Showing posts with label Rules. Show all posts
Showing posts with label Rules. 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% - resist 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% - resist 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% - resist 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% - resist 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


Saturday, June 20, 2026

Rifts Magic Zone Assets



Rifts magic users can control assets to augment their powers.
PPE Assets generate passive ppe which can be converted into credits if used as a powersource for say a city, or for rituals or spells cast by the mage connected to his network of assets.  To connect to the network the mage must assert his assets through his lifestyle's home command center and command and control network if using remote assets.  
Price Skill Modifiers 
Streetwise +/- 5% Barter +/- 10% Appraise Goods +/- 20% Gemology +/- 50%


0 Grimoires / Scrolls

Rifts scrolls or magic books also can be used as batteries by draining the scroll forwizards tower its spells ppe cost.
This destroys the scroll and requires a magic lore roll.

1 Gems

Attuning a normal gem into a ppe battery takes work.

Traditional method takes Magic Lore + Gemology
Rarely DBees and Traditional non-tech Path OCCs know this method

Techno-Wizard method takes the Magic Lore + Electrical Engineering 
Very common on rifts earth

Techno-Wizard Electrical Engineering can attune gems into PPE batteries -10%
The bigger the gem the harder to attune, -5% per carat, failure breaks gem
PPE batteries with Diamond 20 P.P.E. per carat, Emerald 10 PPE per carat
TW Items require 1 carat of gems per level of spell
Requires no lifestyle to use
Small 1 carat diamond 1,000–10,000 credits
Fine cut diamond (1–5 carats) 10,000–50,000 credits
Large exceptional diamond (5-50 carats) 50,000–500,000+ credits
Small 1 carat emerald: 2,000–8,000 credits
Fine emerald in jewelry: 10,000–30,000 credits
Large flawless emerald: 50,000–250,000+ credits
Can be carried.

Building Rules

Take highest bonus skill, roll that skill
Add the bonuses from any other matching skills for that item.  
Art always adds +5 but it can't be the build skill.
If you succeed, you build the item and pay full price.
If you fail you ruin the item and pay the penalty listed in the description.
Stories to towers can be built over time one at a time.
Ruined items from failed attempts or raids can be rebuilt again at full price with a +10% bonus

2 Spell Fountain

Magical reservoirs that spew raw fluid mana to sustain early incantations.
75MD/Spout/PV5PPE Batteries worth 30 per fountain spout.  1-50 Spouts per Fountain
-0.5% leyline storm chance / spout
Costs 100000-5000000cr for precious metals for the spouts.
Build skills used, failing costs 5% of build cost
Sculpting +20 using Stone
Masonry +15 using stone,  Mechanical Engineer using metal +15
Basic Mechanics Using Metal +10ALchemy Desk
Jury Rig using Junk +5 General Repair & Maintenance +5
Requires Street Lifestyle to setup and claim

3 Enchanted Tree

Living lumber providing a steady, organic pulse of passive magical energy.
150MDC/Tree/PV5
One grove can naturally be found per leyline if the region has not been developed.
A grove can be planted but starts at 1/10 strength gaining power per year until year 10
PPE Batteries worth 40 per Tree.  1-50 trees per grove
-1% leyline storm chance / tree
Enchanted with Magic Lore + Plant SkALchemyill 200000-10000000
Trees act as Gem carats for Druid/Native american Items
Build skills used, failing costs 10% of build cost
Botany +20 
Holistic Medicine +15 
ID Plants and Fruits +10
Wilderness Survival +5
Requires Squatter Lifestyle to camp near

4 Alchemy Desk



Laboratories where research translates into structural mana multipliers.
Can be disassembled and moved, Weighs 400lbs/feature
300MDC/Feature/PV6
PPE batteries worth 50 per desk feature.  1-50 features per desk 
-2% leyline storm chance / feature
Desk Features act as Gem carats for TW, Diabolist, Shifter items .
Enchanted with Lore Magic, Carpentry, Research, 400000-20000000
Build skills used, failing costs 15% of build cost
Research +20
Carpentry +15
Carving/Sculpting +10
Requires Low Lifestyle to put in a home and power

5 Magical Focus Circle on Leyline

600MD//Rune/PV7 800000-40000000
Required to harness a minor leyline.
PPE batteries worth 60 per circle rune, 1-50 runes per circle 5ft diameter / circle
1 normal sized person per ft of diameter fits in a circle, so 5 people per rune
Runes features count as Diabolist runes, or other rifts circles and can be combined
-3% leyline storm chance / rune
Cannot be carried.  Must be guarded.
Build skills used, failing costs 15% of build cost
Calligraphy +20
Creative Writing +10
Literacy +5
Requires Middle Lifestyle to claim a leyline in the federation of magic.

6 Wizards Towers on Leyline



Required to harness a leyline.
High-standing spires that gather cosmic energy and heavily boost base generation.
-4% leyline storm chance / story
PPE batteries worth 70 per story, 1-50 story per tower.   10 people fit in a tower story.
Enchanted with Magic Lore, Masonry, 1600000-80000000
Tower Stories act as Gem carats for magic item creation.
1200MDC/150SDC/Story/PV7
Similar to building a Fountain, but harder.
Build skills used, failing costs 20% of build cost
Sculpting +15 using Stone
Masonry +10 using stone,  Mechanical Engineer using metal +10
Basic Mechanics Using Metal +5
Jury Rig using Junk +3 General Repair & Maintenance +3
Requires a Middle Lifestyle to build on a leyline in the federation of magic.

7 Academy on Leyline

ALchemy DeskRequired to harness an unstable leyline connected to a nexus
Requires lifestyle upkeep in region of Academy.
2 Magical feature as a gem can be built per story
Great halls of learning that turn collective wizardry into exponential profits.
The character founds a school teaching a Magic User OCC
PPE batteries worth 80 per student per story, 1-50 students per academy , 
1 student = 2 stories of height of physical for visibility purposes
Enchanted with Masonry, Art Magic Lore, 3200000-160000000 
Cannot be carried.  Guarded by the students.
-5% leyline storm chance / story
2400MDC/180SDC/student/PV8
Similar to building a Tower, but harder.Leadership
Build skills used, failing costs 20% of build cost
Sculpting +10 using Stone
Masonry +5 using stone,  Mechanical Engineer using metal +5
Basic Mechanics Using Metal +3
Requires a High Lifestyle to build a magic user school in the Federation of Magic

8 Pyramid on Nexus


Required to harness a Nexus.
Controlling 3 Nexi is required to become a Federation of Magic Lord.
PPE batteries worth 90 per Pyramid story, 1-50 stories per pyramid
3 Magical feature as a gem can be built per story
Pyramid Stories act as Gem carats for magic item creation as well as the Rifts Atlantis features
Enchanted with Masonry, Art, Magic Lore, Excavation, 6400000-320000000
-6% leyline storm chance / story
1 stories of magical height = 4 of physical for visibility purposes
4800MD/210SDC/Story/PV9
Build skills used, failing costs 25% of build cost
Similar to building an Academy, but harder.
Sculpting +5 using Stone, Advanced Math +5
Masonry +4  using stone,  Mechanical Engineer using metal +3
Requires a High Lifestyle to build on a Nexus in the Federation of Magic

9 Dimensional Rift Harness



Requires a Rift to the correct dimension.
Then building a harness around the Rift to siphon pure mana from alternate planes.
PPE Batteries worth 100 per 1 foot diameter, 1-50ft of rift diameter, 1000lbs/ft
4 Magical feature as a gem can be built per ft of rift harness
Enchanted with Masonry, Art Magic Lore, Excavation, 12000000-640000000
-7% leyline storm chance / ft of rift harness
Cannot be carried must be guarded.
9600MDC/240SDC/ft/PV9
When broken, the dimensional tear snaps shut like a rubber band, triggering a localized implosion. Everyone within a 50-foot radius takes 2d6x10 MD from cosmic displacement, and there is a 35% chance that anyone within 10 feet is sucked through into a random dimension before the rift seals permanently.
Similar to building a Pyramid, but at vastly reduced size and increased difficulty.
Build skills used, failing costs 30% of build cost
Sculpting +3 using Stone, Advanced Math +3
Masonry +3 using stone,  Electrical Engineer using wire +2 
Mechanical Engineer using metal +1
Requires a Luxury Lifestyle to keep a permanent rift open in the Federation of Magic

Sources:

https://www.deviantart.com/c0rrupt72/art/A-Collection-Of-Magical-Places-Part-1-1271679120
https://www.deviantart.com/phil-1964/art/The-Wizards-Tower-1346691679
https://www.deviantart.com/oona1960/art/Stargate-Surrealism-4-1325650064
https://www.deviantart.com/hyoundel/art/A-new-take-on-the-Pyramids-Tech-1281433853

Wednesday, July 26, 2023

124 Targtun Standoff



E0 Environmental Conditions, cave continues to flood

The water rises below the wall where the group stands inside or near the NG Mobile hunter gun!  

4ft deep now.  

E0b TOWJAM worm checks (TOW/jumbles who is plugged into TOW/cam)

worm hacks gun and disables it temporarily

E0c Mecha checks (Caldor/nerbat) worm is trying to tip over mecha, pilot robot/ pp check to close hatch in time before water comes in/comp op check to detect worm hack attempts/comp op attempt check to detect JUMBLES defense network connection attempts/comp op check to detect booster boys txt msgs for nerbat/comp op check to detect reactions to TOW bounty on Targtun by merctown community (nerbat thinks post tow made in 123 on merc.social needs more multimedia)

E0d Jumbles checks (Cam) computer operations strengthen defense net with to suppress worm, buy ai computer operations software for 400k with towjams money

Jumbles ai horse wants skillsoft to supress towjam worm while hardwired to TOWJAM's kittani virus infected manhunter borg chassis.  no earth cure exists for this virus.

E0e Blarblar influence checks

Atop the wall the YABLAR bubble maker, BLARBLAR watches the group battling the forces of evil with rising sympathy.  Caldor's display of Osiris prayers caused the yablars demeanor to noticeably change and he is starting to look worried and guilty about leaving the group outside the walls.

E0f  Environment skill quests

Streetwise0 -see kid on bike Streetwise1 -detect gang support for nerbat Streetwise2 -command gang support Streetwise3 -claim territory (caldor/TOW/Nerbat)  NERBAT gets 2 green booster boy minions allys https://3rdageofdragonwright.blogspot.com/2018/07/merctown-boosterboys.html

TV/video1 - enhance tow jams bounty on targtun with multimedia (tow doesnt have this skill and posted bounty txt only description which makes bounty less attractive to bounty hunters. (nerbat/caldor) nerbat posts something multimedia about targtun on socials...

Radiobasic1 - detect targtun c2 signal to pinprick rift / block/ hack RB2 - jumbles defense net

Computer Operation1  - merctown social messages - nerbat posts go viral as proof the invaders can be defeated CO2 - mech status operational but infected CO3 - jumbles defense net operational and under attack

Intelligence1  - estimate range to Targtun (caldor) I2 confirm kittanni support for targtun

cam sixthsense goes off - zamok has become compelled

E-1 Tense Targtun standoff , assume 1 hour of tense negotiations has passed, the serpent is within melee of the bot being ridden by ROY-vampire who clings to it to stay out of the rising waters.  Targtun is 100meters south of bot outside the defensive minefield the serpent only partialy cleared to the west.  Zamok is 50meters away from targtun to the south.  The rest of the group clusters around the mecha, in front of the wall to the Collegiate arcane which glimmers with a crimson wall of ichtlon enchantment.

E2 Zamok hands over the 2 osiris bones to targtun while under compulsion magic "GIVE ME THE BONES".  Remaining Magic duration 23hrs

e5 targtun activates kittani virus c2 control and hands over control to his kittani handler "AMOK-4"

AMOK-4 tries to walk towjam to him once he gets the bones but cameron is able to break the hack by plugging towjam into jumbles and having the jumbles AI defend against the virus .  after failing to drive his body like a puppet they try to kill tow with life support shutdown which is on going...

Targtun is forced to retreat after the mech starts shooting at him.  He uses time slip to get to his jet and fly away before the group can react.

Blarblar allows the group in once TOW jam buys a blackmarket magic zone pass off the two boosterboys Nerbat now leads.  Zamok uses it to claim he is an illusionist gnome and gains entrance for the group to the college arcane of the magic zone!  The gates open, the mech drives in.  https://3rdageofdragonwright.blogspot.com/2012/05/lifestyles-for-rifts-and-famous.html rules are in effect for where the group chooses to pay to stay.  

XP 5/18/2023

Caldor Bountyhunter 10 104201 Priest 5 16851 +300 show up +100 fight targtun +175 skills  +100 rp resisting the call of osiris +100 shoots bones out of zamoks hands +50 realize nerbat is alive in mech under randy's body +100 fight roy 100 rp alignment change +100 remebers he has a wife and children awaiting him at a nexus  105325 bounty hunter 10 Priest does not go up this session because he resisted the call of osiris successfully with a save vs insanity due to close proximity to the bones of Osiris for such a long time

TOW 78900 +400 show up +100 fight targtun +275 skills +100 watches tow worm attack jumbles cybernight defensive personal area network +100 gets liver damage borg alarm+100 fight roy +100 buy jumbles defense net software earns ALLY rifts contact 80075


Jumbles now neighs approvingly at the site of towjam and realizes if the link between them is broken TOW jams liver will break.
Level 1 loyalty  /Level 1 connections (cyberknights/tech) provides +5% to computer skills when plugged into  jumbles as a "smart frame" can also follow the following shadowrun framerules (For now just a plus 5 but think automation as a hint) 




Rifts AI Frames (used by people to enhance skill roll) and Agents (run at time or condition)
Requires at least NorthernGun grade AI.
Frame Core (jumbles AI has computer operation only and can automate skill with frames)
Designing Frames and Agents (created with computer programming skill roll)
Loading Utilities (once designed loading a utility takes computer operation)
Running a Frame or Agent (computer operation/hacking depending on frame design)
Dumb Frame Rules (computer operation, computer repair automation)
Smart Frame and Agent Rules (computer programming, computer haking)

Require at least NG grade AI to design and run a frame effectively.

Rifts AIs here can run the following agents and frames.  https://3rdageofdragonwright.blogspot.com/2020/06/99-100-merctown-crusade.html

10000000 AI NG 
NG Utility Deck matrix cyberdeck programming. 2 Agent 4 Frames, 2 parallel drone/vehicle piloting slots
(Detroit accent, english)

20000000 AI NGR
NGR Jager 11 matrix cyberdeck programming 4 Agents 8 Frames, 4 parallel drone/vehicle piloting slots

40000000 AI Archi7
Blackmarket Prerifts Clone matrix cyberdeck  programming 1-100 agents 1-100 Frames (requires significant nuclear power to use that many at once.) 1-100 complex drones or 1-1000 simpler drones


Cam 49215 +500 show up +100 fight targtun +200 skills +100 yell +100+100 fight vapire +100 cyber defends jumbles +100 plugs into towjam with jumbles to supress TOW worm from spreading further.  +100 realize TOW worm  is trying to kill tows life support systems and that he has liver damage and will likely die soon unless removed from infected borg chassis as no known earth cure exists for the KITTANI 97 COMPUTER VIRUS (years ago tow rolled a d100 to see how lethal the virus attacking him was and he rolled a 97, most lethal)  +100 learns smart frame rules by watching towjam plugged into jumbles with new ai software upgrade 50715 Cam levels to 8!

Zamok 27825 +600 show up +10000 compulsion side effectsvvgkinddgcdrkh +100 has hands shot off by caldors mech  to avoid giving up bones while under compulsion +100 "fights" targtun +125 skills +100 flys  +100 fight royvamp 38950 Zamok levels to 6!

Nerbat 13250 +1000 show up +300 skills +100 close hatch to mech +100 social media merctown postings +100 fight roy vamp +50 realizes randy is dead +50 inherits roys cybernetics +100 claims magic zone for boosterboys as caporegime until he can contact his underboss... gains two associates (level1) who arnt made enough to be soldiers.  Nerbat was a soldier before the fall of merctown to the invaders.  Previously the bboyz did not have any presence in the magic zone at all, the other merctown zones did have capos since they were more technology focused, nerbat has some of the other capos contact numbers (streetwise roll)...  +1000 indirectly saves group by getting boosterboy followers who have pass +100 meet 2-6 +100 meet 2-7 bboy level1 +650 rp survival bonus 16900 nerbat levels to 5



https://upload.wikimedia.org/wikipedia/commons/thumb/1/1c/Mafia_family_structure_tree.en.svg/1200px-Mafia_family_structure_tree.en.svg.png


Befriends 2 merctown boosterboy gangers 2-6 and his brother who follow nerbat's merch into the college on their bikes...

Wednesday, January 4, 2023

Rifts Coma Rules



😷😷😷😷😷😷😷😷😷

Dangerous Rifts games call for Coma saves!  We keep having to look up the rules on these...

Entering Coma

Canon Condition 1 Lose 100% of HP down to -PE HP, coma, if over PE -HP, dead.

Condition 2 survive until -PVxPE HP for MDC creatures, -3xPE juicer/crazy/borg and Dbees w/ PE>15.

Condition 3, Certain diseases like Sepsis, Covid cause Coma, without HP<1.

Condition 4, certain curses cause "coma", Faerie food, vampire slow kill, african evil eye, trance, sleep.

Medical skills cannot always reverse these types of "magical comas".

Trauma Induced Coma

Duration (afterwards death) Canon says PE hours, 3rd age has some skill bonuses.

No treatment, PE Hours

First Aide Treatment +9% duration

Paramedic Treatment (RN) +16% duration

Holistic Medicine Treatment (must find, process and feed patient herbs) +20% duration

Medical /Cybernetic Dr +23% duration

Treatment from poor/average/high/luxury lifestyle hospital +5%/+10%/+15%/+20% duration

Cast cure minor disorder 1x /hr +1% duration, 10ppe, 10x/hr +10% duration, 60ppe/hr

Healing magic brings HP above 0, +.5%/duration per hp above 0.

IRMSS Kit/Juicer Biocomp +10% duration

Transferring from Trauma to Medically induced Coma

Make a Holistic Medicine or Medical Dr Skill roll to transfer from trauma to medical coma.

Medically induced comma Duration is x2 and requires High lifestyle or better medical hospital.

Patient cannot be jostled or injured or will return to a trauma coma.

Psionic Induce Sleep can also be used to medically induce a coma if the person is already in a Trauma induced coma. 1hr/level/4ISP

Juicer Biocomp will automatically induce medical coma after the 2nd failed save.  Failed saves in medically induced coma do not have permanent effects.

Leaving Coma

Roll once per hour.  Two success rolls in a row means character awakens at 1HP.

Unskilled 18% First Aide 22% Paramedic 32% Medical Doctor 46% 

Veterinary Medicine on Human 25% Veterinary Medicine on Animal 50%

Low / Middle / High / Lux/Arcology CS-Triax-Naruni Lifestyle Hospital Bonuses +4%/+10%/+20%/+24%/25%

Bonus/Penalty of PE - 12 % 

Deaden Pain  1min/level/6isp for 60 minutes +1%

Psychic Diagnosis+med skill +3% Psychic Surgery +10% Summon Inner Strength +5%

Healing Touch 1 touch/2min / 6 ISP restores 1d8HP or 2d6SDC/touch, each HP over 0 adds 0.5% to saves vs coma/hr (other healing powers that bring you above 1HP also work this way).

Upon the 2nd fail, roll on p359 in rifts ultimate edition for permanent damage if fail save vs pain

Upon the 4th fail, roll on p359 in rifts ultimate edition for insanity if fail save vs insanity

Upon the 6th fail, roll on p354 in rifts ultimate edition, translate to vehicle/bionic/body damage if fail roll vs impact save

8th fail goes back to 2nd rules and cycles from there.

Powers you can use if in coma if making a save vs pain (aware but paralyzed):

Astral Projection can be used while physical body is in a coma if the character makes a save vs Pain.

Teleportation powers (like hatchlings have) will instinctively teleport out if save vs pain even in coma

Docwagon Some rifts Merc crews, and citystates offer limited region "Docwagon" contracts that will activate a beacon and send a team for you if you flatline and have a headjack medical implant with radio.  Prices vary.

sources:

https://3rdageofdragonwright.blogspot.com/2012/05/lifestyles-for-rifts-and-famous.html

https://palladium-megaverse.com/forums/viewtopic.php?f=9&t=157085

https://palladiumbooks.com/forums/viewtopic.php?f=8&t=123923

http://dagwood.sandwich.net/rifts/skills/medical.html

https://shadowrun.fandom.com/wiki/DocWagon

https://www.mobygames.com/game/shadowrun-returns/cover-art/gameCoverId,347028/

Tuesday, October 18, 2022

Pblackcrow's Rifts Savings Throws

3rd Age will use these pblackcrow's rules: https://www.palladiumbooks.com/forums/viewtopic.php?f=5&t=121513

Electrocution 18
Extreme Heat/Cold 14
Gas lethal 13
Gas non lethal 15
Harmful Drugs 15
Insanity 12
Magic Circles 16
Magic Fumes 14
Magic Ritual 16
Magic Spells 12
Magic Wands 14
Pain 16
Poison/Disease Lethal 14
Poison/Disease Non-Lethal 16
Psionics 15, 12, 10
Soul Drinking 14
Faerie Magic 16

Acids -- No save possible - Dodge! If ingested, treat as lethal poison.
Activating Reliquary (mudra): Roll under Meditation Skill
Allergic Reaction: 11+ (P.E. based)
Animal Psionics: 15+ for a non-psionic, 12+ for a character with Animal Psionics
Anti-Metal Virus/AMV: 10+ for metal
Banishment (mudra): 12+
Blackout: 14+
Blindness: 10+
Bone Breakage: 12+ (M.E. Bonus)
Breakneck: 16+, with P.E. bonuses.
Butylmercaptan (Chemical Excretion/Stink): 15+
Calm: 16+
Celestial Calligraphy: 10+
Chi Magic: 12+
Chi Zoshiki (Rifts): 19+
Circle of Contagion: Under P.E. on Percentile Dice
Coma/death: - See under Coma/ Death
Concealment save vs sensor detection: 01-35% vs sensors on percentile (01-98% vs naked eye), with the following modifiers; -5% when struck by missiles, -10% in light smoke or dust, -10% in light rain or fog, -30% in heavy smoke or dust, -30% in heavy rain, -50% underwater. (See Crusader RDF Destroid.
Control (others)*: 15+ for non-psionics, 12+ for psionics, 17+ for animals.
Curses: 15+
Deific Curses: Natural 20 only
Demon/Infernal Magic: 14+ Infernal Lords may require a 15+ or 16+ to save.
Demon Beetle Transforming Attack: 15+
Detect Wires (trip wires): 10 or less with nightvision, otherwise 5 or less (both at night rolls)
Disease/Food Poisoning: 14+
Disease, Virulent (common cold, flu, plague): 16+
Disruptive Touch*: 15+
Dolphin Sonic Stun: 19+ for small fish & crustaceans; 17+ for medium-sized fish; 10+ for man-sized fish & sharks; 7+ for giant fish, squids, sharks & other giant aquatic animals; 6+ for D-bees of a fish or amphibian physiology (9+ if smaller than 5 feet (1.5m) tall/long); 4+ for aquatic birds and mammals (sea lions, etc.); 3+ for humans, humanoids, and most intelligent life forems (7+ if smaller than 5 feet (1.5m) tall/long); Other cetaceans, dragons, giants, creatures of magic, supernatural beings and most mega-damage creatures are impervious.
Dragon/Immortal/Deific magic: 16+
Dynamic Attraction: 16+
Electrical Charge (Stun): Victims must roll under their P.E. to save vs effects (those with P.E. of 20 or better will be just too tough to be affected).
Electricity: 11+ (P.E. bonus), failure means the character's heart stops and the character is dead.
Electrocution: 18+, 14+ for supernatural creatures
Entanglement (Sticky Goo): Percentile dice under the victim's P.P.
Euphoric Embrace: 16+
Extreme Heat (heat exhaustion & smoke inhalation): 14+
Extreme Cold (cold exhaustion, hypothermia and frostbite): 14+
Harmful Drugs/Toxins: 15+
Horror/Awe Factor: Must roll equal to or better than the creature or spells Horror Factor.
Infestation: 6+ (P.E. based)
Insanity: 12+
Knockout: 15+
Lucky Fall: 20% or less on Percentile Die.
Magic: Basic Spell/Faerie Arrows: 12+
Magic Breath Attack: 14+
Magic Circles: 12+
Magic Faeries' Spells: 16+ (14 in Rifts)
Magic Fumes: 14+
Magic Pillow of Sleep: 13+
Magic Potion or Fume (If forced to drink): 14+
Magic Ritual, Mosiac, Magic Sludge, or Flute of Charming: 16+
Magic Scroll: 13+ or 14+ (typically due to higher spell strength)
Magic Songs of Ultucan: 15+
Magic Wards: 14+
Mental Stun (non-psionic)*: 15+
Null Movement*: 14+
Obey: 13+
Pain: 14+ (16+ in Rifts)
Panic: 12+
Paralysis (Spores): 15+
Poison/Gas, Lethal (Ingested, Contact, Blood/Injected) : 14+
Poison/Gas, Non-lethal (Ingested, Contact, Blood/Injected, or ingesting Contact/Injected--lethal or not, pheromones): 16+
Possession: Contested
Protection: 14+
Psionics/Illusion/ATB Druid Magic/Feeding Frenzy (vampires, as per psionic type of vampire): 15+ for non-psionics, 12+ for major or minor psionics, 10+ for master psionics.
Radiation, Area Source (within 3ft of Ceratus Dominus): 12+
Radiation, Point Source (physical contact with Ceratus Dominus): 14+
Radiation, Field (Ceratus Dominus' breath weapon): 16+
Shrapnel: 14+ on a dodge.
Sonic Stun (Darksong): 10+ (varies)
Sonic Stun: 13+
Soul Drinking: 14+
Strangling: 14+
Stun (from Fall while in M.D.C. Body or Power Armor): 40% chance
Stun (from Crash while in M.D.C. Body or Power Armor): 30% chance
Stun (from Explosion Impact while in M.D.C. Body or Power Armor): 60% chance
Submission: Shifter's M.A.
Temporal Energy Change: 50% or better on percentile, with P.E. bonus added.
Transferal/Possession*: Same as psionics.
Traps: 12+ on a dodge
Unconciousness (when being strangled): 14+
Undeath: 11+
Vehicle Save vs Strain of Pulling out of Divebombing: Roll under TMF.
Willy-Willy Knockdown: UNDER 10 on D20 (P.S. bonus applies)
Willy-Willy Entrapment: UNDER 12 on D20 (P.S. bonus applies)
Note: Animals are -4 to save, and inanimate, non-living objects get no saving throws.

Thursday, January 6, 2022

Rifts Priest of Osiris



Priest Of Osiris
Alignment:  Good Only


Method 1 Traditional Priest of attaining OCC:  Training by Clergy in secret Osiris Home Dimension
Learns all priest powers + "Spells" as per Mystic Rules which are trained "prayers" to Osiris and really focus the Mystics own powers (brought out with Osiris's guidance).

Method 2: Curse Priest
Holding 3+ holy relics of Osiris causes good aligned (unprincipled) user to convert to rifts priest if they fail to resist call of Osiris (save vs insanity) or drop the items.  Selfish aligned characters who hold the items have alignment raised one level per month until good (unprincipled minimum) , then transform into priest and become overwhelmed by visions of Osiris returning to life, making that their life quest.

Method 3: Hermetic study by hermits living in caves or other holy places once associated with Osiris (Egypt old kingdom rifts earth) can sometimes be rewarded with glimpses of Osiris's wisdom and Priest OCC
Method 4: With Osiris supposedly dead, who or what is really returning his prayers?


Rifts Rules state Priest get three of these Pantheons of the Megaverse Powers + Mystic Spells + Dragons and Gods Light an Dark Pantheon

House rules in 3rd Age Osiris Priests gain them as they level, using reordered numbers in the book as the levels, so each Level they gain a new power.  3rd age priests of Osiris get spells as "prayers" at 5th level.  Forced curse priests don't get the training of the mystic spells but do get the other powers.


1/Turn Dead (requires holy symbol of god)


2/Exorcism (requires holy symbol of god, blessed holy water of god sprinkled on possessed) 
7%/lvl takes 1d6hrs in cannon, 3rd age its 1d6hrs per LEVEL to show the priests learning to more thoroughly but slowly clear out the evil.

3/Remove Curse (requires holy symbol, holy water, material sacrifice minor)

4/Healing Touch

5/

6/Prayer of Strength 
7/Prayer Of Communion

8/Prayer of Intervention 

9/Resurrection (requires holy symbol, holy water to annoit the dead, material sacrifice diamond 

10/Miracle of Luck 

11/Miracle of Supernatural Strength 

12/Great Miracle Control over Nature 

13/Great Miracle Miraculous  Healing 250ppe 

14/Great Miracle Control over Magic 500ppe 

Rifts Rules state 

House rules state some powers take prayer and sacrifice to obtain the power or spell:
Material Sacrifice
Minor 1gp
Major 100gp



Cal0dor's Instinctive rituals gained from having 2+ items of osiris, these are also used as Ritual magic if the user has an Osiris holy tome and reads the ritual words slowly along with having enough PPE:

Caldor gets some (canon p12 of pantheons says 3) powers from the priest set, using so far only 1:

Exorcism ("So it was Osiris cast out the Devils, and it was good")  LVL8 30ft rng 30ppe

Miracle of Consecration 1day/lvl 40ppe exactly the size of a temple floor


Using Relics give Priest Spells and Prayers Level 8th level of power!
Chest Plate fills wound left by chest  agampate controled by splugorth to rip itself out nearly killing Caldor.
500MDC 


 Osiris Priest magic
OSiris is dead!  But his priests can still cast spells.  Someone or something is casting them in his name when priests pray to Osiris, and answering their prayers!




Sunday, January 5, 2020

Create Daemon




CREATE DAEMON (also known as Improved Golem)


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

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

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

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

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

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

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

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

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

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

Options

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

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


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


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

I give full credit to the author whoever they are.

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

Friday, June 21, 2019

Rifts Matrix Part3 Merctown


Merctown Matrix conversion
Bold = unaffected by towjam's worm
Not Bold = affected by towjam's worm, he can ask for information from these targets more easily

Publicly listed nodes with repeaters (wifi access points) advertising their products/services in Merctown:
Ares = Northern Gun
Aztechnology = Outrider Armaments Bandito Arms
City Hall = The leader of Merctown
Fuchi =Japan H-Brand Corporation ( Ravens Thieves Guild)
Gates Undersound = fine inn in underground merctown bunker
Lone Star = CS State of Lone Star longrange repeater
Mitsuhama = Naruni
Renraku = Wilks
Seattle General hospital = merctown hospital
UCAS Fed Gov = merctown armed forces and police
Club Penumbra = Merctown Nightcrawlers Club
Holly wood Corectional Facility = merctown jail

Unlisted nodes:
1 GAW
2 Gang1 greenskins (gate1, 2 etc)
3 Gang2 boosterboys
4 Gang3 red devils
5 Gang4 mephisto's horsemen
6 Gang5 wanab juicers
7 Wellington
8 Titan Robotics
9 Triax via Krause Imported Arms
10 Nine Lives Armory - Powerarmor and Body Armor repairs
11 Devilman exotic Arms - Zo'Wor the TW runs it




Based on https://lordeggnutz.com/tools/host-generator.html

Normal Attribute Configuration
Rating: 1
Firewall: 3 Data Processing: 4 Attack: 1 Sleaze: 2
IC Tray:
Patrol IC:
Matrix Perception: 2[4] Opposed by Logic + Sleaze
Patrols host, scans for marks, looks for illegal activity, icons running silent. Able to share info with host & other IC.
Patrol IC makes in Matrix Perception tests every combat turn(s).

Probe IC:
Dice Pool: 2[1] Opposed by Intuition + Firewall
Gains Mark (shared with Host & other IC).

Tar Baby IC:
Dice Pool: 2[1] Opposed by Logic + Firewall
Link-locks target. If target already Link-locked, gains Mark (shared with other IC/Host).

Binder IC:
Dice Pool: 2[1] Opposed by Willpower + Data Processing
Reduces Data Processing by 1 (regardless of Net Hits). If Data Processing already 0, causes 1DV Matrix Damage per Net Hit. Reduction is cumulative with multiple attacks, lasts until reboot.

Security Spiders:
Junior Security Spider
Arrives in 2 combat turns.

Condition Monitor (P/S/M) 9/10/9
Limits Physical 3, Mental 4, Social 5

Matrix Initiative 8 + 3D6 (cold sim)
Matrix Damage Resistance 4
Biofeedback Damage Resistance 6

Skills
Cracking skill group 3, Electronics skill group 3

Typical Action Dice Pools and Limits
Matrix Perception 6 [5], Hack on the Fly 6 [3], Trace Icon 6 [5]

Gear
Microdeck Summit [DR 1, 4/3/3/1, 1 program] w/ Toolbox (factored into stats)
Typical deck configuration: Attack 1, Sleaze 3, Data Processing 5, Firewall 3

http://shadowrun.plasticwarriors.org/matrixhostgenerator.html 2.0
Blue-4/9/9/9/8/10

Step: Event, more actions = more steps = more hassles
5: Probe-6 with trap Blaster-5
11: Trace-5 with trap Sparky-4 (Armor)
18: Crippler (acid)-6Party Cluster
25: Killer-5 (Cascading)
32: Trace-4 with trap Killer-5 (Shifting)
39: Passive Alert
44: Tar Pit-6
50: Crippler (binder)-5 (Shielding)
56: Scout-5 with trap Black-5 (Armor)
61: Active Alert
68: Killer-6 (Cascading)
75: Blaster-5 (Shielding)
80: Lethal Black IC (judas)-5
86: Killer-4
92: Shutdown


matrix calculator
https://forums.shadowruntabletop.com/index.php?topic=18474.0

Action Type Test rifts skill when attacking.
try an action using computer hacking.for attack/sleaze/most firewall
computer operation for Jack Out Simple Hardware + Willpower [Firewall] 1, non complex actions
computer programming for data processing,
Logic = advanced math
intuition = rogue scientist hypothesize skill, intelligence skill

Brute Force Complex Cybercombat + Logic [Attack] 16 [ 6 ]
Change Icon Simple none [Data Processing]
Check Overwatch Score Simple Electronic Warfare + Logic [Sleaze] 16 [ 8 ]
Control Device Variable As skill
Control Device - Special Variable Electronic Warfare + Intuition [Sleaze] 12 [ 8 ]
Crack File Complex Hacking + Logic [Attack] [ 6 ]
Crash Program Complex Cybercombat + Logic [Attack] 16 [ 6 ]
Data Spike Complex Cybercombat + Logic [Attack] 16 [ 6 ]
Disarm Data Bomb Complex Software + Intuition [Firewall] [ 9 ]
Edit File Complex Computer + Logic [Data Processing] [ 10 ]
Enter/Exit Host Complex
Erase Mark Complex Computer + Logic [Attack] 15 [ 6 ]
File Recovery Extended Computer + Logic [Mental] 15 [ Mental ]
Format Device Complex Computer + Logic [Sleaze] 15 [ 8 ]
Full Matrix Defense Interrupt none [Firewall]
Garbage In / Garbage Out Complex Software + Logic [Sleaze] 15 [ 8 ]
Grid Hop Complex none [Data Processing]
Hack on the Fly Complex Hacking + Logic [Sleaze] 20 [ 8 ]
Hide Complex Electronic Warfare + Intuition [Sleaze] 12 [ 8 ]
Invite Mark Simple none [Data Processing]
Jack Out Simple Hardware + Willpower [Firewall] 13 [ 9 ]
Jam Signals Complex Electronic Warfare + Logic [Attack] 16 [ 6 ]
Jump into Rigged Device Complex Electronic Warfare + Logic [Data Processing] Impossible [ 0 ]
Matrix Perception Complex Computer + Intuition [Data Processing] Not needed [ 10 ]
Matrix Perception v. Silent Complex Computer + Intuition [Data Processing] 13 [ 10 ]
Matrix Search Special Computer + Intuition [Data Processing] 11 [ 10 ]
Noise Reduction Complex Electronic Warfare + Logic [Data Processing] Impossible [ 0 ]
Reboot Device Complex Computer + Logic [Data Processing] 15 [ 10 ]
Send Message Simple none [Data Processing]
Set Data Bomb Complex Software + Logic [Sleaze] [ 8 ]
Snoop Complex Electronic Warfare + Intuition [Sleaze] 12 [ 8 ]
Spoof Command Complex Hacking + Intuition [Sleaze] 14 [ 8 ]
Switch Interface Mode Simple none [Data Processing]
Trace Icon Complex Computer + Intuition [Data Processing] 11 [ 10 ]
Trackback Extended Computer + Intuition [Data Processing] 11 [ 10 ]

Action Test when attacking Test when defending Notes (damage adjusted by Decker programs)
(Deck defending)

Possible actions via ATTACK= "computer hacking skill" from IC attacking a player characters:
Acid IC Host Rating x 2 [Attack] 10 [ 6 ] Willpower + Firewall 13 With net hits, reduces Firewall by 1, if 0 already, does 1 DV Matrix damage per net hit
Binder IC Host Rating x 2 [Attack] 10 [ 6 ] Willpower + Data Processing 14 With net hits, reduces Data Processing by 1, if 0 already, does 1 DV Matrix damage per net hit
Black IC Host Rating x 2 [Attack] 10 [ 6 ] Intuition + Firewall 13 Link-locks on hit, does 6 +1/net hit +2/mark DV Matrix damage AND Biofeedback Physical Damage
Blaster IC Host Rating x 2 [Attack] 10 [ 6 ] Logic + Firewall 17 Link-locks on hit, does 6 +1/net hit +2/mark DV Matrix damage AND Biofeedback Stun Damage
Bloodhound IC Host Rating x 2 [Attack] 10 [ 6 ] Willpower + Sleaze 12 Uses Matrix Perception on all Targets in Host, looking for illegal actions, when it gets two marks, attempts to track
Catapult IC Host Rating x 2 [Attack] 10 [ 6 ] Intuition or Logic + Firewall 17 With net hits, reduces Firewall by 1, does 1/new hit +1/mark DV Biofeedback Stun Damage per net hit
Crash IC Host Rating x 2 [Attack] 10 [ 6 ] Intuition + Firewall 13 With a mark on you and hits, crashes one program randomly til reboot
Jammer IC Host Rating x 2 [Attack] 10 [ 6 ] Willpower + Attack 10 With net hits, reduces Attack by 1, if 0 already, does 1 DV Matrix damage per net hit
Killer IC Host Rating x 2 [Attack] 10 [ 6 ] Intuition + Firewall 13 Does 6 +1/net hit +2/mark DV Matrix damage
Marker IC Host Rating x 2 [Attack] 10 [ 6 ] Willpower + Sleaze 12 With net hits, reduces Sleaze by 1, if 0 already, does 1 DV Matrix damage per net hit
Patrol IC Uses Matrix Perception on all Targets in Host, looking for illegal actions
Probe IC Host Rating x 2 [Attack] 10 [ 6 ] Inhttp://mikesrpgcenter.com/shadowrun/maps.htmltuition + Firewall 13 With net hits, adds one mark, up to the limit of three
Scramble IC Host Rating x 2 [Attack] 10 [ 6 ] Willpower + Firewall 13 With three marks, when hit, reboot, taking 6 Biofeedback Physical Damage
Shocker IC Host Rating x 2 [Attack] 10 [ 6 ] Intuition + Firewall 13 Reduces initiative by 5 on hit
Sparky IC Host Rating x 2 [Attack] 10 [ 6 ] Intuition + Firewall 13 Does 6 +1/net hit +2/mark DV Matrix damage AND Biofeedback Physical Damage
Tar Baby IC Host Rating x 2 [Attack] 10 [ 6 ] Logic + Firewall 17 Link-locks on hit, if already link-locked, adds one mark, up to the limit of three
Track IC Host Rating x 2 [Attack] 10 [ 6 ] Willpower + Sleaze 12 With two marks or more, when hit, discovers your physical location, usually reported

http://denver.wikidot.com/info:gm-matrix-tutorial

easier -> harder
 Blue (1-7), Green (1-7), Orange (1-7), Red (1-7)