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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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 think I imagined the part where I made this post before. Maybe a I held off because I wasn't sure if it was too harsh for Arsenio? I had debated on going with the ol' "cut them loose and give them a weapon" gambit but...f$** 'em, honestly.

"The only way they're killing you is if we're already dead. At that point, I'm not concerned any more. Keep quiet and you should be fine."

To the rest: "Stow the prisoners, then take up ambush positions. Let's see if we can take them by surprise."


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 whip up some party favours to help us out. Ambush is tricky with these slugs; the booty-guards don't have eyes, so camo and invisibility don't fool 'em. The slugs see through those floatin' eye things, and they're designed to cut right through glamour an' illusions. I think that's how Buzzbee got taken, back in the day; none of 'em fell for 'is tricks. If we's gunna sneak up on 'em, it's gonna have ta be old school; terrain an' stealth."

"Shields on them barges it tough against small arms, but hardly nuthin' against anti-armour. Iffin we got an AT squad, an' can get 'em in position, them barges aren't too tough. If I can get Elsie lined up, one shot may do it. Times like this I regret no haven one of them Boomers on squad."

It was not mentioned in the battle summary if Elsie took any damage. I believe the results indicated the APC was destroyed, but never mentioned the big rig.


Savage Rifts RotRwT

The APC is gone, correct. The rig never got significantly hit, so it is still in fighting condition, except maybe needing some new paint here and there.

”Typical.” The one prisoner says. ”Never trust a D-Bee.” The other answers.

Jingu is in the middle of these guys, all of the rest of you have a few minutes to prep and buff up as needed. I.E, time for meditations or other such things to Support the upcoming fight.


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, is this a regular combat melee, or are we doing a Dramatic Task or Mass Combat, or what? Just so I know how to prep...


Savage Rifts RotRwT

It has been requested that we not do Dramatic or Mass Battles, so it'll be a straight up fight. I am still wanting to see what Jingu does about the closing Altarans..


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

Sorry, didn't realize you were waiting on me.

Jingu does his best to find a place to hide. He could likely get away if needed, but that would alert them to the presence of hostiles. Best to let them to continue to search.

Gr Boost: Stealth: 1d12 + 1 ⇒ (5) + 1 = 61d6 + 1 ⇒ (5) + 1 = 6
Stealth: 1d8 ⇒ 41d6 ⇒ 3
Free Reroll from Gr. Boost: 1d8 + 1d8 ⇒ (8) + (6) = 141d6 ⇒ 3

Total odd thought, if he would be Intangible, would he be invisible to the Altara? They see via a radar/echolocation dealy, if there is nothing to bounce off of?


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 should get Elsie in position. Her laser may just end these slime balls."

But, here; lemme whip up sum'in' t'help ya in the fight."
TW Gr. Deflection: 1d12 ⇒ 41d6 ⇒ 3
TW Gr. Smite: 1d12 ⇒ 81d6 + 1d6 ⇒ (6) + (2) = 8
TW Fast Flight: 1d12 ⇒ 11d6 ⇒ 5

He hands some hastily constructed items to his companions. The first two he gives to Deloso.

"Here Cap'n. Thissin gives you a distortion field that'll made ya harder to hit, and thissin will amplify the power of your flames; or the Sargeant's TK."
Gr. Deflection: -4 to hit, -6 w/raise. Will last 25 rounds on one target, 10 rounds on 2.
Gr. Smite: +4/6 to damage. 25 rounds for a single target, 10 rounds on 2. (It's a more expensive power, but his raise on construction gave it extra PPE, and it works out to the same.)

The last he tosses to Burgurk, "Anti-grav generator. Will let you fly. The first two got about 2 minutes o'juice, and half if you spread it over two peeps, so don't activate 'em until ye'er in position. The flyin' gizmo 'll get cha goin' real fast, but you only got 'bout 90 seconds; maybe thirty if you share it."
Fast Flight: move 24", 48" with a raise. 15 rounds duration for a single target, 5 rounds if used on 2.

With that, he dashes to the cab of his truck pointing out a trooper he knows to back him up him while Jingu is away.

Both Burgurk and Deloso should know how to activate TW items. Just roll your psionics power as though you were using a power of your own. You need to be standing together if you activate a device to cover both of 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

"Whatdayasay, captain? Think you'll need to be able to fly during this battle? I can amp up my own powers, and shield myself, so you can keep both those things for yourself."


Savage Rifts RotRwT

Jingu, I would say that as the book describes them as having a radar like sense, and it doesn’t go further into it, plus reading the Rifts Atlantis book, you have to physically be there in order to be detected. So, yes, Intangibility works well against their natural senses. Psychic senses would be a different story. Were you planning on letting them pass and then following or something else? It will take them a number of minutes to reach the ruins.

Altaran Group Notice: 1d8 ⇒ 61d6 ⇒ 5
Slaver Notice: 1d8 + 4 ⇒ (2) + 4 = 61d6 + 4 ⇒ (4) + 4 = 8
Group Detect Arcana: 1d10 ⇒ 71d6 ⇒ 3

Jingu finds a safe place to hide out from the approaching squad of Warrior Women. While their senses are unusually strong, even they have their limits and he blends into the background of the forest, looking to them like just another tree among the many. As they pass, he can feel the pressure of psychic power reaching out, almost like an oil covering his mind. If they sense him, they make no sign of it and continue to make their way towards the ruins of Garnet Town.

As they approach, the rest of the platoon get into their firing positions, trying to stay in cover until absolutely necessary, awaiting the order to open fire. The two slave barges appear from the trees, a glowing blue shield surrounding each. They hover about fifty feet above the ground. Below them, you can see through scopes two groups of soldiers picking their way through the rubble.

We’ll start combat at 200 yards (100 inches), but if you want to wait until they get closer, you can. Jingu’s starting point will depend on whether he tried to follow or not. Otherwise, the rest of you are scatterred among the ruins.


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

Activate Force Aura, 3 ISP.
Has anyone said / know if these creatures can see invisible creatures?
Just checking : Force Bolt has a range of 15/30/60. Major Psionics allows me for spending 2 ISP to "multiply the base range [of a Power] × 10". That means that for 2 ISP, I can reach targets 150" away with no penalty, right?

How many soldiers in each group? What's each group's general diameter in inches?


Wounds 0 | Bennies 3/3 | Parry: 4; Tough: 13(6) | Notice: d6, Drive d8, TW d12, Repair d12+5, Occult d12 | 20/20 PPE | Active Conditions: None
Burgurk wrote:
...Has anyone said / know if these creatures can see invisible creatures?
Josiah Oates wrote:
"I can whip up some party favours to help us out. Ambush is tricky with these slugs; the booty-guards don't have eyes, so camo and invisibility don't fool 'em. The slugs see through those floatin' eye things, and they're designed to cut right through glamour an' illusions. I think that's how Buzzbee got taken, back in the day; none of 'em fell for 'is tricks. If we's gunna sneak up on 'em, it's gonna have ta be old school; terrain an' stealth."


Savage Rifts RotRwT

That is exactly what that means. I am going to draw initiative for everyone I believe is still here. I might have to be reminded which of you have the Quick Edge.

The two teams are spread out, one barge and its constituent warriors is about 100 yards from the other. The ground teams are only about 20 yards ahead of their respective barges.

Initiative for Round 1
Jace AH
Josiah AD
Jingu QD
Barge 2 10S
Altaran Team 2 8H
Deloso 6S
Altaran Team 1 6D
Burgurk 5C
Whitlock 3S
Barge 1 3D

That means Jace, Josiah and Jingu are ready to go!


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

Hidden now behind the enemy line, Jingu spends a round buffing himself.

Gr. Speed/Exalted Quickness: 1d12 + 1 ⇒ (7) + 1 = 81d6 + 1 ⇒ (2) + 1 = 3
Gr. Smite: 1d12 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (5) + 1 = 6
Gr. Protection: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (2) + 1 = 3

His Toughness is now 26(8), RATN will be 11. He spent 17 ISP.


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 maneuvers Elsie into position, trying to find a spot in the terrain where he can see the slave platforms and reposition to shoot one after finishing his shots at the other. Locking on his targeting computer, he takes careful aim, trying to identify the most vulnerable part of the target. Once he finds it, he clicks down on his trigger.

Shooting: 1d8 + 1d8 ⇒ (8) + (7) = 151d6 ⇒ 1
H. Laser: AP30 w/raise: 4d10 + 4 + 1d6 + 1d10 + 1d10 + 1d10 ⇒ (4, 5, 10, 6) + 4 + (3) + (10) + (10) + (1) = 53

I'm guessing he blasts it clean out of the air!


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:
"Whatdayasay, captain? Think you'll need to be able to fly during this battle? I can amp up my own powers, and shield myself, so you can keep both those things for yourself."

Arsenio tilts his head.

"Sergeant, you saw me fly just a couple of hors ago. I think Whitlock can probably make the best use of it."

"I'll gladly take the shield though, Josiah. My flame armor isn't compatible with anything else I wear. Armor just melts."

I'd also like the chance to activate said Flight power, along with the Deflection item before combat if possible.


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

SBM, how tight together are the ground troops? In other words, what diameter circle (in inches) would completely enclose one of the groups?


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’s bio-comp starts to kick in, his resting state finally being relieved by some excitement. He didn’t like the reverie of waiting around and he was finally being let loose. As the chemical compounds entered his blood stream, time slowed to a crawl, his blade was out and he was a bolt in the night.

FlatOut Run: 1d8 + 20 ⇒ (1) + 20 = 21
Jace is at 156 yards from ground group 1 and closing fast.


Savage Rifts RotRwT

You guys had plenty of time to prep, so that’s fine. So did they… The two ground teams are in a Medium Blast range formation. Close, but not too close.

Even with nighttime penalties (-4) and Deflection Active (-4), that’s not gonna make that raise. Also, the barrier acts as a wall with Hardness 20, and walls do not get raise damage or Ace damage. So total was 25 points, which will destroy the barrier, but not the barge. The barrier returns on its turn, which is at the end of this round.

Jingu takes a moment to prepare for assaulting the enemy from behind their lines, a surprise to be sure. On the other side of the field, Josiah sets up Elsie’s main gun, attempting to take at least one of the barges out of the fight. His accuracy is perfect, the heavy beam lancing across the sky in a burst of power, it’s energy pushing hard against the glowing barrier around the slaver’s barge. It absorbs most of the power of the blast and then bursts like a bubble. The barge slows a moment, but continues forward and you can see blue energy coalescing around the demon atop it.

The second barge also seems to be preparing to do something as it moves forward, but it veers over to your left flank. You lose sight of its cadre of warriors as well, as they quickly run to cover in the ruins.

Altaran Running: 1d6 + 10 ⇒ (4) + 10 = 14
Group 2 at 172 yards from the main group, in Heavy cover (-6 to Hit)
Barge 2 at 192 yards from main group, Barrier and Deflection (-4) Active
Barge 2 Spellcasting: 1d10 ⇒ 31d6 ⇒ 1
GM Benny Reroll: 1d10 ⇒ 41d6 ⇒ 2

The barge behind the women does not run to cover and instead blankets itself in darkness, fading from view. Invisibility (-4)

Deloso is up!


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:
Even with nighttime penalties (-4) and Deflection Active (-4), that’s not gonna make that raise. Also, the barrier acts as a wall with Hardness 20, and walls do not get raise damage or Ace damage. So total was 25 points, which will destroy the barrier, but not the barge. The barrier returns on its turn, which is at the end of this round.

The vehicle has targeting scanners and nightvision, which can compensate for most of the penalties, but you're right about the barrier. I forgot that you can't raise or ace against them. In short, I've been robbed of my moment. Robbed I tell you!


Savage Rifts RotRwT

Wasn’t sure just how much of the penalties your scopes took away, some are only -2 and some take all.

Deloso?


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 enemy are too far away to take potshots at, so Arsenio roams their makeshift battlefield and gets everyone shaped 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

Since we have plenty of time to prep :

Psionics & Wild: 1d12 ⇒ 51d6 ⇒ 2 --> Psionics becomes d12+1

Psionics & Wild: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (5) + 1 = 6 --> Deflection (-2 to all attack rolls against me)

4 ISP spent


Savage Rifts RotRwT

Servers went down this morning as I typing. Let’s try this again.

Altara Group 1 Run: 1d6 + 10 ⇒ (1) + 10 = 11
AG1 at 178 yards from main group. Cover (-6)

The other Altarans, seeing how quickly the shield went down on their barge, run for cover as well, closing the distance, but finding burned out buildings and rubble to hide behind.

Burgurk brings together his psychic power as Whitlock changes his sensors over to combat mode, both ready for action.

Burgurk and Whitlock 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

Can I see any fairly large groups of people that are all within a 6" circle of each other? If so, how far away are they?


Savage Rifts RotRwT

You are currently 172 yards from group 2 and 178 yards from group 1. The barges are separate from the groups. Each group member is within a 6 inch radius of each other, but they are in cover as well.


Did we ever have the time to rig some of the unnecessary buildings to blow?


Savage Rifts RotRwT

Roll a d6, if it succeeds, the building they are next to is one of the ones you rigged. Though I am curious, how much of your team’s explosives did we use?


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, Force Blast has the range of my Greater Force Bolt, which is 15/40/60. Major Psionics allows me to spend 2 ISP to increase that range by 10, so 150/400/600. You said 172/178 yards, which is 86/89", so no Range penalty. For 2 ISP, Force Blast can cover a Large Burst Template with the damage of Greater Force Bolt with an ROF of 3 from Rapid Force Bolt...

Burgurk focuses his attention on group 1 :
Psionics & Wild,+1: 1d12 + 1 ⇒ (11) + 1 = 121d6 + 1 ⇒ (6) + 1 = 7 = 12, a Raise

Doing
Damage: 6d8 + 1d6 ⇒ (6, 6, 6, 6, 3, 7) + (2) = 36

Then focuses on group 2 :
Psionics & Wild,+1: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (2) + 1 = 3 = 4, Success

Doing
Damage: 6d8 ⇒ (6, 4, 8, 2, 4, 1) = 25
Damage ACE!: 1d8 ⇒ 8
Damage ACE! ACE!: 1d8 ⇒ 7 = 40

And then back on group 1 :
Psionics & Wild,+1: 1d12 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (4) + 1 = 5 = 5, Success

Doing
Damage: 6d8 ⇒ (1, 3, 7, 2, 4, 5) = 22

I know they're in cover, but since this is an explosion that happens inside the entire area, I would argue that it doesn't matter. But you're the GM...

8 ISP spent


Savage Rifts RotRwT

Cover grants a bonus to Toughness based on the type and not all materials are MDC. I was going to give them a bonus of 8, but since they are only mostly in cover, I’ll half it to 4. With the damage you rolled, it barely helped. What we didn’t take into account is the night penalties. Then I remembered (i.e. looked at your sheet), that you had a set of MOOs, so you’re good.

The buildings in the distance suddenly explode out of the ground, steel and brick flying in all directions as Burgurk’s brow sweats in concentration. That may have been a body flying through the air, but you are unable to tell at this range in the dark. Secondary explosions from some the mines you set create flashes of light near the buildings.

Neither group will be getting back up any time soon. I think we may have lost Whitlock, so I’ll bot him for today and then fade him into the background.

WhitlockBot Shooting at Barge 1, Deflection, Long Range with Compensation, No Night Penalties, Recoil ROF 1: 1d10 - 4 - 4 + 2 - 2 ⇒ (1) - 4 - 4 + 2 - 2 = -71d6 - 4 - 4 + 2 - 2 ⇒ (3) - 4 - 4 + 2 - 2 = -5
WhitlockBot Shooting at Barge 1, Deflection, Long Range with Compensation, No Night Penalties, Recoil ROF 2: 1d10 - 4 - 4 + 2 - 2 ⇒ (9) - 4 - 4 + 2 - 2 = 11d6 - 4 - 4 + 2 - 2 + 1d6 ⇒ (6) - 4 - 4 + 2 - 2 + (4) = 2
WhitlockBot Shooting at Barge 1, Deflection, Long Range with Compensation, No Night Penalties, Recoil ROF 3: 1d10 - 4 - 4 + 2 - 2 ⇒ (8) - 4 - 4 + 2 - 2 = 01d6 - 4 - 4 + 2 - 2 ⇒ (5) - 4 - 4 + 2 - 2 = -3

Whitlock takes aim with his sensors and massive railgun and its staccato barking sends high velocity shells streaming towards the barge in the distance, but rapid fire weapons tend to have less accuracy at such ranges and instead, the shells only pierce the night air.

It is unfortunate, as the shield fully coalesces and reforms around the barge as it continues is forward movement.
Distance 188 yards
Barge 1 Spellcasting: 1d10 ⇒ 11d6 + 1d6 ⇒ (6) + (4) = 10

The second barge vanishes from sight. Raised Invisibility (-8)


Savage Rifts RotRwT

Initiative for Round 2
Josiah AC
Jace KD
Burgurk QS
Jingu 10H
Deloso 9D
Barge 2 8S
Barge 1 7D

Everyone is up!


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

Jingu feels a stab of annoyance as his targets disappear in a blast of force. However, he immediately redirects his attention at the two, now invisible, barges.

"Josiah, same target; can you get their shield down again?


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

Can we get an updated, consolidated, sit-rep on what's on the battlefield (different groups of people, barges, etc.), and how far away from us they are? Thanks!
Note to self : 1 ISP spent to activate goggles.


Savage Rifts RotRwT

SitRep:
The two barges were approximately 100 yards from each other laterally. We won’t worry about the ground teams, as Burgurk took care of them. The first barge is 188 yards diagonally from Deloso (I’m using him as a baseline, as he is staying back to command.) The second barge is at 192 yards diagonally from Deloso. Jace was at 156 yards from the Ground Team 1 and they closed and then got blown up, so he is now 154 from the First Barge. Jingu was behind them all and they moved, so he is about 30 yards from the First Barge. The rest of you are with Deloso, but I’m not worried about exact distance until you move away from the main group or they get within close range, whichever comes first.


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

"Come on baby, let's keep those shields down!

Targeting one of the barges with his thermal imager, Josie squeezes off another shot.

Shooting: 1d8 ⇒ 61d6 ⇒ 1
Damage(AP 30): 4d10 + 4 ⇒ (5, 2, 8, 3) + 4 = 22


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

Jingu switches his visor to broad spectrum, allowing him to see the floating platform. Enhancing the speed of his Flight, he races to the barge just hit by Josiah's heavy laser platform.

●I'm boarding the northern barge; mind your fire.●

Fast Flight: 1d12 + 1 ⇒ (7) + 1 = 81d6 + 1 + 1d6 ⇒ (6) + 1 + (2) = 9
Attack: 1d12 + 1 ⇒ (10) + 1 = 111d6 ⇒ 5
Damage AP 26: 2d12 + 8 + 1d12 ⇒ (12, 5) + 8 + (4) = 29
Attack: 1d12 + 1 ⇒ (5) + 1 = 61d6 ⇒ 3
Damage AP 26: 2d12 + 8 ⇒ (6, 1) + 8 = 15

He lands on the barge next to the creature, fiercely slashing into the monster, and standing close enough that he can be inside the shield should it resume.


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
DM ShadowBloodmoon wrote:
Roll a d6, if it succeeds, the building they are next to is one of the ones you rigged. Though I am curious, how much of your team’s explosives did we use?

I figured all of them, because we were already in "do or die" mode even before the aliens showed up. Plus I doubt we had that many to begin with.

Boom!: 1d6 ⇒ 5


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

Not knowing if his blasts can get thru the shield, and hoping that maybe his blasts will bring down the shield, Burgurk will try blasting the visible barge with all his mental might :

Psionics & Wild,+1,-2 Range: 1d12 + 1 - 2 ⇒ (5) + 1 - 2 = 41d6 + 1 - 2 ⇒ (5) + 1 - 2 = 4 = Success

Doing :
Damage: 6d8 ⇒ (2, 4, 8, 2, 3, 7) = 26
Damage ACE!: 1d8 ⇒ 2 = 28

Psionics & Wild,+1,-2 Range: 1d12 + 1 - 2 ⇒ (2) + 1 - 2 = 11d6 + 1 - 2 ⇒ (6) + 1 - 2 = 5
Wild ACE!: 1d6 ⇒ 6
Wild ACE! ACE!: 1d6 ⇒ 2 = 13, a Raise

Doing :
Damage+Raise: 6d8 + 1d6 ⇒ (5, 2, 2, 7, 7, 4) + (6) = 33
Damage ACE!: 1d6 ⇒ 2 = 35

Psionics & Wild,+1,-2 Range: 1d12 + 1 - 2 ⇒ (2) + 1 - 2 = 11d6 + 1 - 2 ⇒ (2) + 1 - 2 = 1


Savage Rifts RotRwT

Josiah hits the first barge again, dropping its shield and lighting it up for all to see in the night sky, at least temporarily. As it drops, Jingu neatly flies aboard and slashes at the great beast mounted upon it. The first blade surprises it, and Jingu is rewarded with a spray of slime and black ichor, but one of the thing’s tentacles pushes him back before he can strike with the second. It roars in the Melliferan’s direction.

@Jingu, Fear Check at -2
Two Wounds Taken by Barge1

The three Altaran women still aboard the barge turn to face Jingu, Vibro-daggers in hand. They start to move towards him when Burgurks kinetic power slams into the barge, shaking them back and forth.
First one still missed due to the Deflection power (-4) and the second hit, still with a raise, but without Armor Piercing, it didn’t do much.

Going to Post Jace’s actions and then I’ll do the Barges’ turns.


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 continues racing forward, sword in one hand and Wilk’s pistol in the other. Seeing Jingu fly towards the explosion, he pours on the speed to get close enough to take a shot.

Hyperion Juicer Running: 1d8 + 20 ⇒ (6) + 20 = 26, 102 yards away
Split the Seconds Pistol Shot 1, Long Range, Invisible: 1d12 - 4 - 6 ⇒ (2) - 4 - 6 = -81d6 - 4 - 6 ⇒ (1) - 4 - 6 = -9
Split the Seconds Pistol Shot 2, Long Range, Invisible: 1d12 - 4 - 6 ⇒ (7) - 4 - 6 = -31d6 - 4 - 6 ⇒ (3) - 4 - 6 = -7

Still two far away, he at least gets their attention.


Savage Rifts RotRwT

While everyone focuses on the first barge, the second one attempts to flank the main group, speeding up and racing towards them.

Barge 2 Hover: 1d6 + 12 ⇒ (6) + 12 = 18
Range 156 yards from Deloso
Spellcasting: 1d10 ⇒ 41d6 ⇒ 5

You watch as greenish yellow glow starts to join with the blue one that surrounds the second barge before it vanishes from sight again.

Invisibility, Deflection and Arcane Protection Active

The three woman aboard the second barge take aim at Burgurk, attempting to remove the Simvan as a threat.

Group Fire, Long Range: 1d10 - 4 ⇒ (1) - 4 = -31d6 - 4 ⇒ (1) - 4 = -3

Their blaster fire hits close, but only enough to remind the Sergeant that he has more than one to focus on.

Flailing about with its new passenger aboard, the first barge attempts to remove its ”Parasite, begone or be enslaved.”

Tentacle 1, 3 Wounds: 1d10 - 3 + 1d10 ⇒ (10) - 3 + (6) = 131d6 - 3 ⇒ (5) - 3 = 2
Damage: 1d12 + 6 ⇒ (11) + 6 = 17
Tentacle 2, 3 wounds: 1d10 - 3 ⇒ (8) - 3 = 51d6 - 3 ⇒ (1) - 3 = -2
Spellcasting: 1d10 - 3 ⇒ (7) - 3 = 41d6 - 3 ⇒ (2) - 3 = -1
Blind Power, -2 to Vision

After the initial lash back from the Slaver, its three slave women surround Jingu and attempt to finish him off.

Group Fighting, GangUp: 1d10 + 1 ⇒ (9) + 1 = 101d6 + 1 ⇒ (1) + 1 = 2
Vibrodagger Damage: 1d12 + 1 + 1d6 + 2 ⇒ (7) + 1 + (6) + 2 = 16
Raise Damage?: 1d6 ⇒ 3

Whew! That should be everything. I will double check and then pull the next Round’s Cards Later on.


Savage Rifts RotRwT

Initiative for Round 3
Burgurk AH
Barge 1 AC
Deloso QD
Barge 2 JH
Jace 10H
Josiah 3D
Jingu 2C

Burgurk is Up!!


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

Jingu will focus his Chi, willing the Splugorth's concentration to falter.

Using my Chi power of the Chi edge to force the Splugorth to reroll the first attack. If it still manages to hit, he'll attempt to soak it.

Soak: 1d6 ⇒ 11d6 + 1d6 ⇒ (6) + (5) = 11

The second tentacle and Altara get parried.


Savage Rifts RotRwT

First Barge Tentacle 1 Reroll: 1d10 - 3 ⇒ (6) - 3 = 31d6 - 3 ⇒ (2) - 3 = -1
Those will miss.


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

Is either barge visible now?


Savage Rifts RotRwT

Neither barge is visible to ‘normal’ light, but practically everyone has some sort of thermal vision and so they can be seen by that. They didn’t use the True Invisibility power. The barge that Jingu is on did use Blind on him though, so he is -2 for Vision based activities. The only thing hindering your attacks is their Deflection (-4), any range penalties and the second barge has Arcane Protection (-4) 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

Burgurk will repeat his attacks on the barge that was previously visible :

Psionics & Wild,+1,-2 Range: 1d12 + 1 - 2 ⇒ (1) + 1 - 2 = 01d6 + 1 - 2 ⇒ (2) + 1 - 2 = 1

Psionics & Wild,+1,-2 Range: 1d12 + 1 - 2 ⇒ (4) + 1 - 2 = 31d6 + 1 - 2 ⇒ (2) + 1 - 2 = 1 Phooey. Spending a Benny...

Psionics & Wild,+1,-2 Range: 1d12 + 1 - 2 ⇒ (3) + 1 - 2 = 21d6 + 1 - 2 ⇒ (5) + 1 - 2 = 4

Doing :
Damage: 6d8 ⇒ (7, 3, 1, 5, 4, 7) = 27

Psionics & Wild,+1,-2 Range: 1d12 + 1 - 2 ⇒ (7) + 1 - 2 = 61d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0

Doing :
Damage: 6d8 ⇒ (2, 6, 1, 2, 2, 4) = 17 Phooey*2. Spending another Benny...

Damage: 6d8 ⇒ (2, 6, 7, 7, 6, 1) = 29

1 Benny left, 15 ISP spent


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
Jingμ wrote:

●I'm boarding the northern barge; mind your fire.●

He lands on the barge next to the creature, fiercely slashing into the monster, and standing close enough that he can be inside the shield should it resume.

Just make sure it's not the barge I'm not presently standing on. Friendly fire isn't friendly.


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

Okay, if the northern barge is the barge that was visible last turn, Burgurk will target the other one.


Savage Rifts RotRwT

The second barge has Arcane Protection active, so unfortunately neither of those hit.

Burgurk lashes out with powerful psychic force, but it slams hard against the barrier around the second barge and then is dissipated by the energy field created by the Slaver on board.

Barge 1, Barrier Recharges, Invisibility is Dropped, Deflection Still Active (-4), Wounded (-3), Distance 164 yards from Deloso.

Tentacle 1 at Jingu: 1d10 - 3 + 1d10 ⇒ (10) - 3 + (4) = 111d6 - 3 ⇒ (2) - 3 = -1
I believe that hits, unless you Parry, in this case, he has gone for the Grapple Effect and you would be Entangled, unless you can beat him with an Athletics roll.
Tentacle 2 at Jingu: 1d10 - 3 + 1d10 ⇒ (10) - 3 + (2) = 91d6 - 3 + 1d6 ⇒ (6) - 3 + (2) = 5
That would be Bound now, unless the first one failed. Then it would be Entangled unless you beat this roll too.
Spellcasting at Jingu, Dispel Haste: 1d10 - 3 ⇒ (8) - 3 = 51d6 - 3 ⇒ (6) - 3 = 3
Jingu beat a Spellcasting Roll (-2 if you end up being Bound) of 5 (7 if Entangled) or lose Haste.

The Slaver reaches out with its tentacles to stop Jingu in his tracks, attempting to power him down.

Deloso is up!

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