Friday, November 27, 2020

Jenny Nowak the Psi Ghost





Private Investigator for 3rd Eye in Merctown.  Unprincipled

She is detected by Zamok prowling to spy after the group while astrally projected.

4th Level Psi Ghost

IQ17 ME12 MA17 PS11 PP18 PE14 PB16 SPD10 PPE 15

HP 32 SDC 38 4 ATA +2s +5 parry +5 dodge +2 roll

+2ini +2 roll +4 vs mind control +4 vs posession

RCC Psionics: ISP 92

Psionic Invisibility, Deaden Senses, Mindblock, Nightvision, Object Read, Machine Ghost, Telemechanics.

traying5 RCC Chosen Psionics: Astral Projection, See Invis, Sense Evil, Telepathy, Intuitive Combat

1@lvl 2 Telekinesis 1@lvl4 Clairvoyance

1 super @3 Group Mind Block (developed after training from rena and days of vampire hypnotic suggestion attacks luring people way from the safe zone to be eaten by vampires)

RCC Skills: Literacy American, Euro, Basic Math, 

Radio Basic Surveillance Systems  Basic Electronics Basic Mechanics

Computer Operations Computer Hacking Escape Artist, Pick Locks

Streetwise, Prowl, Climbing Wp Energy Pistol, Wp Heavy, +4/+2 strike HTH Basic

5OCC Skills

Radio Scrambler +5 Jurry Rig +5% Demolitions +5 Disguise +10 Electrical Engineer +5

+2 rcc related at lvl3 Locksmith +10 Detect Concealment

Secondary Skills

Pilot Bicycle

DOMESTIC SKILL: WARDROBE & GROOMING Base Skill: 50%. +4%/lvl
Bonuses:

  • +1 P.B. (when dressed to impress).
  • +2% Disguise.

Athletics

+2 secondary at lvl 3 Pilot Auto, Play Music Instrument, Synthesizer (goth metal musician)

Can only ghost 20lbs of Gear: 

Plastic Bycicle w speaker system

Stealth Suit MDC Stalker suits, 45SDC -20% to spot

Wilks Pocket Computer/Comlink.  39000black market credits

1 heavy fusion block, Cross, Wooden Chopsticks, Electrical Tools. Digital Camera


Sunday, November 8, 2020

104-106 3rd Eye Safezone

Krull's vehicle has quad forward mounted .50call machineguns with ramjets, these did massive ammounts of damage to Drago and Zamok.  



Determined to rescue the elven maiden drago leads the squad back to the Dragon's bar the Crimson Dragon at 140, due west of the entrance gates back to the arms bazaar. There the group seesa a arangar power armor meeting with some mad max style vehicles with egyption rama set invaders organizing. The group hides in the warehouse behind the crimson dragon, eventually stealing a semi truck. the group meets a sphinx who frees two possessing entities that were attached to drago through an earlier curse. The entities attack, paralyzing both Drago AND Zamok before being destroyed. Fearful of outside enemies finding them Towjam used a power loaded to put the KO'd dragons in the back of a semi and made a break for it. There was a chase, many vamps on motorcycles, in mad max cars chased the group. COMMANDER KRULL in a mountaineer ATV with quad .50cals blasted the KO'd dragons to bits before getting stopped by an ASTRAL ICEWALL drago made while astral projecting. Finally realizing they could go through the astral wall the monsteres pursued the group back to the edge of the 3rd EYE SAFE ZONE where they stopped the pursuit at the edge of the zone. 3rd eye takes 5k from each pc for squatter life style for a contract and ability to stay in the safe zone right then squatting next to the makeshift wall built in front of their dective agency office. There is also a light tank with some sandbags making up a big part of that wall parked out front. Renna and Ray two factions of 3rd Eye Safe Zone argue over what to do with the Dragons, Ray wants them tossed out renna wants to let them stay but charge them 20k each for low life style as formal residences of the zone . Ray and a group of 4 other men all wear black and talk amongst themselves pointing frequently at the dragons... 


 XP 
 Drago  9th Level Dragon Hatching 145305
+200 skills 3x session survival bonus 300 +100 fight krull +25 meet sphinx sepa driz +100 sepa rp +50 fight arangar +25 biker vamps +100 goes astral while paralyzed with biomanipulation by a posessing entity +100 defeat entities +50 shot up by krull  +50 fight ogre tman Mepistos horseman  +100 fight spirits
146505


 Caldor Kreeghor Osiris Priest 4
Bounty Hunter 9
105076 total/10276 as priest 
+125 skills 3x ssession survival bonus 400 +100 fight krull +25 meet sphinx sepa driz +50 fight arangar +25 biker vamps +100 defeat entities +50 fight ogre tman Mepistos horseman +100 takes over driving when tow jam virus takes out towjam +100 pray +100 drive towjam 's joystick when towjam gets knocked by by kitanni virus so truck doesn't crash +100 throws bone valiantly +100 fight spirits
11651


 Towjam 8th Level Smuggler Borg
61865 
 +350 skills 2x session survival bonus 300 +100 steal truck +100 fight krull +50 meet sphinx sepa driz +100 radio crypto work +100 fight arangar +25 biker vamps +100 defeat entities +50 fight ogre tman Mepistos horseman +100 fights with tow jam virus keeping it contained for now and learning coordinates of its command and control beacon (virus signal coming from just north of the ley line nexus, more rolls required to narrow it down more to a specific building) +100 fight spirits
63340

 Cameron 7th Level Cyberknight padawan Psiwarrior
36215
+325 skills 3x session survival bonus 600 +100 fight krull +50 meet sphinx sepa driz +200 kd +500 save kids +100 horsepersonship +100 fight arangar +25 biker vamps +100 defeat entities +50 fight ogre tman Mepistos horseman  +100 fight spirits
38465
Cameron levels to 8!

 Zamok 3rd Level Crystal Dragon Hatchling 
8275
3x session survival bonus 900 +100 fight krull +100 session 105rp +50 meet sphinx sepa driz +100 fight arangar +25 biker vamps +200 defeat entities +50 fight ogre tman Mepistos horseman 3rd 
+100 near death by krull go to hp only +50 LAZER eyes +100 fight spirits +100 makes astral golems
10200 Zamok levels to 4! gains psionic super tk


Zamok was down to hit points, drago's invincible armor was shot off and he was injured.  Zamok left a trail of Zhaar crystal dragon crystal shards due to all the kinetic damage from the ramjet rounds breaking his scales off.


NPC Follower XP

Dwat, Homeie 2000 2nd level City Rat Booster Boys, followers of Caldor

+1000 survival 
+500 rescues and is rescued , both are on only one bike now one was left behind
+500 gather up crystal dragon shards
 4000 both level to 3 and start making crystal armor weaving it into their biker leathers


Valen follower of Drago
Stone master priest of Dragonwright 225500 / 25000 priest
+500 survival
25500
 
Horse  follwer of Cam 
1st Level AI 2000
+500
2500

106 ends with group in Eye Safe Zone. 

3rd Eye Safe Zone 
  Constructed out of the employees of the 3rd Eye Detective agency, this area is protected with a circle of protection. Across the street is a boarded up and force warded weapons shop covered in golems that attack anyone trying to get in. 

The area  from gate road along the roads and connected neighborhoods to the south east through the buisnesses of weapons of wonder, beastieary, ppyramid meporium stopping at the tw's fallen safe zone to the east Simon's Safe zone.
To the north is safe due to patrols from the magic guild's HQ.

Factions a-b are employees of 3rd Eye Private Investigators, they have differing philosophies but the leaders used to adventure together and are known to be exlovers (ray & rena).
The platoons share guard duty, 12hrs on 12 off.
Each 3rd eye member has 1 steak,  mallet, under 5th level ones went up a level from what the book states since they have been fighting for survival against vamps every night.

Platoon A "Woke" : The psionic and magical heart of the agency, live in downstairs of office

Rena Fox 7th Level mind melter 
Wears "requisitioned" Merctown defense force officers outfit, NG-A12 Anti-Balistic Armor 160SDC 1/2 from kinetic attacks
 
Lisa her 4th 5th level leyline walker wife.  Operates the circle of protection around the safe zone.
Wears leyline walker armor with tw armor of ithan 3rd level. (90/90)

lead a group of former adventurers who retired to merctown.
  2 psi ghost  3rd 4thlevel Jenny Nowak, Mary Gowal.  Wear MDC Stalker suits, 45SDC -20% to spot

1 psi tech Jeff Rusling, operating sensor equipment, wear requisitioned ng-A15 peacekeeper armor from merctown defense force, 85MD/170SDC

3 mind bleeders 3rd 4thlvl craig operates radio equipment, wear requisitioned ng-A15 peacekeeper armor from merctown defense force, 85MD/170SDC
marty, 5th lvl wear requisitioned ng-A15 peacekeeper armor from merctown defense force, 85MD/170SDC
sandra 6th lvl mind bleeder
7th lvl tw armor of ithan engagement ring given to her by TW Simon of 133 

gabe the 3rd  4th lvl mystic operates tw water cannon
wears leyline walker armor 45MD/90SDC

Platoon B "Scientist Detectives" : The technical brain of the agency, Hired by Rena for their expertises in forensics and crime solving.  They have a lean-too built out of a military tent strapped to the side of the tank.

Ray is second in command of 3rd Eye Safe Zone.
Ray  - MiB 6th level detective , Chipwell Vampire Combat Power Armor Mark II 130MDC/650SDC p70 mercops
VAI-V water cannon 100ft 1d6x10 md to vamp 60blasts, cross spotlight, silver claws 3d6 . steak shooter payload 2 2d6SDc 100ft

Rob - MiB 6th lvl detective juicer in juicer plate 90SDC 

Tom,  MiB requisitioned ng-A15 peacekeeper armor from merctown defense force, 85MD/170SDC
the MiB 3 6th lvl detectives,  and their heavily armed guard , live in upstairs area of office

Roger the 4th 5th lvl bounty hunter in "requisitioned" Merctown Defender's Samson Powerarmor

Randy Randal MiB 5th lvl superspy amature mage operates tw water cannon

Johnny Zaks  MiB 5th lvl pro theif with facial reconstuction cyberntics who requisitioned the tank and lives inside, wear requisitioned ng-A15 peacekeeper armor from merctown defense force, 85MD/170SDC

1 male Greg 5th lvl rogue scientists operating radio equipment, lives in merc town defense hovercar1

1 female Jessie 5th lvl rogue scientists operating sensor equipment plugged into the tanks nuke power supply, lives in hovercar 2

norton dog boy 3rd 4th lvl follows jessie around
wears dog armor 90SDC

The 3rd Eye Detective Agency office has been fortified with sandbags, mdc debris has been turned into a fortified area in front of the office with an entrance blocked by the following vehicles:

1 "requisitioned" merctown defense force battle tank PV8, p25 merctown Iron Hammer main battle tank taken from troops turned to vampires
2 "requisitioned" merctown defense force police hover cars, 70MD /350sdc PV6
3 destroyed trucks are used as walls 100MD/ 700SDC PV6


[--------------[window]--wall---[frontdoor]---wall----------[window]----------------]
T
R
U
C
K TWWatercannon                                                                                     
[rubblepile]TRUCK[rubblepile]BATTLETANK HOVERCAR [rubblepile]TRUCK

leyline situaion
 group is now directly ON a leyline, noting that the sign 3rd eye is directly positioned at the cardinal point in perfect center of the line, acting as a magical channel of some kind.  (more lore magic rolls to understand the signs purpose and abilities if any). 
magic users and dragons can use ley line transmission to send messages to anywhere along either of the 2 crossing lines, so if you want to contact anyone in the kingsdale rifts book you could do so now (there are many mages there)  RIGHT Away when on the line, valaen starts sending magic messages in atlantean language to his "brother"  and member of the collegiate of magic council in both kingsdale and merctown, true at lantean menelaus clotho (12th level atlantean ley line walker) ... 
do any other pcs want to send magic messages?

currenly on "clify falls" leyline which runs from an underground spring to the sw of magic zone, through the zone northeast out of merctown and ends at Clifty Falls on indiana border
magic users can draw 10ppe /15seconds melee round from the line currently, linewalkers 20ppe

clifty falls leyline intersects with kingsdale leyline at the nexus at the collgiate arcane of merctown.

kingsdale leyline runs from kingsdale to the west through merctown to central city ruins kentucky to the east of merctown.

sense rift shows one active rift at temple of set, and a second active rift north of the nexus a little ways
sense dragon shows drago, zamok, one hatching to the east a short ways, 1 adult near nexus

magic school situaion
drago starts to teach lisa deflect and gains low lifestyle with 3rd eye detective agency, the rest of the group is at squatter lifestyle, gain one rifts contact aprentice, lisa

Randy asks to study magic from Zamok, does zamoke teach randy in exchange for low lifestyle, or focus on learning the spell drago teaches lisa?  low lifestyle will help with healing and build a loyal minion (gain 1 rifts contact aprentice, randy)


RF situtation,

radio does not work outside of  magic zone
merctown cellphones STILL work to merctown proper!
do any pcs want to send messages to anyone else in merctown?  

TOWJAM Gets an encoded cellphone call from tin tuhk once on the leyline, they have a cellphone repeater in the detective agency with a roof link some how getting a signal!
[rolls to decode message]

MiB aggressively scan group's technology [rolls to resist hacking]
Horse angrily jams them and runs to Cam for help.

war situation
areas along the leylines are still held by magic zone defenders except at the northern tip where the   "clify falls" leyline passes through the temple of set ruins

areas not on the leyline are currently organized by monster faction hqs, and also have wild vampires created from the former inhabitants of merctown running amok who are not organized

The psi-ghost Jenny, A shy emo girl gives anyone with a computer the following data read out and map over lay of the merctown magic zone.:  "We ghosted around and know all the players"

Western Rama Set Colonist Faction
To the west around the crimson dragon is a monster hq guarded by an Arangar Powerarmor demon
This area is adminstered by set necromancer captain krull.  They don't raid and are focused on breaking the wards on the crimson dragon.

Consists of 1 Ramaset Leyline walker, Krull, 2 secondary vampires influenced through necormancy drivnig mad max cars, ruling 2 gangs of 10 wild vamps on motorcycles, and the arangar power armor demon.  Krul Reports to Set Temple Tauton who runs the seige on the nexus.

Eastern Traitor-King Faction
To the east is ruled by the necromancer Baki Yoweri p134 merctown who has decladed himself "King of the East" and allied himself with the invaders being a former phoenix empire slave himself.
currently rumored to be at war with The techno wizard Simon, who ran Simon's Safezone holding the line at 133 to the east.  Simon's  safezone has since gone silent and no longer response to radio communications!  Rena is very worried about Simons well being and will pay a free low lifestyle or cash reward to anyone who brings Simon back to her safe zone alive.
Baki has created a sizable army of undead minions.  He also directly controls 1d6 secondary vampires  at any given time through magic who in tern control wild vampire gangs for him.  They have been systematically using the minions to loot and conuqoer the areas around 134 and raid as far north as the hospital and west to simons zone and now 3rd eye zone.

Set Temple Faction
The source of the invasion has one open rift,  Run by the Tauton with the Daggers of Bes.

Rules 147 as HQ adminstering  war with 145 hospital 141 bubble theatre over 142 143 144 areas they just conquered these areas with an expidiciary force of vampires and rama set colonists
From here forces are gathered to attack the main nexus


Wednesday, October 14, 2020

Byorg Iotery




2nd Level Shaydorian Intel, Scrupulous Age 28 130lbs 9' tall
IQ 15 ME 24 MA 10 PS 15 PP 13 PE 10 PB 7 SPD 17  21PPE 64 ISP
80MDC/ 80HP 160SDC PV 6
HTH Natural
4ATA +4s/p/d +1roll +5 initiative

HF9 Prehensil Feet, Double  Jointed, Ambidexterous, Superiour Color Vision, 
Infrared, Nightvision 600ft
x3magnification
sensitive antennae
recognize smell 65 reconize indivisdual scent 50 track by smell 40 +5vs hf +4 vs mind control
+3 vs magic illusions +5vs coma/death

Psionics: Mind Block, Speedreading, Total Recall, Telemechanics


Lvl1 RCC Skills:
Swim 60 Climb 60 Prowl 60 Basic Math 60 Land Nav 46 Wilderness Surival 45 
Literacy Shadorian Dragonese, Language English Tecnhnocan

Advanced Math 50 Mechanical Engineer 30 Computer Operation 50 Computer Programming 40 Eleectrical Engineer 35 Read Sensors 40 Weapons Engineer 35 Surveilance Systems 40

Preultimate Edition Secondary Skills
Demolitions 60
locksmith 30
pilot hovercraft 50
pilot jet fighters 40
literacy technocan 30
archaeology 20
WP Knife Chain Erifle Epistol

Armor: Modified Juicer Plate 45MD 90SDC PV7
Weapons:
K30 Ion Pulse 15/30 shots 4d6/1d6x10+6 1000 ft 4 short eclips
Nunchaku 1d6SDC 2 Vibroknives 1d6MD

Pilots Stolen Kittani ATV Hoverjet
4 short range missiles, NG202 forward mounted railguni 30 burst 1d4x10MD 4000ft 6 belts 300rd belt 

Equipment:
Canteen K8000 Computer, Utility Belt, Fine Clothing 2 sets, 4 short Eclips, Portable Tool Kit, Pocket Audio Visual Player, 10 AV Discs, Traveling clothing

Wednesday, September 9, 2020

Krull Brass ZGirls Necromancer Captain




6th Level African Necromancer Captain in  Pharaoh Rama-Set's 47th Colonist Army Brigade sent to Merctown.
Alignment: Diabolic
IQ 18 ME 15 MA 10 PS 14 PP 10 PE 13 PB 10 SPD 22 HP 39 SDC 39 PPE 132
DPLR Armor 90SDC -10 prowl

Age 25 Sex: Male 140lbs 5'8"

Skills: English, Euro, Dragonese, Demongogian, Literate Dragonese Demongogian English
Basic Math 98 Wilderness Survival 60 Skin Hides 79 Lore Demons 70 Lore Magic 80 Pilot Hover 85 HTH Assassin Prowl 59 First Aid 93 Pilot Truck 66 Writing 54 Land Nav 60 Boxing
WP Knife, WP Heavy Energy

Secondary Skills
WP Auto Rifle
Cook
Athletics
WP Archery/Targeting
Radio Basic 79
Running


Abilities
AC and Control Dead (29) 10ppe 420ft 60min
Ad pair limbs 10ppe/each +1att, +1s/p each pair
Draw PPE from sacrifice or nearby death if ready for it
Entangle
HF8 +6vs HF  Impervious to vampire transformation,

Invocations
Cloud of Smoke
Sense Magic
Invisibility Simple
Magic Net
Trance
Metamorphosis Animal
Control Entities


Weapons used when 4 human arms are attached with necromancy:

1 human arm weilds Magic Sacrificial Dagger 3d6MD/9d6SDC
or throws
Bandoleer of 10 Frag Grenades 6d6SDC 20ft radius
or carries walking stick w/ spike 1d6MD

2 necro arms weild NG-E4 6d6MD 20 shots/long elip 10/short 1600ft range 4 long clips

2 necro arms weild AK47 with no stock 4d6SDC 900ft 30rd clip 4 ramjet clips

1 human arm drives/weilds UZI 600ft 30 rd clip 2d6SDC 2 clip silver 4 clip Ramjet

Equipment:
10000 black market credits

leather gloves, 2 sets clothes, large satchel, 50 large sacks w/ziplock, sleeping bag, sunglasses, air filter, infrared distancing goggles, 2 hand shovels, 1 hand ax, wilks laser scaple wilks laser torch
6 human arms, human skin robe AR18 45SDC, protection from sickness amulet, see invisible amulet, protection from undead amulet, necromantic talisman 50PPE

Scrolls Heal Wounds , Teleport Superior , Eyes of Thot , Climb , wall of stone, negate magic, summon fog


Animated Dead Speed 7 PS 12 50-140SDC bullets do 1/3 blint/energy 1/3

"Mummy Masher" Vehicle
2 Mummy ride on back
1 catapult on back
20 corpses mounted on mountaineer ATV which is covered in skulls and bodies reaver style

quad .50cal fwd mounted w/ramjets
100rd burst 7d6x50x4 50% chance of overheating barrels

Damaged Suspension due to crash Drago 






Wednesday, September 2, 2020

Sepa Driz Spinx Necromancer



Sepa Driz 6th 7th Level Necromancer
She is a colonist sent by the Pharaoh to rebuild the Merctown temple of Set after Caldor destroyed it.

Miscreant Sphinx Age 31 5ft Tall
IQ 22 +6
ME 22
MA 10
PS 29
PP 20 +3s/p/d
PE 28
PB 21 SPD 39/124 flying
210MDC / 230 HP 460 SDC PV6 / 170 PPE

RCC abilities:  HF 17 NV 120 ft keen hawk like vision Prowl 85% Track by Sight 77% Swim 40 Understands all LAnguages, +4vs HF
Bite1d6 MD Claw 3d6MD Power Claw 6d6MD Flying ram 4d6MD +40% KD
HTH Sphinx (same rules as ultimate edition dragon hth)


[+4s/+6p/+5d]
+3s/p/d pp +2p/d hth +1s/p  +2 entangle


Skills
Languages Lizard Man, Dragonese, American, Euro,  Japanese, Spanish, Demongogian
Literate Dragonese
Wilderness Survival 73 Skin and Prepare Hides 73 Pilot Hover 98 Lore Demons 83
Math Basic/Advanced 98 Anthropology 83 Computer Operations 95 Sing 90 Writing 90 Art 90

Secondary Skills (needs audit this uses pre ultimate rules)
Detect Ambush 68
Radio Basic 83
Play Flute 73
Interrogation 68
Lore Magic 63
Land Nav 68
Lore Dbee 63
Lore Faerie 63
Fortification 68
Trap Construction 53
Camoflage 58
PAramedic 68

WP Sword +3s/p
WP Heavy Energy

Necro Magic
Union with Dead
Animate and Control Dead
Strength of DEath
Summon Worms of Taut
Divine Tombs and Graves
Death Strike
Summon Insect Swarm
Object Read Dead
Recognize Undead
Consume Power and Knowledge
Command Ghouls
Throwing Stone

Invocation Magic
Armor of Ithan 70/210
Globe Of Daylight
Sense Magic
Fear
Turn Dead
Breath w/o Air
Fuel Flame
Ignite Fire
Paralysis Lesser
Shadow Meld
Constrain Being
Life Drain
Commune with Spirits
Exorcism
/Constrain/Enslave Entity
Protection Circle Simple
Create Mummy

Set Colonist Invocation Magic
From https://3rdageofdragonwright.blogspot.com/2012/05/great-netbook-of-spells-for-rifts-by.html

Spell Name: ShadowBlade (wp sword +3s/p)
Spell Level: 5
Range: self only
Duration: 1 minute per level
P.P.E.™ Cost: 12
Saving Throw: none


Description: This spell creates a sword of solid shadow that will do 6d6 MDC™ (x2 to creatures with weakness to cold)! The shape of the sword is determined mentally by the caster and in all ways (except damage) will function as that type of sword. The caster need not know how to use a sword but, if he is skilled then bonuses are as normal. The sword cannot be given to anyone else, if it leaves the casters hand then it will dissipate.

Eviscerate

Level: 7 
Range: Self, affects others by touch. 
Duration: One minute per level. 
Casting Time: Two melee attacks. 
Damage: 1d4 hit points (or 2d4 S.D.C.tm or M.D.C.tm) per level. 
Saving Throw: Standard. Supernatural creatures, M.D.C.tm beings, and anyone with a hardened molecular structure gets a +2 bonus. 
P.P.E.tm Cost: 35 

This grisly spell allows a necromancer to actually penetrate skin with his bare hands to damage the internal organs of a victim. On a natural 20, he does triple damage and he hits an essential organ (lungs, heart, brain, etc.) On prone victims (restrained, possibly for sacrifice) he can remove an organ on a strike roll of 15 or better, possibly killing the victim (-25% to save vs death). Use the standard hand to hand combat strike bonuses. The attack can be parried as normal, and even if the parry fails the victim still gets a save throw. If the save succeeds the victim takes only half damage, but takes full damage if it fails. This spell will not penetrate environmental armor, power armor, robot vehicles, or anything metallic or ceramic - only biological material, dead or living. If the victim is sent into a coma from the attacks, he is -20% to save vs death (maybe even more) due to the internal damage.

Shadow Leap

Level: 7 
Range: Self or others by touch. 
Duration: Three minutes per level. 
Casting Time: Two melees 
Saving Throw: Standard if resisted. 
P.P.E.tm Cost: 45 

For a limited duration, the character gains the power to jump into a shadow and appear out of one nearby! In a dark area, the character can truly come out of nowhere. For areas that are mostly shadow (+70%) give the character a +4 on initiative, +4 to strike, +6 to dodge, and an automatic dodge. For partially shadowed areas (40%-69%) the character gets +2 on initiative, +2 to strike, and +4 to dodge. Areas that are rather well lit (0%-39% shadowed) don't offer any bonuses. The range of the shadow teleportation is about 60ft.

Shadow Meld: Superior

Level: 7 
Range: Self or others by touch. 
Duration: 20 minutes per level. 
Casting Time: One minute 
Saving Throw: Standard if resisted. 
P.P.E.tm Cost: 25 

Same as the fourth level spell, but can be cast on others and has a much longer duration. It also bestows upon the recipient nightvision, as per the spell above, at 4th level strength.



Dark Duality

Level: 8 
Range: One weapon 
Duration: Two melees per level. 
Casting Time: Two melee actions. 
Damage: Special! 
Saving Throw: Standard 
P.P.E.tm Cost: 35 

This enchants a weapon held in the caster's hand with the ability to damage a foe by way of his shadow. Any time the weapon is used to strike a victim directly it does normal damage - but attack a victim's shadow with it and the weapon does triple damage! The weapon being enchanted gets a save throw against the magic, and success means the weapon is not enchanted. Bows, slings, and other missile weapons get a +1 save bonus, ballistic firearms get a +3 save bonus, and energy weapons (to include vibro-knives and rail guns) get a +5 save bonus.



Equipment:
7 Set GP
Silver Plated Kittani Collar Computer/Radio
Silver Flute
100ft steel wire for traps
Paints and Brushes
Breastplate 200SDC AR 14 PV8

Known Minions:
1 Dimensional Ghoul "lost boy" asked the players for a bribe after she left
2 siphon entities which cursed drago long ago and were acting as spies for an unknown creature
upon seeing this she controled them to attack the dragons to the death, and then left
she knew the dragons probably would be freed of  the entity spies after this...did she do it to..help the dragons?




Tuesday, July 28, 2020

#103 Magiczone Incursion


This map is awsome!
I converted https://pdftoimage.com/ http://explorersunlimited.com/images/picture.php?/4757 pdf into this image file I will use this map's placement of leylines for 3rd age.


3rd age rewrites canon rifts, Buldings outside the peremeter of this map are unchanged.

Above Ground
Inside the perimeter, in  3rd age only
Dockside,
Warrens,
Paducah estates are above ground.  The areas taken up by the following regions are rubble above ground.

The underground region entrance is from the Arms Bazaar if a merc has the following permits.

Below Ground inside natural earth elemental created caves:
Magic Zone

Below Ground inside Vault created using black market arcology technology stolen from coalition
The Spokes
The Hub
Old Town
(players have never visited these 3 regions)

The Magic Zone is built into earth elemental hollowed caves with a vault door accessing it in the Arms Bazaar.

The Group is currently outside 140 "The Crimson Dragon"

Drago convinced the group to go back into the Magic zone.
After fighting some vamps at the entrance they head for ingnatos.

At Ignatos Drago destroys  a small hoard of vamps outside using a scroll of snowstorm.
Then drago tries to get into the inn Ignatos runs but the inn is empty and locked.
The golem on the door says the inn is closed.
Drago astral projects inside and sees the place seems abandoned.
Drago really wants to rescue the elven maiden who Ignatos keeps as a slave.  The Maiden  was told to teach Drago and Zamock some low level spells earlier and Drago has been trying to rescue her since.

Meanwhile out fron of the Inn the group battles a Power armor Demon suit Angrar MarkII which attacks them while Drago is astral...


XP
Drago 144855 +100 +100 snowstorm vamps +175 skills +25xp -30gp 60gp left on person +50 fight Angrar 
145305

Caldor (9675 priest +94801 as bounty hunter) +200 +100 sanctifies area in name of osiris +200 skills  +50 fight Angrar +50 wins over tbag 
10275

Towjam Smuggler Borg 60515 needs 69881 
+300 showup +300 survive chopshop pays to get virus and bite damaged bionics fixed+100 daring return to magic zone to follw drago  +100 bribe sg slammer to get into magic zone  +300 skills  +50 fight Angrar +100 fight vamp +100 
61865 

Cameron 35190 needs 35521 +400 showup +100 flamethrower 100 horse gun +275 skills  +50 fight Angrar
+100xp buy TW Bazooka 70kcr 600ft range 5llbs 2d4x10hp 10blasts
36215 Cameron Levels to 7

Tickles 14150 needs 14901 4th level psigoblin +500 showin up for a short while 
4650 

Zamok 7625 needs 10001 +600 showin up  +50 fight Angrar 
8275

NPCs tailing drago...
3 Booster Boys
Valen

PCs left behind
Jean Marc stays with the 3 sisters mourning the loss of buttercup the horse, they are staying in a tent in the Arms Bazaar
Tickles shadow melds and goes off on a mysterious quest...

103 ends after Group has snuck into a loading dock of a warehouse used by Ignato's Inn, near the rear of the Inn.

Tuesday, July 21, 2020

#101-102 Fleeing Merctown Magiczone


https://www.furaffinity.net/view/25759744/

101 6/20/2020
Tickles realizes he is cut off from the rest of the group who has left, so he starts sneaking back to the exit to the magic zone.  finally towards the end 3 werewolves spot him, after a short struggle tickles slays one with zee's psisword and then leaves the magiczone.

Reunited in the arms bazaar the group tries to decide what to do next.

Drago sees one vampire trying to sneak in from the magic zone but holds it at bay with a orb of daylight.  It took him awhile to pick the lock but finally he got in.  Drago relocks the door after driving it out.

Drago goes back and tries to argue with the 3 police on duty but the boss guard won't leave his enforcer nor will he go investigate the vamps sneaking in.  One young cop stands directing traffic and ignores dragos plees as well after some short banter.

Finally drago sees 3 more vamps trying to sneak in...

XP
Drago 9th Level Dragon Hatchling 143630 needs 170001
 +100 +75 skills +300 realizes he wants to defend merctown since he has so many passes, antivamp spell casting and rituals are tried to keep vamps out of arms bazaar
+50 Drago bribes 1gp to sgt slammer cops and gives Deputy Geiks an antivamp grenade gets Sgt Slammer Radio Freq
+100 Drago Purges Valen of Worms of Taut using Control Worms of Taut
+100 Drago pays 10gp for ambo to pickup TowJam who is taken to bionics shop after getting slowkilled by vamps when his bionics virus failed him and drove him into the vamps arms
144355

Caldor reluctant Priest of Osiris 8175
+200 +125 skills +100 rp zone +100 learns of NG Hovertrain +50 notice 2 ogre tmen watching group from across street
8750

Cameron 6th Level PsiWarrior CyberKnight Apprentice 33890 needs 35521
+400 +75 skills +100 horse rp +100 omp hack
34565

Tickles 4th Level Psigoblin 13000 needs 14901 to level +800 +100 rp +100 skills +100 defeat one werewolf +50 flee 2 werewolves
14150

NPCs in
Z (inside Tickles head)
Valen (beside drago)
3 Boosterboys on Bikes with SMGs

Merctown Defense Force Guarding Magic Zone and Spokes Vault doors
SGT Slammer Pilot in Enforcer Bot 8th Level Vet Head Hunter
LT Ripper Gunner in Enforcer Bot 3rd Level Head Hunter
PvT Deputy Gieks 3rd Level City Rat

secretly... Drago's curses return, 2 circling spirits invisible in astral plane


102
jean marc realizes he is cut off and vampires are all around, nearly breaking down the circle of protection around the druid sisters camp.  he convinces the three sisters to get on their horses and ride to saftey of the arms bazaar.
jean marc uses his armor to mystic portal himself and sisters away from the sisters shop past the hoard of vampires trying to get in.
after fleeing to momentary saftey,
jeam marc contacts drago when one of the sisters uses a computer/radio for him and calls using the merctown cell network
drago tells jean marc to lead them out and jean marc does.  one druid sister horse, butter cup is shotdown by werewolf assassins.  jean marc is shot his armor nearly destroyed by the tw sniper assassin rifles, before he gets back to drago and the rest of the group and the safety of the arms bazaar.
the kid cop and towjam get seduced by vamps and nearly walk into the magic zone, after a struggle the vamps are driven back but the kid is killed and tow jam has a slow kill bite put on him.  Tow jam is sent to Bionic Weapons Masters (112) by Drago after his bionics malfunction due to the kitanni virus and Towjam is bit by vampires.

after some argument drago leads the group into the magic zone.  an ogre karen angry at not being able to get her hair done in tha mgic zone comes with breaking the quarantine

while walking down the first street...
werewolf sniper assassins attack drago before fleeing, drago manages to steal one tw sniper rifle.

drago goes invis

XP
Drago 144355
+200 +150 skills +25 go invis +25 get vamp teeth item worth 300cr bounty +50 takes TW sniper rifle +50 defeat sniper weres
144855

Caldor Priest of Osiris 8750 (+94801 as bounty hunter)
+300 +175 skills +100 throw bone +200 help gm +100 realize there is 300cr bounty on vamps +50 defeat sniper weres
9675

Cameron 6th Level PsiWarrior CyberKnight Apprentice 34565 needs 35521
 +300 +75 skills +100xp gets shot for -125sdc, jumbles takes 125sdc from radation burns +50 use flamethrower +50 takes cover behind car +50 defeat sniper weres
35190

Jean Marc 5th Level Millenium Druid 18100
+400 +50 skills +3000 rescue 3 druid sisters from magic zone +100 daring nearly gets tw armor shot off (90% destroyed) +50 defeat sniper weres
21700 needs 22101

Zamok 3rd level Crystal Dragon Hatchling 6900 needs 10,001 
+500 +50 skills +100 drago rp +25 shoots laZer eyes at vamps; +50 defeat sniper weres
7625

102 ends with group sneaking back inside the entrance street to magic zone

The Merctown Magic zone continues to be infested with Vampires and Werewolves...

Valen wants to get into the magic zone pyramid which he claims is owned by "cercy".
Drago total recall's Garzom the grimm of the Magic Zone Guild offered to teleport the party to Tolkeen.

Wild Vampire Set Worshiper



Vampire worshipers are stored in temples of Set like the one in Merctown and awoken if the temple is in danger.
By destroying the temple of Set in Merctown Caldor woke them up and now they swarm over the magic zone.  One of these did a slow kill on Towjam, lost 4 pints of blood

Vamp stats
Green LVL1 IQ3 ME14 MA6 PS 23 PP 17 PE18 PB 4 SPD 25 PPE 18 HP 20 5ATA ISP 20
Normal LVL3 IQ4 ME16 MA8 PS 26 PP20 PE20 PB 5 SPD 30 PPE 24 HP 50 5ATA ISP 40
Vet LVL8 IQ11 ME19 MA12 PS29 PP23 PE 21 PB7 SPD 35 PPE 30 HP 90 6ATA ISP 50
Elite LVL 12 IQ13 ME22 MA14 PS32 PP26 PE22 PB8 SPD 40 PPE 36 HP 120 7ATA ISP 100

Vamp powers: Horror Factor 12/12/13/13 NV1200ft can see invis in bat form with echolocation
Magic Energy does 1/2 dmg to HP, Psionic / Magic weapons do full dmg
Immune to Hypnotic Suggestion, Empathic transmission, exorcism mind wipe, mind bond, biomanip

2Psionic Attacks/melee, 12 save vs psionics, +1vs/magic psi, immune to all but mag/psi/silver/wood
Psi Sensitive: Empathy, presence sense, sense evil
Psi Physical /healer Death Trance Alter aura,  mind block,  deaden pain, induce sleep
Transform into Bat, fly 35mph, Wolf, Run 40mph, Mist 7.5mph
Prowl 50%, regen 2d6/melee fight to -20hp then coma

Summon Vermin Hoard 20/60/160/240 minutes
penalties from vermin smothering -1ata -4 ini -1s -2p/d -75% vision/hearing,
Rats hf9 100/300/800/1200 rats, 1d6+1 damage /melee from bites
Bugs hf6 500/1500/4000/6000

Summon Canines hf 8  6/18/48/72 wolves or dogs summoned for 20/60/160/240 minutes

Vet Powers: Summon Fog 7th level

Weapons:
Green:
Sacrificial Dagger of Set 1d6MD double vs good creatures, only evil can touch
Normal: 5ft SDC Chain, 10x Throwing Metal shards, 1d4MD+ps dmg,
Vet: 10ft length of MDC Chain
Elite: Chains of Set, 4d6MD 30ft range, on hit agony, Good take 2d6MDC from touching, selfish 1d6
+2s railgun d6x10md 4000ft Plasma d4x10 4000 ft punch +3d6md kick +5d6MD +25MD/+75SDC

Armor:
Green: None
Normal: Vestments of Set 30SDC PR4
Vet: Vestments+Chestplate AR16 70MDC/140SDC PR6
Elite: Angrar MarkII PS40 700MdC /3500SDC PR8

Money Green/Normal/Vet/Elite:
1d6cr scrap/1d6x10cr scrap/1d6 set gold coins worth 1000cr each/1d6x10 set coins


Hand To Hand Attacks: 5/5/5/6 Init +2/+2/+2/+3
Strike +1/3/4/7 (6pp bonus +1 level10wild vamp bonus )
Knife Strike +1/+4/+7/+11
Shards and Knife Throw Strike +2/+5/+8/+12
Chain Strike NA/ +2/+5/+8

Parry +1/3/4/7 (6pp +1level10 wild vamp bonus)
Knife Parry +2/+5/+7/+12
Chain Parry +1/+3/+6/+10

Dodge +1/3/4/6pp

Unarmed Attacks
Green/Normal/Vet/Elite Bite 2d6MD +PS Bonus+8/11/14/17  6d6 SDC+32/33/42/51
Green/normal/Vet/Elite Punch 1d6+8MD / 3d6+32/33/42/51 SDC
Green/Normal/Vet/Elite Power Punch 3d6+32MD /3d6+96SDC

Melee Weapon Attacks
Dagger Knife Strike +1/+4/+7/+10 Knife Parry +2/+5/+7/+11
Sacrificial Dagger of Set +Punch DMG 2d6+8MD / 6d6+32/33/42/51 SDC

Ranged Weapon Attacks
Thrown Metal Scrap +PS Bonus 1d4+8/11/14/17 MD / 3d4 +32/33/42/51 SDC

1 in 4 carry merc guns+ramjets 3d6 handgun/ 2d6 smg/7d6 heavymg/powerarmor
Guns Strike Aimed +3/+4/+5/+6
Guns Strike Burst +1/+2/+3/+4


Psionic Attacks
Super hypnotic suggestion Range Line Of Vision must see into victim's eyes
20ISP Duration 5/15/40/60 minutes

Vamp skills
Speaks Egyption/Spanish/Dragonese
Green WP Dagger, WP Chain WP AutoPistol Pilot Motorcycle
Normal WP Dagger, WP Chain, WP smg, Pilot Motorcycle Learns Hunting
Vet WP Dagger, WP Chain, WP Heavy, Pilot Tank/APC Hunting
Learns Streetwise, Track Animals ,

Elite WP Dagger, WP Chain, WP Heavy Energy, Pilot Powerarmor +5secondary


Saturday, June 20, 2020

#99-100 Merctown Crusade


This glowing symbol is left in the wake of Caldor's crusade vs Merctown Church of Set 

Game starts at the Dragon Ignato's bar in the Magic zone
Drago finds Valen the True Atlantean priest force converted to cyborg and expriest of DRagonwright

Drago keeps trying to figure out how to rescue the elf maident Kireen from Ignatos.
Drago gives Impaler spear evil rune weapon to kireen and gains some of IGnatos's favor
In bar

After paying for his room and checking out of the hotel Drago sees in the bar are an oompaloompa dbee gunslinger and 2 broadkils.

Drago sees the broadkill make crude jokes about eating humans with him.  To get even drago orders the broadkill dinner as a false gift, a huge roasted oxen and poisons it with a magic poison item "poison touch".  DRago eats another oxen and the broad kill reluctantly try their oxen since it smells so good.

This badly injures and eventually kills one of the broadkil and enrages the other who flees vowing revenge.

Caldor makes some deals with 5i, gives him 80k to hire the booster boys to get his explosives delivered to the temple of set.

Drago gives a purple diamond flawed to 5i for some reason?

E0

Cameron:
Jumbles the horse wants update, talks in technocan,  can patch equipment, finds 5I Army of Thunder dealer willing to sell programs in merctown, asks for $$$ ,wants money for update can patch equipment after driving out towjams worm which has again infected cameron's armor.

200000 black market comms program +5 communications skills
100000 domstic program +5 domestic skills
500000 mechanical 4 mechanical at 94%
200000 Physical gives hand to hand basic
400000 5 Science skills 94%
400000 per technical skill
300000 5 wilderness skills
500000 wp basic

10000000 AI NG upgrade, becomes level 1 robot occ IQ12 and can gain experience 1 free skill pkg.
NG Utility Deck matrix cyberdeck programming.
(Detroit accent, english)

20000000 AI NGR upgrade, becomes level 2 robot occ IQ16 2 free skill pkg (german accent, euro)
NGR Jager 11 matrix cyberdeck programming

40000000 AI Archi7 upgrade, becomes level 3 robot occ IQ20 3 free skill pkg (new england accent, technocan)
Blackmarket Prerifts Clone matrix cyberdeck  programming

https://3rdageofdragonwright.blogspot.com/2009/06/rifts-matrix-conversion.html


The horse says a prerecorded message that exceeeds its own low robotic iq *BEEP BOOP BEEEOOP* "after I save you again from towjam worm, you will upgrade?  cyberknight command has authorized usage of whatever assets you have to keep this unit alive and drive off towjam worm in this sector."


Cameron buys Level1 NG AI program from 5i for jumbles.
births a level 1 occ robot PC in the mind of Jumbles.

Jumbles says app store is open to those with cyberknights codecs for any equipment with sufficient cpu within matrix contact of 5i, currently merctown only.

Cyberknight codec = unique code given to each cyberknight they use to identify each other using technology.
Cameron Case's gets a matrix update her cyberknight codec raises from padawan lvl0 to initiate lvl1 after Jumbles is upgraded to AI and confirms her status and achievements to the cyberknight elder council.

caldor hired 4 sets of drones with a ton of explosives to deliver a blow to the church of set and regain the favor of osiris

towjam realizes theyw ill need to smuggle the charges or be caught
caldor did not have a suble plan to get the robots in.

disguised as trashbots the robots deliver charges.  a huge swarm of ravens comes and drago fights it destroying many.  Caldor prays and osiris plague kills the rest of the ravens.

As the temple falls, a huge swarm of vampires and werewolves rise up out of the damage, they were immune to the physical effects of the fall of the temple!

After chasing the ravens the party splits up, some in dragos group head for the magic zone exits and go up to the arms bazaar.  The rest are still stuck in the zone at the 3 sisters druidic ranch which has wards keeping out the vamps and weres.
Drago casts firequake at pursuing vampires and they are able to escape to the arms bazaar with little trouble.

DRago teaches local booster boys about how to fight undead.  The bboys are gathering at the arms bazaar after being called by 5i.

4 bboys are backing up 5i,
TBAG the #1 Rap god and leader of the local pack of bboys
DsWAT
HOMIE
and L-DASH
(all have green stats
 https://3rdageofdragonwright.blogspot.com/2018/07/merctown-boosterboys.html)



as a 100 anniversary bonus all the characters get a vision quest

ZAMOKS VISION QUEST
Zamok takes a nap and starts dreaming... for a split second.
out of the fog of light in the dream a symbol.
a black fang, surrounded by a white fang in a dragonic yinyang, symbols
of kymnarkmar and styphon, dragon goods of light and darkness
the symbols start to spin faster and faster before stopping on
black...then white..black slowly alternating, the dream clearly shows
light or darkness could happen, finally the yinyang stops spinning and
freezes in place in a greycolor, the fangs pointing up and to the left
at precisely 45" angle.
from this angle grows a set of crystalline structures which are colored
white
(after the dream Zamok is left with a pattern of unfamiliar crystalline
math in his mind, math advanced required to understand more of the
crystals meaning)

TOWJAMS VISION QUEST
0
when session starts towjam must save vs hypnotic suggestion from virus
infected hardware
A
if pass
has a vision of osiris (sun) smiling down on him
goal is to rebuild temple of osiris in magic zone to gain FAVOR OF
OSIRIS
curse of blindness to towjam worm is lifted
realizes the only way is to rid self of infected hardware (need new
body, where to find one before kitani virus infection warps his mind?)


B
if fail
has a vision of set (blacksun) glowering at him
has a vision of blackness swallowing merctown
goal is to lead party into ambush to win the favor of Splugorth (please
dont play ooc this)

1
Tin Duhks says over encrypted radio message the docks have fallen to the
horonue pirates and the Golden Age office is evacuating by boat, they
are about to break the blockade of horune dreamships and try to get to
Guntersville.

"you are on your own Tow JAM"

Tin Duhks sends encoded coordinates of safehouse in the magic zone
golden age maintains.  "find keechy of the immagerial hand at 531 fake
street in the magic zone, you can stay at the safehouse while in the
zone, but she will expect a gift"



DRAGOS VISION QUEST
A Huge Draconic Pyramid hidden in a jungle...


CAMERONS VISON QUEST
Lord Coake holds out his hand but it is out of reach as soon as you walk towards him he seems further a way than ever (initially interpreted as lord coake is in danger and being taken far away from the cyberknights never to return.  if he isn't saved soon he will be lost for ever.  you know it!)


CALDORS VISION QUEST
Sees through wifes eyes, she is in danger from a coalition patrol...

TICKLES VISION QUEST
Dreams of Dunscon eating a goblins brains.  Breaks the mind control tickles believed, the myth of Dunscon as a benevolent master of goblins and shows him for the sociopath user he really is.  Fading symbols of gobbbley god named MAglubiet... True god to Goblins, not the false god dunscon promised he was . (goblin insurrection dream?)

XP
Drago 141755 +75 skills +1000 save valen +100 fight crows +100 gets dominated by tauton +100 witness fall of set temple +100 sign of set  +100 elf rp +100 defeat broadkil +200 show up
143630

Caldor 7475 +100 prays +100 plague +200 witness fall of set temple+100 sign of set +200 show up
8175

Towjam  59365 +100 hack  +300 witness fall of set temple+100 sign of set +100 gets blinded by worm virus +350 skills +400 show up
60515

Cameron 31740 +1000 save buses +100 investigates tauton larva +300 witness fall of set temple+100 sign of set  +250 skills  +400 show up
33890

Zaar5800 +300 witness fall of set templ+100 sign of sete +!00 ids MURDER of CROWs +600 show up'
6900

Jon mark +1500 saves nuns +300 witness fall of set temple +100 sign of set +600 show up
TBD



NPCs nearby
5i
bboys x4
Valen
3 cops and 1 enforcerbot
Sales consoles for NG and wellington





Saturday, February 1, 2020

#98 Aspect of Jupiter

Once again locked out of the Crimson Dragon inn, Cameron and Tow Jam see 30 hover bikes approaching.
Finally caldor wakes up and comes out and also sees them, as does the Baby Z dragon.
After a few mini missiles are launched at the baby Dragon, the heros hide around the corner as the bikes dive by.


Regular Level 3 Human T-Man Attacks!
http://fav.me/dadr8ea

Later a bike flanked by 3 invisible spirits drives up.  It sics the spirits on Cameron and Towjam, possessing them with the aspect of the Vampire Intelligence Jupiter.   This causes them to turn on Caldor.
Meanwhile the robot horse owned by LAdy Naya the fallen cyber knight starts trying to patch everyone's equipment against Tow Jams worm.   The horse warns Cameron that Tow Jam is still infected.  Tow jam denies this.  /Through the horse Cyberknight command warns the CS may nuke merctown to stop the spread of the virus, they know what it can do which is why their CS is immune.

The horse fights the guy who lead the spirits to attack and kills him after suffering some damage from flame strikes.

Drago +1000 141755
Caldor +1000 7475
Towjam +2000 59365
Cameron +2000 31740
Zaar +2000 5800

The group waits for Caldor's bot mercs to strike Set's temple in 1d4hrs

Sunday, January 5, 2020

Create Daemon




CREATE DAEMON (also known as Improved Golem)


This spell was created by a high level Techno-wizard/Operator in Lazlo circa 100PA.  He had been trained as a computer scientist in the NGR, specializing in AI and OS's for fully autonomous 'bots.
Since its creation, it has become a popular spell for the techno-wizards in Lazlo, and has even spread to the outside world via travelling magi.

This spell can create anything from a simple, programmed process that runs through a fixed set of motions and actions (used for TW coo-coo clicks) to an intelligence capable of simple problem solving, casting spells, and performing skills (commonly used to upgrade Golems, or to create TW answering machines capable of screening calls, taking messages, and making small talk).

The daemon must be anchored to an object or place.  The daemon can only be anchored to inanimate objects, and no more than one daemon may be anchored to the same object.  Daemons are commonly anchored to small statues or figurines.

Range for all types:  10feet +6"/level
PPE/Duration for all types: (originally was 30/50/70/90/100/110 but i made it a simple multiplier instead).

30ppe*Type# 1hr/level
40ppe*Type# 1day/level
50ppe*Type# 1week/level
60ppe*Type# 1month/level
70ppe*Type# 1year/level
80ppe*Type# 1decade/level
90ppe*Type#  permanent

Create Daemon Type 1
Level 8 Techno-Wizard Spell 30-90ppe
A Type 1 Daemon can perform a fixed routine of up to 20 minutes in length.  This routine can be looped so that as soon as it finishes it starts again, or it can be configured to begin whenever a certain set of conditions are true.  This can be used to control toys, industrial machines, alarms, automated clearners, etc.

Create Daemon Type II
Level 9 Techno-Wizard Spell 60-180ppe
A Type II Daemon can be programmed with a fixed set of rules used to determine behavior, each of the form "if <condition> then do <action>".  The Type II daemon can have up to a dozen of these rules.  Each action may be no longer than 20 minutes,but the actions can be looped fairly simply.  This can be used as a low energy air conditioning unit (ala maxwells' daemon),. simple security system, complex toy, or simple game.

Create Daemon Type III
Level 10 Techno-Wizard Spell 90-270ppe
A Type III Daemon can do everything a Type II daemon can do, as well as take orders from authorized personnel, including modifications of the rules and actions.  This is roughly equivalent to the control system of a golem.

Create Daemon Type IV
Level 11 Techno-Wizard Spell 120-360ppe
A Type IV daemon has all the capabilities of the type III daemon, as well as one area of speciality.  This could include one skill, or several closely related skills (Cooking, Math: Basic & Advanced, Chess, Auto Mechanics, paramedic, etc).  The skill should either be one that the spell caster knows, or that the spell caster can come up with a good algorithm for.  The level of proficiency is generally about equal to the spell caster's proficiency, although is sometimes significantly higher.

Create Daemon Type V
Level 12 Techno-Wizard Spell 150-450ppe
A type V daemon has all of the capabilities of the type IV daemon, as well as basic independent intelligence, complete with some simple problem solving capabilities.  This is the equivalent of the intelligence level of the average dog.  The daemon should be programmed with basic goals, suggested methods of acheiving these goals, and required/prohibited actions.

Options

Additional area of specialty (type IV and V)  15ppe each
Ability to cast spells: 20ppe + cost for daemons ppe capacity X ppe capacity: 2x PPE (recovers 2ppe/hr)
Ability to draw on ley line energy as an Xth level mage:  20+5X PPE
Knowledge of a spell: 1/3 spells PPE cost (spell caster must know spell or have someone else handy who knows it)
Ability to animate anchor: 20ppe
(note the anchor has effective attributes of PS, PPE, and sped: 8, PPE is not applicable.  If the anchor is already capable of movement, the PS and Spd will be the anchor's original.)
Increase in Reaction Time 10ppe/PP point max 30 or anchor's original whichever is less.
Simple Telekinesis 10PPE PS 5 can be used to push things but not pick anything up.  Duration is indefinite.

If people are having problems seeing how this spell could be useful, I will post some TW items using this spell in a bit.  Non-technowizards can only create daemon types I through III, cannot create spell casting daemons, and can not create animated daemons.


Arrrr, it be the infamous pirate, No Beard Pete!
"We make our own gravity to give weight to things/
 Then things fall and they break, and gravity sings/
 We can only hold so much is what I figure/
 Keep your eye on the pig picture, picgure keeps
 getting bigger"
-Ani Difranco


Editor's Notes
This was taken from a long gone url, and typed in by hand as I had no other copy. :)

I give full credit to the author whoever they are.

This is all that is left of their site, the spell data was not archived. https://web.archive.org/web/19961221041554/http://www.missouri.edu/~c675123/