Monday, February 28, 2011

Bad Azz the Mutant Honey Badger


One day late at night Desmond Bradford watched a strange pre rifts video.
This inspired him to create a mutant badger.

(source)


Bad Azz, the Mutant Badger.

IQ 10 ME 18 MA 6 PS 27 PP 18 PE 28 SPD 20
AR 16 HP 35 SDC 147

4ft Tall, partially biped looks like a over-sized Honey Badger if you don't notice the more fully formed hands.

Monkey boy RCC skills:
Speaks American
basic math +20
radio basic +10
radio scrambler +10
military etiquette +10
escape artists +10
intelligence +10
wp auto pistol
wp energy rifle
wp knife

Hand to Hand Expert

four chosen occ skills:
demolitions
tracking +5
detect ambush +5
electronic counter measures +10

four chosen secondary skills:
athletics
body building
land nav
swimming

gear:
tinted goggles
100ft rope
vibroclaw
c-18 laser pistol
c-10 laser rifle
6 short eclips
shovel

light scavenged armor 100SDC PV6

Janitor Jean-Marc



thanks to http://frederatorblogs.com/ for this awsome pic

Millennium Druid
4th level (updated 6.28.2014)
5th Level (updated 5.22.019)
6th Level (updated 12/5/2021)

IQ 10 ME 17 MA 16 PS 12 PP 15 PE 10 PB 10 SPD 14
HP 48 SDC 27 PPE 38

Land Nav 80
Wilderness Survival 70
ID plants fruits 65
Preserve food 65
holistic medicine 65
lore faerie 70
math basic 90
faerie speak and euro 98
WP Blunt +2 strike/parry +1 to throw

occ related skills:
Horsemanship: General 78%
prowl 65
gymnastics back flip 98% climb 54%
chemistry 65
botany 60
literacy euro 85
pick pockets 55
computer operation 75
+2 skills?


4 secondary skills
radio basic 75
streetwise 44
athletics
wp archery/targetting +4 strike 5 shots/melee

HTH Basic
5 attacks Crit 19 +2 damage
+1 strike and disarm / +3 strike blunt / +4 strike bow
+3 parry with blunt weapons
+4 parry with blunt weapons with fly as eagle
+3 dodge +5 dodge with fly as eagle


Bark Body Armor under Janitors Jumpsuit
120MDC / 360SDC -5% prowl has 25PPE as a battery energy does 1/3

Wand of Dowsing 5x / day will point to object of dowsers desire. land nav 98% +5 to tracking/wilderness survival

Staff of The Wind concealed in mop handle. 1d6SDC / 6d6MD vs undead/vamps
weilder can constantly float in air and sense wind direction, others holding him also float

10 spells/day

levitation 30 minute duration, 400lbs max, 150ft max altitude, 60ft range targets can save

fuel flame,

fly as the eagle 200 minutes, 50mph, +1parry +2 dodge +2 damage, self or two others

fingers of wind 30 melees manipulation of objects 10lbs or lighter range 90ft

call lightning d6x10MD/3d6x10SDC 300ft line of sight

wind rush 120ft range lasts one melee of 60mph winds, knocks people 2d6x10ft away from caster

takes 1 melee rd to recover and 1d8 melees to regain all blown away items of victim

save 18+ or looses items and falls

summon fog at 10th level

Magic Throwing Stick

3 Blankets of Healing

sling with home made black powder bombs that do d4x10 , 5 bombs and 20 stones that do d6

home made tear gas bomb 30ft radius

scroll on how to make an experimental tree-sap and alcohol greek fire bomb 5d6 + burn
(used them up)
Horse (dead)

Traditionally grown up to offer thanks to Dagda The All Father, celtic god of Strength wisdom and fertility. p129 england

Must visit a tree at least every few weeks to feel comfortable, while there can ask for armor bark, ley line walker powers, wands weapons and staves, healing, purification, ressurection, restoration, sixth sense warnings, or visions and dreams.

Currently his patron tree is The Balfarg Millennium tree, it resides in a village of slaver demons who took him as a slave in trade from the demon run france. in time the tree helped various people nearby escape into the hands of the underground railroad of druids, where he made his way to the English Nog Hedge tree. This tree gave him the vision of a new tree being born in north america for the first time. He was sent by the european tree of Nog Henge to see how this yank tree is and protect him.





Balfarg


lost crystal armor in battle

Saturday, February 26, 2011

The afflicted gather at Heath's Clinic...






after the battle for heaths clinic... a week passes while Thull recovers and the others fight off another nasty bought of CORN FEVER. During this time many sick come to visit Heath... sick covered in horrible lesions and barky substance...advanced corn fever... some of them claim they cant go back to their villages now that they look like this...and so they gather

Game Table RC8 RPMs and Debs

Here are Game Table RC8 RPMs and Debs that I built for use with linux.

http://www.internet-goods.com/?p=63

I use game table alot, its great!

Dragos body damage

effects on dragos ppe are
1/2 ppe from false body after dragos mind was transplanted into dnd character stuck in celestia with Kymnarkmar

http://3rdageofdragonwright.blogspot.com/2011/02/cyberwear-vs-magicpsi-rules.html

rules from here show the effects of one cyber leg, 2 cyber points giving 95% ppe and -1 to mag/psi strength

2.95.95-1-10

-5% of that ppe base from loosing your leg to bionics after leg was eaten off by Corn Fever.

So drago currently has 77PPE


no ppe penalties from loosing arm as its not cybered but if you do get -1ata -1 parry

-N

Tuesday, February 22, 2011

Kurt Richards Rifts Art

Here's a collection of Kurt's excellent work from my old Rifts webpage back when we were in *gasp* was it high school? Ahh who remembers the 90s?

Brilliant craftsmanship at its best

This is Hugh bots current slightly banged up ride.

Unnamed Magic Sword 1


unnamed Magic Sword 2


Unnamed Magic Sword 3


The RSK9



Suck It Down

Monday, February 21, 2011

Army of Thunder

Before passing out the wounded Max quickly explains to Sparticus the layout of the current army.

"Sparticus sir, all of the Lieutenants and some Captains have their own 8 man platoons who the coordinate to do jobs for the captains. Mostly we do security on the borderlands of southern Tolkeen but with recent invasions this nice man has been hiring us to do salvage. Quite profitable salvaging Coalition war machines, as we learned from you boss! Some of us miss our familys but with the war and all we don't have much time to cry for better days.we are fighting for our very survival just like you taught us..."

1st Recon Brigaid

Lead by Colonel Esrith 12yrs old 5th Level Unknown OCC/RCC

1st Squad Captain Ted head of base security 3rd lvl Headhunter 15yrs old

2nd Squad Undercover Captain Kaleb 1st Level Airwarlock 16yr old School Girl at Tolkeen College of Magic, has scholarship.
Rumored to have schoolgirls as spies in the campus region.
Currently dating Timmy Flynn

1st LT Randy the 3rd Level Gypsy Wizard
Girl of Fifo and visibly pregnant. Tolkeen School of Magic Dropout


3rd Squad Captain Alfonso Partino 5th level Gypsy
Head of the Partino Family
1st LT Fifo currenly in coma
1st LT Sempono lost arm in the war
1st LT Leadro, Claudino own small a butcher and fruitstand in town.
One brother did not survive Sparticus's absence and was lost in battle.

2nd Assault Brigaid
Co-led by Timmy and Tommy Flynn the twins

4th Squad Captain Max 2nd Level Head hunter 9yrs Old
"walk home from elementary school survival club captain 3 years running..."

5th Squad commanded by Captain Salin the Greek
"we love gyros here"

6th Research and Development Squad Captain David 12yrs old, blind 3rd Level Hack Rat


Note: Squads shamelessly influenced by Bleach anime. Watch it.

Sunday, February 20, 2011

Banned Books in Tolkeen

These books are banned in Tolkeen for being about the worse of the worst topics and dark magics.
(thanks efu for the title)

The Red Tome of Bone and Ashes

All You Wanted To Know About Demons But Were Afraid To Ask

The Way to Power and Eternal Life

Quazi tail's book on the Categories of Evil

Tulen Yeshins Guide to Magic

Contractual Law on the Lower Planes

Grey Fox the Sioux Paradox Shaman



(thanks to http://www.squidoo.com/nativeamericanshamanism for the pic.)

11th level Paradox Shaman

Paradox Spells (p81 spirit west)

Absolute Darkness,little force,will of the earth,sphere of negation,Universal Balance

Temporal Spells:

D-shift Phantom, Attune Object To User (all his items are attuned to him only), Time Barrier, ID Self,

Normal Spells:

Anti-Magic Cloud, Armor of Ithan, Mystic Portal, Teleport:Superior, Shadow Meld, Sense Magic, See Invisible, Protection Circles, Negate Magic, Tongues, See Aura, Magic Pigeon, Locate, Trance, Energy Field, Sleep, Superhuman Strength,Dragon Fire
Speaks Native American, American, Dragonese, Demongogian & Literate

Lore Demons, Indians, Magic, Plays willow flute, Disguise, Escape Artist , Prowl, Track Humaniods, Horsemanship: General, Land Nav, Wilderness Survival, WP Archery, WP Blunt, (11 chosen)Streetwise,Astronomy, Anthropology, Advanced Math, Lore: Cattle and Animals, Art, Dance, Gardening, Detect Concealment, Detect Ambush, Boxing

Secondary Skills: IDPlants, Fruit, Athletics, Running, Gymnastics

Heritage Self and GreatBody Fetish made from hides hit pts/sdc->md
Legendary Spirit Bow 6d6sd/1d4x10md 2000ft x2 to demons/xiticix x3vs super evil

Greater Staff Weapon fetish (staff with strange feathers and stones hanging from cords tied to one end). 2d6MD +1all saves, +1strike +1ini +1attack

Hand To Hand Basic 5 attacks

+3 parry/+2dodge +1s, flip for 1d6, crit 19-20 +2damage

Great Luck Fetish +1ini +2d/roll/vspoison/magic

Tatoo War Fetish +2ini +2s +2roll

Carries a buckskin sack.

Always has one apprentice level 1d6

Rifts Map Collection

Various Maps from around the Net saved here for use in the campaign. If you know the author msg me and I'll give proper credits.

RiftsEast
originaly from here but the links are long dead:
http://webspace.webring.com/people/pd/devillin/riftmap.html

Rifts West


North American Water

Colorado Baronies And Western US

Texas

Atlantis


Western Hemisphere


North American Leyline Map from http://shirosrpg.blogspot.com/

Google Maps for Rifts Earth

Very complete North American Map

Outsydergaming.com Brings us a link to: Large Detailed North America Map PDF

http://skitzophrenik.deviantart.com/art/Better-Map-16154265?q=boost%3Apopular%20rifts&qo=261

Rifts SDC Conversion v1.2

RIFTS: Revised Edition v1.2

S.D.C. RIFTS Combat Rules






COST CONVERSIONS

· Cost of weapons, high technology, TW items and armor is -1 zero so...1000cr = 100cr
· Cost of civilian-like vehicles is 1/2 list price so...24,000cr = 12,000cr
· Military and Robot vehicles and Powered armor is also 1/2 so...22m = 11m

SDC RIFTS PENETRATION VALUE TABLE

PV Description

· 1 POOR: Deflects off bone.

· 2 FAIR: Defects off bone, makes bigger dent.

· 3 ADEQUATE: May lodge in bone.

· 4 GOOD: May break bone.

· 5 VERY GOOD (LASERS AND FRAGMENTATION): Shatters bone, wood, goes through cinder block.
· 6 EXCELLENT (ION AND LASER PULSE): Shatters bone, wood, goes through 1/4 inch armor plate steel.
· 7 SUPERIOR (PARTICLE BEAM AND MOST HIGH EXPLOSIVES): Goes through brick, (FRAGMENTATION POINT BLANK & TRIAX ROUNDS) ½ inch armor grade steel.

· 8 FAR SUPERIOR (PLASMA): Goes through reinforced concrete, car engine block.

· 9 MAXIMUM PENETRATION (RAILGUNS, RAMJET, ARMOR PIERCING, FUSION, PROTON AND NUCLEAR): Goes through most material and keeps on going. May penetrate
ballistic armor.











PENETRATION RESISTANCE

· Penetration Resistance refers to how resistant to penetration/damage the armor/creature in question is. PR is a rating of protection the armor (natural or artificial) affords the target. A kinetic (solid round) weapon must have a PV equal to or greater than that of the target to inflict full damage if not it will inflict 1/2 damage. Energy weapons will inflict full damage regardless of PR. In the case of a weapon whose PV exceeds the PR of the target, one must make a penetration check. To do so, subtract the PR of the target from the PV of the weapon, multiplying the resulting number by ten. This number is the percent chance of penetration, make a standard percentage roll. Inanimate targets will take X2 damage. Animate (living) targets whose natural or artificial armor (PR) is penetrated will take damage direct to HP. The animate target must roll to save vs. trauma/shock (16 or better plus PE bonuses). A failed roll results in the target losing initiative and 1D6 attacks/actions. Furthermore the target will take 1D6 HP (3D6HP for supernatural critters) blood loss damage per minute until bandaged. If successful, the shock is ignored (adrenaline) but blood loss damage remains unchanged.

BURSTS

MOST FULLY AUTOMATIC FIREARMS AND ENERGY WEAPONS

· A 3 round burst from any weapon capable of burst fire inflicts X 3 damage.
· Bursts in which 4 or more rounds are fired do normal damage for the round X 50% of the total rounds fired in the burst (round number of rounds fired down to nearest even number).


“KILL SHOT” ON A NATURAL 20

· To execute a kill shot on an animate (“living”) target, one must roll a (natural) unmodified 20 on an aimed (single) shot with appropriate WP. If the PV of the weapon used is sufficient to pierce the target (refer to PR of target and roll percentile if appropriate), severe damage is inflicted. A target successfully hit by a kill shot will have their HP reduced to zero and falls into a coma.

· To execute a kill shot on an inanimate (vehicles, robots, borgs etc.) target, one must roll a (natural) unmodified 20 on an aimed (single) burst (multiple) shot with appropriate WP. If the PV of the weapon used is sufficient to pierce the target (refer to PR of target and roll percentile if appropriate), severe damage is inflicted. A target successfully hit by a kill shot or burst will take X3 damage and has a cumulative 10% chance per successful (penetrating) kill shot or burst of the target being destroyed (reduce main body + extremities SDC to zero). The resulting explosion does damage equal to the remaining SDC of the target, prior to the kill shot, to everything within a 30 ft radius of the target (PV: 7). The chance of being destroyed stays in effect until any attempt to repair the damage is made (typically 2D4 hours of work restoring at least 10% of the lost SDC). NOTE: Borgs will not explode if hit successfully with a kill shot, they will be shut down and the mechanical body rendered permanently useless. However the vital organs including the brain will remain preserved and undamaged for a period of time as per the life support system provided by the mechanical body. Furthermore the reinforced pilot’s compartment of power armor and robot vehicles is not damaged in the resulting explosion though survivors must free themselves or be freed from the wreckage (typically 3D6X10 minutes of work with appropriate tools).






MODIFED SNIPER SKILL

· The sniper skill now reflects the specialized training required to make a quick, clean kill of a living target. It now gives bonuses to aid in the making of a “Kill Shot” (described above). This skill cannot be used to destroy inanimate targets (including borgs), though a successful “Sniper’s Kill Shot” can be used to eliminate the driver/ passenger of a vehicle if given a clear shot (line of sight). One must use an appropriate weapon to utilize this skill, a rifle capable of a single shot, (lightweight railguns are very popular though extremely loud) and have the appropriate WP. The “Sniper’s Kill Shot” counts as all attacks/actions for that melee round and must be declared before initiative is rolled. The shot takes place at the end of the melee round before the next begins. If the sniper is attacked or disturbed while setting up the shot, the shot is lost and the process must begin again, though the sniper will have one action that melee round.

BONUSES GAINED FROM THE SNIPER SKILL:

· +2 to strike on an aimed shot
· “Sniper’s Kill Shot” on an unmodified 18, 19, or 20!
· -1 to “Sniper’s Kill Shot” at levels 4, 7, 10, and 13 (17-20 at 4th level, 16-20 at 7th level, etc).
· 1D6 damage to target’s PE after successful shot at levels 1, 3, 5, 7, 9, 11, 13, and 15.


MODIFIED WEAPON PROFICIENCIES

· -1 to aimed “Kill Shot” at levels 4, 8, and 12.
· -1 to burst “Kill Shot” at levels 5, 10, and 15.


DAMAGE MODIFICATIONS

RALIGUN DAMAGE MODIFICATION

· One round does normal damage X10 (1D4 = 1D4X10).
· A burst does normal burst damage X5 (1D4X10 = 1D4X10X5 or 1D4X50).
· Single flechette rounds do normal damage X5 (3D6X10 = 3D6X50).
· The cannons on the IAR-2 Abolisher are treated as railguns for damage infliction purposes, yet each shell has a blast diameter of 10 feet (PV 7 for blast diameter).
· Railgun ammo costs 1 cr. per round.
· Railguns are NOT considered energy weapons.

MISSILE DAMAGE MODIFCATION

· Missiles do X100 instead of X10.
· Mini Missiles, Grenades and Triax Rounds (Cost: 20cr each) do normal damage X3.







MACHINE GUNS

· Cost: 3000-4000 cr. PV 5
4000-5000 cr. PV 6
5000-6000 cr. PV 7
6000-7000 cr. PV 7+
· Require a minimum P.S. of 20 or greater to use a machine gun as a rifle
· Machine gun ammo is generally sold in 100 round magazines that clip directly to the gun (150 cr. loaded). A 250 round box magazine that also clips to the gun (300 cr. loaded; though the operator must have a P.S. of 24 or greater to use the weapon with the box magazine). Or a 1000 round ammo box/drum that uses a disintegrating belt to feed the gun (1000 cr. loaded can be used by borgs or large creatures with a P.S. of 24 or greater and a high P.E.).
· Short, controlled bursts of 25 rounds can be fired by a machine gun. The burst inflicts the damage of a single round X 5.
· Longer, less controlled bursts of 100 rounds can also be fired, but merely inflict the damage of a single round X10. Furthermore the gun will over heat and destroy the rifling (and accuracy) of the barrel. This will reduce the range of the gun by 50% and will require 100% more ammo to do equivalent damage (these penalties are cumulative). Also reduce all bonuses to strike with the gun to zero once the gun overheats.


REWORKED EXPLODING AND RAMJET ROUNDS AND PRICES

EXPLODING ROUNDS
· WI-2E exploding rounds inflict X2 damage for the weapon utilizing them, -1 to PV. The weapon is still a NON ENERGY, NON EXPLOSIVE WEAPON!
· Cost: 1 to 2 cr. per round of pistol ammo.
2 to 3 cr. per round of rifle ammo.
3 to 5 cr. per round of machine gun ammo.

RAMJET ROUNDS

· WI-5, WI-10 and WI-20 ramjet rounds have a PV of 9 like railguns although they offer NO ADDITIONAL DAMAGE CAPABILITIES.
· EXAMPLE: Colt .45 Model 15 NORMAL ROUND: [Damage: 4D6 SDC PV: 4] RAMJET ROUND [Damage: 4D6 SDC PV: 9] Ramjet rounds are extremely effective armor piercing rounds and are banned in the CS States.
· Cost: 1 to 2 cr. per round of WI-5 (pistol ammo).
2 to 3 cr. per round of WI-10 (rifle ammo).
3 to 5 cr. per round of WI-20 (machine gun ammo).


MEGA DAMAGE TO S.D.C. CONVERSIONS

BODY ARMOR

· Multiply MDC X 2 and change to SDC.
· Half Suit = 1/2 cost, 1/2 weight, 1/2 SDC+10, Prowl penalty (-1/2)+1, AR 15.
· Juicer Plate cannot be a 1/2 suit AR: 18 (19 with MOH helmet)
· Physical Damage: Character inside armor takes 1/4 from kinetic attacks (including all solid rounds, explosions and hand to hand combat) inside armor.
BORGS:

· Multiply MDC X 3 and change to SDC.
· For borg armor multiply MDC X 2 and change to SDC.

POWER ARMOR, UNMANNED ROBOTS AND ALL OTHER VEHICLES:

· Multiply MDC X 5 and change to SDC (X 6 for the TX X-1000 Ulti-Max).
ROBOT VEHICLES:

· Multiply MDC X 7 and change to SDC.

MEGA-DAMAGE CREATURES

· Multiply MDC X 3 and change to SDC, 25% of that number is now the creature’s HP.
· Example: 1000 MDC = 2250 SDC and 750 HP.


M.D.C TO S.D.C. HAND TO HAND COMBAT

· Supernatural creatures, robots, power armor and borgs inflict H to H damage as per the Supernatural P.S. chart found on pg. 22 on the Conversion Book plus their PS strength bonus all X 3. Example: PS 24 does 6D6 (2D6X3) SD on a full strength punch or 12D6(4D6X3) SDC on a power punch; plus 27 (9X3)!!!
· These kinetic attacks do damage regardless of PR and inflict ½ damage to those inside body armor.

NATURAL 20s

· A “natural” 20 in hand to hand combat will inflict X2 damage. The target of this critical strike must roll to save vs. trauma (16 0r better plus PE bonuses). An unsuccessful save means the target is stunned for 1D6 attacks/actions and loses initiative. NOTE: The above is only true when the aggressor is roughly the same size or larger than the target!


MEGA DAMAGE TO S.D.C. PR LISTINGS

BODY ARMOR

*SDC for the main body only, see book for other conversions (arms, legs, etc. X 2).

· SLAVE BORG ARMOR 140 SDC PR: 5
· LIGHT ESPIONAGE BORG ARMOR 270 SDC PR: 6
· LIGHT INFANTRY BORG ARMOR 540 SDC PR: 7
· HEAVY INFANTRY BORG ARMOR 840 SDC PR: 8
· CYBERARMOR AR 16 100 SDC PR: 7
· LIGHT DEAD BOY 100 SDC PR: 7
· HEAVY DEAD BOY 160 SDC PR: 8
· DOG PACK LIGHT RIOT ARMOR 100 SDC PR: 6
· GLITTER BOY PERSONAL ARMOR SUIT 50 SDC PR: 4
· THE GLADIATOR 140 SDC PR: 7
· THE CRUSADER 110 SDC PR: 5
· THE URBAN WARRIOR 100 SDC PR: 6
· THE PLASTIC MAN 70 SDC PR: 6
· JUICER PLATE AR 18 90 SDC PR: 7
· THE HUNTSMAN 80 SDC PR: 5
· THE BUSHMAN 120 SDC PR: 6
· THE EXPLORER 140 SDC PR: 7
· NG-EX10 GLADIUS 360 SDC PR: 7
· NE-C20 CAMOUFLAGE VARIABLE 160 SDC PR: 8
· CAI-50 CHALLENGER 240 SDC* PR: 6
· TITAN PLATE ARMOR 390 SDC PR: 8
· MEGA JUICER COMBAT ARMOR 260 SDC PR: 7
· SPIKED ARMOR 90 SDC PR: 6
· VIBRO SPIKED ARMOR 100 SDC PR: 6
· MAN-KILLER EBA 220 SDC PR: 8
· SUPER-HIDE ARMOR SDC: varies PR: 6-8 (varies)

FORCE FIELDS

· N-F10A 90 SDC PR: 9
· N-F10B (12,000cr.) 180 SDC PR: 9
· N-F20A 150 SDC PR: 9
· N-F20B (18,000cr.) 300 SDC PR: 9
· N-F40A 220 SDC PR: 9
· N-F40B (36,000cr.) 440 SDC PR: 9
· N-F50A 320 SDC PR: 9
· N-F50B (60,000cr.) 640 SDC PR: 9

POWER ARMOR

NOTE: SDC listed is for the main body only, see book for other conversions (arms, legs, etc. X 5).

· CS SAMAS 1250 SDC PR: 7
· NG SAMSON 1200 SDC PR: 6
· FLYING TITAN 900 SDC PR: 6
· GLITTER BOY 3850 SDC PR: 8
· TX T-21 TERRAIN HOPPER 850 SDC PR: 6
· TX X-10 PREDATOR 1750 SDC PR: 7
· TX X-1000 ULTI-MAX 2400 SDC PR: 7
· ********FORCE FIELD 600 SDC PR: 9
· MECHA-KNIGHT 2000 SDC PR: 7
· CHIPWELL ASSAULT SUIT 750 SDC PR: 5
· CAI-100 WARMONGER 200 SDC PR: 6
· NG-JK1A JUICER KILLER 850 SDC PR: 6
· NG-JK1B JUICER KILLER 1050 SDC PR: 6
· THE DEFENDER (J.A.P.E. II) 1050 SDC PR: 6
ROBOT VEHICLES

NOTE: ALL Reinforced Pilots’ Compartments have a PR of 9. If a robot, robot vehicle, power armor or other vehicle's armor is penetrated, it takes X2 damage, roll on the random vehicle damage table. The SDC listed is for the main body only, see book for other conversions (arms, legs, etc. X 7).

· CS UAR-1 ENFORCER 2450 SDC PR: 8
· CS SPIDER-SKULL WALKER 3500 SDC PR: 8
· CS IAR-2 ABOLISHER ROBOT 3150 SDC PR: 8
· TITAN COMBAT ROBOT 2590 SDC PR: 7
· TITAN LIGHT COMBAT ROBOT 2100 SDC PR: 6
· TITAN RECONNAISSANCE ROBOT 1890 SDC PR: 5
· THE BEHEMOTH EXPLOROR 3500 SDC PR: 7
· TX X-500 FORAGER BATTLEBOT 3150 SDC PR: 8
· NG-V7 HUNTER MOBILE GUN 2870 SDC PR: 7
· NG-M56 MULTI-BOT 2030 SDC PR: 7
· NG-V10 SUPER ROBOT VEHICLE 2450 SDC PR: 7
· DEATH KNIGHT ASSAULT ROBOT 4200 SDC PR: 8
· NOMAD SCOUT ROBOT 3290 SDC PR: 7

VEHICLES

SDC listed is for the main body only, see book for other conversions (wheels, jets, etc. X 5).

· CS MARK V APC 1750 SDC PR: 8
· CS DEATH’S HEAD ARMORED TRANSPORT 6500 SDC PR: 8
· CS SKY CYCLE 750 SDC PR: 7
· CS GRINNING SKULL MAIN BATTLE TANK 2500 SDC PR: 8
· CS MARK XI MISSILE LAUNCHER VEHICLE 1750 SDC PR: 8
· CS NIGHTWING ATTACK AIRCRAFT 2250 SDC PR: 7
· ATV SPEEDSTER HOVER CYCLE 375 SDC PR: 5
· THE WASTELANDER MOTORCYCLE 225 SDC PR: 5
· THE HIGHWAY-MAN MOTORCYCLE 375 SDC PR: 4
· THE BIG BOSS ATV 325 SDC PR: 6
· THE MOUNTAINEER ATV 700 SDC PR: 7
· NG SKY KING 650 SDC PR: 7
· IRON HAMMER MAIN BATTLE TANK 3250 SDC PR: 7
· IRON FIST MEDIUM BATTLE TANK 2250 SDC PR: 7
· IRON BOLT MISSILE VEHICLE 2250 SDC PR: 7
· IRON MAIDEN APC-10 1600 SDC PR: 7
· GREY FALCON ATTACK JET 850 SDC PR: 7
· AC-29 AIR CASTLE BOMBER 4000 SDC PR: 7
· IRON EAGLE ATTACK HELICOPTER 1500 SDC PR: 6
· BOOMERANG ATTACK AERODYNE 1600 SDC PR: 7
· BLACK EEL TORPEDO BOAT 625 SDC PR: 5
· TRITON PATROL BOAT 3250 SDC PR: 7
· SEA KING MISSILE CRUISER 13000 SDC PR: 8
· CARNIVORE MARK I 2000 SDC PR: 8
· JUGGERNAUT * 4500 SDC PR: 8
· *OPTIONAL FORCE FIELD 2000 SDC PR: 9
· TARANTULA COMBAT JUMP BIKE 500 SDC PR: 6
· ROAD BOSS COMBAT CHOPPER 1000 SDC PR: 6
· “ROLLING THUNDER” ALL-PURPOSE VEHICLE 775 SDC PR: 6
· ASSAULT HOVER BIKE 950 SDC PR: 7
· ICARUS FLIGHT SYSTEM 600 SDC PR: 7

BORGS AND ROBOTS (UNMANNED)

NOTE: SDC listed is for the main body only, see book for other conversions (arms, legs, etc. X 3).

· SOLDIER OR MERCENARY BORG 840 SDC PR: 7
· SLAVE BORG 630 SDC PR: 6
· CS SKELEBOT 390 SDC PR: 8
· TX DV-12 DYNA-BOT 540 SDC PR: 7
· NG-W9 LIGHT LABOR BOT 300 SDC PR: 4
· NG-W10 HEAVY LABOR BOT 450 SDC PR: 5
· A-49 COMBAT DRONE 600 SDC PR: 7
· A-51 RECONNAISSANCE DRONE 600 SDC PR: 6
· A-63 ALL PURPOSE HEAVY ROBOT 750 SDC PR: 7
· A-64 ALL PURPOSE MASTER ROBOT 1200 SDC PR: 8
· AA-10 BOTTWEILER 360 SDC PR: 6
· MONST-REX A-001 900 SDC PR: 7
· AA-50 INSECTON 1200 SDC PR: 6
· NE-010 DESTRUCTO DRONE 210 SDC PR: 7
· NE-020 COMBAT DRONE 300 SDC PR: 8
· NE-030 SPY DRONE 375 SDC PR: 8

MEGA-DAMAGE CREATURES

· BOGIE 1D4X30 SDC PR: 2
· BROWNIE 1D4X30 SDC PR: 1
· COMMON FAERIE 1D4X30 SDC PR: 1
· GREEN WOOD FAERIE 1D4X30 SDC PR: 1
· NIGHT-ELF FAERIE 1D4X30 SDC PR: 1
· SILVER BELL FAERIE 1D4X30 SDC PR: 1
· LEPRECHAUN 1D6X30+60 SDC PR: 1
· NYMPH 1D6X30+60 SDC PR: 1
· COMMON PIXIE 1D4X30+60 SDC PR: 1
· FROST PIXIE 1D4X30+60 SDC PR: 1
· PUCK 1D6X30+60 SDC PR: 2
· SPRIGGAN 1D6X30+60 SDC PR: 1
· TREE SPRITE 1D4X30 SDC PR: 1
· WATER SPRITE 1D4X30 SDC PR: 1
· WIND PUFF SPRITE 1D4X30 SDC PR: 1
· TOAD STOOLS 1D6X30+60 SDC PR: 3
· BEAST DRAGON 1D4X30+60 (Heads (3)) 6D6X30 SDC (Body) PR: 6
· BUG-BEAR 6D6X3+30 PR: 4
· CYBER-HORSEMEN 200 SDC, 400 SDC, 600 SDC PR: 6
· CHIMERA 2D6X30+30 SDC PR: 5
· DRAKIN 2D6X30 SDC PR: 4
· DRAGONDACTYL 4D6X30 SDC PR: 5
· DRAGON WOLF 4D6X30 SDC PR: 4
· BASILISK See “DRAGONS” section PR: 6
· COCKATRICE See “DRAGONS” section PR: 6
· FIRE DRAGON See “DRAGONS” section PR: 7
· GREAT HORNED DRAGON See “DRAGONS” section PR: 8
· HYDRA See “DRAGONS” section PR: 7
· ICE DRAGON See “DRAGONS” section PR: 7
· KUKULCAN See “DRAGONS” section PR: 6
· NIGHT STALKERS See “DRAGONS” section PR: 7
· SERPENT OF THE WIND See “DRAGONS” section PR: 7
· THUNDER LIZARDS See “DRAGONS” section PR: 7
· WOOLY DRAGON See “DRAGONS” section PR: 6
· EMIRIN 1D4X30+45 SDC PR: 4
· EYE KILLER 6D6X3+18 SDC PR: 5
· GRYPHON 6D6X3+150 SDC PR: 5
· HARPIES 2D4X3+60 SDC PR: 4
· KELPIE 3D6X30+900 SDC PR: 4
· KI-LIN 5D6X3+180 SDC PR: 7
· LIZARD MAGE 1D6X300+1200 SDC PR: 5
· LOOGAROO 3D6X30 SDC PR: 4
· MANTICORE 3D6X30+120 SDC PR: 5
· MAXPARY 6D6X3+120 SDC (6D6X3+180 SDC for Shamblers) PR: 7
· MELECH 1D6X30+120 SDC PR: 5
· PEGASUS 3D6X30 SDC PR: 5
· PERYTON-DEMON DEER 3D6X30+30 SDC PR: 5
· RAHU-MEN 6D6X30 SDC PR: 5
· SCARECROWS 1D4X300+600 SDC PR: 1
· SILONAR 3D6X30 SDC PR: 4
· SPECTRE 3D6X15 SDC PR: 0
· SPHINX 5D6X30 SDC PR: 5
· SYVAN 1D4X300 SDC PR: 2
· UNICORN 1D6X300 SDC PR: 3
· WATERNIX 4D6X30 SDC PR: 3
· WING TIPS 3D6X3+6 SDC PR: 1
· BLOW WORMS 2D4X300 SDC PR: 6
· FIRE WORMS 4D6X3 SDC PR: 5
· NIPPERS 1D4X30+30 SDC PR: 4
· SERPENT BEASTS 2D6X30+150 SDC PR: 5
· TRI-FANG 1D6X30+120 SDC PR: 5
· TOMB WORMS 2D6X3 SDC PR: 4
· ZA 4D6X3+300 SDC PR: 4
· YEMA 2D6X30+120 SDC PR: 6
· BOSCHALA 1D6X300+600 SDC PR: 6
· DYBBUK 6D6X3+120 SDC PR: 4
· DIMENSIONAL GHOUL 2D4X30 SDC PR: 4
· DAR'OTA 2D4X30+120 SDC PR: 3
· POLTERGEIST 4D6X3+30 SDC PR: 0
· SYPHON ENTITY 1D6X3+90 SDC (Entity) PR: 0-9
· HAUNTING ENTITY 1D6X30+90 SDC PR: 0
· TECTONIC ENTITY 1D6X30+90 SDC (Entity) PR:0-9
· POSSESSING ENTITY 1D6X30+120 SDC (Entity) PR: 0-8
· GARGOYLE 1D6X300 SDC PR: 5
· GURGOYLE 1D4X300 SDC PR: 5
· GARGOYLITE 1D4X300 SDC PR:5
· GARGOYLE LORD 1D4X300+900 SDC PR: 6
· ****STONE FORM +600 SDC PR: 8
· GOQUA 1D6X3000 SDC PR: 5
· GRAVE GHOULS 1D6X30 SDC PR: 4
· GREMLINS 1D6X30 SDC PR: 3
· HELL HOUNDS 1D6X30+30 SDC PR: 5
· MALINGNOUS 4D6X30 SDC (Insect) 1D4X30 SDC (Energy) PR: 6
· MINDOLAR 1D6X300 SDC PR: 4
· SOWKI 3D6X30 SDC PR: 6
· SPIDER DEMON 2D4X30 SDC PR: 5
· EARTH ELEMENTAL (Major) 3D6X3000 SDC PR: 8
· EARTH ELEMENTAL (Minor) 1D6X300+900 SDC PR: 8
· EARTH-TREE OR PLANT ELEMENTAL 1D6X300+300 SDC PR: 7
· MUD MOUNDS 1D6X300+150 SDC PR:6
· AIR ELEMENTAL (Major) 2D6X3000 SDC PR: 0
· AIR ELEMENTAL (Minor) 1D6X300 SDC PR: 0
· FIRE ELEMENTAL(Major) 2D4X3000 SDC PR: 0
· FIRE ELEMENTAL (Minor) 1D6X300 SDC PR: 0
· WATER ELEMENTAL (Major) 2D6X3000 SDC PR: 0
· WATER ELEMENTAL (Minor) 1D6X300+150 SDC PR: 0
· ICE MONSTER 1D6X300+600 SDC PR: 8
· CHERU 1350 SDC PR: 4
· SERAPH 1500 SDC PR: 6
· ARIEL 1980 SDC PR: 6
· THARSIS 1650 SDC PR:5
· SUPERNATURAL INTELLIGENCE 2D6X30000 PR:6
· ALU 4D4X30 SDC PR: 5
· AQUATICS 3D6X30 in water (1/2 on dry land) PR: 4
· LASAE 1D6X30 SDC PR: 7
· MARES or NIGHTMARES 1D6X30+90 SDC PR: 5
· SHEDIM 4D6X30 SDC PR: 5
· BAAL-ROG 1D6X300+600 SDC PR: 6
· DEMON LOCUST 2D4X300+600 SDC PR: 7
· MAGGOT 1D4X3000 SDC PR: 6
· JINN 2D6X300+600 SDC PR: 6
· NIGHT OWLS 2D6X300 SDC PR: 4
· GALLU 1D6X300+150 SDC PR: 6
· RAKSASHA 1D6X3000+1500 SDC PR: 5
· THE FOUR DEMON BEETLES 570 SDC PR: 7
· SUCCOR-BEMOTH 4500 SDC PR: 6
· BELPHEGOR OF THE SULFUR PITS 5760 SDC PR: 6
· ABRASAX THE INSATIABLE 5640 SDC PR: 6
· MODEUS-THE LORD OF HADES 270000 SDC PR: 6
· MICTLA THE DEVOURER 36000 SDC PR: 6
· DEEVILS 4D6X30 SDC PR: 5
· DEVILKINS 3D6X30 SDC PR: 5
· FENRY-DEMON WOLF 4D6X30 SDC PR: 6
· FIENDS 1D6X300+90 SDC PR: 6
· ARCHFIENDS 1D6X300+900 SDC PR: 7
· GORGON 1D6X300+600 SDC PR: 6
· MEPHISTO THE DECIEVER 36000 SDC PR: 6
· SPLUGORTH SLAVER 900 SDC (Minion main body only) PR: 6
· RHINO BUFFALO 450 SDC PR: 6
· OSTROSAURUS 270 SDC PR: 5
· THE BLACK FAERIE 360 SDC PR: 4
· BRODKIL 750 SDC PR: 5
· THE NEURON BEAST 2D4X300 SDC PR: 6
· THE WITCHLING 600 SDC PR: 4
· THORNHEAD 2D4X300 SDC PR: 6
· THE LOST ONES 3D6X30 SDC PR: 4

Magic + Psionics that once did MD, Now do X3 SDC

Fargo Xiticix Young Queen Template






Fargo Hive Young Queen

crit on 18-20



  Green Regular Veteran Elite
IQ 18 19 20 21
MA 7 8 9 10
ME 20 22 24 28
PS 30 32 34 38
PP 18 19 20 21
PE 18 19 20 21
PB 1 3 4 6
Spd 20 fly 90mpg 24 fly100mph 28 fly 110mph 36 fly 120mph
MDC 218 318 420 421
PPE/ISP 80/70 140/92 160/140 250/180
# Actions

Melee / Magic
4 4 5

6

Strike (with weapon) +2 (+3) +2 (+4) +2 (+6) +2 (+7)
Parry (with weapon) +4 (+5) +4 (+5) +4 (+8) +4(+9)
Dodge +1 +1 +1 +1
Initiative +3 +3 +3 +3
Vs. Magic +0 +0 +0 +1
Damage

punch 4d6

bite 3d6dc14 poison

spear 1d6+3 (+2p +3throw)

Sickle Axe

1d6+3 +2s +1p

TK Rifle +2

beheading axe

2d6+6 +3s +1p

voly spikes 6 does 6md

 

resin spitter p82 w/ bayonet

+claws 3d6punch

Level 1st 3th 8th

12th



Telepathy, Empathy, Empathic Transmission, Sixth Sense,

See the Invisible, Sense Magic, Impervious to Poison,

Impervious to Cold and Fire, Levitation, Mind Block, Group

Mind Block, Psi-Sword, Psi-Shield and Super Telekinesis.

Elite Guards: 1D6+6 Warriors, 1D4+2 Hunters, 1D4 Leapers

and one Super-Warrior.

Attendants: 1D6+6 Workers



Hawrk-Ka Predator








Hawrk-Ka Predator



 


Green 1st Level


Regular 3rd Level


Veteran 8th Level


Elite 12th Level


IQ


6


9


10


12


MA


1


3


4


6


ME


12


16


20


24


PS


19


22


25


28


PP


15


18


21


24


PE


15


18


21


24


PB


9


12


15


18


Spd


12/70flying


16/110 flying


20/140 flying


24/150flying


MDC


240sdc


360sdc


420sdc


480sdc


ISP


18


22


30


34


# Actions
Melee / Magic


5


5


6


6


Strike / Weapon


+2/ +3


+4/+6


+5/+8/ +3strike
with railgun bursts


+7/+11


Parry (with weapon)


+3 (+4)


+5/+7


+6/+9


+8/+12


Dodge


3


4


5


7


Initiative


4


4


4


4


Vs. Magic


Impervious to all magic











Damage


Punch 6d6+12sdc

powerpunch 12d6+12

Power Dive 3d6x10 +12+3ata


Spiked Giant Club adds 3d6 to blows

Punch 6d6+21SDC

Powerpunch punchx2

PowerDive 3d6x10 +21 3ata


Punch 6d6+30SDC

Powerpunch
punchx2

PowerDive 3d6x10
+30 3ata

K-500 Railgun
30rd burst 6d6x5 4000ft x4 90rt clips


Punch 6d6+39SDC

Powerpunch punchx2

PowerDive 3d6x10 +39 3ata



K-500 Mated to Enchanted Club

SMASH attack 9d6SDC+6d6punch +39=

15D6+39

TW Armor of Ithan 5th Level Wing Clips
10ppe/20isp




Saves


+1vs psi/poison


+1vs psi/poison


+1vs psi/poison


+1vs psi/poison





s+2 rcc

+3 parry rcc

+3dodge rcc

Natural Abilities: NV 100ft, see invis, track by
smell45, tracking 65, swim 30 climb 60

Basic Math

Land Navigation

Wilderness Survival

Preserve Food

WP Blunt

Hawkrin, Dragonese 98

4 Typical RCC Related Skills:

Prowl +5 +2

Intelligence +5

Streetwise +5

Lore: Demons +5

Vet Skills: WP Heavy Energy, Literacy Dragonese

Elite Skills: Escape Artist

Secondary Skills:

Hunting

Radio Basic

Whittling

Boat(Nest)Building







Coalition Enforcer Template








Coalition Enforcer

(contains 2 RPA Elite Pilots)



  Green Regular Veteran Elite
IQ 10 11 12 14
MA 10 14 17 18
ME 10 17 19 22
PS 14 (40robotic) 16 18 20
PP 16 18 20 22
PE 13 17 18 20
PB 10 12 14 15
Spd 30 40 42 45
SDC 2450     500SDC Sheild built onto arm
PPE 20 30 50 70
# Actions

Melee / Magic
HTH Expert & Robot Combat Elite 6/6 7/7 8/8 HTH Commando & Robot Combat Elite 10/10

HTH Strike/

WeaponSystem

+5/+2(+3 55% weapons systems roll) +9/+3(+4 ws65%)

+10/+5 (+6 ws 90%)

crit 18-20

+13/+7
Parry +6 +10 +11 +11
Dodge +5/6moving +9/10 +10/11 +11/12
Initiative +1 +1 +1 +5
Vs. Magic +0 +1 +2 +2
Damage

Pilot typicaly uses 3 ata moving 1 radioing 2 shooting CR-2T lasers 4d62000ft

Gunner shoots C-50R 4000ft 1d6x50sdc /mini/short/medium missles 20/10/6

punch 2d6x3+75SD

 

PowerPunch 4d6x3+75

Carries 2 giant chunks of metal (blunt weapon +3s/p) 2d6MD

Paired Weapons

4d6x3+150sdc

Power Attack

8d6x3+150sdc

 

Twin Giant-Sized Vibro-Swords 4d6MD +6s/+5p)

Paired Weapons

8d6x3+150sdc

Power Attack

16d6x3+150sdc

Level 1st 3th 8th

12th



Full Optics, Radar, Smoke Dispensers, 19ft tall 18 tons, 3ft storage, Runs 60mphs Leap 15/25ft w/ running start.

Pilots wear light (30MD) jumpsuits, and each have a sidearm (pistol/vibroknife)

Radio Basic+10 Pilot +15Auto,Hover,Robots RCAElite, Sensors+15, Weapons Systems+15, Running WP Erifle, WP Epistol, WP Blunt or Sword

+8skills/+10skills/+12skills/+16skills

Demon Lore,RadioScrambler,WPHeavyEnergy,Computer Operations,Boxing,Gymnastics, Wrestling,Navigation/Computer Programming (skelebots),Jury-Rig/Lore Magic,Streetwise/Fencing,Demolitions,Surveilance,Trap Construction

Secondary Skills 4/4/5/7

Athletics, Climbing, Body Building,FirstAide/Wilderness Survival/WPPoleArm,WPShield






Coalition Abolisher Template




Coalition Abolisher

(contains 4 RPA Elite Pilots, 1 SAMAS sits on top)

Pilot/Co-Pilot/Gunner1/Gunner2)



  Green Regular Veteran Elite
IQ 10 11 12 14
MA 10 14 17 18
ME 10 17 19 22
PS 14 (40robotic) 16 18 20
PP 16 18 20 22
PE 13 17 18 20
PB 10 12 14 15
Spd 30 40 42 45
SDC 3150     500SDC Sheild built onto arm
PPE 20 30 50 70
# Actions

Melee / Magic
HTH Expert & Robot Combat Elite 6 7 8 HTH Commando & Robot Combat Elite 10

HTH Strike/

WeaponSystem

+5/+2(+3 55% weapons systems roll) +9/+3(+4 ws65%)

+10/+5 (+6 ws 90%)

crit 18-20

+13/+7
Parry +10 +14 +15 +15
Dodge +5/6moving +9/10 +10/11 +11/12
Initiative +1 +1 +1 +5
Vs. Magic +0 +1 +2 +2
Damage

Pilot typicaly uses 4 ata moving 2 radioing

Copilot shooting CR-3T lasers 4d62000ft

Gunners each have 6 cannon blasts/melee 2d4x10 2/4/6/12rof

punch 2d6x3+75SD

 

PowerPunch 4d6x3+75

Carries 2 giant chunks of metal (blunt weapon +3s/p) 2d6MD

Paired Weapons

4d6x3+150sdc

Power Attack

8d6x3+150sdc

 

Twin Giant-Sized Vibro-Swords 4d6MD +6s/+5p)

Paired Weapons

8d6x3+150sdc

Power Attack

16d6x3+150sdc

Level 1st 3th 8th

12th



Full Optics, Radar, Smoke Dispensers, 19ft tall 18 tons, 3ft storage, Runs 60mphs Leap 15/25ft w/ running start.

Pilots wear light (30MD) jumpsuits, and each have a sidearm (pistol/vibroknife)

Radio Basic+10 Pilot +15Auto,Hover,Robots RCAElite, Sensors+15, Weapons Systems+15, Running WP Erifle, WP Epistol, WP Blunt or Sword

+8skills/+10skills/+12skills/+16skills

Demon Lore,RadioScrambler,WPHeavyEnergy,Computer Operations,Boxing,Gymnastics, Wrestling,Navigation/Computer Programming (skelebots),Jury-Rig/Lore Magic,Streetwise/Fencing,Demolitions,Surveilance,Trap Construction

Secondary Skills 4/4/5/7

Athletics, Climbing, Body Building,FirstAide/Wilderness Survival/Reconize Weap Quality,Electronic Countermeasures






Cornpocalypse

Come one come all, to another 3rd Age of Dragonright Rifts game!
New players choose to be either a local drawn to the rebels cause or a Corn Heights Patrol Officer sent to quell the rebels.

Another Cornpocalypse is upon us. From across the land of the Corn Farmers Alliance, farmers hear of the up rising against The Buyers. Some are scared and run to their homes, others cheer that someone, anyone has dared to stand up to the unna…med buyers.

Some say that the battle will end quickly and the buyers will return and punish any who sided with the invaders. Others say the time has come to take a stand against what they suspected was a shady operation. Most level heads preferred to wait it out until proof of wrong doing was found but some hot heads may choose to seek out these rebels against The Corn Company and aide them in their battle against the foul perveyers of THE DARK HARVEST.

One old man says after smelling the winds
“That dun smell like a Cornpocalypse be on the wind..”

And hes right, all across the Corn Farmers Alliance lands, children have start to come sick with Corn Fever. The corn seems to droop sadly from the corn plants and farmers say some of their crops are just refusing to grow.

Heaths Lair is under a demolished highway overpass. Its door is a smoldering ruin. Outside looks like a battle took place and smoke still rises from spots.

Surrounded by the wreckage of smoking Corn Heights security vehicles, the characters nervously await the results of Heubots medical surgery inside the bombed out front entry level of Healer heaths clinic turned war-zone.

Total lost limbs inspected by Hugh bot:
Drago the wizard dragon in a human body lost 1 arm (caped) 1 leg attached to stump (bionic PS18 PP18) -33%PPE -1hth attack, -1 parry (missing arm)
Sparticus the psionic zapper lost 1 foot (replaced with expertly carved peg foot refused bionics) -3%ISP -1 dodge -25%spd
Thull the human Wilderness scout corn farmer had 1 partial body conversion to El Kid Cyberslinger 2000 borg body. Thull has most of his left arm (no hand), his head, his junk, and not much else but his torso remains after the missile blast.

Roaming out in corn fields surrounding the area are also Caldor the lizardman Bounty hunter and a Juicer named Gunk along with a Dogpack named Bluey and a Bohemoth robot vehicle piloted by Cut Throa.

Saturday, February 19, 2011

RES Squad Altara Warrior






Altara Warrior

P50 Atlantis

.

  Green Regular Veteran Elite
IQ 12 13 14 16
MA 18 19 20 22
ME 17 18 19 21
PS 27 28 29 31
PP 23 25 26 27
PE 25 26 27 29
PB 20 22 24 26
Spd 37 44 49 56
HP/SDC/Armor 26/76/ 42/102/ 78/122/ 100/146/
PPE/ISP 2/90 4/120 10/160 12/180
# Actions

Melee/PSI
6 6 6 6
Strike (with sword/PA)

+3 (+5/+6)

+1w/guns/+2pa

+6 (+9sword/+12)

(+7axe/+10)

+3w/guns/+5pa +1 weapon systems 66%

+7(+11sword/+15)

(+10 axe/+14)

+6w/guns/+8pa +1 ws83%

+10(+16sword/+18)

(+14 axe/+16)

+9w/guns/+11pa +1 ws98%

Parry (with sword & Sheild/PA)

(with Axe & Sheild /PA)

+3 (+5/+6)

+6 (+10/+13)

(+7/+10 with axe)

+11 (+18/+22)

+14/+18 with axe

+12(+21/+24)

+16/+19 with axe

Dodge/PA +4/+7 +6/+9 +12/+16/+3autod +13/+17
Initiative/In PA +1/+2 +2/+4 +4/+7 +5/+6
Vs. Magic/poison +0 +2 +4 +5
Damage

Netgun 2d6MD 6d6+45SDC

Laser Wrist Blaster d6x10+6 30shots 4 clips

Vibro Sword and Silver Dagger

Mental Incapacitator 1d4x10MD, 3d4x10SDC +91 SDC


Modern Pistol Cross Bow 2d6 SDC 10 normal arrows 10 2d6x3 (10ft) explosive arrows

Dehibicila microbes typicaly used to taint the normal arrows and melee weapons


Heartworms
2 Zombitrons in an armored ventilated case.
Clotrobes
K1-Rifle, 6 grenades 2 eclips


Absur Life Node

Chest Amalgamate

Sits in an armored booth ontop of a Guardian STatue, 10ft tall, ps 26 pp18 +3s/p/d 3 attacks

Wields a weapon of Darkness, Soul Drinking Sword 6d6MD Less Rune Weapon Shadow meld 3x/24hrs Summon Shadow Beasts 1x/72hrs


Level 4th 6th 8th 10th




Psionics: Sixth Sense, Presence Sense, Empathy, Sense Magic, Sense Evil, Object Read, Clairvoyance, Mind Block, Speak/Write Altaran 98%

OCCSkills: HTH Martial Arts, Boxing, Gymnastics, Athletics, Running, Climbing, Swimming, Prowl, Land Nav, Wilderness Survival, ID Plants, skin and prepare hides, preserv food, cook, demon lore, basic math, intelligence, paramedic, hunting,

Secondary Skills:Radio Basic,Language: Demongogian, Language: English, Pilot Bicycle (splyn doesnt trust them enough to allow them to learn anything else)
excavation, sculpting

WPs wp archery, wp blunt, wp knife, wp sword, wp energy pistol, wp energy rifle

Painful bonus calculating:

Strike Bonuses:+1rcc/+1rcc+2hth+2pp+1cyb/+1rcc+2hth+3pp+1cyb/+4pp+4hth+1rcc+1cyb

Guns Strike: +1wp/+2wp/+4wp+1hth/+6wp+2hth +1weapon systems

Sword Strike +1/+2/+3/+5 +1fencing

Sword Parry +0/+1/+3/+4 +1fencing

Axe Strike: +0/+1/+3/+4

Axe Parry: +0/+1/+3/+4

Sheild Parry: +1/+2/+3/+4

Parry Bonus +3skills+2rcc/+3skills +2pp+2rcc/+3skills+3pp+3hth+2rcc/+3skills+4pp+3hth+2rcc

Dodge Bonus: +3skills+1rcc/+3skills+2pp+1rcc/+3skills+3pp+3hth+1rcc/+4pp+3hth+3skills+1rcc

Initiative Bonus: +1skill/+1skill+1hth/+2hth+1skill/+1skill +3hth

+2roll boxing athletics


Bounty Hunter's Guide 106PA


(updated from the 101PA version by flak0)
On a plastic card is printed the following guide in large block letters. The card is equipped with a button which reads the printed text in a computerized voice.  The card along with the Bounty feed are broadcast and rebroadcast all across North America.  Some of our players faces are highlighted along with The Company logo with "New Bounty" flashing to draw the eye of the Bounty Hunter.

106 PA Bounty Hunters Guide
Going rates for bounty hunting licensing by region and rumor:
Corn Company Bounty on rebels 100,000cr for the heads of Sparticus, Drago/Maylynn, Caldor
Corn Company Bounty 10000cr for the location of Gunk the Juicer thought murdered by the Rebels
CS Bounty: Army Of Thunder Personnel 50000k for officers 5000k for enlisted

THE PURPLE MAGE (no other known aliases)
WANTED DEAD OR ALIVE
For Treason, and the corruption of CS citizens
VISUAL AIDE: (please insert bounty code CS4×32 to view criminal)

1st Calgary Volunteers - Tolkeen unit with 200000cr bounty each
VISUAL AIDE: (please insert county code CS4×32 to view criminal)
Erin Tarn
Coalition Public Enemy #1 wanted for the publication of books known to corrupt CS citizens
2,000,000 credits alive. 100,000 dead.
Victor Lazlo
CS Bounty of 1,000,000cr
Sir Bokobo - leader of 1st Calgary, 600000cr
Caliber Street Irregulars - wanted for 100 coalition causualties, 600000 each
Lord Murgesh Leader of Vultures of Tolkeen Simvan 500000cr
Individual Simvan have a CS bounty between 15-100000cr.
Jorukeva (4) 500000cr each
Lady White leader of the White Knights- CS bounty of 5000000cr
Individual White Knights - 25000-1000000credits
Jacks Hacks cyber snatchers - 400000credit CS bounty for victimizing wounded CS troops
Hackers Consortium Members - 500000cr
Visual Aide: (please insert bounty code CS4×37 to view criminal)
Diego McDonald Wanted for breaking contract 1000alive/75000dead (elpaso)
Dr Leninstol - 20000000cr CS Bounty for treason.
Quebecois 1500cr CS bounty +20% of worth of captured/destroyed vessles (CS Privateering)
Dekker Trons’stedaal-100000cr
Bounties require a Streetwise skill roll when collecting. Failiure means getting paid 1d6×10%less than expected.
Don’t forget to check with your local authorities for regional bounties!
common regionals:
Tolkeen&Coalition Offer a bounty of 25-100cr a xiticix head
Tolkeen offers 1000 for each set of vampire teeth.
Coalition offers 10000cr bounty for each technowizard or magic item certified “enchanted” by RSCG scientists.
(big thankya to at kierston vande kraats for whomes artwork I have shamelessly used)
Corn Company Bounty Hunting License: 1000cr
Federation of Magic Bounty Hunting Licence 100000cr
Coalition States Bounty Hunting Liscense: 150000cr.
And yes the states still only allow human citizens to apply.
Tolkeen Bounty Hunting Liscense: 5000cr
Submital to psychic screening required.
Splugorth Bounty Hunting Liscense: 1,000,000cr. avaiiblity limited to access to trading slavers.
Triax Bounty Hunting Liscense: 40000cr
Free Quebec Bounty Hunting Liscense: 20000cr
Montreal River Rat Documentation 60000cr
VISUAL AIDE: (please insert bounty code CS4×56 to view criminal, doing so brings up the following wanted poster when logged into BOUNTYnet)