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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Savage Rifts RotRwT

The disciplined Coalition squad, unlike the slavers, are moving from cover to cover. Bart has a difficult time getting a good shot in, but at least it makes them keep their heads down.

Terry races to get near enough to Barbara to intercept the oncoming speedster. As a wave of calm coalesces about him, he feels the flow of battle becoming clear to him. Every shot, every movement like an image in his mind. Sure enough, the runner does not disappoint, racing towards Barbara with a blade in hand. His speed is superhuman, but Terry is ready.

As Terry gets into position, the Coalition moves up, bounding from cover to cover, firing as they go, attempting to force Terry to keep his head down, but his enhanced reflexes allow him to avoid the most dangerous of the blasts.

Burgurk runs into trouble. These are no ordinary brambles. They are somewhat sentient and try to reach out and touch Burgurk's psychic mind. The time he spends stuck in them is much longer than he anticipates. Basically, you lose the rest of your turn. What he notices as he comes free of them is that the enemy psychic is trying to skirt around the fight and get to the back line by flying low to the ground with his telekinetic powers.

Meanwhile, Gummitch has a hard time dodging the blasts of the NG-V7 as it opens fire with everything it has on his location. You see the outline of the dragon as it coils and twists to avoid most of the incoming damage.

As this is happening, you hear a female voice come over the general comms. It is raspy and labored, like someone who is wounded. "I don't know who you are, but I can guess who you are after. You can't have them. I have rigged a device to their collars. I die, they die. Put down your arms and we can negotiate. Keep fighting, they will die. The choice is yours."

Everyone needs to make a Spirit test v. 5 or be Distracted until the end of your next turn. If you happen to roll a 1, you are also Shaken. Then Barbara, Ounce and Gummitch will go!

Round 8:

Fast Team
Bart (Invisible, -4 to Hit, Protection +2 Armor, Shoots at GGJ)- Joker
Terry (Invisible, -4 To Hit, Protection +3 Armor, Change Position)- AH
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others, +1 to Notice and Shooting)- JS
Bad Guys: 9D
Enemy GG (Search, Run to Barbara, Burn 6, No Bennies, Shaken, Wounded -1)
Enemy Coalition Squad (In Medium Cover, Total -4 to hit, 8 remain + squad leader)
Enemy Slaver Squad 1 (Evade -4, Cover-4, -8 to hit total. 4 remain, 2 shaken, squad leader is down)
Enemy NG7 (Fire at Gummitch)
Enemy Leader (Intimidate Test Cover, Greater Deflection, - 8 to Hit, Greater Barrier 12MDC, 1 Benny Remains)
Enemy MM (Fatigued-1, Stealth Fail)
Enemy Slaver Squad 2 (Evade -4, Cover -4, -8 to hit, 8 remain + squad leader)

Not-So-Fast Team:
Barbara- (Ready to Fire, Distracted -2)-8H
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying)- 8C
Gummitch- (Shaken, Invisible, -4 to Hit, Cone Lightning Breath) 2S
Out of the Fight:
Enemy UM (Destroyed)- x
Enemy Psi Stalker (Down)- x
GM Bennies: 3

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker-
-6. 10D-
-5. KD- UM (Down), NG7
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2 (8r, ldr), MM
2. 7H- Psi-Stalker (Down)
3. KC- Slaver Squad 1 (4r, no ldr)
4. 3C-
5. 5H- CS Squad, Gummitch, GGJ
6. 3H- Barbara, Terry
7. AH- Ounce
8. 7D- Burgurk
9. 5D- Bart

GM Rolls:

Burgurk Brambles: 1d6 ⇒ 2
GG Run Towards Barbara, Burn: 1d10 + 1d6 ⇒ (5) + (5) = 101d6 + 1d6 ⇒ (2) + (6) = 8
CSSquad Move Up: 1d6 ⇒ 41d6 ⇒ 4
CSSquad Suppressive Fire: 1d6 ⇒ 31d6 ⇒ 2
NG7 Pilots Fire at Gummitch, Rail Gun: 1d10 - 4 ⇒ (9) - 4 = 51d10 - 4 ⇒ (7) - 4 = 3
NG7 Heavy Rail Gun Damage, AP18: 4d12 + 4 ⇒ (4, 1, 9, 2) + 4 = 20
NG7 Pilots Fire at Gummitch, MiniMissiles: 1d10 - 4 ⇒ (4) - 4 = 01d10 - 4 ⇒ (5) - 4 = 1
GummitchShaken
ASLdr Intimidate Test: 1d8 ⇒ 51d6 ⇒ 3
MM Stealth: 1d8 ⇒ 1
MM Move Up: 1d6 ⇒ 3


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

spirit: 1d8 ⇒ 8
why xplode now?: 1d8 ⇒ 5
wild: 1d6 ⇒ 6
really Dicebot?: 1d6 ⇒ 2


Female Human Veteran Glittergirl | Bennies 1

Spirit, wounded, distracted: 1d8 - 3 ⇒ (8) - 3 = 5

Shooting, wounded: 1d10 - 1 ⇒ (4) - 1 = 3
Wild die, wounded: 1d6 - 1 ⇒ (2) - 1 = 1

Barbara fires and misses again.


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

spirit: 1d8 ⇒ 3
wild: 1d6 ⇒ 5

Which one is the speedster?


Savage Rifts RotRwT

The speedster is the one marked GGJ on car 5H. He is almost to you.

Barbara regains her focus, intent on destroying the enemy. Her wounds blur her vision however and she puts the rounds into one of the outlying buildings, obliterating it. The one soldier hiding behind it prays to some unknown force before he runs to the next solid piece of cover.

Ounce remains steadfast, her journey in the sky taking her near to Barbara. "I'm almost to you," she says to Barbara. "We'll get that fixed up for you."

Above, Gummitch recovers from the alpha strike almost immediately and bolts towards the NG-V7. He has had enough of it.

Lots of low draws for round 9. Luckily for you, all of the bad guys get complications to deal with. Bart is up!

Round 9:

Fast Team
Gummitch- (Invisible, -4 to Hit, Move Up) AC
Bart (Invisible, -4 to Hit, Protection +2 Armor, Shoots at GGJ)- 10H
Bad Guys: 9C
Enemy GG (Search, Run to Barbara, Burn 6, No Bennies, Shaken, Wounded -1)
Enemy Coalition Squad (In Medium Cover, Total -4 to hit, 8 remain + squad leader)
Enemy Slaver Squad 1 (Evade -4, Cover-4, -8 to hit total. 4 remain, 2 shaken, squad leader is down)
Enemy NG7 (Fire at Gummitch)
Enemy Leader (Intimidate Test Cover, Greater Deflection, - 8 to Hit, Greater Barrier 12MDC, 1 Benny Remains)
Enemy MM (Fatigued-1, Stealth Fail)
Enemy Slaver Squad 2 (Evade -4, Cover -4, -8 to hit, 8 remain + squad leader)
Not-So-Fast Team:
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying, Move to Barbara)- 4S
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others, +1 to Notice and Shooting)- 4H
Barbara- (Ready to Fire, Distracted -2)-2S
Terry (Invisible, -4 To Hit, Protection +3 Armor, Change Position)- 2D

Out of the Fight:
Enemy UM (Destroyed)- x
Enemy Psi Stalker (Down)- x
GM Bennies: 3

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker-
-6. 10D-
-5. KD- UM (Down), NG7
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2 (8r, ldr), MM
2. 7H- Psi-Stalker (Down), Gummitch
3. KC- Slaver Squad 1 (4r, no ldr)
4. 3C-
5. 5H- CS Squad, GGJ
6. 3H- Barbara, Terry, Ounce
7. AH-
8. 7D- Burgurk
9. 5D- Bart

GMBot Rolls:

Ounce Spirit Test: 1d10 ⇒ 51d6 ⇒ 4
Ounce Athletics Move Up Action: 1d4 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (1) + 2 = 3
Gummitch Spirit Test: 1d8 ⇒ 31d6 ⇒ 5
Gummitch Recover from Shaken: 1d8 ⇒ 81d6 ⇒ 4
Gummitch Move Up: 1d10 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (1) + 2 = 3
Gummitch Move Up Round 9: 1d10 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (6) + 2 = 8


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

Spirit & Wild: 1d10 ⇒ 91d6 ⇒ 3 = Raise

Burgurk says over comms to all "Well, what do we do? Surrender, or sacrifice the innocents? If the slaves are worth a lot to her, she may be bluffing about the 'surrender now or they die' part. Or maybe if we retreat she won't kill the slaves?"


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

Bart looks down and realizes he's actually invisible.
"Or...if one or more of us can sneak in and incapacitate or take out their leader..."


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

"But we've been delivered an ultimatum 'surrender now or they die', and I don't think we could get to the leader quick enough to prevent her from killing the slaves, even if we knew where she was..."

DMSBM - I forget : do we know where the leader is?

Burgurk slaps himself on the side of his head and says "Wait a minute, she said 'stop fighting and we can negotiate', not 'surrender'! Since most of us are invisible, maybe some of us could locate and capture her while the others that are visible negotiate?"

DMSBM - are there any limits to the invisibility? Like, we have to stay within a certain range of whoever cast it?


Savage Rifts RotRwT

The last time you saw the leader, she was in one of the buildings with the slaves, which is now covered by an energy barrier blocking the front door. As for your invisibility, the only thing you have to worry about is time. It's been 9 rounds, or about a minute of combat at this point. That means you have 4 minutes left.


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

Do we know if the energy barrier is something we can get through or bring down or circumvent? If not, what was the building made of? :)


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

+++ have the visible negotiate and stall, a couple of us will have to take her out, as I do not want the deaths of multiple innocents on my mind+++

Terry continues to observe the speedster, and gets ready to intercept with a charge.

Can anyone advise me what the skill warriors gift does again?


Savage Rifts RotRwT

@Bart- From what you can tell without seeing it up close, the energy barrier is your basic magic wall, placed to keep small arms fire out of the way. Heavier weapons would probably cut it down, along with magic or strong psychic power (i.e. Dispel). The building is made of 'modern' Rifts materials and thus would require heavy weapons to destroy them as well.

@Terry- Warrior's Gift is a power that allows you to grant yourself a Combat Edge that you don't already have.


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

I'm fine if this knowledge is outside of Burgurk's perview, but could a powerful enough (4d6-5d6) psionic force bolt bring down the energy barrier? Altho I'm probably a couple rounds at least from being within range of it anyway...


M Human;
Bennies:
3/3
Cyberknight Veteran (9 Advances); Toughness 16 (6 Armour); Pace 8, Parry 6+(3 Psi Shield), ISP 20/20,
DM ShadowBloodmoon wrote:
@Terry- Warrior's Gift is a power that allows you to grant yourself a Combat Edge that you don't already have.

Appreciated, Now to see if I can figure a power that both makes sense and will be appropriate for the fight.


Savage Rifts RotRwT

@Burgurk- Yes, it is feasible that a Greater Force Bolt could bring the barrier down.


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 says "I might be able to bring the force field around the door down, but it'll take me at least 15-20 seconds to get close enough, if I'm lucky..."

Terry - for melee combat, my vote is for Frenzy : one extra attack with one hand, per turn, no penalties. For ranged weapons, Double-Tap adds +1 to both Shooting and Damage, or Rapid Fire allows an extra shot per turn.


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

As soon as the attack on the coalition leader is approved, Bart will speed that way. He's a tad fleet of foot so he should be able to eat the distance up quickly.

What would a mega damage weapon do the field and walls? :)

"I'm ready to go. Just say the word."


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

Thank you Burgurk. I will keep that in mind when it comes to my turn


Savage Rifts RotRwT

Just need that Athletics roll, Bart and then we're good to go.


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

atheltics: 1d6 ⇒ 3
wild: 1d6 ⇒ 1

Fudge. Benny, gotta get in there..

atheltics: 1d6 ⇒ 4
wild: 1d6 ⇒ 3

Not sure what the fleet footed will do in this case. It's +2 pace and his running die is a D8


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

I can also do mega damage, and I can also get fleet of foot, which means that I should be able to get there quick.


Savage Rifts RotRwT

@Bart- In a Chase, speeds are relative. You have to be faster than the fastest of the bad guys, which unfortunately, both the Juicer and the NG-V7 have you beat in. Otherwise, you would get an additional +1. Either way, you still move up because since you did that as your action, you get a +2. You would have succeeded with the first roll. Keep the Benny.

After a quick conversation, Bart rushes ahead to try and get to the leader. He sees the leader poke her head out just long enough to fire a quick bolt of energy at the nearly invisible dragon barreling towards her. The NG-V7 continues to fire on Gummitch as well.

The Coalition team continues to bound from cover to cover, but makes little progress towards your team.

The Juicer races towards Barbara, Terry waiting to intercept him, when one of the downed slavers tries to reach up to get help. The Juicer has to take a second before deciding to focus on his target first. Some of the slavers take advantage of Terry's focus and open fire on him, but only one shot manages to even get through his defenses, barely grazing his armor.

Meanwhile, Burgurk has problems of his own as the enemy Mind Melter sends a powerful psychic blast towards him.

@Burgurk- You are being Tested, roll Spirit v. 17 or be Distracted. If you roll less than 13, you are also Vulnerable.

Okay, now Terry, Burgurk, Ounce and Barbara are up!

Round 9:

Fast Team
Gummitch- (Invisible, -4 to Hit, Move Up) AC
Bart (Invisible, -4 to Hit, Protection +2 Armor, Moves Up)- 10H
Bad Guys: 9C
Enemy Leader (Bolt at Gummitch, Greater Deflection, - 8 to Hit, Greater Barrier 12MDC, 1 Benny Remains)
Enemy GG (Loses Turn, Burn 6, No Bennies, Wounded -1)
Enemy Coalition Squad (In Medium Cover, Total -4 to hit, 8 remain + squad leader)
Enemy Slaver Squad 2 (Lose Turn, Cover -4, -4 to hit, 8 remain + squad leader)
Enemy MM (Fatigued-1, Stealth Fail)
Enemy NG7 (Fire at Gummitch)
Enemy Slaver Squad 1 (Evade -4, Cover-4, -8 to hit total. 4 remain, 2 shaken, squad leader is down)

Not-So-Fast Team:
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying, Move to Barbara)- 4S
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others, +1 to Notice and Shooting)- 4H
Barbara- (Ready to Fire, Distracted -2)-2S
Terry (Invisible, -4 To Hit, Protection +3 Armor, Change Position)- 2D
Out of the Fight:
Enemy UM (Destroyed)- x
Enemy Psi Stalker (Down)- x
GM Bennies: 3

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker-
-6. 10D-
-5. KD- UM (Down), NG7
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2 (8r, ldr)
2. 7H- Psi-Stalker (Down), Gummitch, MM
3. KC- Slaver Squad 1 (4r, no ldr)
4. 3C-
5. 5H- CS Squad, GGJ
6. 3H- Barbara, Terry, Ounce
7. AH-
8. 7D- Burgurk, Bart
9. 5D-

GM Rolls:

GGJ Complication: 1d10 ⇒ 31d6 ⇒ 3
GGJ Even/Odd: 1d6 ⇒ 6
ASLdr Complication: 1d8 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (3) - 2 = 1
ASLdr Spellcasting Bolt at Gummitch: 1d10 - 4 ⇒ (2) - 4 = -21d6 - 4 + 1d6 + 1d6 ⇒ (6) - 4 + (6) + (4) = 12
Greater Bolt Damage Heavy: 4d6 ⇒ (2, 2, 5, 4) = 13
CS Squad Complication: 1d6 ⇒ 31d6 ⇒ 1
Slaver Squad 2 w/ Ldr Complication: 1d8 ⇒ 31d6 ⇒ 2
MM Complication: 1d6 ⇒ 4
MM Move Up: 1d6 ⇒ 4
MM Stealth: 1d8 ⇒ 1
MM Test Burgurk: 1d10 + 1d10 ⇒ (10) + (7) = 17
NGV7 Complication -2: 1d10 ⇒ 21d6 ⇒ 6
NGV7 Shooting at Gummitch: 1d10 - 4 ⇒ (7) - 4 = 31d10 - 4 ⇒ (5) - 4 = 1
Slaver Squad 1 Complication -2: 1d8 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (6) - 2 = 4
SS1 Shooting @ Terry, need 8s to hit, ROF3: 12d8 ⇒ (8, 7, 2, 6, 3, 4, 5, 1, 6, 2, 3, 1) = 48
SS1 One Shot Hit, AP 2: 4d6 ⇒ (4, 5, 3, 3) = 15


Female Human Veteran Glittergirl | Bennies 1

Shooting, wounded: 1d10 - 1 ⇒ (2) - 1 = 1
Wild die, wounded: 1d6 - 1 ⇒ (5) - 1 = 4

Barbara is no longer distracted but still misses.


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

TN of 17? No problem...

Spirit & Wild: 1d10 ⇒ 91d6 ⇒ 3

DMSBM - I'm curious, not complaining : the MM is 30" away from me by the current Chase Map. I'm assuming he cast a Confusion on me from your description, which has a Range of Smarts. Even if his Smarts is d12, how could he have possibly reached me?


Savage Rifts RotRwT

@Barbara- What were you aiming at? The 4 could have hit something.

@Burgurk- Extra PP for Extended Range. 2 extra PP triples the range. It wasn't Confusion technically, just a basic Test with his Psionics skill. Confusion would have been worse. Your save would have been at -2 and you would be both Distracted and Vulnerable if you didn't make the save. He rolled very high. It also lasts longer. Either way, you are Distracted and Vulnerable for one turn. You can still act though.


Female Human Veteran Glittergirl | Bennies 1
DM ShadowBloodmoon wrote:
@Barbara- What were you aiming at? The 4 could have hit something.

If I can take a safe shot at the speedster, that (and miss). Otherwise, largest cluster of random troops that I can safely hit. Barbara is checking shots to avoid hitting innocents.


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

Geez, if I'd have known that more PP could at least *triple* my range, I would have been shooting psionic mega-bolts on every round from the first!

Burgurk tries to move forward, despite his spinning head :

Athletics & Wild,-2: 1d4 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (1) - 2 = -1

but decides to stay where he is for the moment...


Savage Rifts RotRwT

Barbara's Boom Gun spits out shells at high velocity, shredding trees rocks and everything between her and her targets. It is difficult to tell if any went down, but one thing is for sure, that Juicer is still coming.

@Burgurk- I'm pretty sure that you can modify your basic kinetic blasts the same as any power. From the main rulebook: +1PP doubles the range, +2PP triples it. I will take a closer look though, as your build was based off the Burster.

Terry?


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

Terry winces as the boom gun fires while he is getting closer to his target. He winces again as the blind fire, catches his armour, as he ignites both his Psi Sword, and his shield bringing more protection up upon himself while he prepares to attack the incoming juicer

YOUR MOTHER WAS A DB, AND YOUR FATHER WAS A ZOMBIE


Savage Rifts RotRwT

That sounds like an Intimidation Test, Terry...and now I'm envisioning the knights running up to the castle scene.

Terry's psychic weapons flare to life, their glow lighting up the area around him, as if setting a challenge circle. Determined, the Juicer keeps coming. Terry's focus is solely on the incoming enemy warrior now.

Great initiative draws for you. Everyone except Terry is up! I will roll for Gummitch and Ounce once all of you go.

Round 10:

Fast Team
Bart (Invisible, -4 to Hit, Protection +2 Armor, Moves Up)- KD
Gummitch- (Invisible, -4 to Hit, Move Up) QD
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others, +1 to Notice and Shooting)- 10S
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying, Move to Barbara)- 8D
Barbara- (Ready to Fire)-7D
Bad Guys: 6D
Enemy Leader (Bolt at Gummitch, Greater Deflection, - 8 to Hit, Greater Barrier 12MDC, 1 Benny Remains)
Enemy GG (Loses Turn, Burn 6, No Bennies, Wounded -1)
Enemy Coalition Squad (In Medium Cover, Total -4 to hit, 8 remain + squad leader)
Enemy Slaver Squad 2 (Lose Turn, Cover -4, -4 to hit, 8 remain + squad leader)
Enemy MM (Fatigued-1, Stealth Fail)
Enemy NG7 (Fire at Gummitch)
Enemy Slaver Squad 1 (Evade -4, Cover-4, -8 to hit total. 4 remain, 2 shaken, squad leader is down)
Not-So-Fast Team:
Terry (Invisible, -4 To Hit, Protection +3 Armor, Change Position)- 6C
Out of the Fight:
Enemy UM (Destroyed)- x
Enemy Psi Stalker (Down)- x
GM Bennies: 3

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker-
-6. 10D-
-5. KD- UM (Down), NG7
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2 (8r, ldr)
2. 7H- Psi-Stalker (Down), Gummitch, MM
3. KC- Slaver Squad 1 (4r, no ldr)
4. 3C-
5. 5H- CS Squad, GGJ
6. 3H- Barbara, Terry, Ounce
7. AH-
8. 7D- Burgurk, Bart
9. 5D-


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

Bart keeps moving. Doing the math in his head. So many enemies. So much ground to cover...
athletics: 1d6 + 2 ⇒ (2) + 2 = 4
wild: 1d6 + 2 ⇒ (4) + 2 = 6


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

Who said anything about Intimidation, I was just insulting him. "It is only a flesh wound"

Terry Sprints to engage the juicer as he gets to barbara.

fighting: 1d8 ⇒ 1
wild: 1d6 ⇒ 2

But stumbles and comes up badly short.


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

If my math is correct (my Range is Smarts*2 = 16", each card is 5", the MM is 6 cards from me, 2*Range = 32" = 6.4 cards), I can target the MM from here. Please let me know if this is incorrect.


Force Bolt, Improved Force Bolt, Rapid Force Bolt, and Range :
- 5d6 MegaDamage (6d6 on Raise) for 2 ISP
- 1 ISP for double range
- ROF2 for 1 ISP
So, for 4 ISP out of my current 35 :

Psionics & Wild: 1d12 ⇒ 91d6 ⇒ 2
Damage: 5d6 ⇒ (1, 5, 3, 1, 1) = 11
'To hit' Raise damage: 1d6 ⇒ 6
ACE!: 1d6 ⇒ 5 Total = 22
This is in case like Fighting or Shooting, if my "to hit" roll (Psionics) is 4 or more above the target's "to be hit" value, there's an extra d6 of damage.... Or is this a Ranged attack, where the TN=4?

Psionics & Wild: 1d12 ⇒ 111d6 ⇒ 5
Damage: 5d6 ⇒ (2, 1, 4, 6, 3) = 16
ACE!: 1d6 ⇒ 2 = 18
'To hit' Raise damage: 1d6 ⇒ 5 Total = 23

31 ISP left

DMSBM - for future reference, is the shield over the door an "ablative" one (where any damage I do wears it down each hit), or an "armor" one (where I have to exceed a certain value in one shot to bring it down?


Savage Rifts RotRwT

Bart rushes forward, trying to make up some ground between him and the bad guys, their temporary terrain troubles giving him a moment to breath.

Burgurk sees the Mind Melter attempting to flit between buildings and realizes that if he focuses hard enough he can hit him. Taking a moment to concentrate, Burgurk lets out a blast of power that slams directly into the flying psionic, sending him slamming into the side of one of the warehouses with a resounding metallic thud. Burgurk can sense the mental static in the air suddenly leave. He then looks at the barrier in front of the doors. If he can get one well placed shot in, it should just drop. It's not ablative. You can try to shoot through it, but it's Toughness is added to whatever you shoot behind it.

Mind Melter is down! Terry, I will note your movement when your turn comes up. Barbara?

Round 10:

Fast Team
Bart (Invisible, -4 to Hit, Protection +2 Armor, Moves Up)- KD
Gummitch- (Invisible, -4 to Hit, Move Up) QD
Burgurk (Invisible, -4 to Hit, Protection +2 Armor, Supporting Others, +1 to Notice and Shooting)- 10S
Ounce (Invisible, -4 to Hit, Protection +2 Armor, Flying, Move to Barbara)- 8D
Barbara- (Ready to Fire)-7D
Bad Guys: 6D
Enemy Leader (Bolt at Gummitch, Greater Deflection, - 8 to Hit, Greater Barrier 12MDC, 1 Benny Remains)
Enemy GG (Loses Turn, Burn 6, No Bennies, Wounded -1)
Enemy Coalition Squad (In Medium Cover, Total -4 to hit, 8 remain + squad leader)
Enemy Slaver Squad 2 (Lose Turn, Cover -4, -4 to hit, 8 remain + squad leader)

Enemy NG7 (Fire at Gummitch)
Enemy Slaver Squad 1 (Evade -4, Cover-4, -8 to hit total. 4 remain, 2 shaken, squad leader is down)
Not-So-Fast Team:
Terry (Invisible, -4 To Hit, Protection +3 Armor, Change Position)- 6C
Out of the Fight:
Enemy UM (Destroyed)- x
Enemy Psi Stalker (Down)- x
Enemy MM (Down)- x
GM Bennies: 3

Chase Map:

5 inch increments
-9. AD-
-8. 4H-
-7. Red Joker-
-6. 10D-
-5. KD- UM (Down), NG7
-4. AS
-3. Black Joker
-2. 2D
-1. 2C
0. 9H
1. 8S- Leader (AS), Slaver Squad 2 (8r, ldr)
2. 7H- Psi-Stalker (Down), Gummitch, MM (Down)
3. KC- Slaver Squad 1 (4r, no ldr)
4. 3C-
5. 5H- CS Squad, GGJ
6. 3H- Barbara, Terry, Ounce
7. AH- Bart
8. 7D- Burgurk
9. 5D-


Female Human Veteran Glittergirl | Bennies 1

Shooting, wounded: 1d10 - 1 ⇒ (3) - 1 = 2
Wild die, wounded: 1d6 - 1 ⇒ (4) - 1 = 3

WHUMP. Barbara fires and misses again.

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