Vik
Posts: 192
Joined: Sat Mar 03, 2018 7:07 pm

Re: 01 - Welcome to Rifts

Post by Vik »

"Well now, that were a right, uh, vigoratin' rumble, or, er, bit of rough-n-tumble with the tykes," he says, a little surprised, truth be told, at the dragon's warm regards after the beating he just gave the village youths. "No hard feelings, leastwise, for the bumps and all. That right-sidin' of the ole pineapple can be a mite painful."

Wishing, once again, that he could enjoy a stiff drink or 12, Vik spends a few moments reflecting on the "gifts" bestowed upon him by Eris. The un-magicking hammer is, no argument, a handy tool to keep in his back pocket, even it does make sitting down a somewhat more dangerous affair. But he's not feeling bad about the whole "willing things into existentiality," either. Still a bit tetchy about the whole "no inebriatin'" part, 'course, but it's not all downsides, he decides.

"So's, unless I'm more removed from the ol' puberticisms than my Tomorrow Legion paperwork says, I'm guessin' the whole 'polymorph into a corruptibubble' ain't a normal way what the kids in these parts spend their afterschool times? Reckon someone's pulling somefin' tricksy, right? Any ideas who'd want to do ya bad-like?"

[Vik will take Spirit +1d as his advance.]
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
User avatar
Morth Damun
Posts: 12
Joined: Tue Jan 23, 2024 6:22 pm

Re: 01 - Welcome to Rifts

Post by Morth Damun »

Morth is in complete awe of Vanima, but oblivious to her disapproving look.

"We are proud to she blood for you, great dragoness. Those who fell will be remembered!"

The orc keeps his word and attempts to engage in celebration and song for those lost during his time of recovery. His efforts are sincere, although they are a bit awkward. Once he is fully recovered, he will be more than ready to head out and will likely agree to any plan that he feels leads to battling the forces of chaos soonest.

"The blood on my spear is now dried and flaking. Let us seek out our enemies so it may bathe itself again!"

Advance: Raise Vigor to d10
viewtopic.php?t=7509
Bennies 3/3
Wounds 0/3
Fatigue 0/2
PPE 8/15
User avatar
Svanthal
Posts: 21
Joined: Sun Nov 26, 2023 8:12 pm

Re: 01 - Welcome to Rifts

Post by Svanthal »

Svanthal surveys the site, looking for more enemies. Disappointed to find none, his head droops a little. "The contest was just becoming interesting. Alas!"
With rest taken and much food and drink, his spirits pick up some, and he turns to the next challenge. "Vik has the right of it. Who might have set such an experiment in motion? Let us test our own experiment. 'How many strikes from the fist of the son of Thor does it take to bring repentance from such a villain?'"
OOC Comments
Taking Agility +1 for the N2 advance
Svanthal Keiv-Thorson
Svanthal Keiv-Thorson
Pace: 6; Parry: 6
Toughness: 16 (4)
Pertinent Edges: Godling, Godlike Regeneration, Elan, Quick
Current Status Post
User avatar
Antipas
Bronze Patron
Bronze Patron
Posts: 210
Joined: Wed Sep 26, 2018 10:19 pm

Re: 01 - Welcome to Rifts

Post by Antipas »

Seeing the dragons displeasure with him leaves Antipas nonplussed, so long as the town was favorable towards the cause he could not care less if they liked him personally. He had a war to worry about. He listens to his companions before putting in his thoughts. A couple times he diplomatically closes his eyes so no one sees the roll. Fucking kids, I'm mostly surrounded by kids
Svanthal wrote: Thu Oct 03, 2024 8:58 am Svanthal surveys the site, looking for more enemies. Disappointed to find none, his head droops a little. "The contest was just becoming interesting. Alas!"
With rest taken and much food and drink, his spirits pick up some, and he turns to the next challenge. "Vik has the right of it. Who might have set such an experiment in motion? Let us test our own experiment. 'How many strikes from the fist of the son of Thor does it take to bring repentance from such a villain?'"
"My bet is they left already. We should try to learn what we can about who caused it and how but... I don't think we have long before they strike again, probably in Arzno." He Looks to Vanima, "Any help you could provide with transport to Arzno and introductions to their leadership would assist us in preparing them to subdue and cleanse the infected safely."
Antipas
Antipas, True Atlantean Undead Slayer
Pace: 6 Parry:7 Toughness: 25
Wounds: 0/3 Fatigue 0/3
PPE: 12/24
Constant Effects:
Powers on:
Combat Edges: Martial Artist, Tattoo Harmony, Sweep,
Bennies: 4/3
Characters Imperator (main acc), Malavish, Antipas, Drexler, Murpf
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