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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Savage Rifts RotRwT

The mine entrance itself is inside the walls, but the mines themselves lead under and outside the town.

Sovereign Court

"We gotta go make a phone call, Longshot. I'm sure you can show yourself out. I'll be in touch!

Come along, Sarge. Let's see what the brass has to say," she chirps, leading the group out to use her panzer's comm.


Savage Rifts RotRwT

Longshot quickly gathers up his armor and replaces it as he steps out into the town, running quickly to wherever it is he is supposed to be.

Saturday, 11th November, 109 P.A., 5:26 pm. 28oF. Light Snow.

You head towards the front gates as snow begins falling in earnest. The guards watch as you approach, their hands automatically going to their weapons. They seem as if they are expecting something. "Leaving so soon?", they ask as you request your gear and suits. They open the storage vault and stand far enough back to open fire if anyone tries anything.

While you are collecting your gear, you hear a loud boom coming from the direction of the mines. Both guards look that direction as one of them puts a hand to his helmet. Moments later, he relaxes a bit and says, "They were clearing out a new tunnel, no worries."

When you are finished, they open the gates for you.

Same Day, twenty minutes later, somewhere outside the gates.

"Stand by X23, patching you through now."
It takes more than a minute, but eventually Chief Elle is on the line.

"This channel is secure, go ahead."


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

When Burgurk hears the boom, he says into comms (outside of the guard's hearing) "Shakti and Ezekial, get as close to the mine entrance as you can without attracting attention and see if things appear normal outside or if everyone's running around in a panic."

When the channel is opened, Burgurk says "Chief Elle, this is Burgurk. We have determined that there is indeed a rift being opened on this end by some means, and it is allowing the 'demons' that plagued the other world thru. This has apparently been going on for some time. The number of demons in this world is unknown. The rift is inside a mine, probably heavily guarded on the inside by both humans and demons. I am awaiting your further instructions."


Parry: 6| Toughness: ?|Bennies: 4/3|Pace: 6: Charisma: 0|Wounds: 0/4|Fatigue: 0/4|MP: 1/15|

Ezekial shrugs and then does his best to appear like the usual useless people who come around to witness a disaster but do nothing to help as he wanders toward the mine.

Sovereign Court

Securely and reassuringly strapped into the powered armor, Wraith relays the message into her personal comm, feeling a bit like a switchboard operator she saw in an old trid. It was so old it was in black and white. She can't remember what the thing was about. Something about war not changing.


Savage Rifts RotRwT

At the Mine:

While Burgurk and Anya have a discussion with Chief Elle, Ezekial and Shakti investigate the mine. On arrival, they note that the two guards that are posted there normally have lowered the gates and are attempting to keep some of the on-lookers back and they are explaining that the miners had to blow open a new tunnel and that everything is alright.

Notice Success:

The guards seem agitated, as if something else was on their minds.

Notice Raise:
Not only are they agitated, they are not alone. You notice at the very entrance a few pairs of glowing eyes peering out of the darkness towards the gate.

Online with Chief Elle:
"Sergeant, that is terrible news. Demons are not known to stay small in number. Any amount is a threat. Your mission mandate still stands. Try to record as much activity as you can and then send them back where they came from. That Rift needs to be closed. We do not have any forces in the area that I can authorize for support, at least not for a couple of days. Can you get it done?"


Parry: 6| Toughness: ?|Bennies: 4/3|Pace: 6: Charisma: 0|Wounds: 0/4|Fatigue: 0/4|MP: 1/15|

Notice: 1d8 ⇒ 3
Wild: 1d6 ⇒ 4

Ezekial mutters to Shakti "Well, they might need to work harder to convince themselves that ol' story is the God's honest truth afore they expect anyone else to."

Sovereign Court

As the Chief's statement comes in, Anya dons a playful grin.

"You know.... I could just swoop in all stealthfully. Take a whole bunch of pic-pix with on board chrome. It would be eeee-zeeee."


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Sounding more confident than he really feels, Burgurk replies to Chief Elle "Yes, ma'am! I'm sure we can!"

After hashing everything out in Discussion, this probably would have happened right after Anya's Feb 9 post, but I'm going with DM SBM's idea of "she really doesn't know"...

"Anya, please remove your suit's helmet, hover a few feet off the ground for me, and move a little to the left or right."

Assuming she does that, and she hears the sounds of the thrusters, he says "You see, you're not as silent when you're flying as you thought. And while your outline is a little blurry, I can see you just fine as well," pointing right at her.

Sovereign Court

Power armor suit stealth!: 1d8 - 2 ⇒ (6) - 2 = 4 !success!
WILD Power armor suit stealth!: 1d6 - 2 ⇒ (2) - 2 = 0 ._.

Unsure of why this test is needed, but seeing no harm in it, Anya drops back her helmet and floats around the room. Sure enough, she's quiet and difficult to discern.

"Seems pretty good to me!"


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

Shakti rejoins the group, screening her face from the dust and dirt being kicked up by the hovering mech suit, and shouts to be heard overtop of the sound of the muffled exhaust ports.

"I though Burgurk gave you orders not to retrieve your suit. Burgurk, have you decided to defy the village ordinance by reversing the order?"

I think the closest thing here to a reasonable compromise would be for Anya to ask her commanding officer if it would acceptable to remain suited up, but hang back outside the village boundaries until needed and Birgurk orders her in.


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

FWIW, I decided to do this before reading Anya's complaint about making a successful Stealth roll in Discussion...

Notice: 1d6 ⇒ 41d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 6
Wild ACE! ACE!: 1d6 ⇒ 3 = 15
Maybe Anya should make her own Notice roll to see if she hears herself? ;)

"Anya, I could hear your thrusters very plainly, and I *did* point right at you, so I repeat : you are not as quiet and invisible as you think."

Shakti - that's exactly what I was thinking of doing...

"Shakti, I had her run her thrusters to prove to her that she's not as stealthy as she seems to think. I am definitely leaving her outside of the town. She can wear her suit or not, as she wishes, but under *no* circumstances is she to come inside the town wearing the suit."


Savage Rifts RotRwT

You guys are a few minutes outside of town to get a signal out to Castle Refuge, and I presume to return to you so quickly, Shakti would have teleported back, or some other way, as her and Ezekial is still at the mines, correct?


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Sounds about right...


Savage Rifts RotRwT

Okay, I think I may have forgotten to close the conversation with the Chief..

Upon hearing Burgurk's response, you can almost hear the chief's smile over the comms. "Excellent. That is what I like to hear. Be careful, team. I can't emphasize that enough. Report back when your task is accomplished. Chief Out."

As Shakti vanishes from Ezekial's side, he watches the townspeople start to disperse. One of them approaches him. "Hey, you should be careful around here. The guards don't like outsiders getting too close to the mines." As if to prove his point, one of the guards looks in your direction.


Parry: 6| Toughness: ?|Bennies: 4/3|Pace: 6: Charisma: 0|Wounds: 0/4|Fatigue: 0/4|MP: 1/15|

"That so? Well far be it from me to stick around where I'm not wanted. Thanks for the warnin', pardner." he says, then tips his hat and walks to a safer distance where he might hang around mostly out of sight to keep an eye on the situation.


Savage Rifts RotRwT

Away from the mine:

The man who warned Ezekial walks with him a bit, as if continuing a conversation they were already having. When away from earshot of the guards, he speaks. "Look, some of us have been watching the goings on in town and we noticed you folk definitely aren't part of the wardens around here. Walk with me a bit and I'll explain."

If Ezekial goes with::
"I'll try to be quick. Not too long ago, we were just a mining town, trying to keep to ourselves. That's when he showed up, along with a bunch of creatures we never saw before and a small army of mercenaries. It wasn't long before he was in charge. Then some of our folk went missing, and every time anyone went asking, they started disappearing too. We were scared, but with those soldiers about, no one could do anything. Then the kidnappings stopped. Something happened in the mines, but no one seems to know what. We're not sure to what end, but that man is up to no good. He needs to be stopped and these soldiers need to go. They are only here for his protection, not ours."

If Ezekial ignores the man:
The man nods and walks away, disappearing behind a bakery.


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

I usually check all my games every day, but I've been handed an extra project at work that will be eating up a lot of my free time. So if I disappear for a few days, don't worry, I'll be back.
DM SBM, please check your PM.


Parry: 6| Toughness: ?|Bennies: 4/3|Pace: 6: Charisma: 0|Wounds: 0/4|Fatigue: 0/4|MP: 1/15|

Ezekial follows.

"Now just to be all crystal-like, this ain't just yer own personal opinion, I take it? Rest o' the town feels much like this too? My hands are a bit tied if'n y'all don't want us to help out all collectively. But if yer all in agreement, keepin' it quiet fer safety reasons? Yeah, we been itchin' fer an excuse to help y'all out without putting a bee under yer bonnet, to tell the truth."


Savage Rifts RotRwT

The man sighs to Ezekial. "Not everyone feels the same, no. Some folk think that as along as they aren't taking any of us, we should let them do what they want. We don't have the means to fight back, even if we wanted to, and our numbers are too small. Your people seem to have the means, if not the numbers. Even if some of us don't agree, all of us would do well to have them off our backs."

Got it Burgurk. School has started, so I'm extra busy as well.


Parry: 6| Toughness: ?|Bennies: 4/3|Pace: 6: Charisma: 0|Wounds: 0/4|Fatigue: 0/4|MP: 1/15|

Whoops, thought I'd replied to this.

"I'll see what we can do. Nobody is comfortable with the way y'all are gettin' done."

Ezekial reports this new development to the rest of the team when out of earshot of the man.

"Bein' honest...I think this is a good enough excuse to sweep in. Didn't the brass say it was fine to start swingin' hard if the people asked us to? They don't never have to know it was only some of 'em."


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

I'm still busy at work, but a quick question : I assume we can hear both sides of the conversation Ezekial is having? For future planning purposes when I get more time...


Savage Rifts RotRwT

Unless he specifically turns off his comms, yes.


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Burgurk says over comms "Problem is, they threatened to send the demons out to kill the townspeople. So we have to figure a way to get into the mine quietly, to keep any of the demons from getting out. Any ideas?"


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

I'm back! The big crunch on the extra project is done. There'll probably be some minor things to deal with, but that shouldn't take up too much time...
Much more tomorrow!


Parry: 6| Toughness: ?|Bennies: 4/3|Pace: 6: Charisma: 0|Wounds: 0/4|Fatigue: 0/4|MP: 1/15|
Burgurk wrote:
Burgurk says over comms "Problem is, they threatened to send the demons out to kill the townspeople. So we have to figure a way to get into the mine quietly, to keep any of the demons from getting out. Any ideas?"

"...Mebbe we jus' go in at night 'n block the exit? Mines ain't real famous fer havin' multiple convenient entrances and exits, in my experience. If'n some of the demons try 'n escape, there's only one way they should be able to go, right?"

"The scary angel lady can just zap us right from one place to the other'n, I think. We could just collapse the mine entrance behind us and get out usin' her fancy finger wigglin'."


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

I meant to ask DM SBM if we could ret-con that the townsman that talked to Ezekial told him where he lived or how he could be contacted, because then...

"There were guards there well past sunset today, so I'm assuming the entrance is guarded round-the-clock. Maybe the guy who just talked to you could tell us when both guards on-duty are sympathetic to getting rid of the demons, and would just let us in?"

"Shakti - can you teleport us in? From how far? Do you have to see your destination?


Savage Rifts RotRwT

He did not actually mention how to get a hold of him. It was more of a 'don't call us, we'll call you' situation, since he wasn't sure you were going to help, that and as Ezekial found out, not everyone in town wants the help.


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Drat. Ok, waiting on Shakti's response...


Savage Rifts RotRwT

It has been a bit since Shakti has posted and I've been away for the weekend, but I will go ahead and bot her for the time being. So we can get going on this mission.

Shakti looks at Burgurk as if he should know better. "Of course I can get us in. It will only take me a moment to look at the area and then I'll be able to bring us all along. If they're blocking me, which anyone who knows what they are doing should be, I will only be able to get us into the entrance. That is, unless one of Ezekial's new friends knows another way in."


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

I've been busy myself with extra tasks from work. Will post tomorrow, hopefully.


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

"Well, then, let's do it!"

I've long since forgotten where everyone is in the city, so...

"Anya, Ezekial, join us at the tavern we all went into when we first got here, as soon as possible."

Once everyone arrives, Burgurk takes them to the place where he tailed the guy from the tavern to the mines, stopping where the mine entrance is just visible, but we are still a ways away from it.

"Ok, Shakti, do your thing!"


Savage Rifts RotRwT

Shakti gathers her energies in an attempt to circumvent the barriers protecting the mines. As she begins to cast her spell, your surroundings seem to blur and fold into something unrecognizable. You suddenly feel heat and an oppressing power at the edge of your minds.

The feeling passes quickly though and you find yourself standing in a cavernous area filled with charnel. There are bodies piled up at least three feet high in a ten foot circle. While your stomachs take a moment to adjust to the sight, you recognize some of the bodies on the top of the pile belong to the Faelerin, the creatures that had come through the Rifts a while back. There seems to be a rather large opening ahead of you showing the one way out of this area. Unfortunately, you also hear the sounds of several creatures chittering and clattering their way towards you.

You have a few seconds to prepare before the demons are upon you, i.e. I deal Initiative.


Parry: 6| Toughness: ?|Bennies: 4/3|Pace: 6: Charisma: 0|Wounds: 0/4|Fatigue: 0/4|MP: 1/15|

"Hellfire almighty, I didn't expect you were gonna pop us into the middle of a blasted killin' field, Shakti." Ezekial says, readying his weapons.


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Burgurk tries to boost his Psionics by, well, using Psionics (!) :
Psionics & Wild: 1d12 ⇒ 111d6 ⇒ 4

That's a Raise, so his Psionics is now d12+2.

Burgurk growls in anticipation of the coming battle.


Savage Rifts RotRwT

Shakti begins trying to recover from her ordeal of bringing all of you past the magical defenses of the mine while Private Casey and Specialist Ariel look for cover from the oncoming demons.

Anya powers up her suit and begins to lock on to their general direction. They come pouring into the room, claws and teeth gnashing together...

Round 1
Burgurk- JS
Demons- 4S
Anya- AC
Shakti- 9C
Ezekial- 4C

I created a map in Roll20, it isn't the best, but we can do this via narrative as well. Especially since there seems to be only two and half of you.

Burgurk, you are up!


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Sorry, will post tomorrow...


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Burgurk tries to take out 3 of the demons with his psychic blasts :
Psionics,ROF 3 & Wild: 1d12 + 2 ⇒ (8) + 2 = 101d12 + 2 ⇒ (10) + 2 = 121d12 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (1) + 2 = 3

Assuming 12 hits a raise, he does :
Damage: 4d10 + 1d6 ⇒ (4, 6, 3, 5) + (6) = 24
Raise ACE!: 1d6 ⇒ 6
Raise ACE! ACE!: 1d6 ⇒ 2 = 32 I think that guy's toast...

Damage: 4d10 + 1d6 ⇒ (4, 9, 10, 2) + (2) = 27
Damage ACE!: 1d10 ⇒ 4 = 31 Same for him...


Savage Rifts RotRwT

Two demons shatter into their constituent parts, vanishing in a burst of energy and then leaving nothing but ash as several more charge though the explosion. Their giant misshapen forms promise a gory demise should you let them get close enough.

Everyone needs to make a Fear check before their next action. I will probably have to bot Shakti and Anya, but I'll let Burgurk and Ezekial post actions first. The demons are charging this round to get to you...


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

So, if I understand correctly, the Demons don't get any attacks this round (they are running at us), you're going to 'bot Shakti's and Anya's actions for this round, and Ezekial still has to act this round? Since I already acted without a Fear check, does everyone else act this round without a Fear check (in other words, we all make our Fear checks before our Round 2 actions)?


Savage Rifts RotRwT

This is still Round 1, you just happened to be the only one that beat the Demons in Initiative, so now that they are charging, everyone has to make those checks this round before they act, as will you before your second round action.


Parry: 6| Toughness: ?|Bennies: 4/3|Pace: 6: Charisma: 0|Wounds: 0/4|Fatigue: 0/4|MP: 1/15|

Spirit: 1d4 ⇒ 2
Wild: 1d6 ⇒ 6
Ace!: 1d6 ⇒ 4

I'm pretty sure a 10 passes for Fear.

Unfazed by the somewhat passe beasties charging toward him, Ezekial begins calmly preparing his counterattack.

Techno-Wizardry: 1d10 ⇒ 5
Wild: 1d6 ⇒ 1

Not the greatest, but it works.

"Here's a little somethin' I whipped up usin' the spare parts what I didn't need from the Infrasound Generator. It's kinda the opposite."

Under his coat Ezekial flips a few switches and steps forward a bit, before a piercing screech of sound so loud it's almost solid bursts forth from several speakers hidden on his armor.

Burst; Medium Cone template, DC 5 agility, damage below.

Damage: 2d10 ⇒ (2, 7) = 9


Savage Rifts RotRwT

Bot Roller:

AnyaBot Fear: 1d10 ⇒ 81d6 ⇒ 4
AnyaBot Shooting: 1d12 ⇒ 91d6 ⇒ 3
AnyaBot Shooting Two: 1d12 ⇒ 21d6 ⇒ 3
AnyaBot Damage 1, AP 15: 4d10 ⇒ (9, 3, 10, 3) = 25
ShaktiBot Fear: 1d10 + 2 ⇒ (6) + 2 = 81d6 + 2 + 1d6 + 1d6 ⇒ (6) + 2 + (6) + (3) = 17
ShaktiBot Action 1 Mysticism Quickness: 1d12 + 2 - 1 ⇒ (9) + 2 - 1 = 101d6 - 1 ⇒ (1) - 1 = 0
ShaktiBot Action 2 Mysticism Greater Boost Psionics Burgurk: 1d12 + 2 - 2 ⇒ (8) + 2 - 2 = 81d6 - 2 + 1d6 ⇒ (6) - 2 + (6) = 10
ShaktiBot Action 3 Mysticism Greater Boost Techno-Wizardry Ezekial: 1d12 + 2 - 2 ⇒ (3) + 2 - 2 = 31d6 - 2 ⇒ (1) - 2 = -1
ShaktiBot Quick Action Mysticism Great Boost Anya Shooting: 1d12 + 2 - 2 ⇒ (3) + 2 - 2 = 31d6 - 2 ⇒ (3) - 2 = 1

As the demons close, each of you steel yourselves for a fight. After a run in with Simvan raiders and a Splugorth slave barge, a pack of howling demons is nothing.

Anya opens up with her newly installed heavy lasers, blasting away at the demons and though she hits them, it seems as if they are only slightly fazed by them as they continue their charge.

Shakti, being a divine being, knows that demons are lesser beings and she could easily wink them out of existence. Normally, on her world. Instead, she focuses her energies on her allies to aid them in the fight and in a movement of six hypnotically fast arms, she is only able to affect Burgurk's power. It seems the technology involved with Anya's suit and Ezekial's equipment is too much for her at the moment.

Not even missing a beat, Ezekial tosses his makeshift sonic grenade towards the demons, the ear-piercing scream only mildly annoying them as they rush forward.

Specialist Ariel and Private Casey get behind cover before aiming towards the horde.

Demons: 8 remaining, Burgurk, you have your round 2 action still and then the demons will go!


Do they not need to roll their Agility, or are they immune to sonic, or... what?


Savage Rifts RotRwT

Nine damage doesn't exceed their Toughness. Whether they make the save or not, it didn't do much to them.


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

I'm confused. If we're entering round 2, don't we all get new initiative cards?
Also, since Shakti got a Raise on my Boost Psionics, and I had already boosted it to d12+2, does that mean I now have d12+4? There are some instances in the SWD manual that mention d12+4, so that appears to be a thing...


Savage Rifts RotRwT

Oh right... DnD on the brain and selling my house and work and school... I'll redraw for Round 2, but since you called it out, take a Joker and yes, your Psi is boosted to d12+4.

Round 2
Burgurk- Joker <--- Here!
Demons- KC
Ezekial- 8S
Shakti- 5H
Anya- 4D


Male Simvan Mind Melter; Wounds 0, Bennies 3/3; Parry 7, RATN 6, Toughness 13(8); Heal d4, Intim d6, Notice d6, Shooting d8, Psionics d12; 70 ISP

Sorry for the long delay, life got in the way again.

Burgurk makes a Fear check :
Spirit & Wild: 1d10 ⇒ 11d6 ⇒ 3

Spending a Benny...
Spirit & Wild: 1d10 ⇒ 51d6 ⇒ 3

Burgurk sends mental blasts in the direction of the demons :
Psionics,ROF 3 & Wild + Joker: 1d12 + 4 + 2 ⇒ (9) + 4 + 2 = 151d12 + 4 + 2 ⇒ (2) + 4 + 2 = 81d12 + 4 + 2 ⇒ (2) + 4 + 2 = 81d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9

SBM, how would you feel about posting the demons' Parry, so we can know if we hit and possibly raised?

Assuming 15 hits with a Raise :
Damage+Raise+Joker: 4d10 + 1d6 + 2 ⇒ (8, 10, 4, 9) + (5) + 2 = 38
Damage ACE!: 1d10 ⇒ 4 = 42 Toast, for sure

Assuming an 8 hits :
Damage+Joker: 4d10 + 2 ⇒ (7, 2, 8, 10) + 2 = 29
Damage ACE!: 1d10 ⇒ 8 = 37 Toast, for sure

Assuming a 9 hits :
Damage+Joker: 4d10 + 2 ⇒ (9, 4, 7, 7) + 2 = 29 Toast, maybe?


Savage Rifts RotRwT

I can do that. The demons in this encounter are armed with claws and teeth along with armored plates that count as shields. They have a Parry of 7, Ranged TN 4 and Toughness 12 (3). If they are hit with a Ranged attack, the Toughness is 14 (5). They take half damage from non-magical sources.

Three more demons are shattered against the rock walls before they reach the team, laying into you with raking claws and chomping teeth.

Burgurk's mental shield holds for the time being and none of the other demons seem to be able to touch the rest of you. A loud boom comes from somewhere beyond where they came from.

Demon Hoard:

Demon Frenzy v. Burgurk: 1d8 - 2 ⇒ (2) - 2 = 01d8 - 2 + 1d8 ⇒ (8) - 2 + (4) = 10
Burgurk Damage: 1d10 + 1d8 ⇒ (2) + (7) = 9
Demon Frenzy v. Anya: 1d8 - 2 ⇒ (2) - 2 = 01d8 - 2 ⇒ (1) - 2 = -1
Demon Frenzy v. Shakti: 1d8 - 2 + 1d8 ⇒ (8) - 2 + (5) = 111d8 - 2 ⇒ (4) - 2 = 2
Shakti Damage: 1d10 + 1d8 ⇒ (6) + (2) = 8
Demon Frenzy v. Ezekial: 1d8 - 2 ⇒ (5) - 2 = 31d8 - 2 ⇒ (2) - 2 = 0
Demon Frenzy V. Private Casey: 1d8 - 2 ⇒ (4) - 2 = 21d8 - 2 ⇒ (7) - 2 = 5

Five demons remain, Ezekiel is up!

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