Sunday, December 5, 2021

112 Back To 3rd Eye

https://explorersunlimited.com/images/picture.php?/7680/categories

After a standoff, the group leaves the remaining ogres and werewolf who are taking cover behind their disabled car.  The werewolf runs away howling an alarm...

The ogres ran out of ammo and didn't want to die like the one tow jam killed, it seems they arn't terribly motivated slave warriors and refuse to fight, the werewolf is still motivated however and ran off to report the group...

Tree druid shows up, hes been conscripted into the merc town armed forces as a Private and told to bring citizens naruni drones to help lead them out during the evacuation of the magic zone.  The drones have silverware taped to them to make them makeshift anti vampire weapons.

Caldor gets a NE-010  drone. "N1"

Towjam gets a drone. "N4"

Towjam keeps his personal drone "N7"

Naruni Drones can be used with computer operations, radio basic, read sensors, surveilance systems skills.

Drones have a smart combat engine that can be programmed for simple logic "shoot all who enter area" "take picture of movement and return to base to show to me".  

Drones can also be programmed to respond to voice commands.(requires computer programming skill).

Drones have an advanced combat AI which can be integrated with using Robot Combat, or AI skills and appropriate headjack/vr headset/ advanced naruni computer/powerarmor.  This provides combat bonuses to the operator of the drone via the robot combat skill.

Finally Towjam, Caldor, Jean Marc, Zamok all make it back to the safe zone.

players can use https://3rdageofdragonwright.blogspot.com/2015/02/rifts-contacts.html

to win over contacts from:

https://3rdageofdragonwright.blogspot.com/2020/11/104-106-3rd-eye-safezone.html

Renna welcomes them back warmly.  The troopers in the tank continue to be cold to the group but they seem to warm up a bit when they see the tree druid hand renna a bunch of drones to hand out.

While the male troopers refuse the drones they seem pleased renna has some extra firepower behind their traditional scowls.  

XP from 11/17/2021

Caldor 14976 Bounty Hunter converted Priest of Osiris

+100 win fight with ogres and werewolf 50 runs around corner 25 skills 200 showin up +100 gets healed psionically by rena and lisa +100 rp

15551

Towjam 66215 Borg Smuggler

125 skills +100 win fight with ogres and werewolf  +200 showin up +100 gets virus worked on by 3rd eye psi tech pays 15k to get virus removed, they cant remove it all the way but can supress it +100 rp

66840

Zamok 14475 Crystal Dragon

+50 demon lores werewolf and vampiers +200 win fight with ogres and werewolf  +400 showin up 100 teaches apprenice at 3rd eye safe zone named Randy the "Light Blade" skill. +100 rp +100 rp

15425

Jean Marc 21700

125 skills 200 shows up 300 gets drones to 2 other players and self, decides to save city and gets conscripted as a private with 8 NE-010 drones to hand out to lead citizens to saftey.  100 learns names of Nina, Maria, and Santa Maria the three druidesses he met int he magic zone and rescued.   100 convinces ray to take a drone +100 rp

22626 Jean mark is now 6th Level

Tuesday, November 23, 2021

Baki Yoweri Traitor King of the East

Source:
https://www.tribality.com/2018/04/16/entering-the-maze-a-new-minotaur-ability/minotaur/

Former merctown shopkeeper Baki has installed himself as king of eastern Merctown Magiczone as an allie of the Rama Set invading colonists.

Baki Yoweri 12th Level Minotaur Necromancer
IQ 13 MA 12 ME 18 PS 33 PP 24 PE 33 PB 18 SPD 40
100HP/1000SDC / 250ppe
Heavy Fury Beetle Plate Armor 200MDC/400SDC
7ata
strike 7/12 polearm
parry 11/15 polearm/17 polearm ss
dodge 11/17ss

Necro 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,

6 necro spells
command ghouls, divining tombs and graves, consume power and knowledge transfer life force
death strike

6 invocations (cost double except for armor bizaar which counts as necromancy)
Cloud of Smoke
Sense Magic
Invisibility Simple
Magic Net 60ft 2 melees PLE 7 Snares 1-6 human sized targets
Telekinesis
Armor Bizzare Self 4 melees PLE 15 +15 MDC PLE, Horror Factor of 9
180MDC/540SDc x2 on ley line

Also knows Vet spells
lvl6 mask of deceit
lvl 7 Dispell Magic Barriers 20(40 for him)
lvl8 World bazaar 40 12melees

Knowns Elite spells
lvl9 Desiccate the Supernatural 50ft Instant 50 3D6x10 MDC to supernatural beings
lvl10 Command Vampires
lvl 11 create mummy
lvl12 wall of the weird 180ppe

Federation of Magic Training grants these Spells:
Lvl4 Deflect 10ppe costs him 20, grants 12 parries +5pp+4 = +9 to parry with deflect
Superhuman Speed Touch 10 costs him 20,  12minutes Speed to 44, +2 Parry, + 6 Dodge

Weapons:
K500 Railgun 6d6MDC PV9 3 clips
Vibro Polearm 6d6MDC +18/18d6+

Personal Minions:
2 DGhouls
8 Mummy
29 animated dead
2d6 wild vampires created from merctown locals , some under magic control

COURT OF BAKI (they meet and address public from tower of bone next to the shop)
FACTION ONE 
Baki's  Merctown Fanclub
1d6x10 Necromancer Loyalists from Mecrown with 10-20animated undead each, 
supporter minions 1d6 murder wraiths, 1d6 vampires, 1d6 entities 

FACTION TWO
Phareo-Rama Set Advisors present at Baki's court at any given time:
Thuul the Tauton on Pillar of bone with Baki,  and Entourage loitering in shop
Petitioners trying to get Baki to give them land and privateering rights in his new kingdom:

1d6 set vampires under direct control through magic by Thuul w/ stolen vehicles

FACTION THREE
3 Shifters working for figoro controlling  1 chained Alu Demon Hound
Figoro had hired Greenskins as security to guard his representatives at the court, most of the greenskins were blown up by the 3rd Eye missile strike called in by the party after making a deal with 3rd eye to pay credits for missile strikes by radioing 3rd Eye the coordinates.
The remaining security for the shifters is 3 Greenskin Orc vampires, 7 animated dead orcs


BAKI Tactics
distraction
attack0 ritual casting of wall of weird with cabal in tower, then he fights

attack 1 animate 20 dead orcs in parking lot (9 left)
attack 2 world bazaar -40
attack 5 cloud of smoke -2

BUFFS
attack 3 Invis simple 6
attack 6 armor bazaar 15 
attack 7 superhuman speed 10
attack 4 deflect -20

attacks
dessicate sn 50 ppe 3d6x10MD / 9d6x10SDC x2 on leyline 50ft
magic net
death strike

gear
192gp
392000 black market credstick
Lim Duuhl's List of lost Necromancy https://telarapedia.gamepedia.com/Necromancer_abilities (worth ~100k)
Ramaset Comlink
Federation of Magic Privateering License signed by Denali
Baki's Book of Peerage - lists conspirators who worked with baki to take over and pay taxes to him, some he has granted lands/titles to.  One famous name from town in this book is Figoro.  Fig has sent a party of reps in the court but doesn't openly support him and only works through intermediaries.  This is evidence of that and could be used to get fig in trouble or extort something from him.  Figorro's men are supposed to be the local competition to the major black market families for doing wetwork using his highly trained and rumored supernatural hitmenS


10mil value
Syndicate's Tomb of Doom (each spell has 1 working scroll in the book written in Gobbllely)

 Post subject:Unread postPosted: Wed Jul 11, 2007 12:21 am
  
User avatar
Adventurer

Joined: Thu Aug 29, 2002 1:01 am
Posts: 464
Location: Seattle, WA (kinda)
I was hoping someone would post a few "home-brewed" ideas (yes, I know the first threaded message is for NEW spells), but I'll just post some of them here, and absorb feed-back.

PLEASE UNDERSTAND THAT THIS LIST IS NOT COMPLETE AND IS STILL UNDER REVISION...THIS IS JUST A GENERALIZATION OF WHAT I'M TALKING ABOUT.

Death Mist-A rolling fog forms behind the caster. Anyone not protected by environmental armor (assuming they have to breath) must make a save vs magic or be affected. Those affected are weakened (speed reduced by 30% and -4 to P.S., P.E., and P.P.). The mist is obscuring (-5 strike, parry, or dodge), and is a frightening sight to behold (HF 13). The deep grey mist looks to have wisps of skulls moving about the interior.
lvl 5

Chaos Skull-The caster summons into his dominant hand, a greenish flaming skull. The skull can be thrown to damage a creature. Depending on the amount of P.P.E. spent, depends on the power of the skull. 10 p.p.e. = 3D6+3 damage to 5ft radius (flies 100ft), 25 p.p.e.= 5D6+4 damage to 10ft radius (flies 400ft), 40 p.p.e =1D4x10+10 to 20ft radius (flies 1000ft). Every 3rd level of experience the caster can create one additional skull. Each can be at a different level of power, and can be launched all at once. Additional skulls float within 4ft of the cast waiting to be used. Will hold for a maximum of 1 hour per level of experience.
lvl5

Walking Throne-This spell summons forth a huge throne composed of bone and dead flesh. The creation has four massive legs that speed along at a spd of 35. The throne can carry a maximum of 500 pounds per level. Has a M.D.C of 40 + 15 per level. Lasts for 4 hours per level.
lvl 4

Flesh Wrap-This gruesome spell allows an undead, or animated dead to hide as a mortal creature. Lvl1 5ppe 1d4 hr/lvl unless undead is bathed in blood which grants another 1d4hrs


Vampire fangs-the caster grows a pair of fangs (much like those of a vampire). Anyone bitten must save vs poison, or be put under the Necromancer’s control. Can control up to 2 people/creatures (not supernatural or creatures of magic) per level of experience for 1 hour per level.
lvl1

Water to Acid-can turn a up to 10 gallons per level of experience into a very corrosive acid. Acid does 4D6 S.D.C. per splash, or at the cost of an addition 15 p.p.e. can be made to cause M.D. (3D6+3).
lvl3

Rend Spirit-the spell caster’s arms glow with a ghastly yellow aura. Once cast, this spell allows the caster to slam his arm into and through the target. Once penetrated, the caster causes unspeakable pain to shoot throughout the victim, stunning him and incapacitating the opponent. Must have the spell ghost hand first. (the advantage of this spell over the agony spell is that all living creatures are -4 to save)
lvl10

Ghost Hand-Allow the caster to move his arm through a solid object to grab whatever is on the inside. The object penetrated cannot be magical.
lvl8

Mage Reaper-Summons a large green energy-sycthe that swings once at an opposing spell caster. If a successful hit is made, the targeted caster loses 4d6+10 p.p.e. (+1D6 per level of experience).
lvl7

Repel Living-A field of yellowish-green energy bursts forth from the caster, forcing all living creatures (who fail their save) back at a speed of 40 beyond the radius of the spell.
lvl10

Soul rip-a powerful spell that works like the rune ability to suck souls. The mage plunges his ghostly hand into the victim, attempting to tear the victims spirit away (can be used for various applications).
lvl13

Bury-This ability allows the caster to instantly send the victim 1D4 (+1 foot per level up to neck level) into the ground. The spell only works on natural terrain (nothing man made like brick or concrete). The terrain must not be solid (like rock).
lvl6

Fling bone-With a flick of his wrist, the Necromancer summons a dagger-like bone. It can be thrown with deadly accuracy and can even be empowered with poison. Taking one action to throw does 1D6+1 S.D.C., taking two actions does 2D4+4 M.D.C. This spell can be cast twice to summon one bone in each hand, but can only be used if the Necromancer has paired weapons. Range for a level 1 throw is 250ft, range on level 2 throw is 500 (goes up 100 per level).
lvl2

Undeath-A potent talent that imparts the living with undead attributes. (like regeneration and limited invulnerability. The necromancer often gives such abilities to others in a false promise of power)
lvl10

Death Battery-this spell allows the caster to construct a P.P.E. battery from the corpse of a fallen foe. The head of the slain victim serves as a vessel to hold the mystic energies (P.P.E). The floating skull accompanies the mage for as long as the duration of the spell. (a gruesome low-powered version of the energy sphere spell)


Template Skeleton-A very useful and rare skill that infuses skeletons with greater combat ability. Speed: gives the skeleton 2x att. per melee, plus 80 to speed, and +2 strike-parry-dodge…Defense: gives the skeleton x3 S.D.C.(which converts to M.D.C.), +1 parry, etc.
lvl2

Whirling Haunt-A 3’ wide x 10’ (+5’ per level) greenish whirling mist composed of spirits is summoned before the cast. The strange manifestation moves at a spd of 15 mph (+1 mph per level) at victims. This creation slowly saps the life-force of those within it’s borders (reducing HP/S.D.C./M.D.C. by 4D6 per round)
lvl7

Breathless-the caster inhales deeply stealing the breath of all creatures within a 10’ diameter (+5’ per level). Those inside environmental armor (or don’t need to breath) are immune to the effects of this spell.
lvl9

Decompose-Rapidly decomposes organic materials.
lvl3

Call Death serpent-Summons a towering decomposed snake-like monster to aid the caster. This necromantic creation is a corpse that is littered with pieces of dead flesh that cling lifelessly to it’s spinal frame. The head is a skinless skull of a massive viper with fangs that reach lengths up on 2 ½ ft. It towers 30ft + 10ft per level of experience. Has 100 M.D.C. plus 15 per level, and has a number of attacks that equal (3) plus 1 every (3) levels of experience. It can bite for 3D6+2 per level, and grapple an opponent in its mouth (P.S. equal to 26+1 every level supernatural, lifting capacity is triple strength!) It is +2 to strike with no dodge or parry ability. One additional creature can be summoned at levels 6 and 12.
lvl10

Spit Acid-This grisly ability allows the caster to cough acid from his stomach and whirl it at his enemies. The spitting range is 35ft. +5ft per level. Damage is only 2D6, but it will burn for 1D6 melee rounds unless washed off (dealing an additional 1D6 per round). The acid can also be used in a more corrosive form by dripping it slowly out of the mouth (damage is 4D6+2 per level).
lvl8

Detonating skeleton-Well, this causes one of the animated minions of the necromancer to begin glowing yellow-orange, and triples the speed of the skeleton. It will explode once it reaches it’s target. Dealing 3D4 (+1D4 per level) to a 5ft radius (+2ft per level). This is fragmentation/explosive damage, so those impervious to energy take full damage. Double the knock-down penalty. This spell can also be used as a trap, placing the remains of the skeleton upon the ground, until anything crosses them. Same damage, ½ radius of effect.
lvl7

Reaper’s Cloak-A wispy cloak (color is the caster’s choosing) that sprouts from the neck area and quickly covers all but the head in a magical cloth. Grants the following abilities to the caster: Hover up to 30ft. high at a speed of 25, does not cast a shadow (plus 25% to prowl or base skill of 50%),
lvl6

used up passages no longer have any magic:
Chains of Damnation-Precluding this spell is an unnerving whisper heard by all within 100ft of the caster. Shortly following that, grayish-brown rusted chains burst from the ground below the target and attempt to entangle him. (Roll to dodge 19 or higher) Should the target fail to dodge, then he must make another save vs. magic (or be blinded). If the target fails they will fall to their knees, completely restrained. (This spell can also be used to capture cyborgs, robots, small to medium sized vehicles, and other inanimates)

Ghost Form-The caster transforms into an ethereal creature now vulnerable to the same abilities as true spirits (or entities). The caster now has a flight speed of 100 +10 per level, and can move through any solid object (not magical barriers or protection circles). The caster will also be able to see other spirits and communicate with them.

Passage of Nis-this spell summons forth a page from the writings of the ancient Necromancer Nis Drinmoore. (gives the caster access to random shadow oriented spells) lvl14

Harness the Night (to be determined) lvl15 spell of legend may summon lesser old one!

Omegan Cha’s Horn (to be determined) lvl16 spell of legend 
This etched Horn is a holy relicwhich  details the rites of the Goddess Athena and speaks of how followers may gain her favor through battles with followers of her traditional enemies Mars, Pallas the Titan, and Hades.
Written in ancient greek on the horn:
"The way will be made clear to followers of the rites of athena, a crusade in the name of athena against one of her sworn enemey, mars, pallas, hades, to gain her favor"

"Ο τρόπος θα καταστεί σαφής στους οπαδούς των τελετών της αθηνάς, μια σταυροφορία στο όνομα της αθηνάς εναντίον ενός από τους ορκισμένους εχθρούς της, mars, pallas, hades, για να κερδίσει την εύνοιά της"


.

Thursday, November 4, 2021

Gamenian Tabele

3rd age uses Gametable.

Now Gametable has been renamed Gamenian Tabele

Here is the new download link:

https://sourceforge.net/projects/gameniantabele/files/GamenianTabele%202.0%20stable/GamenianTabele%202.0%20RC9/osu-gt-2.0-RC9.zip/download

more info:

https://sourceforge.net/projects/gameniantabele/

https://sourceforge.net/p/gameniantabele/news/2020/08/project-name-change/

I don't think they should have changed the name. 😀

"This project started it's life under the name of Gametable, and went for many years under that name.

Then we received a Cease and Desist letter from the legal team of a certain website which happened to use a similar name.

Unfortunately, they established their name a short time prior to this project's establishment date, and had only then gotten around to defending their IP once they noticed that we were drawing off a portion of their search results.

In the spirit of generosity, we decided to change our project name, however it was difficult to find one that really fit, eventually settling on the temporary name of Vtable or Virtual Table. With the change, our project fell out of the lime light and the community slowly drifted away as developers moved on to other projects.


Ironically, that site has since closed down.

Recently, we have finally decided on a new name that both preserves the spirit of the original, and which is also unique: GamemianTabele, which is Old English for Game and Table.

Posted by nijineko 2020-08-19Labels: name change"

Friday, October 22, 2021

111 Troll Paradise

Group camps outside Gore's Junkyard.  Gore Jr kicks the group out and the Jin stands guard by the fence looking on.

Outside the junkyard they see cages with childrens clothes in them.

Tow jam realizes his bionics are still hacked by towjams worm and sending his location to a location northwest of the college arcana in the merctown magic zone where the set worshipers have a HQ.

Towjam cant stop the signal, and soon a max max style heavy car with 4 ogres and a werewolf sniper come and attack.

After a full minute of battle, the ogres are pinned down behind the wreckage of their car about 500ft away from the group, towjam is in melee with a ogre who has dropped into a coma after the fight at his feet.

The werewolf is sniping caldor who has been dodging gunfire like wild, getting hit with BB6 rounds from the ogres and then keeps dodging

XP

Caldor 14351

+200 show up +100 fight ogres +100 snipped by werewolf +75 skills +100 sniping rp +50 shoots werewolf with laser fire doing 0 damage :)

14976

Towjam 65065

+200 show up +100 fight ogres +100 werewolf +100 daring hand to hand +500 first to join gametable  +100 skills +50 fails to disarm radio tracker

66215

Zamok 13750

 +400 show up  +100 fight ogres +100 werewolf +100 tries to use sparkle magic +25 skills

14475

Remaining combatants include 3 ogres and the wolf are behind the destroyed car.

Caldor SDC Damage: 360 from Dessicate the supernatural, 318 from BB6 rounds, 

822/1500 SDC remaining

Towjam SDC damage: 127 SDC main body armor from K-30 pulse rifle fire, 

840/840 Mainbody remaining, 690/840 Borg armor remaining


Current advesaries, about to start the 4th melee round, hiding behind a destroyed car:

1 normal

https://3rdageofdragonwright.blogspot.com/2016/01/phoenix-empire-recon-squad-werewolf.html

3 normal

https://3rdageofdragonwright.blogspot.com/2015/05/phoenix-empire-monster-slave-troops.html

1 comatose normal ogre, who Tow Jam beat in combat.  Has to make a saving throw vs coma at the start of 112 or he dies.  Medical skill could be applied to Ogre to improve his chances of survival.






Saturday, October 2, 2021

110 Baki Battle



https://static.wikia.nocookie.net/starwars/images/d/d4/Sailbarge-chron2.jpg

https://starwars.fandom.com/wiki/Battle_of_the_Great_Pit_of_Carkoon

Group sneaks up to baki's shop posing as necros.

Go into shop where group see some vamps and some artifacts for sale.

eventually one of the vamps recongnizes caldors artifact bones of osiris, and starts asking about them violently

group flees outside

Thuul the Set repesentative stands upon an electric fan jet skimmer bardge guarded by werewolves

From a massive tower,

baki argues with thuul to send his monster slaves in! thuul says baki is weak and should be able to get the bones with his own minions, lest he steal the bones from him with his own minions.

baki is sick from poisoned food, thats why hes not attaking at first, has to get a cure.

third TW floating yaht with a troll and Denali.  A genie stands by mutely (tickles and denali maybe on partying?)

A necromancer guard strikes at caldor with dessicate the supernatural and dries him out quite alot.  The group makes a smoke cloud and tries to escape, eventually doing so abaord denali's yaht.

After running away for awhile they end up getting dropped off by Denali at junkyard run by shifter Trolls who have a Jin bound to protect the area.  After some arguments with the trolls the group stays there a little while until things cool down with Baki.  The trolls are anti vampire which is good enough to put asside their differences for now.  The trolls are in sporadic contact with the 3rd eye enclave and say the enclave still stands but is currently underseige by Krull and an Ogre tank commander who with 2 tanks have begun shelling the outpost from down the street.  Gore Jr theTroll  scrapper runs the junkyard.  His daddy elder Gore is the shifter troll from the boat who has the jinn bound to serve the trolls.

The group decides to go to 3rd eye to help and the jin follows them to the edge of the trolls junk yard...

XP from 110

Drago 75 skills 200 showin up +100 bribes denali 7gp pearl 10gp tiger eye to see ignato the dragon. she says she will see what she can do about setting up an audience +100 fight 50 teleports to africa lair +200 save lisa

Caldor 50 skills 200 showin up +100 rp +100 fight

Cam 75 skills 400 showin up 100 takes damage in battle -6hp 100 takes more damage 70sdc +100 fight

Zamok 50 skills 400 showin up +100 rp+100 fight

Tickles shows up with Denali... 50 skill 400 showin up 200 rp +100 fight


FINAL XP


Drago Levek 9. Great Horned Dragon Hatching 149055 -> 149730

Caldor the Priest 13901 -> 14351

Cameron the Psiwarrior 41340 -> 42115

Zamok  the Crystal Dragon Hatchling 13100 -> 13750

Tickles 13000 needs 17421 to level -> 13750 wow a tie!


Sunday, February 7, 2021

Gorb the Ogre 'Arif Corporal





Gutterunch Gorb

Description:
Bio:

“Pappy” Gutterunch Gorb, an obese ogre with an immense, overhanging belly inscribed with Abyssal runes."

Level 3 Ogre T-Man rented by his splugorth owner Desslyth the Younger to Rama-Set's army. 

Ogre has worked as an infiltrator in merctown posing as a gang member in mephisto's horsemen prior to the invasion.

IQ 14 ME 10 MA 10 PS 25 PP 17 PE 20 PB 9 SPD 17 PPE 132

Aberrant alignment (lawful evil)

Natural Ogre 35hp/110sdc 9ft tall 700lbs

Magic Tattoos 100MDC/300SDC (tatoos provide magic armor when you have more than 7 tatoos...)

Giant Armored Jacket 25MDC/75SDC PR6

3rd Level Knights Armor Tattoo 60MDC/180 SDC 25ppe

melee strike +3/4 fists w/SN invis +6 club/ +7 club w/SN 

ranged strike +5s aimed /+2 bursts Wilks

parry +4/7 club +8 club w/S

dodge +4

+4 vs magic +3 vs poison/psi

Tman OCC Skills: Ogre, Gobbley, Boxing Acrobatics Gambling 30 Prowl 27 WP Blunt WP Archery WP blunt WP Knife

OCC Related Skills Wilderness survival, H Hunting, Track and Trap animals, HTH Expert
Pilot Hovercycle Weapons Systems Radio Basic Radio Scrambler Detect Ambush Sniper
Secondary Skills: Streetwise Athletics First Aid Climbing Lore Demon Leatherworking Skin and prepare hides, Land Nav

Magic Tatoos:
2 simple weapons (2d6SDC CrossBow, 2d8SDC Giant Club) 2ppe 30min
2 magic weapons  (2d8MDC/6d8SDC Giant Flaming Club, Flaming serpent arrows 2d6MD/6d6MD vs Dragons 6d6SDC/18D6) x3 range 30PPE for 4 arrows
2 animals Rhino, Crow
2 monsters Yll-Tree Climber 100ppe 15 min 460MDC 6 ATA PS 34 PP 28 PE 28
Furry Beetle 100PP

Knight Armor 25PPE 90min 60MDC
3 eyes super natural vision 20ppe 30min +1s/p nv see invis see aura

Heart Encircled by Chains (invulnerability from all but psi/magic, 75MDC/225 SDC 40ppe 30min
Skull Coiled with Thorns Death touch 40ppe 6 minutes +1s/p 1d6hp/3d6MD or 3d6hp/9d6SDC
Chain with broken Link, SN Strength +6

gear

Set Army Comlink Radio

Ogre-sizedd Custom Hoverpod   75MDC/375SDC   100MPH max 150mile electric range

Hoverpod Vibro Harpoon+towline 3d6MD 100ft

1325 stolen black market credstick

orc skull, human skull, rat skull chained to belt

Tribal Leather clothing (25SDC), NG survival kit, tent, 1weeks food, canteen, airfilter, tinted goggles

10ft length of heavy chain, padlock


background:

 https://3rdageofdragonwright.blogspot.com/2019/09/mephistos-horsemen.html

"Wild Ogres are captured and imported from a world known as the Palladium, but most ogre T-Men come from the Splugorth's slave kennels where ogres are bred and raised specifIcally as slave stock. The rare, wild females are kept for breeding (captive human females are frequently substituted). 70% of the ogres found within Splugorth dominated society are so-called domestic ogres raise in the slave kennels. One such ogre slave kennel is found in Atlantis. A horrible fate for these giant cousins to human beings. The Splugorth simply have no regard for human life. From their point of view, the domestic ogres are more controllable and docile than captives from the wilds."

"

https://rifts-16.obsidianportal.com/wikis/tattooed-man-aka-t-men

https://giantslayers-5.obsidianportal.com/characters/gutterunch-gorb


Gorb leads a platoon Orcs in a Tank3 as a NCO corporal in the army of Rama-Set.

Tank3 is part of a 3 tank squad, reporting to Krull (who is tank1), Tank2 is currently scouting to the north lead by Corporal Slaughter, another orgre Tman.   Tank1 is currently assaulting the 3rdeye safe zone.  All 3 tanks are in radio contact with a signal from a pinpoint rift north the the collegiate school of magic, and are expected to checkin to base every hour.


Tuesday, January 12, 2021

107-109 Audience with Baki


The group takes a quick trip nearby and buys some ammo from Tempesto's shop shadowspire.

caldor trades platnum for ammo to give cyberknight

caldor sees marty has been shot and tries to heal him, bullets still inside marty

craig asks towjam if hes connected

TOW gets cell call and hears 2-3 days until gaw shp attacks dream shops blockading merctown. of the 3 ships, 1 has been partially sunk by CS missile volly, two remain blockading.  Tin DUHK wants towjam to pain one of the other dreamships with IR so they can attack it... 

Valen starts work building a wall around 3rd eye safe zone using atlantean stone magic.

Group meets alien flying a hoverjet.  Drago teaches Lisa, Zamoke teaches Randy Lightblade

Drago has paid 1mil black market for magic leather x4 100MDC suits, 300SDC

drago, zamoke, caldor, cam wear leather suits?

Group goes and visits the near by pyramid emporium which is east of the safe zone.

Drago traded a way a cloudy white diamond worth 1mil earlier...

session ends with group starting to put on  necromancer disguises to infiltrate baki with Tow Jams help...

Rena begs them to save simon the missing TW who went missing near Baki's shop.

DRago and Zamok sense a pinprick rift open at 144 due north of college, this rift activates a radio signal which knocks out TOW JAM on and off.  TOW jam resists for now...

XP 107 11/11/2020  Traveling to BAKI

Drago +200 showin up +150 skills 

Caldor +300 showin up +50 skills +100 realizes he forgot where he parked his bubble car

+100 blesses homies baby with bones of osiris, baby gains favor of osiris, supernatural endurance, divine aura

Zamok +600 showin up +50 skills +100 teaching randy lightblade

Cameron +400 showin up +100 skills +100 put out fire +100 flick off scanner +100 horse rp

tow +300 showing up +300 skills +100 driving +100rp


Baki's Shop Storefront


ROUND2 108

group buys some crystals from lady outside 3rd eye zone while traveling



XP 108/total 12/9/2020 PREPARE TO TRAVEL TO BAKI

Drago +200 showin up +325 skills +100 teaches lisa for 16hrs +100 leather rp +50 greg +100 jenny rp +50 sends message to ignatos, goes shopping at stormspire merchant on way west to baki

+100 buy gems from gurdy the gem merchant +50 buy mines from randy, 2 light -50k 2 medium -80k

Byorg watches group with his jet, claims he will bring someone to 139 shop...

Caldor +300 showin up +125 skills +100 disarms has 7 plasmagrenades left +50  +100

Cameron +400 showin up +100 use water gun +100 ep count +100 gump +100 rp+100 send infocopy to cyberknights of actions  

Zamok +600 showin up +100 first game table login +100 drie away +100 angry drago selling parts +100 pan to draw orange

tow +400 showin up +100 shoot missile 375 skills +50 learns another nuke wll be delivered in 72hrs to pirates

Drago gives each member of party a labradorite gem.

someone might have bought an irmss kit for 250k?

drago succeeds in bribing baki's shopkeeper in the bottom flor with a wand of blur,

the group eventually  gains access to baki

Drago was trying to pretend he was a necro bringing tribute to Baki when all hell broke loose, drago was feared with vamp empathic transmission and The rest of the group fled after him into the street.

before they can get to him however, one of the vet vamps is attracted to caldors bones, realizing they are holy relics

the vamp demands caldor hands over the bones

the vamps attack with chains, disarming one of caldors bones which he retreives

drago flees while feared

caldor cameron zamok ream and beats down the vamps, 3 are disabled and one is destroyed with a nat20

fleeing from the back room before going up to see baki, they flee past some necros shopping in the bone and marrow out into the street

drago buys leathers for valen caldor towjam cameron zamoc drago and ion blue and gives them out

ROUND3

XP109 12/18/2020 SEEKING AN AUDIENCE WITH BAKI

Drago +200 +225 skills +100 bribe shopkeeper welch the witch with a wand of blur for entrance to see baki +100 telepath usage to zamok +100 intimidate ghoul +100 paid jenneh 1300 for 10hrs of spy work +25 meet tromp the ghoul +100 intruduces sell as DEVLAR +100 cast poison food and try to send it to baki +100 drago takes big box full of blood +25 defeated by shanes forces with fear


Caldor +300 +25 skills +100 first google meet +100 first gametable +25 meet tromp the ghoul

+25 fight vamp summoned vermin +50 use grenade on self to blow off vermin since hes immune to fire from bone +100 pick up bone after being disarmed

+100 rp vs vamps shane who try to steal his bone +100 fight shanes forces who disarm him +100 rp

Cameron +400 +250 skills +100 turn off 2 cameras (?did this happenits in my notes) +25 meet tromp the ghoul +100 get cellphone call from 5i +100 fight shanes forces +100 rp

+100 use flame thrower

Zamok +600 +125 skills +25 meet tromp the ghoul +200 fight shanes forces +100 rp +100 telepathy

+100 super tk chain away wrap up vamp

zamok gets skills, stll has to pick 2 more and an alignment:

magic lore 

demon lore 

Bakis lair is 10 floors up 120 ft tall tower over the store.

Drago also bribed Tromp the ghoul guard of the kitchen 3gp to gain access to a dumb waiter but never used the access before fleeing.


FINAL XP

Drago Levek 9. Hatching 146505 -> 149055

Caldor 11651  -> 13901

Cameron 38465 -> 41340

TOWJAM 63340 -> 65065

Zamok  10200 -. 13100


next session starts drago is empathic transmission feared fleeing four blocks west of bakis

the rest of the group is directly out front of bakis dealing with vamps who just threw them out of the shop

group's deal has been made with 3rd eye safe zone to provide tank weapon system support if target is painted and radioed  to men in black and Randy

one missile was already fired destroying many orcs green skin gangers partying in a lot out front of the baki shop