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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DM ShadowBloodmoon wrote:
The second barge has Arcane Protection active, so unfortunately neither of those hit.

Does the literal BARGE not have massive penalties to its Ranged TN from size?

Also did those explosives I tried to set off work?


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 30/14 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

My Parry is usually 13, reduced to 11 right now due to Blindness, except that I presently have Nimble from Quickness, bringing it back up to 12! I scrape by on this particular attack. I'll roll to resist the Dispell, but it wouldn't take effect until after the grapple attempts anyway.

Spellcasting: 1d12 + 1 ⇒ (9) + 1 = 101d6 + 1 ⇒ (2) + 1 = 3
Still holding out, though trying to 1v1 this guy may have been overly ambitious. Need to activate Josiah's Arcane Protection device next round...


Savage Rifts RotRwT

Gah! Storm is right, the barge itself does have a size difference. Since it is Size 5, every human sized person gets +5 to hit it. With Deflection active, that's +1 net. Arcane Protection stacks with Deflection though, so it's still a -5 v. magic or -3 v. psionic attacks (different disciplines rule). Unfortunately that means that Burgurks attacks still miss. As for the explosives, the barges are outside the blast radius, as they are floating in the air. They did get all the ground Altarans though, along with Burgurk's earlier blast.

@Jingu I was talking about your Chi power to force him to reroll, I should have specified. Grapple doesn't take into account your passive Parry, it is an opposed Athletics check. However, as mentioned earlier, larger creatures have a size penalty on grappling, -5 in this case. Either way it didn't get you and the Dispel failed.


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 30/14 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior
DM ShadowBloodmoon wrote:

Gah! Storm is right, the barge itself does have a size difference. Since it is Size 5, every human sized person gets +5 to hit it. With Deflection active, that's +1 net. Arcane Protection stacks with Deflection though, so it's still a -5 v. magic or -3 v. psionic attacks (different disciplines rule). Unfortunately that means that Burgurks attacks still miss. As for the explosives, the barges are outside the blast radius, as they are floating in the air. They did get all the ground Altarans though, along with Burgurk's earlier blast.

@Jingu I was talking about your Chi power to force him to reroll, I should have specified. Grapple doesn't take into account your passive Parry, it is an opposed Athletics check. However, as mentioned earlier, larger creatures have a size penalty on grappling, -5 in this case. Either way it didn't get you and the Dispel failed.

Ah, no, I think I can only do the Chi trick once per fight. Unfortunate.


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

What's it take to get thru Arcane Protection?


Savage Rifts RotRwT

Dispel it or a high roll. I'm going to assume that Deloso is continuing to lead from the center and I'll work on posting the other barge's actions later today.


Savage Rifts RotRwT

Barge 2
Hover Forward: 1d6 + 12 ⇒ (6) + 12 = 18
Range 120 yards from Main Group, Invisibility Down, Arcane Protection (-4, 4 rounds remain), Deflection (-4, 2 rounds remain), Barrier Active
Altaran Shooting Gallery Group, Long Range, Unstable Platform: 1d10 - 4 - 2 ⇒ (4) - 4 - 2 = -21d6 - 4 - 2 ⇒ (1) - 4 - 2 = -5
Slaver Forearm Blaster, Medium Range, MAP: 1d8 - 2 - 2 ⇒ (2) - 2 - 2 = -21d6 - 2 - 2 ⇒ (3) - 2 - 2 = -1
Slave Forearm Blaster, Medium Range, MAP: 1d8 - 2 - 2 ⇒ (2) - 2 - 2 = -21d6 - 2 - 2 ⇒ (6) - 2 - 2 = 2

The second barge pours on the speed, making its way quickly towards Captain Deloso and his team. The three Altaran Women still aboard take pot shots at Burgurk, while the slaver trains its weapons on Elsie. While the explosions are spectacular, none of the weapons hit close enough to do any damage, but the heat can certainly be felt.

Jace is next, along with Jingu and Josiah!


DM ShadowBloodmoon wrote:
Dispel it or a high roll. I'm going to assume that Deloso is continuing to lead from the center and I'll work on posting the other barge's actions later today.

I'm still trying to figure out what's up with the explosives.


Savage Rifts RotRwT

I believe I covered that in an earlier post. The barges are too high up for the explosives to effect them.


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 to rush the first barge that Jingu is trying to down, shooting wildly to keep its attention, but his shots are to no avail.

Hyper Speed: 1d8 + 20 ⇒ (2) + 20 = 22
Range to Barge 1- 34 yards
Shooting, Split the Seconds, Medium Range: 1d12 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (1) - 2 = -1
Shooting, Split the Seconds, Medium Range: 1d12 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (3) - 2 = 1


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 30/14 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

Jingu strikes swiftly to try and finish off the reptilian pilot.

Fighting: 1d12 + 1 - 2 ⇒ (6) + 1 - 2 = 51d6 + 1 - 2 + 1d6 + 1d6 ⇒ (6) + 1 - 2 + (6) + (3) = 14
Damage AP 26 w/raise: 2d12 + 8 + 1d6 ⇒ (11, 10) + 8 + (1) = 30

Barge Drops:
As the pilot dies and the barge now falls from the sky without the magic of the creature to run on, Jingu lifts off the platform using the flight ability of his suit in order to save his own effort. He reaches out telekinetically, and tries to lift up the slave women, saving them from falling to their deaths.

Telekinesis: 1d12 + 1 - 2 ⇒ (5) + 1 - 2 = 41d6 + 1 - 2 ⇒ (4) + 1 - 2 = 3
It's enough to catch them, but if they decide to resist, I doubt I'd be able to hold them.

Hanging here is probably not a great idea. If their bloodlust is greater than than their survival instinct, I won't be too hard a target.

Psionics Protection: 1d12 + 1 ⇒ (5) + 1 = 61d6 + 1 ⇒ (5) + 1 = 6

If any of the three let him hold them up instead of falling, he'll send them a telepathic message, ●Drop your weapons to the ground. Harm me all you'll all drop.●

Barge continues to hover:

Protection: 1d12 + 1 ⇒ (11) + 1 = 121d6 + 1 ⇒ (2) + 1 = 3

Jingu launches himself up from the barge, into the night sky. Heading for the other barge, he tries to activate another layers of protection.

Arcane Protection: 1d12 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (1) + 1 = 2

Vigor vs. Blindness: 1d6 ⇒ 41d6 ⇒ 4


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

Seeing Jingu strike down the first target, Josiah takes aim at the second one.

Shooting: 1d8 ⇒ 31d6 + 1d6 ⇒ (6) + (5) = 11
Damage AP: 30: 4d10 + 4 ⇒ (4, 9, 3, 1) + 4 = 21

"Shield is down on the second barge!
Time to pound it!"


DM ShadowBloodmoon wrote:
I believe I covered that in an earlier post. The barges are too high up for the explosives to effect them.

Then what was the point of having me roll a d6 to see if they work?


Savage Rifts RotRwT

@Storm- I believe that was about the same time I was figuring out Burgurk’s attack on the two ground teams. I extended the explosives in the area to add to his damage, completely annihilating both teams. I figured since there was no roll, I would just say that it worked and moved on. The barges themselves were hovering out of range however, well, they were, one is crashing down now.

@Jingu- I presume you are using Exalted TK for the Strength Boost, as well as multiple target boost for Power Point spending. Basic TK at d10 Strength is strong enough to hold them if used on multiple targets, but not by itself.

Jingu retaliates against the great Slaver and cuts into its demonic flesh, wounding it severely and causing it to lose control of its barge. It starts to veer towards the ground. The Altarans onboard grab on to whatever they can in order to save themselves from falling off, but with help from Jingu, they manage to stay in the air. They look at him, confused for the moment.

Meanwhile, Josiah targets the second barge with a blast from Elsie and its power brings down the shield temporarily, the Slaver and the women aboard vulnerable for the moment. The feedback from the blast recharges the weapon quickly and Josiah is ready for another shot.

Initiative for Round 4
Josiah AS
Barge 2 QD
Jace 8S
Burgurk 8D
Deloso 7S
Barge 1 Altarans 4S
Jingu 2D

Josiah is up Again!


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

"Blazing Lightning! Got a charge already! Eat laser, slug face!"

Josiah targets the barge again, this time trying to draw a bullseye on the massive shape of the splugorth.

Shooting: 1d8 + 1d8 + 1d8 ⇒ (8) + (8) + (5) = 211d6 ⇒ 1
Damage w/raise AP 30: 4d10 + 4 + 1d6 + 1d6 ⇒ (3, 4, 8, 9) + 4 + (6) + (4) = 38


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 30/14 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior
DM ShadowBloodmoon wrote:
@Jingu- I presume you are using Exalted TK for the Strength Boost, as well as multiple target boost for Power Point spending. Basic TK at d10 Strength is strong enough to hold them if used on multiple targets, but not by itself.

Sounds good. He'll wait for them to comply, dropping their weapons to the distant earth, and then slowly start lowering the group to the ground.

●I have prisoners. Please send someone to my location to help me secure them. Jace, perhaps?●


Savage Rifts RotRwT

He’s going to attempt to Soak some of those 4 wounds..
Barge 2 Soak!, 2 GM Bennies used: 1d12 ⇒ 61d6 ⇒ 5
At 3 Wounds. (He is Large so they get 4 of them)

Spellcasting Greater Bolt Extended Range, Size Modifier, Wounds, MAP: 1d10 + 3 - 3 - 2 ⇒ (9) + 3 - 3 - 2 = 71d6 + 3 - 3 - 2 ⇒ (3) + 3 - 3 - 2 = 1
Greater Bolt Damage: 4d6 ⇒ (2, 3, 4, 2) = 11
Forearm Blaster, MidRange, Size Modifier, Wounds, MAP: 1d8 - 2 + 3 - 3 - 2 ⇒ (3) - 2 + 3 - 3 - 2 = -11d6 - 2 + 3 - 3 - 2 ⇒ (3) - 2 + 3 - 3 - 2 = -1
Altaran Barge Group 2, Fire Stun Gun, MidRange, Juicer Fast: 1d10 - 2 - 1 ⇒ (5) - 2 - 1 = 21d6 - 2 - 1 ⇒ (2) - 2 - 1 = -1

Moving forward through the blast, you can almost see the look of anger and frustration on the slaver’s face as the barrier starts to reform around it. Mystical blue energy starts to coalesce around its huge hands as it points the staff it is wielding at Elsie. Firing off a powerful blast, it strikes the side of the vehicle, backed up by a strike from the creature’s arm mounted weapon. Even as the two beams light up the side of the truck, it only rocks the vehicle from side to side, leaving naught but scratched paint and a few scorch marks on its side. The armor holds, for now. The three Altarans on board target a running Jace, who at full speed, is difficult to catch.

Range 96 yards from Main Group, Arcane Protection (-4, 3 rounds remain), Deflection (-4, 1 round remains), Barrier Active

@Jingu, I am going to have you roll Persuasion for your earlier command to override their own programming on Barge 1.

Jace, Burgurk, and Deloso are up!


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 hears Jingu’s request as it is translated through the comms. ”Copy that little guy, I’m almost there.” He continues to run, moving just past the careening barge as it crashes into the ground, sending up a wave of explosive magical energy. He keeps his pistol trained on the three women in Jingu’s grip.
On Hold


Savage Rifts RotRwT

Burgurk and Deloso are still up. I am going to be doing training for the next two days, so I may not be able to post until next Monday.


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 keep hammering away at the same barge. He's not sure why his blasts aren't getting thru, but he's hoping he's whittling away at some kind of force field shield.

Psionics & Wild,+1,-2 Range: 1d12 + 1 - 2 ⇒ (8) + 1 - 2 = 71d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0 = 8, a Raise

Doing :
Damage+Raise: 6d8 + 1d6 ⇒ (1, 3, 2, 2, 3, 1) + (3) = 15 Phooey

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

Doing :
Damage+Raise: 6d8 + 1d6 ⇒ (2, 5, 7, 8, 1, 5) + (3) = 31 Phooey
Damage ACE!: 1d8 ⇒ 6 = 37

Psionics & Wild,+1,-2 Range: 1d12 + 1 - 2 ⇒ (10) + 1 - 2 = 91d6 + 1 - 2 ⇒ (4) + 1 - 2 = 3 = 9, a Raise

Doing :
Damage+Raise: 6d8 + 1d6 ⇒ (3, 4, 8, 1, 1, 6) + (2) = 25 Phooey
Damage ACE!: 1d8 ⇒ 5 = 30

1 Benny left, 19 ISP spent


Savage Rifts RotRwT

Your blasts are having trouble because of the Arcane Protection and Deflection Power both being active. It makes him really hard to hit with Psionics or magic (-8 total). If you can get some one to dispel either one, you would have dropped his Barrier Shield.

Deloso and then I still need that Persuasion roll from Jingu, then it will be the Altaran group’s turn and then Jingu’s turn.


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 30/14 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

Persuasion: 1d4 + 1d4 ⇒ (4) + (3) = 71d6 + 1d6 ⇒ (6) + (3) = 9

Could have sworn I posted one, but can't find it now. Usual board shenanigans.


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 - while I (the player) know that, Burgurk has no idea that those things are in place, and so can't ask anyone to dispel them. :(


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

Here's a question for you all: Josie could make up a Dispelitron to get rid of the enchantments, but it would have very short range (Like 12" short). He'd have to practically be on the ground right under the platform to be able to reach, or at 36" if he used an extended range modifier. Josie is way too squishy to send that close to the action. A Major Psionic however can access this 10x range bonus from the Edge. If he made the device, and handed it off to Burgurk, could the green-meany use his range enhanced psionics to it at 120"? For context, note that I've asked the devs before if a Master (of magic or psionics) can use the Mega power versions of abilities granted by TW equipment, and they said yes, as the power is essentially made available to the weilder like any other. This makes me think that it would in fact work. Since Jingu is a Master Psionic, Josie would be aware that sometimes his friend (and potentially other psychics) can squeeze things out of his devices that even he could not. Thoughts?

If it is decided it would not work, Josie could drive Elsie in underneath, but that would deprive the team of their biggest gun, as his Laser can't shoot straight up (I think it has a max 45° elevation).


Savage Rifts RotRwT

@Burgurk- Fair enough. I thought there was a roll you could make to determine that, but either way, you do know that your powers are being deflected somehow.

Botting Deloso who has been content to command the troops to keep firing at the barges as they can, however ineffective they may be.

Over where the first barge crashed, Jingu and three Altaran woman float high above the battlefield with naught but Jingu’s will to hold them aloft. At first the women try to aim their forearm weapons at the flying bug, but looking down, their sense of self-preservation kicks in. Jingu can see on their faces and feel their thoughts as they struggle with the commands of the other slaver.

Jingu, you are up. You have stalled the women for now. Then, I will draw the next round of Initiative!


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 30/14 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

Jingu continues to hold the women aloft, knowing that he's got only another 10 to 15 seconds before his Strength gives out, and he has to either left them down gently, or drop them.

He sends them all an image from his memories, that his friend and mentor, a person that meant a great deal to him, was in fact a rebel Altara, and was willing to die to avoid being sent back to the spluggorth. He follows that with an image of them dropping their weapons and being lowered slowly to the ground, and then of them raising them to fire and simply being dropped.

With these images, as he has no powers capable of blocking the thing's control, he tries to give them enough will to resist the control of their master, actually bolstering their spirits.

Psionics to Boost Spirit (3 recipients): 1d12 + 1 ⇒ (8) + 1 = 91d6 + 1 ⇒ (2) + 1 = 3

If any raises her weapon, he drops his Telekinetic hold on them.


Savage Rifts RotRwT

The three floating women wrestle with the commands of their master and the requests of Jingu. They do not remove their weapons, as they are attached to their arms, but they do lower them and their heads in abeyance.

For the time being, they are out of the fight.

Initiative for Round 5
Burgurk QH
Jace JS
Barge 2 JH
Josiah JC
Jingu 8H
Deloso 3H

Burgurk is up!


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 30/14 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

Can I telekinetically disarm them, or am i juggling too much already?


Savage Rifts RotRwT

At this point I would say that’s pushing it. Besides, how many SPs do you have left?


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 about this? Burgurk knows how powerful he is, and it might dawn on him that his blasts *should* be doing at least some damage, so he figures maybe the barge is protected by extra shielding?

Smarts & Wild: 1d6 ⇒ 41d6 ⇒ 1 Success!

"Hey, my blasts aren't getting thru to the southern (?) barge, it may have extra protection on it. Can one of you mages or psionics try dispelling it for me?"

Going on Hold until someone can try.


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 could rig somethin' up for ya, boss, but it wouldn't have much range. You might'n be able t'push it a tad further with that brain-juice o' yours. Gimme a minute and I'll try and get it rigged up for ya."

Josiah goes after the barge, so we'll have to wait.

I don't think anyone else in the group can access the Dispel power.


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 to watch the three women that Jingu has in custody. His itchy trigger finger slips from ready to fire to tactical back to ready to fire fifteen times in the space of a breath.

On Hold to see if any of them try to shoot Jingu.


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 30/14 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior
Jace Belleraphon wrote:

On Hold to see if any of them try to shoot Jingu.

I'm rather curious about that too...


Savage Rifts RotRwT

@Burgurk- That’s fair, I’ll take it.

The barge that is still hovering changes tactics. Seeing that its companion is down doesn’t seem to bother it, but the fact that it is fighting by itself does. While its shields are still up and fully charged, Barrier, Arcane Protection, Deflection, it starts heading towards the location where the first barge went down. This time, it targets the flying Melliferan, but not without having the Altarans take a few shots at Burgurk on the way out. None of its shots manage to hit anyone however and it continues to bear down on Jingu.

Forearm Blaster at Jingu, Range, Wounds, Size, MAP: 1d8 - 2 - 3 - 4 - 2 ⇒ (3) - 2 - 3 - 4 - 2 = -81d6 - 2 - 3 - 4 - 2 + 1d6 ⇒ (6) - 2 - 3 - 4 - 2 + (4) = -1
Spellcasting Greater Bolt, Wounds, Size, MAP: 1d10 - 3 - 4 - 2 ⇒ (8) - 3 - 4 - 2 = -11d6 - 3 - 4 - 2 ⇒ (5) - 3 - 4 - 2 = -4
Altaran Group 2 at Burgurk, Stun Weapons, MidRange, Moving Platform: 1d10 - 2 - 2 ⇒ (2) - 2 - 2 = -21d6 - 2 - 2 ⇒ (1) - 2 - 2 = -3

102 yards from Main Group, moving diagonally. -8 to hit with powers, -4 with weapons, have to get through Barrier First.

The other Altaran group is out of the fight for now. It is up to Jingu what happens to them. Josiah, Jingu and Deloso to finish the round!!


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

TW: Craft Dispeller w MAP: 1d12 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (4) - 2 = 2

"Private, take the wheel and get me close to that barge; and don't ding the fenders!"

Private's Driving: 1d6 ⇒ 11d6 + 1d6 ⇒ (6) + (2) = 8
The young soldier rises to the occasion and does a pretty good job maneuver the rig.

"Here's good. Don't want the bloody thing falling on us."

As they come up near under the barge, Josie takes aim and activates his dispelinator.
Exalted Dispel, Medium Burst Template, Power (Dispels magic objects for 1 round, 2 with raise). Uses 7 of the device's 15 PPE

Activate Dispelitron w/MAP: 1d12 + 1d12 - 2 ⇒ (12) + (9) - 2 = 191d6 - 2 ⇒ (1) - 2 = -1

The Spluggorth can roll his Spellcrafting against the Dispel. Josie's roll is at -2 vs Magic cast by the Sluggorth, such as Deflection or Arcane Protection, but rolls even against TW effects based on the barge like Shield and Flight. TW devices and magic items should be depowered for 2 rounds.
Hopefully, the whole barge drops out of the sky.


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 30/14 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

Jingu pulls the captured Altarans up behind him, trying to shield them from the attacks, and then tries to Summon up the strength to form a defensive shield around them.

He's out of ISP at this point, so he'll need to short whatever the cost of the power is.

Barrier (2), Shape: Sphere (2), Stalwart Walls (2). Toughness is 22(10) MDC.

Psionics: 1d12 - 6 + 1d12 ⇒ (12) - 6 + (8) = 141d6 - 6 ⇒ (5) - 6 = -1

Thought I was going to need a few bennies for that...


Savage Rifts RotRwT

Splugorth Spellcasting v. 15, Arcane Protection, Wounded: 1d10 - 3 ⇒ (6) - 3 = 31d6 - 3 + 1d6 + 1d6 ⇒ (6) - 3 + (6) + (1) = 10

Struggling to keep himself afloat, you watch as the barriers suddenly drop on the barge. While it doesn’t fall out of the sky yet, it is vulnerable.

Jingu takes immediate advantage of the loosed power and draws it around himself and the Altaran women, keeping them from being slaughtered by their master.

Deloso is up! Then I will draw for the next round.


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

I'm going to assume that Josiah said something to the effect that "the shields should be down now" into our comms, so Burgurk knows he can act now :

Psionics & Wild,+1,-2 Range: 1d12 + 1 - 2 ⇒ (12) + 1 - 2 = 111d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0
Psionics ACE!: 1d12 ⇒ 8 = 19, a Raise

Doing
Damage+Raise: 6d8 + 1d6 ⇒ (4, 6, 5, 2, 8, 6) + (1) = 32
Damage ACE!: 1d8 ⇒ 2 = 34

Psionics & Wild,+1,-2 Range: 1d12 + 1 - 2 ⇒ (1) + 1 - 2 = 01d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0 Phooey

Psionics & Wild,+1,-2 Range: 1d12 + 1 - 2 ⇒ (8) + 1 - 2 = 71d6 + 1 - 2 ⇒ (6) + 1 - 2 = 5
Wild ACE!: 1d6 ⇒ 4 = 9, a Raise

Doing
Damage+Raise: 6d8 + 1d6 ⇒ (3, 7, 2, 7, 7, 5) + (4) = 35


Savage Rifts RotRwT

Oh, right, your Held Action. My apologies Burgurk.

Once the shields drop on the barge, Burgurk senses his moment. He had been trying for what seemed like eternity to rip one of the barges out of the sky and finally, finally he gets a hold of it, his frustration fueling his mental strength. The unmistakeable sound of metal being wrenched apart echoes through the night air as the Slaver, its barge and the women upon it go crashing in a fiery ball to the ground. More than likely, none of them survived the crash.

Jingu, his link to the women with him still active, senses a pall of sadness wash over the ones he has in his mental grip.

Combat Over! What next?


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 30/14 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

Enkidu, reaching the point of exhaustion, and seeing the battle over, lowers himself and his captives to the ground. He still have his psi-blade and his shield, and having seen him take down the spluggorth, not to mention holding them aloft and creating the shield, the Altaran's have sufficient cause to believe he might still be match for the three of them. Once on the ground, with Jace as backup, he'll again indicate to the women that they are disarm.

●Drop your weapons and disarm. You will not be harmed. Be assured my aim is to allow you to choose your own fate, not merely enslave you to a new master.●

To his side he sends, ●Nice shooting sarge. Nicely done Josiah. We have prisoners. Bellarephon and I are securing them.●


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

As Burgurk sees the barge fall from his attack, he whispers "Yesssss!!!" under his breath.


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 keeps his pistol trained on the women. He had encountered them before, but they always fought back, and he always survived. This was different. He knew little about their culture and taking them prisoner, especially since they didn’t have the facilities to maintain them, let alone the CS troops they still had, this felt dangerous.

”I hope you know what you are doing, Jingu. This could become more of a mess than we want it.”


Savage Rifts RotRwT

The women remain silent as they remove what weapons they can. They are wearing simple jumpsuits but you can tell that some of their equipment is physically attached to their skin somehow and can not be removed without surgery.

Meanwhile, the rest of the platoon starts looking for survivors of the two wrecked barges, cautiously approaching them with rifles drawn. It doesn’t look like they will find anything though.

Orders? Next steps?


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

Looking at the new prisoners and back at Jingu, Jace shakes his head. ”I hope it’s worth keeping all these new mouths to feed. Pretty as they are, they did just try to kill us. Or capture us. Not sure which is worse.”


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 30/14 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior

●They are genetically engineered, cloned, indoctrinated, enslaved, and then mind controlled. They were given no choice in their lives or actions. Free of the Spluggorth's controls Altara can be brilliant, decisive, and passionate. The woman that trained me was one such. I owe her a great deal, and for that I am willing to take a chance on these prisoners. They will need to be monitored, and it is likely they will require some intensive debriefing, but once done, they could easily join the top tier of Tomorrow Legion soldiers, and the loyalty of such converts is often fierce.●

I don't remember anything in the description saying they had implants; in fact as Psychics, I didn't think they even could have implants. I didn't think the Spluggorth even used any in their tech...

Jingu opens his mind to the women, sharing with them feelings and emotions, as is more in line with his natural mode of communication. He sends feelings of compassion and protectiveness, tinged with a touch of reasonable wariness, like trying to care for a wounded lioness. He shares images of them being cared for, being given food and care, and safe places to rest. He shares an image of Spluggorth being fended off, and they hidden and safe, protected by Jingu and his allies.

He finds them a place to rest where they are semi-secure, but still in view of the other team members. He gestures to them to sit with them, and breaks out his water and rations to share with them, even offering them a bit of his royal nectar (an alcoholic spirit distilled from mead).

To Arsenio he transmits, ●Captain, I've secured the prisoners in the hollow near base camp. Requesting we contact HQ for a transport to have them moved for debriefing and deprogramming.●


Savage Rifts RotRwT

Deloso’s player has left us, so I will bot his response. As for implants, Splugorth use bio-wizardry to get around the psychic barrier to cybernetics.

Jace spins the pistol in his hand and then stalks off. Jingu seemed to have things well in hand.

The women, for their part, are nervous, but strong. They sit next to each other and the psyhics among the group can sense that they have put up a barrier against further mental intrusion other than communication. It seems more of a survival measure than anything. They refuse the nectar, but will drink water.

Captain Deloso looks at all the captives. ”Didn’t realize we’d have so many after that. Splugorth usually capture or kill everyone, right? Something tells me they will send more after their property.” He pauses, rubbing his chin, and then motions to one of the Junior Legionnaires. ”Get me HQ, quick as you can. With that tower up, we should be able to get a signal through. As soon as you hear back, let me know.” Turning back to Jingu, he says, ”I am a little bit scared of how easy that was. Do you think our people back home can get them to work for us? They have been indoctrinated for who knows how long. Still, at least there we have less of a target on our backs, but I have a feeling that HQ will want us to bring them home personally rather than send someone out. We are a bit outside of home turf.”

Looking around, he then points to the two CS Troopers captured earlier. ”See what you can get out of those two. Doctrine dictates we treat them fair and all that, but I have a feeling they are more dead weight we don’t need.”


Wounds 0 | Bennies 3/3 | Parry: 13; RATN: 10; Tough: 18(8) | Notice: d8, Psionics d12+1 | 30/14 ISP | Active Conditions: Malliferan Bee Man Psi-Warrior
DM ShadowBloodmoon wrote:
Turning back to Jingu, he says, ”I am a little bit scared of how easy that was. Do you think our people back home can get them to work for us? They have been indoctrinated for who knows how long. Still, at least there we have less of a target on our backs, but I have a feeling that HQ will want us to bring them home personally rather than send someone out. We are a bit outside of home turf.”

●Was that easy? The fact that we didn't lose anyone doesn't mean it was easy, merely that we did the job well. I for one was operating rather close to my maximum output. Though to be fair, I was not injured either, though it was at times a close run thing.●

●They are indoctrinated, but the Spluggorth don't usually do things the subtle way. Chances are, they have never before been allowed to make a choice for themselves. When given the opportunity for free will, change can happen rapidly.●


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

"I say we treat them as a strong threat until we know otherwise. Round-the-clock, multiple heavily-armed guards."


Savage Rifts RotRwT

Captain Deloso rubs his chin again, this time furrowing his brow. ”Agreed. We are still in the middle of nowhere and until we know for sure, we can’t trust anyone. Post them with guards and keep them separate from the CS soldiers. Last thing we need is a fight amongst the prisoners.”

Soon, the radio operator comes back with a handset for the captain. ”This is Captain Deloso... Yes... No, ma’am... We lost a few, but we’re still holding out. We have a handful of prisoners that need transport back to base… Yes, ma’am. Understood… Will do. Captain Deloso Out.”

Turning back to the rest of you, he hands back the headset. ”HQ is going to send a unit to pick them up, but we have to meet them halfway. There is an outpost about two days from here. We will take them there and then hand them off and then,” he pauses, not so much for effect, but to gather his thoughts. ”Then we have a new direction. I’ll brief you on it after we relieve ourselves of the prisoners. Questions?”


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

"Sounds like a plan, sir!"

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