Wednesday, July 8, 2009

The Lost Bay

Kaldor originaly had a C Bay attached the the spacecraft. When found… it is submerged with water.
Sparticus activates the drainpumps and pumps it out. Kaldor finds inside his missing power armor.

Also in the woods he heard a howling of a bloodhound..later he finds a Bloodhound pup with a Kreegorian colar, aparently a gift from his mother which broke free during the crash. One of the crates apparently held a second pup which is now gone.

Bay C has crashed into the ocean 30 feet offshore of the south western tip of Atlantis.

The Kaldor, Sparticus, Drago and Mike manage to find the ship in the Ocean but it is not unguarded…

Out of the water come tentacles from a slavers and 4 altarans seem to be checking over the wrecked bay.

1 clearly
visible floating outside the ship while the women check inside
the other is in the nearby stream of the swamp submurged bathing, it bursts forth if anyone attacks

There is a mighty battle, Drago is entagled by tentacles and teleports to the tree to regain PPE.
Kaldor is also entangled before sparticus frees one arm by shocking the tentacle with his electric aura.

Celdor then drops a belt of grenades into the water, destroying all the tentacles in the blass and driving off the slaver.

One Altaran was wounded and eaten by the Kreegor Bloodhound.

One was punched and landed unknown.

Two fled when they saw the slaver so severly damaged and fleeing (it took 750SDC in one attack from a full belt of plasma grenades to the deck of its hover pod which was just below the surface of the water during the attack.

Sparticus and Drago got whisps of confusion cast at them and were slowed during the fight…

They also manage to haul out the following salvage from bay C:

4 Kreegor Power Generators (10year 1gigwat, 500lbs each) 5′ cubes

8 super conductive cables 10ft long 100lbs

2 High Power Lights 50lbs

5 Air Purifiers 250lbs each 5ft’ cubes

Also occuring sometime around the location of the Lost Bay:

back at the main wrecked ship aka UNDERTOWN:

A slime shower in random atlantis weather. Everything is covered in little slimes. Drago burns most of them off the ship and surrounding area believing them to be poison.


Kaldor names his Kreegorian bloodhound “MAR-SHUK”

Everyones gear, clothes and bodies are muddy from living out in the wilderness for so long.

Drago also teleports back to his entombed Demon Unicorn body 10 miles west of Tolkeen. names it Thumper and prepares for its mumification.

Around this time Kaldor falls in love with Hawk Duhk flesh and starts going on frequent hunting trips for them.

Kaldor kills a male duhk protecting its female and egg clutch, and then steal the eggs and leaves the female to live. She starts crying and screaming at him.

Kaldor eats alot of eggs and Duhk flesh, failing to preserve one properly he taints the meat with its bowels. He gives the tainted meat to some kids who eat it… and get sick later. Currently the euro faction dislikes Celdor because of this. (hes also evicted them to the hole drago dug next to the ship which has since been militarily fortified with scrap by Mike.

During his second hunt Kaldor finds 3 Hawk Duhks in a war canoe. He engages them. The canoe has a balista which fires make shift explosives.

He kills two of the warriors and the balista firer flees into the water. The Canoe is left floating in a river near the swampy section of the northwestern bay of Atlantis.

Also while hunting Kaldor finds a Cockatrice. It doesnt come that close to petrifying him before he slays it. (damn +9 vs magic i need to audit this…)

Drago sees magic energy coming towards him and being intercepted by a giant Dragonfly.

Finally after the fly eats a few he gets a Magic Pidgeon from Soribold Vask, Lord of Letters and the standing Associate Dean of the Tolkeen School of Magic.

Earlier Drago had applied, and now the Tolkeen School of magic will offer reduced time required learning in exchange for the rescue of thier professor on leave to Atlantis, Doc Beltrov. He was last seen on the western edge of Atlantis conducting dimensional experiments in the unstable conditions there, or so his grant said.

To any who dont need magic he offers each member of the party a magnificient 5 carat emerald from a pouch he carries on her person. (aprox 100k cr value)

Vask explains
“Beltrov is an elite Hawrk-duhk of unusual intelligence. Leader of a small group of refugees from atlantis, his people now regret their ancestors decision to enter rifts earth and settle atlantis, instead following Beltrov in his search for a rift back home to Mother Swamp, the Hawrk-duhk home dimension. His people were still by in large enslaved and oppressed by the Gargoyles to the West. Beltrov has been organizing slave freeing raids their and freeing whoever they can. His troops operate out of hidden underwater bases on the southwestern side of the preserves. He typically made a yearly pilgramidge back to his homeworld with a cadre of hired mystical mercenaries, freeing as many slaves as he could before fleeing back to the mainland.”

If they accept they are invited to the estate of Vask introduces himself, he is a 8ft lizard mage who is rumored to have unlocked the very secrets of rune magic itself. That being said, many rumors say he was offered the position of Dean in hopes that he would teach some of this knowledge in time to the hopefuls of Tolkeen Academia.

After Drago accepts the job Vask explains.

“Beltrov was very curious, especialy about interdemnsional phenomena and species. He was a xenobologist and renowned for his knowledge of thousands of rare species from many worlds. He was also a trained linguist and decifered many ancient languages. Very secretive, he kept the details of most of his work secret only releasing a few public papers about his finds.

We know this, he was in the Atlantis preserves looking for a strange rock carrying symbols such as these:



They all contain the theme of an interlinking star shaped object, its purpose is unknown.

These symbols are very close to those that Kaldor was sent to look for, Dragos believes them to be Dwarven runes.

The bounty Kaldor was sent Earth to claim was for a short stocky humanoid who used similar symbols.

Kaldor was supposed to lock onto a set of coordinates and nuke the site from orbit, but the ship was disabled by earths orbital defense grid before this happened. Celdor does remember that the coordinates were somewhere on western Atlantis..

After resting the Drago, Keldor and Sparticus go North east of Undertown looking for rumors of the witch. Raul claims his men found signs of her there.

She has put a wasting sickness onto the area of Undertown.

Wandering that way they find another huge crashed ship.

It is leaking green goo.

Drago sploshes around in the Goo. Sparticus senses low power from the goo and the ship.

They also find many Kittani corpses and strange ritualistic fetishes made from animal flesh covered in bloody symbols.

Drago senses evil magic and destroys the fetishes with his fire breath.

In the trees around the clearing made by the crashed ship hang many corpses.

They find tracks leading away from the site, into a gully. There Drago sees more piles of corpses covered in water and green goo which has washed down the ravine to pool there.

Drago feels very sick after this, he takes about 200HP damage (d4×10HP/minute or so of exposure to direct radiation leak from the primary core of the crashed Kitanni ship. ITs coolant is leaking badly).

So they rest for awhile…while Sparticus rebuilds the ship and labels things in English by burning in letters with his electricity.

They rest for four days after the radiation poisoning knocks out Drago’s normal regenerative abilities.

XP:

Drago the 7th level Radioactive Great Horned Hatchling
(53750 needs 80000)

d1

+75xp , 225xp skills, 100 read aura, 100 clear slimes, 100 give raul radio freq, 100 gets back in ship, 50, 100 put out fire, 200 give metropolis scroll to Valen +100 slaver/girls (he fled for most of combat) +600 d6×100 bonus roll
d2
+200 skills, +100 RP with Luk and Muk (Hawk Duhks met on atlantis shore and actualy not eaten), +100 sleep rp post rad, +100 save kid who Celdor made very Ill with tainted meat, +400 save rad kids +100 staring to teach Mike Create Water (30hrs to do so, so far spent 2) +600 pizza

(57100 needs 80000)

Sparticus the 5th Level Zapper and Nova eater
(20250 needs 24601)
+100, +100 slaver +200 altarans +125 skills, 100 brainscan (the hawk duhks in cages have no brains, this is not normal), 100 hale rp, 100 goal rp, 100 roll cig, 100 rp vs PA (he doesnt like Power armor i think)
d2
+100 rp, +100 bonus roll, +100 rp disable ship with mike so celdor cant leave them, +100 drain generator accident (rolled 100, gen went supernova, sparticus ate some power, managed to turn it off then he went oncontrollable buster flame on mode for awhile until he instinctively burnt out that extra energy), +100 deal with Till the chicken farmer trading thyme bag for month of egg omlets, +100 english labeling, +100 figuring out gunpod (one intact)and sensor system which is missing. +225 bonus

(22200 needs 24601)

Kaldor the 4th Level Kreegor bounty hunter and puppy Trainer
(10750 needs 18001)

d1
+100, +100 slaver +200 altarans +100 hawk duhks, +150 military hawk duhks, +50 ic evil bastard gives poison meat to kids, +125 skills, +50 try to ride drago w/o horsemanship (FAIL),100 xp eggs, 100xp rp hole, 100 goal xp, 100 rp night
d2
+100 rp +400 bonus d6×100xp roll,+100 dog rp, 275 skills,+100 hunting RP

(13000 needs 18001)

thanks Kellie L Williams for her http://www.elfwood.com/~abydell/Demon_dog.2480037.html
Demon Dog picture

Monday, June 29, 2009

Maruzu the combat decker

Maruzu the combat decker converted from Shadowrun v3 p66

7′ tall
300lbs
16 years old but looks older as he is orcish
Notes:
Has Asiatic features, for an Orc.
Does not speak english.

Orcish 3rd Level City Rat
IQ 10 ME 7 MA 13 PS 20 PP 15 PE 12 PB 7 SPD 10
HP 25 SDC 80
PPE 20

shadowrun skills:
Knowledge: Datahavens
speak/read Technocan
speak/read japanese
lore:
jackpoint locations Japan 6
matrix gangs
Japanese corporate hosts
seedy ork bars

dual datajacks

Rifts Skills:
Gobbley Lang 98
Technocan Lang/Lit 98
Barter +15
Computer Op +15
Streetwise +20
Tailing +20
Pilot Auto, Bike, Hovercycle
Math Basic
Running
WP Epistol

10 OCC skills
Boxing, Gymnastics, Prowl
Pick Locks, Computer Hacking
Computer Programming, Pick Pockets
Pilot Robots, Robot Combat Basic,
Advanced Math

8 Secondary Skills
WP Knife
advanced math
Gambling
Radio Basic
Radio Scrambler/ECM
Athletics
Computer Repair
Auto Mechanics

2 datajacks
Jaw Radio
Reflex Enhancers LEVEL II: +3 to init, +1 to dodge, one extra attack
Amp Hearing
Right MO Cybernetic Eye (obvious red)
Medium Subdermal Armor 25MDC / 50SDC

Right bionic arm PS20 PP10
features:
1) SMARTLINK: Smartlinks are designed to mate the cyborg with his weapon. Any weapon with the weapon side of the smartlink package used by a smartlink equipped borg will provide the following: Ammo count, where the point of aim is, range to target (If a rangefinder is implanted cybernetically or in the weapon), weapon status, wind speed, and any other modifiers. Smartlink also give the user a +1 to Init once combat has begun, gives a +2 to strike, and allows the user to make called shots with bursts of 3 or less for each round, or a called shot for the burst fire.

source: http://www.angelfire.com/wa/castlelament/rborgs.html

2)Vibro Claw 2d6MD

3) SNARLS Sensor System p 116 Japan

+3p skills +1amphear +2hthbasic
+3d skills +2amphear +3refenhance +2hthbasic
+3ini amphearing +3ini Reflex Enhancers

Bonuses:

6 Attacks
Strike:+1 claws
Ranged Weapons:
Hand Guns: +4/+2WP, +5MO, +7MO+Smartlink
Parry: +6, +8w/claws
Dodge: +10

Equipment:
Clipper, 1 AT-130 Particle Beam Pistol 4lbs 5d6+6MD 600ft +1s aimed 10/short eclip

3 eclips

2 Vibroknives

Captured Slaver Amulet 100MDC / 300SDC 3x/24hrs
IA-130 SUMO Body Armor p185 Japan +6PS
145MD/290SDC

x3 smartlinked Nambu pistols
http://en.wikipedia.org/wiki/Nambu_pistol
originaly bored at 8mms each has an extended 15rd clip

6 special clips
2 ramjet
2 silver
2 explosive

2 regular clips, 2d6SDC each round

Decking example…
Maruzu has a crudely wired together rig of computer gear:

Kingsdale Clipper by Wellington Industries 3/1/200/500/100/0/10k deck
Welded to a second clipper, +1 to MCP x2mem
weighs 30lbs

Hes also got enough gear to make 3 EMP bombs, as well as 3 long range antenna and jamming equipment in his nearby stashed motorcycle.

computer skill 1per10% in computer hacking

Persona Programs:
Bod
Sensor

Evasion

target # of successes to beat anything is host value - cloak rating for evasion

Masking

MPCP *4 = Max attribute
so our Clipper has a MCP of 3, 9 is the max

MCP-4/B/S/E/M

Mairuzu the Combat Decker has the following Utilities on his hacked Clipper:
Analyze 3
Browse 3
Cloak 3
Attack 3 medium
Decrypt 2
Read/Write 2
Scanner 2
Spoof 1
Sleaze 6
Deception 2
Medic 4

Clipper MCP-4/6/6/6/6

Saturday, June 20, 2009

Rifts Matrix Conversion

The Matrix exists in Rifts. This is a post to convert it from 3rd ed Shadowrun Matrix Rules.

I am currently desperately trying to understand the rules

Ways to access Networks in Rifts:
VR gear + Slow Mode (txt/crude graphics only)
Trodes
Datajack uses Cyberjacking skill
Cyberjacking 50%+5% from MUTANTS IN ORBIT, the only place where the best Matrix gear survived.

Passive Rig
Datajack passive amplifiers

Active Rig
Datajack active amplifiers

The Matrix is accessed by access points APs

LocalHost Console
Hardwired: Basic Home
Hardwired: Small Buisness
Hardwired: Large Buisness
Wifi Cell
Laser Link
Microwave Link
Radio Link
Satellite Uplink (very rare must be hacked)
Taps
Master Power Grid/Datawarehouse Connection

APs are operated by a variety of Matrix Operators MOs
They own the physical infrastructure required to make the various APs and systems on the Matrix go.
Every major corporation on Earth and several interdimensional ones operate corporate MOs as do many private and public organizations.

MOs are recognized by a weboftrust algorithm for publicly registered APs or a private ones for less public APs. In this way users can be sure that the AP they choose isn’t a nefarious one.

Accounts are purchased from MOs or hacked out of them.

When a user jacks in, they get a MID Matrix ID which is composed of their account info, Jack ID physically used, and Matrix Network ID given by the AP.

Matrix Networks:

Earth contains many native Regional Matrix Grids from before the rifts, restored. Typically found around the city states with various wifi links connecting them.

They are all themed after their creators, Including

Coalition Matrix (Black and white skulls)
Orange-3 external states
red-5 loanstar/chitown

Tolkeen Matrix (fantasy themed)
city gov orange-3
city biz green-orange-5

Death Matrix (supposedly created by necromancers)
orange-3

Blackmarket Matrix (exists almost everywhere suprisingly, looks very mundane)
red-5

Japanese Matrix JM (1200s japan)
gov red-3
biz orange-5

Columbian Matrix (aztech imagery)
green-5

NGR Matrix
orange-5

Splugorthian Matrix

Phaseworld Matrix

Kreegorhr Matrix

pretty much any sufficiently advanced alien culture have virtual reality computer rig technologies of various levels, GMs choice depending on tech level.

Matrix hacking can result in the following things:

Hardwired system access (cameras, vents etc)
Data Dumps, worth money if decrypted and understood.

Matrix Access Gear:
Deck
Speakers
Harddrives
Display
cables

Rumored cybernetic matrix connection gear

Rumored Programs:
Utilities:
Camo
Crash
Defuse
Doorstop
Encrypt
Evaluate
Mirrors
Purge
Redecorate
Sniffer
Snooper
Swerve
Triangulation
Validate

offensive:
erosion
hog
steamrollers

defensive
restore
sheild

advanced:
browse
relocate
scanner
track
attack
black hammer
killjoy
slow

armor cloak
lockon
medic

Programs can be created or purchased.
p81 creating code in various languages including:

PsiLISP
CSMOD
CyberDynML
ARCHIICOM
NGRMILTEC
MechanoidCrunch

Matrix Hosts:

Difficulty Levels:
Blue
Green
Orange
Red

Host Attributes
access
control
index
files
slave

So each host has
Color/A/C/I/F/S attributes

Stock Rifts Cyberdecks:
DeckRating/Hardening/ActiveMem/StorageMem/IOSpeed/ResponseIncrease/Cost
Kingsdale Clipper by Wellington Industries 3/1/200/500/100/0/10k
NG Utility Deck
Wilks Megadeck
Blackmarket Prerifts Clone Deck
Naruni Hyper 3
CS Ace11
ArchieCore
Phasecalibur

Hacking Pool + Deck Rating/3 round down
dice can be added to any test

Seaching the MAtrix
Matrix or lowtech hosts can be searched. Something like these rules:
Matrix Search Rules

Mike The Gypsy Scientist

Mike 4th Level Gypsie Scientist
Skinny Male ~30 years of age, dusty brown hair prematurely greying face marked with a poor complextion and a haggard look of someone who has been on the run for a long time.

While training Mike Drago learns he is a Gypsy Scientist for the Hesuth Clan, trained by his people to survive in North Americas eastern coast but captured by slavers. Recently escaped Mike is pleased to be the student of Drago and fawns over him as a beloved teacher.

Mike confides he is a potent psionic healer and highly trained Cyber Doctor. The surviving clan and Raul look to him for his perspective in most decisions because he can accurately predict death rates based on what kind of damage he expects and how easily he can repair it. He has above average intelligence and a curious nature. His language is strangely unaccented and he pears around with a sullen grimace of determination, awaiting the next battle not with a grin but a grimace, the look of someone a veteran to many battles who has seen the grisly effects of war one too many times and now wishes to avoid it. The few gypsies left call him the Saint aka, for he has saved the lives of many of them or their family or friends at some point. The euros call him une bénédiction, the blessed one for he saved many of them from death as well. It was Mike who used is knowledge of surgery to rebuild Keldors shattered legs. Mike says he did this because the alien surely must know the most of the ship and their chances of surival were greatly increased if it became operational. This later proove true as the ships security system cannon (1 left intact of 3) destroyed a hail of incoming meteors.

IQ 17 ME 11 MA 17 PS 15 PP 16 PE 11 PB 9 SPD 24

40HP 57SDC
ISP 47 physical psychic mind block alter aura telekinetic lift telekinetic leap psi diagnosis, psi surgery, intuitive combat.

Mike is currently Magically a tuned but untrained. Drago senses some potential to be developed here.

PPE 40, can cast cure light wounds and create wood thanks to drago

math basic +23_15 +38+45=82%
mathadvanced 82%
lit american 98%
american euro 98%
chemistry 68%
comp op 78%
comp prog 63%
comp hack 53%
radio basic 78%
intel 53%
Lore Demons 63%
Lore MAgic 63%
Pilot Robots and PA 78%
climbing 73%
running
wp erifle
wp blunt
hth basic
Military trained
Field Armorer 73%
Demolitions 87%
NBC Warfare 68%
Military Fortification 63%

electrical engineer 53
mechanical engineer 53
Medical Doctor 88% diag 78 fix
Cybernetic Doctor 68% diagnose, 88% install/fix (cannot install bionics only fix)

Secondary Skills
Jury Rig 63%
athletics
pilot hover 68%

radio scrambler aka electronic counter measures 48%
Gambling 48%
pilot motorcycle 75%

Cybernetics:
Clock Calendar Gyro Compass Molecular Analyzer Headjack Amp hearing

100sdc pv8 armor plates under labcoat
2d6MD/6d6 NGpulse laser rifle 30 shots 3 clips +4/+2 strike
Telekinetic Leapkick 6d6+6SDC does 2d6 to him 8isp jump 8ft up 12ft across

1 stun baton in boot +2s/p

Pilots a rebuilt moonshine burning captured K-GTV motorcycle
with internal salvaged forward facing canon
450SDC
Cannon 100SDC
80lbs 1d6×10 2000ft standard rate of fire 40shot internal clip

7hrsx3rd=21hrs orb of cold
3×3rd=9hrs create wood

what will he learn next?
9hrx6thlvl=54hrs ice
6hrx6thlvl=36hrs create water
1d6daysX8th spell level for Moderate Spells
So teaching Invincible Armor will take ~24days depending on good skill rolls maybe less
this is a mega complicated spell…
will they choose to camp and prepare or will the wanderlust be too great of a lure?

+1p/d athletics +2p/d hth kick +1/p/d pp +1p/+2dod amp hearing

+1 roll
+6ini
5 attacks
+1strike +3 strike w/baton
+5p/+6d +6p w/ baton
kick attack 1d8

w/ intuitive combat:

+9 ini
+2s/+4 strike w/ baton
+6p/+8parry with baton
+10 to dodge +3 roll
+10% to climb