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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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

Jingu?


Savage Rifts RotRwT

I haven’t heard much from Jingu in a bit, should we move ahead? I can have some of the soldiers give some advice if you’re willing to ask them. Otherwise, I will see about messaging Jingu and seeing if he’s okay.


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, I wasn't sure what to do, and had been putting off rethinking it. Sorry to leave it so long. I'll refresh my memory and try to suggest something soon.


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

Sorry to put the burden on you, maybe if you can suggest some initial basic ideas, I can help you flesh them out - that I *can* do.


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 to put this off so long. A two character storyline does put a lot of pressure on those two players to keep things moving. I wasn't really sure how to proceed, got busy with life, and then lo and behold, a month has gone by. Anyway, sorry.

●So, their leader appears to be waiting for something. She keeps checking a device on her belt. I imagine that it is either a timepiece and she is waiting for a specific time, or a communication device and she is awaiting a signal. The way she is checking it implies she is feeling impatient. The rendezvous is either approaching rapidly or already overdue. That means that whatever we choose to do, we should probably do it soon. If we can find a way to scout for any other approaching groups, that would be helpful. Do you know if there are any Simvan tribes in this area? If we could contact them, they would be a great source of information, and these folk must be using psi-stalkers to keep the Faelerin drained of their psychic potential. That would make us natural allies.●

●When it comes to the operation, I see a few options. First, direct. Move our squads up from multiple directions, fire off a warning shot, and demand surrender. If we get the squads in position, it has a good chance of success. Liabilities are that if noticed while getting into position, we could end up in a pitched battle. Whether we are noticed or not, we also run the risk of getting into a hostage situation with the Faelerin we came to rescue. I think we'd have to play it as though we don't know who they are or who the Faelerin are, and we are just a patrol wanting to know what an unaffiliated armed group is doing here.●

●Option two: guile. We drive up to them as though we met by chance, make conversation, and ask if we can trade for supplies. We gather as much intel as we can, and can then decide how to proceed next. Downside is, we don't know how much time we have, and this option needs time to pay off. If a second team shows up, our odds decrease.●

●Third: subterfuge. I go in invisible, sabotage equipment, and potentially even communicate with the Faelerin. I saw one walking about, so even if they are prisoners, they don't seem to be restrained. I could theoretically even bring them a few weapons. Even if they can't help us, weapons might be enough to hold off any of the slavers that try to rush in to try to use them as shields. This option would still require a direct intervention of some sort, but if their vehicles and heavy weapons are inoperable, and they can't use hostages, we could probably negotiate a surrender relatively easily. If they know they can't escape, it would also make a scorched earth strategy, killing the hostages, less likely, as we would be motivated to kill them, either to stop them or in reprisal.●

●There are probably other strategies we could use, but that is what comes to mind for me. Any of those appeal to you, or spark any ideas of your own?●


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

No problem on the time. I could never have come up with so many options, with a complete pros-and-cons analysis of each. But I *am* good at riffing of of known ideas...

"I think a warning shot might just result in a massive retaliation. How about if we combine two of your ideas : the rest of us will approach as traders, and talk to them from a distance to distract them. Meanwhile, you go invisible and do everything you mentioned. Maybe you should go in before we show up, depending on how long you think it will take you. Then the rest of us attack, and when they discover their equipment is wrecked, they might give up, or at least be easier to kill.

Josiah, could you rig up some explosive devices that could all be triggered by an electronic signal simultaneously? That might wound some of them immediately, and cause confusion in general. Not sure how to disguise them, I guess Jingu would just have to hide them pretty well."


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

Rigor?


Savage Rifts RotRwT

I hate to say it Burgurk, but I’m going to. I think with that even with the chill pace I’ve been running this one, it has pretty much lost its steam. Unless you want to continue solo, which we can do, I think that after this weekend, I am going to close this one down. Let me know what you think in Discussion.


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Savage Rifts RotRwT

Okay, when the new characters are ready, we can get this thing on the road.

Wednesday, December 27th, 109 PA (2395CE). 1201 hours. 16 Degrees F (-9 Degrees C), Light Wind (1 mph (1 Kph), Cold). CS Arkansas Territory, Thaytown. (Thayer, MO)

Team X23 (Burgurk, Jingu and Josiah:
You’ve been scouting the place for a while and whatever the boss woman is waiting for still hasn’t happened and she is obviously irritated. She yells at her men and slaps a few of the slaves as they pass her for what appears to be the crime of simply looking in her direction. While you plan your way in, your psychic sense start to pick up something a bit far off, but getting closer. It is definitely too distant to tell what it might be, but it is certainly headed this way.

Team K12 (new players):
Your Special Exploratory Team (SET) has been together for a while now, and your mission of late has been to be on LRRP, Long Range Recon Patrol. Or what Major Grimjack called, “go and see and don’t come back until you have something important”.

That was weeks ago and you have been out here for some time trying to find anything special enough to satisfy the dwarven commander’s demand. In the last few days though, you think you may have found it. You have been tracking what appears to be a smuggling ring through the Arkansas territories and it appears they are not only smuggling the usual stuff: books, meds, creds and guns, but also people. These people appear to be slaves and that rails against everything you have been taught by the Legion. Your team leader You guys can decide which one of you that is, though it is usually a ‘face’ person. made the decision to follow them and found out two things. One, they are definitely in the slaving business and two, they also work with Coalition troops. Both are bad news.

Yesterday, you caught wind that they were camped out here in the ruins of Thaytown and sure enough, the intel was correct, though you didn’t expect there to be so many. As you survey the group from up on a hill a few hundred meters away, you counted at least twenty armed and armored individuals and a few vehicles. There are also at least twice as many slaves, all in shackles except for a select few. You also take note that there is a few of the slaves that are blue in color and stand taller than most humans. For those of you sensitive to such things, they seems to give off some sort of energy, though it is hard to tell from this distance what that might be.

Now though, you have to decide whether to simply observe, interrupt their activities stealthily, or bring the GlitterGirl forward and negotiate that way. All of you look to the leader, who is busy going over their options.

Now would be the time to introduce yourselves to each other, but not the other team yet. You can simply describe what you look like and how you are acting during this recon portion. Also decide on who your leader is. Most of you have a rank of specialist, but your leader will be a senior specialist, as Burgurk is on the other team.


Great, the boards just ate my entire post. Rewriting from scratch. Way to go, first post.


Team K12:
The Glitter Boy armor assigned to the team as artillery is, like many G10s, a hand-me-down suit that has seen many pilots. As such, the iconic armor bears marks of its past history; while battle scars and damage have been repaired over the years, and the whole suit retains its distinctive sparkling ceramic coating that refracts laser fire, it has a few personalizations. It bears some cosmetic customizations, and this specific suit looks like a mashup of Robotech with Lisa Frank. A circular painted patch on the left shoulder depicts a unicorn's head and has scrollwork above and below that reads "GLITTER BOY." The signature gun likewise has a picture of a whole unicorn painted on the side, head down, horn pointed parallel to the barrel, with scrollwork over it reading "UNICORN POWER." Below it, stenciled in a different hand, in smaller text is an unadorned line that simply reads "So horny." The collar and shoulder plates of the suit bear scratched and scuffed coat of lavender paint.

The pilot emerges after a day of travel, apparently only too happy to get out of the suit and walk around. You never can tell with G10 pilots; some are grizzled vets, some are eager young hotshots, some are humanoid D-bees. This one looks human enough: A woman in her twenties, with blonde hair and fair features. Even roughing it in the wild she has a statuesque allure, as if she should be wearing rumpled military fatigues in a pin-up calendar. Specialist Lance proves to be amiable and easygoing, curious about her teammates, and a fan of "real food" around a campfire over the synthetic nutrient mush that's stocked in most G10 suits.

Barbara is a little bit standoffish at first, which her colleagues pick up from cues as being likely the result of being treated predictably by other soldiers. Still, she is socially adroit, not an angry hothead or a brooding loner. During meals parts of her story slowly trickle out: She inherited the armor from another pilot, who died heroically and passed it on to her. She has fought the Coalition before, and hates what they stand for. She is an idealist, in spite of living a rough life and having been badly injured in an ambush some years ago.

She never strays far from the armor even when she's out of it. Every day she spends some time looking over the exterior for damage, trouble spots, and ceramic-eating or electricity-sucking dimensional parasites.

Once suited up, she assumes military standards immediately, treating the armor as mobile artillery in support of the group, hopping to scout or take up an elevated firing position when needed, positioning the armor near the front to draw fire in the event of an ambush in order to protect the rest of the team.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 15/20,

Team K12:

Terry removes the helmet of his Medieval style armour as he looks around with his Grey Eyes.

He scrubs his reddish hair with his hands as he wipes the sweat from his brow.

I hate helmet hair He comments to no one in particular, as he glances over at the positioning of the glitter boy armour.

That thing will give us away for miles, but if we need it, we will be glad to have it.

During the length of the patrol, he has lent his thoughts, opinions, and assistance to anyone that has asked with no complaints.
But everyone can see that he has a troubled past, even though he does not bring it up.


Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8

After coming back from his latest scouting foray Bart had a little down time. After getting some rest and being told he may be called for a new mission soon he passes some time wandering the castle area until he sees a tall glittery armored suit.
He walks near it, looking it over and seeing some of the details says,"Heh.Unicorn power. I like it."

Then he notices the pilot of said suit was just on the other side of it and may have heard him...

He stands there looking a little uncomfortable. He's a large man in camo clothing with some nasty scars across his face. Right now he's looking a little sheepish...


Team K12, pre-mission:

Barbara saunters around from the other side of the armor and puts one hand against the side. Somehow, she makes the Glitter Boy pilot jumpsuit look good. "Thanks!" she says. "I had it put on after I inherited the suit. The laser refraction is part of the ceramic layer on top, so it won't be affected by a li'l coat of paint."

"I figure, the G10 already kinda stands out, so why not put a little personal touch on it?"

She pushes off the inert power armor and extends a hand to the tall, scarred man. Unlike him, she is lithe, though reasonably tall (about 175 cm), and has blonde hair that is probably longer than regulation length. No obvious scars, and a pert nose, expressive blue eyes, and cheeks that could cut glass. (Where does someone find blush in a post-apocalyptic wasteland?)

"Barbara Lance."


Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8

Team K12, pre-mission:

Bart can't help but look the pilot up and down once before remembering his manners. He shakes her hand gently.
Bart. Bart Swanson. Nice to meet you. Don't see too many of those around. It is impressive."


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 15/20,

Team K12 Pre mission:

Terry looks around the group that is gathering in the courtyard.
I wonder whom all we are going to have here for this patrol

He looks the glitterboy armour up and down, noting the personal touch, and the scarred man talking to a cute blond.
I guess I will go introduce myself.

With that, he walks over to the pair.
Morning, Terry here, and you are?


Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8

Bart turns to the new person in the courtyard and politely lets the lady speak first and then he speaks up. "Name's Bart. Nice to meet you."


Team K12, pre-mission:
Barbara says to Bart, "Thanks. It's a hand-me-down, of course, but I've put a little time into keeping it polished up. Lucky that parts are common, even if the full working suits aren't."

She runs a finger down the gun barrel of the boom gun, still folded against the back of the armor. "They say when your only tool is a hammer, every problem looks like a nail. The G10 probably has a little bit of that going on."

She shifts to face Bart again and says to both him and Terry, "So we're teammates? I'm guessing we'll be in the field a while, so, hope somebody brought a deck of cards."

She offers her hand to Terry as well, upon his arrival. "Barbara Lance."


K12 (pre):
As she offered her hand to the new guy, Terry, Barbara heard a familiar sound from above, much like the crack of thunder although a great deal more brief. She anticipated the gust of wind, knowing her friend Sentry was about to arrive.

Slowing his descent just above the helmet of her Glitter Girl armor, the young man exclaimed, ”Hey! You fixed the HUD wiring! Nice work, that looks brilliant!” Sentry beamed at Barbara as he landed beside her. ”G10 looks ready for anything … who are we meeting?” There were times x-ray vision seemed extraordinary; there were also times it seemed a little eerie and off-putting. Sentry was a good egg though, they’d known each other a very long time. Without powers, aliens like him passed for regular humans, just any other D-Bee really.

”Just kidding, I heard who we’re meeting.”
”Hey Terry! Hey Bart!
”I’m Sentry.”

He seemed as though he was about to say more, but something distracted him.
”So sorry … I swear someone in the castle is burning bananas …” he quickly turned to Bart, ”and that rifle really fires a primary energy beam, an ion stream, and propellant based ammunition!? How is that even a thing?”

SENTRY


Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8

K12- pre:

Bart smiles at the mech pilot. A friendly smile that might look a bit scary to her. As the thunder rolls and he looks up, "Well. Even in this strange world, that's not something you see every day. Uh, Nice to meet you, Sentry. And yes, interesting gun indeed. Long story behind it, short version is that I met a Juicer before I made it to Castle Refuge. We became friends but he was an old timer Juicer. His last hurrah was only a week after we met. Good guy. He knew he was going out in style, told me to take Bertha here. Although.." He looks up at the Boom Gun, "That name might be a might pretentious now?"


K12 (pre):

"Bertha always means "big"? I think in my head I had thought maybe only some Berthas were big, and I guess I thought others might simply be talented. Size DOES matter though ... "

Sentry smiles, but there are clearly some wistful thoughts flitting behind his eyes as they dimmed and stopped glowing.

"I had to focus on my powers a lot growing up, my parents wanted to make sure that I knew how to control myself. They said that I didn't get to indulge myself, but what they meant is that I didn't get to be normal. To be honest, if Barbara hadn't told me stories, I would never have known what a juicer was."


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Team K12, pre-mission:
"Heya little bro," says Barbara cheerfully. She pats him fondly on the shoulder.

To Bart she says, "Yours is a heck of a sniper weapon though. The Boom Gun's mobile artillery. You have to think of it that way or you'll get yourself into some real trouble, it's not like you can just hip-fire it and get all sloppy around your colleagues. Different combat roles."


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 15/20,

Pre mission K12:

Terry looks at the growing group.
So it looks like they are covering all the bases with the current group.
I wonder what we are going to end up doing? I guess I will go find out

Terry takes his leave, to find the Captain, and figure out what we are intended to do, along with any specialized equipment that we might need to bring along.


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Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8

K-12 and uneducated:

Y'all. I started reading from the beginning to get caught up and after 30 pages I finally looked at the date. This has been going for a while! I finally just skipped way ahead andread the last few pages this AM and noticed the mission info from the GM. I completely missed that.
On a related note, unsure if old scarred Bart would be the best leader here!


Looks like the team RP has petered out, shall we get to the fightin'?

~~~~~~~~~~

At the scene of the action
Observing the Coalition position from afar, Barbara—keeping her G10 kneeling down and behind cover as much as possible to reduce its profile—says, "Well, I'm out of the action. The Boom Gun will cause too much collateral damage. If we are going in swingin', I can at least go hand-to-hand with some of the soldiers. If we are going to use some kind of trick, like an illusion or mind control or somethin', then one of you brain-burnin' sorts should come up with a plan."


Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8

Bart pulls some binoculars out to get a better look at the vehicles.
"Twenty troopers at least. One or two of those vehicles might be a problem. Not the best odds. We need to surprise them."


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

Any way we'd be able to detect that the incoming patrol is Tomorrow Legion? Do we broadcast transponder signals or anything?

Electronics: 1d6 ⇒ 51d6 ⇒ 4


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

Yes - how is the new group being introduced into gameplay? Are they approaching "our" slave camp? Is Josiah's truck hidden from their approach or not? If they've been sent here by the command, command would know we're here too, and would have told them about us, yes?
Any chance we could see them approaching?

Notice & Wild: 1d6 ⇒ 41d6 ⇒ 3

Apply penalties as appropriate...


Bart Swanson SWRifts wrote:

Bart pulls some binoculars out to get a better look at the vehicles.

"Twenty troopers at least. One or two of those vehicles might be a problem. Not the best odds. We need to surprise them."

"Wouldn't take much for me to get behind them, that might be a surprise."


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 15/20,

Agreed, surprise them, but then you would be 1 vs 20.
Barbara, how much collateral does the boom gun do?

He starts sketching a rough layout of the slavers camp on the dirt.

[b]So Bart and Myself hunkered down here on the left flank, Barbara here on the road, Sentry, you kind of act as a mobile fire brigade, and reinforce anyone that needs it.
We may need you to also zip in and cut the slaves chains and get them running in our direction.
With the numbers there, I do wish we had explosives.
Also, didn't command mention another team in the area?


"The Boom Gun fires a hypersonic flechette round. This means that in addition to flechettes deflecting from the target and saturating the area with shrapnel, the energy transfer to the target essentially makes it explode. So, while the round itself doesn't carry an explosive charge, the massive impact makes the target explode as if it were hit with an artillery shell. Basically anyone who isn't heavily protected and within about... a dozen meters. Like those D-bees."

The Boom Gun uses the shotgun rules for innocent bystanders, meaning there's a high likelihood of accidentally hitting adjacent targets.

"In addition, the sonic shockwave from the Boom Gun will knock down anyone who isn't inside or wearing power armor if they are adjacent to me when I fire it," she says. "So I have to get a little distance from the rest of the team."


Barbara Lance wrote:

"The Boom Gun fires a hypersonic flechette round. This means that in addition to flechettes deflecting from the target and saturating the area with shrapnel, the energy transfer to the target essentially makes it explode. So, while the round itself doesn't carry an explosive charge, the massive impact makes the target explode as if it were hit with an artillery shell. Basically anyone who isn't heavily protected and within about... a dozen meters. Like those D-bees."

The Boom Gun uses the shotgun rules for innocent bystanders, meaning there's a high likelihood of accidentally hitting adjacent targets.

"In addition, the sonic shockwave from the Boom Gun will knock down anyone who isn't inside or wearing power armor if they are adjacent to me when I fire it," she says. "So I have to get a little distance from the rest of the team."

"or the team needs to get a little distance from you, yeah. My point in getting behind them was to be a distraction from the rest of our team being in front of them by the way, not to go in by myself. Might not totally be opposed to going in by myself either, but that doesn't make it a good idea. Do we have an idea how many captives there are?"


Savage Rifts RotRwT

To clear some things up: X23 is on the western side of the town, about 100 meters from them, hidden behind an escarpment. Far enough away to not get seen unless you are jump up and down a lot. Elsie is further back, say another 100 meters along the road you used. K12 is coming in on the east side, in the hills, over 300 meters away. There is a slim chance you could spot them from where you are, but from those rolls, that’s a no. As far as command knowing, they know where X23 is but they do not know that K12 has been tracking the same unit, as K12 has been on LRRP for weeks with no communication home. If you want to attempt to pick up on their local comms, you can certainly try, as you would know the standard Legion call signs and radio responses. With Jingu’s roll, I would say that you know that there is definitely some comm traffic nearby, but you aren’t sure if it is the people you are tracking or someone else. Finally, I did let Jingu and Burgurk get a psychic sense that someone was coming, but I was vague because of the distances involved. Oh, and if you want to broadcast IFF signals, you can choose to do so, but know that anyone can pick those up easily.

Hopefully that helps clear things up. I wanted to essentially have a ‘who are you? No, who are you?’ Encounter, with the slaver unit in the middle. I figured that once both sides initiated their plan, the hilarity would ensue as the slavers tried to figure out who to shoot at.

To answer Sentry’s question, you counted at least double the amount of slaves as there were slavers, plus any that may still be in the buildings.


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

Notice: 1d8 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (5) + 2 = 7


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

DBSBM - thanks! I suppose that even if there were multiple radio frequencies that could be used, everyone would monitor them all. And if one group uses one kind of encryption, a group that overhears a transmission they can't de-encrypt would tell them someone else is out there. So I can't think of a way to contact the other team without letting the slavers know someone is out there...

I missed the "psychic sense" because it was under a spoiler, and I didn't notice that it was addressed to Jingu and me.

But, how about this : Jingu could Meditate, and increase his range from 10" (20 yards) to...if I'm reading this right...20 furlongs, or 4400 yards (2.5 miles!), and then do a Mind Reading?


Savage Rifts RotRwT

If Jingu wants to spend half an hour or so doing that, but remember that there might be more trouble if you wait that long. The leader is obviously waiting for something to occur and soon. And yes, any military unit worth their salt that has a comm tech would be monitoring as many transmissions as possible to make sure they aren’t being followed. Especially in a world such as Rifts.


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

"Josiah - how long would it take you to rig up some medium-sized explosive devices that could be triggered by an electronic signal?

Jingu - can you make things you're carrying invisible too, like those explosives?

I suggest that we plant the explosives, mostly in their big equipment and in their hang-out spots (like bunkrooms and the mess hall), then trigger them, then rush in to the confusion.

Thoughts?"


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

"Not long, really. Depends on how many charges you'd be wantin' and how big an' all that. Prolly, 15-20 per charge. Don't know if Buzzbee'll go for it though. E's got a bit of a stubborn streak when it comes to cutting guys down when they're defenseless."

"Tell ye what though, what about smoke bombs? Or better yet, Somnolence Bombs! Oh, i think I have something like that on the go; i could have that ready in less than a minute!"

TW: 1d12 ⇒ 101d6 ⇒ 5
TW: 1d12 ⇒ 41d6 ⇒ 3
TW: 1d12 ⇒ 41d6 ⇒ 2

TW Device: Greater Sleep (Area Affect LBT, Fatigue, Hinder)
Puts everyone but the user within a large blast template to sleep unless they make a Spirit roll at -2 (-4 if activated with a raise).

"OK, so each of these bad boys will send out a pulse, forcing everyone's brain into an Alpha-Wave pattern. They'll instantly go slack like they ain't had rack time in a week. The sleep will be pretty normal, so they can still be woken, but as long as you tip toe about, you should be fine! I can even set it to exclude our blue skinned friends! All them merc's should should drop like they been at the spindle o' a spinnen wheel. Buzzbee can either disarm em, or you guys can just march the blueberries right back to Elsie. We'll load em up, and could be gone 45 minutes by the time they wake!"


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

"Now that sounds like a plan! Get those made ASAP, so Jingu can set them and we can rescue those aliens!"

DMSBM - how many LBTs would be needed to cover the compound?


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 15/20,

team K12:

Ok, in that case, Barbara, can you set up in this location, if we need to, engage the vehicles.
Sentry, get yourself up to that high ground up there, and provide overwatch.

Terry points to a commanding height.
And try not to be seen getting there.
Myself and Bart will move 200 or so meters over there to the left giving us higher ground, and cover from return fire.

He pauses.
I don't like the fact that we may cause some casualties among the prisoners, but we can do our best to minimize them.
Once we are set, then Barbara can open the ball with a shot or two into the vehicles, so we don't have to worry about them.
Questions?


Savage Rifts RotRwT

If you want to cover the outside of the buildings only, you would need about ten to blanket the whole area, two more for the buildings if you can get the bombs inside. If you just want to cover the area where the main force is, that will take 4 of them, again +2 if you want to hit the inside of their two main buildings they are using.


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Human T 14 (5) | Parry: 7| Notice D6 | Pace 8 run die d8

the grade school kids:

Sounds like as good a plan as we can get in a hurry.
He heads off to the appointed area and tries to find a good sniper's hide.
stealth: 1d6 ⇒ 2
wild: 1d6 ⇒ 1

Cough. Benny already...
stealth: 1d6 ⇒ 1
wild: 1d6 ⇒ 2

Well, Sir DiceBot. Let's get the party started early then... /random cussing.


M Human;
Bennies:
2/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 15/20,

Team K12:

Terry takes a route that should get him into a spot without being to obvious.

stealth: 1d6 ⇒ 4
Wild: 1d6 ⇒ 1


Team K12:
Barbara acknowledges with a nod and "Understood." She climbs back into the power armor, sliding into the harness like it's a second skin. The armor seals behind her with a faint hiss. Moments later, the G-10 stands fluidly, and Barbara looks for a good vantage point from which she can cover the team with artillery fire against the enemy vehicles.


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

Think I had a totally different impression of the size of the settlement. I think I was picturing 3-4 buildings total, and that 2-3 would cover the whole site, inside and out. Josie could do a max of 6, so that plan may not work.


Barbara Lance wrote:
** spoiler omitted **

Waiting for Barbara to be fully entrenched in the G-10, Sentry then takes off for the highground Terry had indicated, flying nap-of-the-earth as he approached; he could go high and bright later if there were a need to draw fire.

When he arrived, he lit up his Telescopic Vision to review the camp, looking for any conversations he might want to overhear.


Map Female Human Mystic (Veteran, 9 advances)| Bennies 3 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds

Dotting in. Just noticed the invite to post here on the recruitment thread.


Map Female Human Mystic (Veteran, 9 advances)| Bennies 3 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds

Team K12:
Sorry for missing the boat here. I will try to catch up with info on Ounce and Gummitch from when they first joined the group. The GM mentioned it might be good the have a 'face' lead the group. Ounce could fill that roll with Attractive and Charismatic edges. But if so, I'll need some time to get up to speed on the situation.

Last to arrive, perhaps indicating someone who likes to make an entrance, two figures approach the newly formed team. One is a young human woman, about five seven, 120 pounds (soaking wet), wearing light armor and sporting only a laser pistol for weapons. She has a nice overall tan that is probably about half what she was born with, the rest coming from time in the sun. She has coal black hair braided to be out of the way. She has some jewelry made of turquoise and jasper and some hawk feathers.

With her is a man of almost identical height, but much more buff build. He too is lightly armored with only a light pistol. His facial features are a mix of human and feline features, looking similar to a snow leopard, with mischievous grey eyes. He lets the woman do the talking.

"Team K12? Sorry to be late. I'm Ounce Felicitas and this is my partner Gummitch." She takes in the various heavy weapons and armor of the group and adds, "I'm a mystic, so while I'm not bristling with firearms, I am able to produce some bodacious magical effects. Also, my partner here is really a dragon. Show 'em, kid."

Gummitch's form shimmers and then grows into a not quite fully grown but still quite large dragon. He stands looking over Ounce from right behind her, looking stern. His head is less reptile and more snow leopard, although his long, scaled body, leathery wings, and swishing tail are all dragon. He resembles more of a Chinese dragon than a Tolkien model. After a moment of posing, he grins and says, "Pleased to meet you all."

Ounce adds, "He doesn't breath fire, but spits lightning bolts. He's very good in a fight."

Getting to know the two, the team learns her story. She was an orphan who got adopted by an old mystic who recognized her innate connections to mystic sources of power. He taught her spells and looked after her. They lived in a ruin of a library where she spent much time reading most of the books in the place.

They lived in Newtown. As Ounce turned 18, the Juicer Uprising developed and she spent her first days as an adult fighting for her life and trying to protect mundanes caught in the crossfires.

She eventually struck out on her own and decided she would head toward Castle Refuge, having seen enough of the Coalition to know she would spend her life opposing their fascist and racist ways. On the way, she encountered a trio of Coalition goons in a fight with something big. She fired energy bolts first and after a few rounds of fighting had no one to ask questions except the surviving dragon hatchling.

For saving his life, the dragon pledged to be her sidekick and help her get to Castle Refuge. Along the way, a solid friendship formed as Ounce taught Gummitch important things about the world and he helped defend her when trouble showed up. Since then, they had worked as a team on various Tomorrow Legion assignments until assigned to meet up with the new team.


Map Female Human Mystic (Veteran, 9 advances)| Bennies 3 | Pace 6 Parry 5 Tough 13 (armor 4) | PPE 4/15 ISP 0/20 | Active Power: +4 toughness 1/5 rounds, Invisibility 5/5 rounds

Team K12:
Ounce is all for trouncing the slavers. She informs the group she can make one or more of the group invisible. She can also create illusions if it will help. When Gummitch turns dragon, he has a saddle that allows Ounce to ride above his shoulders. She also knows healing magic and mundane medical arts to help patch people up during or after the fight.


male dragon hatchling | Pace 6 (fly 12) Parry 7 Tough 36 (armor 18) [humanoid: 6] Size 6 [15 feet head to tail] | PPE 7/20 ISP 10/10 | Bennies spent: 1 | Active Effects: Invisibility 5/5 rounds

This is Gummitch. See his profile for his stats.

Note: Gummitch has Dragon Metamorphosis edge, so he can take on the form (but not abilities) of any animal from the size of a housecat up to his own size of 6 (15 feet long).

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