Saturday, June 20, 2026

Rifts Magic Zone Assets



Rifts magic users can control assets in a region which they have a sufficient lifestyle.

Those assets generate passive ppe which can be converted into credits if used as a powersource for say a city, or for rituals or spells cast by the mage connected to his network of assets.  To connect to the network the mage must assert his assets through his lifestyle's home command center and command and control network if using remote assets.  

Acquisition Price Skill Modifiers

Streetwise +/- 5% Barter +/- 10% Appraise Goods +/- 20% Gemology +/- 50%

Build Skill modifiers stack

Primary PPE Assets


Nexus
x3 range, duration and damage
+2 vs magic and horror factor

+1 spell strength

+20 PPE each round

+30 PPE / lvl every 6 hrs

recover 20 PPE per half hour


Leyline
x2 range, duration and damage
+10 PPE each round

+10 PPE per lvl per 12 hrs

recover 10 PPE per half hour

Effects within 2 miles of a ley line
+50% range and duration

0 Grimoires / Scrolls

Rifts scrolls or magic books also can be used as batteries by draining the scroll for its spells ppe cost.
This destroys the scroll and requires a magic lore roll.

1 Gems

Attuning a normal gem into a ppe battery takes work.

Traditional method takes Magic Lore + Gemology
Rarely DBees and Traditional non-tech Path OCCs know this method

Techno-Wizard method takes the Magic Lore + Electrical Engineering 
Very common on rifts earth

Techno-Wizard Electrical Engineering can attune gems into PPE batteries -10%
The bigger the gem the harder to attune, -5% per carat, failure breaks gem
PPE batteries with Diamond 20 P.P.E. per carat, Emerald 10 PPE per carat
TW Items require 1 carat of gems per level of spell
Requires no lifestyle to use
Small 1 carat diamond 1,000–10,000 credits
Fine cut diamond (1–5 carats) 10,000–50,000 credits
Large exceptional diamond (5-50 carats) 50,000–500,000+ credits
Small 1 carat emerald: 2,000–8,000 credits
Fine emerald in jewelry: 10,000–30,000 credits
Large flawless emerald: 50,000–250,000+ credits
Can be carried.

2 Spell Fountain

Magical reservoirs that spew raw fluid mana to sustain early incantations.
75MD/Spout/PV5PPE Batteries worth 30 per fountain spout.  1-50 Spouts per Fountain
-0.5% leyline storm chance / spout
Created with Lore Magic, Dowsing to find,  build skill, 
Costs 100000-5000000cr for precious metals for the spouts.

Build skills used, failing costs 5% of build cost
Art +25 Sculpting +20 using Stone
Masonry +15 using stone,  Mechanical Engineer using metal +15
Basic Mechanics Using Metal +10
Jury Rig using Junk +5 General Repair & Maintenance +5

Requires Street Lifestyle to use.

3 Enchanted Tree

Living lumber providing a steady, organic pulse of passive magical energy.
150MDC/Tree/PV5
One grove can naturally be found per leyline if the region has not been developed.
A grove can be planted but starts at 1/10 strength gaining power per year until year 10
PPE Batteries worth 40 per Tree.  1-50 trees per grove
-1% leyline storm chance / tree
Enchanted with Magic Lore + Plant Skill 200000-10000000
Trees act as Gem carats for Druid/Native american Items

Build skills used, failing costs 10% of build cost
Botany +20 
Holistic Medicine +15 
ID Plants and Fruits +10
Wilderness Survival +5

4 Alchemy Desk

Laboratories where research translates into structural mana multipliers.
Can be disassembled and moved, Weighs 400lbs/feature
300MDC/Feature/PV6
PPE batteries worth 50 per desk feature.  1-50 features per desk 
-2% leyline storm chance / feature
Desk Features act as Gem carats for TW, Diabolist, Shifter items .
Enchanted with Lore Magic, Carpentry, Research, 400000-20000000

Build skills used, failing costs 15% of build cost
Research +20
Carpentry +15
Carving/Sculpting +10
Art +5

Requires Low Lifestyle

5 Magical Focus Circle on Leyline

600MD//Rune/PV7
Required to harness a minor leyline.
Partially regulate leyline energy if placed on a leyline, -4% leyline storm chance
PPE batteries worth 60 per circle rune, 1-50 runes per circle 5ft diameter / circle
1 normal sized person per ft of diameter fits in a circle, so 5 people per rune
Enchanted with Lore Magic, Advanced math, Art 800000-40000000

Runes features count as Diabolist runes, or other rifts circles and can be combined
-3% leyline storm chance / rune
Cannot be carried.  Must be guarded.

Build skills used, failing costs 15% of build cost
Calligraphy +20
Art +15
Creative Writing +10
Literacy +5

Requires Middle Lifestyle to claim a leyline in the federation of magic

6 Wizards Towers on Leyline

Required to harness a leyline.
Requires lifestyle upkeep to live in tower.
High-standing spires that gather cosmic energy and heavily boost base generation.
-4% leyline storm chance / story
PPE batteries worth 70 per story, 1-50 story per tower.   10 people fit in a tower story.
Enchanted with Magic Lore, Masonry, 1600000-80000000
Tower Stories act as Gem carats for magic item creation.
1200MDC/150SDC/Story/PV7
Stories Building Height (Feet) Max Visible Distance (From Ground Level / 5.5 ft) Max Visible Distance (From 100 ft Elevation)
1 Story 10 ft 6.7 miles (10.8 km) 16.1 miles (25.9 km)
5 Stories 50 ft 11.5 miles (18.5 km) 20.8 miles (33.5 km)
10 Stories 100 ft 15.1 miles (24.3 km) 24.4 miles (39.3 km)
20 Stories 200 ft 20.1 miles (32.3 km) 29.5 miles (47.5 km)
30 Stories 300 ft 24.0 miles (38.6 km) 33.3 miles (53.6 km)
40 Stories 400 ft 27.3 miles (43.9 km) 36.6 miles (58.9 km)
50 Stories 500 ft 30.1 miles (48.4 km) 39.4 miles (63.4 km)
Requires a Middle Lifestyle to build on a leyline in the federation of magic

Similar to building a Fountain, but harder.
Art +20 Sculpting +15 using Stone
Masonry +10 using stone,  Mechanical Engineer using metal +10
Basic Mechanics Using Metal +5
Jury Rig using Junk +3 General Repair & Maintenance +3

7 Academy on Leyline

Required to harness an unstable leyline connected to a nexus
Requires lifestyle upkeep in region of Academy.
2 Magical feature as a gem can be built per story
Great halls of learning that turn collective wizardry into exponential profits.
The character founds a school teaching an OCC
PPE batteries worth 80 per student per story, 1-50 students per academy , 
1 student = 2 stories of height of physical for visibility purposes
Enchanted with Masonry, Art Magic Lore, 3200000-160000000 
Cannot be carried.  Guarded by the students.
-5% leyline storm chance / story
2400MDC/180SDC/student/PV8

Similar to building a Tower, but harder.
Art +15 Sculpting +10 using Stone
Masonry +5 using stone,  Mechanical Engineer using metal +5
Basic Mechanics Using Metal +3


Requires a High Lifestyle to build on a Leyline in the Federation of Magic

8 Pyramid on Nexus

Requires a lifestyle in the region.  
Required to harness a Nexus.
Controlling 3 Nexi is required to become a Federation of Magic Lord.
PPE batteries worth 90 per Pyramid story, 1-50 stories per pyramid
3 Magical feature as a gem can be built per story
Pyramid Stories act as Gem carats for magic item creation as well as the Rifts Atlantis features
Enchanted with Masonry, Art, Magic Lore, Excavation, 6400000-320000000
-6% leyline storm chance / story
1 stories of magical height = 4 of physical for visibility purposes
4800MD/210SDC/Story/PV9

Similar to building an Academy, but harder.
Art +10 Sculpting +5 using Stone, Advanced Math +5
Masonry +4  using stone,  Mechanical Engineer using metal +3

Requires a High Lifestyle to build on a Nexus in the Federation of Magic

9 Dimensional Rift Harness

Requires a lifestyle, nexus, and Rift
Then building a harness around the Rift to siphon pure mana from alternate planes.
PPE Batteries worth 100 per 1 foot diameter, 1-50ft of rift diameter
4 Magical feature as a gem can be built per ft of rift harness
Enchanted with Masonry, Art Magic Lore, Excavation, 12000000-640000000
-7% leyline storm chance / ft of rift harness
Cannot be carried must be guarded.
9600MDC/240SDC/ft/PV9

Similar to building a Pyramid, but at vastly reduced size and increased difficulty.
Art +5 Sculpting +3 using Stone, Advanced Math +3
Masonry +3  using stone,  Eletrical Engineer using metal +2

Sources:

Sunday, June 7, 2026

Starlight the Pixie & Pahn-da

Starlight

4th Level Pixie 10000xp

She follows the group to save a Panda Caldor bought from some Simvan after meeting them earlier and watching them from afar to see if they were friend or foe of the forest.

  • Race: Common Pixie (Faerie Folk)

  • Alignment: Scrupulous (Good, highly empathetic, and loyal to the grove's saviors)

  • Sent By: A Nymph protector of the sacred grove to guard the group

  • Mission: To act as the eyes, ears, and occasional mystical shield for the group, ensuring they stay safe on their journeys.

Attributes (Stats)

  • I.Q.: 14 (Sharp, quick-witted, and highly observant)

  • M.E.: 13 

  • M.A.: 10

  • P.S.: 4 (Supernatural P.S. – but because it's so low, she inflicts 1 point of MDC on a power punch, or standard SDC on normal strikes)

  • P.P.: 24 (Blindingly agile; +5 to strike, parry, and dodge)

  • P.E.: 10 (low stamina)

  • P.B.: 18 (Breathtakingly beautiful in a miniature, ethereal way; 70% charm/impress)

  • Spd: 20 running / 150 flying (Can fly at speeds up to 102 mph (or approximately 164 km/h)

Physical Dimensions

  • Size: 6 inches (15 cm) tall

  • Weight: 6 ounces (170 g)

Defensive & Spiritual Pools

  • 40 M.D.C.

  • 500 P.P.E.

Natural Faerie Abilities

  • Spell Strength: 14 / 16 at faerie ring

  • Faerie Dance: 6ppe 1/24hr

  • Fly: Natural flight (included in Spd attributes). Highly maneuverable.

  • Size Penalty to Opponents: Because Starlight is only 6 inches tall, attackers are -6 to strike her with ranged weapons, and -4 to strike her in hand-to-hand combat.

  • Faerie Magic: Natural connection to the Earth's ley lines. Regains 10 P.P.E. per hour of rest (25 on a ley line).  Sense Leyline Location 50%

  • Invisibility to Mortals: It functions exactly like the standard Invisibility spell, but any creature with natural second sight or magical perception (like a Psi-Stalker) can see the faerie normally. [1]
  • Second Sight Exception: All Faerie Folk innately possess Second Sight, meaning they can also see through the invisibility [1]

Psionics & Magic

Faerie Magic (Spells) 1/day / person (does not use PPE)

  • Globe of Daylight 

  • Chameleon 

  • Sleep

  • Mend Wood and Clay

  • Tongues

  • Charm

  • Wind Rush

  • Circle of Rain

Combat Hand-to-Hand: Pixie

  • Actions/Attacks per Round: 4

  • Strike: +5 (physical/hand-to-hand pp) +1rcc +2rcc / +8 /+10w/bow

  • Parry: +5 pp +2rcc  / +1 flight /7/8 flying/10 spear /11 spearf lying

  • Dodge: +5pp +2rcc (+1 fly)/7/8flying

  • Roll with Impact/Punch: +2

  • Initiative: +4pp +3rcc 

  • Pull Punch: +2

RCC Skills:

  • Language: Faerie (98%), American/English (75%) Gobbley 98 Demongogian 75 TBD 75

  • Faerie Lore: 90%

  • Land Navigation: 62%

  • Wilderness Survival: 70%

  • Prowl: 60%

  • Id. Plants & Fruits: 60% Preserve Food 60

  • Track (People/Animals): 50%

  • Gymnastics, Backflip Dodge / Climb 70

  • Natural thief trickster, pick pockets 50 pick locks 40

  • Sing

  • WP Bow/Targeting +2s

  • WP Spear +2s/p

  • WP Shield +2


Pixie RCC conversion upgrades "Magical Abilities" based on superspy p 28 mercenaries
  • Lore: Magic taught by Mananana
  • Magic abilities unlocked, Can learn spells like a leyline walker
  • Read Leylines

Equipment & Gear

Because standard gear is useless to a 6-inch humanoid, her gear was gifted by the Nymph who sent her:

  • Faerie Bow & Arrows: Crafted from enchanted silverwood. It does 1D6 S.D.C. to normal targets, but 1D4 M.D.C. to supernatural evil/demons. Range is limited to about 60 feet. She has a quiver of 20 tiny arrows that magically replenish at dawn

  • Silver Spear: Formed from a sliver of silver, handles as a spear for her. Inflicts 1 point of Mega-Damage to silver-vulnerable creatures (like vampires and can steak them down).

  • The Nymph’s Token: A tiny, glowing orchid petal worn as a cape. It functions as a minor protective talisman, granting her a +2 to save versus all forms of magic and poison.

  • The "Backpack": A hollowed-out, treated walnut shell worn on her back to hold shiny trinkets, small tech bits she finds interesting, or healing herbs for the party.

friends with PAN-DA the bear:
3rd Level Mutant Panda Ursa Warrior (looks like a normal panda)
Mutation gone wrong: Animal Mind, Latent Psionic
HP 105 SDC 78 PPE 15 ISP  
IQ5 ME10 MA16 PS 25 PP 16 PE 18 PB 12 SPD 20
RCC Skills:  Dig, Climb, Swim, Sprint spd x2
Track by Smell
Sensitivity to Leylines
OCC Skills 
American, Radio Basic, Land Nav, Wilderness Survival, Running
WP Epistol, Erifle, Heavy Energy, WP Blunt, HTH Expert
Boxing, Excavation
Secondary Skills Fishing, Athletics, 
Psionics: Sense Psi, Magic, Supernatural Creatures
Impervious to Fire, TK Punch, Intuitive Combat, Summon Inner Strength
Gear: CS Riot Armor 50MDC / 150SDC Battle Harness for 1 small rider

Saturday, June 6, 2026

Knight Malphas


Knight Malphas the 5th Level Gallu Bull Demon

Vane sends Malphas to duel Towjam.  It is destroyed and sent back to hell in ep 140

Here is Vane's struggle to regain control over it and drag it back from hell to pay for daring not perform his will correctly the first time.

"The Roll

  • Vane's Willpower Roll: 14 (Base) + 3 (Shifter Summoning Mastery Modifier) = 17

  • Demon Bull's Resistance Roll: 11 (Base) + 4 (Infernal Rage Modifier) = 15

The Outcome: Success (Barely)

The psychic tether of the Magic Pigeon sparks violently, turning from a soft blue to a blinding, electric white. The Demon Bull let out a subterranean roar that shatters every glass vial in Vane’s workshop, its massive brass hooves skidding across the threshold of the rift.

For a terrifying second, the balance tips toward the pit. But Vane digs deep, channeling that extra reserve of P.P.E. The cosmic law of the Shifter binds tight. With a sickening crack of planar displacement, the demon is yanked entirely through the portal, crashing hard onto the blood-stained chalk lines of the summoning circle.

The rift snaps shut behind it with an implosive pop, leaving the room in sudden, heavy silence—save for the heavy, sulfurous breathing of the beast.

The Demon Bull glares up at Vane, its eyes smoldering like dying coals. It is bound back to Vane's will... for now. But it is nursing a massive grudge, and it will be watching for the absolute slimmest slip in focus to test those chains again."

Alignment: Miscreant (bound to Vane's will, but inherently cruel)

I.Q.: 12 MA 10 ME 14 PS 33 PP 18 PE 22 SPD 140 PPE 150

M.D.C.: 450 + Platemail 100 PV8 , SDC rules 450hp, 900SDC, Armor 300SDC

Natural Abilities: Nightvision, See/Turn Invis, dteleport 66 regen 4d6/min 1/2 fire, leap 40

Can take the form of a large bull or a humanoid warrior at will.

Combat Bonuses  HTH Demon 5th Level +2 / 5 psi init Roll +3 +2hth = 5 / 9 psi / 14 psi tc

Attacks per Melee: 6 4 HTH +2 RCC +1HTHLVL = 7 / 3 Magic

Strike: +7 +3 rcc +2pp +3hth = 8 / 11psi / 13 mace / +14 mace tc

Parry/Dodge: +8 +4rcc +2pp +3hth = 9 / 10psi / 12 mace / +13 mace tc

Damage: +18 M.D. / +54SDC

Psionics: Sensitive: All (120 I.S.P.) 

Tactics: 

Punch 5d6+15MD/15d5+54 MD, Power Punch for x2 for 2ata

Mace 9d6+15MD/27d6 +54SDC, Power Mace for x2 for 2ata


Thunderclap HF8,  +1 to strike, parry, and dodge +5 init vs any who fail save

Intuitive Combat:Initiative: +3Strike: +1Parry: +1Dodge: +4Pull Punch: +4Roll with Punch/Fall/Impact: +2 

Attack: Blinding Flash 10ft radius 60ft range duration 1 melee

Telepathy to read surface thoughts, if victim fails roll uses information for,

Luck or Phobia Curse spells, -2 save vs if also failed telepathy save, 40ppe 20ft range 5 days

Fear Smoke Clouds 20-foot diameter, up to 100 feet away. HF 16 5ppe

repel, animate and turn dead, exorcism, 

He likes to curse minions to blackmail them into service using remove curse as reward.

Skills: Radio Basic Computer Operation Literate Dragonese, English, Demongogian

WP Chain +2s +1p, Energy Rifle/Pistol +5/+3bursts, Blunt +2s/p,  

Equipment:  3 set GP worth 3000CR each, 327000 blackmarket, Wilks PC and Radio

V Platemail 100lbs 100MDC/300SDC PV 8

Giant Double Mated L-20 Pulse Rifles  6 long eclips, 12d6 pulse / 6d6 aimed double


"The Event Horizon"

This is a heavy, spiked mace forged from black meteoric iron. It pulses with a faint purple light when swung.

Damage: 4d6 M.D. + P.S. Bonus + If on ley line onhit Ley Line Time Flux for 25 minutes for 80ppe

Effect: The caster can choose to slow down time or speed it up. "Slow" Effect: A "Nausea" spell (Level 8) acts as a slow mechanism, reducing movement to half and imposing penalties (-6 to strike, parry, dodge) due to vomiting.

On a successful strike, the target must save vs. Magic (13+). If they fail, the local gravity around their body intensifies tenfold for 1d4 rounds. Reduce Spd and number of attacks per melee by half.

Mace can only trigger this effect three times per melee round.  Cannot be carried by anyone but Malphas and sinks into the ground if he is parted from it or banished from this dimension.


Arrives with a Random Minions who Pilot a Combat Barde from Federation of Magic: 

Roll d100 for 1d4+1 minions with the same Rifle and Armor he has:

1-10 Gurgoyles 11-25 Gargoyes 26-50 alu 50-75 DGhouls 76-100 Shedim

Source: 

https://www.deviantart.com/grandmasterfdc/art/Bull-Demon-674136513


Wednesday, May 13, 2026

137 138 139 Vaneland

137 ESCAPE FROM GAS!

 Caldor bribes coalition enforcer pilot TOD 5 mil to leave rat convoy alone.

Rats tunnel into west and escape mostly intact to vaneland.

Caldor 132776 500 Survival 300 skills +100 takes rat job +100 bribe enforcer +50 get frequency to contact rats

TOW 88425 600 Survival 500 skills +100 takes rat job +50 get frequency to contact rats +100 survive enforcer

Cam 55090 700 Survival 275 skills +100 takes rat job +200 first +50 get frequency to contact rats +100 survive enforcer +1000 saves a baby which she gives to rats later

Zak 16550 2000 survival 75 skills +100 takes rat job +50 get frequency to contact rats +100 survive enforcer +100 learns his bluebook can deflect

Razor 9675  3000 survival 200 skills 100 rp 100 gets rat elders to get party mech repaired +1000 rp +100 takes rat job +50 get frequency to contact rats +100 survive enforcer

14325 Razor has Leveled

Rats help AI Robot gets enforcer head welded ontop of normal head to provide sensors and combat computer lost in previous adventure.


138 INTO VANELAND

3 rat elders, 3 rat robo vehicles, and 10 rat cargo containers on wheels towed by one of the robos come into the FADE TOWN of VANELAND.

Deep within the overgrown ruins of the Indiana "Hoosier" National Forest, the air occasionally thrums with a low-frequency hum that vibrates the teeth. When the ley lines surge, the mist parts to reveal Vaneland, a "fadetown" that exists only when the dimensional fabric is thin enough to tear.



The Location: Vaneland

A coalition Trooper crucified at the edge of a clearing marks the way...

Vaneland looks like a high-tech truck stop grafted onto a medieval courtyard. It sits squarely atop a minor ley line, which provides the arcane energy required for it to phase into Rifts Earth.

  • The Watering Hole: At the center is a massive, glowing trough of "Charged Water"—ley line energy condensed into liquid form. It is irresistible to the mounts of the Simvan, acting as a powerful restorative for mega-fauna.

  • The Atmosphere: The town consists of semi-translucent buildings that shimmer like a mirage. When the town "fades out," anyone not keyed to Vane’s dimensional signature is deposited unceremoniously into the empty Indiana woods.

  • Vaneland General Store Radio Tower:  250mile range, 250cr/minute to use

  • Vaneland General Store Matrix Link: 25000 cr / day to use

Basic Statistics

  • Population: 18 (Result of rolling $6d6$).

    • 9 Vaneminions Guards: Unknown jumpsuit-clad demons guarding the fadetown.

    • 6 Simvan Customers: Members of the Pervic tribe utilizing the watering hole.

    • 3 D-Bees: (Calculated from remaining $1/6$ populatin


Population: 18 (Result of rolling $6d6$).

  • 9 Vaneminions Guards: Unknown jumpsuit-clad demons guarding the fadetown.
  • 6 Simvan Customers: Members of the Pervic tribe utilizing the watering hole.
  • 3 D-Bees: (Calculated from remaining $1/6$ population).
  • Quick-Flex Leyline-Rifter Postman for Federation of Magic offering Magic Pidgeons 1000
  • Larmac Vagabond Vaneland Handyman Offering Repairs:
  • TW Repair/Ammo Rates -50% Recharge PPE Eclip 1000 
  • Tech Repair/Ammo Rates +50% 
  • Grackle Tooth Earth Warlock Vaneland Watering Hole Guard, ppe water sales, trade for scrap
  • Size: Hamlet (Fadetown).

  • Government: Magocracy (Totalitarian rule under Vane).


Strategic & Magical Features

  • Location: Indiana "Hoosier" National Forest, situated directly atop a Ley Line.

  • Defensive Capabilities:

    • Phasing: The entire settlement can phase out of existence for $1d6$ hours.

    • Guardians: 9 Vaneminions with night-glowing eyes and "V" forehead marks.

    • The Triumvirate: Linked to three regional nexuses (Whispering Spire, Red Cleft, Dead Grove).

  • Primary Economy:

    • Magic/PPE Services: Centered around the "Charged Water" trough for mega-fauna restoration.

    • Trade: General store ("Vane's Emporium") specializing in ammo, trading, and supplies.

    • TW Market: Significant liquidity; agents have been known to recover up to 5 million credits from local engagements.  Buying scrap, precious metals, and gems.

    • Selling common TW items.  (Uncommon items take a streetwise/find contraband roll.)

    • TW Firebolt pistol 80000

    • TW Laser Pistol 100000
      TW Shard Pistol 50000
      TW Shok Pistol 40000
      TW Starfire 160000
      TK pistol 130000
      TW Flameburst Rifle 300000
      TW Eagle Eye Marksman Rifle 160000
      TW Force Cannon 600000
      TW Helfire Shotgun 120000
      TW Nova Rifle 260000
      TW Oldstyle Lightning Rifle 160000
      TW Sapper Shotgun 325000
      TW Snare Gun 350000
      TW Sonic Rifle 640000
      TW Storm Rifle 560000
      TW Starefire Pulse Cannon 1040000
      TK assault Rifle 180000
      TK60 Light machine Gun 200000
      TK80 Heavy Machinegun 320000
      TW Dragonfire Flamethrower 300000
      TW Heavy Firedemon Flamethrower 900000
      TW Water Pistol, Rifle, Shotgun, Grenade Launcher, Water Bazooka, Water Canon
      TW Battle Skimmer Flying Craft 20000000
      TW Ley Streaker 12000000
      TW Seaside Hover platforum 700000
      TW Tech flying platform 300000
      TK Flyer Classic Gyrocopter 200000
      Tree trimmer tw flying bicycle 10000
      TW Wing Board 20000
      TW Wing Board: Cresent 700000
      TW Wing Board: Turbo 400000
      TW Jetpack 300000
      TW Hover yacht 300000
      TW Boat small 80000 mid100000 large 225000
      TW Windjammer frigate (huge boat) 480000000
      TW Glittermount horse 20000000
      TW Ironhorse heavy locomotive 500000000
      TW Trailblazer ATV  16000000
      TW Zoneranger ATV 4000000


Settlement Amenities

FeatureDescription
The Watering HoleA ley line-fed trough used by Simvan riders to heal and recharge their beetles and dinosaurs.
General StoreA rustic, semi-translucent "shimmering" building providing technical and magical gear.
Ley Line TapProvides 240-480 PPE depending on Ley Line surge levels, fueling the town's stability.

Social Dynamics

  • External Relations: Acts as a territorial buffer and anchor for the Federation of Magic.

  • Internal Security: Vaneminions enforce Vane's will with "Phase-Strikes" that bypass physical armor.

  • Stability: Low/Transient; the town is only stable enough to serve as an HQ because of Vane's level Shifter abilities.


Vane

Vane is a calculating dimensional architect who views the Simvan as a necessary "outer guard" for his sanctuary. He is gaunt, wears a high-collar armored duster, and never speaks above a whisper.

The group finds VANELAND, a trading post controlled by vane, the shifter leader of town, he negotiates with caldor who is also a named federation of magic knight. Vane demands a toll...


Not believing they are for real, vane asks one of caldors minions be marked as PROPERTY Of VANE

caldor volunteers towjam who gets a property of vane tatoo

Xp

Caldor 500 Survival +200 rp as knight of federation and getting tow tatooed +100 first +100 gt +100 skills

TOW 600 Survival +100 gets tatoo "property of van" knights armor +250 skills

Kai 28250 +1000 Survival +100 rp +125 skills +1000 save scout kai bribes someone 2 eclips +100 +300 order 3 ratlings to their deaths


Zak 1500 Survival +100 second +50 skills +100 reads blue book

139 PROPERTY OF VANE

For safe delivery of the rats out of the Coalition Gas war, Kai paid 1.5 mil black market credits by rat elders, keeps 400k, gives zak 200k, tow 200k, cam 200k, caldor 500k

given coordinates to heavy water and plans

send 3 rats to their death to find the water for pcs (kai rolled a 1 for their ability to do it, 51 or higher needed) rip sparkle tail and two fueding children of kreeghor faction rats

elders reluctantly give cameron the coordinate a 2nd time to avenge sparkle tail with some finger wagging

tatoo consequences for towjam

"Property of Vane" Vaneminion Armor Tatoo 

20 M.D.C. per level of the Tattooed Man's experience. 9x20=180MDCx3=540 SDC

Usage Side Effects:  Ensorcelled to Vane, eyes glow purple, Vaneminion jumpsuit armors user with bluish leyline like energy, V marks on head and chest plate.

Lore Magic users seeing the tattoo activated get a streetwise or intelligence roll to identify Vaneminion magic as that of an infamous Federation of Magic Lord.

simvan enter vaneland, try to eat children of kreeghor who remain camped under mech, caldor drives them away with gunfire from mech and negotiates their stay in town by talking with the simvan leader.

NPCs:

VANE

HORSE AI

NGV7 ROBOT AI

VANEMINIONS

VANEMERCHANT MINION with 4 arms

Sparkletail (deceased)

The Three Vane-Knights

Holding these nexuses are Vane’s "Generals"—Greater Demons from the same silent, jumpsuit-clad dimension as the Vaneminions. Unlike the minions, the Knights are articulate, cruel, and possess distinct personalities. They wear heavy, obsidian-colored M.D.C. Plate Armor over their jumpsuits, with the "V" on their foreheads glowing with the intensity of a dying star.

Zak intercepts a magic pidgeon!




  • Knight Malphas (The Spire): He carries a "Black Hole Mace" . sends his boss a magic pidgeon about slaying an enforcer the group bribed earlier that was trying to flee through his territory with some bribes.

other two knights still a mystery!

XP

Caldor 500 Survival +50 meet simvan +100 drive off simvan trying to eat rats +150 skills rp 100 meet Children of Kreghor rat followers 4 remain alive +50 send 3 rats off to coordinates who all die

118925 bounty hunter / 135776 total

TOW 600 Survival +50 metatoo consequences for towjam +50 meet simvan +100 drive off simvan trying to eat rats +75 skills  +50 send 3 rats off to coordinates who all die +100 gets knight armor tattoo powers recovers for 24hrs from pain,

91750

Cam 700 Survival +50 meet simvan +100 drive off simvan trying to eat rats +250 skills ++50 send 3 rats off to coordinates who all die +1000 hold baby

59665

Kai +1000 Survival +300 skills +2000 save 2 rats lives  +50 send 3 rats off to coordinates who all die
34225

Zak +1500 Survival  +50 send 3 rats off to coordinates who all die
Princess Shak +10000 survival, wakes in the mech and moves ontop of the reactor core before curling up and going back to sleep.
22275 Zak Has leveled up


NPCs:

4 level 1 ratlings saved pile into the mech, the last of the remaining rats other than Kai.  
The rest of the rats start leaving to go west.


Knight Malphas challenges TOW for a duel to be the only knight to rule THE SPIRE!