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

*I believe I could manage that. It will take a great deal on concentration though, with little margin for error. Oates has a teleportation paddle in his truck; I wish I had it here, it would make things easier.*

"Do wish me to proceed, sir?*


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

"Yes. Whitlock, standby on the comms disruption. If we get spotted, I need you to pull the trigger on that instantly before things get hot."


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

True Invisibility: 1d12 + 1 ⇒ (1) + 1 = 21d6 + 1 + 1d6 ⇒ (6) + 1 + (4) = 11

Jingu slowly creeps to the edge of the woods, in order to be closer to the position of the illusion. Once there, he wraps the site of the wounded female in an illusion, like a cylinder, so that anyone outside will see only what he wants them to see.

Illusion: 1d12 + 1 + 1d12 ⇒ (12) + 1 + (7) = 201d6 + 1 ⇒ (5) + 1 = 6

*Maru, I have covered you in an illusion that shows you walking away from the wounded. Please pick up the surviving female and carry her. Move at the same pace as the others in your group. One trooper, please drop a grenade at the site of the body, but do not arm it, I will do that remotely. Everyone, please move to escort positions around the Mountaineer, but do not touch it; the simpler the illusion the easier it will be to maintain. Maru, remember that the Mountaineer is not actually there; please move to a position inside it and walk towards our caravan. I will have it move at your pace so that you are covered by the illusion as you withdraw.*

The illusion shows the party straightening up, looking concernedly at the wounded, but then walking over towards the illusionary Mountaineer ATV. Everyone moves to positions around it, maintaining watchful positions with weapons at the ready, but not aiming at specific targets. Slowly, the group withdraws from the clearing back up the road.

Invisible, Jingu follows behind the group, trying to stay close to the clearing as long as possible in order to maintain all aspects of the illusion.

When the group is at the edge of the group, Jingu has his illusion of the female roll awkwardly to one side, shout a curse at the Coalition troops, and then loose the spoon on her grenade. He reaches out with his mind, and levitates the grenade about an arm-length off the ground, and pulls the pin.

Telekinesis: 1d12 + 1 ⇒ (7) + 1 = 81d6 + 1 ⇒ (5) + 1 = 6

As the blast goes off, he drops the part of illusion in the clearing, knowing that there will be no way to identify whose remains are whose afterward. While the troops are probably showing rather authentically shocked and surprised faces, Jingu moves up next to Elias inside the Mountaineer illusion and, dropping his invisibility and concentrating merely on maintaining that illusion until safely back with the convoy. He'll have the back of the cargo trailer drop open to reveal space for the ATV (Space that wouldn't actually exist due to the radio equipment), and has the ATV drive up inside while he, Elias, and the woman climb into the cab under the illusion. Once the trailer is 'closed,' he allows all the illusions to expire, and probably sinks to his thorax in exhaustion.


Savage Rifts RotRwT

Firstly, know that I am still here. School has started, so my time on line is more limited, but I will endeavor to keep going. Secondly, I want to clarify exactly what is happening: Whitlock is preparing to jam comms while Jingu begins the changed illusion in which he is making it appear that the rest of you are leaving, alongside the false Mountaineer, which will load up in the falsely open trailer. Then, are you planning on just leaving from there? With that in mind, that is a lot of power points spent to maintain that for as long as it going to take to get back to the caravan, plus as you mentioned in-story, exhausting. That said, you do have Improved Rapid Recharge, which will probably recharge everything until you get the next ‘encounter’ anyway. Plus… Illusion, even the Mega Version, only works on one person at a time, so to add multiple targets costs you as well. If anything, you may have one PP left by the time this is all said and done. You’re talking about around forty people in all once you get back to the caravan. As awesome as the idea is and I went with it for the most part, this is straining your limits quite a bit. so, if you want to make this happen, it will cost you all of your remaining PP for the time being and you will take a level of Fatigue. If you’re cool with that, I’ll let it stand. Especially since no one without a really lucky roll can see through it anyway…


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

I knew I'd be stretching PPE limits, so I am good with that. I don't see anything in the description that says illusions are only for a single person though. Various Trappings are available, including holograms, which should be visible to all. As a psychic, i pictured Jingu's power as a sort of Photokinesis; effectively just like a hologram, but made by warping and bending light, as opposed to projected.


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

I am still here as well, there just isn't a lot that I can do until something happens one way or another.


Wounds 0 | Bennies 3/3 | Parry: 7; Tough: 16(7) | Notice: d8, Persuasion d10, Psionics d8 | 12/15 ISP | Active Conditions: None

Elias is letting the experts work while he waits for an appropriate opening. That and I am a little new to the system and being a little nervous.


Savage Rifts RotRwT

It’s in the Tomorrow Legion Player’s Guide under the Illusion power. First sentence. Now personally, the hologram idea should affect everyone in my head, but rules as written say otherwise. I think they want powerful illusions like this one to be the purview of the meditations and rituals rules, which sort of makes sense. Basically it would mean that for about half an hour, Jingu would be out of commission while he does the work of the illusion. I just figured I’d toss in the multi-target power cost modifier and go from there.

Group Smarts: 1d6 + 1d6 ⇒ (6) + (3) = 91d6 ⇒ 5

Jingu focuses his alien mind on keeping everyone a part of his imaginary world. As the grenade goes off, the Tomorrow Legion troops who were not told of the plan go for their weapons, but seeing their squad leaders continue forward with little reaction keeps them from opening fire. Only one of the four SAMAS units reacts to the explosion, his rail gun spinning up to fire in that direction, but the others must have told its pilot to stand down, as he doesn’t fire. Instead, they fall in behind you as you march towards the convoy.

When you reach the convoy, and the illusionary show finishes, the Legion soldiers look to you for what to do next. The Coalition forces take up flanking positions to watch and see if you will actually leave. The commander in the hatch watches the procession and you see one side of the Mark V open up, sending a platoon of troops to surround it. They only stand there, weapons at the ready, watching for your next moves as Jingu collapses into the seat next to the old man.

Unless otherwise mentioned, all of you are back at the convoy and the D-Bee woman is with you. There is a path for you to drive away and it seems the troops are in position to guide you that way. With force if necessary.


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
DM ShadowBloodmoon wrote:
It’s in the Tomorrow Legion Player’s Guide under the Illusion power. First sentence. Now personally, the hologram idea should affect everyone in my head, but rules as written say otherwise. I think they want powerful illusions like this one to be the purview of the meditations and rituals rules, which sort of makes sense. Basically it would mean that for about half an hour, Jingu would be out of commission while he does the work of the illusion. I just figured I’d toss in the multi-target power cost modifier and go from there.

The power description for Illusion was in Tomorrow Legion in SWEX, but in SWADE it became an official power, and so got moved to the core rule book. Tomorrow Legion SWADE doesn't have a description of the Illusion power, just the Mega-Power effects. Are you sure you're looking at the right version? Now I have noticed that different versions of the books do have different wording, and my version was out of date on a previous issue, so it could be me, but I'd suggest double checking to make sure you are checking the right place.

"Looks like we're being invited to be elsewhere."

Josiah starts up his truck, and when the group is ready to move, he pulls back along the designated path, resuming his convoy position.


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

Arsenio circles his finger above his head, briefly making a red-orange halo for a moment as a side effect.

It'd be kind funny/sad if my Quirk made the Coalition guys suspicious here but...Drawbacks.

"Let's roll out."


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

Sun Li loads up, falling in step with Arsenio and giving the captain a look of concern. It was obvious that the mind melter was on edge; men like him and Whitlock could be executed if they were discovered. Releasing a breath that he didn't know he was holding, he would move towards where the injured woman was being kept and loaded in there. Sitting beside her, he would focus his mind as he reached out towards her mind.

I will spend 6 ISP to activate Mind Walk. I make a contested Smarts against the woman. There are modifiers to our rolls, depending on mental hindrances, wounds, and current state of mind.

Psionics: 1d8 ⇒ 7Free Reroll: 1d8 ⇒ 2Wild: 1d6 ⇒ 1


Savage Rifts RotRwT

Pretty sure I was looking in the SWADE version, but I will double check when I get a chance. I wonder if they’ll change it again in the SWADE Super Powers Companion…

As for Hindrances, that’s why they are there. Story reasons…

Your team moves out and the caravan gets going again. Once everyone is settled and the CS troops are only images in the sensors rather than the rear view, you breath a collective sigh of relief as you move on. Captain Deloso, being akin to such things, senses that a large fire has started from back in that direction. It isn’t difficult to figure out who started it.

Meanwhile, your ex-CS Psi takes a moment to check on your patient.

Sun Li Tao:
It isn’t difficult to enter an unconscious person’s mind, a fact that you have used to your advantage more than once in your previous career. Still, with this one, a small pang of remorse comes over you when you realize that she is dreaming of her home, or what is left of it. You see images of a large village consisting of clay and wooden buildings, some with modern conveniences, but some without. You also see the bodies of Legion soldiers lying near the gates of the place and fires burning most of it. She is frantic as you press further, looking for someone it seems.. That’s when you see an image of Burgurk flash in your mind, the Simvan that led the team before you arrived.


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

The Mindwalk:
The woman's mind opens quietly for him, the damage her body had suffered letting him wander in almost seemlessly. He passes through into her subconscious, the smell of burning wood and clay coupled with the familiar sent and taste of blood on the air. He could see her searching for someone, looking frantically amidst the dead Legionnaires near the gates of this place. Burgurk flashes in his mind. A memory?

"This place was your home? Garnet Town, was it?" The pang of sadness he had felt is quickly smothered under his own coldness. He had to remain detached, a person's mind could drag you down into a wellspring of emotions and leave you with feelings that were never truly yours. "Who attacked your home?"


Savage Rifts RotRwT

Sun Li Tao:
The woman’s voice comes to your mind. ”My home.. our home..my son…” You see images of what appears to be her son, but you see no where he might have been. Soon the images change to what you already knew. Coalition Soldiers were opening fire on the town, but some of them did not appear to be wearing the standard black skull motif. Instead, they had black armor with red tiger striping. The soldiers seemed to following the commands of those in the altered armor. Then you hear a name. ”Beehan.”

As Sun Li Tao proceeds with his journey through the woman’s mind, the rest of you keep watch out of the windows of the vehicles or on foot, depending on the current rotation. Some of the men grumble about not being able to just shoot the CS troops, but some of the more calm minded remind them that you were outnumbered and it would not have been an easy fight. Either way, while there is a little tension, most of the soldiers seem to be okay with the decision to move on. You spend some time circumventing the sections of land that the Rifts have changed, avoiding broken hills and the cemeteries of old cities. Eventually though, you start to feel like you are being watched and some of the troops echo the same sentiment. Those of you with psychic abilities also feel it too. A presence of some sort.


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

In Your Head:
The marking of the men with the red tiger stripes gets the former CS officer's attention as he studies them carefully. It seemed they were in a position of control and authority over the rest of the soldiers. The images of her son, the playful moments of happiness coupled with unimaginable terror and worry, are casually pushed to the side. He sits with her subconscious, looking her directly in the face while a soft smile spreads across his own.

"I am sorry for your loss. I truly am. However, I need to ask you questions and I need you to tell me what you remember. Hide nothing. It is all important and could save not just our lives but the life of your son." He would let that sink in for a minute before sitting up a bit straighter. "Let us begin..."

For the ease of PbP, we'll hurry this along so not everyone is waiting for us. She does get to make a contested Smarts v.s. Psionics for Particularly vital or dangerous questions or thoughts—or exploring deep hidden fears or something of great emotional value to the target. Here are the questions that I would like to ask.

1) Who attacked her and her people and why?
2) Where were they fleeing to?
3) Who is Beehan? How does she know Burgurk?
4) Did any Legionnaires survive?
5) Does she know who the spy working for the Coalition is?


Savage Rifts RotRwT

Your comment is amenable regarding not stealing the show, Sun Li, and that is why in my prior post, I have something going on that everyone else can respond to.

Sun Li Tao:
The woman, you figured out that her name is Lithari, as it keeps coming up. Her son, Vonn, is all she has left of a life prior to Garnet Town. ”The Coalition, Beehan was there to negotiate for having us become one of their sponsored villages. We instead chose to side with the Legion because of the one called Burgurk and his Legionnaires that were here rescuing some of our people from the representative of the Federation. Beehan seemed amenable, but could not leave until he got orders. We allowed him and what little troops he had stay with us until the Tomorrow Legion soldiers got there to take over as guardians of Garnet Town. He still didn’t leave. About a week later, Beehan simply left but his troops didn’t, the next day..” You can tell there is emotional damage welling up here. ”They came for us. All of us. They overwhelmed the Legionnaires and then starting killing us off, one by one. My son got caught up in the crowd of us trying to escape. They pinned us down in the center of that clearing…” That is about all you can get from her, as she starts crying and breaking down.


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...Notice roll?

Notice & Wild: 1d6 ⇒ 51d6 ⇒ 1 = 5, Success


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

Arsenio looks sidelong at Burgurk as he starts looking around.

"You felt it too? It was faint enough I almost thought I was imagining it."

Notice: 1d12 ⇒ 9
Wild: 1d6 ⇒ 2


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

Notice: 1d6 + 1d6 ⇒ (6) + (1) = 71d6 ⇒ 2

Josie looked over at the sleeping form of Buzzbee, the mute dbee he took pitty on all those years ago. Little guy seemed to have tuckered himself out.

He wondered again at that itch growing between his shoulder blades. Elsie seemed nervous about something too; just a little bit of resistance in her handling. It was something supernatural, like those interdimensional mites he'd picked up once. Invisible, phasing in and out of reality, and nobody but him able to actually see the little suckers.

He wondered if he'd have to whip something up to scan for the source. Not knowing what it was was setting both his teeth on edge.


Savage Rifts RotRwT

There is indeed a presence here, you feel as if something is following your caravan, from a distance, but still there. The psychics can almost pinpoint a sentient mind looking at you from afar. Captain Deloso seems to think it centers around the woman you rescued. At this point, it dawns on Burgurk who the woman is. Her wounds and the worry about being taken by an overwhelming force made it difficult then, but this time he recognizes her, mostly from her pointed ears and the ever-concerned look on her face that apparently doesn’t disappear even when she is unconscious. This is Lithari, the mayor of Garnet Town.


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

Slowly Sun Li began to retract from the young woman's mind, leaving her subconscious to mourn what had come to pass. The mind melter's eyes opened and he would immediately ping over the communications to Arsenio, his calm voice speaking in his ear.

"It seems that the woman is Lithari. Records show that she was the mayor of Garnet Town. It seems that the Coalition Representative, a man by the name of Beehan, had stayed in the town until he received new orders. His soldiers remained. The day after his removal, the Coalition soldiers turned and fired on both Legionnaire and civilian targets. The clearing was where they were pinned down." Officer Tao's voice remained calm and subdued even as he called in the tragedy that had occurred. "It appeared that the soldiers were taking commands from a Coalition group with red tiger stripe markings on their armor. I suggest that we proceed cautiously and expect immediate confrontation at any point."

Could I make a Common Knowledge roll for the markings? I am previously CS so maybe it'll give me a bonus or cancel out a negative?
Common Knowledge: 1d4 ⇒ 4Wild!: 1d6 ⇒ 4Ace!: 1d4 ⇒ 2 = 6 total


Savage Rifts RotRwT

Sun Li Tao:
You think over all the special operations teams you have had clearance to know about or heard through the grapevine, or even found on your telepathic interrogations, but none of them do you recall having the red stripes on their pauldrons. Most of the teams you knew of, though they had different types of armor, were still wearing the simple black skull motif. If this was a Coalition team, it was one you have never heard of.


Wounds 0 | Bennies 3/3 | Parry: 7; Tough: 16(7) | Notice: d8, Persuasion d10, Psionics d8 | 12/15 ISP | Active Conditions: None

Elias frowns hard. "But why? I mean yes, the Coalition hates everyone that isn't them, but this seems like a waste of effort."


Wounds 0 | Bennies 3/3 | Parry: 5; Tough: 12(5) | Notice: d8, Intimdate d6, Persuasion d6, Psionics d8 | 14/40 ISP | Active Conditions:

"The commanding soldiers, these ones with the red tiger stripes, are not known to me as any specific Coalition force. We will need to identify them and learn their motives; there is no strategic value immediately available in regards to Garnet Town, nothing worth wiping them out wholesale." The knight was right, this was strange indeed.


NG-303 Rail Gun | Range:30/60/120 Dam:2d10+2 ROF:3 AP:6 Shots:20/20 | Wounds 0 | Bennies 3/3 | Parry: 6; Tough: 24(9 MDC) | Notice: d6, Electronics d8+2, Repair d6+2, Shooting d10, | Active Conditions: None

Whitlock hand climbed onto the side of the truck and seemed to go to sleep, after a short time his head snaps up. "Optics reboot complete operating at >99% efficacy. Did I miss anything?"


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

Josie gives a gummy smile to the Cyborg hanging off the side of his truck. He eyes him up and down, taking in and cataloging all his parts.

"Heavy Combat Cyborg. Full Conversion. Triple Reinforced frame, Three layers of high strength Armour plating, with auto-regenerative nano-tech system. Coalition work, right? CS techs always go for performance over either function or comfort."

"You know, there is a group called the Momano who have had luck converting cybernetics to Techno-Wizardry based devices. I have converted a lot of tech over the years, and it comes with advantages. TW tech can run off Ley Line energy, and doesn't interfere with psychic impulses to the same degree as the standard version. Ever thought about having someone take a look at your gears? Some types prefer to start with small tech to see if the conversion takes, but I actually think it might be easier to look big picture. Starting a takeover conversion in your auto-regeneration unit could enable a fully cascading transition. You know, the whole thing, all at once! I figure the odds on working are gotta be better than 15 or 16 to 1. What do you think?"


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

DM SBM - sorry, I (the player) have a terrible memory, especially for things that happened many months ago. Can you remind me of anything relevant about Lithari when we met, regarding our current situation? Thanks!


Savage Rifts RotRwT

That was what the Smarts check was for earlier, but I figured you had some time to think about it now.

Burgurk recalls that Lithari, the mayor of Garnet Town, had a son named Vonn, who his prior team found and returned to them. While they were there, they found out that several factions were vying for control of the town. Due to the Legion’s timely help, Lithari chose that the Legion provide troops to help defend them and help them become a more prosperous town. A later visit had them repairing a comms tower, the same one you are now trying to establish what happened to. At that time, they knew that the Coalition representative was still there. They haven’t had contact with Garnet Town since.

Also, which is why Garnet Town is such a strategic place, is that there is a ley line nexus not even a mile away from the center of town.


Savage Rifts RotRwT

Moving us ahead…

Sunday, December 3rd, 109 PA (2395CE). 1624 hours. 29 Degrees, Overcast with Flurries. Garnet Town Ruins (Emerald Ridge, MO)

After another day of travel, you arrive on the outskirts of Garnet Town, having seen the smoldering from a distance. Whatever happened here, happened not to long ago. Lithari, the mayor has awakened and she explains:

”They came out of nowhere. One of the patrols came running back into town and he was shot by a laser from somewhere in the woods before the words could even come out of his mouth. After that, the sky erupted in fire. The Legionnaires that were here stood fast, but they were outnumbered and the Coalition killed them all. I ran to Lieutenant Beehan’s tent, but he was no where to be found. Once we knew we were lost, I gathered up what people we could and we ran for it. We knew the woods well, so it took them some time to find us, but soon we realized they were corralling us into a trap. By that time, it was too late. That’s when they let out some sort of creature. I can’t even begin to describe it, but it took my leg and I could only watch as it tore through the rest of us.” She pauses here, her voice trembling. ”Somewhere in the fight, I lost Vonn, my son, I don’t know where he could have ran off too, I.. I hope that he is safe somewhere.” You can tell that she has mixed emotions about what happened, as if she is looking for someone to blame.

When you reach Garnet Town, Lithari breaks down in tears, sad for the loss of her town.


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

"I don't know if we can promise much. This entire situation has spiraled even more out of control than we thought, and we have a lot to do if we want to get things back to some semblance of normal. But if we get a lead on your son, we'll follow it. I'll promise that much."


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 "Perhaps we should organize into search parties, to look for survivors and inspect the damage."


Savage Rifts RotRwT

. Was there going to be a plan in place for scouting the ruins or were we going to explore on your own? I haven’t seen anyone else post up their ideas yet.


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On
Burgurk wrote:
Burgurk says "Perhaps we should organize into search parties, to look for survivors and inspect the damage."

Arsenio blinks and comes back to reality as he analyzes what the flames are telling him.

"Yeah. It looks like our original plan is mostly shot, but let's try to maintain cover if we can. The flames say they're only a week old, maybe less. They're only still burning because plasma fires are so robust."

"Given that, I'm not sure how much aid we can provide in material terms. Anyone buried under rubble is likely already dead; I doubt there are still search parties going on. Instead, consider this an info gathering run. We divide into large groups and act as though we're good samaritans; which is true in a way. We were coming to trade with Garnet Town and found it destroyed."

"We need to find out who's in charge, if any single person or group actually is. See what everyone needs and then we can regroup and figure out what we're going to do about it. Highest priority: see if the Coalition stuck around, and if anyone knows, why they decided to torch the town in the first place."

"I don't want to split us up too much, given the circumstances. Some of the townsfolk could be desperate enough to turn looter if things are as bad as they look. So two groups, unless there are any concerns raised. One group to stay with the convoy and provide a deterrent, and the other to spread out a bit to talk to people a bit more separately."


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

"Concerning our actual mission, is there any point in putting up the new comms tower? I don't know if it works automatically or needs an operator or maintenance, but if it does, there's no one around anymore to operate it. Unless someone in our support team is qualified.

Also, I'd like to be in the team that moves thru the town, the people should recognize me. I'm kind of hard to forget."

If you didn't know better, you'd think he'd just cracked a joke...but he's probably serious.


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

Jace comes up to Deloso. ”Sir, I’d like to take my squad to where the original tower was, see if someone left anything behind. Coalition is ruthless, but wanton slaughter? Doesn’t smell right, sir.”


Savage Rifts RotRwT

Let’s have everyone all make notice rolls as they travel through the remains. Anyone staying back with the caravan can opt out. I’ll post the results depending on the outcomes.


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

Notice & Wild: 1d6 ⇒ 11d6 ⇒ 3 Nope.


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

Refreshed from his long sleep on the drive into town, Jingu flies up above the town, scanning the area visually, and cycling through the modes on his optics helmet, using infrared and thermal to look for anything out of the ordinary.

Notice: 1d8 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (4) + 2 = 6


Savage Rifts RotRwT

Captain Deloso Notice: 1d12 ⇒ 61d6 ⇒ 5
Jace Belleraphon Notice: 1d6 ⇒ 11d6 + 1d6 ⇒ (6) + (1) = 7
Jason Whitlock Notice (+2 audio): 1d6 ⇒ 51d6 ⇒ 4
Elias Maru Notice: 1d8 ⇒ 31d6 ⇒ 5

After splitting up and searching what remains of Garnet Town, your unit finds what it is looking for: evidence of Coalition involvement. While the fires have destroyed almost everything, among the smoked out ruins of one of the buildings, besides the charred corpses that remain, you find a mostly intact Portable Computer. It looks to be of Wilk’s manufacture, as it has a streamlined glossy black sheen to its outer shell. While it has taken some hits, it still seems to be functioning.

You also find among the wrecked buildings some disabled Skelebots. What you note is odd about them is that other than some soot from the plasma fires, they seem relatively intact, just not active. After two hours, you note that there are thirty of them in all.

Other than that, Jingu reports that towards the broken comms tower there seems to be a rather large pile of broken shipping containers near it. All of them are marked with CS military symbols.


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

"Josiah can you take a look at these Skelebots, make sure they can't be reactivated? alvage them for anything useful if you can."

"As for the comms tower...we should get it set up if only to report in for further orders. We can always take it back down if need be."


Wounds 0 | Bennies 3/3 | Parry: 7; Tough: 16(7) | Notice: d8, Persuasion d10, Psionics d8 | 12/15 ISP | Active Conditions: None

"I'm good for heavy lifting, but I have no skill in actual repairs. I'll help Josiah if he'll show me what to look for."


NG-303 Rail Gun | Range:30/60/120 Dam:2d10+2 ROF:3 AP:6 Shots:20/20 | Wounds 0 | Bennies 3/3 | Parry: 6; Tough: 24(9 MDC) | Notice: d6, Electronics d8+2, Repair d6+2, Shooting d10, | Active Conditions: None

"I'll get started on the tower, unless you want me to see about cracking this Comp, it may have some clue as to what is going on here?"

Repair or Hacking: 1d6 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (5) + 2 = 7


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

"The tower takes priority, especially as there's no telling how long it would take to get anything done with this comp if it's encrypted."


Savage Rifts RotRwT

It’s probably going to take the rest of the day for Jason and any others to get the tower working again, especially since you will have to replace much of it using what you have in the vehicles. That said..

As Whitlock and his squad start heading towards the broken comms tower, the psychics in the group start getting a ping in the back of their minds. Once that occurs, the others who have spread out to search the buildings notice that the Skelebots are starting to activate, their red electronic eyes beginning to scan as they make their way to a standing position…

I will draw initiative after your first reactions, but assume that there is at least one squad of Skelebots within range of your weapons from the beginning…


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

Psionics: Exhaulted Quickness: 1d12 + 1 ⇒ (9) + 1 = 101d6 + 1 ⇒ (2) + 1 = 3
Psionics: Smite: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 + 1d6 ⇒ (6) + 1 + (4) = 11
Psionics: Deflection: 1d12 + 1 ⇒ (9) + 1 = 101d6 + 1 ⇒ (2) + 1 = 3

Isp: 5+1+2=8

Parry increased to 17, RatN to 14

Flying over the hamlet, Jingu was about to try reaching out to the Skelebots with his mind, to start the strange but familiar process of Hacking through the programmed defenses in order to modify the code as he wished. He had no real idea how he did that, and to him it always seemed kind of strange that other psychics could not interact with artificial minds; electric impulses are electrical impulses, after all. However, just as he was about to begin, he felt a psychic impulses, and became aware of the Skelebots coming on line.

Instantly, he gave himself a burst of speed, supercharging his movements, activated his sword and shield, and the state of hyper awareness that would help him avoid attacks, and dropped from the sky.

He stopped beating his wings, going into weightless free fall for a mere second, and then beat them furiously just a few spans above the ground to break his fall. He dropped into a fighting stance on one side of a cluster of the machines, ready to reduce them to parts.


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

"I can take a look at those Skellies, see if they are ship-shape, but in all fairness, Buzzbee is better with the programming stuff than me. He always seems to be able to get machines to do whatever he wants. I don't get it, he don't even talk to 'em nun."

When the skelebots reactivate, he looks around at Elsie, but realizes pretty quickly that maneuvering the whole truck to aim the fixed laser is going to be pretty impractical. Instead, he takes cover behind the cab and pulls out his rifle.

"Dagnabbit! Guess I'll need my Scarlet! Come here sweety. Lemme fix somethin up to give you a boost! Let's see... a power inducer, energy compressor, sequential induction coil, and done!"

Techno Wizardry: 1d12 - 2 + 1d12 ⇒ (12) - 2 + (9) = 191d6 - 2 ⇒ (5) - 2 = 3
Techno Wizardry: Activate Greater Smite: 1d12 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (2) - 2 = 0


Parry: 4| Toughness: 3 (6)|Bennies: 0/3|Pace: 6: Charisma: 0|Wounds: 1/4|Fatigue: 0/4|ISP: 20/30| Quick Edge|Flame: On

"...I don't suppose you packed a portable EMP in that truck, Josiah?" Arsenio says, activating his flame aura.


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

"Fraid not, Cap'n. Not sure those exist, actually. Might be a good project though. I've heard if you run enough power through a giant solenoid fast enough, you can generate one. Course, there would be no way to direct it; it would just go off like a big bomb, and take out everything equally. Could be useful, under the right circumstances circumstances. Buzzbee's sword would still work, but a lot of the rest o' us would be fightin' with sticks and stones."


Savage Rifts RotRwT

Combat Incoming!


Jingu, Josiah and Fireteam 1B- Joker
Burgurk and Fireteam 1A- 10S
Arsenio Deloso (Quick) and Command Squad- 8S
Jace (Quick) and Fireteam 2B- 8C
Jason Whitlock and Fireteam 2A- 6C
Elias Maru- 4S
Sun Li Tao- 4D
Skelebots- 4C
Hicks and Charlie Squad- 2D

Looks like everyone gets to go before the Skelebots.. Jingu has a Joker, but all can go now!

The Skelebots begin to activate, their weapons coming to their arms and targeting systems coming online. They don’t look like they want to talk. It’s a good thing that the team was wary for a fight and they were ready for it.


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

Approximately how many skelebots are there total, and in how many clusters?

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