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


2,951 to 3,000 of 4,258 << first < prev | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | next > last >>

Savage Rifts RotRwT

Yes, you were traveling as incognito as you could, but based on your tactics and the similarities of equipment with most of your squads, they put two and two together. However, they have not mentioned the Legion, so you could be any one. As for the roll for Intimidation, after spending two Bennies and getting an Ace, I wasn’t going to bother rolling on the off chance it took that win from you.

The pilot squares himself up as best he can before answering. ”Look, all we were told is that this town was in the way of some big project. Something about the Rift nearby. We were told that Legion folks for guarding the place, so some of the softies weren’t too upset about hitting a civvy target. We were not told of another unit coming to rescue them. Intel, am I right?”, he tries a small chuckle to try to diffuse the tension.


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 keeps an eye on the interrogation, listening in quietly and gathering whatever information he could. There would be multiple interrogations before their task was done.


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

Burgurk makes a low growl, then throws the guy on the ground on his butt. "Bah! I am done with this one! Do with him what you will!"


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

Speaking only to Sun Li Tao, Jingu asks, *If we need anything further, do you have the talent of walking his mind?*

He keeps an eye on the situation as it unfolds, jut leaves it to the commanders to decide how to proceed. Once the wounded were taken care of, he busied himself salvaging equipment and gear from the fallen enemies.

With dozens of skelebots at hand, he makes an growing pike of blasters and vibrant blades. As he works, he keeps an eye out for any skelebots that might have salvageable parts. He knows from experience that Josie was more than capable of matching the heads from units hit in the chest with those hit in the cpu, in order to whip up some functioning bots. With a bit of reprogramming by himself, they would make useful sentries and labourors.

Notice to find the best parts: 1d8 ⇒ 41d6 + 1d6 ⇒ (6) + (1) = 7


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 gives a slight nod at Jingu's question; the mind melter would be busy with the captives after the captain had sorted the mess and decided what their next course of action would be. He thought that they should try to contact headquarters and prepare for a response; this assault was one of the first tests that this newborn confederacy.


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 does his best to keep an eye on the interrogation, he doesn't want to interfere in the questioning, but he doesn't want harm to the pilots, they are likely just like he was, before Newtown.


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 grabs his tool belt and slings his rifle across his back. He heads over the area of excitement, but instead of stopping to watch the interrogation like everyone else, he just walks past, obliviously, headed for the downed robot.

He can be heard mumbling to as he goes, though whether to himself or someone else isn't exactly clear, "Sorry 'bout that baby; no way to make an introduction... laser blast to the chassis an' all that, but them nogidnicks up in the driver's box was steering yas to do all sort o' unpleasantness. Think your bones may have done give up the ghost, but we'll put to life everything we can. Now, with that blast, I'm bettin' your mini-launchers are toast, but the railgun and your short and medium launchers are up on the pauldrons, and should be good. The sensor suite and it's lasers should be ok, unless they got messed up in the fall, and we can always find a use for your reactor, presumin' it shut down the way its spose'ta. Lets see what ol' uncle Josie can do, alright sweety? I promise it won't hurt."

He pulls out some tools, first checking his Geiger counter to make sure the reactor self-sealed as designed. Next, he climbs into the pilot compartment to check the system readouts, plugging in his own diagnostic tools.

Electronics: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (1) = 81d6 + 1 ⇒ (2) + 1 = 3

Once he's got the readouts, he gets out and starts checking the maintenance access panels, so he can assess the manage to the super structure. He's assuming it's too damaged for repair without access to a robotic's dry dock and OEM parts, but he's going to check before harvesting for parts.

Repair: 1d12 + 1 ⇒ (7) + 1 = 81d6 + 1 ⇒ (3) + 1 = 4


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 stays near his commander. ”Sir, we seem to have the place secured for now, but there may be more of them. I will have my team secure the perimeter and then help where we can with clean up.”


Savage Rifts RotRwT

With the interrogation changing hands, the rest of you and what is left of your platoon work to clean up the area, taking weapons and materials where you can. The destruction of the APC will make it harder to accomplish, but you are sure you can fit most of it into Josiah’s truck, at least if you can get the comms tower back up.

The Skelebots left a lot of material behind, and the UAR-1, after significant repairs at a dedicated facility, could be brought back online. The nuclear power core is still intact and that alone could be worth salvaging, if not the rest of it. Still, the problem lies with how to get it back to a facility. It won’t be walking anytime soon and the Skelebots do not have enough parts combined to put it back together. Or do they?

Next Steps?


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

"Captain Deloso.." Sun Li says after ensuring that the prisoners have been successfully detained by the rest of the troop. "...it seems that our casualties are limited, though the loss of the APC is a detriment and will slow our travel speeds. We also have to deal with the fact that the prisoners have showcased psionic capabilities; they are a constant danger. I will keep an eye on them at all time and, with your permission, investigate them mentally to try and form a coherent story as to why the Coalition State annihilated Garnet Town." There was a momentary pang of guilt that was quickly suppressed. It was ruthless, utterly so. It was too close to Tolkeen.


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

"Something to discuss in a moment. Command meeting, now." Deloso orders, gesturing for the "faces" of the group to come along away from the rest of the group a bit.

Once everyone is gathered, he continues.

"I'll rip the bandage off quickly: we may be looking at a state of complete mission failure here, before we've even started. Even if the enemy doesn't know we're Legion, after that little display -which everyone within 10 miles probably got a good listen at, if they didn't see it- they know damn well we're not humble merchants, and are going to come looking."

"On top of that, our secondary objective to save Garnet Town seems completely shot. We'd be supplying relief efforts at best, in territory now controlled, however tenuously, by the enemy."

"The situation as we understand it has been completely flipped on its head, and the original scope of our mission is inadequate to cover what the situation has become."

"I want to hear your thoughts on the matter before I give further orders."


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

*Sir, I suggest we begin with a census of the villagers; find out if there is enough of them to rebuild. If not, we may have a refugee situation, in which case we can get them ready to go back to Castle Refuge if necessary, and willing. If it appears they have enough to rebuild, or refuse to leave, then we begin with that task, and start fortifying the village for defense in case the Coalition comes back. Do these people have a mayor? Or a headman?*


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

Burgurk goes back to the soldier he was interrogating, picks him up by the collar again, goes nose-to-nose with him and says "You! Does the Coalition have any other teams near Garnet town yet?" He smiles, showing his sharp teeth.


Savage Rifts RotRwT

The robot pilot nods his head. ”There is a CS mechanized infantry company about 10 klicks east of here.”

Common Knowledge Success:
That’s about 30 to 50 men and a few vehicles.

Common Knowledge Raise:
The closest CS units would probably be based from Fort El Dorado. While a bit away, you know that most of this area is only freshly under CS control and they may be out of their jurisdiction.


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

Common Knowledge: 1d4 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (4) + 2 = 6

Away from the interrogation, "With the right terrain and supprise I think we could defeat a Mech Inf Company, but it would not be quick or clean. I bet I could spoof a mayday from the robot. We could drop that in the other direction give us some more time.

Could I add +2 from the Field Intel Edge to the Common Knowledge test?:
This character is skilled at picking out advantageous sites for enemy or allied forces to conduct combat operations, prepare ambushes, or hide. She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces. When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls. She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.


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

CK: 1d4 + 2 ⇒ (2) + 2 = 4
Wild: 1d6 + 2 ⇒ (5) + 2 = 7

Arsenio mulls things over.

"It's something we could maybe handle, but things would definitely get dicey. Josiah, how fast do you think you could get the communications array operational? We can radio for further orders...and maybe backup."


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

Josiah looks up from where he is working, the magnification viewfinder of his optics distorting his face and eyes, "Huh? How fast? All the parts are pre-assembled, so not that long; a few hours probably; faster if a few of the telekinetics help out with the lifting. Main question is where you want to put it. A tower is always going to make an easy target, but regardless, we're going to have to clear some space."


Savage Rifts RotRwT

@Whitlock- Yes, Field Intel applies here


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

"Another thing, these troops are along way from home, it could be that they are also off book."

He casts a map, centered at their location, to a nearby display. then pings Fort El Dorado. "If I am reading things correctly this is where these guys are based out of. We are outside of there operational envelope. That could be a mistake, or it could be they are looking for something. And if they are willing to put this much hardware out in the field, beyond their support umbrella, it would have to be something valuable. I wonder if it is related to that multiband interference I ran into."

He looks around the command table. "Do any of your Wizard types sense anything odd?"


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 we are close to a Ley Line nexus, so supernatural energies run fairly rampant. I haven't felt anything beyond that, but them, I'm more of a Psion-type than a wizard-type.*

*Personally, I am more curious about their striped uniforms. I am not familiar with these markings, and I've never heard of anything like them with Coalition troops before. Anyone have any ideas? When we rescued the Mayor, she mentioned 'Bees.' Could these be a special unit or a splinter group marked by their striped Armour?*


Savage Rifts RotRwT

Common Knowledge Success:
The Coalition has been known to hire mercenary units in the past, especially if they don’t want an operation to be tied to them.

Common Knowledge Raise:
The particular markings seem to be tied to a mercenary unit that has also been seen in operations around Kingsdale, an ally of the Coalition, though a tenuous relationship at best. They have gone by many names, but the ‘Wolf Pack’ is the most commonly used one.


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

Common Knowledge: 1d4 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (5) + 2 = 7


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

Common Knowledge: 1d4 ⇒ 1Wild!: 1d6 ⇒ 2

"I have not detected anything too unusual. Before combat occurred, there was a mental ping. Likely communication between the enemy psionics. Their armor is not known to me and I had...in-depth time with a multitude of Coalition special forces." Sun Li reports, rubbing at his chin lightly.


1 person marked this as a favorite.
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 Oates wrote:
Josiah looks up from where he is working, the magnification viewfinder of his optics distorting his face and eyes, "Huh? How fast? All the parts are pre-assembled, so not that long; a few hours probably; faster if a few of the telekinetics help out with the lifting. Main question is where you want to put it. A tower is always going to make an easy target, but regardless, we're going to have to clear some space."

"Get to work on it ASAP. They might send another group to check out why these goons never reported back, and I want us to have our game plan ready by then."


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

"Yessir! I'm on it!"

Josie heads back to Elsie, and moves the transport into position. Once there, he starts the process of unpacking and assembling the parts.

Repair: 1d12 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (5) + 1 = 61d12 + 1 + 1d12 ⇒ (12) + 1 + (11) = 241d6 + 1 ⇒ (2) + 1 = 31d12 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (4) + 1 = 5

He has the Mr. Fixit edge, which halves job time with a raise.


Savage Rifts RotRwT

Josiah’s roll will allow him, with assistance, to get the comms tower up and running in the space of four hours.


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

How many captives do we have at the moment now?


1 person marked this as a favorite.
Savage Rifts RotRwT

Three. Two pilots from the UAR and the sniper. I’m having Elias return with the Mystic Knight via out of game as the character has left the game.


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

Are you waiting on us, or are we waiting on you? :)


Savage Rifts RotRwT

Josiah started working on the comms and Sun Li asked about the captives. Now I am waiting to see what the rest of the team plans on doing while Josiah and the squads help him. Anyone that has Electronics can help him to speed the process along, but as it is going to be a few hours, the rest of you might have other plans or Deloso might have orders.


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 can try and hack the comms of to give us a heads up, that UAR should have everything I need."

Electronics + Field Intel: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 51d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Welp

Within a few moments smoke begins to bellow from the UAR Cockpit


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

"Damn it all. They must have rigged it against tampering."


Savage Rifts RotRwT

As Josiah and some of the platoon get to work on the comms tower, Whitlock attempts to utilize the internal comms system of the UAR-1, and instead, manages to wire the console backwards and fry the circuit. Without being taken back to a maintenance repair bay, the comm system on the UAR-1 is shot.

All of you have about 4 hours of time until Josiah is done. I can hand wave it if we want to move along.


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

I have nothing I want to do...


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

Sorry for the delay, been super busy out of nowhere. I'll be more regular from here on out.

Sun Li has the soldiers separate the prisoners so no information could be shared between them, standing before the two pilots first before moving to the psychically adept sniper. Kneeling down before the battered man, he reaches out and places his fingers upon their temple.

"This may be uncomfortable." Sun Li says before he pierces into the mind of the first pilot. He does the same with the second, moving through their mind to uncover what laid within.

Mind Walk (1st Pilot): 1d8 ⇒ 7Wild!: 1d6 ⇒ 5Free Reroll: 1d8 ⇒ 5

Mind Walk (2nd Pilot): 1d8 ⇒ 5Wild!: 1d6 ⇒ 6Wild Ace!: 1d6 ⇒ 5Free Reroll: 1d8 ⇒ 1

Using both powers cost a total of 11 ISP. They may make a Smarts roll against my roll to try and resist. If I win, I have up to 5 minutes to explore memories, ask any number of questions, or even speak with their subconscious. If I win with a raise, they do not realize I used the power on them. My questions are in the spoiler.

Pilot Questions:
~ What mechs are accompanying the company?
~ Who are the commanders of this company and what is their objectives?
~ Are they any special attachments connected with the company?
~ Have you constructed any communications back with your homebase?
~ Did you know you were going to be killing civilians?
~ Do you feel guilt for what you have done?
~ If offered redemption, would you take it?

Approaching the Sniper, Sun Li would look over the injured figure before giving a small smile. The mind melter did enjoy a challenge. He reinforced his mind first, preparing to assault the sniper's defenses and learn what they knew.

Sun Li will spend power points first to boost his Psionics die.

Greater Boost Psionics: 1d8 ⇒ 8Wild!: 1d6 ⇒ 5Free Reroll: 1d8 ⇒ 7Psionic Ace!: 1d8 ⇒ 3

With a raise, my Psionics becomes a d12, I get another free reroll, and I pay 3 ISP. I immediately use Mindwalk against the sniper.

Psionics: 1d12 ⇒ 11Wild!: 1d6 ⇒ 4Boost Reroll: 1d12 ⇒ 8Free Reroll: 1d12 ⇒ 2

I have rolled an 11, which means I pay 5 ISP for my power. They resist with a Smarts roll. If I win, I will ask the questions below.

Sniper:
~ Who are the commanders of this company and what is their objectives?
~ Are they any special attachments connected with the company?
~ Have you constructed any communications back with your homebase?
~ Have you seen a small, D-Bee child (describes mayor's son)?
~ What is your unit's specialty?
~ Who are notable figures in your unit?
~ Did you know you were going to be killing civilians?
~ Do you feel guilt for what you have done?
~ If offered redemption, would you take it?


Savage Rifts RotRwT

1st Pilot Smarts Resist: 1d8 ⇒ 51d6 ⇒ 1
2nd Pilot Smarts Resist: 1d8 ⇒ 61d6 ⇒ 3
PsiSniper Psionics Resist: 1d12 ⇒ 61d6 ⇒ 3

Sun Li pushes into the minds of the men, having the most resistance from the sniper, but still able to get through despite his mental defenses. He had a shield up of -4, but you still beat him by two.

After a lengthy interrogation of the trio, you find out the following:

MindWalk:

Pilot One, Lieutenant Michael Steelbrook, Wolf Pack Unit 4
~ What mechs are accompanying the company?
The Coalition Mechanized Company is carried around by two Spider Walkers
~ Who are the commanders of this company and what is their objectives?
Captain William Shrike, CS Mechanized Infantry Company Commander, his orders, as I was told, is to hold this position until a special team arrived to deal with the nexus.
~ Are they any special attachments connected with the company?
Wolf Pack Unit 4, Special Acquisitions Team
~ Have you constructed any communications back with your homebase?
The Coalition knows we are operating here. We are a detachment from our own Mercenary unit based in Kingsdale. Last comms check in was two hours ago. We have to check back in two hours.
~ Did you know you were going to be killing civilians?
Targets are not people. Mission parameters state as such.
~ Do you feel guilt for what you have done?
I am proud to serve my unit.
~ If offered redemption, would you take it?
I do not need redemption from following orders.

Pilot Two, Sergeant Robert Blake, Wolf Pack Unit 4
~ What mechs are accompanying the company?
Two of the big spider looking things. I think the commander has a SAMAS too.
~ Who are the commanders of this company and what is their objectives?
The CS leader is Captain Shrike, scuttlebutt says he’s a relative of some famous CS officer.
~ Are they any special attachments connected with the company?
Just us.
~ Have you constructed any communications back with your homebase?
Lieutenant Steelbrook handled comms.
~ Did you know you were going to be killing civilians?
I knew they were deemed hostile. When they started shooting, we started shooting back.
~ Do you feel guilt for what you have done?
Knowing that there might have been non-combatants, I guess I am a little confused now.
~ If offered redemption, would you take it?
If I have killed an innocent as collateral damage, then may whatever spirit is out there give me righteous punishment.

PsiSniper, Captain Darius Crane, Psi-Stalker Special Operations, Wolf Pack Unit 4
~ Who are the commanders of this company and what is their objectives?
The CS Company Commander is Captain Shrike, a CS tool if there ever was one. I lead this team and I’ll be damned if he is going to keep sending us on these suicide runs so he can save his own tailpipe.
~ Are they any special attachments connected with the company? Just us. Commander Freling said we are to follow Shrike’s orders. They paid us well and we never betray a contract, no matter how stupid.
~ Have you constructed any communications back with your homebase?
Freling knows my misgivings about this whole thing, but sent us anyway. Radio check in every four on the hour. We’re about halfway through the next cycle.
~ Have you seen a small, D-Bee child (describes mayor's son)?
There were several small D-Bee children, but that one does look familiar. I saw him running through the forest when we first showed up, he wasn’t a threat, so I let him go.
~ What is your unit's specialty?
Acquisitions
~ Who are notable figures in your unit?
I am the leader of this team and Lady Hildebrandt is my second. Lieutenant Jaxxus flew the cycle team and you have Steelbrook and Blake.
~ Did you know you were going to be killing civilians?
I knew they would be in the area. Those hostile were killed, as any target would be.
~ Do you feel guilt for what you have done?
Guilt is for those who do not understand the laws of nature.
~ If offered redemption, would you take it?
I am who I am. I would not ask redemption from a snake who kills its prey any more than a soldier who does their job.


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

Sweat drips from Sun Li's brow as he focuses on the lieutenant, the only other sign of effort being being his jaw's clenched. After five minutes though, he pulls away from them and gently wipes his brow of sweat.

"We appreciate your cooperation." Sun Li says before contacting the command staff to gather for a debriefing. The former Coalition State operative shares his information with the team in a calm and calculating way.

Got a migraine but don't want to hold up game. Feel free to look through the spoilers, Sun Li hides no information.


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

"So, what do we do now, knowing what we do?"


Savage Rifts RotRwT

As a reminder, Burgurk might have trouble dealing with the captain, as he is a Psi-Stalker and Simvan and Psi-Stalkers have a long history of blood hatred. Your other Simvan comrade might also need to be reigned in..


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

"Sorry I missed that failsafe, I can gather my team and see if one of the comm units survived when those bikes crashed or I can help with the tower, looks like we are going to be cutting it close."


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

When he said they have to check back in two hours, did he mean "from now" or "they're expecting a check-in now"?

"Help with the comms. Our time is more crunched than we thought."


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

His team members may notice that Burgurk is keeping well away from the enemy captain, and growls softly every time someone mentions him or he happens to look in his direction.


Savage Rifts RotRwT

Two hours from now. That means Josiah will be halfway done when the check in is missed.


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 jogs over to the tower bringing up the schematics for the array on the way.

Electronics to Assist: 1d8 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (6) + 2 = 8


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 jogs over to the tower bringing up the schematics for the array on the way.

Electronics to Assist: 1d8 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (4) + 2 = 6
Ace!: 1d8 ⇒ 21d6 ⇒ 3


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

Once done collecting the weapons salvageable from the battle, Jingu reunites with Josie, assisting him with his work. The two knowing each other well, Jingu always seems able to hand whatever tool Josie is about to need, moments before he realizes he needs it.

Electronics to Assist: 1d6 ⇒ 31d6 + 1d6 ⇒ (6) + (5) = 11


Savage Rifts RotRwT

After doing a stock of weapons and remaining gear, you are able to salvage about 200,000 credits worth from the robot and sky cycles and the Skelebots. You already have the equipment needed to set up the radio tower, so you won’t need any of it for doing that, especially with the assistance.

One of the prisoners’ helmets comms activates though. ”…Come in Pack 4, what’s your status? You are over due for check in. Respond immediately…”

You are about two hours finished with setting up the tower and collecting all the material. At ten klicks it would still take some time for any ground forces to reach you, but air power could be in minutes, if they send them.


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

"Officer Tao. Any chance you could compel one of the prisoners to respond? Say their transport broke down or something. Could buy us the last bit of time we need."


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

My sincere apologies, I totally missed that I was what was being waited upon.

"Unfortunately, I cannot Captain. My abilities are excellent for reconnaissance and information gathering. As command had said before to me, they are still...maturing."


Savage Rifts RotRwT

I have been working extra the last week or so and as such, I haven’t had a chance to boost this along as I usually do. I know we were waiting on a responses from Tao, but I had hoped that others would also engage in some role play during the two hours of work that was being done. Some of that is on me, I know, as I could have posted with Jace, so I do apologize for that. Here are things as they stand now:

Sunday, December 3rd, 109 PA (2395CE). 1938hours. 25 Degrees, Overcast. Garnet Town Ruins (Emerald Ridge, MO)
Josiah, Jingu and Whitlock, along with some of the platoon are working on the comms tower and they are about halfway done. The rest of the team, it seems, is working on guarding the three prisoners you have and Tao is being asked to respond to the enemy comms asking for a report. I could bot the rolls, but it is a role playing opportunity and I didn’t want to take that away from him. Note: It is also getting more difficult to work in the dark, even with light sources.

You work as you can, with the chill air and darkness threatening to make things more difficult, especially if Tao can’t convince the enemy to stay away just a bit longer. You know that even if they do mobilize, more than likely they will send a scout first to see what’s going on, but then the rest will move out. Assuming they follow Coalition protocol. The scouts will probably be airborne, which means they will get here in minutes, but it may take only a few hours to get the rest here, depending on the terrain between where they are and here. You notice that Jace i starting to get jittery.

1 to 50 of 4,258 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Savage Rifts and the Tomorrow Legion All Messageboards

Want to post a reply? Sign in.

Clebsch73


Sky Dragon
Gummitch

male dragon hatchling | Pace 6 (fly 12) Parry 7 Tough 36 (armor 18) [humanoid: 6] Size 6 [15 feet head to tail] | PPE 15/20 ISP 10/10 | Bennies: 4 | Active Effects: Invisibility 5/5 rounds
(36 posts)
Katra Sebine
Ounce Felicitas

Map Female Human Mystic (Veteran, 9 advances)| Bennies 4 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 3/15 ISP 10/20 | Active Power:
(103 posts)

Jesse Heinig


Seoni
Barbara Lance

Female Human Veteran Glittergirl | Bennies 4
(63 posts)

Joseph Martin 681


Gnoll Ravager
Dark Archive Joseph Martin 681

(110 posts)
Man with a Pickaxe
Bart Swanson SWRifts

Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8
(98 posts)
Wizard
Dataphiles Elwin the Technomancer

Male NG Elf Scholar technomancer 4 | SP 0/20 HP 20/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Spell ave DC 16 |Active conditions: None.
(561 posts)

LastNameOnEarth


Girallon
Enkїdu

Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2
(464 posts)
Mask of the Mantis
Jingμ

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
(234 posts)
Millech the Hump
Josiah Oates

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
(84 posts)
"Shakti" शक्तिRigor Rictus

Mokshai


Hellknight
Terry Jamieson

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

Shadow Bloodmoon


Danse Macabre
DM ShadowBloodmoon

Savage Rifts RotRwT
(4,695 posts)
Orkoral
Jace Belleraphon

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

(148 posts)

ZenFox42


Daji the Fox
ZenFox42

(2,567 posts)
Market Patron
Burgurk

Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP
(1,037 posts)

Previous Players