Savage Worlds Rifts [IC]

Dawn picks up Killboy and starts helping the still woozy and very wounded Varg towards the door as the tower starts shaking even more. As Alenys looks around, Marcus starts running towards the door yelling "That is not a good sign!" but he stops next to the mage when he sees something that catches his eye. He yells at Alenys, over the increasing rumbling sounds as the tower continues to shake "Grab the wizard's body... he got some strong mage stuff on him!" as he races up to help Dawn with Varg...
 

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The heroes manage to get out of the tower as the shaking continues to increase in magnitude. Within a minute after they had all exited, various colored light spilled out of the windows here the top of the tower and then through the bricks themselves. The brighter these lights got the more the tower seem to fade away until finally there was a flash of light the near blinded all of you and the when you looked again the tower was no longer there!!! It has disappeared or returned back somewhere along the Ley-Lines...
 

"Ley lines." Dawn frowned. "I know y'all like 'em but I am no big fan, an' :):):):) like that is why. A castle should just stay where you put it, dangit."

She readjusted her grip on the crazy. "Aright, let's get outta here, bind this boy up - maybe figure out some way to dial them knobs in his head down a notch so he stops bein' so dangerous - an' get you back to yer people, Marcus."
 

The heroes move back the way they came as the dawn's light starts to brighten the sky. Everyone is pretty worn out and tired by now and they can only reach the outlying part of town before they have to stop and rest. Tying up the crazy is easy enough but figuring out how to adjust his M.O.M. implants is risky if they care at all about not killing them man...

GM: Assuming you are going to rest for the day (as you traveled all night to get here) you can make camp on the edge of the town's ruins. To 'adjust' Killboy's M.O.M. implants without killing him or driving him permanently insane is going to be a Knowledge (Medicine) skill check. Deezy and/or Marcus could try and use Repair but they will be at big penalties (probably -4, depending). Otherwise you have him tied up and when he wakes up he has to make a Getting it Together Smarts check to not be at penalties for a number of hours.
 

"Hmmm." Dawn examined the implants, and sighed. "No idea how to dampen them without killin' him or makin' his mental state worse'n it already is. What do you all reckon, five to one odds against bein' enough to handle him especially once I field strip an' take away his gear, an' make sure he's tied up?" Dawn begins a patdown of the crazy, looking for any hidden knives or holdout pistols.
 

Deezy shrugged and leaned over to get a closer look at the metal cylinders poking out of the warrior's skull. "I won't lie and say I'm not a little curious," she said, "and I figure I could probably make this stuff stop doing whatever it's doing. Buuuuut...not as sure if he'd still work when that happened. His brain's probably pretty dependent on it by now. And brains and blood and gooky stuff isn't really my specialty."

"I guess I'm just curious...once we have him tied up, then what? We just truck him all the way back to town? Hand him over to the sheriff or...whoever handles law and order over there?"
 

"Take him back to the castle. Interrogate him. Figure out if the vamps an' the magus were actin' alone or part of somethin' bigger. Either lock him up an' make sure he hurts nobody, or - if he's a merc - figure out what company he's part of an' if they wanna set up a prisoner exchange. Five of us an' one of him, so we oughta be able to handle him. We'll explain alla this to him once he wakes up an' if he's smart he'll figure out that alive beats dead. I will admit there's a tiny voice in my head that wants to feed him to Varg, but I ain't partial to killin' an unconscious foe. Just... ain't right." She shook her head.

"You all get where I'm comin' from? I will take responsibility for him. If you're worried he'll make a grab for a knife an' start hurtin' people we'll keep him far away from the others. I'll give y'all his weapons an' armor an' I'll be the one that sticks close an' I'll keep my rifle unloaded. He can't disarm a psisword if it comes down to it."
 

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Outside St. Louis
PA 109 (May 13)/Night
Round 0

Obeying Marcus, Alenysturathe grabbed the two halves of Magus’ body. She would finish off the elf later. How did one cook elf? She followed the others out of the tower.

They watched the tower disappear in blinding light. “Where did it go?” Alenys asked, blinking her eyes, the nictitating membrane clicking a bit.

They moved to the outer edges of town where they had to stop for the night. Alenys listened as the others discussed what to do with the crazy sword man, but she didn’t have any conception of what he was or what the problem was.

“Ooh, what’s this?” Alenys asked, going to the pile of stuff they took off the elf and the psycho. “Can I have one?” She picked up the pump pistol. “I seen them use these on TV!” Shrinking down to human form, Alenys spread her stance and held her arms and the pistol at her side. “Draw, yeh varmint!” She swept the pistol up, spinning it around on her finger.

BAM!


Alenys looked at the smoking hole in Kill Boy. She blinked.

“Oops.”

[sblock=Actions]
Move:
Action: Shooting: 1D8.OPEN(8) = [8, 7] = 15
1D6.OPEN(6) = [2] = 2

2 raises! Almost 3!
Mega-Damage: 3D6.OPEN(6)+1 = [1, 6, 1, 5]+1 = 14
Conditions:
Bennies: 3/3
Recharge:
Hours Left for Human: 6/8 Reset: 6/6 hours
Flaming Scales: 2/8 rounds Reset 9/10m 3d6 fire MD
[/sblock]

[sblock=Alenysturathe Mini-stats]
Alenysturathe Character Sheet

Parry: 6
Toughness (Dragon): 34 (+16 MDC)
Toughness (Human): 17 (+8 MDC)
Wounds: 0
Slow Regeneration: Make a natural healing roll once per day.

PPE: 10/10
ISP: 10/10
[/sblock]
 

Killboy's bloods spray over the camp and onto the heroes sitting around the fire as the pump pistol round shots through his abdomen and he wakes up with a howl of pain. Marcus jumps behind a long and from his strange looking glove a force-field of magical energy appears before him "PUT THAT WAY LADY!!!" he shouts!!


GM: Assuming you took off his Armor, Killboy has a Toughness of 8, so 15 does a wound and shakes him :)
 

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