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Tuesday, September 24, 2013
#56 Alabama Living
69550
70500 needs 75201
59776xp needs 69881
18650
20450 needs 25920
13656xp
Sunday, August 4, 2013
#55 Guntersville
The story of the Corn.
Once our ancestors lived primitive existences similar to your earth corn. Weather by chance our dimensions corn developed powerful psionic defenses. We used these to communicate and build a culture based on empathy towards others, there were no advanced species on our home plannet other than us so we had no reason to invent mamilan war instincts or lust for conquest. But later we were discovered, and our kind enslaved and sold to a thousand dimensions as a magic rich staple food product and energy source for foul mages across the megaverse. Enslaved we often were partial lobotomized by a cloning process by which immature clones are created by taking cuttings and artificicaly tricking them into growing into a complete new person of the corn. These immature being are the ones the farmers of your planet have been coherced into planting for The Company.
The awakend Z/Blue hybrid learns ritual of "Commune with Corn Person" this lets him channel d4x10 ppe per willing living corn person. Not all are healthy enough to do this.
corn also knows location of something important... the camp with the captured GAW populace.
heavily wounded cs dogpack squad led by partial borg female psi stalker makes radio contact with jet earlier...
"Delta one niner Jet Aircraft this is Qsuzy. we have a common interest land at coordinates xyz if you wish vengance on the spire. Demonic agents have taken over senior command in this CS outpost you destroyed and threaten the region more by the day. Their numbers are growing. "
Players see some harvestors and a hoard of zombies, there is a pitched battle where The juicer charges in and get shockwaved by a harvestor before the group prevails driving the harvestors off. They get a blown out harvestor truck with a combat computer belonging to the guntersvill smuggers who used to run the truck before it was stolen by harvestors. The truck has records of money transfers to a club in tolkeen...
Players rescue kids in a crate on back of the truck and drive them to phils truckstop in Guntersvill to the south. There are only a few shacks plus the truckstop in the Guntersville ruins, surrounded by makeshift camps of squatters hidden in some of the most sturdy buildings. Guntersvile is not a city just a truckstop in the middle of the wasteland protected by Phil and his family and supported by the other Guntersville clansmen.
Then the group returns to the Huntsville base.
Some deals were made with the original two rescued smugglers, later brick and brack two biker smugglers from guntersvill supplies the group (if useful skill rolls were made or bribes paid)
Golden Age Weaponsmiths:
http://3rdageofdragonwright.blogspot.com/2012/02/golden-age-weaponsmiths.html
XP
Drago +1 tw lightning rod
101230xp
+500 showin up +250 skills +500 saving guntersvill kids +200 rp soul +100 mines +100 meditate +50 meet brick brack smugglers +50 meet phil at guntersvill truckstop
102980xp
Sparticus 68150xp needs 75201
+500 showin up +200 skills +500 saving guntersvill kids+50 meet brick brack smugglers+50 meet phil at guntersvill truckstop +100rp
69550
Z/Bluey +1 jug of xxx moonshine +1 smuggler map +1 huntsman bodyarmor +1 walther ppk pistol 3 clips +100 rds silver +100 rds normal
16950xp
+1000 showin up +150 skills +1000 saving guntersville kids +100 heal drago with donated ppe +200 gets smuggler map+50 meet brick brack smugglers+50 meet phil at guntersvill truckstop
21200 xp
Herman +1 jug of moonshine +2 heavy fusion blocks x4cost +1 guntersville brewkit
11081
+1000 showin up +375 skills +1000 saving guntersville kids +100 learns guntersville moonshine (can make ramjet rounds with it) +50 meet brick brack smugglers +50 meet phil at guntersvill truckstop
13656xp
Saturday, June 29, 2013
Guntersville Clan Smuggler
Living in the ruins they get goods in and out of the region past CS and
Harvester zombie patrols. Most of their number remain to the south but
with the decimation of the Huntsville clan Guntersville has been moving
in to fill the void.
Smuggler from The Old Republic by ~Thimburd on deviantART
Guntersville Clan Smuggler
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Basic Math Detect ambus +15 Detec Concealment +10 Palming +10 streetwise +16 radio basic +15 radio scramblers +10 cryptography +10 computer operations +15 wp smg wp knife HTH Basic
OCCRelSkills: Pilot Auto Pilot Motorcycle Pilot Tanks/APCs
Pick Locks, Prowl, Performance (bluff) +10
Normal/Vetern/Elite Skills: Computer Hacking/Law +10 Salvage +10/Pick Pockets,Pilot Military Jet Fighters
Secondary Skills G/N/V/E: 4
Gambling, Auto Mechanics, Computer Programming, Camouflage
Vet vs Magic +1 borg +1pe
Elite Vs Magic +1 borg +2pe
Green Cyberware:
Simsense Recorder Cost: $20,000. Operation Cost: $1,000. Recovery: 1 week. Mass: 0.1 kg. Power: 1 per 100 hours.
Functions as a Sensory Processor, except that the wearer cannot search for and replay the stored data. Instead, this information is stored in a standard code and recorded onto a digital tape, which can be used with a Simsense Player or put into mass-production and bought and sold for education or entertainment. A standard tape, at $20, lasts for 30 minutes. Note that a Sensory Processor, or Sensory Data Transmission, can make this system more or less redundant.
Subdermal Padding Cost: $20,000. Operation Cost: $4,000. Recovery: 2 weeks. Mass: 0.5 kg. Power: None.
A layer of skin is removed and replaced with a layer of ultrafine monocrys mesh. 20MDC AR 18 It has the advantage of being cheaper than the other two cyberarmor varieties, and it looks entirely natural. It can also be combined with either Metal Plating or a Polymer Exoskeleton. A medical check is required to notice it; metal detectors can't sniff it
Normal Cyberware:
Concealed MOCybereye, Amp Hearing, Bionic Arm with microcomputer & concealed smg.
Adrenal Booster Cost: $20,000 per level (maximum 2 levels). Operation Cost: $5,000. Recovery: 2 weeks. Mass: Negligible. Power: 1 per day; 10 to activate.
This is system monitors the body's regular use of adrenaline and can increase the "dose" somewhat. Whenever this system is switched on (usually in a stressful situation such as combat), add the system's level to effective Strength, Dexterity and Health scores for all purposes except: (1) As noted under Nerve Booster for Dexterity, and (2) an increase in effective Health does NOT give you more location hit points, although it applies to HT rolls and the total amount of damage you can take. The effects last for 2d6 minutes, and the booster (except for some black market versions) can't be used until an hour has passed since last use. When the effect passes, a HT roll (natural Health, adjusted downward by as many points as the adrenal booster's levels, and with a further 1 per time an illegally modified booster was used in the last hour) must be made; failing this will cause the cyborg to lose 2d6 Fatigue, and a critical failure will cause a heart attack!
+4PS&PE/lvl +1strike/parry/dodge/attack/lvl
+1init/lvl Roll vs non lethal poison 4/ rounds of activity.
After a fail roll vs non lethal roll vs Deadly cardiac arrest/rd of activity.
(De)Activation requires rolling under ME on d20.
Phys damage automagically releases pump.
Ingested Chemical Bypass Cost: $15,000 +$1,000 per level. Operation Cost: $2,000. Recovery: 1 week. Mass: 0.1 kg. Power: 1 per day.
A microprocessor and chemical analyzer set to divert specific chemical compounds without allowing them to be digested or absored into the bloodstream. Rated by levels, each level allow one specific ingested chemical (drug, poison, trichinella spiralis, etc.) to be passed harmlessly through the body. Bypassed chemicals can be either sent to another cyber system (such as a chemical analyzer), or held in a synthetic receptacle beside this unit. This receptacle must be emptied periodically by a minor surgical procedure.
RigiPlast Bone x5 Cost: Hand/Foot: $5,000. Arm: $10,000. Leg: $10,000. Torso: $35,000. Skull: $10,000. Operation Cost: Included above. Recovery: 1 month. Mass: Negligible (replaces bones). Power: None.
These are multilayered bone implants, solidified with a molecular catalyst prior to implantation. If the Torso location is implanted with RigiPlast Bone, cyberlimbs of ST up to 23 may be attached and used without damaging the skeletal structure. +30SDC/part so +150
concealed wrench hand wrench +5% auto mechanics
Vetran Cyberware:
Obviously battle wounded & Partial reconstruction, each arm has concealed x1 AP mini missle launcher.
Bionic Lungs 1hr ox supply, Modulating Voice synthesizer (fake a voice with computer operations),
The Kata Calculator
Recent developments from several research projects in close quarters martial arts simsense trials have allowed any imaging device and relevant martial arts software to give a martial artist an edge over his enemies. By highlighting weak points and calculating probabilities and attack patterns, the kata calculator will provide a +2 s/p with one weapon (This system is software that must be purchased separately for each type of weapon, and is only applicable when using the weapon in question. IE, a unarmed combat Kata Calculator would not provide the +2 bonus if the user was attacking with a katana.) You inspired me for an idea for a homebrew cyberware gizmo.
gives +2s/p with wp sword
Audio Damping Cost: $15,000 per level (*). Operation Cost: $2,000. Recovery: 1 week. Mass: 0.1 kg per level. Power: 5 per minute. Lvl 10 so +10/prowl, offsets borg penalties.
Microspeakers scattered about the body create an audio diffraction pattern which helps to eliminate just about all sounds in the immediate vicinity of the cyborg. This gives +1% to Prowl skill for each level of the advantage when the "opposing party" is depending on hearing rather than sight for detection--this benefit is halved if the cyborg moves at all.
Omni Link Nerve Web Cost: $25,000. Operation Cost: $1000. Recovery: 2 weeks. Mass: 0.1 kg. Power: None.
This is an experimental successor to the standard Nerve Link. It is pseudo living: One injection is made at the base of the neck, and the Omni Link Nerve Web grows on its own, clinging to the subject's original nervous system. The subject must be kept under close medical surveillance during the weeks the operation takes to complete but there is usually no danger, nor any need of further treatment. At the end of the recovery time, the Nerve Web has effectively replaced the natural nervous system (which, although it is not destroyed by the operation, will no longer be used; the Nerve Web takes over all its natural functions and do them better.) The Omni Link Nerve Web can be used to relay signals from any cyber system to any other, between cyber systems and the CNS, and even to boost regular nerve signals. In fact, this system not only eliminates the need for normal Nerve Links, but also adds +1 to the cyborg's DX for all purposes, permanently.
+1to int
Elite Cyberwear:
Humanoid disguised as non borg: w/10MDC covering
Polymer Exoskeleton Cost: $30,000 + $15,000 per point of MDC. Operation Cost: $5,000. Recovery: 3 weeks. Mass: See below. Power: None.
This is a more advanced version of Metal Plating. It doesn't work any better, but it looks (and even feels) realistic. The person is "dissolved" in a semi-porous clear polymer solution which binds to his skin cells and gives a strong ability to absorb any kind of shock. The polymer is treated with a benign virus which infects the cyborg's skin, causing the skin cells to produce the polymer as needed from ordinary organic components. Torso only costs $15,000 + $7,500 per point of MDC; limbs and head are $3,000 + $1,500 per point of MDC each. It weighs just as much as the Metal Plating system.
(can remotely control vehicles)
Remote Datalink Cost: $25,000. Operation Cost: $3,000. Recovery: 2 weeks. Mass: 0.1 kg. Power: 1 per 6 minutes.
"This is an experimental version of a DNI system, a broad-band high-frequency computer link--a very specialized Radio Transceiver. It lets the user connect to any suitable neural or data interface without a physical plug or link, provided that interface is attached to a transceiver on the same frequency ($5,000, 0.5 kg). Range is about 1.5 to 2 km for reliable data transference; relay stations can, of course, be used. However, this system is vulnerable to both outside listeners and jamming, so it does have its drawbacks."
Silver Tongue Cost: $6,500. Operation Cost: $1,000. Recovery: 1 week. Mass: Negligible. Power: 1 per month.
This is a cybernetically monitored and modified sound chamber in the larynx, programmed to create a soothing carrier wave whenever the cyborg is speaking, singing, humming or whistling. This gives a +5% to social skills reaction modifier, just like the Voice advantage, and is cumulative with that advantage.
Sonic Amplifiers Cost: $5,000 (*). Operation Cost: $1,000. Recovery: 2 weeks. Mass: 0.1 kg. Power: 5 per hour.
This is a built-in, high-volume sound system. The user is insulated from any deleterious effects (if he wants to be). Anyone with Audio Damping or Sound Edit-Out, or anyone deaf, will not be affected either. Volume capacity may be increased; each doubling of price (and point cost) increases maximum decibel capacity by 10. There are several possible applications:
Voice: You can project your voice like a megaphone. Your enemies can hear your taunts, loud and clear. Your friends will more likely hear your distant cries for help. A sudden shout, when unexpected, may distract foes. Works like HF 8.
White Noise: The sound system generates random, multi-frequency noise. All Hearing rolls within 10 m are at -3; from 11-20 m, at -1.
Music: You can stride into combat (or daily life) with your own soundtrack (volume is adjustable from very loud to deafening--or, for wimps, down to low). When suddenly turned on, this can Mentally Stun other people like a shout.
Equipment:
Traveling Clothes, cross and wood steaks, flashlight, 1 weeks rations, survival knife.
WP SMG MP23A w/ ramjets
WP Knife w/ 1d4 vibro knives
Guntersville Clan Computer & Radio Transmitter, Bible
Normal have d6x1000 cr
Vet have d6x10000cr
Elite have d6x100000cr
Green Vehicle:Wastelander Motorcycle w/ light fwd machinegun
Normal Vehicle: Truck or Dunebuggy 90MDC w/ 50MDC Ramprow, Combat Computer +1s, typically has 1 green gunner using a .50cal machinegun on back w/ 400 ramjetsbelt x2 400 wood belt x1
Vet Vehicle: MDC Modified Bradley Tank p97 mercenaries w/ combat computer +1s
MDC modified Bradley 180MDC
2 other normals as crew gunner/comms inside +d6green infantry
Elite Vehicle: Fighter jet
Green Strike Bonuses: 0
Normal Strike[4]+1mo eye +1 adrenal booster +2pp
Vet Strike [7]+1mo +1 adrenal booster +1hth+4pp
Elite Stike [8]+1mo +1 adrenal booster +2hth+4pp
Green Parry Bonus: 0
Normal parry[6]+1amp hearing +2hth +1 adrenal booster +2pp
Vet parry [8]+1 amp hearing +2hth+1adrenal booster+4pp
Elite Parry [9]+1 amp hearing +3hth+1adrenal booster+4pp
Green Dodge Bonus:0
Normal: [7] +2hth+2amp +1 adrenal booster+2pp
Vet: [9] +2hth+2amp +1 adrenal booster+4pp
Elite: [10]+3hth+2amp +1 adrenal booster+4pp
Tuesday, June 25, 2013
#54 Huntsville Solstice
Zombie army closes in on the group holed up in Sparticus's Oil Refinery Base. Players take shots at them destroying them easily..
Sparticus spends time tinkering with an ICBM in the basement before getting called upstairs.
Group assemble on the roof to destroy zombies.
Lida turns out to be a secret zombie spy who beats bluey into a coma. Her armor is blown off before she escapes. Caldor guards bluey.
The group meets Guntersvill Ed and Mell, they are spying on the group with a sensor unit while riding on motorcyles. Seeing the hoard of zombies they flee to the base and give data on the upcoming rift activity.
As the solstice arrives players find a rift going to the home harvester dimension. On the other side they see a pile of gold and a lead harvester surrounded by zombies. Many ready for sacrifice including drago are present. Drago is chained down. At one point caldor was blinded by witchling magic...
There was a battle where the boss compulsed herman to fight for him and caldor shot a 12 mini missle volly at the boss destroying him and an area around him is cleared.
sparticus runs in psi swords off the chains and drago and the rest of the group scoop up gold before fleeing through the rift. Unstable the rift closes after the leaders death.
Dragos previous belonging are at an unknown location.
The Guntersville smugglers met earlier trade goods in Rifts Mercenaries made by Golden Age weaponsmiths along with some ammo and light repairs. Drago trades Ed for 10 Plasma Mines and 4 High explosives Mines.
The group holes up in the Huntsville base and counts their gold...
XP
Drago +1.6mil in gold 100530 +500 showin up +100rp +100 leader
Sparticus +600k gold 66350 needs 75201 +500 showin up +325 skills +500 rescue drago +200 saves 20 desk chained workers in copshop from pain via neurotouch... +25 lida +100 rp +100 leader +50 zombies now has 68150xp needs 75201
Caldor +900k gold 58176 needs 69881 +500 showin up +225 skills +25 lida +100 guard bluey +100 rp +100 leader +50 zombies now has +500 memory 59776xp needs 69881
Bluey 16950 needs 17421 +1000 showin up +300 skills +100 lida +200 leader +100 zombies now has 18650 xp and levels to 5
Herman +100k gold 8656 +1000 showin up +425 skills +200 getting location of event rift data +200 lida +200 rp +300 leader +100 zombies now has 11081 needs 17521
Lida - deceased zombie in unknown location
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