Savage Rifts and the Tomorrow Legion

Game Master Shadow Bloodmoon

The world ended and now you are a part of its rebirth and aftermath. The Tomorrow Legion protects the innocent from those who would harm, hinder or simply eat them. You are a part of the Legion, make us proud.

Maps


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Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 40/40 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

A few basic edges are always safe and useful additions; Power Points, Extra Powers, Rapid Recharge, Improved Rapid Recharge.

Can't remember if you have Major/Master Psionics or not, but I don't see it on your sheet. You qualify for Major now, which doubles your ISP, but to take Master you'd have to raise your Smarts to d8 (which could be this advance as well). I thought I remember you having at least Major (which must be how you got so much ISP), but I didn't see it. Was that a hiccup from when you switched over to a modified Burster template? I don't think Bursters get either automatically, though Mind Melters start with both.

When it comes to other abilities or advances, there are lots that could be useful. I'll take a look and see if I can find any other's worth suggesting.


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 40/40 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

Arcane Marksman is useful, since you're a blaster...

ARCANE MARKSMAN:

Requirements: Seasoned, Arcane Back-
ground (Any)

If the caster doesn’t move in a turn
and activates no more than a single bolt
or similar damage dealing power as her
first action, she may add a +1 bonus to her
Arcane Skill roll, or ignore up to 2 points
of penalties from Called Shots, Cover,
Scale, or Speed.

To qualify for Adept (From Arcana and Mysticism) you'd need to increase you Fighting to d8, but it would allow you to make a few of your powers Innate. In Savage Rifts, you may use one Innate power per round as a free action, without causing a Multi-Action penalty. This can be a pretty huge leg up, particularly for psychics where you may need to power up a few abilities first round to be effective.

ADEPT:

Requirements: Novice, Arcane
Background (Magic, Miracles, Psionic),
Arcane Skill d8+, Fighting d8+
Adepts practice a tradition which hones
body, mind, and spirit into a single weapon;
examples from Earth’s history include
the mystical monks of Shaolin and the
internal alchemists of Wudang; on Rifts
Earth the Psi-Warriors follow this path.
Upon taking this Edge, for each of
his current Ranks and at each new
Rank, the adept may choose one power
to become an Innate Ability with the
Range (self) limitation. The adept must
already have the power to begin with chosen normally from his power list.
The following powers may be upgraded
to Innate Abilities this way: arcane
protection, boost Trait, deflection, healing,
protection, smite, speed, and warrior's gift.
All other aspects of the character's Arcane
Background and powers remain the same.

Elan:
Elan
REQUIREMENTS: Novice, Spirit d8+
Elan is a French word that means energy or
spirit. Those who have it rise to the occasion
when the going gets toughest.
When you spend a Benny to reroll a Trait,
add +2 to the total. The bonus applies only
when rerolling. It doesn’t apply to damage
rolls (since they’re not Trait rolls), nor does
it apply to Soak rolls unless you’re rerolling
the Vigor check.
Common Bond:
Common Bond
REQUIREMENTS: Wild Card, Novice,
Spirit d8+
Selfless heroes and determined leaders
know their greatest strength often comes
from their companions, and are willing to
give some of their own fortune, fate, or luck
to support them.
A character with this Edge may freely give
her Bennies to any other character she can
communicate with. The player should explain
what form this takes, from a quick shout of
encouragement to a welcome pat on the back.

And there is always Luck for extra bennies, and Quick or Level Headed are good for everyone.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Rigor - thanks for all the suggestions, I'll look into them!


Savage Rifts RotRwT

Just so you guys know, I’ll be out the next few days, but I should be back by Monday.


A killer GM with a killer smile.

Sorry for the absence. I've been busy and distracted with a few things lately. I am about though, and I'll try to make a post shortly.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Ok, that didn't take long :

Advancements
-Arcane Marksman
-Fighting d8
-Adept
...Novice Power : Boost Trait/Psionics
...Seasoned Power : Deflection
...Veteran Power : -----
-Major Psionic

BTW, this is the *first* SW PC I've ever had that reached Veteran! Yea!

I'll have to go over his build in detail to determine how many ISP he actually has. If I remember correctly, in his original build there was some synergy from his race and the Major and Master Psionic Edges that gave him so much ISP.

But, I use ISP so rarely with the new build that that's a low-priority task right now.


Savage Rifts RotRwT
Burgurk wrote:
BTW, this is the *first* SW PC I've ever had that reached Veteran! Yea!

You’re going to need it to finish this story line with the Faelerin. Hopefully it helps. We don’t use ISP all that much, I know, and it’s not my favorite when it comes to the rules of Fast, Furious, Fun. I prefer the dice pool version house rules myself.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

I really hate to see this game end, it's been a long and wondrous journey. But I don't think I'd do well as a solo player, since I really need other's ideas to riff off of. But with Rigor's long times between posts, I'd understand if you choose to shut it down.


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 40/40 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

Sorry, I think I'm basically having the same issue. I don't really want the game to end either, but with just the two of us, it is really hard to get the motivation to keep it going. There is just not enough of a team to interact with in these situations.

Is there any possibility of a recruitment drive? I know we've had mixed luck with that in the past, but I don't know if the game is sustainable with just two players.


Savage Rifts RotRwT

Tell you what. I will open up the recruitment line again and see what we can get. If you guys have any one else you want to invite in, have them post in there. I don’t mind having the smaller group, but I also want to be mindful of everyone’s time. Let’s see what we get and if we can make it to Spring with it, we’ll keep going. We are about half way through the Faelerin storyline.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Hey - I run 3 games, and am in one other, I'm going to post announcements in them all advertising this game, and asking if anyone's interested in joining.

Could you maybe put off dropping it for about a week to give people a chance to respond?


Burgurk wrote:

Hey - I run 3 games, and am in one other, I'm going to post announcements in them all advertising this game, and asking if anyone's interested in joining.

Could you maybe put off dropping it for about a week to give people a chance to respond?

I am REALLY psyched that you mentioned it ZF.

Happy to develop the Magic guy if that's still needed, or whatever you guys would want.

Starting as Veterans?


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Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Brook - maybe make a post in Recruitment to get things started and questions answered...


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Savage Rifts RotRwT

As Burgurk said, please post in the recruitment thread. To answer your question though, yes, new players will start right at Veteran.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Burgurk, if you want any TW devices, Josiah would craft them at cost. He's now up to Veteran rank, so he can do a max of 3 minor upgrades and 3 major upgrades to any single item, though that is for a standalone device. If if already has powers from the book, there are more limitations.

Quote:

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.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Hey - sorry, I stopped checking the Gameplay and Discussion posts while recruitment was going on, and I *never* think to check the tabs at the top of the pages...

How about +1 die to my Vigor, and +2 Armor, to my armor, twice each? That's probably the cheapest way to increase my overall Toughness. $20000 credits.

I see Josiah has some un-taken Advancements, or does he not get as many Advancements as a regular PC?

If he had Warrior's Gift, I'd ask for Bruiser to my armor. $25000 credits.

DBSBM, is this ok with you?


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 40/40 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

Ya, it's from Arcana and Mystisism. I dont think he has Warrior's Gift, but there is no reason he couldn't take it. He has a bunch of unused advances. Though, Bruiser is a Seasoned Edge, meaning it would cost 50000 cr, not 25k. He'd also need Brawler to be able to use it, which is the Novice edge. Maybe you just meant Brawler, and not Bruiser.

I'm not sure he can enhance your armour; I'm thinking he still wears Shakti's Combat Mage armour?. I think those suits are considered fully enhanced already. The Vigor bonus he could add to anything, like a bracer or amulet, but I dont know if an armour bonus on another item would stack.

What was the armour he used before the Combat Mage suit? If it was a typical suit, Josiah might be able to bump the armour bonus a little higher.

Edit: Just checked your sheet, and it doesn't look like you ever bothered to use her armour. Well, check it out, see if you want to use it, otherwise sell it off or give it away because it's worth a ton.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

When Shakti left, I totally missed that she bequeathed me her stuff. I went back and found :

Combat Mage Armour +7 Armour, +1d to Strength, Access to Darksight and Farsight (Charges on Ley Line)

Does the wearer have to be a mage to get its benefits? If so, I can't use it (I don't have time right now to look, but aren't psionics and magic two totally different things in RIFTS?).

But, yeah, I just looked at Bruiser (+2 Toughness) without looking at the pre-reqs.

But if I have the standard-gear armor, wouldn't adding +2 to my Vigor and +2 to its Armor be in-line with "+1 to a specific Trait roll appropriate to the item", along with the Minor Upgrade's "each piece of TW gear can only have the same upgrade twice"?


Savage Rifts RotRwT

Psionics and magic are definitely different in RIFTS, but as long as you have power points, which you do, you can use the Combat Mage Suit. The powers are built into the suit. And yes, I am okay with the upgrades. You guys deserve them and you will probably need them in the near future.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

That's good to know, but my Huntsman armor also provides 7 points, 2 of which are actual Toughness, and my goggles provide Darksight and Farsight, so I'm going to sell it.

There's no price listed for the Combat Mage Armor in the player's guide, anyone have a book which lists its buying price? DMSBM, I assume the selling price is half that, as usual?

Also, DMSBM - I just noticed I took the Minor Upgrade's description of "+1 to a specific Trait roll appropriate to the item" as adding +1 to my Toughness while worn.

Now I think the Major Upgrade "+1 die type to an item appropriate Trait" applied to my Vigor would be more correct. It can also be done twice, for a total of 20,000 credits.

So, +6(4) to my current Toughness, for 30,000 credits.

What's your opinion on this interpretation?


Savage Rifts RotRwT

IIRC, the Combat Mage Armor averages 250k credits, or 125k credits when sold in good condition, so it would be well worth it if you found someone to sell it to.

As far as the Minor Upgrade, you are correct. Toughness is not a roll and so it wouldn’t apply. Though you could add it to Vigor rolls, such as when you make Soak checks.

The Major Upgrade to the Huntsman would boost your Vigor up from d6 to d10 if you took it twice. That would give you a Toughness of 2+5(1/2 Vigor)+2 from Armor, +5 Armor= 14(5). Unless I am missing something.


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None

Josiah just took the Spare Parts Edge (from the new South America book).

SPARE PARTS wrote:

Requirements: Seasoned, Gizmoteer or Techno-Wizard, or Weird Science, Science d8+.

Some characters take recycling to an artform, not wasting a single circuit when building new devices. Characters with this Edge may cannibalize existing, functional tech in their possession when paying the cost for creating, upgrading, or converting items. Gear cannibalized in this way provides its full list value towards the cost in raw materials of the new work. In the event the gear is worth more than the cost of the new item, any excess is retained as raw materials for the next time. Minor problems like Glitches or Vehicle Fatigue do not impact the value. However, severely damaged or malfunctioning gear loses a percentage of its value as follows (see Technical Diculties in the Tomorrow Legion Player's Guide): Wounds: –25% credit value each. Serious Problem: –20% credit value. Severe Failure: –40% credit value.

If I read that correctly, that means Josie could theoretically cannibalize that suit of armour, and get the full 250000 value out of it to use it for TW device parts! He could do your armour upgrades, as well as a few other devices, all on the value of that armour, and you could keep all your credits! Say he gives you 125k worth of credit for the suit, since it was a gift from Shak'ti, and he'll use the other 125k to do upgrades for himself and Jingu. You'll get just as much value from it as you would have anyway, and we get enhancements as a bonus.

If anyone else wants TW devices or upgrades, he can use the very valuable components he has in retained raw materials, and use any credits he's given to upgrade Elsie.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

DMSBM : currently, I'm at 2+6/2 Toughness personal + 2 Toughness from armor + 5 Armor from armor, so 12(5)

I want to add :
Minor upgrade : +2 Armor twice, for 10,000 credits total
Major upgrade : d6 Vigor to d10, for 20,000 credits total

For a total of
2+10/2 Toughness personal + 2 Toughness from armor + 5 Armor from armor + 4 Armor from upgrade, or 18(9).

Josiah - sounds good to me, if it's ok with DMSBM.


Savage Rifts RotRwT

Looks good to me. We can say it happened during the trip to Thaytown.


Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds

Let me know what is going on in the Game and how Ounce and Gummitch will join in. Sorry I did not notice the response to my post on Recruitment asking if I could dot into the gameplay. I normally check my campaigns page to see when new posts occur.

Meanwhile I'll read up on what's going on at present.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Sorry i have not been on. I've just spent the last few days
Going to the hospital with my significant other.
It looks like i will be going there the next few days as well


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Sorry to hear that, hope all goes well for both of you.


Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds

Hoping for good news soon. Family comes first.


Savage Rifts RotRwT

Echoing the above, family first. We’ll be here when you’re ready.


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M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,

Wife is now transitioned to home care, so I don't need to drive her to the hospital daily.

Was sepsis, with the possibility of Necrotizing Fasciitis.
We caught it fast enough that it required draining an abscess, and lots of antibiotics via IV.

As soon as I get caught up on reading, I will be posting.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Glad to hear everything's ok.


Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds

I'm just getting to these posts late in the evening. I'll focus on a post first thing in the morning.


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 40/40 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

Sorry, I've been absent. Going through a break up.


Jingμ wrote:
Sorry, I've been absent. Going through a break up.

That is the worst, I am so sorry to read that.

I am in the process of deciding if I need to call a therapist, an attorney, or both, and it sucks.

Stay strong :)


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Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Condolences on both your situations.

I lost my wife 15 years ago, all I can say is things *will* eventually get better...


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

SMSBM - so, 100m ~ 300ft = 50" card-center-to-card-center. It would take 8 *rounds* to move from center to center on foot, and that's *way* beyond all ordinary ranged weapons and (cough) psionic abilities.

How are we supposed to deal with this?

How about 10" center-to-center?


Savage Rifts RotRwT

There are vehicles involved and some weapons can reach very long range. Plus, I wanted to give you guys time to prepare any defenses before the CS troops got any closer. It’s essentially a ‘chase’, as you guys had mentioned you don’t like the Large Battle Rules, since they are too abstract. You can give commands to troops, activate any long term psi-powers, etc. The ‘standard’ NG-L5 that the Legion troops carry has a long range of 96”, or about two cards. Its medium range is 48” or about one card over. Short range is 24” or the same card. That’s why I went with about 100m or 50 inches between. Specifically for you, you could use your TK powers to assist with aiming, protecting the squads, etc. All of which use the Support action. Here is another thing that we may be missing. Rounds in a chase are abstract time-wise. That means it is feasible for you to make it over one card, if that’s what you choose to do with a Change Position roll.

All of that said, I am willing to go down to 25” per card, but be aware that means the CS will be much closer to you.


Burgurk wrote:
Can Sentry carry a person with him as he flies?

With STR@d6, I kinda do not think so, but it also has more to do with how much weight we think his flight power negates. But he doesn't have any super str or anything. DM?


Savage Rifts RotRwT

I just posted an answer to this in the play area, but I will post it here. Sentry’s d6 allows him to carry one person, but he will essentially be encumbered (-2 to relevant rolls).


That seems totally fair: seems like something he would have practiced when he & Barbara were younger (a couple of years ago)


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

I've never been in a Chase before, so I have questions...

With an Athletics of d4, Burgurk probably won't be making many Change Position Maneuvers. <time passes> Hmm...if he takes it as a non-Free Action, he gets a +2, which would help immensely.

I can see your reason for 50" per card, as ranged weapons would be -0 on the same card, -1 for the next card over, and -2 for two cards away. But even at 25" per card, Burgurk would have to be on the same card as an enemy to attack with his mental bolt. Or, since this is abstract, at 50" per card, could Burgurk still attack anyone on the same card (even tho his reach is technically only 1/3 the card size)?

Do the number of enemies on my card affect anything? Could they *all* roll attacks against me?

I assume you're ignoring the Club complications?

I'm thinking that Burgurk will be relegated to Support Rolls, and with this many troops on both sides and such a large battlefield, I am not going to be comprehending who's where when.


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Savage Rifts RotRwT

Yes, Burgurk can attack someone on the same card. That is how abstract the Chase rules are. That is also where story comes in, for instance the rules also state that as long as you are on the same card, you can attack in melee, but if that’s not what is happening in the story, then I can rule that it can’t happen. I am assuming that most people, even on the same card, in a battle such as this, will be moving and taking cover for the most part. Even if the CS troops did focus all their fire on you (unlikely), there would be cover penalties and other things, depending on your actions and active powers.

As for Club complications, that happens when someone’s Action card comes up a club. That means that Josiah, Sentry and Griffin squad all have complications.

As for being confused, that makes sense in a battle. If the player is just as confused as the character, well, then I’m doing my job. :-)

What we can do to help though is each round I’ll when I post who’s next, I will also note locations for everyone.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Sorry to keep bugging you, but I'm real curious about how you're going to handle the combat within the Chase. Chase rules allow individuals to shoot at other individuals, but we can't do that here.

Are you going to use the Mass Combat rules in conjunction with the Chase rules to handle the combat part?


Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds

I work better with a graphic map rather than just text description, so for my own benefit, I've made a crude grid with the information on each 'card' and icons for the PCs squads and coalition forces. The link is in Ounce's header and you can edit it if you wish.

Should we know anything about the significance of the cards for the grid locations? If not, perhaps we could just refer to the squares by a letter number pattern. Top row is 1A, 1B, 1C, 1D, then 2A for the next row etc.


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Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Ounce - thanks for the map!

I was going to suggest the same thing for the card/grid location names - it's much easier to locate a square if there's a pattern to its name ("2C" immediately tells us second row, third column).

Everyone please note - apparently anyone can edit the map, so be careful not to click-and-drag anything when you're looking at it. If the grid isn't centered in your screen, use the horizontal and vertical position bars to center it, don't click-and-drag the grid to center it.


Burgurk wrote:

Ounce - thanks for the map!

I was going to suggest the same thing for the card/grid location names - it's much easier to locate a square if there's a pattern to its name ("2C" immediately tells us second row, third column).

Everyone please note - apparently anyone can edit the map, so be careful not to click-and-drag anything when you're looking at it. If the grid isn't centered in your screen, use the horizontal and vertical position bars to center it, don't click-and-drag the grid to center it.

ALSO:

(Advice from a professional map-breaker) Just keep in your mind that if you DO mess up, you can catch yourself; if you accidently bring up the map and reflexively drag it, the next thing you should do is click on the UNDO arrow up at the top of the screen. As long as you caught yourself, you should be able to get the map back to its starting point, after which you can move it like Zen said.


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Savage Rifts RotRwT

Hmm.. I suppose the card things works better at the table rather than online. Extra Benny to Ounce for making an ‘interactive’ map for it. As to your question Burgurk, I didn’t want to use Mass Battles as you guys had mentioned you didn’t like how easy it was to get damaged when it didn’t make sense and that the abstractness of it was too much. I was trying to compromise with Chase Grid rules. I’m not sure what you mean about not being able to shoot at individuals though. You can certainly target singular people if you are in range of them. I’m not seeing where it mentions you cannot. Unless you are talking about the squads. They will use Group Rules to shoot or whatever they are told to do. If they happen to shoot at another squad, every raise above Shaken Wounds a squad member, taking them out of the fight until there are no more left. So, a squad of ten soldiers has 10 Wounds, essentially. I hope that clears things up a bit.


Map Female Human Mystic (Veteran, 9 advances)| Bennies 5 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds

I thought I posted a note about the undo button, but I guess it got eaten or I forgot to submit. There are also controls in case another token or text box gets in front of your token and keeps you from selecting your token: right click on the offending token and select "Order" and then "Send to Back." Follow this up by clicking on the overall map and do the same for it. You can also click on a token and bring it to the top.

Shouldn't be much need to move things about except when moving to another square.


Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

I guess I'm kind of confused about the logistics. We have about 8 PC's and 3 squads, and I have no idea how many squads the bad guys have, or how many individual bad guys there are, but it sounds like a lot. How are the individual PC's supposed to shoot at the enemy squads? Will each PC "kill" only take out one bad guy? That could take forever. Can a bad guy squad target an individual PC? How does that work? Sorry for all the questions, I'm just curious...


Savage Rifts RotRwT

No worries, Burgurk, it sometimes throws me when I’m running big battles too. It’s good to question, since it is entirely possible I might miss a rule nuance here or there.

In total, you have 11 turns on your side and the bad guys have 6: The APC, the Skull Walker, the Sky Cycles (1 group), 3 foot soldier squads. If you have a rapid fire weapon or power and you cause multiple wounds, you will take out multiple squad members. Squads can target individual people, but they are using group rules, so only one of them will actually hit, but the chance of a raise is higher due to the Wild Die.

I think that covers everything. Let me know if there is anything else.

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