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Dice Rifts Adventure - OOC

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Psychie Psychie We don't have the means to pull the barge itself, do we? I mean, is the Mountaineer and Troy enough for that?

Also, even if we could, we don't have a place to sell it, do we? I don't imagine a place like The-town-formerly-known-as-Turner-Town would have the kind of millions of credits to trade for something worth this much?
Ok, with your time in the service of the Splurgoth, Dreamy would know that it takes a sizable amount of bio-wizardry to make these barges work by fusing the Slaver into them. You lack the needed hardware and magic to be able to get this thing working, not to mention the time that it would take to hot wire it.
 
Ok, with your time in the service of the Splurgoth, Dreamy would know that it takes a sizable amount of bio-wizardry to make these barges work by fusing the Slaver into them. You lack the needed hardware and magic to be able to get this thing working, not to mention the time that it would take to hot wire it.
No, I meant drag the thing - dead Slaver and all - and sell it as is. I never imagined Dreamy could drive a barge.
 
That is theoretically possible, but you would have to find a place willing to take the barge off of your hands.
 
Do we know of any place on our path that would have the ability to make use of it to get any kind of a payday for it?
 
That is theoretically possible, but you would have to find a place willing to take the barge off of your hands.
That's precisely what I was asking in my initial post - I seriously doubt the-town-formerly-known-as-Turner-Town has the millions upon millions of credits to buy the barge itself (nor the interest in owning it). Unless the Rabsons know of some spot, I don't see taking the barge with us.

So instead, we use it as a bargaining chip. The three honorless guys who would screw us over backwards if we let them can have the barge and the staff (as we can use neither).

However, I had Dreamy actively searching the barge for the symbiotes and other combat-related items normally on such a barge and, thus having been given no result, I don't know what's onboard.
 
If there is good stuff onboard, I recommend we strip the barge clean and see what we come up with. If there are spare (or captured) suits of Mega-damage armor, perhaps the 3 Altarians can be let go with those while we take all 3 medallions. If not, we take 2 and leave 1 so at least they have a "tank" to help them survive.

It's hard to know what we're dealing with when we have no idea of what the barge is carrying. I would be extremely surprised to find its empty of goods (including the Altarians' arsenals).

Above all, I don't want these three yahoos screwing anybody here, us or the Altarians. It will not surprise me to learn that, upon our leaving, the Altarians jump these three bozos and grab their gear.
 
So, what if we left the three bozos the barge and the staff and we nail the rest?

If they're foolish enough to want to start something over it, I'm quite certain we'll be the ones to end and then we'll loot them. Or they can take what we leave them (emptied barge and staff).

Remember that this Magic Net spell doesn't last forever (or at least it shouldn't) and sooner rather than later, these 3 Altarians are going to get votes of their own. I can't imagine they'll be kind to the three bozos.

Psychie Psychie By this time, can Dreamy have recovered anything from the barge? Or at least see what it contains? Because I'm going to feel like a real dummy if these three jerks walk away with more than our team when we are the ones who made victory possible (largely thanks to Sylvie).
 
I have a list of things that you can recover, but it is on my computer at home and I'm out right now. Give me a bit and I'll share the list.
 
I have a list of things that you can recover, but it is on my computer at home and I'm out right now. Give me a bit and I'll share the list.
Great! Thanks for even considering it! =)
 
Just to add my voice to this, I'm good with the suggested deal to let the trio take the staff and some goods with us taking a few items and the three Altarians.
 
Just to add my voice to this, I'm good with the suggested deal to let the trio take the staff and some goods with us taking a few items and the three Altarians.
What about the barge itself?
 
I say let them take it and we keep more of the smaller techno wizardry stuff.
 
Sure, not like takuma has any use for a super evil staff that could posses him. So ya lets o with your suggestion
 
I have a list of things that you can recover, but it is on my computer at home and I'm out right now. Give me a bit and I'll share the list.
A gathering of thoughts here. =)

Psychie Psychie Now, she's only one PC of 3 here, but just to tell you where Dreamy's mind is - if there are good things on the barge, then we loot it and leave these goons the barge and the staff. We can't sell the barge and the staff will either die in less than 72 hours (only serves Splugorth; its master is dead) unless it somehow gains another Slaver Minion.

I'm hoping we zip out of here sooner rather than later.

Because when the Magic Net eventually fades, those two Armor of Ithan spells Dreamy cast on 2 of the 3 Altarians will still be good for another few minutes. If the Altarians choose to attack us, those spells get cancelled. But if they choose to jump the goons who were about to either blow them away (like "zits") or stand by idly while the murdering took place, well, who can blame them?

If there happen to be 2 extra Blind Warrior Woman talismans, I (again only 1 of 3 PCs here) think they should go to the Rabsons. If not, 2 of those get taken from the Altarians prior to the Magic Net going down (the 2 the Armor of Ithan are on).

Either way, I'm hoping for a great loot and perhaps some xp? I don't think we've gained any since before we saved Turner Town.
 
Psychie Psychie
A vat holding six Mystic Leaches pg 115
Three Mind Slugs pg 116
*A Mental Incapacitator pg 153
*Three Forearm Blasters pg 153
*Two Net Guns
One Barrier Projector
A TW powered rail gun

I see the asterisked items in Rifts Sourcebook One, Revised, but the others? Rifts World Book Atlantis?
Also, just what kind of TW Rail Gun is that, please?
 
Psychie Psychie
A vat holding six Mystic Leaches pg 115
Three Mind Slugs pg 116
*A Mental Incapacitator pg 153
*Three Forearm Blasters pg 153
*Two Net Guns
One Barrier Projector
A TW powered rail gun

I see the asterisked items in Rifts Sourcebook One, Revised, but the others? Rifts World Book Atlantis?
Also, just what kind of TW Rail Gun is that, please?
They are all from the World Book Atlantis.

The TW rail gun fires tk bursts that require no ammo, just PPE or ISP to fuel it. It has a PPE battery with 50 points in it. A single shot fired does 1d4 MD and uses 1 PPE. A burst does 6d6 MD and uses 5 PPE. If the battery is empty, a person can use their own PPE/ISP to fuel it directly. Range is 2,000 feet.
 
One thing about the rail gun is that it has no bullet remnants when it's fired, leaving no trace that it was ever there.
 
One thing about the rail gun is that it has no bullet remnants when it's fired, leaving no trace that it was ever there.
Well, no trace for most people. I think only the inexperienced, overconfident, or just plain semi-forgetful discount the Dog Boys and Psi-Stalker-types of Rifts. Sure, that magical residue won't linger forever, but it'll be there longer than the non-psychic might imagine. =)
 
Im eyeing one of the forearm blaster and this riffle tho ill need to look into the other stuff a bit
 
Can't wait to see how this turns out so we can get on the road and leave Florida behind. =)
 
Ok, so the three treasure hunters are really wanting the Slaver staff and would like the barge for salvage. They are willing to forgo the smaller items in exchange for getting those two items.
 

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