Savage Worlds Rifts [IC]

Shayuri

First Post
Squidge glances at Alenys, but is only half-seeing the dragonling. Most of her attention is completely consumed by her connection to the robots. Dimly she realizes some of them have slipped the noose, but this is all she feels she can handle at the moment. Even five computer brains generate a lot of data, very quickly!

She flits from one to another, altering their targeting parameters, changing their coded instructions.

"Focus fire on the ranking officer," Squidge says distantly as she works. "He might have command access."

And with that, she turned the robots against the other robots and let them go.

Computers: 1D6.OPEN(6) = [4] = 4
1D6.OPEN(6) = [2] = 2
If the +4 bonus from Telemechanics applies to this, the result is 8, otherwise a 4 will hopefully suffice. If not, I will benny so let me know. :))
 

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GreenKarl

First Post
Alenys calls on her natural psychic abilities and enhances Dawn stamina and vigor!!! Squidge starts reprograming the Skelebots. One seems to resisted but the others accept their new ‘targets’ as their allies. James shot and seemed to rattle the same Skelebot as before while Dawn’s movements were super enhanced and she raced towards the advancing robots and shot at one but missed!

Then Dawn is ready to act again…

GM: [sblock=Rolls & Results Round 2]Alenys uses her Boost Trait to give Dawn a +2 step bonus to her Vigor (which is now a d10; This also increases her Toughness score by +2).

Squidge tries to reprogram five of the Skelebots to attack their comrades. As this is something they would be totally against I am giving them another roll to resist, but you do get your +4 so they need 8 or above - Resist: 1D6.OPEN(6) = [5] = 5; 1D6.OPEN(6) = [6, 3] = 9; 1D6.OPEN(6) = [5] = 5; 1D6.OPEN(6) = [2] = 2; 1D6.OPEN(6) = [2] = 2, one makes it the rest fail. So Robots #3-6 are turning on their comrades. You don’t need a new roll how so long as it is within your Duration of the power and you pay the power points UNLESS you direct them to attack the Humans as this will warrant a new contested roll to resist. They will act on their normal turn with the other Skelebots turn. IF you want to you can make their rolls for them (there are 4 of them, their Shooting die is a D8, their Weapons have a ROF of 3, and they have Rock and Roll if they don’t move they do not get the multi-shot penalty. A 4 hits with a Ranged attack. If you don’t want to I will roll for them…

James then shot Skelebot #1 again and again he Shake it.

Dawn causes her Speed power as a free action and moves 16” closer (she is now 60” from the Skelebots) and fires at one, but they are still at long range so she misses.[/sblock]Initiative Cards – Round 3
Alenys – Ace of Diamonds
Dawn – Joker!!! (everyone gets +1 Benny and Dawn gets +2 to all her rolls (attack, resisting, etc.) and Damage this round!!!
James – 3 of Diamonds
Squidge – 7 of Clubs

Skelebots – Queen of Hearts
Grunts – 8 of Hearts
Lowel – King of Spades

HEROES go first!!! Actions and Rolls this round? Remember everyone gets +1 Benny. The Skelebots are 60” from Dawn, 72” from Alenys, and 76” from James and Squidge. The Coalition troopers are 78” from Dawn, 80” from Alenys and 94” from James and Squidges. They also have Medium cover (-2 to hit by ranged attacks, +2 AP vs. ranged area damage).
 

KahlessNestor

Adventurer
30bo0ba.jpg

Oklahoma
PA 109 (May 19)/Night
Round 3

Alenysturathe pushed herself faster, trying to get herself into range.

OOC: Thought I was closer :/ Not much I can do.


[sblock=Actions]
Move: Fly to 54”
Action: Running
Running: 1D6 = [6] = 6
[/sblock]

[sblock=Tracking]
Conditions: Armor spell (on Squidge): 1/3r; Boost Vigor (on Dawn): 2/3r

Bennies: 2/3

Recharge:
Hours Left for Human: 0/8 Reset: 6/6 hours
Flaming Scales: 8/8 rounds Reset 10/10m 3d6 fire MD
ISP Regen: 30/30m=1 ISP
[/sblock]

[sblock=Alenysturathe Mini-stats]
Alenysturathe Character Sheet

Parry: 7
Toughness (Dragon): 34 (+16 MDC)
Toughness (Human): 17 (+8 MDC)
Wounds: 0
Slow Regeneration: Make a natural healing roll once per day.

PPE: 10/10
ISP: 6/10
[/sblock]
 

Shayuri

First Post
The first one she tried to reprogram had some kind of security protocol that detected the unauthorized access and locked her out. A little frustrating, but once she knew what to expect she was able to circumvent it on the other four.

Four on eight wasn't great, buuuuuut it ought to shake things up a bit over there if nothing else.

As the carnage began, Squidge ducked low and ran to cover, towards the fray!

-----------------
Skelebots attack!

Skele 3
3 round burst at random hostile skelebot: 10, 4, 6

Skele 4
3 round burst at random hostile skelebot: 4, 11, 5

Skele 5
3 round burst at random hostile skelebot: 7, 5, 15

Skele 6
3 round burst at random hostile skelebot: 6, 5, 11

2 hits and one raise hit each. That makes it easy.

Damage!

Skele 3: 6, 15, and 24

Skele 4: 13, 6, 11

Skele 5: 21, 27, 16

Skele 6: 29, 17, 9

(OOC - I'm legit terrified of these skelebots right now)

[sblock=Ugly rolls!]
http://roll.coyotecode.net/lookup.php?rollid=168237

1D8.OPEN(8) = [8, 2] = 10
1D6.OPEN(6) = [1] = 1
1D8.OPEN(8) = [1] = 1
1D6.OPEN(6) = [4] = 4
1D8.OPEN(8) = [6] = 6
1D6.OPEN(6) = [4] = 4

1D8.OPEN(8) = [2] = 2
1D6.OPEN(6) = [4] = 4
1D8.OPEN(8) = [5] = 5
1D6.OPEN(6) = [6, 5] = 11
1D8.OPEN(8) = [1] = 1
1D6.OPEN(6) = [5] = 5

1D8.OPEN(8) = [7] = 7
1D6.OPEN(6) = [5] = 5
1D8.OPEN(8) = [3] = 3
1D6.OPEN(6) = [5] = 5
1D8.OPEN(8) = [8, 7] = 15
1D6.OPEN(6) = [1] = 1

1D8.OPEN(8) = [6] = 6
1D6.OPEN(6) = [1] = 1
1D8.OPEN(8) = [2] = 2
1D6.OPEN(6) = [5] = 5
1D8.OPEN(8) = [8, 3] = 11
1D6.OPEN(6) = [5] = 5

Damage rolls
http://roll.coyotecode.net/lookup.php?rollid=168280

3D6.OPEN(6) = [1, 4, 1] = 6
3D6.OPEN(6) = [6, 3, 3, 3] = 15
4D6.OPEN(6) = [6, 2, 6, 1, 2, 6, 1] = 24

3D6.OPEN(6) = [6, 5, 1, 1] = 13
3D6.OPEN(6) = [1, 2, 3] = 6
4D6.OPEN(6) = [2, 1, 4, 4] = 11

3D6.OPEN(6) = [6, 6, 3, 5, 1] = 21
3D6.OPEN(6) = [5, 6, 5, 6, 5] = 27
4D6.OPEN(6) = [1, 3, 2, 6, 4] = 16

3D6.OPEN(6) = [1, 6, 5, 6, 6, 5] = 29
3D6.OPEN(6) = [5, 1, 6, 5] = 17
4D6.OPEN(6) = [3, 2, 1, 3] = 9

[/sblock]
 
Last edited:

CharlotteOz

Explorer
Dawn continued to advance, guessing that luck was on her side and sprinting full out, firing her rifle as she advanced...

OOC: Dawn is going to take the Running action and attack - technically a multi-attack at -2 to hit, but that's cancelled out by the +2 from Joker round.

Dawn moves this many feet this round: 1D10.OPEN(10)+16 = [3]+16 = 19


Not super duper, but at least she's closer. Dawn then sights and fires on one of the skelebots:

Dawn attack roll. +2 is from targeting system in armor.: 1D6.OPEN(6)+2+2-2 = [5]+2+2-2 = 7
1D6.OPEN(6)+2+2-2 = [6, 2]+2+2-2 = 10


Success with a raise! Her damage roll is:

Dawn damage, including +1d6 from a Raise and +2 from Joker round.: 4D6.OPEN(6)+2+2 = [3, 1, 2, 6, 1]+2+2 = 17


Damn good roll.


"These new models smell worse than ever. Ich." Dawn made a face as she drilled one through the chest, then popped back behind cover. "Whatever they're mixin' the ceramics with, it smells like a brodkil fart when it melts."
 




tglassy

Adventurer
OOC: Yes. Moving now. Have him double tap with the rifle until he's close enough to draw his TK revolvers, then two shots each time. Sorry I don't have time to roll. Literally trying to be out of the house by the end of the day.



Sent from my iPhone using EN World
 

GreenKarl

First Post
Dawn races forward through the debris field of the warehouse floor to blast one of the Skelebots and blow a large hole through the robots chest plate destroying it!! Alenys maintained her powers and fly towards the teams opponents. Squidge took cover as she started ordering the Skelebots to destroy their allies while James move up and also destroyed the Skelebot that he had been shooting the last few second, this time blowing its head off.

Then the Skelebots started shooting each other, in the end many were destroyed but Squidge still had control of a pair and they were facing off three that were still in Coalition program destroy mod. The Coalition troopers themselves moved forward and the officer even managed to shot and hit Dawn!!!

GM: Alenys, sorry I missed that you were moving forward. I thought you were covering the DBees? If not its cool, just wanted to be sure.

[sblock=Rolls & Actions]Dawn moves 19” closer and blasts one of the Skelebots, destroying it!!
Alenys flies 16” and is 57” away.
Squidge has 4 Skelebots shot four other Skelebots, but they act on their turn.
James moves 6” close (he is 70” away from the Skelebots now) and at shots the same one (Medium range for -2 but targeting for +2); Shooting: 1D10.OPEN(10) = [6] = 6; 1D6.OPEN(6) = [1] = 1, hits
Damage (AP-2): 3D6.OPEN(6) = [6, 2, 6, 3, 6, 4] = 27, destroys it this time!

So 4 Skelebots are controlled, shot at the fellow Skelebots; Destroys the first one, Shakes the second one, Destroys the 3rd one and destroys the last one. 3 destroyed, one Shaken. So 5 of the uncontrolled Skelebots have been destroyed, leaving 3 remaining. They turn on their ‘traitorous’ allies and shot; Shooting (+2 for Marksmen, AP-2): 1D8.OPEN(8)+2 = [3]+2 = 5; 1D8.OPEN(8)+2 = [5]+2 = 7; 1D8.OPEN(8)+2 = [6]+2 = 8; 1D8.OPEN(8)+2 = [2]+2 = 4; 1D8.OPEN(8)+2 = [6]+2 = 8; 1D8.OPEN(8)+2 = [3]+2 = 5; 1D8.OPEN(8)+2 = [1]+2 = 3; 1D8.OPEN(8)+2 = [2]+2 = 4; 1D8.OPEN(8)+2 = [2]+2 = 4. So the first one hit 3 times (last with a Raise); Damage (AP-2): 3D6.OPEN(6)+2 = [4, 2, 4]+2 = 12; 3D6.OPEN(6)+2 = [1, 1, 1]+2 = 5; 4D6.OPEN(6)+2 = [5, 2, 5, 1]+2 = 15, Shakes it then two wounds and destroys it. Next one hit, hit with a raise, hit; Damage (AP-2): 3D6.OPEN(6)+2 = [2, 5, 3]+2 = 12; 3D6.OPEN(6)+2 = [2, 5, 3]+2 = 12; 4D6.OPEN(6)+2 = [1, 5, 4, 3]+2 = 15, shakes it, wounds it, then two more wounds, destroys it. The last one was shaken and I forgot to makes it Recover from Shaken: 1D6.OPEN(6)+2 = [3]+2 = 5 so the last rolls don’t count.
Squidge has two undamaged Skeletons left and there are 3 ‘enemy’ ones remaining.
The grunts and Lowel move 6” closer, taking cover behind Medium (-2 to be hit, +2 AP vs. area attacks). Officer Lowel shots at Dawn (-2 from her XX and -2 from Range, but his cyber-eyes eliminate 2 penalties from range so he is just -2 to attacking); Shooting : 1D10.OPEN(10)-2 = [8]-2 = 6; 1D6.OPEN(6) = [6, 4] = 10, oh a hit with a Raise Damage (AP-2): 4D6.OPEN(6) = [6, 2, 4, 2, 4] = 18, normally that would be a wound but because of Alenys Vigor Boost she is not. BUT she is Shaken. You need to make a Spirits check on your next action, with a raise to act (a base success means you are not shaken but that was your action; or you can just spend a Benny and act normal)
The grunts don’t have as good a skills and don’t attack this round.[/sblock]
[sblock=Initiative Cards]Alenys – King of Diamonds
Dawn – Jack of Hearts
James – 6 of Clubs
Squidge –Queen of DIamonds

Skelebots – 7 of Spades
Grunts – 3 of Diamonds
Lowel – Queen of Hearts[/sblock]
Heroes go first! Player’s actions.

Positions
The Skelebots are 41” from Dawn, 56” from Alenys, and 70” from James and 76” from Squidge. The Coalition troopers are 53” from Dawn, 58” from Alenys and 82” from James and 88” from Squidges.
 

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