Rigor Rictus' Savage Rifts

Game Master LastNameOnEarth

The futile efforts of a small few to protect a small swatch of land and its peoples from being crushed between supernatural monsters, fascist regimes, and extra dimensional terrors.

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So my girlfriend's computer has given up big time, so I will need to be botted for a bit. I'll be out for a week at most, should be back in just a few days though.


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A killer GM with a killer smile.

I was unable to get to the update before now, and today I start a three day road trip. I'll have WiFi where I'm going, but I'm unsure how much time I'll have. In other words, please hang in there, things will move soon.


Female Human Ag d8 Sm d6 Sp d8 St d6 Vi d8 || Pace 8 Parry 7 Tough 6 (12) Cha 0/+2
Skills:
Fighting d12, Healing d8, Intimidation d10, Knowledge (Electronics) d8, Psionics d6, Repair d6, Shooting d8, Streetwise d6, Throwing d4

I will be out of pocket this weekend (Friday through Sunday). I have a local convention and will be running PFS for much of it, so I will not be checking in. See everyone on Monday.


A killer GM with a killer smile.

Sorry for the delays guys. My wife has been very ill this week, which on top of the usual business has left me without much spare time. However, I am still here, enjoying this game, and planning to get some momentum going as soon as things slow down.


Sorry to hear that, Rigor, taking care of things at home takes first priority, we can wait.


Hey there guys

With this game sitting as it has been, I've been applying and getting into a large number of other games. For that reason, I'm going to request to be removed from this one so I don't get overwhelmed by games and you guys don't have to wait on me.

It was a pleasure playing with you guys for the short time that I could. I do hope you all get a chance to continue! Thank you!


A killer GM with a killer smile.

Sorry to see you go, but I get it. To everyone else, thanks for your patience.


A killer GM with a killer smile.

Looks like we've lost Therun. Pipe up if that's not the case. Otherwise, we'll assume he was reassigned due to Hyperkinetic and Androva being added to the unit.


TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5

Not to be greedy, but did we get any XP for the intro?


A killer GM with a killer smile.

Thanks for bringing that up. Since PbP games tend to move at such a slow pace anyways, I was thinking of a more rapid experiential growth. I'm thinking an Advance after each "Chapter" of play; roughly broken down into each storyline, where appropriate.

Therefore, you can each give yourselves 5 experience and choose an Advance.


okily dokily. I am going to take the Power Points edge, to add Blinding Reflexes, Surface Tension, and Whirlwind to my Speed power.


Just gonna take Improved Flame Bolt since 4d6 is particularly weak in Rifts, as I've seen.


I will take the Killer Instinct edge. I don't think the name really applies, but the description, "This hero hates to lose" is exactly right.


TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5

MASTER OF MAGIC for me.


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

Took Burn Bright


Female Human Ag d8 Sm d6 Sp d8 St d6 Vi d8 || Pace 8 Parry 7 Tough 6 (12) Cha 0/+2
Skills:
Fighting d12, Healing d8, Intimidation d10, Knowledge (Electronics) d8, Psionics d6, Repair d6, Shooting d8, Streetwise d6, Throwing d4

Boosted Vigor to d8.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Taking the Elan Edge.


A killer GM with a killer smile.

Hyperkinetic: Did a little checking, and I'm afraid the Power Points edge does not apply to the Super Powers Companion. Its intended to increase the number of power points a caster has to use to use their powers, not to provide permanent powers. It is mentioned in SP2 as a "Restricted" Edge on page 7. If there is an errata or anything that you are aware of, let me know, but otherwise you will have to choose another Edge.

Arsenio: Good call. The major limit on the Burster's power is the lack of AP. While they can add a little with ISP, the best way to do this is often with raw damage potential. However, checking the Edge, it appears to have a Spirit d10 prerequisite. You may need to bump up your Spirit a bit before becoming eligible.

K842: Killer Instinct sounds like a good edge, and I tried taking with a combat guy once and never used it. The most common events for contested rolls affected by the edge would be grapples, disarms, and using or resisting mind control powers (or Dispelling or resisting having your powers being dispelled). If you think you are going to be doing a lot of those, have at er. If not... you may find other Edges more useful. One of my favourites for a Heavy Weapons guy is Rock and Roll (let's you fire a Railgun without a recoil penalty if you dont move in a round).

Thumper: Master of Magic is an awesome power. However, to take it after starting you need to be Seasoned rank, and you guys are mostly all Novice. Born a Hero is the rule that allows characters to ignore Rank requirements at character creation, but it doesn't apply to Edges awarded by experience through gameplay. Now, we are close enough to the start of the game that I have no major issue with a little restructuring, so, if you can rework your character so that you can have had it at creation, and take an edge or stat boost that you didn't end up using and bump it to this advance. Otherwise, you will have to wait to Seasoned (20 xp) to select it.

Jace: Burn Brighter is a good choice. When you get to Seasoned, I highly recommend Split the Seconds.

Androva: Stat boost is no problem. Note you can only increase one stat per Rank, so you will unable to boost another Sat until Seasoned.

Ace: You need a Spirit stat of d8 for Elan.

That's it. Sorry, did I let anyone keep the Advance they chose? Questions, comments, disruptions of my rules interpretation, let me know.


Rigor Rictus wrote:


Arsenio: Good call. The major limit on the Burster's power is the lack of AP. While they can add a little with ISP, the best way to do this is often with raw damage potential. However, checking the Edge, it appears to have a Spirit d10 prerequisite. You may need to bump up your Spirit a bit before becoming eligible.

Whoops. Misread my Smarts (d12) as Spirit.

Guess I'll slap with noodles for a few more Advances.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Oops, sorry, forgot to check the pre-req's.

Would you allow me to take AB:Superpower (from the core rules)? I'm thinking that would give me 20 PP of PPE to power TW weapons and the like.


A killer GM with a killer smile.

super Powers is a grey area in the rules. You can certainly take it, as the Tomorrow Legion book specifically mentions that all the Arcane Backgrounds are available. However, there is debate in the forums on whether the Power Point offered by those powers would allow one to use TW equipment as Power Points are not ISP or PPE, which is what TW works on. As a result, I think the official answer is that it will not work to power TW items.

The second issue is that sealed power armour blocks a pilot from using powers that interact with the environment. For instance, if you had Telepathy or Blast, neither would work while in your Glitterboy.

If you wanted to use TW items, I believe you could take Spellcasting, Miracles, or Psionics, gain PPE or ISP as appropriate, but being restricted to the powers on the Ley Line Walker, Mystic, or Mind Melter list, as applicable. Of course, even then you could only use them while outside your power armour.


Okay, fair enough. I'll take replace that with increasing my Vigor to 1d12.


M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8

Already have Split the Seconds, but thanks...


TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5

D'oh, the only other Savage Rifts game I played before I was a MARS, it stuck in my head you started Seasoned.

I don't remember my actual thinking but I know that MoM(Not Crazy) didn't make the final cut.

Would you let me use Scavenger with Arcane Machinist?

Scavenger:

Requirements: Novice, Luck
Once per session the hero may “suddenly remember” that
he has a much-needed piece of equipment on his person. The
item must be capable of being stored in the hero’s pocket or
bag (assuming he has one), and the Game Master has the
final word on what can be found.

If so I would take Luck

Other thoughts, (advice appreciated)

-- Streetwise to d8 to Open Scrounger

-- Mr. Fix it

-- Power Points


A killer GM with a killer smile.

I'm not sure what you mean by using Scavenger with Arcane Machinist? As far as I can tell, those two would not interact. You can have Scavenger as long as you have luck, but I dont think having it would modify any aspect of Arcane Machinist.

Are you wanting it to allow you to have a custom device already made? Or to give you extra uses of the ability? I dont think either of those would work. If you want more uses, increase your smarts; if you want a device already made, that doesn't really work with the power - devices are only good for 24 hours, so making a device and forgetting about it doesn't make much sense. Besides, taking an action to build a device from scratch is not an onerous requirement.

Otherwise, Scavenger is still a great ability, but it would only work for you the same way as it would for anyone else. I need a tool, wish I had another e-clip, an explosive charge or a gasmask would be really handy right now; boom, I got that right here.

I played a Techno-Wizard with Scrounger once, and I have to say that it is a pretty awesome power.


TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5

In that case.

-- Increase two skills that are lower than their linked
attributes by one die type each.

Shooting (Agility) d8, Streetwise (Smarts) d8


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Rigor - a question and a request :

How are weapons "requisitioned" from the Legion? Do we just ask for it and they give it to us, or what? Considering how expensive everything in RIFTS is, I can't imagine that it's that easy (but I'm hoping it is).

And, if I *can* requisition a weapon, I'd like to ret-con getting a NG-E4 Plasma Ejector before we started this mission? If not that, then maybe a L-20 Pulse laser rifle?


A killer GM with a killer smile.
Atlas "Ace" Boomer wrote:

Rigor - a question and a request :

How are weapons "requisitioned" from the Legion? Do we just ask for it and they give it to us, or what? Considering how expensive everything in RIFTS is, I can't imagine that it's that easy (but I'm hoping it is). And of course, you do get paycheck.

And, if I *can* requisition a weapon, I'd like to ret-con getting a NG-E4 Plasma Ejector before we started this mission? If not that, then maybe a L-20 Pulse laser rifle?

By the book, there is no official way to requisition equipment, and it is more a matter each soldier providing their own equipment. In that sense, it could be seen as more of a militia than an army. However, that might also imply that any loot you find along the way also belongs to you.

I'm my real life group I've taken a more intermediate approach. Basically, if you need a specific piece of equipment for a mission, you can request it, and if it makes sense, the Legion will lend it to you. However, as it is more of a militia than an army, taking out the weapon is more like a personal loan and should generally be thought of as lasting for a single mission only. On the other side, anything that comes into your possession as part of an official mission is generally considered to be communal legion property. So if you get caught and escape by stealing a dropship or a new APC, it is generally assumed that the Legion will decide what to do with the new resource. That may mean assigning it to the group, though they might need to assign it elsewhere.

My group has a bad habit of using Legion air-transports and then getting them blown up or shot down, to the point now where it is a bit of a running joke that the Legion won't lend them any aircraft, and that the legion as a whole is actually low on airships directly because of them. One of their recent missions was actually to travel to meet some Triax representatives with the assignment to arrange for the purchase of more airships, as they have personally cost the Legion at least half a dozen aircraft on their own.

Basically, permanent gear should be stuff you buy, salvage, or steal, while requisitioned gear should be something you barrow because it is specifically relevant to the mission at hand. Of course, if a resource like Thumper's ATV were to get blown up while on an official meeting, the Legion would try to replace it, and he would own the replacement, as he owned the original.

In this case I don't think they would lend you a Plasma Ejector because there is no particular reason you would need one. They might lend you an L-20, because you are entering a city where your Glitterboy would be prohibited, so having a small-arm would specifically be helpful (Plasma Ejectors are Heavy weapons, and would therefore also be prohibited. - on a Side note, that weapon is not as useful as it looks. I've given it to bad guys before, and despite doing lots of raw damage, it as 0 armour piercing, and therefore gets shrugged off by almost everything in Rifts besides average guys in body armour, who are not usually that hard to kill in the first place).

Does that make sense?


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Yes, thank you for the explanation! Can I have retroactively asked to borrow an L-20?


TK Revolver 4/6 Shots: 3/5 PPE | M Human TECHNO-WIZARD | Bennies 3/3| Wounds 0| Armor 7, PPE 8/15 Agl d8 Smt d10 Spt d4 Str d4/d6 Vgr d6 | Pace 6 Parry 2 Tough 5 Charisma 0 | Arcane Machinist: 2/5

With luck after the next fight we can do some looting instead of running for our lives :)


A killer GM with a killer smile.

The site is working! Quick, post before it goes down again!


Female Human Ag d8 Sm d6 Sp d8 St d6 Vi d8 || Pace 8 Parry 7 Tough 6 (12) Cha 0/+2
Skills:
Fighting d12, Healing d8, Intimidation d10, Knowledge (Electronics) d8, Psionics d6, Repair d6, Shooting d8, Streetwise d6, Throwing d4

Just a note to let everyone know that I am in the direct path of Hurricane Gordon. This should be fairly routine (I've weathered many such storms), but in case we lose power or I am otherwise out for a few days, that's what has happened. If you are in my game, stand tight and I'll be back. If I am in yours, please bot me as necessary.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

I found the following on a SW discussion board, from Deadlands Noir (a game published by SW) :

Tailing is a simple Stealth (or Boating, Driving, etc. if in a vehicle) roll opposed by the target's Notice roll.

Should your detective score at least one success and win the contest, he manages to tag along unnoticed. If he wins but doesn’t get at least a success on the roll, he loses his target but doesn’t get spotted (or “burned”). If the hero loses the contest, his subject detects him.

Someone clarified the above with the following :
"At least one success and win the contest" = rolls a 4+ AND rolls higher than the opponent.
"If he wins but doesn’t get at least a success on the roll" = he rolls higher than the opponent but doesn't roll 4+.
"If the hero loses the contest" = his roll is lower than the opponent's.

This sounds pretty harsh to me (especially if multiple checks are needed), but just FYI.


Female Human Ag d8 Sm d6 Sp d8 St d6 Vi d8 || Pace 8 Parry 7 Tough 6 (12) Cha 0/+2
Skills:
Fighting d12, Healing d8, Intimidation d10, Knowledge (Electronics) d8, Psionics d6, Repair d6, Shooting d8, Streetwise d6, Throwing d4

This is a brief message to let everyone know that I am going to be on vacation from Sunday, 23 September until 1 October. As many of you may be aware, my wife is 90% blind from glaucoma. She wanted to see Walt Disney World through the eyes of friends who have never been (or haven't been in many years) before she can't see at all. So I, she, and 9 of our friends are all going to Walt Disney World for a week!

During this time, my posting will be greatly curtailed, if not nonexistent. If you are in my game, I will continue upon my return, just sit tight. If I am in your game, please feel free to bot me as required.

During this week leading up to my vacation, I will be very busy and may be slowed, but I will try to get a post out before leaving for the week.


"Have a magical day!"


A killer GM with a killer smile.

Sorry for any delays. I've had a case of the blahs this week. Will try to get a post up to move us along asap.


Sounds like somebody's got a case of the Mondays!


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Rictor - one request, once you've rolled for the "cards", could you please sort them in the post from ascending to descending order? It's hard for me to tell where I'm at in the action. Thanks!

P.S. - I see what you're doing, dropping the max die value by 1 each roll, but that doesn't guarantee that lower numbers won't come up more than once. Also, shouldn't you be rolling a d54 so that *every* card has a chance of coming up? FWIW, when I rolled dice for a SW game I ran once, I used a d1000 (which for 10 rolls has a 1% chance of a repeat), and didn't bother to convert to card values (Jokers were 42 or less).


A killer GM with a killer smile.

I could try listing them in order, though I cant roll them in descending orders as each roll is random. But I could list them in order afterwards.

You probably have not seen how I am doing the deck. I have a virtual deck of cards in an online folder. It is a full, regular deck with 52 cards, plus 2 jokers. Thus when all the cards are there, I roll d54. When I get the result of the roll, I count off that card from the deck and move it to another folder. That leaves only 53 cards in the deck. So for the next roll, you cannot get the same card, since it is not one of the remaining cards. Even if I roll a 16 every time, it will never be the same card as the last roll. When a joker comes up, I reinsert all the used cards back I to the original folder the next round.

I came up with the system to provide the same chances and opportunities you would get around the table in a real life game, but let people see the rolls and even see what cards remain in the deck, and thus are assured everything is fair.

For PbP I've seen other GMs use a real deck and just tell what they drew, but I like this better as I dont have to worry about having a deck handy, and the used card remain delt out regardless of how much time has past, meaning the odds remain completely fair.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

That sounds great! It removes the problem in my d1000 system of possibly never having a Joker turn up in a long series of rolls.


A killer GM with a killer smile.

Nothing posted yet... I presuming a suggestion regarding maps is inbound. Great idea! I looked at Roll20 but have no experience with it. I was trying to get it working, but decided I was delaying this fight too long and would try to wing it with descriptions. I used to use maptools, and that worked quite well, but it appears I no longer have it on my computer.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0
Rictor Rictus wrote:

Power armour seems to be getting parked and secured in a bunker just down a ramp from the wall.

...
Having passed through the scanner without incident, most of the party waits inside the gate...

So, from that post, I took it to mean that my armor had already been parked, and that I was inside the gate. You never did specify who was and was not inside the gate (other than Hyper).

Even if I was still in line, I'd have probably gotten out of the Glitter Boy so that it *could* be parked.

<time passes>

...ok, I just noticed this :

Rictor Rictus wrote:
Everyone in the gateway, but not in a vehicle, is reduced to ash. Ace and Thumper are not physically harmed, but both vehicles are covered in stone and concrete and rebar.

Upon re-reading that very carefully, I take it you were implying that Thumper and I were in our vehicles. And had to be, to survive.

So I guess the guy with the grenade launcher would still have shot at me.

And yes, I was firing my personal weapon.


A killer GM with a killer smile.

Yes, that is what I meant to say, though I thought it was more explicit than that. Sorry for the confusion. Everyone else was supposed to be through the gate, while Thumper and Ace were still waiting in the vehicle line. You were nearing the front of the line, but as you still needed to move it, you would still have been in your armour.

Looks like I was wrong about maps, but I think that if I'd included one, it would have helped avoid the confusion. If anyone has suggestions, or links to a good Roll20 map tutorial, id appreciate it.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Help with aligning maps

I'm fairly handy with Roll20 and can help nursemaid you through some of the tougher stuff. The biggest problem newbies have is aligning existing maps to the grid and the link above should help you with that. I'll answer any of your questions as best I can. It looks intimidating, but once you get used to using it, you'll wonder how you ever got by without it. I used it as a regular user for about three months before I went Pro (mostly for the interactive lighting feature), but you can easily survive on just a basic subscription (free). I've been using it for about two years now and use it in my two weekly tabletop games.


As a bonus (and as I suggested before =)) Roll20 has a Card Initiative system specifically made for Savage Worlds games so you can deal a card to every creature/player character in the Turn Order and sort them in Descending order instead of rolling your dice for cards.

I used it for a (sadly short lived) Savage Fallout game I ran real-time and it's very easy to use.


Sorry folks. Many bumps in my life at the moment. Then trouble getting on the site this weekend, then back to new bumps. I'll get back as soon as I can.


A killer GM with a killer smile.

It's my son's birthday tomorrow, and I've been a bit swamped with preparations. Update will be tomorrow evening at the soonest.


I feel like most of my abilities don't really work very well. I was initially going to cast Stun, but we have so many melee fighters it's more of a hindrance than a help, and my flame armor has so much collateral damage attached I never want to activate it. =/


A killer GM with a killer smile.

Ya, that can be a problem. Ace is in a similar boat right now where his raison d'etre is completely unusable for the same reasons. Things may improve at later times, or if you eventually decide to switch out for another character, I'll help facilitate that as needed.


Male Human Glitter Boy; Parry=7 (-2 size), (-2 when dug in); Toughness=32(18); Pace=10 (run d10); Charisma+2; Bennies=3; Wounds=0; Fatigue=0

Rigor - sorry, but I just can't let the Running thing go. I would argue that the brodkil's extra actions from his arms are all part of his "first action" (none of which incur a MAP with each other), and then Running would constitute a "second action", which would impose a MAP on all the rolls of the first action. But as you say, the point is moot in this case, and will never likely come up again.... And there's multiple ways to interpret these things - I may post this for Clint to answer on the SW boards.

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