Showing posts with label Black Market. Show all posts
Showing posts with label Black Market. Show all posts

Sunday, July 19, 2026

Bloomington Fortified Zone







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

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

1. Population

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

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

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

2. Government & Politics

  • Corporate Board of Directors

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

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

3. Warfare & Defenses (The Fortified Zone)

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

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

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

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

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

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

4. Economy & Key Industry

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

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

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

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

Rule the BFZ:

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

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

Allowed in BFZ:

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

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

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

Buys High Tech Salvage, Sells intel on region

- Psi-stalker tribes trade caravans - 

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

- Le Marche Noir Operate the Water Refineries and pipelines

Controls smuggled water, entry and exit from BFZ

BANNED in BFZ kill on site 250000cr bounty for VANE

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

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

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

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


- Pecos Bandits - Coalition Treaty (low smuggling)

- Federation of Magic - Coalition Treaty (no smuggling)

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

Simvan Tribes Trade caravans - Coalition Treaty (high smuggling)

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

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

4 Factions

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

The High-Wall District - Chicago Outfit

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

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

The Heavy Water Refineries - Le Marche Noir

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

The Lower Docks / Golden Age Weaponsmiths Turf

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

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

5 Lifestyles in the BFZ

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

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

Banned Pecos Raiders congregate outside town .

Vagabonds live under the Docks

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

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

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

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

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

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

GAW Trailer Park Parking (must have vehicle)

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

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

Refinery Worker Row-house in "The French Quarter"

High-Wall District levels 1-5, interior Apartments

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

High-Wall District levels 6-15, interior Apartments

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

High-Wall District levels 16-20

For Blackmarketeers only


Tuesday, February 24, 2026

BLACK MARKET CONTRACT: OPERATION TUNNEL-RUN


A CALDOR Merc Contract from Elders:

 BLACK MARKET CONTRACT: OPERATION TUNNEL-RUN

Contract ID: WHISKER-6-ALPHA-9 Employer: Captain Kai Tai, 1st Armored Rodent Div., Fort Iron Whiskers (The "True Citizens") Subject: Heavy Escort & Defensive Security (Mercenary Grade)

1. MISSION OVERVIEW

The Employer is conducting an emergency evacuation of "Non-Combatant True Citizens" (150+ mutant rat women and children) from Fort Iron Whiskers. The convoy consists of three heavy transport crawlers and the command vehicle The Liberator's Maw.

Due to imminent Coalition States (CS) gas attacks and "Dog Boy" sweeps, the convoy will utilize an "Underground Railroad" route—a series of pre-dug tunnels and canyon floor passes heading West toward the neutral territories.

2. CONTRACTOR RESPONSIBILITIES

Vanguard Defense: Neutralize CS scouting parties (Skycycles/Hoverbikes) before they can radio convoy coordinates.

NBC Defense: Provide active counter-measures against CS chemical agents (Gas). Contractors must possess their own sealed Environmental Armor or power armor.

Tunnel Integrity: Protect the tunneling vehicles from structural sabotage or "burrowing" threats.

No Retreat: Contractors are expected to hold the line at the "Extraction Point" until the final transport has breached the surface at the safe zone.

3. COMPENSATION & BOUNTY

Base Pay: 500,000 Universal Credits per squad, per 24-hour cycle.  +1 Million if All Elders and Children make it alive.

Hazard Pay: A bonus of 15,000 Credits for every confirmed CS "Deadboy" helmet or Dog Boy tag recovered.

Salvage Rights: Contractors retain 70% of all salvaged CS gear (Deadboy armor, C-12 rifles, etc.). The remaining 30% must be offered to Fort Iron Whiskers for "Citizenship Tax" at fair market value.

Special Bonus: The Captain offers one (1) "Golden Squeak" pass—lifetime amnesty and free repairs at any Iron Whisker-affiliated chop-shop.

CONVICTION OF TERMS

Contractor Signature: ___________________________ Authorized by: Capt. Kai Tai (Rank: O-3, US Army - Pecos Div)



B CAMERON

SECURE UPLINK: ORDER OF THE CYBER-KNIGHTS

SOURCE: UNIT-JUMBLES  // AI DESIGNATION: "STALLION-LOGIC" TARGET: [ENCRYPTED] COMMAND PRECEPTORY / HIGH COUNCIL ARCHIVE PRIORITY: DELTA-REPORT (AUTOMATED VALOR MONITORING)

[PROTOCOL 01: MISSION LOGGING] Knight Cameron Case has formally engaged in a defensive contract with the non-human entity designated Captain Kai Tai of the "Fort Iron Whiskers" (Mutant Rodent Collective).

[SITUATIONAL ANALYSIS] Subject is attempting a mass evacuation of approximately 150+ non-combatant sentient mutants (biological classification: Rodentia Sapiens). Threat assessment confirms Coalition States (CS) deployment of chemical dispersal units. CS intent: Total eradication of "sub-human" enclave via neurotoxin gas.

[AI MORAL ALIGNMENT CHECK]

Action: Defending the defenseless? YES.

Opposition: Tyrannical aggression? YES.

Personal Gain: Negligible (Contract credits redirected to "Jumbles" maintenance and convoy rations).

Risk Level: EXTREME (CS Black Ops detachment in pursuit).

[JUMBLES’ AI COMMENTARY] I am programmed by Northern Gun, but my "Knight-Watch" subroutines are dictated by your Council. Cameron didn't even read the pay scale. She saw a mother rat clutching a kit and her heart rate spiked 40 beats per minute. My logic processors suggested a strategic withdrawal; Cameron countered by drawing her Psi-Sword. My servos are now locked into a high-speed vanguard formation.

[COMMAND PROTOCOL: VALOR/CENSURE DETERMINATION]

AUTOMATED JUDGMENT: In accordance with the Code of the White Rose, protecting those deemed "monsters" by the CS—who show no malice and seek only survival—is a Grade-A act of Valor.

REWARD ISSUED: +5 Favor with Cyber-Knight Command.

STATUS: "The Path of the Just."

COUNCIL NOTIFICATION: If Cameron Case falls in this defense, her name is to be inscribed in the Hall of the Unforgotten.

[ENCODED ENVELOPE ATTACHED] Message for Cameron

Cameron, your mount has reported your choice. The Council watches through the machine’s eyes. You have chosen the hard road—the one that leads underground into the dark to save those the world has spat upon. Stand firm. The Light of the Rose burns brightest in the deepest tunnels."

[SIGNAL TERMINATED // TRACKING ACTIVE]

C Kai

The Rats gets a report over radio about a UAR-1 Enforcer robot near the group's position that is close enough to possible have already detected the nuclear power sourice of the group's robot vehicle.

PRIORITY BURST TRANSMISSION

ORIGIN: Scout-Squeaker 09 (Designation: "Half-Tail")

TO: The Whisker-Council, Fort Iron Whiskers

SUBJECT: Blood-Debt and Iron-Giants


THE MASSACRE REPORT

Elders, the scent of ozone and burnt fur still clings to my whiskers. Twitch and Squeal are gone. They died in the Red-Gorge trying to reclaim the pelt of Brother-Biter. They were brave, but they were fighting a machine made of hate and pre-Cataclysm steel.

The "Deadboy" is wounded—broken in the middle like a snapped twig—but the Great Iron-Giant (UAR-1) dragged him from the rocks. They are not retreating. They are occupying.

SENSOR SCAN: THE INVADERS

I have remained downwind, belly-crawling through the irradiated scrub to bring you these readings. My optics are cracked, but the signatures are unmistakable.

1. The Nuclear Signature (UAR-1 Enforcer)

The beast hums with a sickness that makes my teeth ache. It is a walking reactor.

  • Engine Type: Fission-Core (Standard Coalition Issue).

  • Thermal Output: Massive. It is a sun walking on two legs.

  • Acoustic Profile: Heavy thuds at 1.2-second intervals. It is distracted, currently "watching" the canyon floor.

2. The Platoon Strength

This was not a solo patrol. A full "Fire-Support Spearhead" is dug in three miles North-Northwest of the Red-Gorge.

  • Infantry: 12 Deadboys (Mark V Armor), currently setting up a perimeter.

  • Support: 2 Spider-Skulls (Light Recon Walkers) are skittering on the ridgeline.

  • Status: They are waiting for a Medevac-Sams for the broken one.


ENVIRONMENTAL CONDITIONS: "THE DUST-GHOSTS"

The Great Mother is angry today. The spirits of the Badlands are trying to choke the invaders, but the Coalition filters are holding.

  • Visibility: 15 meters. A Heavy Silica Storm has rolled in. The sand is charged with static electricity ($+15\%$ interference to long-range comms).

  • Air Quality: Toxic. High concentrations of sulfur and radioactive grit. The "Deadboys" won't dare crack their helmets here.


ATTACHED DRAWING: THE "ENFORCER" DATA-TRACE

Hand-sketched on a digital slate via multi-optic overlay:

"The Skull-Walker"

  • Head: A grinning death-mask. It houses the pilot and the main sensor suite. Aim for the glass-slits with the heavy rifles if we have them.

  • Right Arm: Massive rail gun. If it points at you, you are already dead.

  • Shoulders: Loaded with missile tubes. Do not group up. If we swarm, we die in clusters.


SCOUT’S RECOMMENDATION

They have the broken one in a stasis-bag. He is screaming, even through the morphine. The Pilot of the Giant—the one who collapsed the rocks—is sloppy. He trusts his sensors too much in this dust storm.

The Plan: We wait for the silica storm to peak. The static will blind their radar. We move in with the scrap-bombs while they are busy loading the wounded "Deadboy" onto the transport.

REPAY THEM IN RUST AND BLOOD.

Transmission Ends.

D Towjam hears black market chatter about the contract the Rats to survive and get a copy of what the Elders are about to sign.  He can choose to stop them, change the contract, explain the blackmarket concepts of the contract, or do nothing.

Towjam Smuggler assessment:

The Patron: Emperor Sabre Lasar

While most bandit leaders might view a tribe of mutant rats as vermin or a snack for their mounts, Sabre Lasar is a visionary strategist. He doesn't just want to raid; he wants to build a nation.

Why Sabre Lasar?

  • The Technology Connection: Lasar is the primary partner of Bandito Arms. He has the technical infrastructure and the spare parts (salvaged from his wars with the Coalition) that the Iron Whiskers need to maintain their massive, frankensteined mechanical homes.

  • The "Outcast" Umbrella: Lasar’s Pecos Empire is a melting pot of D-Bees, mutants, and outlaws. He values utility over aesthetics. If a group of mutant rats can provide a mobile, burrowing fortress, he will grant them "Imperial" protection.

  • The Siege Engine: Lasar constantly eyes the Coalition’s Lone Star Complex. A tribe that can dig under CS fortifications using "Fort Iron Whiskers" is a strategic asset he cannot ignore.


Integration: The Iron Whiskers in the Empire

The relationship would likely be a Rating 4 (Trusted Associates) on your scale.

  • The Role: They act as the Empire's Sappers and Salvage Corps. When Lasar’s army moves, the Iron Whiskers travel beneath or alongside them, providing a mobile supply depot and a subterranean flanking option.

  • The Economy: In exchange for "protection," the Iron Whiskers provide Lasar with expert mechanical scavenging. Because they are small and numerous, they can strip a downed CS Spider Skull Walker in hours, dragging the "organs" back into their towed storage containers.


Interaction with the Black Market

Because they follow Sabre Lasar, their relationship with the Market is filtered through his alliances:

  1. Bandito Arms (Rating 5): The rats are likely "Technical Consultants" for Bandito Arms. They find the rare pre-Rifts components in the dirt that the Market can't find elsewhere. The rats get high-grade welding fuel; the Market gets "lost" tech.

  2. The Chicago Network (Rating 1 - Enemies): The Network hates the Iron Whiskers. The rats have a habit of "accidentally" tunneling into the Network’s secret underground smuggling vaults in the Burbs and "liberating" the contents. To the rats, it’s just scavenging; to the Network, it’s a declaration of war.

"Fort Iron Whiskers" Tactical Stats

The Burrowing Shell: The central units of the fort are modified Coalition Mark V APCs or Titan Robotics torsos, stripped of armor and fitted with massive industrial drills.

The Towed "Warrens": The storage containers are reinforced with MDC (Mega-Damage Capacity) scrap plating, making the moving caravan look like a giant, rusted mechanical centipede.

Towjam Smuggler Hacked Copy of Contract aquired from his blackmarket contacts over radio:

This document serves as a binding Blood and Iron Compact between the sovereign authority of the Pecos Empire and the High Skitter-Council of the Iron Whiskers.


THE TREATY OF THE SUBTERRANEAN MARCH

BETWEEN: His Imperial Might, Emperor Sabre Lasar, Lord of the Pecos, Scourge of Lone Star (hereafter "The Emperor").

AND: The Elder Trinity of Fort Iron Whiskers: 1. Elder Twitch-Eye (Master of the Great Drills) 2. Elder Squeak-Gear (High Scavenger and Tech-Shaman) 3. Elder Long-Tail (Mistress of the Warren-Logistics) (hereafter "The Iron Whiskers").


I. GRANT OF TERRITORIAL NAVIGATION

The Emperor hereby grants the Iron Whiskers a Perpetual Right of Transit through all Imperial-claimed lands.

  • The Low-Road Proviso: The Iron Whiskers are authorized to excavate subterranean transit lanes beneath the wastes, provided such tunnels do not undermine the structural integrity of the Emperor’s primary fortresses.

  • Navigation Data: The Emperor shall provide encrypted topographic and geological data-slugs, detailing Coalition patrol routes and mineral-rich "dead zones" suitable for Fort Iron Whiskers to deploy "Root-Mode."

II. LETTERS OF SETTLEMENT

In recognition of their status as Imperial Subjects, the Iron Whiskers are granted Sovereign Burrowing Rights in the "Dust-Bowl Sector." They may establish permanent nest-cities and scrap-yards, which shall be recognized as protected Imperial protectorates. Any attack on Fort Iron Whiskers shall be viewed as an attack on the Emperor himself.

III. THE LETTERS OF MARQUE (The Blood Debt)

In exchange for the aforementioned lands, the Elder Trinity hereby pledges the tribe’s mechanical might to the Emperor’s cause.

  • Privateer Status: The Iron Whiskers are commissioned as Imperial Sappers. They are authorized to seize, dismantle, and "repurpose" any Coalition States (CS) or Chicago Network assets encountered in the wastes.

  • The Tithe: 20% of all recovered "High-Tech Salvage" (Nuclear power cells, intact sensors, and heavy plating) must be delivered to the Emperor’s depots. The Iron Whiskers retain all "Edibles," "Soft-Goods," and "Scrap-Metal."

  • Active Support: Upon the Emperor’s command, the Iron Whiskers must provide subterranean flanking, tunnel-sabotage of CS perimeter fences, and "Fortress Deployment" during active sieges.

IV. COVENANT OF THE BLACK MARKET

The Iron Whiskers agree to prioritize trade with Bandito Arms for all industrial lubricant and welding needs. Interaction with The Chicago Network is strictly prohibited; any Network smugglers found within "Whiskers-Reach" are to be treated as hostile salvage.


SIGNATORIES

For the Pecos Empire: Always Signed in the blood of a Coalition Dog Boy, [Seal of the Sabre] Emperor Sabre Lasar

For the Iron Whiskers: UNSIGNED [Paw-Mark of Twitch-Eye] [Paw-Mark of Squeak-Gear] [Paw-Mark of Long-Tail]

Thursday, December 14, 2023

TOWJAM 4.0 Human

TOWJAMs body has been returned to him by Restoration spell cast by Ctholos to destroy his Kitanni computer virus infected borg body.

Due to his near death experience and possession by Desslyth the Younger, Tow Jam has the insanity of Sun worshiper obsessive compulsive.  

9th Level Human Smuggler 6 ATA +1 s/+2p/d

Real Body IQ 17 +3%  MA 17 45% trust/intimidate ME 16 +1 vs psi PE 15 Spd 8 PPE 10 40HP 100SDC

Smuggler OCC Skills : Literacy English 98 

Language Fluent English 98 Spanish 98 Technocan 98 Dragonese 98

Basic Math 98 Detect ambush 88 Detect Concealment 78 

Concealment 65 Palming 73 Streetwise 71

radio basic 93 radio scramblers 88 cryptography 78 

Disguise 78 Escape Artist 78  Computer operations 98 

wp smg +5/+3 bursts wp knife +4s/p HTH Basic

Smuggler OCC Related Skills

Pilot Auto 84 Pilot Motorcycle 98 Pilot Tanks/APCs 76

Pick Pockets 63 Prowl 68 Computer Hacking 63

1 skill learned at lvl 3 which is now lvl 3 not like the rest of his skills

Pilot Robots/Powerarmor 74

Secondary Skills:

Gambling 63, Auto Mechanics 68, Computer Programming 73, Camouflage 60

Gear:

Patchwork Armor

nebats stuff

randys stuff


needs to pick 2 skills at lvl 6 and 1 gained at 9

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.


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

Friday, June 21, 2019

Merctown Mystic Quarter

In 3rd age, the Mystic quarter is only accessible through an underground bunker entrance concealed in the arms bazaar.   You enter the under ground bunker and see 2blast doors, one leads to the magic zone which drago can enter, one leads to the spokes which is not currently accessible.

The entire quarter is underground in a natural cave system that has been enlarged through warlock controlled elementals and shifter controlled entity labor.

Magic Zone Entrance requires a permanent visitors pass for 1000000 credits as well as Warrens clearance, and a Merctown mercenary access badge to get into the arms bazaar.

Drago bought all of these passes (warrens clearance, merctown citizenship, arms bazaar membership, and finally mage zone pass).

In exchange for helping the Red Devils with the concert the rest of the group got day passes to the mystic quarter.
The group has some time to shop.  When done shopping  Drago was told to visit Garzom at the mage guild by a Red Devil and get his teleportation to Tolkeen there.

So Drago can enter Dockside, Warrens, Arms Bazaar, and the Mystic Quarter. (L3 access)
Caldor, tow jam, Drago pay each pay 1mil and can access Dockside and WArrens, Arms Bazaar. (L2)
The rest of the group "snuck" in and Non magic using people are looked down upon as "poor" by most snooty mages in the mystic quarter.must remain with a chaperone who has the right access or risk being detained.

The group see signs for access to the Hub and Spokes area which are only for permanent residents of mercown and are rumored to effectively be underground acropolises that rival chitown in luxary.


Private/Invite Only:
125- The MercTown Nexus
126- Collegiate Arcane & Magic Guild - Drago was invited to visit Garzom the Grim the titan here.
136- Kraskut's Manor
140a- Rift Runners HQ
145a- Heroes' Haven (Heroes for Hire HQ)
138- Third Eye Private Investigators

Open Shops:
127- Magic Missives - teleport inanimate objects 500lbs or less for 5000cr/lb

128- Armstong-Bennett TW Armaments - specialty shop custom builds take 3-40days
TW Sawstaff 220000
TW Spin Disk shooter 190000
TW Chainsaw 320000
TW Throwing Irons 50000
TW Whip of Pain 400000
TW Bionics
TW Vehicle and weapon Conversion


129- Weapons of Wonder - buys/sells magic weapons (not tw),  2x greater rune swords (one evil one good), rune dagger (scrupulous),Non magic using people are looked down upon as "poor" by most snooty mages in the mystic quarter.

Scathach druid weapons, use p125 mystic russia rules
Magic Hammer - 10000 never wears out 2d6sdc
Magic Gold Magic Arrow +2 strike 2000cr 1d6MD/3d6sdc
Silver Normal Arrow 100cr 2d6SDC
Magic Copper Flaming Arrow 2d6+6MD/6d6+18SDC  200
Magic Steel Arrow +1 strike  2d6SDC/6d6MD 500
Serpent Rod 2d6MD/6d6SDC x2 vs supernatura, x3 vs dragons, +3 vs poison while holding 250000
Golden Dragonblade longsword 2d6MD/6d6SDC x2 vs Dragons 400000 +1init +2 strike/parry
Warlock combat armor 20000000
Splugorth symbiotes.

130- Stormspire Store - main book, federation of magic, siege on tolkeen tw items
Use ppe clips which can be reloaded by non magic user.
PPE Clip 40000
TW Firebolt pistol 80000
TW Laser Pistol 100000
TW Shard Pistol 50000
TW Shok Pistol 40000
TW Starfire 160000
TK pistol 130000
TW Flameburst Rifle 300000
TW Eagle Eye Marksman Rifle 160000
TW Force Cannon 600000
TW Helfire Shotgun 120000
TW Nova Rifle 260000
TW Oldstyle Lightning Rifle 160000
TW Sapper Shotgun 325000
TW Snare Gun 350000
TW Sonic Rifle 640000
TW Storm Rifle 560000
TW Starefire Pulse Cannon 1040000
TK assault Rifle 180000Non magic using people are looked down upon as "poor" by most snooty mages in the mystic quarter.
TK60 Light machine Gun 200000
TK80 Heavy Machinegun 320000
TW Dragonfire Flamethrower 300000
TW Heavy Firedemon Flamethrower 900000
TW Water Pistol, Rifle, Shotgun, Grenade Launcher, Water Bazooka, Water Canon
TW Battle Skimmer Flying Craft 20000000
TW Ley Streaker 12000000
TW Seaside Hover platforum 700000
TW Tech flying platform 300000
TK Flyer Classic Gyrocopter 200000
Tree trimmer tw flying bicycle 10000
TW Wing Board 20000
TW Wing Board: Cresent 700000
TW Wing Board: Turbo 400000
TW Jetpack 300000
TW Hover yacht 300000
TW Boat small 80000 mid100000 large 225000
TW Windjammer frigate (huge boat) 480000000
TW Glittermount horse 20000000
TW Ironhorse heavy locomotive 500000000
TW Trailblazer ATV  16000000
TW Zoneranger ATV 4000000

131- MageFire Weapons - merc ops p 145, require PPE or ISP to charge, anyone can fire:
MP-1 TW Laser Pistol 42000
MP-3 Magefire Bolt Pistol 48000
MPR-4 Emag splinter pistol 114000
MP-6 Firebolt Pistol 92000
MR-10 MageFire Bolt Rifle 112000
MR-12 E-Mag Splinter Rifle 166000
MR-15 TW particle beam rifle 106000
MSR-1 Vampire Sniper Rifle 200000
ML-20 TK Grenade Launcher 96000Non magic using people are looked down upon as "poor" by most snooty mages in the mystic quarter.
TW EMP Cannon 640000
Magefire TW Grenades 10000 each
Acid, Beehive, Darkness, Door buster, Flashfire, Flahttps://3rdageofdragonwright.blogspot.com/2006/08/learning-magic.htmlre, Flying Explosive Disk, exus Grenade, Seeker Bat, Sleep, TW Explosives, Void grenade
Skorblades, any bladed weapon costs 20000, +1 strike/parry sdc=MDC
Mystic Assault Gloves 4000000
Death Ray Blaster 8000000
MA-2 TW Combat Mage Armor 240000
MA-W1 TW Wraith Suit 500000
MA-7S Shining Swordsman TW Power Armor 900000
ATLAS enhanced STrenght Power Armor 3000000
Flying Dragon Power Armor 1800000

132- Bestiary of the Bizarre - trained pegasus, gryphon, 250000, psipony 100000, a few other animals

133- Simon's Shop of Uncommon Wonders uncommon tw items, party favors, funny illusions
TW Cofee maker, TW nightlight, TW Alarm clock, TW boombox, TW Mirrorsheild
TW Magic Duct Tape TW food perserver TW miracle pen TW cooler
TW Thunderblust 200000 12d6sdc 3600ft 8ppe/blast
TW air rope 30000
TW Hover table 10000 Tw Cooking Pot TW frying pan TW cigaratee Lighter 5000
TW Climb Claw 30000
TW Sewing machine 1000000


135- The Pyramid Emporium  This mall contains a few shops,

135a Tatoo parlor run by a gypsy out of his wagon
135b Fortune teller from a blind gypsy woman in same wagon,

135c Tom's Herb Yurt has a selection sold by an english druid with a tpee, (see Rifter #3)

135d Barbershop and psi healing from an old dbee woman named nana,
Non magic using people are looked down upon as "poor" by most snooty mages in the mystic quarter.
135e Ravenswood Guild Hospital chop shop (only cybernetics in region),
Juicer Conversion - 40000
Rifts Bioware https://3rdageofdragonwright.blogspot.com/2013/02/rifts-bioware.html
Brain
Cerebral Booster  110000/lvl +1 IQ/lvl +5%/lvl for technical, mechanical, electrical, and science skills. max lvl 5
Mnemonic Enhancer Cybernetic Total Recal and  +2%/lvl for mental skills. 150000/lvl max 5
Synaptic Accelerator 200000  +2initiative 
Pain Editor  60000 +1 ME, -1 IQ. No penalty for SDC damage, no knockout.
Reflex Recorder  180000 Fullskill: +5% to 1 piloting skill Concentration: +5% to 1 physical skill 
Sleep Regulator 90000 4h sleep per night suffice. 48h awake apiece without penalties. 
Toxin Extractor 45000/lvl +1/lvl vs toxins in blood circulation. max 5
Virus Filter  55000/lvl +1/lvl vs virii in blood circulation. 
Cat's Eyes 47000/each
Natural lowlight vision.Glow in the dark.  Same abilities as Nightvision psionic.
Thermosense Organs  75000 Natural infrared within 10 meters.

Rifts Cyberwear and weapons mods https://3rdageofdragonwright.blogspot.com/2013/05/rifts-cyberware-weapon-mods.html
Cybernetics for sale:
Merctown Cellular Link Cost: $5,000. Operation Cost: $1,000
ECM Coding Cost: $5,000. Operation Cost: $500.
External Readout Cost:  $2,500. Operation Cost: $200.
Light Generator Cost: $5,000 + $500 per level (maximum 10). Operation Cost: $500
Poison Reservoir Cost: $1,000. Operation Cost: $200.
Remote Datalink Cost: $25,000. Operation Cost: $3,000.  (cyberdeck inside head)
Retractable Toolhand Cost: $10,000 + tool cost. Operation Cost: $500 +1d4% to a skill hand is designed to assist
Poison Stinger Cost: $2,000. Operation Cost: $500.
Vibrotalons Cost: $20,000. Operation Cost: $1,600. 2d4md
Adrenal Booster Cost: $40,000 +4PS&PE/lvl +1strike/parry/dodge/attack/lvl
+1init/lvl  Roll vs non lethal poison 4/ rounds of activity.
After a fail roll vs non lethal roll vs Deadly cardiac arrest/rd of activity.
(De)Activation requires rolling under ME on d20.
Phys damage automagically releases pump.
Boosted Reflexes Cost: $15,000/$40,000/$90,0000. Operation Cost: $4,000 + $1,000/lvl. +1pp&1inNon magic using people are looked down upon as "poor" by most snooty mages in the mystic quarter.Non magic using people are looked down upon as "poor" by most snooty mages in the mystic quarter.it/lvl

Computer Implant Cost: $8,000 + Computer Cost. Operation Cost: $2,000. (bigger cyberdeck)
Gyro Balance Rig 250000 +10% to acrobatics & gymnatics sub skills. +5% to prowl
+5% on any Piloting rolls of air or space vehicles.
Wetware Nerve Booster Cost: $100,000 per level. Operation Cost: $2,000. Recovery: 2 weeks. Mass: Negligible. Power: 1 per year 
+1%/level to reflex skills like physical skills and piloting skills. max level 20
Wetware Omni Link Nerve Web Cost: $250,000. +1d4 on init

135f Hadys food court, sells meat pies.

135g Earl's Magic clothing (illusions mostly to make clothes seem to change in an artful way).
25MDC magic pants, shirt, coat, cape, shoes,  hat 10000 +50% for high fashion/illusion art
Enchanted Leather Armor 100MDC/300SDC 250000/750000 self healing
TW Escape Gloves 240000
TW Disguised Optical Enhancement Glassess 160000
Fire Cloak 2400000
TW insulated Gloves 8000
TW Healing Body Suit 120000


139- Uncommon Knowledge  - books & maps
May have some https://3rdageofdragonwright.blogspot.com/2011/02/banned-books-in-tolkeen.html
Assassin's Cookbook (PFRPG Book 12)
Books from https://3rdageofdragonwright.blogspot.com/2006/08/learning-magic.html

142- The Wizard's Chest - clueless wizard selling low level scrolls and trinkets at below market

143- The Spider's Bite - Sells some of these poisons:
https://www.d20pfsrd.com/gamemastering/afflictions/poison/ (needs converting to rifts)
Poisonous plants from Rifts England
Cibola Drugs and Potions (Rifts World Book 6)
Venom Merchant (Rifts World Book 21)
Drugs & Poisons ( PFRPG CoreBook)
Poisonous Plants & Rules (PFRPG Book 7 )
Assassin Poisons (Rifter #12)
Lurgess (Rifts Dimension Book 5)"


144- Magic-Tech Inc. - repair and recharging of tw devices, large machinery sales
The only place in the Mystic quarter with an operator who can repair technology based items.

Sells most common repairs and ammunition per these rules:
https://3rdageofdragonwright.blogspot.com/1998/02/rifts-price-listings-20.html
CS Black Vault Items for sale:
TW Danger Car: Hazard  500000
TW Danger Car: Warlord 600000
TW Magic Miner 15000000
TW Stealth Shadow Aircraft 20000000
TW Flying Observation Sphere 200000
TW Medieval Power Armor 20000000
TW Magic Augmentation Armor 2000000
TW Ley Line Power Suit 2000000
TW Ley Line Mines 6000
TW Ley Line Cluster Bombs 8000
TW Ley Line Electric Spiders 300000
TW Robot Bees 300000
TW Mecurial Blades Knife 1000000 Sword 5000000
TW Environmental Field Generator 1600000

145- Mystic Medicine Clinic - cast all healing spells for a price ~20000/lvl

146- Mystic Droughts
potion of healing 10000
potion of strength 50000
potion of dexterity 200000Non magic using people are looked down upon as "poor" by most snooty mages in the mystic quarter.
potion of compulsion 1000000
Charm Chameleon 6000
Invisibility 24000
Negate Magic 20000
Negate Poison 14000
All Purpose Remedy 4000
Might of the Palladium 36000

Inns/Bars/Restaraunts/Entertainment
In between sessions Renting inn required to get a lifestyle.

Street Lifestyle cost 0 - stay with a vehicle parked in the street

Squatter Lifestyle cost 5000 social -10% - ambush -10% - regen -10%
Pay off Grim Reaper gang to rent hovel in abandoned shanty in Mystic quarter by 134 Bone and Marrow shop

Low Lifestyle - cost 20000 - social +5% - ambush -5% - regen +5%
Room at the Bone and Marrow Shop and Grim Reaper gang HQ
134- Bone & Marrow Shop restaraunt also sells necromancer stuff to necros only [evil]

Middle Lifestyle - cost 80k - social +10% - ambush +5% - regen +10%
Room at 137- The Sphinx & unicorn Tavern [good]

High Lifestyle - cost  240k - social +15% - ambush +10% - regen +15%
Room at 141- Bubble, Bubble Theater of Enlightenment 

Luxary Lifestyle - cost 1mil - social +30% - ambush +20% - regen +20%
Room at 140- The Crimson Dragon - run by a Red Dragon! [neutral] may sell scrolls/spells

Temple Row contains many churches, requires a donation to one of the temples to enter the row.
147- Temple of Light & Darkness - Set, Ra
148- Temple of the Four Elements - Warlocks
149- The Shrine of the Warrior - Many warrior gods
150- The Winds of Fate - Grey Seers, fortune tellers

Based on:
http://explorersunlimited.com/eu/viewtopic.php?f=173&t=5876&sid=dc73bca540a872085926dcee6e334d62


Non magic using people are looked down upon as "poor" by most snooty mages in the mystic quarter.

Sunday, May 12, 2019

Tow Jam Red Type Borg 3.0



Tow Jam's original borg body was cybersnatched in merctown by a rival gang and he was left for dead on spare parts.
Later he was resculed and his body replaced with a redtype borg body in a Merctown chopshop paid for by Bluey.


8th Level Smuggler Full Redtype Borg Human 54965 xp
Real Body IQ 17 MA 17 ME 16 PE 15 Spd 8 PPE 10 40HP 100SDC

Due to his near death experience and possession by Desslyth the Younger, Tow Jam has the insanity of Sun worshiper obsessive compulsive.  

Smuggler OCC Skills that overlap with Cyber Humanoid BORG OCC are in BOLD [x] new occ skill#:
Literacy English 98
Language Fluent English 98 Spanish 98 Technocan 98 Dragonese 98
Basic Math 98 Detect ambush 78 Detect Concealment 73 Concealment[5] Palming[4] 63 Streetwise 73 

radio basic 93 radio scramblers[1] 63 cryptography[6] 53
Disguise 73 Escape Artist 71
Computer operations[2] 88 

wp smg wp knife HTH Basic

Smuggler OCC Related Skills that overlap with Heavy Combat Cyborg OCC are in BOLD:
x3 piloting:
Pilot Auto 85 Pilot Motorcycle 98 Pilot Tanks/APCs 73
x3 other skills 
Pick Pockets 68 Prowl[3] 78 Computer Hacking 58
1 skill learned at lvl 3 which is now lvl 3 not like the rest of his skills)
Pilot Robots/Powerarmor 75

Secondary Skills:
Gambling 63, Auto Mechanics 58, Computer Programming 63, Camouflage 50



Red Type VX-500 Borg Body -40% prowl
PS 30 PP 22 PB6 SPD 100 ~70mph
2000lb 8ft tall Main Body 280MDC/840SDC
leap 25ft/55ft with running start
Heavy Borg Armor 420MDC / 840 SDC -2 s/p/d/roll
Bionic Lung +1hr o2, language translator, loudspeaker, radio, climbcord clock, 2x eclip ports in armors, 
concealed garrot, gyrocompass, modulating voice sy nth, molectular analyzer
MO eyes
Psionic Electromagnetic dampers
Headjack, amp hearing, sound filtration

6x Vx500 Plasma Minimissile tubes 12 total (no rail gun)
Concealed Leg Laser Rod, 3d6MD 3000ft 20/eclip
Concealed Leg Ion Rod 4d6MD 2000ft 20/eclip

Body bonuses: +1ata +1 ini +2 pull +1 vs hf +4 s/p/d
HTH Basic Level 8 : +2roll +2 p/d kick +1d8 +1 s/disarm crit 19-20 +2 damage judo flip 1d6

Combat Stats:
6 Attacks +5 on initiative +2 roll 

+5 strike +1 MO eye (+6) wp knife (+9)
+6parry +1 amp hearing (+7) wp knife (+10)
+6dodge +2 amp hearing +1 read people (+9)

Punch 1d6MD+15/3d6SDC+45
Vibroknife 2d6MD +15/6d6SDC+45
Kick 1d8MD/3d8+45
Power Punch/Kick 2x damage for 2 attacks
Body Flip 1d6MD+15/3d6SDC+45

Ranged SMG Strike +6 aimed, +3 burst (+7/4 MO eye)

Saving throws: 
+1 vs Magic due to  bionic reconstruction.

Equipment:

(at gaw warehouse in docks) 
MDC Modified Bradley Tank p97 mercenaries w/ combat computer +1s
41mph max speed, 300mile range 180MDC mainbody 80MDC turret



NPC Contacts:
Bo, Riki, Merl, Tin Duhk, CS officer


Based on
https://3rdageofdragonwright.blogspot.com/2015/12/toe-jam-guntersville-smuggler.html

When Bluey was "made" by Bo, Toe Jam was assigned to assist him in Bandito Arms business.  Toe Jam has orders to spy on Bluey and protect the company interests, up to and including neutralizing bluey if he puts the business in danger.