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

Gummitch watches and waits. On hold, ready to breath electricity at any coalition targets who come into his range.


Savage Rifts RotRwT

No CS here, you will find out who they are soon enough.

Goons Vigor v. Stun, Need a 4: 2d6 ⇒ (4, 4) = 8

A sudden burst of light and sound occupies the cab of the truck, but the soldiers quickly look away and cover their eyes as it passes. It seems they are used to magic and its effects. The vehicle starts to pull out of the cave and towards Barbara’s freshly fixed Glitter Girl as the three remaining soldiers on the ground fight their way out of the crowd of slaves. Gummitch notices one of them is starting to get out from underneath the truck, another is fighting with Bart and the last is trying to get as many slaves as he can into the truck before it leaves.

Round 2:
Barbara-
Terry-
Slaves (x22)-QC-

Gummitch- 10S- On Hold
Ounce- 9C
Bart- 8C

Bad Guy Henchmen (x3, One Shaken)- 5S
Burgurk- 4C
Bad Guys Goons (x2, In Vehicle)- 2C
Bad Guy Leader- None, 0 Benny Remains, Incapacitated
Bad Guy Goons (x15)- Incapacitated
Slaves (x1)- Incapacitated
GM Bennies-6

Gummitch, you have an opportunity to lightning any of those 4 targets. Just remember that Barbara is right in front of the truck, one of the henchman is surrounded by slaves and another is fighting Bart. If you miss, it could be bad.


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

If Gummitch does not have a clear breath attack at anyone, he'll fly at the leader if possible, or one of the henchmen if not and attack with his bite and claw.

Fighting: 1d10 ⇒ 7
Wild: 1d6 ⇒ 3
Modifiers: -2 (MAP)

Bite/claw mega damage: 1d12 + 2 + 3d4 ⇒ (3) + 2 + (2, 3, 2) = 12
AP: 3
Raise Damage: 1d6 ⇒ 5

Fighting: 1d10 ⇒ 8
Wild: 1d6 ⇒ 4
Modifiers: -2 (MAP)

Bite/claw mega damage: 1d12 + 2 + 3d4 ⇒ (2) + 2 + (1, 4, 2) = 11
damage d4 ace: 1d4 ⇒ 4
damage d4 ace^2: 1d4 ⇒ 1
AP: 3
Raise Damage: 1d6 ⇒ 6
Raise Damage, Ace: 1d6 ⇒ 3


Savage Rifts RotRwT

No sooner the henchman under the truck gets up, Gummitch is already on his case. Try as he might, the man cannot hold off a dragon. His armor, however, can. Gummitch tears great gouges into the man’s green Bushman armor, making a terrible rending sound, it takes some time for the man to realize he is in over his head. He cowers as the great beast floats above him.

Henchman with Bart, Fighting: 1d8 ⇒ 2

As Gummitch deals with one of the henchman, Bart is in a fight with another one. The man draws a bigger blade and its vibrating field hums to life. He flips it around in his hand a couple of times before making a swing at Bart, but he telegraphed his intentions too much and Bart is able to easily move out of the way.

Henchman with Slaves, Command Intimidation: 1d8 ⇒ 1

The slaves prove to be empowered with their recent reversal of fortune and the goons are unable to get them to do anything but fight back against their captors.

Round 2:
Barbara-
Terry-
Slaves (x22)-QC-
Gummitch- 10S-
Ounce- 9C
Bart- 8C
Bad Guy Henchmen (x2)- 5S

Burgurk- 4C
Bad Guys Goons (x2, In Vehicle)- 2C
Bad Guy Leader- None, 0 Benny Remains, Incapacitated
Bad Guy Henchman (x1)- Incapacitated
Bad Guy Goons (x15)- Incapacitated
Slaves (x1)- Incapacitated
GM Bennies-6

Burgurk, you are up, then the goons in the truck will go!


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

It sounds like there are slaves in the truck, yes? So Burgurk will target the bad guys in it...

Force Bolt, Improved Force Bolt, Force Blast, Rapid Force Bolt, and Selective :
- 5d6 MegaDamage (6d6 on Raise) for 2 ISP
- SBT for 1 ISP, MBT for 2 ISP, LBT for 3 ISP (MBT = 24 foot diameter, should completely cover the truck)
- ROF2 for 1 ISP
- Enemies only for 1 ISP
So, for 6 ISP out of my current 28 :

Psionics & Wild: 1d12 ⇒ 51d6 ⇒ 4
Damage: 5d6 ⇒ (4, 6, 6, 5, 4) = 25
ACES!: 2d6 ⇒ (1, 3) = 4 = 29

Psionics & Wild: 1d12 ⇒ 81d6 ⇒ 3
Damage+Raise: 5d6 + 1d6 ⇒ (5, 5, 2, 4, 2) + (6) = 24
ACE!: 1d6 ⇒ 3 = 27


Savage Rifts RotRwT

@Burgurk- Just so you know, those two crew members are in the truck and thus are covered by it. The only one not in the truck is the henchman trying to corral the slaves. He is hit full force by your blast.

Burgurk focuses his psycho kinetic might at the truck and its occupants, the blast should have vaporized most of the people there, but Burgurk’s control of his abilities is without peer. The slaves are unharmed, but the henchman accosting them is not so lucky. The one fighting trying to fight Bart is also grabbed by the blast. Both of their armor is shattered into pieces and what was inside is unrecognizable. The remaining two guards in the truck seeing the carnage around them and the massive Glitter Girl standing right in front of their them, along with a massive Rift beast, decide that this is fight they can not win, truck or not. Their hands reach for the roof of the cab and they call out, ”We’re done! We surrender!”

The slaves still attempt to open the truck’s doors and get to them. Now you have to decide to either let them, stop them, or something in between.


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

Bart gives Burgurk a thumbs up as he rushes to try to get between the crowd and the truck.
Whoa! Hold up. The last two surrendered. Be better than them! They'll face justice in a legal trial. Now we need to make sure all of YOU are safe and get YOU to safety."

While he's not actively trying to persuade them, as he's not that good it is, if no one better steps in soon he'll give it a try.
persuasion: 1d4 ⇒ 3
wild: 1d6 ⇒ 1

Lol.


Savage Rifts RotRwT

The slaves barely register that Bart is speaking to them, as they have been given over to their rage at being enslaved and are attempting to kill every last one of the slavers. If they figure out how to get into the truck, there will be few left to question.


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

Terry turns up the volume onn his suit, and then steps through the crowd.

Move back, we need to be able to talk to these people.

persuade: 1d6 + 1 ⇒ (2) + 1 = 3
wild: 1d6 + 1 ⇒ (6) + 1 = 7

wild explode: 1d6 ⇒ 2 = 9, 1 raise

Revered protector, +1 to social rolls, and results are always 1 improved.


Female Human Veteran Glittergirl | Bennies 4

Looming from above, Barbara simply tears the top off the truck's cab and pulls the two surrendering troops out by their collars and hauls them over to the group's transport, gently but firmly pushing her way through the crowd.


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

Ounce lends her support to placating the slaves, explaining the need for information about their organization and plans.

Persuasion: 1d10 ⇒ 7
Wild: 1d6 ⇒ 5
Modifier: +1 (attractive)

Free Reroll (Charismatic)
Persuasion: 1d10 ⇒ 9
Wild: 1d6 ⇒ 2
Modifier: +1 (attractive)

Attractive may not apply depending on what the prisoners find attractive.


Savage Rifts RotRwT

Slavers still alive? Need a 4: 15d6 ⇒ (1, 5, 5, 1, 1, 3, 2, 2, 4, 4, 3, 5, 4, 2, 5) = 47
Seven goons plus the leader are unconscious but still alive, barely. Two more remain alive and in Barbara's mechanical arms, panicking.

The slaves recoil as Barbara's Glitter Girl rips off the top of the truck and pulls the two men out. The slaves begin to panic, but luckily Ounce's honeyed words and the presence of a cyber-knight quickly calms them down. A handful of them step forward, mostly Faelerin. The one who looks more elderly, with a hunched back and faded blue skin, speaks first. "We thank you for your rescue of our people. If not for you, we would have been given over to our deaths. We.."

"Hold on there, Elder. We don't know if these people are any more worse than the ones who captured us. Maybe these are slavers too." A younger Faelerin, bright blue-skinned with darker blue stripes and a black mane of hair in a topknot steps forward. He looks at each of you warily. "Ever since we came here, all we have met have lied to us." he then looks at Terry. "You look like one of those cyber-knights we have heard some things about. We have heard that they are all forthright, honest and brave. If that is the case, tell me Cyber-Knight, are we safe now?"

Meanwhile, the two men in Barbara's grasp struggle and squirm. Their speakers on their helmets crackling with the fear in their voices. "Please don't feed us to the creature!"

What is everyone else doing while Terry and Ounce talk to the slaves and Barbara handles the two conscious goons?


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

Bart will check the other goons, firmly tying up/ zip tying any alive and administering basic first aid if needed.

(That's assuming someone with better than a D6 healing will help the Faelerin...)

As he is starting on his work he does say "Well. This is how we treat our enemies once they've surrendered. Hopefully that tells you something about us. Plus, we've already rescued a good number of your people from slavers like this."


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

Well, you are as safe as anywhere else in the world. But on my honour, you are not going to be harmed by any of us

If you want to leave, by all means, go ahead. We will not stop you. But we do not suggest it, as we will be taking you to others that we rescued


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

Ounce is tempted to have fun with the slavers in Barbara's grasp, but she doesn't want to have them soil themselves if they have not done so already (for the comfort of those who will have to be transported with them), so she makes the illusion gradually morph into a small swarm of puppies and kittens before letting them fade away.


Female Human Veteran Glittergirl | Bennies 4

Barbara lifts the slavers and cradles them in her power arms so that she can carry them safely to the transport.

"We have rules regarding the treatment of prisoners. May be safer for you to remain in our care for now."


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

Burgurk's ears prick up and he asks the one who mentioned a creature "Creature? What creature? Where is it right now?"


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

"Wait. Creature? I missed that. What does this creature look like?"


Savage Rifts RotRwT

The two men look past the Glitter Girl in the direction of where Ounce had summoned an image of a giant creature made of lighting. As they point, ”Th..that one!”, the image suddenly blurs and shifts and a horde of young canines and felines swarm out of the area before disappearing into the surrounding area. ”Umm.. nevermind.”, one of them says as Barbara puts them into the back of the truck.

Meanwhile, the elder Faelerin says, ”If you know where more of our kind are, we would be in your debt further if you take us to them.” He then looks at the younger firebrand. ”We can trust these people. They will not harm us.”

As Bart is tying up the living slavers. He notes that the leader is slowly starting to crawl away.


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

"Oh no you don't."
As he jumps on him.


Savage Rifts RotRwT

The leader is no match for Bart at this point, with a broken ankle and smashed armor. He simply grunts under the weight of the warrior. "You.. you don't know what.. what you've done.."


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

As he makes sure the man is properly secured and putting a quick splint on his broken ankle, "That happens a lot. So tell me what we've done."


Savage Rifts RotRwT

There is a long pause and then a sigh that crackles through the man's helmet. The wind almost drowns out what he says. "You've disrupted an important shipment. Something that is going to change the world and bring back the age of mankind. When my boss figures out who you are, she will come after you."

Meanwhile, the slaves mill about, trying to huddle near the truck for warmth as the blizzard swirls around them.


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

Ounce, any way you could block the cold for these folk. Now to figure out transport for these folk

He mutters last statement to himself as he is looking around for lift.


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

Bart stands up. "Oh, is that all? Hell, we call that a Tuesday."


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

Can Bertha (I think that's the transport's name) hold all the refugees we've collected? It would be better if they couldn't be seen from a distance...


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

"I can help them with the cold but not all of them. If there are any especially vulnerable who are not able to travel in a vehicle, I can help them."

Ounce has Environmental Protection but the default is for one target with a +1 per additional target cost. She only has 15 PP at this point. The protection lasts 1 hour, so it's not a long term solution.


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

I agree, its not the best solution, but until we get them in some sort of shelter, or vehicle, it will have to work. Can we find a vehicle for them


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

Ounce gets out her survival pack and shares the insullated sleeping bag with the least prepared individual and encourages others to do the same.

Is the helicopter that brought us still in the area? If so, why don't we deliver as many victims of the slavers to the helicopter, using the transport and rigging up some tents with ropes and having those who can fly carry anyone unable to fit in the vehicles. Since she may need her power points for combat, Ounce will delay casting the protection spell unless and until anyone is in danger of exposure injuries. We could also get them into the cave for some shelter while we work things out.

"Gummitch, check out that cave while we're organizing people here."


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

Gummitch changes into snow leopard form and prowls into the cave to see what's there.


Savage Rifts RotRwT

The team notes that the cave will provide some shelter for a while, at least from the wind and the vehicle in the cave can hold them all in the back, but the cage is open to the elements, so there would need to be some way to protect all of them from the cold as you traveled back to the Captain Tiller and his flying machine. It could hold all of the slaves, but none of you would be able to fit in with them.

You lament at the reassignment of Josie and Bertha, but these goons won't be using this truck any time soon. You briefly ponder simply calling Tiller on comms, but do not see a suitable landing zone nearby.

Gummitch paws at the various crates stacked in the cave near the truck. Most of them appear to be full of food packets and binders. He does find one that contains several thick pieces of cloth that could be used for blankets.

Basically, the Mammoth in the cave can be used as transport. Here is what it can hold: Cargo: The open-air cargo bay can carry 32 tons. It measures 16 feet (4.9 m) long, 7 feet (2.1 m) wide, with 6 foot (1.8 m) high walls. It can hold cargo or 1-4 small vehicles, or one small to medium-sized robot (standing or crouched), or 8-10 power armor troops, or 18-24 infantry troops in EBA; more troops if they are sitting on the cargo containers along the side or on the outside of the Mammoth APC.
Along the walls of the cargo bay are airtight cargo containers (15 M.D.C. every four feet/1.2 m and for hatches) for stowing food, medical supplies, drinking water, ammo, firearms, electronics and other goods that are more delicate or vulnerable, and in need of additional protection.
Additional cargo can be strapped to rails and mounts along the side of the cargo bed and roof, or in the alternative, 8-14 additional troops.

Troop carrier environmental compartment: The Mammoth has two environmental compartments between the nose and the open-air cargo bay for transporting combat troops; a lower and upper level. The lower level has bench seating for 12-14 troops. The upper level is smaller, observation windows (plexiglass with sliding plate shields when under combat) and seating for 6-8; half that number if clad in power armor.
The upper level/observation deck is located above the lower level and behind the pilot’s cockpit. Ceiling height for both levels is only 7 feet (2.1 m), requiring tall soldiers and those clad in power armor to bend or hit their heads. Troops exit via the two side hatches, while those in the upper deck can do the same or climb out of the roof hatch one at a time.

Reinforced crew compartment: Seats four and has space for several weapons and 5-6 backpacks, rifles, canteens and additional small items.

I'm giving you a 26 million credit vehicle, essentially free. How you use it to do your mission is up to you.


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

Bart looks over the Mammoth and lets out a low whistle.
"Damned fine vehicle. I don't think we're fitting everyone inside of it that needs protection though... OK, what's the fastest way to get help for these people?"


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

How about we get the cave warmed up for them and make a couple of trips to bring everyone to the helo.

Terry also starts an inspection of the cave


Female Human Veteran Glittergirl | Bennies 4

"I'll see about foraging for firewood. In these conditions it won't be dry, but I can at least bring back a fallen tree and break it into manageable chunks, if the magicians can figure out a way to get it burning and to ventilate the cave so everyone doesn't suffocate."


Savage Rifts RotRwT

This sounds like another quick encounter. Six tokens needed, -2 on rolls due to weather, but using the truck will negate that if you are in it for your chosen activity.

@Terry- You can use Notice for your roll as you inspect the cave. @Barbara- Survival would net you some useful firewood.


Female Human Veteran Glittergirl | Bennies 4

Survival: 1d6 ⇒ 6
Wild die: 1d6 ⇒ 3

Survival ace: 1d6 ⇒ 2

Total 8.

Barbara heads out cautiously to break up a few trees for firewood. In this weather it's impossible to find anything dry, so she settles for simply using the power of the Glitter Boy armor to uproot an entire sapling and carry it back, then she strips the bark to reach a dry layer underneath and breaks it into chunks of varying sizes.

"Bart, what else can we do to improve our habitability out here? You're our resident expert!"


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

Bart joins Barbara in selecting trees, considering their options while doing so..
survival: 1d6 + 2 ⇒ (4) + 2 = 6
wild: 1d6 + 2 ⇒ (2) + 2 = 4

"Well,let's run the numbers, see how many we can get into the Beast. Once we get back to base we'll probably be able to get transport for the rest sent back here but then we'd need to split up, some go, some stay to guard. Hmmm. As for the cave, not a lot more we can do. Warm it up, check those containers on the Beast for food and any more blankets or survival gear and block off the entrance of the cave as much as possible. Maybe we could rig the bark and bits together to keep the cold and wind out."


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

"Could we call Tiller on comms and ask him to send us enough ground transport to hold all these people? Then it just becomes a matter of keeping the cave warm enough until they arrive. We could stack trees in front of the entrance like a fence, leaving only a 3 foot gap for people to pass thru."


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

notice: 1d6 - 2 ⇒ (1) - 2 = -1
wild: 1d6 - 2 ⇒ (5) - 2 = 3

Terry doesnt see anything wrong with the cave.


Savage Rifts RotRwT

3 of 6 so far. @Burgurk, you could roll Psionics to help build that barricade if you wanted. We also still have Ounce and Gummitch as well.

You attempt to call Tiller on comms, but only receive static in return.


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

"Well, if we can't raise Tiller here the fastest way would be for a few to head his way until we could raise him. Too bad there's not room for an extra person or two in the Glitter Girl!"


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

Burgurk tries to move some whole cut trees (maybe by Barbara and Bart?) in place in front of the cave entrance as a barrier to the cold :

Psionics & Wild: 1d12 ⇒ 91d6 ⇒ 2 = Raise

"Now if someone would slap some mud on the slight gaps between the trees, we can keep the warmth in."


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

Ounce casts Environmental protection on as many of the people in the cave as she can. If they can each share a power point, then she can do the whole group for just the initial cost of the effect, which is 2.


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

Gummitch flies in dragon form to gather pine branches to add insulation to the barrier.

Notice: 1d6 ⇒ 3
Wild: 1d6 ⇒ 2
Modifier: -1 (Clueless)

Benny that.

Notice: 1d6 ⇒ 5
Wild: 1d6 ⇒ 3
Modifier: -1 (Clueless)


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

Terry starts a fire at the mouth of the cave, using the barrier as a reflector.

Look, i will wait here with them while you take the first group to Tiller.


Savage Rifts RotRwT

4/6 Tokens. Ounce can still roll her Spellcasting Roll to get those last two. I'm not going to worry about PP for a Quick Encounter like this.

The team works to put up a barrier to keep the wind and snow out, with Terry building a fire and Burgurk helping with the small trees for the makeshift wall against the wind. Ounce begins to cast a spell as Gummitch tries to gather insulating materials.


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

Bart smiles at Burgurk. "Not gonna find any mud out there but the snow will work just as easily."


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

All right people, lets get you into the cave and out of the weather

Terry mentally notes how many people are moving into the cave to get out of the weather.

He then steps out and using his psi sword cuts up a lot of firewood to bring into the cave. (spending at least an hour chopping wood)


Savage Rifts RotRwT

Haven’t heard from Ounce about that roll, so I will bot it.

OunceBotFaith: 1d10 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (1) - 2 = -1

Ouch.

Ounce tries to summon the spirits she spoke with before, but whatever is driving this storm seems too strong. You create as much shelter in the cave as you can, trying to prevent the cold from getting to the slaves awaiting rescue while the first group is taken back to Captain Tiller. Tiller makes room in the ship for all the slaves, but sadly, a few from the second group are unable to handle the cold and when it comes time for them to be picked up, you find a few of them have passed away.

The elder speaks to you on the way back. ”Perhaps it is not such a bad thing. They died as they wanted to be, free.”

Tiller takes off with the remaining slaves. When you get back, your prisoners are neatly huddled together next to the fire. The blizzard starts to let up as you discuss what to do with them. Their leader keeps looking back and forth between you and his soldiers. ”What do you plan on doing with us?”, he says.


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

I thought I made the faith roll. Sorry for the miss. I would have used a benny to reroll had I failed on the first attempt. Over the weekend I was at a role playing convention.

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