Mage combat spells
--------------------
Name Level Range PPE Damage/effects
-----------------------------------------------------------------------------------------------
Throwing Stones 2 200ft +100/lvl 5 1d6+1/lvl, 2 melees
Orb of Cold 3 200ft 6 3d6+save vs. numbing
Electric Arc 4 30ft/lvl 8 2d6MD, +2 to strike, 1 melee
Fire Blast 4 50ft 8 3d6MD to full range
Fire Bolt 4 100ft+5/lvl 7 4d6MD
Inkspray 4 30ft 8 1d4MD/min, 1d4Min/lvl,
-1att, -2ini, -1s/p/d
Kinetic Beam 5 60ft 7 [1d4+1]/lvl, +1 to
strike/per ss bonus
Lifeblast 5
Mental Blast 5 100ft+10/lvl 15 5d6MD/HP +penalties
(vs. Psi)
Barrage 6 100ft+30/lvl 15 2MD each, 3+1/lvl,
+penalties
Call Lightning 6 300ft 15 1d6MD/lvl, auto-strike
Fire Ball 6 90ft 10 1d4/lvl (3')/lvl dodge w/18+
Ice Blast 6 90ft 12 [1d4+1]/lvl, dodge w/18+,
5ft wide cone
Power Bolt 6 1600ft+100/lvl 20 5d6MD+2/lvl
Ballistic Fire 7 1000ft+10/lvl 25 1d6MD each, 1/lvl, directed,
auto-strike
Black Light 7 300ft 20 2d4MD/lvl, x2 to creatures
of light, dodge w/18+
Fire Gout 7 30ft/lvl 20 6d6MD to full range, -3 to
dodge
Sonic Blast 7 (20ft) 25 4d6MD+ deafness
SP Acceleration 7 100ft/lvl 20 1d6x10MD+1/lvl, or 6 shot
recharge
Fire Globe 8 200ft 40 5d6MD/melle, 1d4 min, stores
for 1wk/lvl
Lightning Arc 8 100ft/lvl 30 4d6MD+2/lvl, +4 to
strike/+1>100ft, 1 melee/lvl
Shockwave 8 (10ft) 35 1d4MD/lvl + knockdown
Desiccate the SN 9 50ft/lvl or touch 2 50 3d6x10MD/HP, -1 to save (for
1/2 damage)
Dragon Fire 9 100ft 40 1d4x10MD 1 melee/lvl, dodge
w/16+
Armor Bane 10 300ft 100 -10% MDC, +minor systems
lost
Deathword 10 30ft 70 2d6HP/MD+1d6/lvl, x2 if
wispered, + save vs. coma!
Meteor 10 200ft/lvl 70 1d6x10+2/lvl (40ft), +4 to
strike
Soultwist 12 100ft/touch 170 6d6MD/HP, -6 to save, or
funky penalties
Annihilate 14 500ft+100/lvl 600 2d4x100MD (10 4d6x10MD), +3
to strike
Note:many of these spells also get bonuses from target/archery spells.
Mage Defensive Spells
----------------------
Name Level Range PPE Effects
-----------------------------------------------------------------------------------------------
*Armor of Ithan 3 Self/Other 10 10MDC/lvl, 4 melees/lvl, 1/2
damage from M/F/L/C
Imp. to Cold 3 Self/60ft 5 Magic and normal cold have
no effect, 5min/lvl
*Imper. to Fire 3 Self/60ft 5 Fire does no damage,
5min/lvl
Imper. to Poison 3 Self/Others touch 5 immune to poisons, and
poison gases, 5min/lvl
Magic Sheild 3 Self/Other 6 60MD, parries taking 1/4
dam, +1 par, only -3 fast
Resist Fire 3 self/others 60ft 6 all fire does 1/2 damage
Chromatic Pro. 4 Self/touch/10ft 10 blinds attacker, 1d4 melee,
-4ini, -6s/p/d, more.
*Deflect 4 Self 10 +4p, 1 deflection p/lvl,
lasts 1melee/lvl
Energy Field 4 60ft 10 60MDC, 8ft area
Multiple Image 4 Self 7 1 min/lvl, -4to save, 3
twins, +2ini, +2d, +1s
Armor Bizarre 5 Self/30ft 15 15MD/lvl, tentacles-HF
9+1/2lvl, every melee, -1ini
House of Glass 5 100ft 12 std save, glassy looking,
takes same damage, 1min/l
Implosion Neut. 5 50ft/lvl/touch 2 12 1/2 damage & radius,
1min/lvl on un-exploded ones
Mindshade 5 self/touch 15 +4vs psionics/mindaltering,
imp. to possession
aura blank, doesn't radiate
magic or psionics
Imp. to Energy 6 Self/others ritual 20 2 min/lvl, energy does no
damage
Imp. to Radiation 6 self/60ft 15 resist fire+radiation does
no damage
Targeted Deflect. 6 self/500+50/lvl 15 +3p, 13+ hits attacker, only
energy that way
*Invulnerability 7 self/touch 25 invulnerable, 35MD aura,
+10vs mag/psi
Invincible Armor 8 self/touch 30 25MDC/lvl, envir, 1/2 from
enrgy, absorbs last dam.
Lifeward 8 self/touch 40 put on armor, after armor's
gone, MD=SDC, 1min/lvl
Prot. Circle:Simp.9 radius of circle 45 affects lesser SN,
+2vsmag/psi, nothing vs greater
24 hours, 4PPE to
reactivate, no SN winthin 5ft
Null Sphere 12 (10ft)/lvl 220 5min/lvl, 100MD/lvl, enivr,
no dam from mag/energy
no mindcontrol, physical
things go thru, prot circl
Prot. Circle:Supr 13 radius of circle 250 NO SN creatures in at all,
lesser can't be in sight
+5vsmag/psi, imp. to
possesion, +8vs HF, +10PPE/ISP
Magical Walls
---------------
Name Level Range PPE Effects
--------------------------------------------------------
Wall of Cold 7 90ft 20 3min/lvl, 1d6MD/5ft thick,
15x10x5/lvl
Wall of Fire 7 90ft ' '
Wall of Void 7 90ft ' ' silent black flame
Wall of Lightning 8 90ft 25 [2d4MD/lvl
8x4/elvl][2d4MD/3lvls 8x4] no width
Wall of Wind 8 100ft 40 5min/lvl, supps=32+1/lvl,
2tons or hi-ps to stand
Wall of Defense 9 100ft 55 1melle/lvl, thin,
10x6+5/lvl, stops all (freezes!)
Wall of Not 10 100ft 70 15x15/lvl, makes any wall
invisible
Wall of the Weird 12 200ft 180 10x1x10/lvl, 40mdc/10ft,
1d4tentalces attack 15ft
Shadow Wall 13
Impenetrable Wall 14 100ft 600 20x20/lvl, 5 melees/lvl
Id Barrier 14 200ft +100ft/lvl 600 3min/lvl, save vs. HF 14,
fail=fight apparition
Mage Curing/Healing/Mending Spells
--------------------
Name Level Range PPE Effects
-----------------------------------------------------------------------------------------------
Light Healing 3 touch 6 heals very minor ailments,
+1d6sdc or 1d4hp
Negate Poison 3 self/touch 5 negates poisons, even if in
the bloodstream
Cure Minor Disor. 4 touch/10ft 10 relives minor physical
problems & simple curses
Head the Dead 5 touch/3ft 8* +4d6SDC/+2d6MD to animated
and undead
Heal Wounds 5 touch/3ft 10 heals minor wounds, +3d6sdc,
+1d6hp
Mend the Broken 5 touch 10+ mends 1pt SDC/ppe used over
10, 30ppe per MDC pt.
Cure Illness 6 touc/3ft 15 cures ordinary illness, non
magica/cancer
Fortify vs Dis. 6 self,2 touch,100ft 15 resists infections, +4 vs
virii/magic, +1vs poison
Heal Self 7 self 20 meditate for 1 min, +3d6sdc
and 1d6hp/1d4md
Greater Healing 8 touch 30 +2d4x10sdc, 6d6hp, or 1d4md
Purge Self 9 self 70 removes diseases, parasites,
possestion, poisons
Purge Other 10 touch 100 ('), non willing subjects
have +8 to save
Restore Limb 10 touch 80 reatach limb, 12hours/lvl
after detachment
Super Healing 10 touch 70 heals 4d6MD
Remove Curse 12 touch/10ft 140 gives another save, +5vs
spell, +10vs ritual
Restore Life 13 touch 275 4hours/lvl after death, x2
at 50%, more
Restoration 14 touch/3ft 750 heals everything, and will
re-attach limbs
Resurrection 14 touch/6ft 650 died within 2 months, 45%, 3
times by 1 mage, 6ttl
Notes: most of these will not work on the mage himself
Personal Enhancement Spells
--------------------------------------------
Name Level Range PPE Effects
-------------------------------------------------------------------------------------------------
Combat Oriented|
----------------
Fist of Fury 3 Self/touch 10 1 melee/lvl, SNPS,
punch-only (1d6min), parries MD
Crushing Fist 6 self/50ft/lvl 12 1min/lvl, either 2d6MD punch
or 2d6MD bolts, +1str
Sorcerous Fury
Shadow Leap 7 self/touch 45 70% shadow, +4ini, +2s, +6d
(auto)
40% +2ini, +2s +4d [shadow
teleport 60ft]
Magical Adr. Rush 8
Giant 10 self/touch 80 1 melee/lvl, +10ft,
MDC=(hp+sdc)*3, SNPS+50%, +1att
+1s/p, +1000lbs, -3d,
-20%spd, no magic casting
Movement
--------
Climb 2 self/others 40ft 3 5min/lvl, climb 98%/60% for
normaly unclimbables
*Levitation 2 60ft 5 3min/lvl, 200lbs+20/lvl,
60ft+10/lvl up
*Float in Air 3 self/others 30ft 5 10melees/lvl, no save, 1ft
up, -1att/s/p/d, 1/2spd
Telekinesis 3 60ft 8 1min/lvl, 60lbs, +3s/+4p,
1d6/4d6SDC
Swim as Fish 4 self/others 10ft 6 ad. Swimming/SCUBA 96%,
+1p/d in water, 2min hb
Superhuman Speed 5 self/touch 10 1min/lvl, +2p/+6d, spd=44
(30mph)
Swim as Fish(sup) 5 self/others 12 10min/lvl breath in water,
spd20, no fatigue, +2p/d
Fly as the Eagle 7 self/others 100ft 25 20min/lvl, 50mph, +1p/+2d,
+2damage on dives
Winged Flight 8 touch (not self) 35 fly at spd*5, will work over
armor
----
Misc
----
Sustain
Mystic Fulcrum
Lifeblast
Beat Ins. Odds
Energy Sphere
Breath w/o Air
Astral Projection
Charismatic Aura
Superhuman P.P. 5 self/touch 10 +3s/p/d, +1 attack, +1ini,
+5spd, 2melees/lvl
Superhuman P.E.
Superhuman P.S.
Deathgrip 3 50ft 8 both hands can't let go
1melee/lvl, PS34/SPS20
Memory Bank
Reduce Self
Transferal
--------
Sensory
-------------------------------------------------------------------------------------------
Name Level Range PPE Effects
-------------------------------------------------------------------------------------------
See Aura
See the Invisible
Sense Evil
Sense Magic
Detect Concealment
Tongues
Nightvision 4 self/touch 8 NV 200ft+100/lvl, in magic
darkness 50ft+10/lvl
See Wards 7
Second Sight
Commune With Spirits
Eyes of the Wolf
Locate
SI Magic Darkness 11 self/2touch 125 x2spd in shadow wall,
shadow beasts only have cha.
Oracle
Eyes of Thoth
------------
Concealment
-------------
Name Level Range PPE Effects
-----------------------------------------------------------
Cloud of Smoke 1 90ft 2 30x30x30ft, in cloud
-5s/p/d
Chameleon 2 self/touch 6 18melees/lvl,90% 0ft/melee,
70%2ft/melee,20% 6ft
Cloak of Darkness 2 self (5ft) 6 4min/lvl, distance attacks
at -3/less optics, -1
Invis:Simple 3 self 6 3min/lvl, no normal vision
can see him
Shadow Meld 4 self 10 2min/lvl, invis to all but
infra, 60%prwl or +15
Aura of Death 5 self 12 2melee/lvl,invis to
IR,thermal,
Invis:Superior 7 self/touch 20 3min/lvl, prowl 84%,
Nightspill 7 90ft 25 total darkness 100ft
area/lvl, -6s/p/d
--------------
Metamorphosis
--------------
Animal
Human
Superior
Mist
Insect
----------------------
Transportation Spells
-------------------------------------------------------------------------------------------
Name Level Range PPE Effects
-------------------------------------------------------------------------------------------
Teleport:Lesser
D-Step 9 Self/3ft 50
Mystic Portal 10 20ft 60 Portal 10x20ft, 12ft
deep/lvl, or teleport 100ft/lvl
Plane Skip 10
Astral Hole 11 Self 120
Re-Open Gateway 11 10ft 180
Time Hole 12 Self 210
Swap Places 13
Circle of Travel 15
D-Teleport 800
D-Portal 15 A few feet 1000 Guess?
Teleport:Sup. 15 300miles/lvl 600 Mage and 1000lbs/lvl, more.
General Dehabilitating Spells
-------------------------------------------------------------------------------------------
Name Level Range PPE Effects
-------------------------------------------------------------------------------------------
Blinding Flash 1 60ft, (10ft) 1 blinded 1d4 melees,
-5s/-10p/d, 50% fall
Thunderclap 1 (30ft) 4 hf 8, mage gets +5ini,
+1s/p/d
Befuddle 2 100ft 6 2min/lvl, -2s/p/d, 1/2
attacks, -20% skills
Fear 2 100ft, 20ft area 5 hf 16, fail means can't
defend against 1st attack
Light Target 3 10ft/2 touch 6 2min/lvl, glows brightly
Paralysis: Lesser 3 60ft 5 1min/lvl, 1 limb only,
leg=-2 p/d, -90% spd
Blind 4 touch/10ft 6 -5s, -10p/d, 50% fall per
10ft travelled
Carpet of Adh. 4 30ft/lvl 10 200square feet,
fail=10melles/lvl, pass =2d6melees
Magic Net 4 60ft 7 1-6 human sized, 10ft area,
dodw/16+, 2melees/lvlf
Weight of Duty 4 200ft/ 2touch 10 1min/lvl, fail=no ini,
-4s/p/d, 1/2spd, 1/2 skills
Compulsion 6 60ft 20 1day, 1 desire or need
implanted
Ice 6 50ft/lvl 15 wall(50MDC/lvl,
10x10x10+10/lvl)/ice cover (spd 4!)
Words of Truth 6 5ft 15 2 questions per melee, 1
minute/lvl
Agony 7 5ft/lvl 20 1min/lvl, after 1/2 att,
spd, -1s/p/d for 1 minute
Life Drain 7 30ft 25 2melees/lvl, 15ftarea,
1/2SDC,hp,spd, -1att,-10%skss
Wind Rush 7 120ft 20 60mph, 1 melee, 18+ to
stand, objects go 2d6x20ft
Hallucination 8 touch/3ft 30 1 major hallucination
Portal of Fear 8 90ft 35 4d6tentecles, 1att each,
+4entangle, 10MDC each
if entagled, save vs magic
(12+) or 1 att/fear
in 2 melees, pulled in,
imob.w/fear 4d4melee or sv
Sickness 8 touch/20ft 50 major sickness, 12hours/lvl,
1 att, pe-70%, -4s/p/d
Wisps of Confusion8 90ft 40 5 melees/lvl, -5s/p/d, 1/2
att, 1-8 people
Aura of Doom 9 200ft (20ft) 40 -1/2att, -4s/p/d,
1/2skls,2min/lvl, others dislike
Mute 9
Realm of Chaos 9
Speed of Snail 9 60ft 50 1/3 all capabilities, 1-6
targets, even non-living
Havoc 10 90ft 70 (20ft), does 1d6hp/melee,
2me/lvl,-3i/s/p/d
Reality Flux 10 60ft/touch2 75 1 melee/lvl, weapon goes sdc
Warped Space 10 150ft (10ft) 90 funky effects, p152
Bottomless Pit 11 50ft, (2ft) 100 falling till end (2min/lvl),
dodge w/17+
Disharmonize 11
Heavy Air 12
Collapse 13
Void 15
Illusionary Magic
-------------------------------------------------------------------------------------------
Name Level Range PPE Effects
-------------------------------------------------------------------------------------------
Aura of Power 2 self/touch 4 makes look 50% buffer,
+14d+2ma, 1min/lvl
Heavy Breathing 2 60ft (6ft) 5 5 meless/lvl, can move
sound, 60% flee or -2s/-1p/d
Horrific Illu. 5 30ft 10 2min/lvl, HF 14, fails will
not go pass it
Apparition 6 30ft 20 1min/lvl, hf10, real stats,
fails must fight,p176
Mask of Deciet 6 self 15 10min/lvl, generic face,
spec. 20+5/disguise -4 save
Illusion Booster 6 per illusion 15 doubles duration
Illusory Wall 6 500ft 15/30 1000^2ft/lvl, fails get to
save again if disprovd
World Bizarre 8 200ft (20ft/lvl) 40 everything goes demonic,
hf17 (flee/-1att/-2ini/-2c
Illusion Manipu. 9 500ft/lvl 25/60 changes set illusion, -1/-4
save, con
Illusory Forest 10
Illusory Terrain 11
Animation/Summoning/Control Magic
-------------------------------------------------------------------------------------------
Name Level Range PPE Effects
-------------------------------------------------------------------------------------------
Trance 4
Domination 5
Charm
Influence Beast 5
Constrain Being 7
Expel Demons
A & C Dead 7
S & C Canines 9
Tame Beast 9
A & C Dead:Greater10 1000ft/LOV 50* 1 large creature, max
attribs, 1/2 max MDC
3 attacks (4 if fast),
imp. to bullets, x2 fire
Banishment 10
C & E Entity 10
Enemy Mind 10
S & C Rodents 10
S Greater Familiar
S & C Animals 11
Summon Fog 11
Calm Storms 12
Ensorcel 12
S & C Entity 12
S & C Rain 12
S & C Storm 13
S & C Lesser Being13
S & C Sea Serpents14
Summon Ally 15
Creation/Enchantment Magic
-------------------------------------------------------------------------------------------
Name Level Range PPE Effects
-------------------------------------------------------------------------------------------
Create Wood 3 10ft 10/30 100lbs of wood, soft/hard,
2ft logs or 6ft planks
Ricochet Strike 4 by hth weapon 12 relects off 3 targets,
1melee/lvl, 1st str for all
Featherlight 5 touch/10ft 10 10min/lvl,200lbs/lvl, more
pg 136
Fly 5
Create Water 6 line of sight 15 1/2 gallon/lvl, 1/2 in
deserts, x2 in jungle/at sea
Flesh Armor 6 touch 12* 12hrs/lvl, 5MD/lvl,
imp. punct.,1/2blunt,x1mag/fire
Frost Blade 6 touch 15 sdc metal peice does 4d6MD,
1min/lvl
Lightblade 7 self 20 1d4x10+1MD/lvl, 1min/lvl,
+1s/p, used only by mage
Spinning Blades 7 los/100ft/lvl 20 enchants 1 blade, creates
1/lvl, buzzsaw=2d6MD/blds
parry attacks +6 (+2 fast),
+3 to strike, 1melee/lvl
Power Weapon 8 touch 35 2melee/lvl,weapon does MD,
or ads +25% to MD ones
Create Steel 9 10ft 68 recycle 100lbs/lvl, or only
10 MDC, +10% ore
Phantom Mount 9 40ft 45 10min/lvl, 30MDC+5/lvl,
45mph,hf9,3att,1d6/3d6MD
+1ini/+2s/+3d/+3roll, PS25
PP20 PE22 (sn)
Create Ghoul 10 touch 75* creats 1 grave ghoul from a
dead body
Magic Warrior 10 100ft 60 2melee/lvl, magic save=1/2
dam., 50+6MD/lvl, 5att
+4ini/+5s/p/d,hf12,2d6MDpnc/3d6MDkck,
Speed Weapon 10 touch 100 1 melee/lvl, x2 att
w/weapon, no magic ones
Cr. Mummy 11
Cr. Magic Scroll 11
Id Alter Ego 11
Amulet 12
Cr. Zombie 12
Ironwood
Cr. Golem 13
Talisman 13
Enchant Weapon (m)15
*=double PPE cost if a non-necromaster
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Friday, February 25, 2005
Rifts Magic Index 0.91
Friday, February 20, 1998
Euroclyden Dogpack Cyberknight
Euroclyden: One of the first mutant dog Cyber Knights
-------------------------------------------------------
Note: In one of the books I read that there had been a few Dog-Pack Cyber Knights trained. I thought the idea was cool, so I created one. Pretty powerful, but hey, the forces of light need all the help they can get!
Euroclyden's parents were a pair of specially bred and mutated Malamute dogs. Owned by a wealthy merchant in Chi-Town, they were his "pets", and he treated them as so, despite their intelligence. The two dogs, "Big Al", and "Lady" had lived together with the man since they were puppies, and they both had learned a lot about the Coalition and the jobs of their Dog-Pack cousins.
Continually humiliated and abused by their master as little "toys" for his pleasure, both of the dogs grew to hate their lot in life. Given nothing to do, except sit, eat, and look pretty, they felt that they were useless, mere toys. In a world full of so much strife and pain, they felt like they should be out protecting humanity with their cousins, not stuck in some rich
man's mansion enjoying the air-conditioning and cuisine foods.
The time came where the man wanted to make money on his purebreds, so he forcefully had "lady" artificially impregnated with Big Al's sperm. While the two had already been having intimate relations (secretly, using contraceptives), they had already agreed not to have children, knowing if they did, the child would have the same fate as they. However, now they were even more horrified than ever at the acts of the man, and felt they really were being treated as mere animals more than ever. After they both recovered from the procedures, once Big Al found out he was enraged. Never before had he been so cruelly treated (he'd never have willingly gotten
Lady pregnant, knowing the fate of the child). That night, the man returned, and Big Al attacked him when he came in for his nightly games with his "pets". The man's two bodyguards quickly responded by stunning Big Al into unconsciousness, but not until he had torn out the throat of
his master. The man was rushed to the hospital, and stabilized with Bio-systems. Big Al however was turned over to the authorities for "going feral", and was quickly put to death.
After the attack, the man didn't visit Lady very often. She never knew why, but thought it was because he had finally realized they were intelligent beings, not animals. Little did she know that he was just waiting for her to give birth, so he could better train his new "toy".
Full of grief and anger about losing Big Al, one night Lady decided she had to escape. Easily doing so, considering the guards didn't truly consider her intelligent either, she fled to the lower levels hoping to avoid the authorities.
Pregnant, penniless, and alone, she was lucky to have found a member of the "mutant underground" before any of the less honest denizens, or the authorities found her. Smuggled out of the city, she was taken to a small monastery, where she was told people would help her, and give her a new
life. As fate would have it, she had been taken to one of the primary Cyber Knight training grounds of the mid-west. There she got a job doing physical labor, something she enjoyed immensely after lying around for most of her life. After she gave birth, she went to the home of a famous "gray seer". There she asked what her son's purpose in life would be, and what she
should name him. After a minute of meditation, the man answered to her: "Your child will do great things in his life, a good name for him would be Euroclyden". When asked what it meant, she was told it was dragonese, roughly translated meaning "courageous light". Joy filled at these revelations, Lady quickly became determined to have her son enrolled in the Knight's academy.
After attending the monastery's school for 5 years, young Euroclyden was enrolled into the Knight's school. As he grew to his full size, it quickly became apparent that he was well built and had an aptitude for combat. Working long and hard, Euroclyden became the first Mutant Dog to successfully master all of the Knight's powers. He also became revered for his skill in
combat. Taught to how to use his natural Psionics by a fellow mutant dog who also lived in the monastery, Euroclyden went on many "training" missions with his more experienced companions. There he proved to be invaluable at tracking and sensing the supernatural and evil. After he was considered fully trained and experienced enough (3rd level), he was given the option of leaving alone, to explore and bring light to the world.
Accepting the offer, he has been doing so since.
Stats
---------
Euroclyden (no last name)
Free Born Mutant Malamute Cyber Knight
Principled Alignment
9 years old (I say mutant dogs grow faster than humans, mentally he's about 25)
IQ:10 Height: 6'5"
ME:14 Weight: 360lbs
MA:16
PS:31
PP:12
PE:26
PB:8
SPD:57 ~ 47mph
Special Abilities
------------------
Sense Psychic/Magic Energy - 65ft, powers on 550ft
Rec. Specific Scent again - 14% (+10 if he has a personal item)
Track by Smell 55% Recognize Scent 22%
Sense Supernatural Beings 400ft, powers on 1300ft
ID scent 68% Track scent 50%, powers on 70%
Superior Sense of smell
Recognize common odors 400ft 79%
Identify specify odors 100ft 52%
Track by smell alone 52%
Mutation Abnormality: Supernatural Endurance
Psi-Sword - 4d6MD/1d4x10MD vs the supernatural (see my home rules)
Psionics (Master)
-----------------
Empathy, Mind Block, Object Read, See the Invisible, Sense Evil, Sense Magic, Sixth Sense, Summon Inner Strength
Hand to Hand Combat
-------------------
Martial Arts: 5 attacks
+5 on initiative Leap: 10ft up or 11ft across
Damage: +16 Kick 2d4 Bite 2d6 Body Block 1d4 + knock down
Strike: +3 Pin 18+ KO 20
Parry: +7
Dodge: +7
Roll:+8
Saves
------
+22% vs coma/death
+6 vs poison/drugs
+1 Vs psionics
+6 Vs magic
Skills:
--------
Languages: English, Dragonese 98%, Gobblely Spanish 95%
Lore Demons/Monsters 60% Anthropology 50% Horsemanship 67% Climbing 77% Body Building Swimming 75% Gymnastics 80/77/91/90% Prowl 55% Boxing Tracking 45% Wilderness Survival 55% Navigation 60% Writing 45%
Pilot Hovercraft 65% Basic Math 60% Lore Magic 45/35/30%
Read Sensors 60% Computer Operation 50% Wrestling Paramedic 65%
Secondary Skills:
------------------
Radio Basic 60% Cooking 50% Literacy: Dragonese 45% Sniping Acrobatics Pilot Motorcycle 72% General Repair 55% Skin/Prepare hides 55% Running Pilot Auto 64% Athletics hunting
WPs
----
Auto Rifle, Energy Rifle/Pistol/Heavy +4/+2
Sword +2S/+2P Blunt +2S/+2P
Equipment:
-----------
2 knives, 3 long e-clips, 6 stakes, gasmask/air filter, tinted goggles, Crucifix, Hatchet
First Aid Kit, Flint, Camping Gear, Back Pack, Knapsack, Saddle Bags, 2 canteens, Geiger counter
Journal, Pens, 2 weeks food rations, hunting Boots, Buckskin/black/dress clothing,
Zaz-Co 3000 (collapsible Es-20 Stunner knock-off)
6 heavy explosive grenades 4d6md(6)
Vibro Saber 2d4md (wears it like a boot knife)
NV Goggles
Mp-30 Assault Rifle 2 clips,
300 silver rounds, 100 regular (anti-vampire mostly)
NG-101 Rail Gun, Power Pack, 3 belts (he's a big guy though)
NG-45LP
TW Thundergun and bandoleer w/36 silver rounds
Magic Tongues Amulet- 30 ISP for 5 minutes
Mystic Lantern (Globe Of daylight, 4 ISP 60ft, 2 hours)
Extra-Heavy Gladiator Armor
85MDC, 25lbs, -10% to prowl
TW 4th Level armor of Ithan and Chameleon
No Vehicle, he walks or runs
Notes:
Euroclyden is a very determined person. Extremely patient and level headed, he is always able to control his emotions. The one exception to this is the Coalition. After hearing his mother tell of the atrocities a citizen inflicted upon her and her husband, he can have nothing but raw hatred and loathing for such an unfeeling group of people. He just can not fathom how
someone could treat an obviously intelligent person so badly. Euroclyden has never had any personal experience with any Coalition members except for being shot at by them, and so he only has a negative image of them. he knows that they only feel they're working for humanity, but can not forgive them for all of the atrocities they have committed. One of the things Euroclyden is extremely fanatical about is saving innocents from the wrath of the Coalition, he will seek out and except quests of that type more than any other.
Euroclyden considers all races equal, and judges only by the person's actions and words. He is excepting of Magic and Psioncs, viewing them as tools only, not anything especially bad. One of the character traits that he hates himself for however is his immediate distrust and suspicion of creatures of magic and supernatural nature. Because of his dog-boy physiology, he naturally fears and wants to lash out at such beings. This is a problem his fellow knights tried to overcome time and time again, but finally they gave up. The feeling proved to be at the core of Euroclyden's personality, almost as if in a un-rewritable program (the genetic programming of the Coalition actually). So, he continues to be wary of such beings, and while he has learned to not attack them with out provocation, he is still very on edge when around them.
One of the reasons he opted to leave the monastery so soon was because of the presence of supernatural and magic creatures there (mostly good dragons and other races). While he knew they were not a threat, and only wanted peace, something inside him always screamed "fight or flight" when ever he was near them. It was beginning to madden him, so he took the first chance he got to leave. He is still *very* loyal to the knights, he just cannot be around such creatures comfortably for very long.
Now he wanders the territory on the outskirts of Coalition territory near Ohio, helping all in need, especially against the Coalition. Here he has made many allies, including a coven of good wizards, and numerous small villages and towns in the area. He has heard rumor of Psyscape, and would very much like to know more, but has yet to find any conclusive evidence.
When in battle, Euroclyden is amazingly agile for his size, often suprising opponets with his speed. He prefers to take his enemies alive if possible (unless they are supernatural or magic, in which case he is instinctively relentless and vicous beyond belief)
-------------------------------------------------------
Note: In one of the books I read that there had been a few Dog-Pack Cyber Knights trained. I thought the idea was cool, so I created one. Pretty powerful, but hey, the forces of light need all the help they can get!
Euroclyden's parents were a pair of specially bred and mutated Malamute dogs. Owned by a wealthy merchant in Chi-Town, they were his "pets", and he treated them as so, despite their intelligence. The two dogs, "Big Al", and "Lady" had lived together with the man since they were puppies, and they both had learned a lot about the Coalition and the jobs of their Dog-Pack cousins.
Continually humiliated and abused by their master as little "toys" for his pleasure, both of the dogs grew to hate their lot in life. Given nothing to do, except sit, eat, and look pretty, they felt that they were useless, mere toys. In a world full of so much strife and pain, they felt like they should be out protecting humanity with their cousins, not stuck in some rich
man's mansion enjoying the air-conditioning and cuisine foods.
The time came where the man wanted to make money on his purebreds, so he forcefully had "lady" artificially impregnated with Big Al's sperm. While the two had already been having intimate relations (secretly, using contraceptives), they had already agreed not to have children, knowing if they did, the child would have the same fate as they. However, now they were even more horrified than ever at the acts of the man, and felt they really were being treated as mere animals more than ever. After they both recovered from the procedures, once Big Al found out he was enraged. Never before had he been so cruelly treated (he'd never have willingly gotten
Lady pregnant, knowing the fate of the child). That night, the man returned, and Big Al attacked him when he came in for his nightly games with his "pets". The man's two bodyguards quickly responded by stunning Big Al into unconsciousness, but not until he had torn out the throat of
his master. The man was rushed to the hospital, and stabilized with Bio-systems. Big Al however was turned over to the authorities for "going feral", and was quickly put to death.
After the attack, the man didn't visit Lady very often. She never knew why, but thought it was because he had finally realized they were intelligent beings, not animals. Little did she know that he was just waiting for her to give birth, so he could better train his new "toy".
Full of grief and anger about losing Big Al, one night Lady decided she had to escape. Easily doing so, considering the guards didn't truly consider her intelligent either, she fled to the lower levels hoping to avoid the authorities.
Pregnant, penniless, and alone, she was lucky to have found a member of the "mutant underground" before any of the less honest denizens, or the authorities found her. Smuggled out of the city, she was taken to a small monastery, where she was told people would help her, and give her a new
life. As fate would have it, she had been taken to one of the primary Cyber Knight training grounds of the mid-west. There she got a job doing physical labor, something she enjoyed immensely after lying around for most of her life. After she gave birth, she went to the home of a famous "gray seer". There she asked what her son's purpose in life would be, and what she
should name him. After a minute of meditation, the man answered to her: "Your child will do great things in his life, a good name for him would be Euroclyden". When asked what it meant, she was told it was dragonese, roughly translated meaning "courageous light". Joy filled at these revelations, Lady quickly became determined to have her son enrolled in the Knight's academy.
After attending the monastery's school for 5 years, young Euroclyden was enrolled into the Knight's school. As he grew to his full size, it quickly became apparent that he was well built and had an aptitude for combat. Working long and hard, Euroclyden became the first Mutant Dog to successfully master all of the Knight's powers. He also became revered for his skill in
combat. Taught to how to use his natural Psionics by a fellow mutant dog who also lived in the monastery, Euroclyden went on many "training" missions with his more experienced companions. There he proved to be invaluable at tracking and sensing the supernatural and evil. After he was considered fully trained and experienced enough (3rd level), he was given the option of leaving alone, to explore and bring light to the world.
Accepting the offer, he has been doing so since.
Stats
---------
Euroclyden (no last name)
Free Born Mutant Malamute Cyber Knight
Principled Alignment
9 years old (I say mutant dogs grow faster than humans, mentally he's about 25)
IQ:10 Height: 6'5"
ME:14 Weight: 360lbs
MA:16
PS:31
PP:12
PE:26
PB:8
SPD:57 ~ 47mph
Special Abilities
------------------
Sense Psychic/Magic Energy - 65ft, powers on 550ft
Rec. Specific Scent again - 14% (+10 if he has a personal item)
Track by Smell 55% Recognize Scent 22%
Sense Supernatural Beings 400ft, powers on 1300ft
ID scent 68% Track scent 50%, powers on 70%
Superior Sense of smell
Recognize common odors 400ft 79%
Identify specify odors 100ft 52%
Track by smell alone 52%
Mutation Abnormality: Supernatural Endurance
Psi-Sword - 4d6MD/1d4x10MD vs the supernatural (see my home rules)
Psionics (Master)
-----------------
Empathy, Mind Block, Object Read, See the Invisible, Sense Evil, Sense Magic, Sixth Sense, Summon Inner Strength
Hand to Hand Combat
-------------------
Martial Arts: 5 attacks
+5 on initiative Leap: 10ft up or 11ft across
Damage: +16 Kick 2d4 Bite 2d6 Body Block 1d4 + knock down
Strike: +3 Pin 18+ KO 20
Parry: +7
Dodge: +7
Roll:+8
Saves
------
+22% vs coma/death
+6 vs poison/drugs
+1 Vs psionics
+6 Vs magic
Skills:
--------
Languages: English, Dragonese 98%, Gobblely Spanish 95%
Lore Demons/Monsters 60% Anthropology 50% Horsemanship 67% Climbing 77% Body Building Swimming 75% Gymnastics 80/77/91/90% Prowl 55% Boxing Tracking 45% Wilderness Survival 55% Navigation 60% Writing 45%
Pilot Hovercraft 65% Basic Math 60% Lore Magic 45/35/30%
Read Sensors 60% Computer Operation 50% Wrestling Paramedic 65%
Secondary Skills:
------------------
Radio Basic 60% Cooking 50% Literacy: Dragonese 45% Sniping Acrobatics Pilot Motorcycle 72% General Repair 55% Skin/Prepare hides 55% Running Pilot Auto 64% Athletics hunting
WPs
----
Auto Rifle, Energy Rifle/Pistol/Heavy +4/+2
Sword +2S/+2P Blunt +2S/+2P
Equipment:
-----------
2 knives, 3 long e-clips, 6 stakes, gasmask/air filter, tinted goggles, Crucifix, Hatchet
First Aid Kit, Flint, Camping Gear, Back Pack, Knapsack, Saddle Bags, 2 canteens, Geiger counter
Journal, Pens, 2 weeks food rations, hunting Boots, Buckskin/black/dress clothing,
Zaz-Co 3000 (collapsible Es-20 Stunner knock-off)
6 heavy explosive grenades 4d6md(6)
Vibro Saber 2d4md (wears it like a boot knife)
NV Goggles
Mp-30 Assault Rifle 2 clips,
300 silver rounds, 100 regular (anti-vampire mostly)
NG-101 Rail Gun, Power Pack, 3 belts (he's a big guy though)
NG-45LP
TW Thundergun and bandoleer w/36 silver rounds
Magic Tongues Amulet- 30 ISP for 5 minutes
Mystic Lantern (Globe Of daylight, 4 ISP 60ft, 2 hours)
Extra-Heavy Gladiator Armor
85MDC, 25lbs, -10% to prowl
TW 4th Level armor of Ithan and Chameleon
No Vehicle, he walks or runs
Notes:
Euroclyden is a very determined person. Extremely patient and level headed, he is always able to control his emotions. The one exception to this is the Coalition. After hearing his mother tell of the atrocities a citizen inflicted upon her and her husband, he can have nothing but raw hatred and loathing for such an unfeeling group of people. He just can not fathom how
someone could treat an obviously intelligent person so badly. Euroclyden has never had any personal experience with any Coalition members except for being shot at by them, and so he only has a negative image of them. he knows that they only feel they're working for humanity, but can not forgive them for all of the atrocities they have committed. One of the things Euroclyden is extremely fanatical about is saving innocents from the wrath of the Coalition, he will seek out and except quests of that type more than any other.
Euroclyden considers all races equal, and judges only by the person's actions and words. He is excepting of Magic and Psioncs, viewing them as tools only, not anything especially bad. One of the character traits that he hates himself for however is his immediate distrust and suspicion of creatures of magic and supernatural nature. Because of his dog-boy physiology, he naturally fears and wants to lash out at such beings. This is a problem his fellow knights tried to overcome time and time again, but finally they gave up. The feeling proved to be at the core of Euroclyden's personality, almost as if in a un-rewritable program (the genetic programming of the Coalition actually). So, he continues to be wary of such beings, and while he has learned to not attack them with out provocation, he is still very on edge when around them.
One of the reasons he opted to leave the monastery so soon was because of the presence of supernatural and magic creatures there (mostly good dragons and other races). While he knew they were not a threat, and only wanted peace, something inside him always screamed "fight or flight" when ever he was near them. It was beginning to madden him, so he took the first chance he got to leave. He is still *very* loyal to the knights, he just cannot be around such creatures comfortably for very long.
Now he wanders the territory on the outskirts of Coalition territory near Ohio, helping all in need, especially against the Coalition. Here he has made many allies, including a coven of good wizards, and numerous small villages and towns in the area. He has heard rumor of Psyscape, and would very much like to know more, but has yet to find any conclusive evidence.
When in battle, Euroclyden is amazingly agile for his size, often suprising opponets with his speed. He prefers to take his enemies alive if possible (unless they are supernatural or magic, in which case he is instinctively relentless and vicous beyond belief)
Dave Carlyle
Dave Carlyle
Tommy Caldwell's parents were respected middle class residents of
Chi-Town. Tommy was their only child, and they only wanted the best for
him. By the age of 13, Tommy was spending most of his time in the lower
levels and the burbs. He joined a local gang, and got hooked on drugs by
the time he was 15.
Although his parents suspected him of clandestine activities, Tommy
had become a masterful liar and an expert at manipulating his parents. His
activities remained secret for the next three years, until. At age 18 the
police found him lying unconscious in a pool of blood and vomit. He was
hospitalized and his parents were notified.
Tommy spent the next month rehabilitating at the hospital, after which
his parents insisted on military school. Tommy was able to convince them
this was not necessary, and soon returned to his gang land friends. At the
age of 19, Tommy watch 3 of his friends die after they shot up heroin and
decided to try to rob a liquor store. This convinced him to change his
way's. Tommy enlisted in the military to appease his parents and get off
drugs. After 3 months one of his old gang asked him if he could get his
hands on a laser pistol or two. Tommy did, and the next day his friend
returned with almost 20,000 credits and a request for more. Tommy agreed
enthusiastically, and spent the next nine months falsifying papers,
formulating excuses, and providing the people of the burbs with quality
Coalition weapons at slightly discounted prices.
Everything went smoothly, until at a routine delivery, 6 grunts
ambushed them and opened fire. Tommy barely escaped with his life.
Deciding it was too dangerous to stay, Tommy defected and was soon
approached by one of the "higher-ups" of his old gang with and offer to get
out of the area and make some money on the side by smuggling a truck load of
weapons and armor to a dealer ion Cuidad Juarez.
Tommy jumped at the chance to make money and escape the law at the
same time. Arriving to Cuidad Juarez, stay. He checked into a hotel and
fell head over heels in love with the receptionist, Misty Carlyle. He
checked in under the name of Dave Caldwell, and with the money from his
recent weapons run, wasted no time in sweeping Misty off her feet.
Claiming his father owned and operated a successful clothing company in
Chi-town, he spared her no expense, and they were married within 4 months.
Misty meant the world to Dave, and time spent with her began to take
away from his smuggling. In fact, he had inadvertently pissed off a local
gang (the psykes, who he still believes could have been avoided had he been
paying more attention to business matters). He returned home on his 21st
birthday to find Misty dead in the bathtub with a note from the gang saying
"we're even".
Devastated, he called the police (who removed the body and assured him
they would do all they could, he obviously didn't show them the note), and
later went out that night to get fucked up on whatever he could score.
That night he met Vic Thermon, a mercenary looking for work in a
pool-hall, while he was looking for drugs. Vic, realizing that befriending
"Dave" would be an invaluable connection to the underworld, helped him
through his problems. "Dave" and Vic became good friends and business
partners. As a last silent monument to Misty, he had his name legally
changed to Dave Carlyle, and devoted his life to enjoying the world.
Later that week, Dave spent most of his remaining savings on
cybernetics, weapons, and armor to aid him in his future business ventures.
Tommy Caldwell's parents were respected middle class residents of
Chi-Town. Tommy was their only child, and they only wanted the best for
him. By the age of 13, Tommy was spending most of his time in the lower
levels and the burbs. He joined a local gang, and got hooked on drugs by
the time he was 15.
Although his parents suspected him of clandestine activities, Tommy
had become a masterful liar and an expert at manipulating his parents. His
activities remained secret for the next three years, until. At age 18 the
police found him lying unconscious in a pool of blood and vomit. He was
hospitalized and his parents were notified.
Tommy spent the next month rehabilitating at the hospital, after which
his parents insisted on military school. Tommy was able to convince them
this was not necessary, and soon returned to his gang land friends. At the
age of 19, Tommy watch 3 of his friends die after they shot up heroin and
decided to try to rob a liquor store. This convinced him to change his
way's. Tommy enlisted in the military to appease his parents and get off
drugs. After 3 months one of his old gang asked him if he could get his
hands on a laser pistol or two. Tommy did, and the next day his friend
returned with almost 20,000 credits and a request for more. Tommy agreed
enthusiastically, and spent the next nine months falsifying papers,
formulating excuses, and providing the people of the burbs with quality
Coalition weapons at slightly discounted prices.
Everything went smoothly, until at a routine delivery, 6 grunts
ambushed them and opened fire. Tommy barely escaped with his life.
Deciding it was too dangerous to stay, Tommy defected and was soon
approached by one of the "higher-ups" of his old gang with and offer to get
out of the area and make some money on the side by smuggling a truck load of
weapons and armor to a dealer ion Cuidad Juarez.
Tommy jumped at the chance to make money and escape the law at the
same time. Arriving to Cuidad Juarez, stay. He checked into a hotel and
fell head over heels in love with the receptionist, Misty Carlyle. He
checked in under the name of Dave Caldwell, and with the money from his
recent weapons run, wasted no time in sweeping Misty off her feet.
Claiming his father owned and operated a successful clothing company in
Chi-town, he spared her no expense, and they were married within 4 months.
Misty meant the world to Dave, and time spent with her began to take
away from his smuggling. In fact, he had inadvertently pissed off a local
gang (the psykes, who he still believes could have been avoided had he been
paying more attention to business matters). He returned home on his 21st
birthday to find Misty dead in the bathtub with a note from the gang saying
"we're even".
Devastated, he called the police (who removed the body and assured him
they would do all they could, he obviously didn't show them the note), and
later went out that night to get fucked up on whatever he could score.
That night he met Vic Thermon, a mercenary looking for work in a
pool-hall, while he was looking for drugs. Vic, realizing that befriending
"Dave" would be an invaluable connection to the underworld, helped him
through his problems. "Dave" and Vic became good friends and business
partners. As a last silent monument to Misty, he had his name legally
changed to Dave Carlyle, and devoted his life to enjoying the world.
Later that week, Dave spent most of his remaining savings on
cybernetics, weapons, and armor to aid him in his future business ventures.
Thursday, February 5, 1998
Rifts Price Listings 2.0
/--------------------------\
|Rifts Price Listings v2.0|
\--------------------------/
2-5-98
Ok kids, after the great computer blight of '98, I lost my original, plus I figured I should
really post the list in plain text so all could view it easily. So here it is.
Everyone's Favorite: E-Clips!
-------------------------------
Short E-Clip (new and charged) - 5000cr recharge - 1500cr
Long E-Clip - `8000cr recharge - 2000cr
Canister (CE-Clip) -100000cr recharge - 2300cr
NG-Power Pack - Varies (?)
Rail Gun Ammunition (I can't remember where I found this, but the rules look good)
------------------------------------------------------------------------------------
(Max Burst Damage) cr per # of rounds in burst (i.e. NG-101 costs 36cr per 30 rounds)
Silver Rounds - x5
Depleted Uranium - x10
Live Uranium - x100 (get it while it's hot! get it? hot? as in radioactive? oh never mind)
Normal Grenades
-----------------
Smoke - 50cr CS Smoke - 70cr (extra hi-quality smoke!)
Hi-Explosive - 120cr CS Light Hi-Explosive - 200cr
CS Heavy Hi-Explosive - 275cr
Fragmentaion - 160cr CS Fragmentaion - 250cr
Plasma - 275cr CS Plasma - 350cr
Stun/Flash - 100cr
Tear Gas - 200cr
Propelled Grenades
--------------------
Light Explosive (NG-Super 18mm) - 400cr/3800cr p/12
Heavy Explosive (NG-L6 23mm) - 400cr/3800cr p/12 (I don't know why the prices are the same!)
Coalition (C-14 22mm) - 550cr/4500cr p/12
WI E-101 23mm Fragmentation - 400cr each (The book gives no WI grenade prices,
WI E-102 23mm Armor Piercing - 700cr each these are my estimates)
Kittani Heat-Seeking SPG's - 10000cr each!!!
Firearm Ammunition
--------------------
Normal Bullets - 60cr p/100
Heavy Bullets - 100cr p/100
Armor Peircing - +20%
Generic Hi-Explosive - 400cr p/100
WI-2E Explosive Bullets - 2/4/6cr each (pistol, rifle, heavy)
WI-10 Ramjet Rounds - 5~10cr each
WI-20 Heavy Ramjet Rounds - 10~16cr each
Depleted Uranium Bullets - 2cr each
Everyone loves Missles! Missles! Missles!
-----------------------------------------------------------------------------------------------
Mini Short Medium Long
-----------------------------------------------------------------------------------------------
Fragmentation/Hi-Explosive 1200cr 2500cr 25000cr too
Plasma/Armor Piercing 2400cr 5000cr 50000cr munchkin
Multi-Warhead/Smart Bomb X X 100000cr for you!
Blow more stuff up with: Explosives/Mines
------------------------------------------
NG Fragmetation Mine - 600/1200cr w/sensor
NG Hi-Explosive Anti-Vehicular Mine - 1000/3000/6000cr (I, II, III)
NG Plasma Anti-Vehicular Mine - 2000/4000/8000cr
Commercial/C4 Plastique - 5/8cr p/oz.
NG2/4/6 Plastique - 20/40/80cr p/oz.
SDC/MD Dynamite - 10/130cr each
Blasting Caps - 5/40cr each (SDC or MDC)
CS Fusion Blocks - 1000/3000/8000cr (I, II, III)
Armor Repair (per 10) Armor Salvage (per 1)
----------------------- ---------------------
Plate - 7000cr Plate - 70~140cr
Chain - 5500cr Chain - 40~80cr
Composite - 6500cr Composite - 60~120cr
Plastic - 6300cr Plastic - 55~110cr
Padded - 6200cr Padded - 50~100cr
Power Armor - 8000/16000cr (see my homerules) Lt. Dead Boy - 105~195cr
Robot Vehicles - 7000/14000cr Hvy. Dead Boy - 120~210cr
Vehicle Armor - 4000cr NGR Cyclops - 135~230
New Helmet - 26% of armor cost Plain Cloths - 530~930
Exo-Skeleton - 125~205
Advanced Alien- 600~900
Vehicle - 25~60
Robot Vehicle -
|Rifts Price Listings v2.0|
\--------------------------/
2-5-98
Ok kids, after the great computer blight of '98, I lost my original, plus I figured I should
really post the list in plain text so all could view it easily. So here it is.
Everyone's Favorite: E-Clips!
-------------------------------
Short E-Clip (new and charged) - 5000cr recharge - 1500cr
Long E-Clip - `8000cr recharge - 2000cr
Canister (CE-Clip) -100000cr recharge - 2300cr
NG-Power Pack - Varies (?)
Rail Gun Ammunition (I can't remember where I found this, but the rules look good)
------------------------------------------------------------------------------------
(Max Burst Damage) cr per # of rounds in burst (i.e. NG-101 costs 36cr per 30 rounds)
Silver Rounds - x5
Depleted Uranium - x10
Live Uranium - x100 (get it while it's hot! get it? hot? as in radioactive? oh never mind)
Normal Grenades
-----------------
Smoke - 50cr CS Smoke - 70cr (extra hi-quality smoke!)
Hi-Explosive - 120cr CS Light Hi-Explosive - 200cr
CS Heavy Hi-Explosive - 275cr
Fragmentaion - 160cr CS Fragmentaion - 250cr
Plasma - 275cr CS Plasma - 350cr
Stun/Flash - 100cr
Tear Gas - 200cr
Propelled Grenades
--------------------
Light Explosive (NG-Super 18mm) - 400cr/3800cr p/12
Heavy Explosive (NG-L6 23mm) - 400cr/3800cr p/12 (I don't know why the prices are the same!)
Coalition (C-14 22mm) - 550cr/4500cr p/12
WI E-101 23mm Fragmentation - 400cr each (The book gives no WI grenade prices,
WI E-102 23mm Armor Piercing - 700cr each these are my estimates)
Kittani Heat-Seeking SPG's - 10000cr each!!!
Firearm Ammunition
--------------------
Normal Bullets - 60cr p/100
Heavy Bullets - 100cr p/100
Armor Peircing - +20%
Generic Hi-Explosive - 400cr p/100
WI-2E Explosive Bullets - 2/4/6cr each (pistol, rifle, heavy)
WI-10 Ramjet Rounds - 5~10cr each
WI-20 Heavy Ramjet Rounds - 10~16cr each
Depleted Uranium Bullets - 2cr each
Everyone loves Missles! Missles! Missles!
-----------------------------------------------------------------------------------------------
Mini Short Medium Long
-----------------------------------------------------------------------------------------------
Fragmentation/Hi-Explosive 1200cr 2500cr 25000cr too
Plasma/Armor Piercing 2400cr 5000cr 50000cr munchkin
Multi-Warhead/Smart Bomb X X 100000cr for you!
Blow more stuff up with: Explosives/Mines
------------------------------------------
NG Fragmetation Mine - 600/1200cr w/sensor
NG Hi-Explosive Anti-Vehicular Mine - 1000/3000/6000cr (I, II, III)
NG Plasma Anti-Vehicular Mine - 2000/4000/8000cr
Commercial/C4 Plastique - 5/8cr p/oz.
NG2/4/6 Plastique - 20/40/80cr p/oz.
SDC/MD Dynamite - 10/130cr each
Blasting Caps - 5/40cr each (SDC or MDC)
CS Fusion Blocks - 1000/3000/8000cr (I, II, III)
Armor Repair (per 10) Armor Salvage (per 1)
----------------------- ---------------------
Plate - 7000cr Plate - 70~140cr
Chain - 5500cr Chain - 40~80cr
Composite - 6500cr Composite - 60~120cr
Plastic - 6300cr Plastic - 55~110cr
Padded - 6200cr Padded - 50~100cr
Power Armor - 8000/16000cr (see my homerules) Lt. Dead Boy - 105~195cr
Robot Vehicles - 7000/14000cr Hvy. Dead Boy - 120~210cr
Vehicle Armor - 4000cr NGR Cyclops - 135~230
New Helmet - 26% of armor cost Plain Cloths - 530~930
Exo-Skeleton - 125~205
Advanced Alien- 600~900
Vehicle - 25~60
Robot Vehicle -
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