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

Bart, a sad look on his face, replies to the Elder,"We failed to save you all. I'm sorry we could not achieve that goal. But yes, freedom too often has a price. I was once a slave. The people at Castle Refuge gave me a second chance at a real life."

After the leader of the slavers talks, Bart stares down at him. "We will do what's right. Take you in and you'll be given a fair trial. The evidence is not in your favor."


Savage Rifts RotRwT

No worries, Ounce, I don’t usually spend player resources like that without them having a say. Sounds like you had fun though.

The leader shakes his head. ”Fair trial? That’s a good one. On whose authority? The Coalition has our back and the Federation doesn’t care. We got people everywhere and you can’t find us all.”

Notice Success:
Despite his bindings, the leader seems to be fidgeting quite a bit.

Notice Raise:
The leader seems to be trying to get at something on the utility belt attached to his armor.


Female Human Veteran Glittergirl | Bennies 4

Barbara does her best to manage the shelter, but the weather's just too severe.

It's an odd phenomenon of the rifted Earth that there's a huge explosion in people with strange new ways to kill other people, but not so much in practical things like making good weather or shelter or clean food and water.

~~~~~~~~~~

"Not much point getting into it, Bart. I've tangled with CS folks before. Most of 'em grew up propagandized into believing they live in the greatest free society in the world and the last hope of humanity. From their perspective, what they were doing wasn't even wrong—just a necessity for the continued prosperity of the Coalition. Most of 'em would reject the notion that nonhuman lives have any value, and thus any tribunal that prioritizes nonhuman lives, or has nonhumans in its membership, is de facto invalid to them. Doesn't make 'em right, but it's a viewpoint that doesn't change with a firm speech, no matter what they show in the old video chips."

Notice: 1d6 ⇒ 3
Wild die: 1d6 ⇒ 2


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

notice: 1d6 ⇒ 1
wild: 1d6 ⇒ 1

"Eh, true. No sense talking to these slavers."


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

DMSBM - you didn't specify only Bart, so if Burgurk can happen to be walking by or listening in on the conversation :

Notice & Wild: 1d6 ⇒ 31d6 ⇒ 4 = Success

"Hey - stop trying to wriggle out of those ropes - maybe I should tighten them up just in case..." He flexes his Simvan muscles as he approaches him.

If you only wanted Bart to make the Notice, just say so and ignore this...


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:

Notice: 1d8 ⇒ 2
Wild: 1d6 ⇒ 4
Modifier: +2 (Alertness)
Does the penalty for bad weather affect this?


Savage Rifts RotRwT

I figure everyone at this point is standing around the slavers as the slaves have been taken care of. The weather has died down, so no penalty unless you plan on staying out here another 4 hours.

The leader looks up at Burgurk coming towards him. "Y.. You don't get it. If we fail, we're dead anyway. Dead men tell no tales and all that. I ain't got nothing against you all, it's just a job see, and the Coalition, they pay real good for them blue ones. Like, ten-thousand a head. I see like maybe a quarter of that, but, I can..." He stops when Ounce points out a device to Burgurk that has been pinging in the leader's belt. "Th..that's nothing. Just a timer. We're late and all..." He trails off, knowing the lie is not working.


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:

"Better confiscate that device on his belt. It might be a distress signal or communicator."


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

Burguk puts his face right up the the man's face and growls at him, showing his teeth as he does so. He reaches around behind him and pulls out the device, and shows it to everyone.

"Anyone got any idea what this thing does?"


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

Bart takes a look at it.
electronics: 1d6 ⇒ 1
wild: 1d6 ⇒ 1

Lol

"Nope."


Female Human Veteran Glittergirl | Bennies 4

Electronics: 1d6 ⇒ 2
Wild die: 1d6 ⇒ 5


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:

Faith: 1d10 ⇒ 1
Wild: 1d6 ⇒ 5
Using Detect Arcana power.

Power Description:
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, Enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.

Ounce narrows her eyes and focuses on her innate ability to detect magical auras and effects.


Savage Rifts RotRwT

While there are few magical auras in the area, Ounce picks up a faint trace of one having been attached to the device some time ago, as if they touched it and then gave it to this man. Barbara tells you that the device is a locator beacon, probably either telling someone where they are or telling them where they should be going. As Burgurk handles it, he notes that a set of coordinates and a timer are counting down on it.


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

"Hey, there's some coordinates being displayed on this thing - any way someone could find out where they point to on a map?"

If the timer is obviously counting down in hours, minutes, seconds, how long until it reaches zero?


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

Bart pulls out a map.
"Let's see..."

survival: 1d6 ⇒ 2
wild: 1d6 ⇒ 3

"Ah, no clue.."


Savage Rifts RotRwT

The map would give you a bonus +2

Burgurk looks at the timer while Bart tries to figure out where to go. The clock appears to have one day, 3 hours and a few minutes on it. According to the map, those coordinates will lead you to a collection of warehouses along the river. Traveling there by foot would take several days, but using the Mammoth would take about half a day. Assuming you didn't run into a snag on the way.


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

Bart laughs at himself, flips the map over and says "Aha!"


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:

"Sounds like a handoff of captured DBs, probably for sale. Shall we crash the party?"


Female Human Veteran Glittergirl | Bennies 4

Don't we need to get these people to safety first?


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

Before we make a decision, how many slaves and slavers are alive now?


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

Sensing what's on Barb's mind after their intense grenade bonding, Bart looks back to the masses of blue people.
"yeah, we need to check this out but we also can't put these people in any more danger..."


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:

"If we can quickly get them to safety, we could then drive the truck down as if we are the people who they are expecting."


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

That would work for me, but we do need to get these folk to safety and out of the weather.


Female Human Veteran Glittergirl | Bennies 4

"Agreed. First priority is protecting lives, then we can investigate," says Barbara. "That said, the GB isn't much good for hauling people around. Should I run guard duty on the truck, or what?"


Savage Rifts RotRwT

Unless I completely misread something, you guys sent back the slaves with Captain Tiller in the air vehicle. You are now at the cave with the Mammoth and the slavers only. 7 men still breathing plus their leader.


Female Human Veteran Glittergirl | Bennies 4

Well, that's why I asked. I don't recall seeing them sent on their way, so I wanted to make sure.


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

Ok, I had forgotten that Tiller came and picked up the slaves (Barbara - it's at the bottom of the previous page) - nevermind...
But now, I'm curious - wouldn't we have sent the slavers back as well, to be dealt with at HQ? DMSBM - did one of us make that decision, or did you?


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

I also forgot that! One of the foibles of this game format. :)

Bart looks around, a slight look of bewilderment on his face and then starts laughing. "We all need a vacation. We sent all the good poeple back with Captain Tiller. Now, what to do with these.."


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

Well, we can call tiller back for one more run and we send these folk, suitability cuffed back to hq to deal with. Then we can deal with that locator.


Savage Rifts RotRwT

Looking over the posts, it seemed as if your first priority was to get the slaves back to base. That was accomplished with the loss of a few due to the cold. You can certainly call Tiller back and send these guys back in cuffs if that's what you want to do.


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

Good plan, we'll call him and start towards the target location, set up a place on the way for him to meet us. We'll be sure to remind him to bring security as we don't trust these goons.


Savage Rifts RotRwT

One more to confirm and then we can do that and start the journey to the warehouses.


Female Human Veteran Glittergirl | Bennies 4

Am in.


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

Ditto.


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:

Agreed.


Savage Rifts RotRwT

You call Captain Tiller on the comms and he tells you that "...the new blues are safe at home and I can bring your reds in, but that's my last run for a bit. Gotta fix up the old girl a bit before she can go out again." When you mention you have other transport, he says "Roger that. A good find that one, but I'd recommend making sure it don't have any trackers or nothing. Never know these days. See you in an hour or two."

It is almost three hours before Tiller gets back to pick up the prisoners. As the last of them are loaded, he gives you a salute and whistles at the Mammoth. "Nice ride. Still don't beat my girl here. In the sky, you are free." He winks, most notably at the women, and then takes off with the prisoners. You are left alone with your new vehicle and coordinates to the warehouses.

I am assuming that you will be using the coordinates and heading straight there. If that is the case, then anyone who wants to can draw an Interlude card and tell us a little story for an extra Benny. Otherwise, we can skip to the next scene.


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:

1-13 = Clubs, 14-26 = Diamonds, 27-39 = Hearts, 40-52 = Spades, 53-54 = Joker
Interlude Draw: 1d54 ⇒ 8 = Clubs + Backstory = tale of misfortune from your hero’s past, perhaps revealing something of his Hindrances or a dark secret.

After the prisoners have been secured in the helicopter, Ounce overhears someone in the group make a remark about preferring to see them dead or in pain for their crimes. She tells a story about her experiences with captives.

"I understand the feeling, believe me. Back when I was an orphan living in Newtown and dealing with the injustices I witnessed, I focused my anger on fantasies of what I would to to some of the more brutal actors, until a mentor urged me to instead focus on positive thoughts of how those who do wrong can be helped to see the light by kindness when they expect punishment.

"I was skeptical but tried my best to change my attitudes and thoughts. Later, after I had escaped the horrors of living under coalition occupation, I was making my way toward the Castle Refuge. I was traveling alone nearing a small community when I happened upon a few coalition types assaulting two young women from the town. I heard them joke that after having their way with them, they would make good slaves. This filled me with righteous anger and I wanted to try to kill them all on the spot with lighting bolts.

"They had guns so I first stunned them. I couldn't help including the two young women, but as Gaia smiled on my efforts and the three men were stunned while the women were not. We disarmed them and the two women trained their guns on them while I prepared to tie them up. The men tried to rush us anyway. Rifles fired and I sent a lightning bolt and when the smoke cleared and the sound died away, two of them were dead. We overwhelmed the third and tied him up.

"The two wanted to mutilate the bodies of the dead, but I persuaded them to help me dig shallow graves for them to be placed in, arguing their fate was now in the hands of the great spirit. The living prisoner was sullen and swore at us vulgarities, again making the women want to strangle or shoot him, but I instead healed his wounds and insisted we lead him to some authorities for justice. The locals judged that a suitable fate would be to become a slave of the village, forced to wear manacles and do whatever physical labor was needed. I spoke at his trial and admonished them to treat him in all ways possible as a normal member of the community and to not subject him to physical or verbal abuse, in the hopes the kindness helps him see the light and quit his association with the alliance.

"I traveled on and eventually joined up with the Tomorrow Legion and a year later saw this prisoner free and a member of the legion. We talked and he explained that the kindness shown him in spite of his crimes convinced him the cruelty of the Coalition was not justified. He explained he had always been taught that those who practiced magic and those who shunned the coalition were evil and would kill any coalition member on sight, so they were trained to show no mercy when dealing with outsiders.

"So that is why I believe we should always maintain an attitude of love toward those who oppose us. We must always, of course, defend ourselves and combat requires violence, but there comes a time when it is our duty to give any prisoners punishments that do not treat them as less than human or incapable of reform. I known I'm outspoken on this, but that story explains why I hold to my own personal code of honor to always show mercy when possible."


Female Human Veteran Glittergirl | Bennies 4

Interlude draw: 1d54 ⇒ 35 -> Hearts

Can't find the post that explains what kind of interlude that is, though. The search feature is, as usual, useless.


Savage Rifts RotRwT

@Ounce- Great Story! Benny to you!

@Barbara- The draws are in the latest main rule book. Your draw gives you a choice of either Downtime- What is a skill you practice often? Backstory- Who is your greatest love, either now or in the past? Trek- A trying hardship that occurs on the journey to the warehouse.

@All- I will wait until Thursday for anyone else who would like a Benny. Then we can move to the next scene.


Female Human Veteran Glittergirl | Bennies 4

Thank you. The problem is that during the week I'm away from home for work, so I don't have access to my library. Interlude: Backstory.

Well, crap. Barbara doesn't have a 'greatest love' because she's been on the move too much to have had anything more than a couple of casual flings and one awkward opportunity.

Barbara tosses her hair with a grin as Tiller winks. Habituated behavior.

In the transport, she replies to Ounce's story. "I had kind of a similar experience growing up... the Coalition didn't have a foothold in my home territory, but they sure were tryin'. Folks gathered together to keep 'em fought off. Occasionally we'd fight off a squad and wind up with a captive. The ones who'd been raised by the Coalition had no way to know any better. They grew up hearing Coalition propaganda, seeing only Coalition soldiers chasing down rogue D-bees and magicians and psychics... they lived in a world where anything that was different or inhuman was not to be trusted, a threat to the last bastion of humanity. An' the Coalition was going to come to our town and take our people and our resources an' protect us from these threats to humanity whether we liked it or not."

She pauses for a breath and a moment of reflection, then continues, "The ones who joined up from outside were worse, if you can believe it. They'd seen the outside world, they'd experienced other ways of living, but they decided they liked the Coalition. They wanted that. Wanted a world where they were the ones wearing the black boots that were on the necks of anyone who wasn't one of them. Those ones... we hanged 'em."

"There was a psyker came through the carnival one time, pursued by the Coalition. We helped her fight 'em off, an' she used her abilities to feel their motivations and their reasoning... and she said she couldn't do it again. Too horrifying. The sensation of that much hate and lust for power... she couldn't stomach it. So that's why we hanged 'em."

"That, and they killed a bunch of our people, of course. My mentor, my boyfriend... anyone who got in the way."

Looking a bit morose, she continues, "That's why we have to stand up to 'em. Try to give other people something better than the raw deal that some folks already got. Keep people from gettin' killed when they're just trying to live their lives, keep 'em from feeding people into the oppressive war machine. Keep 'em from breaking up families, destroying hopes and loves, grinding down the world to its worst."

"We have to make a world where kids can be kids, where people can have family and love and joy without the oppressive rule of fear and hate."


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

Bart listens to the stories, keeping his thoughts to himself for now.
Tiller's words may have been a joke but he's checking for bugs, trackers and the like just to be sure...


Savage Rifts RotRwT

@Barbara- Very well written, like a nice heroic soliloquy and some Gm fodder for the future. Benny to you!

@Bart- Roll Notice at -2 to see if you find anything. On a raise, you may find something else...


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

notice: 1d6 - 2 ⇒ (4) - 2 = 2
wild: 1d6 - 2 ⇒ (2) - 2 = 0


Savage Rifts RotRwT

Bart searches the vehicle up and down in between pit stops on the way to the warehouses, but finds nothing in thew way of tracking devices or listening devices. Either they are very well hidden or there were none to begin with.

Friday, December 29th, 109 PA (2395CE). 0842 hours. 28 Degrees F (-2 Degrees C), Light Wind (6 mph (9 Kph), Cold). CS Missouri Territory, Along Illinois River (Near Clarksville, MO)

You listen to Ounce and Barbara's stories, perhaps pondering your own stories of redemption and loss as you travel the route to the warehouses, taking you through forests, swamps and following a river bank for a few miles. A few times you have to dodge CS river boat and SAMAS patrols, but you get within half a klick (500 meters) before you notice that this set of warehouses is more than well protected. A ley line runs along the waterline, sending static into the minds of the psychically and magically sensitive members of your team. There is a glowing field of force that seems to surround the warehouses and it is feeding off of the ley line, judging by the bolts of power that keep jumping between them.

Now, you know magic when you see it, but that doesn't explain why a Coalition vehicle is parked right out front of the warehouses. You would have to get closer to see more, but the barrier seems to extend about two hundred meters from the center of the facility. Whoever set this up must be powerful indeed. The question remains, how to get inside?


Female Human Veteran Glittergirl | Bennies 4

"That's weird. The Coalition is famously magic-averse. Either they're parked outside because they want in and haven't figured out how yet, or they're in some kind of weird scenario where someone put up a magic field around their facility and they're in a temporary alliance? This all seems odd," comments Barbara.

"Anyone think maybe they could sneak up to that vehicle, see who's inside? Maybe swipe some information?"


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

Barbara - if I understand correctly, the vehicle is inside the energy dome...


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

"Very odd but... didn't we hear about some group in the coalition studying and using magic? Well. Let me get some snowy whites on and i'll see if I can get a better look..."

Bart pulls on some appropriate camo, unless things have changed drastically on the trip, the old white is a good choice. Then he carefully and slowly makes his way towards the vehicle and building.

notice: 1d6 ⇒ 2
wild: 1d6 ⇒ 3
To keep an active eye out for guards, patrols or similar.

stealth: 1d6 ⇒ 5
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 4

While Bart apparently needs an eye exam, the old stealth skills still work..


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

Before Bart leaves, Burgurk says "Don't forget, that shield extends 600 feet in all directions from wherever it's centered. How much will you be able to see 600 feet away?".


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

"Hmmm... can anyone tell what might happen if a living being stepped through it?


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

"Probably nothing good. Any of you science types recognize this type of shield?"

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