Sunday, October 11, 2026

140-142 Vaneland Duel

 plot1 malphas enteres town demands to duel tow


plot2

radio message from rats "we have water, you need buy truck, get water, take to ship, we go yes? " and a schematic of a water transport system welded on to a cutout of a truck 2. The Calculation

Given 100 metric tons:


Standard Tankers: You would need 4 to 5 tanker trucks.


4 trucks would carry 25 tons each (at the upper limit of legal road weight).


5 trucks would carry 20 tons each (a safer, more common load for heavy liquids).

3m


100 tons of water required to break atmo


plot4

caldor baby buys a panda with an airtag it runs off with the faerie when entering the bmz as they dont like the unnatural area



by end of 140 leave vaneland


by end of 141 make it to BMZ and get HIGH lifestyle, park mech in garage, retire to apartmen

caldor and zak watch gargoyes rift in and battle security forces while the tow sleeps.
the rats steal the two trucks and are awol inside BMZ somewhere.
cam and horse are in garage
caldor buys a heavy hover transport for the water
caldors prayer to osiris is heard and osiris bone is pointed out nearby


LEAVING VANELAND
140 XP 7.19.2026
Caldor 118925
+500 show up +175 skills +100 first on gametable +1000 save panda by buying him from simvan +100 bribe simvan

TOW 91750 
+600 show up +100 skills +100 rp
92550

Cameron 59665
 +600 show up +250 skills +100 first on jitsi +100 scans vaneland ships +100 reports +100 bounty
60915

Zak 22275
+2000 show up +100 skills  +100 rp

Starlight +2000 showing up +100 skills +100 rp

Jumbles AI 23200 +100

NGv&AI 9200 +100

BMZ ARRIVAL

141 XP

Caldor

+500 show up +225 skills +100 rp +100 buy trucks, slzy and dzy rats drive them +100 pray to osiris +100 make pact with simvan pays 100k for safe passage for his people and a panda

Zak +2000 show up +100 first on jitsi +75 skills +1000 T

Razor 14325  +2000 show up +150 skill +200 gametable first +2000 rp 18675

Jumbles AI +100

NGv&AI +100

BMZ SATURN GARGOYLE INVASION

142 XP 10.4.2026

Caldor +500 show up +100 wear disguise +100 see gargoyle fight +100 see 10/20 security squad slain

+100 leave apartment subtly +100 buy ng heavy hover transport vehicle for water +%0 refuse to bribe cop for gargoyle meat +100 defeat cs recon drone +100 tries to order room service but fails to login to pc, failed comp op roll, offered 10% off ng with coupon code after seen a NGv7 defeat the gargoyles +100 Caldor gains a 10% off QR code from NG. +100 Caldor Buys NG Hover tanker 

123325

Zak +2000 show up +100 use book +100 see gargoyle fight  +100 see 10/20 security squad slain +100 watch caldor defeat drone. +100 Zak gains a paper with a 10% off QR code from NG +100 prays +100 book rp

Zak levels to 6

30250

BMZ is currently on lockdown due to rift activity at the nexus causing multiple rifts to open and release gargoyle invaders.  The invaders are put down at great cost to the local defense soldiers until Northern Gun is requested as backup and sends a store model to save the day, then sending qr codes for any citizens who witnessed NG defeating gargoyles to give social media reviews for 10% off.


Jumbles AI  +100 23500

NGv&AI  +100 9500


Sunday, July 19, 2026

Bloomington Fortified Zone







The Bloomington Fortified Zone (BFZ) is a fortified industrial zone producing heavy water operated by the Chicago Outfit Rifts Blackmarket Family under the cover of the Bloomington Water Company.  Built on the ruins of the Nuclear Physics department of Indiana University, this area is one of the only places manufacturing nuclear power components outside of the Coalition and Northern Gun. 

Layered Defense
[trashwallL1]refugees/banned shantytown
[Fortified Wall

1. Population

    • 60% Human (4,200) – Mostly industrial workers, engineers, and local militia.

    • 30% Grackle Tooth (2,100) – Hardworking Laborers work for GAW

    • 10% Larmac Transient Mercenaries (700) – Lazy Perimeter guards. 

2. Government & Politics

  • Corporate Board of Directors

  • Political Alignment: Unprincipled (cooperative with human outsiders who have credits).

  • Stance on Magic: Strictly Prohibited / Highly Restricted. Because they sit right next to Vane’s territory, magic is viewed with extreme suspicion. Anyone casting spells or manifesting psionics inside the walls is subject to immediate detention.

3. Warfare & Defenses (The Fortified Zone)

Because Bloomington borders a hostile Coalition frontier to the west and magic-saturated fadetowns to the south, its defenses are top-tier for an independent settlement.

  • Wall/Perimeter Security: Reinforced MDC concrete blast walls ($150$ MDC per 10-foot section) topped with razor wire and automated laser turrets.

  • Defensive Military Forces (Roll for Force Size - 15% of Pop): 1,050 active combat personnel.

    • The Iron Guard Militia: 800 Level $1-4$ Soldiers equipped with heavy environmental armor and standard laser/plasma rifles.

    • Heavy Armor Division: A small fleet of environmental armored vehicles and a handful of black-market, retrofitted giant robots (mostly older Triax or northern gun models used for heavy lifting and defense).

  • Air Defense: 4 high-powered radar dishes and flak cannons capable of tracking low-flying Magic Zone beasts or Coalition scouts.

4. Economy & Key Industry

  • Primary Resource: Heavy Water (Deuterium / Purified $H_2O$) Production.

    • Bloomington features a massive, pre-Rifts subterranean filtration and processing facility. This heavy wad20d20ter is crucial for nuclear reactor maintenance, specialized laboratory experiments, and cooling high-end tech, making it a goldmine for trade.

  • Black Market Presence: Moderate/Hidden. While the corporate council tries to keep things legal to avoid attracting a Coalition crusade, the Black Market operates out of the lower industrial levels to broker deals with independent mercenaries.

  • Financial Liquidity: High. The town generates roughly $2d4 \times 1$ million credits in trade value every month.

Rule the BFZ:

Chicago Network -  Operates the BFZ through front Bloomington Water Company.

Buys/Sells Heavy Water, CS Gear, Datacodes, Prerifts History, Books

Allowed in BFZ:

- Bandito Arms has stores in the lower levels selling Wellington, GAW knockoffs, New West Gear, Low Quality Chop Shops.  Buys raw materials and low tech salvage.

- Shemerians tribes come to recharge their reactors, look like cyborgs

They have a lodge outside the walls with a large CYBER-TOTEM-POLE and TP

Buys High Tech Salvage, Sells intel on region

- Psi-stalker tribes trade caravans - 

Sells Used mainbook loot -50% book prices, some parts, buys food.

- Le Marche Noir Operate the Water Refineries and pipelines

Controls smuggled water, entry and exit from BFZ

BANNED in BFZ kill on site 250000cr bounty for VANE

- El Oculta operatives - for using magic and longstanding gang war

- The Immaterial Hand operatives - for using magic, officially banned.

Secretly they have been hired by the Chicago Outfit to smuggle in and keep the nexus stable.

All members are living in the lavish wizards's towers in the north of the BFZ.


- Pecos Bandits - Coalition Treaty (low smuggling)

- Federation of Magic - Coalition Treaty (no smuggling)

- Naruni Trade Outposts - Coalition Treaty bans entry for alien influence (low smuggling)

- Simvan Tribes Trade caravans - Coalition Treaty (high smuggling)

Occasionally engages in artillery battle with the town who's air defenses have so far held.

Town laser turrets and defenses are controlled by black-market Northern Gun AI ARCHII-11 4 attacks level 3.

4 Factions

The entire operation is financed by the Chicago Outfit working together with two other families to outwit the Coalition and the Federation of magic.

The High-Wall District - Chicago Outfit

  • White-collar crime, forgery, high-stakes gambling, and corrupting political infrastructure.

  • Operations: They have successfully infiltrated the corporate boardrooms and luxury estates of the High-Wall District. They handle the discreet laundering of corporate credits, forge high-clearance transit passes, and run exclusive, hidden speakeasies for the city's elite. They keep their operations quiet and bloodless to protect their cozy setup.

The Heavy Water Refineries - Le Marche Noir

  • Operations: They don't run the pumps, but they completely control the illegal pipeline out of the refinery sector. If your group needs to sneak heavy water out of Bloomington without paying the massive corporate export tariffs, you have to pay the Smugglers their cut to get it out via their hidden subterranean tunnels or rigged cargo haulers.

The Lower Docks / Golden Age Weaponsmiths Turf

  • The Fit: The Network is the oldest, most traditional organized crime syndicate in the Black Market, specializing in protection rackets, illegal cybernetics, smuggling, and street-level muscle.

  • Operations: With the Lower Docks heavily populated by D-Bee and human industrial laborers, the Network acts as the brutal, de facto government here. They run the underground chop-shops for illegal cybernetic repairs and extort local businesses for "protection" fees, keeping the peace with an iron fist in the wake of the gangwar.

5 Lifestyles in the BFZ

Street Lifestyle - cost 0 - social -20% - ambush -10% regen -25% - assets none

Sleeping on the street is not legal and you will be asked to leave town until you can pay.

Banned Pecos Raiders congregate outside town .

Vagabonds live under the Docks

City Rats live in a Drainage Pipe in the GAW Trailer Park

Squatter Lifestyle - cost 1k - social -10% - resist ambush -10% - regen -10% - assets none

The merchant tribes offer protection for a small fee or barter you can sleep by their fire.

Sleeping in a vehicle on the street is legal but you have to pay for parking.

There are no abandoned buildings in the BFZ everything is owned by the blackmarket.

Low Lifestyle - cost 5k - social +5% - resist ambush -5% - regen +5% - assets 1

GAW Trailer Park Parking (must have vehicle)

High-Wall District Sub Basement 1-3 1br, Wall-side Coffin Apartments (expected to defend wall)

Middle Lifestyle - cost 40k - social +10% - resist ambush +5% - regen +10% - assets 2

Refinery Worker Row-house in "The French Quarter"

High-Wall District levels 1-5, interior Apartments

High Lifestyle - cost  120k - social +15% - resist ambush +10% - regen +15% - assets 3

High-Wall District levels 6-15, interior Apartments

Luxury Lifestyle - cost 1mil - social +30% - ambush +20% - regen +20% - assets unlimited

High-Wall District levels 16-20

For Blackmarketeers only


Saturday, June 20, 2026

Rifts Magic Zone Assets



Rifts magic users can control assets to augment their powers.
PPE 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.  
Price Skill Modifiers 
Streetwise +/- 5% Barter +/- 10% Appraise Goods +/- 20% Gemology +/- 50%


0 Grimoires / Scrolls

Rifts scrolls or magic books also can be used as batteries by draining the scroll forwizards tower 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.

Building Rules

Take highest bonus skill, roll that skill
Add the bonuses from any other matching skills for that item.  
Art always adds +5 but it can't be the build skill.
If you succeed, you build the item and pay full price.
If you fail you ruin the item and pay the penalty listed in the description.
Stories to towers can be built over time one at a time.
Ruined items from failed attempts or raids can be rebuilt again at full price with a +10% bonus

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
Costs 100000-5000000cr for precious metals for the spouts.
Build skills used, failing costs 5% of build cost
Sculpting +20 using Stone
Masonry +15 using stone,  Mechanical Engineer using metal +15
Basic Mechanics Using Metal +10ALchemy Desk
Jury Rig using Junk +5 General Repair & Maintenance +5
Requires Street Lifestyle to setup and claim

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 SkALchemyill 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
Requires Squatter Lifestyle to camp near

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
Requires Low Lifestyle to put in a home and power

5 Magical Focus Circle on Leyline

600MD//Rune/PV7 800000-40000000
Required to harness a minor leyline.
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
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
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.
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
Similar to building a Fountain, but harder.
Build skills used, failing costs 20% of build cost
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
Requires a Middle Lifestyle to build on a leyline in the federation of magic.

7 Academy on Leyline

ALchemy DeskRequired 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 a Magic User 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.Leadership
Build skills used, failing costs 20% of build cost
Sculpting +10 using Stone
Masonry +5 using stone,  Mechanical Engineer using metal +5
Basic Mechanics Using Metal +3
Requires a High Lifestyle to build a magic user school in the Federation of Magic

8 Pyramid on Nexus


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
Build skills used, failing costs 25% of build cost
Similar to building an Academy, but harder.
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 Rift to the correct dimension.
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, 1000lbs/ft
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
When broken, the dimensional tear snaps shut like a rubber band, triggering a localized implosion. Everyone within a 50-foot radius takes 2d6x10 MD from cosmic displacement, and there is a 35% chance that anyone within 10 feet is sucked through into a random dimension before the rift seals permanently.
Similar to building a Pyramid, but at vastly reduced size and increased difficulty.
Build skills used, failing costs 30% of build cost
Sculpting +3 using Stone, Advanced Math +3
Masonry +3 using stone,  Electrical Engineer using wire +2 
Mechanical Engineer using metal +1
Requires a Luxury Lifestyle to keep a permanent rift open in the Federation of Magic

Sources:

https://www.deviantart.com/c0rrupt72/art/A-Collection-Of-Magical-Places-Part-1-1271679120
https://www.deviantart.com/phil-1964/art/The-Wizards-Tower-1346691679
https://www.deviantart.com/oona1960/art/Stargate-Surrealism-4-1325650064
https://www.deviantart.com/hyoundel/art/A-new-take-on-the-Pyramids-Tech-1281433853

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