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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Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 5, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d10; 70 ISP

On the one hand, I've seen GM's put a difficult mission in front of the players with no idea how it's to be accomplished, but waits for the players to come up with ideas, and if they come up with a good one, then it works. OTOH, I've known GM's who figured that the players could tell when they're in over their heads, and should walk away.

TL;DR : I have no idea what to do here.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 5, PPE: 10/20, Staff PPE: 0/10, ISP: 10/10

Likewise, I am the kind of GM that occasionally puts story elements and enemies in a game that are entirely out of the PC's league. I drop as many hints as I can when I do this, but the point is to better reflect the reality and plausibility of the situation. While a video game may prevent you from entering certain regions before you have enough experience to handle the enemies located there, real life does no such thing. Including those kind of elements really helps build immersion in the game, because just like real life, you can't solve every problem just by shooting at it. The characters have to figure out that they are outgunned and outclassed, and then figure out what to do about it.

Over the years, I've seen every possible outcome to this; the party that gets TPK'd or has single survivors after trying to take the threat head on, despite all the warnings; the party that does the smart thing and seeks out bigger help; and the party that gets ridiculously creative, and finds a way to defeat something way above their weight class (one group rigged half a mountain to collapse and lured the enemy out to them; another managed to get an army to march across a bridge they had rigged with explosives).

Lesson is, just because it shows up in the game, does not mean you are meant to kill it single handed. In the end, I agree that missions above your abilities can and do happen in games, and I love it when they do, because that's realistic. However, I don't think that is strictly what is going on here.

In the end, I also vote for option 2. Once more unto the breach, dear friends, once more...


Savage Rifts RotRwT

I love that you guys are putting serious thought into trying to read my mind. You are very close to what is actually going on. Auriel's earlier encounter was a clue.. As was your mission to find a certain family..

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That...makes me even more confused than before.

Meh, as an assault mech my default mode is TARGET ACQUIRED FIRING, so I'm good with entering GLORIOUS COMBAT.

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I continue to not be in a place to give the party a soft push.

It seems like the only thing we can accomplish is pursuit of that "family" but that means kinda ignoring what just happened.

I may be wrong.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 5, PPE: 10/20, Staff PPE: 0/10, ISP: 10/10

I think I got that mixed up with the werewolf kid and mother we found and took back to Castle Refuge. In my mind I thought we had already done that part of the mission, so I wasn't thinking about it. Another of the challenges of the time-scale involved in PbP; anything that happened a while ago tends to blend together.

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So, are we agreed that we should "find a certain family" that the GM has suggested? That seems like the only do-able thing we have on the list.

(However, I don't recall any leads or clues, as I also thought we was talking about the werewolf.)


Sorry, I had posted to all my games that I was without internet successfully, but it looks like that post was eaten!

I am back now, and reading through the gameplay thread. I should have something posted today (although given my number of games and the.....accumulated posting of them, it might take me a while).


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 5, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d10; 70 ISP

So, now *I'm* confused - if the Coalition soldier was who DM SBM was referring to by "Auriel's earlier encounter", I'd've expected more co-operation on his part. What, do we have to try and Persuade him? Maybe Auriel will get lucky on his d4 Persuasion...


Savage Rifts RotRwT

The persuasion will come, but I didn't say it would be easy..


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 5, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d10; 70 ISP

Ok, so - Auriel, keep on trying to convince him with words...do you know something about him you could leverage over him (not the best way to get help, I know, but...)?


Not really. Auriel knows we need help, but he can't stand this guy.

Think of it as having to ask the person you like least in the world for a huge favor, and that begins to cover it.


I am posting this to all of my games, so apologies if you see this multiple times:

Unfortunately, I have some bad news.

A combination of work-related stuff has lead to me having to take some time off from the forums. I am, in all honesty, going to need to be gone for several months, as I am going to be travelling for extended periods of time (weeks or more) and I'll likely not have good access to the internet.

As I am not someone who would want to have you all sit and wait for me here, I am going to be withdrawing/closing all of my open forum games.

I want to thank everyone who I have had the pleasure to game with over the last couple of years here, as I have immensely enjoyed my time on the forums, and hopefully, once my work stabilizes, I will be able to rejoin the community.

Thank you again for your time and energy, and I am sorry that I won't be able to keep things moving forward in any of the games that I am running.


Savage Rifts RotRwT

That is unfortunate to hear, but sadly understandable. We wish you well and hope that you will come back to us in the future.

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With Auriel gone we have lost most, of not all, of our Persuasion skill. So too, it seems that losing that skill can make a game...more challenging.

Beseems that two options lay before us.

I've often talked about changing characters. That's always a possibility.

Or we could invite someone else.

I'd actually like to try that. I've got -just- the person in mind. I think they'd be new to SW, but new blood is never a bad thing. =)


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 5, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d10; 70 ISP

Or (just trying to cover all the bases) the DM could allow one of us to *slightly* re-work our PC, moving some skill points from one or more skills into Persuasion (altho Jonis' Charisma really helped a *lot*).

Altho, now that we're down to 3 PC's, another one couldn't hurt.


Savage Rifts RotRwT

I'm open to either option. If you feel the new player would be open to being the 'talker', that could work in your favor here and about now would be a good time to work that in...

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Sweet! Evgeni Genadiev aka The Lion Cleric, is onboard. They're just working on which charismatic character to build.

Sczarni

Male Human Cleric 1

Hello, everyone!

As Atlas called, I answered!

Now, my general ponderness is about to come in. I'll admit, I'm not the most experienced when it comes to Savage Worlds (IT JUST DOESN'T HAVE ENOUGH RULES AND TABLES AND SUBTABLES AND OPTIONAL RULES AND MATHEMATICS!!!!!)

Now, small fit aside, I read the idea of the Crazy and was absolutely on-board with playing a rather nutty character, but then I noticed that the party's somewhat lacking not only a Charismatic (which can easily be done with a Crazy, I believe), but also a Smarts based character.

My heart is driving me Crazy, but my innate teamwork oriented spirit is driving me towards something else. Though, Atlas seems more than capable to repair (it?)self. Let me know what your thoughts are, and I'll be back with some concepts and rolls!


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Savage Rifts RotRwT

I personally would love to see someone play a Crazy, that and I prefer people play what they want. Multi spec into both Charisma and Smarts maybe someone who uses intellectual banter to fluster their social opponents.. kind of a Holmes type.. maybe. Just a thought..

Sczarni

Male Human Cleric 1

Smart, charismatic, and unhinged. I think I just have the person for you, then...

Oh - one more question - how many advancements do the players have after the start? I think it's one, based on Burgurk's sheet, but I thought I'd check. I believe that's the last thing I need to get started.

And I do love talking, so don't worry about it. I'll see about presenting a character tomorrow.


Savage Rifts RotRwT

I know I gave them at least one full advancement, and some xp, I will have to double check here in a moment. Otherwise, that sounds good to me.


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Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

Ahem. Lion Cleric here!

Not one to usually ask for special stuff, but is it possible if I ask the GM to choose Delusional or Monologuer for the Crazy Hindrance? Don't mind if you say no (I'll just pick them as a normal Hindrance instead), but it would be excellent for my concept.

But, anyway.

I've done the below without any rolls on the tables, since due to the way paizo's forums work, I'd rather clear out with the GM how that's done.

Mechanics, possibly final:

Attributes
Agility d10
Smarts d8
Spirit d8
Strength d8
Vigor d8

Derived
Charisma +2 (Charismatic)
Pace 12 (double starting one, for)
Parry 8 (9 with two weapons)
Toughness 6 (+armour)

Edges
Charismatic
Two-Fisted
Fiorentine
Quick (Extra from Crazy)

Skills
Persuasion d12 (5 points, +Advance)
Fighting d12 (6 points)
Shooting d6 (2 points)
Psionics d6 (Free!)
Tracking d4 (+2 for Crazy)
Notice d4 (+2 for Crazy)

Hindrances
Loyal
Curious
1 Extra Crazy Hindrance

Gear
Starting Crazy Gear

Psionics
10 ISP
Will research how it's done, but I'll grab telepathy, since it's Novice, and it looks useful.

Backstory:

Sir Humphrey awoke, the scorching heat of the desert his first reaction. Opening a pair of bloodshot eyes, his mind a maze of confusion, he harrumphed thunderously, and ran a finger though his magnificent moustache. The pounding of firearms and plasma, the violent scent of explosions and the roars of men and beasts had one particular effect on him.

He was, in fact, feeling a little resentful towards this ruckus.

Shuffling from the burning building with the pace of a man who knows few things dare possess the indecency to strike him, he dusted off his bright red coat and peered over the battlefield. The force on the opposing side appeared to be a dozen dressed in black-and-white uniforms, rapidly gaining ground under heavy suppression, while the rag-tag bunch of plucky underdogs on his side, as Sir Humphrey admiringly noted, appeared to be wounded and at a loss of spirit. Bah! There is no place for fear in the heart of an Englishman, regardless the colour of their blood!, he decided, crouching into cover.

Growing tired of being unnoticed, Sir Humphrey cleared his throat with the presence of a man, clearly used to be paid attention to. "Gentlemen, it would appear that our forces are once again under an attack by the yellow-bellied assailants!", he bellowed out, prompting a few weapons to be pointed his way, the looks on the soldiers' faces growing with confusion, before the sight of the protruding metal on the man's head to explain his actions, if not his sudden appearance. "In times of these, we must remember what we're fighting for, my dear chaps.", he said, patting an unknown flag on his uniform. "We are here to defend the interests of the British Crown, to fight for freedom, democracy, and honour! We are all proud Englishfolk, regardless of our origins, our appearance, and our beliefs!" He nodded thoughtfully towards a wounded Lyn-Srial, as the suppressing fire halted, the sound of footsteps tumbling towards the ruined building getting closer.

Standing straight, Sir Humphrey drew the two swords from his hip, as the "And this, I say to you. There are no braver souls than thee, and it is my honour to fight beside you."

Outside, the Coalition breacher drew his charge, moving quietly towards the door to attach it. Only for the door to burst open after a kick, and the maddened face of a Crazy to stare at him, two swords drawn. "For Queen, Crown and Country!", the last words the breacher heard as the red-armoured figure launched himself into the now-hopelessly tight formation, the swords rending limb from limb.

Psychological Report:

---Initial Summary---
- Sir Humphrey is convinced that he's here on a mission from the British Crown via the Rifts to aid the 'allies of this particular dimension.' Data does show Rift activity in the area he was found, but there was also an abandoned Coalition neurological lab. Whether he's a living, breathing English supersoldier, or simply an escaped amnesiac crazy, exposed to too much ancient literature, it doesn't matter. His conviction is true, and his zeal and combat prowess are admirable.

---Addendum 1.---
- Irrationality aside, Sir Humphrey is undoubtedly a well-spoken and charismatic individual, with a sharp and keen mind. He's shown keen interest in the workings of the technology, as well as scientific discoveries. His gregarious nature also seems to be putting people at ease, and his head implants appear to surprisingly aid in the matter, since people seem to accept a certain level of irrationality, but they treat erudition more admirably. History and Politics have piqued his interest, and in the short months he's been on-site, he's probably more knowledgeable about the current state of affairs than most locals.

---Addendum 2.---
- I finally convinced him to stop requesting us to mount the British Flag in the centre of the courtyard. You're welcome, chief.

So, I hope that just about does it.

In the event you'd like to roll for the tables yourself, I'd like to pick the initial 3 to be Training, Close Combat Weapon, and Body Armour.
The latter 2 are Education, and unless I get something you feel isn't that much IC, Experience & Wisdom. If the first one is considerably s$+*, I'll go for Education again.

Other than that, feel free to criticise the mechanics - I've not that much experience with Savage Worlds. Something always seems to happen. If there's anything blatant, I'll probably change it, but I feel I'm comfortable enough to go in right now, if need be.

Also, GM(and players!), could I get a summary of the game/plot so far?


Savage Rifts RotRwT

Haha.. I love that story. I will allow Delusional as long as it's played to the hilt. This guy sounds fun. As far as the Tables, I let you do that on your own, then come up with ideas to fill out the backstory based on what you roll.

As for what's happened so far, I think I'll work that in game so the team can get you up to speed. I'll do an intro post for you as well once we finish getting your character done up.


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

Rolls, as per priority arranged above:

Training: 1d20 ⇒ 3
Result: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

Close Combat Weapon: 1d20 ⇒ 12
Result: Your hero makes a serious impression (and probably some serious dents) with [his] Impact Hammer.

Armour: 1d20 ⇒ 8
Result: Micro exoskeleton enhancements in the upper torso and arms give your hero a +1 to all Strength checks and fighting damage rolls.

Education: 1d20 ⇒ 2
Result: Your hero’s voracious appetite for knowledge led to [him] picking up a little something about pretty much everything. [He] has the Jack-of-All-Trades Edge.

Experience & Wisdom: 1d20 ⇒ 9
Result: A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he
already has that Edge, he gains the Level Headed Edge instead.

Okay, I think I managed to exhaust my supply of insane rolls. I'll take all that, yessir! This is practically perfect for my concept!

Additional backstory:

"I have scuffled in the bars and taverns of New Hampshire, Hong Kong and New South Wales! I've dueled the duke of South Carolina! I've repelled savages from my ship on the shores of Africa, the jungles of Amazonia, and the roiling deserts of Siberia!", is what Sir Humphrey might say regarding his incredible aptitude at close-range combat, and might even be correct. The decades worth of scars on the man's body, and his misshapen nose do appear to suggest at a lifetime of conflict. Most of the scars are significantly older than the scarring around his M.O.M. Implant, however.

While the vibro-blade is undoubtedly the more elegant and effective weapon, few can deny the efficiency of an Impact Hammer in the right hands. Or in the left one, in the case of Sir Humphrey. Bearing no visible markings, the man smiles as he speaks about it. "The weapon was bequeathed to me by an old acquaintance from far away. He said, and I quote, Wisdom is to act with compassion, logic and erudition, yet never forget how quickly your enemy might appear as a nail."

Sir Humphrey's ravishingly crimson suit is a piece of marvel. Similar in design to some Coalition suits, as well as some Quebecois-made gear. Yet, the red paint covering its panels seems to be installed by design, and there are no known units with such insignias. The miniscule servoes and pistons are of fine make, adding little to the weight, but significantly to his blows. "Made of the finest alloys crafted in the labs of Basingstoke! The Expeditionary Forces' armour is just another example of British imagination, tempered in the waters of rational thought."

Sir Humphrey's propensity to constantly move around camp and ask questions was originally met with distrust, even mockery from some. However, the moment the man's particular brand of painfully polite insistence manages to burrow through the initial reticence. Possessed of the unnatural ability to grasp the basics of any matter in a couple of hours, more than one person has walked by a concentrated Sir Humphrey quietly staring towards a motorbike, a computer, or even a robot, only to be suddenly grasped by the shoulders and vigorously shaken, with a cry along the lines. "I knew it! It has to be! Bah! This internal combustion/panreccenal shearing/legislative system is simple! Thank you, my good man/woman!" Problem isn't events of the sort, as Crazies are, well, Crazy. Problem is he's usually right.

The train of thought of Sir Humphrey is not a train people want to catch. However, whether by experience, instinct, or sheer insanity, the moment danger appears, with the flip of a mental switch, all his mind is aboard, and the train goes full speed ahead, at ramming speed, with nary a milisecond of hesitation.


Savage Rifts RotRwT

Looks pretty good so far, but I noticed you haven't written down your 3 psionic powers. I know you talked about telepathy earlier, but you get two more...


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

I read the RIFTS book a couple of times before realising Psionics isn't part of it. I've added the three powers to my character sheet, and I think that'd be it!

Excelsior!


Savage Rifts RotRwT

Sounds like we are good to go then.. time to add in a new player. Stay tuned to the Gameplay thread...

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Yeah, I'm sorry, I keep trying to think of something useful to add but...I got nuthin'.

Without having a history with the town, I feel like speaking on their future would be overstepping my boundaries.

Um......go get 'em, Burgurk! =)


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

It's friendly crazy handwaving gestures!

I'll update tomorrow, long day.


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

Right.

So, I think evacuating the town is the first and foremost thing we can do. Best case scenario, they come in several days later. Worst case scenario, they're homeless, but alive.

I went back and read about the current situation. Please correct me if I'm wrong, but here's a summary:

- Grayspear is a CS person who kind of doesn't like us here.
- She has an army of kinda-sorta zombies and vampires, which she's summoning from a hellish dimension, occupied by Cthuhlu's cousin, who is a big fan of True Blood.
- She is being slowly turned to said interdimentional being's influence, into becoming a vampire slave, but she's having second (or seventeenth) thoughts.
- There's an endless army in our way, of said zombies.

So I read about trying to get to Grayspear and convince/decapitate the leadership, in order to stop this from happening, and I think that's the closest thing we have to a plan. The dragon would be of great help, should he choose to stay, but he's playing a game with Grayspear, and a lot of other things, I imagine.

The witch in the woods might be of help with the infiltration, so we can get to Grayscale and close the Rift.

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That's all accurate, except for the last one, the endless army of zombies.

It seems that she has to teleport, or summon, the zombies to a location, and she's only done it once. We don't know what happens to the zombies after they are summoned.

I keep suggestion that there must be a limitation on it that we can exploit, either that we could be so mobile as to out-maneuver either the summoning of the horde, or the zombie hoard itself. But I remain in the minority about that.

(Well, I -was- in the minority. If HWS agrees with me I think that would make us a majority. =)

I also have a cockamamie idea that she can summon the zombies, but can't control them, which is why they were summoned only after all her friendlies were dead, which would lead to a plan where we antagonize the horde to be summoned, but then have it chase us back to her base....


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

Bah! Atlas snipes me again!

I'll edit in a second. Sorry about the knock on the door!


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

Couple of points!

I think outmaneuvreing is our best option - if a better one isn't revealed by the forces in our surroundings.

Also, I do play the good Sir Humphrey as vociferous as I can, as befitting the character, but I very much hope I'm not intruding by saying everything in the conversations. In fact, I do hope to contribute by having the weight of his conduct and voluminous vocabulary lending an aura of sophistication and dignity to my companions as they speak their mind in their own way.

Damnit, playing Humphrey is making me wordy.


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

I suggest finding out more about whether or not we can use the place of power to our advantage. If it ends up being able to attract Grayspear's attention, now that the dragon's still watching over the village, we should attempt it.

If we can push her into attacking the village and the surrounding areas, while someone holds her attention towards the (I'm guessing, Ley Line?), her forces should be easier to sneak around so that a strike force would be able to get to her.

I'm sorry for not remembering most of the details, but do we have an idea where she might be? A stronghold of sorts?

Another, more riskier option would be to lure her in the flesh at the place of power, and together the three allied casters (wolfen woman, Burgurk and Shakti) help her fight off the alien presence in her mind. I'd say that should probably be plan B, but I did just come up with it. It is insanely risky, though, which is why the Crazy's putting it on the table.


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 5, PPE: 10/20, Staff PPE: 0/10, ISP: 10/10

The reality of the situation is that none of our planning options are good, but it feels like we have been discussing it for months. We need to just pick one and go for it.


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

Hey guys, I got some travelling over the weekend, post should be up Sunday night!

I agree - there's no way to know what'll happen, until it happens.

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Once you offered me to trade a bennie for grenades.

Since we're heading into the Final Battle, can I take that trade now?


Savage Rifts RotRwT

Easily done.

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Mmmmph. Are we agreed to start attacking?

I'm sorry, SirHumph, I like talking my way out of a problem as much as anyone, but I think there is a high likelihood that the enemy already knows who we are, and are more in a "shoot first' mentality.
BUT! Is everyone agreed on the Shooting Plan and not the Talking Plan.
I'm against talking because I don't want to start out at point-blank range in the enemy's own hive.

Also, DMSB, why did you first place us 100 from the checkpoint? Was it not visible before then? Are we in a forest or something?


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

Oh, well. I guess I'll have to use my obscenely high Fighting skill. The shame.

I suppose you could drop off here, and we can attempt to drive the vehicle towards the gate. It's bound to be better cover than no cover at all. Afterwards, we charge. Or remain in cover and shoot. But mostly, charge!


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 5, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d10; 70 ISP

I think we should stop where we are, let Atlas move forward to draw their fire, and wait for them to come to us. Then our ranged attacks have a better chance of taking them out at a distance. I think moving right up to the gate is a very bad idea - for starters, they'll be able to attack the vehicle (and us, if it's an open vehicle) with ranged weapons for multiple turns while we're getting there.


Savage Rifts RotRwT

You are in a forest, on a wide road. To be honest, the 100 meters was a bit arbitrary, based on map size etc., which is why I'm allowing you to change it slightly..

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I'm going to concur that we should not have a plan where our main cover is the vehicle. If they can hurt me, they can probably hurt the vehicle, and if the vehicle gets destroyed, we suddenly have many fewer options.

Sorry, but it looks like we've got 2 votes for "fire at range", only one vote for "diplomacy with CA$H" and 1 vote for "Atlas is dumb. And also stupid."

Shoot them with guns it is!


D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 5, PPE: 10/20, Staff PPE: 0/10, ISP: 10/10

Actually, my vote was "Atlas is Disposible" not "Atlas is dumb."


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

Hey guys - I got a work trip this week, so I may not be able to post. Feel free to bot Sir Humphrey.

Seems reasonable regarding the vehicle! I'll try and stay in cover and close the distance, then, as I only have a pistol.

Dark Archive

C0mbat Cyb0rg B3nn1es: 2/3 | W0undz: 0 | T0ughne$$: 24 (12) | P4ce: 8[d10] | Notice:d4+2 |
useful :
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What are adventure cards?


Savage Rifts RotRwT

They help players add some narrative to the game and provide an in game bonus as well.


Wounds 0, Bennies 3/3; Parry 11*, Toughness 10(4)*; Fighting d12+2 Notice d4+2, Shooting d8, Psionics d6; 10 ISP

I should be ready to post over the weekend, but I might be brief! Thanks for botting me, DMSB!

Dark Archive

C0mbat Cyb0rg B3nn1es: 2/3 | W0undz: 0 | T0ughne$$: 24 (12) | P4ce: 8[d10] | Notice:d4+2 |
useful :
[bigger][b] [b][bigger]

Oh.

Well that's different.

Oddly, I still suggest we stay in the trees to receive the air-charge. The trees are as good as the cover of the recent-enemy's defenses, and we'll still have our vehicle to use as more cover.

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