Well, look what we have here...

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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Well, look what we have here...

Post by Ndreare »

Some would call this another job well done. Not anyone on
This crew, but I am sure some would.
Who would have thought simply dropping off a package would have cause so much trouble. Sure the package exploded as they were leaving. But that is no reason for the people of the planet to be so upset about the whole thing.

Well, the show must go on and there is no reason to let this little misstep slow them down. As long as they escape then everyone is going to be fine.


Instructions
You are being chased by multiple large warships. Fighting would only lead to the certain death of the crew and destruction of the ship.
This is a quick encounter: Write a narrative of how you help the ship escape. Do you operate some of the weapons, use magic to distract some of the pursuers, or Psionically confuse them by tricking them into shooting at one another before the AI’s override and get back on task?
One of you must use Piloting for this roll or all of you (except the dragon) will have a fatigue lingering with you when you get to the next job to help Galied.

Then go Here: https://www.savagerifts.com/sr/viewtopi ... 180&t=6945
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Nimbus
Posts: 43
Joined: Fri Oct 19, 2018 3:45 pm

Re: Well, look what we have here...

Post by Nimbus »

Battle 1d12!! 1d6!!: [8]+[5] = 13
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Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: Well, look what we have here...

Post by Death Otter »

From the center seat overlooking the bridge, Death Otter linked with the ship from the moment the alert went up. The Remorseless' AI and computer system had been programmed to interface with her smoothly, allowing her complete access as an act of will. When linked, the ship felt like an extension of D0's senses and body, its computer related to filtering incoming data and assisting with processing. There was no user interface to slow her down, no need for cumbersome controls. The Remorseless moved with the raw reaction time of Death Otter...and that reaction time was significantly enhanced above the human norm.

The result was startling. The ship, fairly large for a private civilian hull, moved like a ship half its size, if that. Not so much in terms of pure speed, which was still limited by physics, but in terms of how it reacted to danger. Moreover, Death Otter understood AI-assisted targeting algorithms in ways not many could claim to. She knew ways to trick them...guide them into making predictions for firing solutions, then suddenly pull the carpet out from under them with unexpected maneuvers. They would, she knew, eventually stop making those 'shortcut' assumptions...but in doing so, their response time would be slower regardless, so it was still a net win.

All they had to do was last long enough to get to a safe point to jump out from. And then last long enough to activate the jump drive. Simple, right?

Maybe not.

"Someone get on the guns and keep them from flanking us!" her voice crackled from every intercom on the ship.

Rolls: Hacking to control ship 9 (or 11 if Ace applies)
Using Machine Control and Interface power to link with the ship. Machine Control lets me use Focus as a substitute for any skill roll normally required to use the machine, and this power has Alternate Trait: Hacking, so Otter uses Hacking to control the machine. She has +2 to Hacking from Interface, and since this is kind of a 'pilot' roll (albeit using a different trait than usual) the bonus from Ace MIGHT apply for another +2. I'll leave that up to the GM to decide though.

Hacking 1d12!! 1d6!!: [5]+[7!!] = 12
Almost forgot the reroll
Hacking 1d12!! 1d6!!: [3]+[2] = 5
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Grazz
Posts: 20
Joined: Sun Jan 10, 2021 4:48 pm

Re: Well, look what we have here...

Post by Grazz »

As @Death Otter started to launch The Remorseless, Grazz hurled himself out of the cargo bay. With a mighty earth shattering roar, he attacked the close warship. the warship was just firing up its engine and never stood a chance. With claws hardened by the blood of the masters that had come before, Grazz tore into the ship. Soon the thrill of the hunt completely overtook him. He ripped weapons mounts off, he tore the exterior hatch completely free of its hinges. He was widening out the hatch to make room for him to enter and get to the interior hatch, when @Vinghab reach out to him mind. He begged Grazz to return to the Remorseless before Death Otter engaged the FTL and Grazz would be left. Grazz knew that if he stayed behind then no one in this ship would live but he also would not leave the crew of Grazz's ship alone. They would die without Grazz.

wild d6!!+2: [10!!]+2 = 12
Fighting d12!!+2: [2]+2 = 4
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Berkyn of Celik
Posts: 48
Joined: Mon May 14, 2018 4:23 pm

Re: Well, look what we have here...

Post by Berkyn of Celik »

Lawrence strolled over to a viewport, a beautiful human woman with blonde hair and piercing blue eyes hanging on his arm. She was throwing some sort of tantrum.

"Pleaaasseee, can I go?"

The D'Norr sighed. "No, Dee, for the last time, you can't. Neither can the rest of you. Now leave me alone so I can help get us out of here."

For an instant, the eyes of the woman flashed from blue to blood red. Her features rippled revealing a unbridled hatred and a visage befitting her true nature than that of the bombshell vid-star persona. But it was only for an instant, so fast you would think you imagined it, and then it was back to the fawning beautiful woman with just a bit of poutiness, now standing next to the Shifter.

"Fine. You, are not fun." Dee then turned to walk away and as she did so, the space next to her shimmered and a twelve foot canine monstrosity appeared. The thing looked as if you had crossed a brodkil with a dog boy from Rifts Earth. It gave a whimper of disappointment that clashed with its size and menacing appearance before following the woman down the corridor with its tail between its legs.

Lawrence's shadow twisted and writhed on its own accord as the two walked away. "No, Lamont. I am not sending you either. But I do like the way you think."

The D'Norr closed his eyes and
1d10!!: [8] = 8 1d6!!: [2] = 2 3d6: [2, 3, 5] = 10
at the warships just as the Remorseless passed close to their massive hulls as it made its escape.

"That ought to do it. A few gargoyles running around their command decks should slow things down."

Used spellcasting and succeeded with a raise. Spent 10 PPE

Bennys: 2/3
Pace: 6 Parry 6 Toughness 5
Wounds: 0/3
Fatigue: 1/2
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Vi
Posts: 18
Joined: Tue Mar 31, 2020 11:45 pm

Re: Well, look what we have here...

Post by Vi »


Shooting Ships Guns 14
1d12!!: [2] = 2 1d6!!: [14!!] = 14

Boon was talking to himself, or maybe the engine of the ship. He was alone in the engine room.

”Hmmmm. Pivot the straight-edge on the 0.4 AU tick mark thennnnnnn…. Pivot it until it crosses the 300 km/s tick on the Total DeltaV scale…..”

The room had no ports and needed none. The area in front of his face was filled with screens, instruments, radar, and data displays; near his forehead was his eyepiece for the coelostat he was working on.

Boon looked up at the ships loudspeaker and nodded.

Death 0tter needed someone on the guns.

Dropping the tool in his hand he sprinted out of the engine room.

Port side gunners room was closest.

Dropping into the gunners seat he fired expertly at the ships chasing them.
Daniel - Site Admin/GM of Savage Rifts Agents of Titan
Jackal - IC (Neural Intelligence) - 7th SET
Henry- CS Ranger (Commando) - Rumble in the Jungle
Vi - “Former” Space Pirate - Stars Without Numbers

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Vinghab
Posts: 13
Joined: Sun Feb 13, 2022 8:40 pm

Re: Well, look what we have here...

Post by Vinghab »

"I told you, that ship is ours. BACK OFF!"
A different voice shouts back. "Which part of 'group contract' do you not get? We all bring it in, we all win. What is wrong with you?!"
Vinghab enjoyed this. It didn't take much to get into their heads to hear their voices. These kinds of mercs are easy to troll. So with just a little
Psionics: 1d8!!: [3] = 3
WD Psionics: 1d6!!: [1] = 1
Benny Psionics with Elan: 1d8!!+2: [1]+2 = 3
WD Benny Psionics: 1d6!!+2: [9!!]+2 = 11
to find a couple of sensitive points to poke at, in order to trigger latent insecurities about working with this many goons, he soon had half of the ships wondering who was going to doublecross them all first. He sends a message to the captain of the dreadnought Headstrong, but it sounds like an accidental transmission from the frigate Backbiter. "That does it. Tired of these snakes. New target. Hit Headstrong on my mark before they can do it to us. Wait. Did you switch the channel? IDIOT!"
It sounds like the comms officer made a mistake. How was the captain to know this was all in his head?
Moments later, Headstrong launches a full salvo at Backbiter. Reckless Abandon retaliates immediately, drilling Headstrong with an EMP, knocking out one of its engines. Vindication sends a spread of torpedoes at both Abandon and Maximum Gain.
With most of their pursuers engaged in a circular firing squad sparked by some creative psionic ventriloquism, and the rest distracted by @Lawrence Benson's gargoyles or @Grazz's wanton violence, it left the Remorseless plenty of room to vacate this sector. A few well timed blasts from @Boon's guns and they were gone.
Vinghab
Vinghab
Pace: 7; Parry: 2
Toughness: 19 (8)
Pertinent Edges: Charismatic, Elan, Hard to Kill, Brave, Strong Willed, Iron Will, Mentalist
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Well, look what we have here...

Post by Ndreare »

As Grazz left the crews of the other ships thought why bother, jettisoning cargo would not make the ship go faster. But as Grazz spread his wings and headed towards the enemy ships the realization that this was a dragon came over them. Before the enemy ship was filled with vacuum Grazz could have sworn he heard “No, no, no, no...” But he was certain the answer was ‘Yes, a dragon.’

A couple times Grazz found himself under concentrated fire only to find that the enemy gun ports where destroyed by Boon before they could get off their shots. Grazz knew he could live through any shots, but he appreciated the amazing marksmanship of Boon as he fired at the small crafts.

The ship moved through space like a living thing, more so than a simple machine. Linking to the ship gave Death Otter not only the enhanced piloting and reaction. It allowed her to interpret the information from the sensors faster. There was no delay for eyes to focus on a new panel, no delay as she moved a mouse or a pressed a button. She was one with the machine and the machine was one with her.

Lawrence was well timed in his tactic, sending summoned beings into a ship with the command to cause chaos was enough that no captain could ignore it. Twice a ship he had caused chaos in found itself torn open by Grazz. But not one to waste opportunity he sent his mind into the summoned and simply gave it a new target letting it hitch a ride on the dragon by grabbing onto a leg as they went to the next ship. The tactic proving to be far incredibly effective.

When the ships started firing on each other the crew knew that Vinghab must have worked his magic, so to speak. The final break allowing the Remorseless to enter FTL showed a flash as another enemy ship exploded under friendly fire.


The crew was off, and all had fared incredibly well in the escape. You know, sometimes maybe it is worth checking a package before planning an exit strategy.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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