Thursday, July 19, 2018

Merctown Boosterboys


Heist WIP by TD-Vice on DeviantArt

Merctown Booster Boys

Lead by Davey Boy, they run the best car theft ring in Merctown.   They boosted a truck with 125mil in goods from the player group.

Based on p87 of Merctown source book.
Tactics, Techniques, and Procedures include sending in 2 green spotters to find and guard the mark, followed by one regular and one vet to boost the vehicle, with the elite nearby in case they need extraction.

The group has encountered Greens on bikes and Quckflex Normals during the truck jacking where they lost one of their Trucks and Towjam.

Later they countered Normals on a towtruck towing a red devil vehicle.
Lastly the group faced the main battle tank with a Elite, Vet, and normal booster boy inside.


Green Human City Rats (ages 12-18) Regular Quick-Flex Alien Professional Thieves Veteran D'norr Devilmen Techno Wizard Elite Kremin Cyborg
IQ 16 12 13 14
MA 9 16 20 22
ME 12 16 20 22
PS 10 14 24 35
PP 17 20 23 25
PE 8 16 20 24
PB 14 6 10 12
Spd 14 55 30 120
HP/SDC
ARMOR
15/20/30SDC leathers armor
Wastelander Motorcycle
25/40/90SDC Huntsman light body armor +90 sdc light naruni forcefield generator +/- 1-50% depending on computer hacking roll

50/100/450 TWCyborgshell +medium naruni forcefield 180sdc +/- 100% depending on computer hacking roll
NG Hover Tow-Platform

150hp/300sdc /1250 sdc alien borg armor
Naruni Heavy Hovertank

PPE/ISP20 4 150 3
# Actions
Melee 
4 6

Strike 


+3/+1 Bikegun
+4/+2 Weapons systems roll
Vibroknife +1



+6 hth
+7 knife
+8 grenades
+6/+4 epistol
+6/+4 heavy
+7/+5
Bike Weapons Systems 40%





TWNG Particle Beam Rifle 1d4x10MD/10shots

Tow Truck Magnet Hook
NG 6shot Hanheld AP mini missle launcher

2 carpet of adhesion grenades
2 plasma grenades 5d6md/15d6 sdc
1 Naruni 115 mm Heavy Particle Beam Cannon 5d6MDx10 rng 9.3miles commander

2 Coaxial  Rail Gun: 2d4x10

Coupla railgun 3d4x10

x8 medium missiles
x48 minimissiles

(also in tank)
1 vet gunner
1 normal gunner
1 TMAN commander


2 heavy fusion blocks

Parry +3/+4 knife +5/+7 knife

Dodge +3 +6 auto

Initiative+3 amp hearing +3

Vs. Magic/
Poison/psi

0

Combat Actions
Bike HMG 7d6SDC/burst# ramjets, 100rnd clip

Vibroknife
10mm SMG

Bike HMG
7d6 MD Ramjet, 100rd box clip
Vibroknife 1d6md/3d6SDC
2 frag grenades 2d6md/6d6sdc
2xNG Ion Pistoles 3d6MD 10shots/6 eclips




1st 3th 8th 12th



Green Cyber: Amp Hearing, Headjack, Ear Implant and Radio, Prerifts Cyberdeck +2% computer hacking
Green skills: hth basic athletics computer operation programming hacking radio basic basic electronics basic mechanics jury rig surveillance systems literacy technocan streetwise combat driving WP Knife WP Heavy WP SMG Weapons Systems pilot motorcycle pilot auto

Normal Cyber : Breathing Tubes, Bionic Lung and Air filter, Radio Scrambler, Amp Hearing, MO Eye +1 str, NG Cyberdeck NG-7 +5 computer hacking
Normal Combat Skills of note: Weapons Systems 40% Prowl 45% HTH Assassin WP Paired WP Targeting WP E pistol WP Heavy Energy WP Heavy Combat Driving WP Quick Draw
Computer Hacking 45%  Pilot Motorcycle, Auto, Truck, WP Knife +1s/+2p

Vet Cyber: Alien Slicer Droid X-1 Headimplant (computur hacking AI+10% to rolls 2ata), Naruni Cyberdeck N-100 +7 % computer hacking
Elite Kremin Full Cyborg, Built in Kremin K-1 Cyberdeck +9% computer hacking Alien AI

Green Roll
Normal Roll +4


Torren Abderhalden


Torren is the Merctown Red Devil member assigned to make sure the party gets to the ritual on time.

In the previous session Scarlet made a deal with the group, in exchange for protecting Merctown during the eclipse the Red Devils will teleport the group back to Tolkeen.  Torren is assigned to make sure that happens.

Occupation Mind Melter
Alignment Unprincipled
Hit Points 10 SDC 30
Exp Level 4 9000 XP
IQ 22+2 Age 3
ME 19+2 Sex Male
MA 12 Height 6' 3"
PS 10 Origin Illegal biolab, Swiss German border
PP 15 Env
PE 10 Sentiments Hates psi hunters
PB 14 Sentiments Dislikes full cyborgs
SPD Language Swiss German, English
Insanity Schizophrenia Phobia Obsession
Phobias Confinement Basements Obsessions

Skills:
Language Swiss German, English
Math Basic 20%
Athletics
Streetwise +15
Land Navigation
TBD Pilot skill1
TBD Pilot skill2
WP SMG +4 aimed +2 burst


6 chosen occ skills +1 at lvl 4

1 Biology 
2 Detect: Concealment +5
3 computer operations+10
4 Detect Ambush +5
5 6 (Takes two skills) Hand to Hand: Martial Arts
7 Computer Hacking gained at lvl 4 +2%
Paramedic  Mind melters can only take up to Firstaide
Acrobatics per mind melter specifically says "physical any except acrobatics"


6 2nd Skills
1 WP Energy pistols +4 aimed +2 bursts
2 Mathematics: Advanced 
3 Computer Programming
4 Running
5 Wilderness Survival
6 First Aid
7 Art learned @ lvl 3
+2 TBD learned @ lvl 3


Major Psionics ISP 3d6x10 +ME +30xp from being lvl 4

Implant: Unknown Psi Focuser (Brain)
Lvl 1 Master of Psionics starting powers
Alter Aura 
Mind Block 
See Aura 
Sixth Sense
Resist Fatigue
Bio-Regenerate
Psychic Purification
Physical1
Physical2
Physical3
Telepathy
Presence Sense
Sensitive3
Telekinesis (super) 400ft range 8min 10isp/100lb 1ptMD/100lb +3strike +4 parry
Telekinetic Force Field 100 MDC 240ft range 4min duration -6 dodge 30ISP
Mind Bolt 40 ISP 2d4MD +4strike 50ISP 2d4MD +8 strike
LVL2 1
LVL2 2
LVL2 3
LVL2 Bio-Regenerate (super)
Lvl3 1
lvl3 2
lvl3 3
lvl3 super
lvl4 super
lvl4 super

Weapons
TX-25 Ion Blaster 4d6+4MD 200ft 12shots/eclip 24 long eclip
HK MP5 2d6SDC 300ft 10shots/clip
German combat knife
Equipment
Sleeping bag
Backpack
Utility belt
Canteen
Sunglasses
Food rations
Ion blaster charges
MP5 magazines
9mm HP ammo
Light ceramic armor 70SDC/35MDC

Hand To Hand Martial Arts 
5 attacks/melee
+3 strike
+4 parry 
+4 dodge
+4 initiative
+3 roll/pull punch
+2 disarm +4 vs posession +2 vs mind control +3 vs magic illusions +3 vs horror factor
1d6 Attacks: Punch,Elbow, Kick, Knee, Disarm, Dodge, Entangle, Block/tackle, Body Flip/Throw, power punch, power kick (x2 dmg) 
Karate Kick 2d6


Sunday, April 29, 2018

#87 Merctown Super Blue Blood Moon Lunar Eclipse Part 1

Tow Jam tried to hack into the virus on Dragos comlink, but the alien tech blew up his computer in response to a failed 93% roll of computer hacking.  Towjam goes looking for a new deck...

Group sees red devils watching them and scanning the comlink area that Towjam was working on.
They drive off when the group walks up.
Later they are seen being towed by some other gangers, their car shot to hell and them possibly dead inside.
Group chases down the towtruck, driven by two booster boy quick flex aliens.
The car is returned to its owners and the tow truck drives off...  Sadly one owner red devil is dead, the other in a coma.
An old lady nearby is injured in the attack and saved by Drago and Bluey.

Once stabilized the Red Devil asks to be brought to to Redemption haul.
Once there he meets Scarlett a Red Devil Leader, she has the injured red Devil taken inside to heal and talks to the group.

"Thank you for saving our friend.  I will tell you what I know.  We have been watching you for awhile to see if you were good or evil, and we have determined you are good enough *she gives a stern look at caldor*".
We saw footage of your initial visit to Merctown and the shootout

"The Booster Boys leader has been taken by mephistos horsemen, they have been forced to work for them for some time now"  Scarlett says.

There is a ritual being performed downtown at a big party.  The ritual is supposed to make the rift storm that happens at the blood moon be calm and close any rifts that open.  Scarlett says if the group helps complete the ritual the red devils will allow the pcs safe travel out of merctown to tolkeen via the magic area rift the red devils have access to.


Vehicles Order to drive to the ritual party grounds in Episode 88
Bluey leads in Runabout atv, his hover bike is stashed with his big rig back at the Golden Age docks warehouse.
Towjam follows in Caldor's bubble car
Caldor leads in cargonaught truck

#87 XP
Drago 150xp skills +25 defeat 2 normal level blue devils in tow truck +500
Caldor 125xp skills +25 2 normal bbs +750
Bluey 175 xp skills +50 2 normal bbs +1000
TowJam 275 skills +100 2 normal bbs +2000




Sunday, December 31, 2017

Rifts Matrix Decking Conversion Part 2

Decking actions in 3rd age might work like this, the player could either make a roll for each step or skip a few of the steps if the first success was by a large amount.

Step zero is Initiate Matrix Connection- The decker needs a Matrix connected computer and Computer Operation.
Step one is Recon, finding out where the systems are.  This finds hosts to attack.
This information can be gotten by social engineering tips from a person, or by using programs to learn this information.
Step two is Enumeration, finding out what the systems are.  This finds out more information about what is running on the host, including who manufactured, it and what data it is likely to contain.  Requires Computer Operation.  "To review some basic information, there are six types of Nodes in the game: CPUs, DSs, IOPs, SANs, SMs, and SPUs. Each has a distinct function, and each is classified with a color (Blue, Green, Orange, Red) and a security rating (1 through 7).
...
###CPU###
   Central Processing Unit

   Occurrence: 6.3% (1.0 per system)


   On Map: Hexagon with smaller concentric hexagon inside


   In Matrix: Hexagon-based polyhedron (technically, an octadecahedron - 18

              sides) with three orbital rings

   Notes: Each system has one, and only one, CPU. It's the brain of the system,

          so it's naturally the most heavily guarded.

   Functions: Go To Node - Transports the user directly to any Node on the

                           system without stopping at any Nodes along the way.
                           Note that it's a one-way trip, and after you've been
                           dropped off at your destination, you'll have to
                           fight your way back through any unconquered Nodes.

              Cancel Alert - Resets the alert system, canceling both Passive

                             and Active Alert status. Very handy... the only
                             way that alerts can be canceled, too. Note also
                             that when an alarm is going off inside a building,
                             the corporation's matrix system will be on Active
                             Alert as well. If you wanted to jack in at such a
                             time and were able to make it inside the CPU,
                             canceling the alert will end the alarm as well.

              Crash System - This crashes the system, ejecting you while

                             crippling the CPU. It only really has two uses:
                             Some Matrix runs will require that you crash a
                             CPU -- but more importantly, if you crash a corp's
                             CPU from inside the building, it will deactivate
                             all cameras and maglocks. Pretty nice.

   ###DS###

   Datastore

   Occurrence: 30.7% (4.9 per system)


   On Map: Square


   In Matrix: Cube with a hole in one visible face and pairs of triangular

              studs on each of the other two visible faces

   Notes: These Nodes are where you'll get all your data to sell. The vast

          majority of Matrix runs also involve some kind of data transfer from
          within a particular DS.

   Functions: Leave Node - Leaves the Node to travel to one of the adjacent

                           Nodes.

              Transfer Data - If you're on a Matrix run where you have to

                              upload a file to this particular DS, Transfer
                              Data will perform that function. Similarly, if
                              you're on a run that requires you to retrieve a
                              certain file from this DS, Transfer Data will do
                              that as well. In all other situations, choosing
                              this option will begin a search for random data
                              files. The higher the decker's Computer
                              attribute, the more likely you'll find something.
                              If something is found, you'll be given the option
                              of keeping the file on your deck. Pay attention
                              to the file sizes, as you can only hold as many
                              datafiles as can fit into your deck's free
                              Storage. Regardless of the Storage limitations,
                              though, your deck can only hold a maximum of five
                              files at a time, period. Rarely (unless you've
                              studied this guide and know where and when to
                              find them), you'll download a file that has
                              information that will help you in your quest.
                              When this happens, the screen will tell you that
                              you've found "an interesting file that you
                        download to your notebook." After you jack out,
                              be sure to check out your notebook for the new
                              clue.

              Erase - This command's only purpose is if you're on a Matrix run

                      to delete a file. Otherwise it's a waste of time, and one
                      more chance for the system to catch you and set off an
                      alert.

   ###IOP###

   Input/Output Port

   Occurrence: 16.3% (2.6 per system)


   On Map: Triangle


   In Matrix: Triangular pyramid with rounded bulges on each face


   Notes: These things are pretty useless. It may be worth noting, however,

          that IOPs (not SANs) are where you enter the system if you jack in
          from inside the corp building. Each terminal inside the building
          corresponds to a particular IOP, and generally speaking, terminals on
          higher floors with tighter security will lead to IOPs that are closer
          to the CPU.

   Functions: Leave Node - Leaves the Node to travel to one of the adjacent

                           Nodes.

              Lockout - As near as I can tell, this does nothing. It SOUNDS

                        like it does something, giving you the message and all,
                        but I've never noticed anything different after locking
                        out an IOP.

   ###SAN###

   System Access Node

   Occurrence: 6.3% (1.0 per system)


   On Map: Rectangle


   In Matrix: Rectangular computer chip with seven pins visible on the front

              face (kind of resembles the chips you would see on a SIMM for
              your PC)

   Notes: This is the first Node you will come to if you enter a system from a

          public terminal. SANs are generally very low security and will often
          be unguarded, even on high-end systems. Like the CPU, each system has
          one, and only one, SAN.

   Functions: Enter System - Leaves the Node to travel to one of the adjacent

                             Nodes (same as Leave Node in other Nodes).

   ###SM###

   Slave Module

   Occurrence: 19.4% (3.1 per system)


   On Map: Circle


   In Matrix: Sphere with two sets of square notches around it


   Notes: These can be a little bit of a help from inside corp buildings: each

          corp system is guaranteed to have both a Maglocks SM and a Cameras
          SM. Shutting off the former will disable all cameras, while shutting
          off the latter will open all maglocked doors. Besides that, though,
          SMs don't really have any other purpose. Note also that shutting off
          an Alert Control SM has no effect on either Matrix alerts or corp
          building alarms. Bummer.

   Functions: Leave Node - Leaves the Node to travel to one of the adjacent

                           Nodes.

              Turn Off Node - Takes the Node offline. As mentioned in the notes

                              above, this only has two uses, and is largely for
                              atmosphere, like the IOPs.

   ###SPU###

   Sub-Processor Unit

   Occurrence: 23.2% (3.7 per system)


   On Map: Hexagon


   In Matrix: Hexagon-based polyhedron (technically, an octadecahedron - 18

              sides)

   Notes: These types of Nodes are basically only there for structure. SPUs

          usually don't serve any purpose but to be just another Node with ice
          that deckers have to get through in order to reach the juicy CPUs and
          DSs. You'll spend a lot of time going from SPU to SPU in your
          travels.

   Functions: Leave Node - Leaves the Node to travel to one of the adjacent

                           Nodes."

Once you enumerate you get a map like this of what systems there are, possibly not showing the entire map until you access adjacent systems .


Step three is Vulnerability Analysis - finding out what systems have weaknesses which may be compromised.
Requires Computer Operation and Computer Hacking to make sense of the results and determine a plan of attack.
Step four is Execution - Requires Computer Hacking.  Each action costs points and the more points you have the more likely someone or program is going to notice the actions and come investigating.

Once you get execution rights to a host you can perform the following actions, each action requires a computer programming and computer hacking roll to see how well it went.  Every 100pts of action some type of counter measure will be deployed and the threat level will go up one from 1-to a varying number depending on the host security level (green,red, yellow, etc).  Once the host is at its max level it shuts down.  Every level the host will try try to either trace roll 1d4, 1 disconnect, 2 attack, 3 or deploy a decker of its own, 4 .

Access the Host or devices attached to the host like cameras, door locks, motion detectors, 5pts.

Control the Host - Execute commands on host, modify host configuration, shutdown host, deny host service. 25pts

Index the Host to determine exactly whats on it. 10pts

Access host files - read, copy or modify host files. 5/10/25pts

Some example system maps:
http://www.shadowrun.com/forums/discussion/28487/oldskool-matrix-maps-for-sr1-sr2-and-sr2050-for-your-perusal

Matrix Connections in the Merctown Docks are only available at Retrofit Robots and the Dragon's Head Brewery Medium quality rooms.


Here is an attempt at mapping computing in Rifts to systems based on:
http://3rdageofdragonwright.blogspot.com/2009/06/rifts-matrix-conversion.html
http://nvlpubs.nist.gov/nistpubs/Legacy/SP/nistspecialpublication800-115.pdf
http://shadowrun.wikia.com/wiki/Host_System
http://shadowrun.wikia.com/wiki/Shadowrun_(Sega)/The_Matrix