Savage Worlds Rifts [IC]


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Shayuri

First Post
Squidge frowned and cracked her knuckles.

"You know, when they found the first squad they sent after me tied up and singing nursery rhymes, they figured...hey, she's a telepath. Lets get her with robots."

She shook her head.

"Robot brains...living brains...it's all kind of the same thing though. Just different ways to throw the same basic stuff around. And I don't have to hold back with robots."

There was a little -crack- noise as a spark arced across a gap between metal plates on the ATV. Then another. Everyone felt a heaviness in the air, the kind of thick weight and scent that presaged a thunderstorm. Squidge pulled a pair of goggles out from her pouch and set them over her eyes.

"Y'all may want to look away fer a second," she said in an exaggerated drawl.

Aw man, it felt good to cut loose.

Blue-white rivers of electricity licked out from Squidge's armor and caressed the ground around her. It curled around her face, twined amongst the dark strands of her hair, painted the spaces defined between her arms and legs with glowing filaments.

She closed her eyes and listened. It was like tuning a radio. Just fsssshhhhh at first. The noise of charges in the atmosphere, of piezoelectric reactions in the earth. Under the white noise though was a buzz, a hiss, a series of tick tick tickticktick ticktick tick. Squidge had, since she was a kid first learning what she could do, listened to the sounds in the wires. Over time, she'd pieced together how the 'language' worked.

...patrol status: targetrecognized: engage; aimbot301.ce:verifydestruction: patrolstatusupdate...

A ghostly murmur of artificial intelligence. Cycling between standing orders to patrol an area, and the target identification subsystem which had pattern-recognition data that told the robot who was friendly and who was not. In practice, this meant visual cues, a list of them, which when present would cause the robots to identify contacts as nonhostile. In the presence of anything that didn't match those cues, the patrol orders were interrupted by a combat subsystem, which would then check to see if all hostiles were destroyed...and if so, the patrol would resume.

Targeting parameters would be the easiest point of attack, Squidge decided. Delete all the Coalition-specific stuff...annnnd add in any features that the people down there had in common. Then they'd actually defend the d-bees down there.

And would probably be an unpleasant surprise for the local Coalition outpost when they returned from patrol and found 'hostiles' manning the outpost.

Even at this distance, the group could see halos of St. Elmo's Fire start crawling over the surface of the Skelebots. You couldn't avoid a bit of display when manipulating enough power to mess with digital instructions through ceramic-metal casings. Plus, it was cool! Induction made 'echoes' of Squidge's instructions inside the interface plugs in the robots, which obediently sent them on into the optical control chips and circuits. It was as if she'd actually connected to them via wires.

From there it was just a matter of doing the substitution of target recognition protocols. Something Squidge had actually done before, albeit not for such a good cause.

(Exalted Telepathy: 6ISP to contact any number of minds within 1 mile (in this case all coalition robots). Roll: telepathy: 1D12.OPEN(10) = [10, 2] = 12
1D6.OPEN(6) = [3] = 3


That's contested by the robots' Spirit. Then I think a Computer roll is appropriate to actually make the changes to their programming: Computer: 1D6.OPEN(6) = [5] = 5
1D6.OPEN(6) = [1] = 1
)

(Er...note, Psionics roll was 10, not 12. I accidentally set the OPEN factor to 10, and it exploded incorrectly. Oops!)
 
Last edited:

KahlessNestor

Adventurer
30bo0ba.jpg

Oklahoma
PA 109 (May 19)/Night
Round 1

Alenysturathe followed the advice of her friends and didn’t fly, or change yet. But she wanted to stretch her wings! She itched at her arms, the change wanting to come, but she would wait until they were under cover. They found an underground garage and parked as a storm blew in. Alenys finally was able to change and groaned as she stretched her wings as much as she could and curled protectively around the campsite.

They traveled through the rain the next day and settled into a warehouse that night. Alenys had just changed into dragon form for bed when the panicked shouting began across the warehouse. Several blue-skinned elf-like creatures stumbled into their campsite and prostrated themselves, as if in fear.

And then a bunch of Coalition skelbots appeared. Alenys recognized them from the Coalition forces that had attacked her when she first hatched and growled menacingly. James blasted at the skelbots with his rifle and Dawn hid behind a pillar. Alenysturathe moved her bulk in front of the Cless and the blue elves, waiting for the robots to get closer, smoke curling from her jaws. As the new girl Squidge did something that flashed lightning around, Alenys peered into the darkness trying to spot who might be controlling the robots.

“The rail gun,” Alenys told Dawn. “It should have the range.”

Since Squidge looked to be doing something against the robots, Alenys flicked her tail around, tapping the mage and casting a spell. Squidge felt her skin harden as it grew dragon scales.

OOC: Squidge has +2 Armor now from Alenys.

How high are the ceilings in this warehouse?


[sblock=Actions]
Move: Shield DeeBees
Action: Armor spell: 1D10.OPEN(10) = [1] = 1
1D6.OPEN(6) = [3] = 3

Ugh. Going to Benny that for a reroll
Armor spell: 1D10.OPEN(10) = [4] = 4
1D6.OPEN(6) = [4] = 4

[/sblock]

[sblock=Tracking]
Conditions: Armor spell (on Squidge): 3/3r

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: 8/10
[/sblock]
 

GreenKarl

First Post
GM: The ceiling is around 40ft high so just over 12 yards or 6" game wise. Reading over the Mega version of Telepathy it says you can reach any ALLY mind within a mile and you penalty to try and go for another. This seems to suggest that you hostile minds you can only contact one but now at no penalty. Now it seems reasonable that you should be able to 'contact' more so I am going to say whatever PP/ISP you invest in the power is the number of 'minds' you can contact.
Still waiting a bit for Dawn's action but going to move forward and for the next round she has some extra stuff she can do...


James acted quickly and pulled out his laser rifle and shot and staggered one of the advancing robots while Squidge reached out and by-passed the firewalls of five of the skelebots. Alenys changed into her dragon form and lept to shield the DBees from the advancing Coalition forces. The DBees of course screamed in fear, most falling to the ground and covering their eyes at the sight of the dragon hatchling. The young dragon also reach out with her mind to help hardened the skin of Spuidge.

The Skelebots raced forward and unload a huge barrage of laser fire at Alenys. Most miss and of the two that do strike the dragon only one causes her a slight bump that she feels through her scaled hide...

GM: [sblock=Rolls & Results]James shots and hits Skelebot #1 and shakes it.
Squidge reaches out to try and grab 6 of their 'minds', they resist with their Spirits; Spirits to resist: 1D6.OPEN(6) = [3] = 3; 1D6.OPEN(6) = [1] = 1; 1D6.OPEN(6) = [1] = 1; 1D6.OPEN(6) = [2] = 2; 1D6.OPEN(6) = [5] = 5; 1D6.OPEN(6) = [2] = 2, one resisted, the other 5 did not. So next round, as an Action you can start re-programming them. Basically Puppet power by issuing them orders on what to do, BUT again you need a new Computers roll to get them to go against their programming, resisted by their Smarts this time (same die HAHA). You will not need a new roll after that but you will be in affect maintaining the power with the normal PP/ISP cost.
Alenys casts Armor on Squidge to give her +2 AP
Dawn still has an action

The Skelebots take the Run action, adding Run die: 1D10 = [8] = 8 so they move 16" closer (they are now 84" away).
Coalition Grunts move up to being 100" away and take cover thats all they do this round.[/sblock]Initiative Cards
Alenys - 7 of Diamonds
Dawn - 2 of Diamonds
James - 3 of Spades
Squidge - 6 of Diamonds

Skelebots - Jack of Spades
Grunts - 4 of Spades
Lowel - King of Diamonds

Villains go first.
[sblock=Rolls & Results]Skelebots moves 8" close (base move they are now 76" away) and #2-12 fire at Alenys as she is the big target. They are going to each fire 3 attacks (ROF) at -2 (as they moved). Alenys is large for +2 due to size but they are still at long range so -4 to hit so all attacks are at -4 each.
Attack rolls: 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [6]-4 = 2; 1D8.OPEN(8)-4 = [6]-4 = 2
1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [3]-4 = -1
1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [1]-4 = -3
1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [6]-4 = 2
1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [5]-4 = 1
1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [6]-4 = 2; 1D8.OPEN(8)-4 = [6]-4 = 2
1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [1]-4 = -3
1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [8, 5]-4 = 9
1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [5]-4 = 1; 1D8.OPEN(8)-4 = [3]-4 = -1
1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [6]-4 = 2
1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [4]-4 = 0
, one hit and one hit with a raise. WOW ;) These are AP-2 Mega Damage Attacks so Alenys has a Toughness of 32 vs. them; Damage from attack: 3D6.OPEN(6) = [5, 1, 1] = 7
4D6.OPEN(6) = [5, 6, 6, 2, 6, 2, 1] = 28
, oh close with the second one but no cigar. No damage.
Skelebot #1 makes his roll to recover from Shaken: 1D6.OPEN(6)+2 = [3]+2 = 5, he made it but that's his action this round.
Coalition grunts and Lowel move 6" closer and take light cover (-2 to be hit from ranged attacks, +2 to AP vs. area damage), they are now 94" away.[/sblock]
Heroes Actions!!!
[sblock=Coalition Forces]Skelebots - 'Brutes' (the Skelebots must suffer a second Wounds before being destroyed).
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d8, Notice d6, Shooting d8
Cha: −2; Pace: 8; Parry: 6; Toughness: 13 (4)
Hindrances: Ugly, Vow (Major—Obey programming and Coalition commands)
Edges: Ambidextrous, Fleet-Footed, Rock and Roll!, Steady Hands
Gear: CV-212 VLF Laser Rifle (Range 30/60/120, Damage 3d6+2, RoF 3, AP-2, Mega Damage).
Special Abilities:
*Armor +4: Advanced alloy structure.
*Construct: +2 to recover from Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.
*Fearless: Skeloboths are programmed without fear.
*Sensor Suite: +4 to Notice checks; can detect chemicals, radiation, and electrical fields up to 500 feet.
*Toughness +2: Hardened interal structures adds +2 to their Toughness scores.
*Weapon Mount: Grenade launcher (Range 24/48/96, Damage 3d6, RoF 1, Mega Damage, LBT)
*Weapon Mount: Retractable vibroblade (Str+d10, AP-4, Mega Damage)

Coalition Grunts – Extras
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Intimidation d6, Notice d6, Shooting d8, Survival d4, Throwing d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 13 (6)
Hindrances: Loyal, Vow (Minor—Serve the Coalition)
Edges: Connected (Coalition Military)
Gear: CA-1 Heavy Body Armor (+6 Armor, +2 Toughness, Full Environmental), C-12 Heavy Assault Laser Rifle (Range 30/60/120, Damage 3d6+1, RoF 3, AP-2), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP-2), vibro-knife (Str+d6, AP-4, Mega Damage), 2× frag grenades (Range 5/10/20, Damage 3d6, LBT, Mega Damage), 4 extra clips each firearm.
One is instead of carrying the C-12 laser rifle is carrying a C-27 Heavy Plasma Cannon (Range 18/36/72, Damage 2d10+2, RoF 1, AP*, Mega Damage, Snapfire. Ignores non-sealed armor. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused)

Lieutenant Lowel - Coalition Military Specialist (Wild Card, 1 extra Benny)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Driving d6, Fighting d8, Healing d4, Intimidation d8, Knowledge (Battle) d4, Notice d6, Persuasion d6, Shooting d10, Stealth d6, Survival d6, Throwing d6, Tracking d6
Cha: 0; Pace: 6; Parry: 6; Toughness: 14 (6)
Hindrances: Loyal, Vow (Minor—Serve the Coalition)
Edges: Brave, Combat Reflexes, Connected (Coalition Military), Marksman
Cybernetics: Core Electronics Package, Cyber-Wired Reflexes, Environmental Sensors, Optics Package (+2 sight-based Notice), Range Data System (reduce Shooting penalties by two), Wilderness Scout Package (+2 Survival and Tracking).
Gear: CA-1 Heavy Body Armor (+6 Armor, +2 Toughness, Full Environmental), C-14 “Fire Breather” Laser Rifle (Range 30/60/120, Damage 3d6, RoF 1, AP-2), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP-2), vibro-knife (Str+d6, AP-4, Mega Damage), 4× high explosive grenades (Range 5/10/20, Damage 3d8, MBT, Mega Damage), 4 extra clips each firearm.[/sblock]
 

CharlotteOz

Explorer
OOC: I posted! Dawn fired at one of the Skelebots with her rifle.


"They would be a million dang miles away..." Dawn cursed, and reached inside of herself, activating the telekinetic boost that would hasten her ability to close with the enemy.



She then set off, at top pace, the speed with which she ran flatterning out her fur and causing her duster to flare up like a cape. She stuck to cover behind columns and whatever she could find, and sighted, taking another shot at the Skelebots.

 

tglassy

Adventurer
James fired again with his rifle. He didn't like it as much, preferring his revolvers. Used less ammo that way. But, they weren't close enough, so until they were, he'd use the rifle.

If there is cover closer, then James will run 6" closer and find cover after firing. If there's no cover, James will stay where he is.

 

tglassy

Adventurer
OOC: Just realized it should be a +3, not a +1, because they are only 74" away, not over 80. So..the first roll should be a 5, and the second should be a 10.

And going after the same bot.
 

GreenKarl

First Post
GM: Sorry [MENTION=6847138]Charlotte of Oz[/MENTION] I somehow missed your post :(
Also an 8 or a 10 gets you +1d6 damage for Jame's attack (a Raise)
 


KahlessNestor

Adventurer
30bo0ba.jpg

Oklahoma
PA 109 (May 19)/Night
Round 2

Alenysturathe growled a bit as she was hit. “I actually felt that,” she said. “It tickled.”

Dawn dashed ahead, and Alenys couldn’t let her get closer to the enemy alone. Hoping to distract the skelbots, she took to the air, flying toward the opposite flank that dawn had gone, roaring loudly. She reached out with her mind for Dawn, who felt a surge of vigor.

OOC: Dawn’s Vigor goes up 2 die steps!


[sblock=Actions]
Move: Fly to 62”
Action: Boost Vigor on Dawn
Boost Vigor: 1D10.OPEN(10)-1 = [1]-1 = 0
1D6.OPEN(6)-1 = [4]-1 = 3

Sigh. Going to Benny that, too.
Boost Vigor: 1D10.OPEN(10)-1 = [10, 10, 10, 4]-1 = 33
1D6.OPEN(6)-1 = [6, 5]-1 = 10

Well...damn. Wish that was a damage roll! Too bad I can’t raise more than 2!
[/sblock]

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

Bennies: 1/3

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]
 

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