
DM ShadowBloodmoon |

The barrier around the barges works like a wall that regenerates. Essentially it is a hardness 20 wall, if you do at least 20 damage in one hit, it goes down. It regenerates on the barge’s next turn, so you have the rest of the round for others to work on damaging the barge or the Altarans on it.
As for seeing them, the rules talk about technology ignoring basic Invisibility, but not magic senses. Because of how they are cloaked (their trapping), I am going to say that with Darksight active, the penalty to find them and shoot at them would he half.

Jingμ |

Hey guys, I'm in Atlantic Canada, and we got hit pretty hard by hurricane Fiona. We've been without power since Friday. I'm at a warming shelter now charging some devices, but still have no power at home. No idea how often I'll be able to get internet, so it is probably best to bot me until further notice.

Burgurk |

SBM said : ...if you do at least 20 damage in one hit, it goes down. It regenerates on the barge’s next turn...
Wow, that's way more powerful than any spaceship shield I've ever seen! They usually regen at 1-4 points per round.
Guess I'll have to hope I roll *really* high...

DM ShadowBloodmoon |

Slave barges are tough. If you can get past the shield though, as Jingu has demonstrated, enough firepower can take one down.

Storm Dragon |

Gonna go ahead and officially drop out of this game guys, sorry. Starting a new job soon so my game bandwidth is shrinking, and I haven't really been feeling this section at all. It feels like we're playing Halo: ODST Firefight or something with just like endless waves of dudes coming down, and I...don't really like Savage Worlds' combat THAT much honestly.

DM ShadowBloodmoon |

That’s unfortunate to hear Storm. Thanks for sticking with us this long and we wish you good fortune at your new job.

DM ShadowBloodmoon |

No worries. That sounds awful fun, but my time is on the low side or I'd join you.

Storm Dragon |

That’s unfortunate to hear Storm. Thanks for sticking with us this long and we wish you good fortune at your new job.
I'm sorry to see you go Storm. It's been great playing with you.
Always a pleasure to play with you guys for sure. Maybe by the time you start up the next campaign I'll be in a better position to post more regularly. Barely been able to keep up with my own game these days.

DM ShadowBloodmoon |

So let’s make it official and put everyone at 7 Advances, that way we can be ready for the coming mission. Also, give yourselves a week’s pay +1000 credits as well. (Amount is in the Campaign Tab).

Burgurk |

Firefox. When I hit the "Submit Post" button, a post appears, but the editing window is still also showing. When I refresh the screen, it's still there. When I open a new GamePlay tab, my post isn't there. ???

DM ShadowBloodmoon |

What I find odd is that you can still post in this thread. I know that when I have used Firefox, it sometimes will not even let me login. Some sort of token issue. Maybe try a different browser if you can. I will see if there is anything in the thread that could be causing it.

Burgurk |

Yeah, it's not affecting my making posts in *any* of my other games, either as player or GM.
One thought : when I close Firefox and come back to the GamePlay tab, instead the Paizo Online Campaign window appears, as if I don't belong to the game. Could you go to the Campaign Info tab, and mark me and my PC as non-active, close editing, then go back in and mark me as active? Thanks!

DM ShadowBloodmoon |

Deloso had given you orders to take Trent up top and meet up with Jingu. He is planning on taking a quick inventory and then calling back to base to get a team to confiscate the gear here. You can post your response and actions here and I can paste them in the game thread until the issue with Paizo is resolved.

Burgurk |

Burgurk clasps a large hand on the boy's thin shoulder and says "Come with me" and takes him up topside. Seeing Jingu, he tells him "Deloso says we're going to El Dorado, and this young man is coming with us. He'll be up in a few minutes, but we should get everyone ready to leave."

Burgurk |

The last post I see from you in GamePlay ends with :
Sighing, he turns back to Jingu. ”Make one more sweep. Bellerophon can help you. I will get Josiah to help gather what we can, but most of it will be picked up by Legion forces as soon as they can get here. What we found down below can certainly help the Legion.”

DM ShadowBloodmoon |

Yep, that’s the last one so far. You are basically going to clean up and make another sweep before heading out. I haven’t heard from Jingu, but he gets busy sometimes. The thing is, as you will soon find out, he isn’t sure which direction to go, which is where you might come in by pushing Trent more.

Burgurk |

SBM - Jingu's player has disappeared from a game I am running as well (last post March 5 there, March 7 here). I PM'd him yesterday, but nothing so far. What would you like to do about this?

DM ShadowBloodmoon |

Now that you can post in Gameplay again, we can keep going. As I mentioned before, I’ll play down to the last man, if need be. If you’re good with that, I have no problem botting everyone for now. I’m going to go to Gameplay and post a move ahead thing.

Jingμ |

I have some unspent advances, if you think having a mind-reader would be useful, i could pick it up. The SWADE version gives you two powers, so it would definately be handy.

Burgurk |

Now that I've thought about it more, my mindset was more in Supers than RIFTS. In Supers, Mind Reading can be on all the time, but in RIFTS you have to activate it. That means we'd have to declare that Mind Reading is being activated every time we talk to/interrogate someone in order to catch them in a lie.

DM ShadowBloodmoon |

Which is why it costs PP to activate in RIFTS, whereas Supers don’t have that problem. Sustaining it all day or even for a few hours would cost a lot of PP unless you did a ‘Meditation’ beforehand.

DM ShadowBloodmoon |

I've never been clear on whether Speed would apply to his flight speed or not; it says base movement, which flight is generally not, but then flight is his default movement method. But then, what power would he use to make his running faster, if he ever needed it? Would it be fair to say that Speed does not affect his fly speed, but if he uses the Fly power (which he gets through his Armour), it adds to his flight speed, instead of replacing it? Since he flies by wing power, the TK based Fly power could act as an extra boost to his speed when he needs it (kind of like his nitrous or afterburners).
Regardless, if I use the Fly power, I should be able to get there, if you let me add it in on the first turn. A Raise would give me 24" (or 36") with Fly, which would get me dang close over two turns, if not all the way, but Swift Flight should do it for sure (48"). Its an expensive power, so I think I'll try shorting it by 2 to save ISP.
Fly: 1d12 + 1 - 2 ⇒ (10) + 1 - 2 = 91d6 + 1 - 2 ⇒ (5) + 1 - 2 = 4
If you let me use Fly as a speed boost, he'll just use Fly (1 ISP/36"), and if not, he'll use Swift Fly (6 ISP/48").I think that should allow him to stick to the original action.
Hmm… I would rule that since Flying is Jingu’s Base Speed, the Speed Power should affect him normally, but according to most of what I have read, it technically does not affect anything but Ground Pace. I’m guessing that is a game balance rule. Your suggestion of using Flight I think works best in this case. You were already in the air before the round technically started, so I will say that you used the power and you were able to reach them because you have Quickness which allows for basically two turns of movement.

Burgurk |

Hey, Josiah - I'm getting bored waiting for the army to come within my range. Can you build me a jetpack or something that would give me a fairly fast flight speed? Not right now, of course...

Burgurk |

So, I'm thinking of two things :
Using Kinetic Mastery to affect a LBT, kicking up dust and dirt to provide cover. I'd start at where we are, then in subsequent turns affect the LBT's around us, giving us 18" of area we're hidden under. A roll every turn, but no ISP cost.
Using Exalted TK to lift everyone and move them quickly to whatever shelter is available. I could lift a ton with a Raise, probably enough to lift everyone. Problem is, as near as I can figure from SWD, I can move them at my Smarts, which is 6, which is no better than Pace. Would you be willing to increase that for Exalted TK? 10 ISP every turn, so I could go for up to 7 turns.
Thoughts? Suggestions?

DM ShadowBloodmoon |

Dramatic tasks, let you do almost anything with your powers as long as it makes sense. The range and such is more for battle. Even the ISP cost is abstracted, (2d6) for the whole thing. All you need is the successes and raises each turn.

Burgurk |

Hope DMSBM doesn't mind me posting this, but in case anyone's interested, a new Recruitment is up for a Rise of the Runelords game using the new Pathfinder for Savage Worlds rule set (I'm not the GM)...

Burgurk |

Hope DMSBM doesn't mind me posting this, but there's a recruitment for a Savage Worlds RIFTS game...in Atlantis! I'm not the GM.
Click HERE.
If you have SWADE RIFTS, you only need one other manual, $10 in PDF form. It has new races and Frameworks, but I'm not really sure you'd even need it if you go with SWADE RIFTS races and Frameworks.

DM ShadowBloodmoon |

From Gameplay:
Legion Policy on weapons.. from what I have read and seen, plus what Jingu added, the Legion policy is basically finders keepers. If you can claim it legitimately, it’s yours. If you return some of it, they (the Legion) will pay you what they consider a fair value for it. As Jingu said, they do not want their members, even if they are independent contractors, fostering the Black Market.
However, recall that your current mission requires you to infiltrate the Black Market and find out who is selling the Faelerin and to whom. Trent, of course, as cowardly as he is, is a shrewd businessman. He feels that since he is the one to make the deal, he deserves a rather large cut of the profits, especially to make up for the loss of his place back in Garnet Town Ruins. This is basically a mission/moral dilemma.
Above table? I rolled high on the treasure found encounters and came up with a cool 1 million credits worth of gear for you to find, plus some stragglers (the Xiticix).
As for hauling it around, everything would go on a credstick if you sold it. There is very little in the way of physical money in Rifts and if there was, there is no real collateral to back it up. The Coalition does have banks and so does the Black Market. For the most part, credits are universal and can be shared, sometimes with a small fee, between banks.
As for the repairs, if you make it back to base, repairs and ammo are done at cost to the Legion, as it is assumed you were acting according to their goals. In the field however, repairs are up to the team as to how they get the supplies and time to make the repairs. Therefore, if Josie finds some good equipment to keep Elsie running, he is entitled to keep it.
All that said, the choice, as the PCs, is ultimately yours. While Deloso is your commanding officer, he does take your input into consideration. As for a middle ground, perhaps some of it is sold and some of it is returned. Unless either of you have a different way you want to handle it.

DM ShadowBloodmoon |

I was purposely keeping that nebulous, but suffixe to say that 1 mil worth of gear takes up at least 1 ton of space. Elsie's trailer has enough room, but then both the human and robot refugees will have to walk back to Castle Refuge with you, which may slow you down.

Jingμ |

So we received 800,000 credits for the team? Since in-character we would not distinguish PC's and non-PC's, would that mean a 4 way split? Burgurk, Jace, Jingu, and Josiah? 200k each?
Josiah will probably put his into Elsie, which is useful for everyone. Jingu doesn't need much though, maybe some TW devices or some such? If Burgurk wants any, Josiah would craft them at cost. He's currently seasoned, so he can do a max of 2 minor upgrades and 2 major upgrades, though they can all be to the same item if desired. The time required for crafting would probably be the main limitation.
MINOR UPGRADES
Each piece of TW gear can only have the same upgrade twice.
Build Roll: Made at −1 penalty, a raise adds another Minor Upgrade (if possible)—see TW Build Rolls above.
Cost and Time: 5,000 credits and 2d6 hours.
+1 to a specific Trait roll appropriate to the item.
+1 damage or +2 AP to a weapon.
+2 Armor to armor, shield, or clothing.
+1 Parry to a shield or weapon.
5 stored PPE usable to charge the device and activate embedded powers†
Halve the weight of the item (quarter if taken twice).
Other Minor Upgrades as allowed by the GM.MAJOR UPGRADES
Each piece of TW gear can only have the same upgrade twice.
Build Roll: Made at −2 penalty, a raise adds another Major Upgrade (if possible)—see TW Build Rolls above.
Cost and Time: 1d6 days + 1d6 per 10,000 credit cost of the Major Upgrade.
Any Minor Upgrade as allowed by the GM (Cost: 5,000 credits); may still only have the same upgrade twice in total.
Add a power to the device* (Cost: 20,000 credits and −1 availability per Rank of the power).Add an Edge to a device. The creator must have either the Edge, warrior's gift, or a power thematically related to non- Combat Edges (Cost: 25,000 credits and –1 availability per Rank of the Edge).
Add a power modifier available to the creator to a device power. Increase the activate cost accordingly* (Cost: 20,000 credits).
+1 die type to an item appropriate Trait, stacks with Minor Upgrades (Cost: 10,000 credits).
+10 stored PPE usable to charge the device and activate embedded powers† (cost 30,000 credits, −1 availability).
Ley line powered, the gear or vehicle is always charged on a ley line (Cost: 10,000 credits and –1 availability per Size of the item).
+25% MPH and Handling +1 on ley line for vehicles (Cost: 10,000 credits and −1 availability per vehicle Size).
Other Major Upgrades as allowed by the GM (Cost: Varies).
* A Techno-Wizard can only install powers of his Rank or less and the powers or modifiers must be from the Techno-Wizard's power list (though he doesn’t have to actually know them); only those with Master of Magic can include Mega Power Modifiers. For triple the credits and +1 to Power Point activation costs, the power activates as part of another action (an attack roll for a weapon, roll to activate another power, etc.) using the Trait result of the primary action. Power Points are spent before rolling, and with a failure on the primary action the power fails as well.
† A device that stores PPE may be recharged with Power Points by any character with the ability to use TW gear, or may be recharged on a ley line at 5 PPE per hour.

Burgurk |

I'm having problems with Advancements. Since most of his power comes from the RIFTS side, I can't seem to find any Advancements that would provide a tactical advantage. Any suggestions?