Showing posts with label Phoenix Empire. Show all posts
Showing posts with label Phoenix Empire. Show all posts

Thursday, October 12, 2023

On the War with the Phoenix Empire



This speech is delivered to Tickles by magic Pigeon to give to the people of Merctown to motivate them to enlist in the federation of magic 2nd Merctown cohort.

"My Fellow Merctownians, Lord Dunscun, Ruler of the Magic zone and your Benevolent Leader has this message:

The sudden criminal attacks perpetrated by the Phoenix Empire in the Kentucky provide the climax of a decade of Zonal immorality.

Powerful and resourceful gangsters have banded together to make war upon the whole Magic Zone citizenry. Their challenge has now been flung at the Magic Zone. The Phoenix Empire have treacherously violated the longstanding peace between us. Many Magic Zone wizards and minions have been killed by enemy action. Magic Zone ships have been sunk; Magic Zone golems have been destroyed.

The Lords and the people of the Zone have accepted that challenge.

Together with other free peoples, we are now fighting to maintain our right to live among our world neighbors in freedom, in common decency, without fear of assault.

I have prepared the full record of our past relations with Phoenix Empire, and it will be submitted to the Lords of the Federation of Magic. It begins with the visit of Hand Denali to Phoenix Empire eighty-eight years ago. It ends with the visit of two Phoenix Empire emissaries to the Secretary of Zone last Sunday, an hour after Phoenix Empire forces had loosed their Cultists and Vampires against our wards, our minions and our citizens.

I can say with utmost confidence that no Magic Zone citizens today or a thousand years hence, need feel anything but pride in our patience and in our efforts through all the years toward achieving a peace in Kentucky which would be fair and honorable to every nation, large or small. And no honest person, today or a thousand years hence, will be able to suppress a sense of indignation and horror at the treachery committed by Pharoh Rama-Set of Phoenix Empire, under the very shadow of the flag of peace borne by their special envoys in our midst.

The course that Phoenix Empire has followed for the past ten years in Africa has paralleled the course of Horune and Baki in Gunterville and in Merctown. Today, it has become far more than a parallel. It is actual collaboration so well calculated that all the inhabitants of the Zone, and all the rivers of the Zone, are now considered by the Pantheon of Taut strategists as one gigantic battlefield.

Ten years ago, Phoenix Empire invaded the NGR--without warning.

Six months ago, Bakidom invaded the Eastern Magic zone holdings of the respected Federation of Magic members and Shifter Trolls-without warning. Horune occupied the Merctown Airport—without warning.

One month ago, Horune invaded the Merctown Dockside—without warning. Later, Horune invaded the Merctown Warrens—without warning. One week ago, Horune invaded Paducah Estates, The Arms Bazaar, Merctown Headhunter Academy, the Riverways all the way to clan Guntersvill to the east, and the Riverways all the way west to CS missiouri in a total blockade of Merctown—without warning.

This week Bakidom also attacked the 3rd Eye Safezone of the Merctown Magic Zone and later the Magic Academy of Merctown—without warning.

And this week, the Pantheon of Taut Powers attacked Guntersville and Nostrous and they dominated the pathetic Coalition Missiouri Navy—without warning. Also, Horune invaded The Merctown Spokes—without warning. And now Phoenix Empire has attacked the Shrine to the Gods of Light in Merctown and the Merctown Crimson Dragon—its owner an honorary Magic Zone citizen—without warning.

It is all of one pattern.

We are now in this war. We are all in it—all the way. Every single man, demon and monster is a partner in the most tremendous undertaking of our Magic Zone history. We must share together the bad news and the good news, the defeats and the victories—the changing fortunes of war.

So far, the news has been all bad. We have suffered a serious setback in Merctown. Our forces in the Merctown Magic Academy, which include the brave people of that Magic Zone of merctown, are taking punishment, but are defending themselves vigorously. The reports from the Merctown Dockside are still confused, but we must be prepared for the announcement that all these three outposts have been seized.

The casualty lists of these first few days will undoubtedly be large. I deeply feel the anxiety of all of the families of the men in our armed forces and the relatives of people in neighborhoods which have been sacked. I can only give them my solemn promise that they will get news just as quickly as possible.

This Monarchy will put its trust in the stamina of the Magic Zone people, and will give the facts to the public just as soon as two conditions have been fulfilled: first, that the information has been definitely and officially confirmed; and, second, that the release of the information at the time it is received will not prove valuable to the enemy directly or indirectly.

Most earnestly I urge Magic Zone citizens to reject all rumors. These ugly little hints of complete disaster fly thick and fast in wartime. They have to be examined and appraised.

As an example, I can tell you frankly that until further surveys are made, I have not sufficient information to state the exact damage which has been done to our naval vessels at the Merctown Docks. Admittedly the damage is serious. But no one can say how serious, until we know how much of this damage can be repaired and how quickly the necessary repairs can be made.

I cite as another example a statement made on Sunday night that a Horune Dreamship had been located and sunk off the coast of Guntersville. And when you hear statements that are attributed to what they call "an authoritative source," you can be reasonably sure from now on that under these war circumstances the "authoritative source" is not any person in authority.

Many rumors and reports which we now hear originate, of course, with enemy sources. For instance, today the Phoenix Empire are claiming that as a result of their one action against Merctown they hare gained naval supremacy in Kentucky. This is an old trick of propaganda which has been used innumerable times by the Phoenix Empire. The purposes of such fantastic claims are, of course, to spread fear and confusion among us, and to goad us into revealing military information which our enemies are desperately anxious to obtain.

Our Monarchy will not be caught in this obvious trap—and neither will the people of the Magic Zone.

It must be remembered by each and every one of us that our free and rapid communication these days must be greatly restricted in wartime. It is not possible to receive full and speedy and accurate reports front distant areas of combat. This is particularly true where naval operations are concerned. For in these days of the marvels of the magic pidgeon it is often impossible for the Commanders of various units to report their activities by magic pidgeon at all, for the very simple reason that this information may become available to the enemy wizards and would disclose their position and their plan of defense or attack.

Of necessity there will be delays in officially confirming or denying reports of operations, but we will not hide facts from the Zone if we know the facts and if the enemy will not be aided by their disclosure.

To all Matrix site operators and magic pidgeon rumor mills—all those who reach the eyes and ears of the Magic Zone people—I say this: You have a most grave responsibility to the Zone now and for the duration of this war.

If you feel that your Monarchy is not disclosing enough of the truth, you have every right to say so. But in the absence of all the facts, as revealed by official sources, you have no right in the ethics of patriotism to deal out unconfirmed reports in such a way as to make people believe that they are gospel truth.

Every citizen, in every walk of life, shares this same responsibility. The lives of our Wizards and Minions—the whole future of this Zone—depend upon the manner in which each and every one of us fulfills his obligation to our Zone.

Now a word about the recent past and the future. A month elapsed since the fall of the Merctown Docks, when the whole world first realized the magical might which the Pantheon of Taut cultists had been building up for so many years. The Magic Zone has used that month to great advantage. Knowing that the attack might reach us in all too short a time, we immediately began greatly to increase our magical strength and our capacity to meet the demands of arcane warfare.

Precious days were gained by sending vast quantities of our war material to the people of Merctown still able to resist Pantheon of Taut aggression. Our policy rested on the fundamental truth that the defense of Merctown resisting Horune or Phoenix Empire was in the long run the defense of our own Magic Zone. That policy has been justified. It has given us time, invaluable time, to build our Magic Zone cohorts of conscripts.

Enlistment lines are now in operation. Others are being rushed to completion. A steady stream of Golems and Wingboards, guns and floating ships and shells and equipment—that is what this time has given us.

But it is all only a beginning of what still has to be done. We must be set to face a long war against crafty and powerful bandits. The attack at Merctown can be repeated at any one of many points, points in both the eastern coast and along our rivers and against all the rest of the Magic Zone.

It will not only be a long war, it will be a hard war. That is the basis on which we now lay all our plans. That is the yardstick by which we measure what we shall need and demand; money, materials, doubled and quadrupled production—ever-increasing. The production must be not only for our own Wizard and minion forces. It must reinforce the other Merctown and Coalition and air forces fighting the Horune and the war lords of Phoenix Empire throughout the Magic Zone and throughout the world.

I have been working today on the subject of conscription. Your Monarchy has decided on two broad policies.

The first is to speed up all existing production by working on a seven day week basis in every war industry, including the production of essential raw materials like conscripts.

The second policy, now being put into form, is to rush additions to the capacity of production by building more new demonic pacts, by adding to old pacts, and by using the many smaller pacts for war needs.

Over the hard road of the past months, we have at times met obstacles and difficulties, divisions and disputes, indifference and callousness. That is now all past—and, I am sure, forgotten.

The fact is that the Zone now has an organization in The City Of Brass built around men and demons who are recognized experts in their own magic. I think the Zone knows that the people who are actually responsible in each and every one of these many magics are pulling together with a teamwork that has never before been excelled.

On the road ahead there lies hard work—grueling work—day and night, every hour and every minute.

I was about to add that ahead there lies sacrifice for all of us.

But it is not correct to use that word. The Magic Zone does not consider it a sacrifice to do all one can, to give one's best to our Zone, when the Zone is fighting for its existence and its future life.

It is not a sacrifice for anyone, old or young, to be in the Wizards or the Minions of the Magic Zone. Rather it is a privilege.

It is not a sacrifice for the Operator or the wage earner, the Druid or the Shifter, the Headhunter, or the Body Fixer, to pay more taxes, to buy more bonds, to forego extra profits, to work longer or harder at the task for which he is best fitted. Rather it is a privilege.

It is not a sacrifice to do without many things to which we are accustomed if the Zonal defense calls for doing without it.

A review this morning leads me to the conclusion that at present we shall not have to curtail the normal use of articles of food. There is enough food today for all of us and enough left over to send to those who are fighting on the same side with us.

But there will be a clear and definite shortage of metals for many kinds of civilian use, for the very good reason that in our increased program we shall need for war purposes more than half of that portion of the principal metals which during the past year have gone into articles for civilian use. Yes, we shall have to give up many things entirely.

And I am sure that the people in every part of the Zone are prepared in their individual living to win this war. I am sure that they will cheerfully help to pay a large part of its financial cost while it goes on. I am sure they will cheerfully give up those material things that they are asked to give up.

And I am sure that they will retain all those great spiritual things without which we cannot win through.

I repeat that the Magic Zone can accept no result save victory, final and complete. Not only must the shame of Phoenix Empire treachery be wiped out, but the sources of international brutality, wherever they exist, must be absolutely and finally broken.

In my Message to the Federation of Magic Lords yesterday I said that we "Magic Zone citizens will make very certain that this form of treachery shall never endanger us again." In order to achieve that certainty, we must begin the great task that is before us by abandoning once and for all the illusion that we can ever again isolate ourselves from the rest of the Zone.

In these past few years—and, most violently, in the past three days—we have learned a terrible lesson.

It is our obligation to our dead—it is our sacred obligation to their children and to our children—that we must never forget what we have learned.

And what we have learned is this:

There is no such thing as security for any Zone—or any Citizen—in a world ruled by the principles of gangsterism.

There is no such thing as impregnable defense against powerful aggressors who sneak up in the dark and strike without warning.

We have learned that our zone is not immune from severe attack—that we cannot measure our safety in terms of miles on any map any more.

We may acknowledge that our enemies have performed a brilliant feat of deception, perfectly timed and executed with great skill. It was a thoroughly dishonorable deed, but we must face the fact that ancient warfare as conducted in the Pantheon of Taut manner is a dirty business. We don't like it—we didn't want to get in it—but we are in it and we're going to fight it with everything we've got.

I do not think any Magic Zone has any doubt of our ability to administer proper punishment to the perpetrators of these crimes.

Your Monarchy knows that for weeks Horune has been telling Phoenix Empire that if Phoenix Empire did not attack the Magic Zone, Phoenix Empire would not share in dividing the spoils with Horune when peace came. She was promised by Horune that if she came in she would receive the complete and perpetual control of the whole of the Kentucky area—and that means not only Merctown, but also all of the waterways in the Kentucky, and also a stranglehold on the east coasts of Guntersville.

We know also that Horune and Phoenix Empire are conducting their military and naval operations in accordance with a joint plan. That plan considers all peoples and nations which are not helping the Pantheon of Taut powers as common enemies of each and every one of the Pantheon of Taut powers.

That is their simple and obvious grand strategy. And that is why the Magic Zone citizens must realize that it can be matched only with similar grand strategy. We must realize for example that Phoenix Empire successes against the Magic Zone in the Kentucky are helpful to Horune operations in Guntersville; that any Horune success against the Guntersville folk is inevitably an assistance to Phoenix Empire in her operations against Merctown; that a Horune attack against Merctown or Guntersville opens the way to a Horune attack against The City Of Brass and Nostrous.

On the other side of the picture, we must learn also to know that guerilla warfare against the Horune in, let us say Merctown Warrens or the Merctown Magic Zone, helps us; that a successful The Merctown Spokes offensive against the Horune helps us; and even that Coalition successes on land or sea in Kentucky strengthen our hands.

Remember always that Horune and Bakidom, regardless of any formal declaration of war, consider themselves at war with the Magic Zone at this moment just as much as they consider themselves at war with the Coalition or The Merctown Spokes. And Horune puts all the other cities of the Zone into the same category of enemies. The people of our sister Merctown of this Zone can be honored by that fact.

The true goal we seek is far above and beyond the ugly field of battle. When we resort to force, as now we must, we are determined that this force shall be directed toward ultimate good as well as against immediate evil. We Magic Zone citizens are not destroyers—we are builders.

We are now in the midst of a war, not for conquest, not for vengeance, but for a world in which this Zone, and all that this Zone represents, will be safe for our children. We expect to eliminate the danger from Phoenix Empire, but it would serve us ill if we accomplished that and found that the rest of the world was dominated by Horune and Baki.

So we are going to win the war and we are going to win the peace that follows.

And in the difficult hours of this day—through dark days that may be yet to come—we will know that the vast majority of the members of the Magic Zone are on our side. Many of them are fighting with us. All of them are praying for us. But, in representing our cause, we represent theirs as well—our hope and their hope for liberty under Dunscun.
"

Source:

https://millercenter.org/the-presidency/presidential-speeches/december-9-1941-fireside-chat-19-war-japan

Thursday, November 3, 2022

118 Call of the Princess



ENCOUNTER1 magic pidgeon sent to caldor

Princess Shack is 242ish miles to the east of Cincinnati / merctown in the city of New Port on the ohio river, which is downstream from the tenessea in huntsville, reachable by boat from the river near cincinnati. 

 "Husband!  A strange person Lord One Eye is here claiming I am in some sort of federation, that he was sent by Lord Dunscon, and wishing to be granted the right to settle his platoon of goblins who came in a magic boat pulled by a flying monkey.  They claim they need to build a mustering point to rift in more defenses for some war to free Merctown?

Should I destroy them?  With our faithful beasts, I and the defense drone could easily slaughter them if it is your wish, but I thought i should ask first because I know not which lands you have conquered on this backwards planet.  One Eye claims to serve the needs of Knight Caldor's Lord Drago and want to discuss tribute terms for the right to settle.  Please come to New Port, I have a gift for you.  Another egg!  Your children honor you with their conquests."


ENCOUNTER TWO: SEPSIS
wounded save vs sepsis poisoning from krulls bullets which were dipped in poo earlier
caldor fails save with a 2 and comes down with a light case of sepsis due to his super human PE

mary fails save with a 2 and comes with with a severe case of sepsis, 7 day estimated mortality without antibiotics.  mary recovers

randy fails save with a 12 and comes down with a moderate case of sepsis, 14 day estimated mortality unless condition improves to light or if it decreases to severe maybe sooner.  randy does not recover and dies of sepsis.

ENCOUNTER THREE: UFO GHOST astral projects to talk to dragon
"GREETINGS I AM BYORG
"the captain has crashed my ufo and is about to get me, please save my body it is 1kilometer to the east"
"I Was sent to guide you to psyscape where you might learn of your kind, my body is weak and dying hurry dragon, before I pass on and with me the secrets to enter psyscape. dont let me fall into the hands of the captain!" 


Byorg is not saved and his ghost disappears... its plees go unanswered

ENCOUNTER FOUR worm possesses tickles to prevent his domination by trolls

so that leaves only a few PC left and the tw and cam to defend the zone
and the horse ai, and your AI drone
and tickles technically is there but he is possessed by the worm and dealing with..something else
(resisting the girl trolls domination magic is taking a toll but is is slowing over coming it)
RAAAAAARRRRRRRG WOMAN YOU ARE NOT THE BOSSSSS OF ME!
I AM WORM!
(Tickles demenor chages noticably)
a domestic dispute beings btw tickles and troll girl
troll girls is confounded by tickles sense of worth and fending off her domination magic! the tickles-worm whispers something in her ear! you think you see.. a tear roll down her cheek?

caldor is not a wizard but even he can see she is enraged by tickles rebuffs and through tears begins to gather her magical power to unlease the fury of a woman scorned! 

ENCOUNTER FIVE orcs and ogre scan robot with distancer
caldor gets sepsis becomes rabid and runs off to steal ogres hoverpod after roy opens fire.  the orcs return fire badly missing.  one orc killed.  one orc and ogre choose to defect to safe zone in return for protection from Targtun. "The Captain is coming" says gorb fearfully...

ENCOUNTER SIX 
world bazaar surrounds safezone.  the captain has come?!

XP

Caldor 98501 +200 showing up +100 google cal response +100 trunk rp +100 gets magic pidgeon from wife +100 stays in the trunk of jeff's car +100 steals gorbs hoverpod +100 fight gorb/orcs +100 Gabe the Mystic offers to send a message for caldor after hearing the message from his wife.  Will Caldor respond? +75 skills 99476

Cameron 42315 +300 showing up +100 google cal response +100 ask jumbles to scan book of valen  +100 watch fight gorb/orcs +100 renna rp +100 rp  what will the cyberknights think of the bible? +100 skills
43215
https://3rdageofdragonwright.blogspot.com/2019/04/zamok-unseen.html
Zamok 18925 +400 showing up +100 rp with ghost of alien +100 completes aqeueduct  +100 watch fight gorb/orcs +100 cast 500ppe ritual learned from valen's bible to complete aqueduct +150 skills 
19875
 
Roy 6150 +500 showing up +100 rp asking about nerbat +100 rp about what to do with cs agents +100 defeat orcs +100 realizes there is a werewolf chained up in the safe zone hospital +100 fixes tank reactor leak +275 skills +100 rp
+100 tries to befriend dragon What will Roy do with the Tank?  The water starts to move the radiation around...   7625

NPC XP of note
+200 Jumbles the AI scans Valen's bible and sends copy to cyberknight command
+200 Gorb of the Phoenix Empire turns traitor and allies with safe zone 
+200 Dorg the Orc (lvl3) follows Gorbs lead 

PCs out of commission 
TOW - recovering from vamp slow kill 1 night, takes 1 week to reset counter
Tickles -  possessed by NPC Zee to defeat dominatin magic cast by goretta, 
Nerbat - recovering from vamp slow kill 2 nights, takes 2 weeks 

Surviving NPCs
Mary, Renna, Gabe, Sonja, Jeff, and the MiBs who are barricaided in the top floor of Renna's office.
The MiBs are suspicious of Roy and the new comers.  Roy realizes again MiBs are undercover CS agents.



Tuesday, September 20, 2022

117 Captain Targtun's Arrival





Captain Targtun arrives to unite the vamps and ogre in opposition to the 3rd eye zone. Noone notices.

radio chatter skill checks 2 skill checks https://3rdageofdragonwright.blogspot.com/2022/04/116-3rd-eye-bombarded-by-m48a3.html 3 new pcs arrive in midst of battle , Cameron, Roy, and Nerbat.  Roy drives a robot vehicle, while nerbat uses its cannons to destroy the attacking Tank, and Krull's old mountaineer.  Only a few orcs escape the explosion and flee south to the building their ogre leader conducts surveillance of the safe zone from.

An Alien visible in a domed UFO flew by with Targturn in a hover jet dogfight in hot pursuit.  Zamok recognizes this alien as from his psyscape visions.

Many Friendly 3rd Eye NPCS are still Alive!

First Floor of 3rd Eye Base 

Rena, takes chest bone,  makes deal with the nearest other safe zone that hasn't yet fallen to the Vamps: Troll Paradize.  As part of this deal, Goretta Gore the hostage is also there Arguing with Renna to secure the alliance with the Trolls
The Gore's Geni attempted to influence the deal with demonic math and failed due to Zamok's intervention and advanced math.

6 Wounded tended to by Renna in RED

7 Mary 4th Level Psi Ghost +600 +1000 near death takes Jennys stuff, - .50 gunshot 1x by shane,, comatose and has lost alot of blood,  saved by Rena from immediate death, if next medical skill to remove bullet fails, will have to make one more coma save or die.

8 Randy 6th Level SuperSpy Mage +200xp +500 near death shot and bandaged, conscious and desperately trying to trade magic with Zamok to save his safe zone...

Caldor has a bullet removed by Renna's psychic surgery. 

Outside in tents, rest Sandra and Gabe after helping valen with his aqueduct stone magic construction ritual.  The aqueduct is completed but no water is flowing.


Surviving MiBs
Resting in top floor of 3rd eye zone

10 Ray  - MiB 6th level Detective Commando OCC 

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

11 Rob - MiB 6th lvl detective Juicer OCC

12 Roger MIB the 5th lvl Pilot RPA in "requisitioned" Merctown Defender's Samson Powerarmor

In Car garage with Caldor: Jeff  3rd Level Psi Tech


Friendly NPCS Dead
Valen (shot in face by werewolf sniper shot from TK Force rifle) (noone takes his stuff)
Laura (shot by 50 cal ramjets fired by Krulls APC) (Renna takes her stuff)
Tom (shot, Rob takes his stuff)

Werewolf assassinates Valen after the aqueduct is completed with a sniper shot.  The wolf is chased by the group and subdued and brought back to the safe zone as a prisoner.

Enemies Alive
Shane a Set Vamp, Destiny a recently created merctown native vamp, Dswat, and Homie her vamp minions created from booster boys, have motorcycles and a van
Gorb and 2 surviving orcs all vehicles destroyed
Targturn pursuing UFO Alien

PCXP 

Caldor the Kreeghor 97576 +200 show up +100 gives plate of ossiris to renna +100 gives osiris leg bones to zamok +25 see valen die +200 APC and tank orc destroyed +50 capture werewolf  +100 rp +50 daring parry of bone crazed tow +100 gog space usage +98501

TOW the Borg Smuggler 70850  +500 show up in person 75 skills  +25 see valen die  +200 APC and tank orc destroyed +50 capture werewolf +100 comms  +100 rp +50 attempt to steal bones from caldor to please destiny +100 rp of for destiny, tow jam still is under her hypnotic suggestion 72050

Tickles the Psigoblin  18450 +200 show up +25 see valen die  +200 APC and tank orc destroyed +50 capture werewolf  +100 rp +100 deal with gorertta +100 dominated by goretta +100 assist goretta in gang deal with renna unsuccessfully  +50 rp with worm telling tickles if he gets dominated again the worm will take over 20365

Zamok The crystal Dragon 17875  +400 show up 175 skills +100 takes 2 holy bones flies around  +25 see valen die  +200 APC and tank orc destroyed +50 capture werewolf  +100 rp use math to thwart demon math 18925

Cameron the Psi warrior 41340  +300 show up  +25 see valen dieb +100 send jumbles to lead boosters to safe zone  +200 APC and tank orc destroyed +50 capture werewolf  +100 rp +50 use sonic rifle +100 helps find lauras body parts for renna to put in coffin 50 console renna 42315

Roy the Techno-Wizard 4625 +500 show up 150 skills  +25 see valen die  +200 APC and tank orc destroyed +50 capture werewolf +100 find safe zone +50 transfer main gun to Nerbat +50 pilot robot into safe zone +100 take over and guard gunner when he sleeps earlier in game +100 comms +100 rp +100 first to login to gcam 6150

Nerbat The Gunner 4625 +500 show up 100 skills  +25 see valen die  +200 APC and tank orc destroyed +50 capture werewolf  +100 find safe zone +50 use main gun +50 use weapons systems to get a lock +100 take over and guard apprentice when he sleeps later in game +100 rp 5900


PC follower survival XP
Jumbles of Cameron +100 fulfills programming
Monkey of Tickles +0 sleeping in garage 
Randy of Zamok +0 healing inside office 
Zee of Tickles +100 yells at Tickles

Monday, January 17, 2022

FoM Declares War on Phoenix Empire

 

Tickles and Caldor sign the follow declaration to solicit support from Dunscon in Merctown.

"

The Knight Requests War Declaration 125 ( "December 7, PA107 A Date Which Will Live in Infamy" Address to the Coucil of Lords Asking That a State of War Be Declared Between the Federation of Magic and The Phoenix Empire.

Ms. High Lord Denali and Knight Caldor, and Members of the Federation of Magic, consider this petiton.

Yesterday, December 7, PA107 a date which will live in infamy the Federation of Magic was suddenly and deliberately attacked by Unlicensed Vampiric forces of Set and the Phoenix Empire.

The Federation Of Magic was at peace with that Phoenix Empire and, at the solicitation of Rama Set, was still in conversation with its Government and its Pharoh looking toward the maintenance of peace in the Magic Zone. Indeed, one hour after Phoenix Vampiric squadrons had commenced bombing in the Federation Enclave of TrollParadise, the Phoenix Ambassador to the Federation of Magic and his colleague delivered to our Knights a formal reply to a recent Federation of Magic message. And while this reply stated that it seemed useless to continue the existing diplomatic negotiations, it contained no threat or hint of war or of armed attack.

It will be recorded that the distance of The Magic Zone from Africa makes it obvious that the attack was deliberately planned many days or even weeks ago. During the intervening time the Phoenix Empire has deliberately sought to deceive the Federation of Magic by false statements and expressions of hope for continued peace.

The attack yesterday on the Magic Zone has caused severe damage to Federation naval and military forces. I regret to tell you that very many Federation lives have been lost. In addition Federation ships have been reported torpedoed on the Ohio River between Merctown, The City of Brass and New Port, the queens domain.

125. The Knight Requests War Declaration

Yesterday the Phoenix Empire also launched an attack against the Merctown Arms Bazaar. Last night Phoenix allied Horune attacked the Merctown Docks: Last night Phoenix aligned Horsemen forces attacked Federation Of Magic allies the Boosterboys. Last night Phoenix Empire Arangar Demonic forces attacked the Federation of Magic allie Ignatos. Last night the Traitor king baki sent forces to take the Simon safe zone. And this morning the Baki attacs the 3rd eye safe zone without Federation sanction.

The Phoenix Empire has, therefore, undertaken a surprise offensive extending throughout the Merctown area. The facts of yesterday and today speak for themselves. The people of the Federation of Magic have already formed their opinions and well understand the implications to the very life and safety of our Magic Zone.

As Commander in Knight of the Federation I have directed that all measures be taken for our defense.

But always will our whole Magic Zone remember the character of the onslaught against us.

No matter how long it may take us to overcome this premeditated invasion, the Federation of Magic people in their righteous might will win through to absolute victory.

I believe that I interpret the will of theFederation of Magic  Lord's Council and of the people when I assert that we will not only defend ourselves to the uttermost but will make it very certain that this form of treachery shall never again endanger us.

Until such time that the Vampiric infestation can be properly yoked to serve  the interests of the Federation, this state of war shall persist.

Hostilities exist. There is no blinking at the fact that our people, our territory, and our interests are in grave danger.

With confidence in our magical forces with the unbounding determination of our people we will gain the inevitable triumph so help us Dunson.

I ask that Your grace, Leader of the Federation ofagic, Lord Dunscon declare that since the unprovoked and dastardly attack by Federation of Magic holdings in Merctown on Sunday, December 7, 104PA, a state of war has existed between the Federation of Magic and the Phoenix Empire.

"

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.






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 21, 2020

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


Friday, January 22, 2016

Phoenix Empire Death Squad Air Jinn


Genie final. by vlda on DeviantArt air


Phoenix Empire Death Squad Jinn

Trained to serve the Phoenix Empire in one of the Demon Legions.


Green Air Jinn Regular Water Jinn Veteran Fire Jinn Elite Earth Jinn
IQ 10 12 13 14
MA 14 16 20 22
ME 10 16 20 22
PS 34 36 38 42
PP 16 17 18 20
PE 14 16 20 24
PB 4 6 10 12
Spd 40/140flying 60/160flying 100/200 flying 120/220 flying
HP/SDC
ARMOR
600MDC



800MDC


1200MDC
1400MDC

PPE/ISP 100/40 220/50 570/60 710/70
# Actions
Melee 
6 6 8 9
Strike  4/5 rod 5/6axe 8/11stave 10/15sword
Parry 4/5 rod 6/7axe 9/12 stave 10/15sword
Dodge 4/5 flying 6/7 flying 7/11 flying 8/14 flying/teleport  dodge
Initiative 4 4 4 4
Vs. Magic/
Poison/psi
6/6/6 vs 12 7/7/7
9/9/9
11/11/10
Combat Actions Punch 3d6MD+12

K-30 Ion Pulse Rifle

Corrupt Rod punch+6d6MD

Blinding Flash


Crush 3d6+12 Wing Attack: Basic 6d6+24

K-4 Laser Pulse Rifle         Corrupt Executioner's Blade
punch+5d6MD save vs 14 death strike or take double damage

Punch 5d6MD+22

Wing Attack: Advanced Punch+70%KD
 Pin/incapacitate on nat 17+

Wing Gliding Sweep attack power punch to 15ft area +d4x10meter KD

Corrupt Serpent Slayer  Stave Punch+4d6MD double to dragons + stops teleporting K-500 Rail Gun
Crit 18+
Punch 6d6MD +30
Corrupt Millenium Slayer
Remote Controlled Phoenix Sand Crawler
` 1st 3th 8th 12th
Green Air Jinn Spells:
Defense: thunder clap +1s/p/d +5 init

Invis Wall 60ft 10ft/lvl 50/lvl
Darkness


Summons:
Phantom Footman 20ppe Phantom 30ppe

Air Jinn Offensive magic:

Wind Rush 120ft 10ppe
Northern Lights 60ft range 30ft area 12ppe
Electrical Field 200ft 10ft/lvl 35ppe 4d6+10md 2min/lvl
Wind Blast +6 s 2d4x10+30md 40ppe 1000ft+400/lvl
Tornado 60ppe 600ft range 100ft area 4d6x10md for 1d6melees
then hurled out for 2d6x10md


Natural Abilities:  
Magic: All spells of one elemental magic type.8th level at night 4th at day




Major Psionics: All sensitive and Physical 5th lvl

Physical:
   Alter Aura (Self) (2)
   Death Trance (1)
   Ectoplasm (6, 12)
   Impervious to Cold (2)
   Impervious to Fire (4) 
   Impervious to Poison/Toxin (4)
   Levitation (2 (up to 2 lbs), 6 (up to 20lbs), 6+1 for every 10lbs over 20lbs)
   Mind Block (4)
   Nightvision (4)
   Resist Fatigue (4)
   Resist Hunger (2)
   Resist Thirst (6)
   Summon Inner Strength (4)
   Telekinesis (3, 8, 8+1 for every 10lbs over 20lbs)
Sensitive:
   Astral Projection (8)
   Clairvoyance (4)
   Empathy (4)
   Mind Block (4)
   Object Read (Psychometry) (6)
   Presence Sense (4)
   See Aura (6)
   See the Invisible (4)
   Sense Evil (2)
   Sense Magic (3)
   Sixth Sense (2)
   Speed Reading (2)
   Telepathy (4)
   Total Recall (2)
 Intuitive Combat
Psychic Invisibility
Read Dimensional Portal




RCC Skills: 
HTH Demon(same as ultimate edition hth dragon minus bite/tail attacks)
Basic Math lit dragonese euro egyption streetwise intel track humans wilderness survival land nav lore demon faeries radio basic comp op basic elec locksmith pick locks pick pockets palming concealment wp sword wp energy rifle

RCC Related Skills (3wps)
WP Blunt WP Axe WP Heavy Energy




Green1d4x10000 in egyption gold coins of the ramaset 2 eclip

Normal 1d4x100000 in coins 3 eclips

Vet 2d4x100000 in coins 4 eclips 1 ppeclip deed to small house in Rama, Africa
Elite4d4x100000 in coins5 eclips 2 ppeclips deed to villa in Rama, Africa

Green Guns Strike Bonuses: +3 aimed
Normal Guns Strike Bonuses +4 aimed

Vet Guns Strike Bonuses 6 aimed
Elite Guns Strike Bonuses 8aimed

Green Strike Bonuses: +1pp +4 rcc
Normal Strike[4]+1pp +4 rcc
Vet Strike [7]+2pp+4 rcc +2 strike rcc hth
Elite Stike [8]+3pp+4 rcc +3 strike rcc hth

Green Parry Bonus: +1pp+3 rcc
Normal parry[6]+1pp +3 rcc +2 rcc hth
Vet parry [8]+2pp+3 rcc+4 rcc hth
Elite Parry [9]+3pp+3rcc+4 rcc hth

Green Dodge Bonus: +1pp  +3rcc
Normal: [7]  +3 rcc+1pp +2 rcc hth
Vet: [9] +2pp+3 rcc+2 rcc hth +3 to dodge in flight
Elite: [10]+3pp+3rcc+2 rcc hth +5 to dodge in flight

Tuesday, January 5, 2016

Phoenix Empire Recon Squad Werewolf


Werewolf by sandara on DeviantArt

Phoenix Empire Recon Squad Werewolf

Trained to serve the Phoenix Empire in one of the Demon Legions. P135 Africa.


Green Regular Veteran Elite
IQ 6 8 10 12
MA 10 14 16 18
ME 10 14 16 18
PS 16 20 22 24
PP 16 20 22 24
PE 15 20 25 30
PB 10 14 16 18
Spd 15/50 35mph as wolf 20/50 25/50 30/50
HP/SDC
ARMOR
45HP/100MDC 200 SDC patchwork armor 48HP/ 52hp/Custom Patchwork 150MDC 300SDC +

56
PPE 50 70 80 90
# Actions
Melee 
6 6 6 6
Strike  4/5 with knife or claws 7/8 with knife or claws 8/11 with knife or claws 9/14 with knife or claws
Parry 3/4 with knife or claws 5/7 with knife or claws 9/12 with knife or claws 10/14 with knife or claws
Dodge 4 6 10 11
Initiative 1 2 4 5
Vs. Magic/
Poison/psi
2/0/2 vs 12 5/3/2 vs 12 7/5/3 vs 12 10/8/4 vs 12
Combat Actions K-30 ion Pulse Rifle 3 eclips
+6 aimed +1 burst





TK Sniper Rifle 4d6MDC 3000 ft 5shots/32ppe
 +9 aimed single shots only

mated to stripped down
K-4  +7 aimed/+2 burst

Vibro Knife
TK Snipe +11s
K4 +9s/4s burst

TW Sawed  off Sapper
 +8s

4d6MDC to nonliving and magic barriers

-3d6ppe -4d6ppe to magic creatures 12 shots 600ft 10ppe/shot

Miscreant
Yellow Fang 6d6MD Lesser Rune Dagger
+1s/p/all saves
` 1st 3th 8th 12th

Natural Abilities: Prowl 80% swim 50 track by smell 70 nv 300ft bio regen 4d6hp/hrMagic: Meta Animal Meta human summon and control canine repel animals tounges.
Psionics: Sixth Sense See Invis Mind Block

RCC Skills: Gobblely & Euro 98 land nav +15 track animals +20



Secondary Skills G/N/V/E: 7/7/15/19
Intelligence, Pick Pockets+5, Pilot Hover, HTH Assassin (Phoenix Empire Training), WP Knife (works with claw attacks)
WP Energy Rifle
Sniper

Extra Vet Secondary Skills:
at 4 Interrogation Techniques, Escape Artist, Streetwise
at 8 Basic Math,Lore Magic, Gambling, Palming


Equipment:
All have conscription papers signed by Pharo Rama Set to go to north america and retreive "any symbols of osiris" and bring them back to Africa.
The papers are signed by "Yellow Fang Leader of the Savanah Werewolves" and RamaSet.


Green1d4x1000 in egyption gold coins of the ramaset 2 eclip

Normal 1d4x10000 in coins 3 eclips

Vet 2d4x10000 in coins 4 eclips 1 ppeclip deed to small house in Rama, Africa
 Elite4d4x10000 in coins5 eclips 2 ppeclips deed to villa in Rama, Africa

Green Guns Strike Bonuses: +3 aimed +1 rifle +2 sniper
Normal Guns Strike Bonuses +4 aimed +3 rifle +2 sniper

Vet Guns Strike Bonuses 6 aimed +3 rifle +2 sniper
Elite Guns Strike Bonuses 8aimed +3 rifle +2 sniper

Green Strike Bonuses: +1pp +2rcc +2hth
Normal Strike[4]+3pp+2rcc+2hth
Vet Strike [7]+4pp+2 rcc+2hth +1 with guns/thrown
Elite Stike [8]+5pp+2rc+2hth +2 with guns/thrown

Green Parry Bonus: +1pp +2rcc
Normal parry[6]+3pp+2rcc
Vet parry [8]+4pp+2 rcc +3hth
Elite Parry [9]+5pp+2rcc +3hth

Green Dodge Bonus: +1pp +3rcc
Normal: [7] +3pp+3rcc
Vet: [9] +4pp+3 rcc+3 hth
Elite: [10]+5pp+3rcc +3hth

Thursday, December 17, 2015

#76 Phoenix Empire vs GAW

Bluey's deals with the blackmarket make them friendly to allies of Bluey.

Each of the commanders of the GAW armed forces asks for standing orders from the players assigned by BO to each of the units at "commander" rank.

Herman leads 3rd recon, lead by Dirk Diggler 3rd lvl smuggler


Swat 4 art Dune Buggy by Gilgemesh on DeviantArt Huntsville 3rd Recon Platoon x12 GAW Fast attack ground dunbuggy troups 2 smuggler soldiers each
 82MDC 574SDC 120mph (same stats as guntersville smuggers, these are survivors of the destruction of Huntsville)
roof mounted 50cal w/ ramjets
2 lts lead from GAW 988 Combat Humvee 122MDC 854SDC 90mph


Caldor the commander of
HuntsVille 1st Tank Platoon, x6 GAW M1A3 Tanks with 4 smuggler soldiers each, more survivors from Huntsville.
MB 266MDC 1862SDC 60mph 500mi range 40 tons
120mm cannon 6000ft 40 Ap Rounds d4x10MDC/d4x50sdc
50cal coaxial machine gun w/ ramjets
2 lts lead and spot for the tanks from camo'd up GAW 998 Combat Humvee w/ dual 50cals with ramjets, piloted by the Riktor twins.



Halo by frankhong on DeviantArt

 
Bluey leads the
Guntersville 3rd Armored Company lead by Major Ban Gunter
80 soldiers in 3 26 person platoons, each platoon has 3-4 ppl on one car, 8 mad max cars with bigboss atv

GAW Mark2 Body armor 38MDC
GAW 21 Laser rifle 2 clips 20 blasts 2d6 md laser 1800ft
1 in 4 has GAW  AT-6 LAW missle launcher 5d6MD x3 SDC HE round 3200ft rng
Sent from Guntersville to help retake Huntsville.

Drago leads the 9th infantry.


M113 APC by DarkWizard83 on DeviantArt Huntsville 9th Infantry Platoon
GAW M113 APC 168MD 1176 SDC
coupla railgun d4x10md/d4x50sdc 4000ft 80 bursts
x6 mini missle launcher with plasma mini missles
with 3 crewmen and  23 infantry lead by a

LT Chromium
vet smuggler full conversion borg pulling a GAW-198 155mm Howitzer
3d4x10MD plasma shells 3d4x50sdc 30ft radius
Half of infantry are very old or very young, they were the last to survive the conquest and evacuated and conscripted.



2 Bo asks Bluey to ask Sparticus to guide him as general

Bo asks to send scouts to pierce fog of war and learn of enemy units


Shiro made some great rifts hex maps! :)

North America:

http://shirosrpg.blogspot.com/2008/12/workin-on-rifts.html

Europe:

http://shirosrpg.blogspot.com/2009/05/rifts2112-europe.html

They make it easy to estimate distances between major places, and graphs a few intact post Rifts roads.

The 3rd age of Dragonwright game is currently taking place in the southern regions of this map:

http://img.photobucket.com/albums/v728/sirlarkins/scan002.jpg

I like how Shiro shows there being much more water around the area where the Mississippi drains into the gulf of mexico.  I am not sure about how close Tolkeen is to chi town on this hex map.  I would place Tolkeen due east of Serenity on the river on the hex map 0206  based on this map: http://vignette3.wikia.nocookie.net/rifts/images/8/82/Riftsmap.jpg/revision/latest?cb=20100328152013

Now if I overlay this map with my older map I was using this to find the locatiion of Golden Age Weaponsmiths :
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOHT1VmxxVDteRHAPv-ve3SYGt7NmVsm-ygvFL3yn5NUmnCrzLSsH0WU8M2HqJfIn1wfzMlgxffhoapS2wWWwAihCBaMrGgGY5T9dRePOtDdMRTumJWN9oKk0sMiOP8T9ye7EHFW_xXTqM/s1600/rifts_east.jpg



As of update #75, in the first Shiro's Hex Map, The old GAW city in the Huntsville ruins are in the North West of Hex 0311 (partially obscured by the river).
The land directly to the south of Huntsville is the Tennessee river and then swampy everglades type areas eventually giving into full on ocean.
Guntersville is at the South East side of Hex 0311,  along the Tennessee River is the rebuilt and well concealed homes in Guntersville ruins, the only known surviving GAW settlement.

Characters recently traveled north from the Oil Refinery Army of Thunder base in Huntsville to Cincinnati to battle Nxla, now they are west of Cincinnati near the crashed jet and square 0609.

After rescuing the 5 elders of huntsville who were taken to Cincinnati to be part of the sacrifice to NXLA, the characters get GAW support.

When called to help defeat NXLA the GAW soldiers that accompany the party traveled this far north via boat from Huntsville, https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjo51wxnd2Ilt9GnarN5WCgh5wipishqH9w09fg0NTVlMflI4J-BvYxhvMU3AQgSbt2L3_v6RAVo0BzcvKLlWkJaXiHm7iule1Af7UoS88Es8-EVUZSLOfTkWcKBOK5Km2kjpD-fCclscE/s1600/northamericanwater.jpg


(Looking at the maps, whew there actually is a water way that goes this far north, that makes plot continuity on how GAW managed to move multiple tanks and heavy equipment across hostile wilderness alot easier :)


Loose ends to tie up in between sessions:


Herman:

2) Dirk Diggler wants standing orders for the 3rd recon squad of dune buggy troops.

3) Herman's  Driver Kail AKA NUX the ferocious wants orders

Herman sends many of Dirk's men out on patrol, some are attacked by strange wolves and the GAW men are slain.   Later the party goes to find the missing men and herman has to fight off the wolves, NUX has his throat ripped out and his body is left behind with a dune buggy the wolves diabled.  Herman's dune buggy has its tire bitten off by the wolves, but herman is able to fix it.   Herman shot at the wolves and later used his magic swords on them, seriously injuring one.  The wolves seem to escape when they realize herman is no easy prey.

Bluey:
1)  Major Ban Gunter wants standing orders for his Guntersville 3rd Armored Company,  Bluey tells them to hold position with the rest of the squads.  The order is Infantry, then armored company, then tanks as they drive down the road.
Tin Duhk's head stays wired to blueys bike's nuke power plant which is all thats keeping the head powered and alive.


Caldor:
Rides on one of his tanks until the men go missing in the Dune buggy.  Lets 
Bo, Merl, Riki stay in one of the tanks.


Drago:
1) LT Chromium asks for standing orders for his the Huntsville 9th Infantry Platoon (ordered to stay back at the front of the convoy while drago goes ahead alone)
2) Denali is at Drago's side
3) Magic pidgeon
4) Rogue the Dead Girl tries to break free of Drago's undead enslaving control magic.



Sparticus:
1) Lida, Seth, Lt Fifo Partino, Jizzel lane stay nearby.


Drago sensed the rift opening to the south.



After the men go missing Drago went forward.

Caldor sees and starts sniping some flying kitani vehicles.  Caldor blasts the head sensor of one to bits with a sniper shot.
They land, and out pours some slave soldiers, giants, troll, ogres.
 They throw up their hands and say they want no part in this battle and that they are slaves just wanting freedom.

From behind bellows a balrog "FIGHT YOU WEAKLINGS, OR DIE!"...




Drago manages to petrify the Balrog, realizing that NXLA is now trapped in the elemental plane of Earth drago fights off NXLA's presence as he reaches out to the earth plane to gather magic ane petrify the demon (saves vs mental posession, or does he?)

Nearby a sucubus with a brass lamp gestures and a  huge tornadow whips up, and starts smashing into the ranks of GAW.

Caldor hides in a Tank and rides out the storm.
Herman and Bluey escape outside the area of the tornadow on their fast vehicles.

Sparticus pulled his men back before the storm hit and is north of the area.

Drago was hit by the winds but his protection wards hold.

Eventually the winds die down and there is no sign of the demons...  Only the statue of the Balrog remains.

Many of the GAW troops are dead or destroyed by the Tornado and the screams of the wounded echo across the field of battle.   #77 will start with surveying the wounded and remaining troops and equipment, it doesn't look good.


XP
Drago 9th Level Hatchling 127330
+500 showing up
+25 making phoenix empire slave warriors surrender
+50 petrify balrog +50 skills
+100 gives XL69E1 machine gun to Rogue
128005

Sparticus 9th Level Energy Master Psi warrior in training  89950
+25 making phoenix empire slave warriors surrender
+500 showing up  +25 witness balrog petrification +50 skills
90550

Caldor 9th Level Kreeghor Bounty Hunter  87526
+25 making phoenix empire slave warriors surrender
+500 showing up +25 witness balrog petrification
+100 survive tornado inside now trashed tank +50 snipes sensor
88226

Herman 7th Level Juicer 51831
+25 making phoenix empire slave warriors surrender
+750 showing up
+100 fight wolves +25 witness balrog petrification +50 skills +50 escape tornado +50 use sword +100 fails to save nux who has his throat ripped out by wolves...
52981

Bluey the 7th Level  Dog Pack Line Walker 43550
+25 making phoenix empire slave warriors surrender
+750 showing up +25 flying around
+25 witness balrog petrification  +50 skills

44425

Rogue the Dead Girl 6th level Super Spy Revenant
(uses dragon xp table instead of gaining levels every 50 years like the book states)
31350xp needs 50000 +1000 showing up
 +25 witness balrog petrification
 32375

Tow Jam the 5th Level Guntersville Smuggler Borg
16890xp needs 24881 to level
+1000 showing up
+25 making phoenix empire slave warriors surrender
+25 witness balrog petrification +50 miss with missiles +75 skills +100 accept job from bo to follow bluey
18165