Sunday, December 18, 2016

#80 Merctown Warrens Run

The group gears up to travel from the Docks region through one of the 5 gates to the Warrens region.

Drago and Bluey pay to camp at Dragon's Head Brewery
Tojam Camps at GAW Hq

 Bluey and Towjam find out GAW needs the goods transported to their man in the Warrens. Bluey has 250mil worth of reward for saving the 5 elders from the soul suckers. Merl says he has to smuggle it into Merctown Warrens from the GAW dealership, the now blind from radiation captain of the boat per earlier agreement gets 7%. The NPC GAW agents say once the goods are transmitted go to Gunman's tavern for the reward.


The group buys 2 trucks and 1 medium sized vehicle to move to complete the transport.

Drago hears rumors of a magic area from the Dragons head brewry owner in Merctown and wants to get there.

The group learns about Ravenshome theives guild active in the area with x3 streetwise rolls.

Drago confirms Dragons head Brewery owner is actually a dragon.

Bluey rents two rooms one for the injured blinded radioactive boat captain.

Bluey has a Runabout ATV and x2 roadmaster vehicles.

The group sees a hoverbike gang swarming around the docks.

Merl and TinDuhk argue about what body to get Tinduhk.  Since there are no cyberdocs tindukh trusts in the warrens he instists on getting brought further into merctown before he will buy a body.
Tindukh ends up jury rigged to control one of the trucks since he is a full conversion borg who only has his head main torso and life support remaining after an earlier battle.

Sparticus and Caldor pay 25k each to rest in the nicest rooms around.

Sparticus mutters about some deal he made with a CS Dogboy that never paid out.




So Tinduhk drives truck #1.
Tow Jam drives truck #2
Bluey drives his ATV
Caldor Bought a Tumbler ATV for 245k

The group prepares to leave the docks for the warrens, to do so Tow Jam tries to do some cyberrecon on the 5 doc entries to find out who guards them.

Node 1 - Booster Boy Northern Gun OS
Node 2 Unknown Kingsdale OS
Node3 Greenskins Green OS
Node4 unknown/Mephistos horsemen - this broke/bricked  toe jams pc when he tried to access it, so he borrowed dragos ng pc
and found
Node5 recently found unknown owner


A human tells bluey that there is a war between the Greenskins gang and beef with the Red Terror.


Drago meets a PSI goblin Brath and they go into the greenskins gate.

Caldor pays 40gp (40000cr) and takes a bounty from the Greenskin leader Brath to kill Ack Bar Al Shafar within 1 week

Drago cloaks himself as a normal human and pays 300000 cr in gold -300gp

Drago has 0 gold left, dagger, w/ 2 carat agat in pomen,
Blue Pays black market credits

Caldor  buys relative periodicals for gang/merc stuff from newspaper for 50 cr gets 50 papers

He buys them from the threeblind mice newstand which is quickly destroyed by marauding gangers on hover bikes lead by a juicer.    Someone yells its the Megamonkeys run!  And the locals run as a small battle happens, the juicer escapes and a few of his friends are left behind dead under crashed bikes.

There is a damaged ng speedster hoverbike left behind by the gangers the rat takes.

The injured rat is taken to Mans Tavern and talks to Bart asking for cordera.

at 12 noon till night fall the group gets pizza from the diner at #160 bluey gets large pizza red leathered men are also hanging out at the pizza place.








Since he took the bounty Caldor gets a text message on his computer that seems to be a txt description of a video showing a borg pacing with a the picture of Ackbar-al-Shafar Pitmaster of The Pit bar open on a visible communicator device built into the borgs arm:

http://www.explorersunlimited.com/eu-3.0.14/viewtopic.php?f=95&t=459&sid=fadcbbeb035e3e0b4d55c1fcc8924fd0


The text message is as follows:
"This is a description of a video containing the marks location.

Entering his room he tosses his cloak over the bed and impatiently begins to pace, as with great effort he refrains from calling the Pit to speak with this Ackbar-al-Shafar.... Hope Ghoste & Alabaster are doing alright.... bah thats what the Radio is for, if they need me they'll call   


After several minutes Thorn decides the best to calm his raging emotions is meditation. He takes up a seated position on the floor and enters a trance..... waiting.

The mark you seek is at the Pit bar"



After eating pizza the group waits at the Gun mans Tavern to hear about the reward for the goods they drove in from the docks.
This message seems to indicate the target works at The Pit bar.


#80 ends hanging @ the gunman bar with pizza from next door eating it while waiting for the big npc to show up and confirm the shipment and pay Bluey

XP
Drago
+250 showin up+175 skills 
+25 survive megamonky attack +200 rp

Sparticus +400 survival+150 skills +50 survive megamonky attack +100 reminder about asking dogboy for knowledge +25 pays for roon +100 does job for dragon owner of Dragons head job+200 rp

Caldor +400 survival +325 skills (mostly streetwise helping id towjams decking finds)+200 possibly infiltrated mephistos horsemen+100 survive megamonky attack+200 rp


Bluey +750 survival +150 skills+100 survive megamonky attack +200 continued efforts to save blinded boat pilot by gettin him to a cyberdoc+200 rp

Towjam+1000 survival +650 skills decking into various defense networks at the 5 gates leading from the docks to the warrens +100 survive megamonky attack +50 drives truck+200 rp


Drago still has atlantean fire rod on his person
Sparticus slept under TW forcefield
Drago used mystic alarm?
Sparticus  does a job for Dragons head unloading gear via supertk:
Sparticus has Aquired - Favor of Dragon owner of Dragons Head

Bluey paid 400k blackmarket credit bribe to the goblin, has gained favor of goblin guard
Caldor thinks he is +10 vs psionics
caldor buys relative periodicals for gang and merc stuff from a local newstand 3 bline mice before it is destroyed


Open plots:
Bluey wants to get paid for his goods
The blind mouse wants revenge for his store burning down
Caldor has a job to do
Towjam has to make sure Bluey finishes the job, no matter what
Sparticus wants to know what info he gets from the dogpack he dealt with earlier...





Wednesday, September 14, 2016

Merctown Warrens


Hi-tech Slums by d-art-studios on DeviantArt
Every time someone goes to the Warrens  or Arms Bazaar from the docks one must pass  through the "ganger's alleys" where it is highly likely a robbery attempt will happen.



Warrens, from the docks you must get your goods past the warrens to the more populated areas where they can be sold for more.


Every 4 hours when wandering the warrens If a streetwise roll is not made, roll on the
Random Ganger's Alley Table
0-24% nothing happens
The Booster Boys 25%
CyberStreet Gang 26-50
The Greenskins 50-80
Miphisto's  Horsement 81-90
MegaMonkeys 91-100


A Three Blind Mice Flying Drone data dumps the following into anyones computer upon entering the Warrens: "The Three Blind Mice Welcome you to the Warrens, for your Merctown Rags, Visit Three Blind Mice. The following areas are open *lists areas". Medical/Cyber:
Cyberstreet clinic 151, Ubermans Augmentation 152, man of metal 153, superjuice augmentation 155, Discount Enhancement 156, Marvels Mechania 157 Feathered Serpent Pharmacy 154
Bodycanvas Tatoos 185

Hospitality, Food, Drink, Rest:
Cyber Street Tenement (Housing) 158
The Gunman's Tavern 159
West Warren Diner 160
Emma's Boarding House 161
Robyns Rib Rack and Beer sak
Tony's Place
Ogre's Den Tavern and Flop House
Roach's Hotel
Mausoleum
Golden Nugget Hotel
Firewaters
Arcadia Video arcade
Three Aces Motel
Blackwitch Casino
Bardun's Basement
The Ravenshome Inn and Tavern
Crown and Saber Tavern
Army Cot Flophouse
Hangmans Hotel and Tavern
The Redemption Hall Church and Civic Center

Clubs/Entertainment:
The Weight Pile fitness club
Flesh Peddlers Club
Haze
Hydra's Breath
Montes Feltway Casino
Merctown Escourts, Visions of Delight club
Soundbox music sales
One-Eye'd Jacks elegant casino
Bloodcourt juicerball stadium
Nirvana Juicers Retreat
Sharky's poolhal
Nightcrawlers Club
The Pit
The Broken Skull
Catacombs

Sales/Services
Buyers Market Pawnshop  163
Srongbox Resale Shop
Midnight Transport
King's Ransom Pawnbroker
Cadger's Pawn Brokers
Three Blind Mice Newsstand
Tomes of Yore
Benito's Bodago pawn broker
Shadow Magic



Access to the Outskirts from the Warrens-  Free and accessible through wall exits in the warrens.  Those outside towns walls and not having keycards for the access levels will be considers spies or worse if they are found snooping around the businesses like the airport which lie outside of Merctown.

The Pay Zones include the secret nicer parts of town hidden under the warrens and arms bazar ,which aren't as heavily armored and have more strict regulations (no weapons/armor/powerarmor).

L1 Merctown Warrens Pass - 100,000cr blackmarket fee or trade-goods worth 300,000
On its surface merctown is only a small trading outpost on the river.  However there is a secret sprawling partially hidden underground city which is also open to those who prove their worth.


The L1 merctown pass to the Warrens is the path to eventually earning The L2 VIP pass which unlocks the well known Members Only Arms Bazaar which lies in a heavily fortified area at the edge of the warrens..  VIP is granted to those showing restraint and willing to undergo searches to make sure they don't endanger the interior of Merctown.

Once In L1 you can learn about the L2 Arms Bazaar Pass


Map #s
https://4.bp.blogspot.com/-RH3wevMg1h4/V6dYecr56DI/AAAAAAAAAYA/MD4kqIKvx14y5n6LBspaP2ZTX3IrUvCqgCLcB/s1600/MercTownMap4EU.jpg

The Warrens:
151- Cyber Street Clinic
152- Uberman's Augmentation
153- Men of Metal
154- Feathered Serpent Pharmacy
154a- Gabriel's Discount TW
155- Super-Juice Augmentation
156- Discount Enhancement
157- Marvels Mechanica
157a- The Animal House (The Black Bastards' HQ)
158- Cyber Street Tenement
159- The Gunman's Tavern
160- West Warrens Diner
161- Emma's Boarding House
162- The Weight Pile
163- Buyer's Market Pawnshop
164- Robyn's Rib Rack & Beer Shack
165- Tony's Place
166- The Ogre's Den Tavern & Flop House
167- Flesh Peddler's
168- Roach's Hotel
169- The Mausoleum
170- Strongbox Retail Shop
171- Midnight Transport
172- The Haze
173- Hydra's Breath
174- Monte's Fellway
175- MercTown Escort Service
176- The Sound Box
177- Visions of Delight
178- One-Eyed Jacks
179- Gold Nugget Hotel
180- Firewaters
181- Blood Court
181a - The Watering Hole
182- Nirvana, the Juicer Retreat
183- Sharky's
184- Nightcrawlers
185- Body Canvas
186- Arcadia
187- Black Witch Casino
188- King's Ransom Pawnbroker
189- Cadger's Pawn Brokers
190- Three Aces Motel
191- Bardun's Basement
192- The Ravenshome Inn & Tavern
193- Crown & Sabers Tavern
194- Three Blind Mice
195- Catacombs
196- Army Cot Flop House
197- Hangman's Hotel & Tavern
198- Raven's Roost Buriesque House
199- Tomes of Yore
200- Benito's Bodago
201- The Pit
202- Shadow Magic
203- The Broken Skull
204- The Redemption Hall



Sunday, August 7, 2016

#79 Merctown Access Control and Dockside


Merctown Population 39000, 60% human +15000 transients
Ruled by Proconsole and Advisory Council. No income tax, 6% sales tax.
Uses roman styled laws, only controls the area around the Powerplant.

Merctown was built around an old pre-rifts powerplant which survived mostly intact.

Visitors are subject to whats called the Merctown Access Control System

L0 - Dockside
All Visitors are granted access to the free-zones which includes The Dockside and the Warrens.  Access to other zones is granted through various means.  Upon entry to Merctown a drone will scan the newcomer and issue the merctown propaganda speech, laws, and explain how to get into Level 1 you must enter one of the Warrens Barracks and be subject to further questioning and scans.


L1 - Warrens - These High Tech slums lie around the Docks.
Entry from the docks to the warrens is through one of 5 alleys, each protected by a different Merctown gang who claims that entry.  Each entry 1-5 will have the Gang memebers posing as merctown security checking out new people.  The Warrens Entry guards insure No heavy weapons, armor, or Robot vehicles are allowed in L1 or higher.  Once you are checked out and have your identity put into the Merctown Computer System (MCS) the guards give you a L1 Pass.  Requires Small Fee+scan.

L1Entry1 - Run by the Booster Boys
L1Entry2 - Run by the Cyber Street Gang
L1Entry3 - Run by the Greenskin Gang
L1Entry4 - Run by Mephisto's Horsemen
L1Entry5 - Run by the Mega Monkeys


L2 - Arms Bazaar - Access from the Warrens - VIPs Mercs are allowed into the Arms Bazaar if they agree to a more stringent scan and complete a job for the city of Merctown. Requires Moderate Fee + Scan
L2 Merctown Scans includes scanning the character for a Biological, Cybernetic, Magic, psionic, criminal history, mental health, Power Level,  and Mercenary Profile.


L3+ for VIP Mercs only and are revealed only to those who pass L2 clearance and gain "professional" Mercenary status.  How to get this clearance and the existence is a mystery to all uninitiated non mercenaries but an open secret to most professional mercenaries.  Gaining pro status usually includes something like:
1 Formally joining  an accredited mercenary group (I include most of the groups in the canon mercs books in this list)
2 Some tests
3 Completing a difficult job for the city
4 Probationary Acceptance with more jobs
5 Full acceptance once final job is passed

L3 - Spokes (below ground, existence  secret) Requires Moderate Fee
L4 - The Hub (below ground, existence secret) Requires High Fee
L5 - The Mystic Quarter (Wizard's tower above ground, secret quarters below ground) Requires Very High Fee
L6 - Old Town (This simple village is above ground) Requires purchasing property
L7 - Paducah Estates (This grandiose ranch is above ground)

http://areliustest.wikidot.com/system:rifts-maps Has some great Merctown and Region maps:

In the my modified from canon 3rd age version of the following map, the purple area covers all blue, orange, and light green areas.  The L3+ areas are secret.  These areas are not above ground but are parts of a prerifts fallout shelter named vault 13 converted to house the restricted areas of merctown.

Merctown Map Legend
http://www.explorersunlimited.com/eu/viewtopic.php?f=194&t=4244


map #s, dont forget to download the image of the map and zoom in to see them
Dockside: Waterfront & Industrial Sector
205- Poseidon Shipwrights
205a- Pierside
206- GAW Dealership
207- The MercTown Power Plant
208- Retrofit Robots
209- Bailey Brothers Construction
210- O'Grady's Vehicle Parts & Scrap Yard
211- Custom Auto-Body
211a- Defunct Titan Industries Warehouse (Crusaders of MercTown HQ)
212- Allen Foods
213- Still Ticking Motors
214- Bits of 'Bots
215- The Goblin's Hole
215a- Headquarters for The Glitter Fangs
216- Dragon's Head Brewery
217- Kentucky Moonshine Co.
218- Braffo Bok's Used Tanks
218a- eXecutive Combat Solutions' Base of Operations
219- Otto's Automotive
220- Kentucky Dairy Products

Region Map



Before arriving in merctown... The group travels up the river and sees a number of crab people  (Crab Warrior RCC) camped out on top of a sunken CS vessel which is also covered in EGGS.  Caldor takes aim and fires the rest of the crabs flee to underwater lairpods as only the leader defiantly beats his claws.  finally caldor slays the largest crab seein no more above water they approach.

When alongside they see more crabs hiding in strange pod like lairs anchored to the sides of the sunken cs vessel "CSS Revenge Class".  A female "HcknarglAK" comes out saying you have slain her abusive mate and she is now ruler of this area, how can they help the players.   She says the slavers ahead have taken many of her peoples eggs and that she would see vengeance upon them.  The group thinks upon how they were earlier attacked by pirates, and now more may lie in wait ahead of them.  Drago scouts with teleport and sees a huge dreamship from the pirate clan, waiting 25miles or so up the river.

'The group informs the crabs of this and after some argument the crabs decide to help, they swim down and give up a few cs heavy military long range missiles scavenged from the ship.  Drago takes them in close and drops them on the pirate vessel from teleport sneak attack and managed to destroy the pirate ship...  The group sails past its wreckage, a huge mushroom cloud later nothing hostile is seen and continue towards merctown.

A few miles out of merctown patrol boat comes up wanting to know what the explosion was, they saw the mushroom cloud.  The group talks them down and gains access to merctown.  Caldor manages to sell his legal cargo of coal right away, the rest of the groups cargo will take more skill rolls to sell in the next episode.

Caldor ate part of the crab leader.

XP

Character Group:
Drago the Great Horned Dragon Hatchling
129755
+500 showing up +100 teleport scout +100 using missiles on pirate ship +50 casts invincible armor +100 takes 400pts of radiation damage which do not currently regenerate without some kind of treatment +100 rp +25 crabs +50 dreamboat +150 skills
130930

Caldor the Kreeghor Bounty Hunter
89876
+600 showing up +200 rp +100 crab rp +100 eat crab has ~200lbs of fresh meat left which will go bad quickly unless preserved  +100 sniper crab leader +50 dreamboat +200 skills
91226

Herman the human Juicer
55481
+700 showing up +100 fly around scouting in helecopter  +200 heroism +500 wheeling and dealing +50 crabs +50 dreamboat +150 skills
57181

Bluey the Dogpack Bioborg Linewalker host to Zee 
46975
+800 showing up +100 uses restore ppe on the dragon +500 rp +50 crabs +100 dreamboat +50 skills +100 move missile +100 finds meds for captain ahabs radiation burned eyes from "patterson clinic".
48775

Tow Jam the GAW Smuggler
19365
+1000 showing up +300 skills +1000 saving boat captain from radiation poisoning by letting him into the shielded tank +100 crabs +250 skills
22015 needs 24881

NPCs of note Merl and Tin Dyhk(in Tow Jam's GAW crew), they flash GAW badges and get the docking fee for the boats waived.
Ahab captain of boat, his eyes go out he has cataracts from radiation , and severe poisoning is is put in Tow Jam's bradly to prevent additional exposure.  The group also has a few glowing eggs stuck to the side of their boat from the earlier encounter with the crabs and the nuking of the boat holding many crab eggs hostage.

Caldor sold his coal to the GAW office for 10million black-market credits .


TBD plots:  sales of bluey's loot, Herman's loot
prices of access to various areas in merc-town.

"Crab-people, crab-people. Taste like crab, talk like people."

Current radiation levels on the ship are very high due to degrading missiles salvaged and lying with algae caked all over them on the deck of TOW JAM's ship.  Towjam managed to jurry rig 2 lrms onto his vehicle to replace the 2mrms he used last adventure.  He now has 2 3d6x100MD Heavy Explosive warheads, ~1000mile range

"Learn about the Areas of Merctown", says a robot greeter at the docks.
"Merctown is run by Mercenaries, for mercenaries.  "
"You have been scanned and registered as Level Zero Visitors"

Merctown Dockside - Assume characters could have visited any of these areas during the week they stay around the docks until episode #80.

Sales:
Poseidon Shipwrights, 205normal and light mdc boats
GAW Vehicle Dealership- 206all gaw heavy vehicles howitzers, ammo, apache gunships,
Retrofit Robots, 208 25-40%discounts on robot drones, powerarmor, robot vehicles
Ogrady's Vehicle Parts and Scrapyard 210-buys scrap and parts
Custom Autobody - 211 builds custom hotrods and muscle cars
Still Ticking moters - 213used bikes, cars, hovervehicles, trucks
Bits of Bots - bot parts only 10-20% discount
Braffo Bok's Used Tanks 218 selling gam48a3 tanks, gat-3a2 bradleys,  rebuilt m113 apcs,  GA-H998 Hmmer Armored jeeps,   GAW FAV Specops dune buggies, 18 mountaineer ATVs, 32 big boss atvs, 6 iron hammer tanks, 11 iron fist tanks, an ironbolt mlrs, prices are -20 to -60% of new prices

Otto's Automotive pre-rifts cars, ng hovercycles, bigboss mountaineer atv -5% prices

Preserved Food:  Allen Foods, Kentucky Dairy Products

Bars and Hospitality: - anyone buying a lifestyle for the week in between 79 and 80 would do so here for the week inbetween #79 and #80, otherwise you sleep in your cars.
The Goblins Hole and Flophouse, Warehouse for rent - 20,000/month  7000/week - 700/day  -- social +5% - ambush -5% - regen +5% - assets 1
Dragon's Head Brewery  - Dragon rents a few Medium quality rooms over the brewery for 80000/month, 25000/week 5000/day social +10% - ambush +5% - regen +10% - assets 2

Kentucky Moonshine Company -
The luxurious company has a few rooms in the warehouse for rent:
Low Quality 22,000/month  7500/week - 750/day  -- social +5% - ambush -5% - regen +5% - assets 1



http://3rdageofdragonwright.blogspot.com/2012/05/lifestyles-for-rifts-and-famous.html



Wednesday, July 27, 2016

Tralgor the 6th Level Algor Water Warlock


Frost Giant by mscorley on DeviantArt

Tralgor the 6th Algor Frost Giant Water Warlock

Tralgor is a pc in the Atlantis Anti-slaver campaign, I sometimes use PCs in other campaigns NPCs in the 3rd age since they might show up one day as NPCs in the 3rd age Campaign.

Tralgor is from the palladium world who works with his companion giant, a mysterious airwarlock nimro to rescue slaves in Atlantis while searching for 2 more warlocks conduct a mysterious summoning ritual. Tralgor learned the ritual while on his homeworld from his warlock elders.  Tralgor is to wait until the time is right to perform the ritual, which supposedly summons "Captain Planet" who will some how aide the warlocks in an unknown way.

Tralgor currently works for the Liberated Underground cells freeing slaves.
He was once a former slave of the Atlantis dwelling Lizard Mage Apophis.

Stats:
Unprincipled
6th Level 15 ft tall 1000lbs
IQ 10 ME 10 MA 7 PS 22 PP 17 PE 19 PB 12 SPD 9
SDC 1905 HP 40
PPE 134 recovers 5/hr rest 10/hr meditation
Insanity: Reclusive from slavery

Abilities: NV 60ft in total darkness, +4 vs HF, Impervious to Cold, Frost Breath 4d6MD 30ft bonus attack
+3 vs magic  +2 vs poison +1 vs posession, Speak Elemental, Sense Elementals 120ft, Sense Nature of Water 100miles 68%, Swimming 65%

Summon Elementals 30% +10% on leyline +20% on nexus

5 Attacks +1 breath attack/melee
+2 strike +4 parry +4 dodge +3 roll Kick Attack 1d8 crit 19-20
RCC Skills:
Troll/giant 98 WP Blunt +2s/p

OCC Skills:
English 85
Dragonese 85
Literacy Dragonese 85
Lore Demon Monster 60
Lore Faerie 55
Land Nav 66
Wilderness Survival 65
Pilot Hovercraft 85
WP Targeting +3s
WP Revolver
HTH Basic

OCC Related Skills:
Math Basic
Math Advanced
Art 70
Chemistry Analytical 60
Biology 65
Chemistry 65
Forensics 70
Masonry 65

Level 3 OCC Related Skills:
Lore Magic 50
History 65

Secondary Skills
Athletics
Pilot Sail Boat 85
Camouflage 45
Radio Basic 70


Water Warlock Magic:
1 Create Fog, Water to Wine, Walk the Waves
2 Liquids to Water, Fog of Fear, Water Seal
3 Sheet of Ice 60ft area 60ft range,
walking falling chance 32%/ standing 15%/ crawling or sitting 6%
penalties half speed -4s/p/d walking, no speed -1s/p/d standing, half speed sitting or crawling -5 s/p/d, ice coated items 50% chance of dropping, 60sdc
Freeze Water, Impervious to Ocean Depths
4  
Shards of Ice 15 ppe 6 min 1d4md 180ft range, dodge vs 17
Water Wisps 30ppe 1d4 wisps 3 ata 32MDC 1d6MD punch +1 init +2strike/parry +6 dodge impervious to railguns and explosives carry 900lbs PS18 PP10 IQ 6, 90minutes
Hail 6d4 MD/melee 60ft area 300ft range 6minutes 20ppe
5  
10ft Ball of Ice 30ppe 70mdc does 1d6md 1ton 120ft range of control
Snowstorm 12 minutes 40ppe 15F 1.5ft/melee snowfall -50% spd, 20ft visibility, 180ft area 300ft range, 10sdc/melee frost damage
Protection from  Lightning 15minutes 25ppe
6
Hurricane 120ft area 500ft range, lasts 24melees, PPE 50, 100-150mph winds, 30ft tall waves, 3d6x10MD/melee
Little Ice Monster 40PPE 180minutes, 350MDC 8ft tall ps 26 carry 1300lbs pp 17 iq 8 speed 20 +2 init +3s +4p/d bioregen 4d6md/melee? nv 600ft impervious to lasers
all first level water magic
4 attacks punch 3d6md power punch 6d6md
Part Waters  3000ftlong, 60ft wide, 30minutes, 50ppe

Equipment:
Wormtooth Club 2d6MD
Damaged Giant Patchwork Armor 35/100MDC
Giant Radio
Giant Robes
Giant Water Bottle
Giant Chemistry Kit
Giant Backpack
Giant Limurian Bioskin Dive suit

10000 credits
217000 credits worth of gold
Painting of Lord Protector Tmarkos

NPCs met: Hesparos (dead), Milly the Altaran (dead), Nicoletta, Markos, Xerces the Limurian, Aru Zark who killed our old cell, Captain Hular leader of the traitor Natyll who resold our freed slaves into chains,

last played 5/21/2016 1/11/2019
Tralgor has been rifted from Atlantis to some strange jungle where he fought a giant Blue bear with the help of an Avatar alien woman with a bow and a temporal raider.

From the dead bear Tralgor acquired Giant Bear Horn Hat
and Bear Gloves




Saturday, April 30, 2016

Mendacino 6I Level 10 Rogue Scientist

Mendacino Six-I
Lives in Rockhaven near prerifts Madison, Wisconsin.
A Lanky human with little remaining brown hair and a paranoid look to him, constantly looking around. Usually has some computer hardware on him at all times.

20 years old 120lbs 5′6″
Alignment: Scrupulous
10th Level Rogue Scientist 95501xp
HP: 58  SDC: 28
IQ 23 +9%
ME 13
MA 9
PS 12 (22 juiced)
PE 9 (18 juiced)
PP 11 (16 juiced)
PB 11
SPD 25 (75 juiced) can leap 30ftacross, 20 ft high after a short run half from dead stop

Skills:
Analyze
Hypothesize
Find the Exotic  bonus to find +10 elect/mech +20 sci items
Reconize Scientific Authority and Quality 87
Literacy English, Technocan 98
Language: English, Technocan, Dragonese, Euro 99
Astronomy and Nav 99
Basic and Advanced Math 98
Basic Electronics +20
Computer Operation 114
Find Contraband 81
pilot auto 96
radio basic 105
recycle 104
salvage 99
WP Epistol +5s/+7 aimed
artificial intelligence 88
Chemistry 104
Archaeology 104
Cybernetic Medicine 104diagnose /118 surgery
Holistic Medicine 99diagnose/89heal
Computer Programming 104
Jury Rig 109
Mech Engineer 84
Elec Engineer99
Electronic Countermeasures (scrambler) 89
Computer Hacking 79
Locksmith 99
Cryptography 94
Prowl 79
Robot Electronics 99

OCC skills gained at level 3:
Pilot Robots and Power Armor 90
Trap and Mine Detection 79
OCC skills gained at Level 6
Robot/Power Armor Combat Basic
Streetwise 45
OCC Skills gained at Level 9
Weapons Engineer 44
Chemistry: Pharmaceutical 69



secondary skills
WP Sheild +2 parry +1 strike
Read Sensors 89
Art 79
HTH: Basic
gained@lvl 2 Running
@lvl 4 Athletics
@lvl 7 Brewing 49/54
@lvl 10 Carpentry 34
 6 Melee Attacks 7 in PowerArmor (8/9 juiced)
juiced +4 vs psi +6 vs mind control +8 vs toxins and gas +4vs hf
+2 damage
+1strike +2 in power armor (+2/3 juiced)
+3parry +7 parry with shield +4 parry in powerarmor +8 parry with sheild in powerarmor (+4/7/5/9 juiced)
+3dodge +4 dodge in powerarmor (+4/5 juiced)
+6 roll (+10 juiced)
Ranged:
+1 strike with  heavy weapons or vehicular weapons
+3 strike/+5 strike aimed with Energy Pistols
judo bodyflip
Cybernetics: Beacon with hair antenna cybernetic, sound filtration system for cyber ears, headjack, amp hearing.
Cyber Lung Oxegen cell implant
gear as of 2.2013
In Rockhaven motorpool storage
horse trailer
fully armed chipwell assault powerarmor + dynabot head and demonhide sheild
6 wood steaks mounted
On Hand equipment:
wears chromium guardsman powerarmor
PDD Disc recorder and player + 12 blank discs
laser distance finder
tape measure
digital camera + 12 video disks
multioptics band (very old)
pen flashlight
large flashlite
hand pic 1d4damage
survival knife 1d6
backpack
knapsack
utility belt
ammo belt (empty)
canteen
sunglasses
goggles
walkie talkie
6 specimen cases
6 test tubes
1 jar
24 microscope slides
microscope
scapel
pins
tweezers
head of dynabot (sensors online, cannot interface with it tho)
serial #78632947 aka odyseus odi
multioptics headband with 6 eyes (same as mo cybereye with a macro lense for close up work)
107k black marketcr
1weeks food rations
1 motion detector
2xscrambler radio parts
x3 tracer bugs
2 smoke grenades
2 tear gas grenades
Surgical Tools
x2 audio alarms
geiger counter
100ft steel cable
portable hand held computer with printer
Files on 6i's pc of note:
dermal plating prototype
drone prototype files
network map of underground wisconsin hideouts rockhaven inhabitants wifi
medical research on goblinoid gark,
history of cyberworks from 6is point of view and 1st hand accounts
plans for for surgical implantation of gyro compass and analog clock into upper chest of goblin
research installing stereo Cyber bumpin' system, headjack and sound filters into gark as well
research parts needed to construct printing press
notes on Charity and Willmington City
notes on flatrock mining town near hilstrom

Sketchpad:
sketch of hamlin the deceased wilderness scout
sketch of female lizard mage
sketch of Snori the Dwarf
Nexus Town portrait 7.27.2013
Constible Coelman portrait 7.27.2013
Assistant John portrait 7.27.203
sketch of snake
portrait of Quinion The operator (works for Thomas Alstrom who team rescued) at Hilstrom the fadetown

On Hand Weapons:
M20 Ion Pistol 500ft 4d6md
c-18 2 eclips
AI's in 6I's local area network:
R2 Runt Bot reprogrammed to serve 6I
Packing M20 Ion Pistol & M30 Laser Rifle
carrying x2 c14 laser rifles, 1 C29, leather cowboy chaps and hat
R4 is the APC everyone in group has access
 6i is linked to 4/6 bots, r2 runtbot wearing light infantry borg armor with x2 arm mounted c14s, r4 apc ai, r8 skelebot, r10 vx-500 companion bot, r12 and r13 were once linked but are dead vehicles now from what i remember, salvaged the computer and seats out of r13

Gear:
Steer Horns for R4 APC
Leather Chaps for R2,5,9, x3 leather hats
MDC Overcoat +8arms +12 legs +28body
bandito bodyarmor
Chromium Guardsman powerarmor
butler suit for R2
2 tracer bugs
has dermal plated goblin and has plans for such
has modified r2 with x2 c14 arm mounts in either arm
Made arm bands art for squad
siesmic detector (traded a c14 to get this)
7.26.2014
NGR Citizenship papers
Key to NGR honored citizen icon for saving president
Keys to apartment in NGR (munich?)  The banking city...

Sunday, April 10, 2016

#78 Winds of Set


The group camps out in Guntersville.
Bluey buys the most expensive lifestyle and lives lavishly for ~1month.
The rest did not buy lifestyles... Caldor lives with them on the street
Finally after much deliberation the Merl and Tin Dyhk agree to charter some boats with the group.
Bluey and the rest of the group make some investments in loot to travel up river with and try to sell to merctown for profit.  Tin Dyhk promises in merctown is a mage that can teleport them home to tolkeen.
Bluey makes a deal with the boat captain where he gets a percent of blueys investment profit for helping.
The group turns down an offer of moving lifestock.
Caldor buys some coal to ship to merctown.
Bluey has some golden age black market gear to move, Tow jam is sent to make sure things go smoothly.

Things go well on the boat ride until pirates attack.  10 Horune lead by the dread Horune hero Kilran piloting a warfish powerarmor attack.  The warfish sinks the wooden boat drago bought.
A squad of 3 jetski pirats, and the warfish attack the front boat with Tow Jam and Merl and Tinduhk.  7 more pirates attack the rear boat with Bluey.
Tow jam manages to blow away the jetski troopers with one of his medium range tow missiles.
The warfish hides under the boat as the dragon flies overhead looking for targets.
Herman flies around in his helicopter doing some damage before he cant shoot at the warfish because it is behind tow jam's boat.
Meanwhile bluey fights off some pirates who came to the rear barge without any vehicles swimming, they make off with 5 barrels of fuel after loosing a few of their number to bluey.  Seeing his men have stolen some loot and finally finding the group with the stolen eyes, Kilran calls his surviving men to retreat and tell their captain they have located the stolen property of the Horune client Deslyth the Younger.  As the pirates swim away the group continues to float towards merc town...
Sparticus puts out many fires and saves 2 boats from sinking.

XP

Character Group:
Drago the Great Horned Dragon Hatchling 129205 +200 showin up +100 flying around +100 survive pirate attack +100 rp +50 extinguish fire
129755

Sparticus the reborn Zapper psi slayer 90550 +200 showin up +50puts out fires +100 survive pirate attack
90900

Caldor the Kreeghor Bounty Hunter 89376  +200 showin up +100 makes deals +100 rp +100 shooting pirates
89876

Herman the human Juicer 54681  +400 showin up  +100 survive pirate attack +100 shooting targets from helecopter,  +100 not shooting boat when kilran hid under it +100 rp
55481

Bluey the Dogpack Bioborg Linewalker host to Zee 46075 +400 showin up   +100 survive pirate attack +100 makes deals +100 rp +200 buys luxary lifestyle for one month in guntersville
46975

Tow Jam 18165 +800 showin up +100 survive pirate attack +100 take out jetski pirates +100 makes deals +100 rp
19365

"Enemies" of the main group played by other players:
Kilran the Horune Pirate 53025 +200 showin up +100 survive pirate attack +500 hiding under boat with surviving jetski pirate, saving both lives  +100 finds misisng eyes of eylor +100 escapes to report location of eyes of eyelor to captain who tells deslyth the younger +100 rp
54125

Rogue the Dead Girl Undead currently enthralled by Drago's magic 33725 +400 showin up +100 survive pirate attack
34225

NPCs of note:
Merl and Tinduhk, blackmarketeers going to merctown, merl has a deal to make and tinduhk wants a new body.
Ahab the boat pilot, he wants 6% of the cut of blueys investment.

Game ends on the river about 1/2 way to Merctown.

Sunday, February 7, 2016

Kilran Dakath the Horune Hero


Kilran Dakath, aka the "Horune Hero"

9h Level Horune Pirate and hired by one of the Splugorth in the magic zone to track and return stolen property the player characters stole from a Drago-petrified splugorth slaver barge a few adventurers ago. (5 eyes of eylor).


IQ 14 MA 14 ME 14 PS 25 PP 21PE s2 PB 4 SPD 30 xp 53025
80MDC naturally/80hp 160sdc converted PV7

Psionics:106 ISP Hydrokinesis, object read, mind block, resist fatigue hunger

out of power armor:
7 attacks / melee
+6 str melee
+9 to strike with knives
+10 parry / +14 to parry with knives
+9 to dodge
+3 initiative
+7 vs magic

inside kittani warfish via power armor elite flying changed to swimming + the kattani armor bonuses add up to:

war fish bonuses: +1ini +2 strike with all systems,  +4 dodge +3 auto dodge +2 roll
power armor combat elite flying bonuses:
+4 attacks +2 init +2 long range +2 hth strike +3 parry +2 ground dodge +5 swimming dpdge +2 disarm +3 pull punch +4 roll

totals in warfish:
10 attacks / melee
+10 strike melee / +11 in water
+13 to strike with vibrofin knives / +14 in water
+13 parry +17 fin blade parry / +14/18 in water
+15 dodge +19 swimming dodge
+3 autodoge / +7 swimming auto dodge

PS 30 1875 SDC PV 8
punch 3d4md +15, 9d4md+45sdc
vibroblade slash 3d4md punch dmg+3d6md vibroblade 9d4+9d6+45sdc
power slash/punch does x2 dmg for 2 attacks

vibroimpale at 30mph 3d6md 9d6sdc  (on attack per round as it swims by)
vibroimpale at 60mph 6d6md 18d6sdc
vibroimpale at 90mph 9d6md 21d6sdc

rcc abilities:
 +1s/p/d in melee underwater
Swim, hold breath 3/6/9/12min, NV 500ft

equipment:
100 splugorth gold coins worth 1000cr each
Deed to medium lifestyle apartment aboard Horune Dreamship 7, stationed in gulf of mexico

Current mission  assigned by Captain Hurkt your immediate suprivisor and captain of Dreamship 7 your home base ship.
Hurkt gave you a wanted poster showing drago and diagrams of eyes of eylor along with coordinates in the magic zone to deliver the eyes to and a 10 million reward for EACH one.  You were given a platoon of 11 solidiers to accomplish this mission, 3 normals OF2 with jetskiis and 7 green soldiers OF1.

Traveling clothes
Horune dress uniform
Horune "Commander rank" dress uniform decorative cap to signify being in command of an advanced power armor and leading a squad of pirates.
(current rank in Horune Navy OF-4 goes up to OF-10)

https://en.wikipedia.org/wiki/United_States_Navy_officer_rank_insignia

Kittani Warfish
Plasma Canon
1d6x10 1000ft
12 minitorpedos
x2 finblades
2d6md+15/6d6SDC  +45
Harpoon Gun w/ 10
TW Harpoons (work like tw grenades)


skills:
basic math
pilot boats
navigation, salvage, survival
WP Knife
WP Harpoon Gun
WP Torpedo
WP Trident
WP Epistol
WP Blunt
WP Erifle


4 Pirate OCC Skills
Pilot Power Armor
Boxing Armor Bot Combat Elite: Swimming Powerarmor
Pick Pockets
Weapons Systems

Normal Skills: Streetwise
Vet Skills: Demon Lore
Secondary Skills
Gambling
Climbing
Athletics
Normal: Literacy Dragonese, Pilot Hover
Vet: Computer Operation, WP QuickDraw, Dance, Lore
Magic


notes:
this was originally an npc monster but a new player graciously decided to play him out!  using stunning tactics Kilran was able to hide his forces under the enemies own boats while his other men made off with 5 barrels of fuel.

Will kilran become a recurring villain trying to track down petey's killer and return the stolen property?


kilran also has a copy of the following police report:


"Victim was one Petey the Splugorth Slaver.  Cause of Death, petrification and subsequent removal of the head.  Head had claw marks from small humanoid sided hands, but great strength must have been used due to the massive damage.  Psychic investigation revealed death was caused by a supernatural creature of unknown origin.

Witnesses were a few slaves in one of the barns nearby , but they remain uncooperative.  We were unable to recover footage from Petey's observation orbs, the orbs have yet to be found.

Desslyth the Younger filed a missing slave report with us for two Ogre guards, one barn full of HawkrDuhks and Lady Naya, champion of the Nostrous Gladiator Pit.  Nostrous Necropd Was unable to locate any of the slaves, subsequent investigation of the border towers showed evidence the slaves were smuggled out of town by a ATV pulling a trailer.  Two humans were piloting the smuggling ATV along with a Kreeghor in power armor.

Nostrous Necropd scouts were able to confirm tracks of a heavily laden ATV and lightly laden trailer heading south out of Nostrous towards Golden Age Weaponsmiths territory.

Desslyth the Younger demands retribution or payment from the authorities in Dunscon  for his losses.   He filled a missing property report for the following slaves:
Naya - 10 million
Duhks - 100k each x4 - 400k
Ogre TMen - 400k each x2 - 800 k
Eye of eylor - 40mil each  x5 - 200million
Petey & Bardge - 10mil
Total Losses 222 million

references:

http://3rdageofdragonwright.blogspot.com/2014/05/64-city-of-brass-kill-petey.html


http://3rdageofdragonwright.blogspot.com/2014/06/65-law-order-nostrous.html

Saturday, January 23, 2016

#77 Storm of Set

The group negotiates with the elders of GAW .. Bo, Merl, Riki, and Tin Duhk stay with Blueys 3rd Armored Company, they want to pick up arms shipment on way back through merctown towards huntsville

2a Bo wants Bluey to complete the deal with The Buyer about fixing his jet, bo was already paid (?) in trade goods  by sparticus byt he also wants promise of safe passage guarding by the heros for his GAW troops back to guntersville via boat.  In exchange GAW will get the jet onto one of the GAW barges for transport back to guntersville where they can fix it.

Bo comes to Bluey and offers to upload "shiros map of north america (see above pics)"
and link with the combat computers of the GAW forces.

2b Merl wants to settle some Debts in Merctown and pick up some tradegoods to smuggle south to huntsville and take back some fineries to his beloved betty lou.

2c Riki acts like Bo's bodyguard.

2d Tin Duhk wants to go with Merl to Merctown to buy a new body

The group thinks things are wrapped up, but demons attack.  First howls and wolves, then a jinn summoned by a succubus with a lamp.  The jinn lays waste to the armies of GAW while the characters try to dodge the blasts of air.

All GAW forces are called by the group to flee to the west away from the jinn, which they do while suffering horrible casualties as the tornado rips through the lightly armored gaw ranks.  Drago manages to slow down the jinn by casting ice wall on top of him while the rest of the GAW forces flee.  The succubus seeing true danger flees using prowl and invisibility when the dragon grows near.

Caldor's tanks suffer 50 casualties, 2 tanks survive
Hermans recon squad looses 40% but gains 10% scavenger survivors who want to come back to guntersville
Blueys 3rd armored takes 75% casualties
Dragos 9th infantry patrol takes 63% casualties

The wounded soldiers and damaged equipment finally makes it back to the river where they are evaculated to guntersville...

Bo pays bluey for safly delivering the 4 elders back to guntersvill (+4mil?)

Herman realizes nox was killed by werewolves and became a werewolf.  Herman ties him up, hands him over to gaw.

Drago flies around scouting and tries to trade a star ruby worth 1000gp in a deal with herman, but herman angrily rejects the dragons offer.

Bo aranges a boat captained by Bahab, 3 barges with a tugboat leader.
Bahab works for bo and has been contracted to take Bluey and goods up to merctown.  Bahab says hes in as the pilot for 7% of blueys take.

Any other deals are pure profit, so some buy coal (caldor), others make some deals.

total trade investments:
bluey 3mil investment with bo's gaw goods to be sold in merctown

caldor 1.5mil coal deal with niomi the coal merchant

herman makes an undisclosed deal with billy gunter the transport 100lbs of something to merc town

herman has a date with niomi the pb8 coal merchant who calls him hermy
date is at the "rat house" inn, 7pm

Drago buys a dragon sized Multi optic eye headset from Tin Duhks contacts.
-5x book price for mo headband



Guntersville is trying to sell an icbm for 10million including launcher

Rogue continues to resist the control undead magic drago has placed upon her.  she steals a 400credit black market credstick from someone (her first money).
Rogue drinks moonshine to herman which has no effect on either of them.
Vrick narunl of Guntersville drinks some moonshine as well to some effect.
Herman makes lists of things hes seen to give to cyberknights if he sees any.
Herman tries to sell his eyes of eylor unsuccessfully, arguing with the dragon over price.
Rogue gets clothes and a pack from guntersville merchants.

at the end of session 77 one day has passed, and the group settles into a long awaited rnr session in the somewhat civilized region of guntersville.  average tech level is 1950s.  the characters will be in guntersville a few weeks sorting out supplies and travel deals, so everyone has to buy a lifestyle or go hunting for food and sleep in the steet.

guntersville lifestyles:
street 0+cost of food
squatter .8*5000=4000cr  - live in underwater ruins with other squatters
low .8*20000=16000cr - boarding house room
middle .8*80000=64000cr - rent a makeshift cabin with garage
high .8*=192000cr - floors 1-5 of guntersville fortress, the prerifts skyscraper home of the gunters
luxary .8*1000000=800000cr - floors 5-8 of guntersville fortress

Anyone who fills out the character sheet spreadsheet for stats gets 100xp bonus, this should help speed up the game i hope... (having the stats all in one place).


XP
Drago 128005 +500+150+50+100+100+100+100+100 +500 showing up +150 skills+50 defeat jinn+100 guntersville deals +100 argue with herman +100 flies to scout +100 gives bluey 5mil for datafile +100 remembers lt chromium the squad drago helped original  commander's name

 129205

Caldor 88226+750+50+50+100+100+100+750 showin up+50 skills +50 defeat jinn+100 guntersville deals +100 chat rp +100 rp about space
89376

Herman52981 +750 showin up+200 skills+50 defeat jinn+100 guntersville deals +100 shrewd eyelor deals +100 makes a date with niomi +100 makes deal with billy gunter +100 remembers dirk diggler the recon commander's name +200 herman plays poker with bahab, merl, riki, ron, spends 500gp?
54681

Bluey 44425  +750 showin up +150 skills+50 defeat jinn+100 guntersville deals +100 makes deal with bo +200 buys prosek grade cs high command encrypted datafile for 45mil, hears unseen hand black market group has a mole in the cs , +100 gets some money +5mil from drago +100 email updates +100 logged in first
46075



Rogue 32375 +1000 showin up +100 aquiring credstick +100 resiting control +50 defeat jinn+100 guntersville deals
33725

Friday, January 22, 2016

Phoenix Empire Death Squad Air Jinn


Genie final. by vlda on DeviantArt air


Phoenix Empire Death Squad Jinn

Trained to serve the Phoenix Empire in one of the Demon Legions.


Green Air Jinn Regular Water Jinn Veteran Fire Jinn Elite Earth Jinn
IQ 10 12 13 14
MA 14 16 20 22
ME 10 16 20 22
PS 34 36 38 42
PP 16 17 18 20
PE 14 16 20 24
PB 4 6 10 12
Spd 40/140flying 60/160flying 100/200 flying 120/220 flying
HP/SDC
ARMOR
600MDC



800MDC


1200MDC
1400MDC

PPE/ISP 100/40 220/50 570/60 710/70
# Actions
Melee 
6 6 8 9
Strike  4/5 rod 5/6axe 8/11stave 10/15sword
Parry 4/5 rod 6/7axe 9/12 stave 10/15sword
Dodge 4/5 flying 6/7 flying 7/11 flying 8/14 flying/teleport  dodge
Initiative 4 4 4 4
Vs. Magic/
Poison/psi
6/6/6 vs 12 7/7/7
9/9/9
11/11/10
Combat Actions Punch 3d6MD+12

K-30 Ion Pulse Rifle

Corrupt Rod punch+6d6MD

Blinding Flash


Crush 3d6+12 Wing Attack: Basic 6d6+24

K-4 Laser Pulse Rifle         Corrupt Executioner's Blade
punch+5d6MD save vs 14 death strike or take double damage

Punch 5d6MD+22

Wing Attack: Advanced Punch+70%KD
 Pin/incapacitate on nat 17+

Wing Gliding Sweep attack power punch to 15ft area +d4x10meter KD

Corrupt Serpent Slayer  Stave Punch+4d6MD double to dragons + stops teleporting K-500 Rail Gun
Crit 18+
Punch 6d6MD +30
Corrupt Millenium Slayer
Remote Controlled Phoenix Sand Crawler
` 1st 3th 8th 12th
Green Air Jinn Spells:
Defense: thunder clap +1s/p/d +5 init

Invis Wall 60ft 10ft/lvl 50/lvl
Darkness


Summons:
Phantom Footman 20ppe Phantom 30ppe

Air Jinn Offensive magic:

Wind Rush 120ft 10ppe
Northern Lights 60ft range 30ft area 12ppe
Electrical Field 200ft 10ft/lvl 35ppe 4d6+10md 2min/lvl
Wind Blast +6 s 2d4x10+30md 40ppe 1000ft+400/lvl
Tornado 60ppe 600ft range 100ft area 4d6x10md for 1d6melees
then hurled out for 2d6x10md


Natural Abilities:  
Magic: All spells of one elemental magic type.8th level at night 4th at day




Major Psionics: All sensitive and Physical 5th lvl

Physical:
   Alter Aura (Self) (2)
   Death Trance (1)
   Ectoplasm (6, 12)
   Impervious to Cold (2)
   Impervious to Fire (4) 
   Impervious to Poison/Toxin (4)
   Levitation (2 (up to 2 lbs), 6 (up to 20lbs), 6+1 for every 10lbs over 20lbs)
   Mind Block (4)
   Nightvision (4)
   Resist Fatigue (4)
   Resist Hunger (2)
   Resist Thirst (6)
   Summon Inner Strength (4)
   Telekinesis (3, 8, 8+1 for every 10lbs over 20lbs)
Sensitive:
   Astral Projection (8)
   Clairvoyance (4)
   Empathy (4)
   Mind Block (4)
   Object Read (Psychometry) (6)
   Presence Sense (4)
   See Aura (6)
   See the Invisible (4)
   Sense Evil (2)
   Sense Magic (3)
   Sixth Sense (2)
   Speed Reading (2)
   Telepathy (4)
   Total Recall (2)
 Intuitive Combat
Psychic Invisibility
Read Dimensional Portal




RCC Skills: 
HTH Demon(same as ultimate edition hth dragon minus bite/tail attacks)
Basic Math lit dragonese euro egyption streetwise intel track humans wilderness survival land nav lore demon faeries radio basic comp op basic elec locksmith pick locks pick pockets palming concealment wp sword wp energy rifle

RCC Related Skills (3wps)
WP Blunt WP Axe WP Heavy Energy




Green1d4x10000 in egyption gold coins of the ramaset 2 eclip

Normal 1d4x100000 in coins 3 eclips

Vet 2d4x100000 in coins 4 eclips 1 ppeclip deed to small house in Rama, Africa
Elite4d4x100000 in coins5 eclips 2 ppeclips deed to villa in Rama, Africa

Green Guns Strike Bonuses: +3 aimed
Normal Guns Strike Bonuses +4 aimed

Vet Guns Strike Bonuses 6 aimed
Elite Guns Strike Bonuses 8aimed

Green Strike Bonuses: +1pp +4 rcc
Normal Strike[4]+1pp +4 rcc
Vet Strike [7]+2pp+4 rcc +2 strike rcc hth
Elite Stike [8]+3pp+4 rcc +3 strike rcc hth

Green Parry Bonus: +1pp+3 rcc
Normal parry[6]+1pp +3 rcc +2 rcc hth
Vet parry [8]+2pp+3 rcc+4 rcc hth
Elite Parry [9]+3pp+3rcc+4 rcc hth

Green Dodge Bonus: +1pp  +3rcc
Normal: [7]  +3 rcc+1pp +2 rcc hth
Vet: [9] +2pp+3 rcc+2 rcc hth +3 to dodge in flight
Elite: [10]+3pp+3rcc+2 rcc hth +5 to dodge in flight

Tuesday, January 5, 2016

Phoenix Empire Recon Squad Werewolf


Werewolf by sandara on DeviantArt

Phoenix Empire Recon Squad Werewolf

Trained to serve the Phoenix Empire in one of the Demon Legions. P135 Africa.


Green Regular Veteran Elite
IQ 6 8 10 12
MA 10 14 16 18
ME 10 14 16 18
PS 16 20 22 24
PP 16 20 22 24
PE 15 20 25 30
PB 10 14 16 18
Spd 15/50 35mph as wolf 20/50 25/50 30/50
HP/SDC
ARMOR
45HP/100MDC 200 SDC patchwork armor 48HP/ 52hp/Custom Patchwork 150MDC 300SDC +

56
PPE 50 70 80 90
# Actions
Melee 
6 6 6 6
Strike  4/5 with knife or claws 7/8 with knife or claws 8/11 with knife or claws 9/14 with knife or claws
Parry 3/4 with knife or claws 5/7 with knife or claws 9/12 with knife or claws 10/14 with knife or claws
Dodge 4 6 10 11
Initiative 1 2 4 5
Vs. Magic/
Poison/psi
2/0/2 vs 12 5/3/2 vs 12 7/5/3 vs 12 10/8/4 vs 12
Combat Actions K-30 ion Pulse Rifle 3 eclips
+6 aimed +1 burst





TK Sniper Rifle 4d6MDC 3000 ft 5shots/32ppe
 +9 aimed single shots only

mated to stripped down
K-4  +7 aimed/+2 burst

Vibro Knife
TK Snipe +11s
K4 +9s/4s burst

TW Sawed  off Sapper
 +8s

4d6MDC to nonliving and magic barriers

-3d6ppe -4d6ppe to magic creatures 12 shots 600ft 10ppe/shot

Miscreant
Yellow Fang 6d6MD Lesser Rune Dagger
+1s/p/all saves
` 1st 3th 8th 12th

Natural Abilities: Prowl 80% swim 50 track by smell 70 nv 300ft bio regen 4d6hp/hrMagic: Meta Animal Meta human summon and control canine repel animals tounges.
Psionics: Sixth Sense See Invis Mind Block

RCC Skills: Gobblely & Euro 98 land nav +15 track animals +20



Secondary Skills G/N/V/E: 7/7/15/19
Intelligence, Pick Pockets+5, Pilot Hover, HTH Assassin (Phoenix Empire Training), WP Knife (works with claw attacks)
WP Energy Rifle
Sniper

Extra Vet Secondary Skills:
at 4 Interrogation Techniques, Escape Artist, Streetwise
at 8 Basic Math,Lore Magic, Gambling, Palming


Equipment:
All have conscription papers signed by Pharo Rama Set to go to north america and retreive "any symbols of osiris" and bring them back to Africa.
The papers are signed by "Yellow Fang Leader of the Savanah Werewolves" and RamaSet.


Green1d4x1000 in egyption gold coins of the ramaset 2 eclip

Normal 1d4x10000 in coins 3 eclips

Vet 2d4x10000 in coins 4 eclips 1 ppeclip deed to small house in Rama, Africa
 Elite4d4x10000 in coins5 eclips 2 ppeclips deed to villa in Rama, Africa

Green Guns Strike Bonuses: +3 aimed +1 rifle +2 sniper
Normal Guns Strike Bonuses +4 aimed +3 rifle +2 sniper

Vet Guns Strike Bonuses 6 aimed +3 rifle +2 sniper
Elite Guns Strike Bonuses 8aimed +3 rifle +2 sniper

Green Strike Bonuses: +1pp +2rcc +2hth
Normal Strike[4]+3pp+2rcc+2hth
Vet Strike [7]+4pp+2 rcc+2hth +1 with guns/thrown
Elite Stike [8]+5pp+2rc+2hth +2 with guns/thrown

Green Parry Bonus: +1pp +2rcc
Normal parry[6]+3pp+2rcc
Vet parry [8]+4pp+2 rcc +3hth
Elite Parry [9]+5pp+2rcc +3hth

Green Dodge Bonus: +1pp +3rcc
Normal: [7] +3pp+3rcc
Vet: [9] +4pp+3 rcc+3 hth
Elite: [10]+5pp+3rcc +3hth