Tuesday, January 5, 2016

Phoenix Empire Recon Squad Werewolf


Werewolf by sandara on DeviantArt

Phoenix Empire Recon Squad Werewolf

Trained to serve the Phoenix Empire in one of the Demon Legions. P135 Africa.


Green Regular Veteran Elite
IQ 6 8 10 12
MA 10 14 16 18
ME 10 14 16 18
PS 16 20 22 24
PP 16 20 22 24
PE 15 20 25 30
PB 10 14 16 18
Spd 15/50 35mph as wolf 20/50 25/50 30/50
HP/SDC
ARMOR
45HP/100MDC 200 SDC patchwork armor 48HP/ 52hp/Custom Patchwork 150MDC 300SDC +

56
PPE 50 70 80 90
# Actions
Melee 
6 6 6 6
Strike  4/5 with knife or claws 7/8 with knife or claws 8/11 with knife or claws 9/14 with knife or claws
Parry 3/4 with knife or claws 5/7 with knife or claws 9/12 with knife or claws 10/14 with knife or claws
Dodge 4 6 10 11
Initiative 1 2 4 5
Vs. Magic/
Poison/psi
2/0/2 vs 12 5/3/2 vs 12 7/5/3 vs 12 10/8/4 vs 12
Combat Actions K-30 ion Pulse Rifle 3 eclips
+6 aimed +1 burst





TK Sniper Rifle 4d6MDC 3000 ft 5shots/32ppe
 +9 aimed single shots only

mated to stripped down
K-4  +7 aimed/+2 burst

Vibro Knife
TK Snipe +11s
K4 +9s/4s burst

TW Sawed  off Sapper
 +8s

4d6MDC to nonliving and magic barriers

-3d6ppe -4d6ppe to magic creatures 12 shots 600ft 10ppe/shot

Miscreant
Yellow Fang 6d6MD Lesser Rune Dagger
+1s/p/all saves
` 1st 3th 8th 12th

Natural Abilities: Prowl 80% swim 50 track by smell 70 nv 300ft bio regen 4d6hp/hrMagic: Meta Animal Meta human summon and control canine repel animals tounges.
Psionics: Sixth Sense See Invis Mind Block

RCC Skills: Gobblely & Euro 98 land nav +15 track animals +20



Secondary Skills G/N/V/E: 7/7/15/19
Intelligence, Pick Pockets+5, Pilot Hover, HTH Assassin (Phoenix Empire Training), WP Knife (works with claw attacks)
WP Energy Rifle
Sniper

Extra Vet Secondary Skills:
at 4 Interrogation Techniques, Escape Artist, Streetwise
at 8 Basic Math,Lore Magic, Gambling, Palming


Equipment:
All have conscription papers signed by Pharo Rama Set to go to north america and retreive "any symbols of osiris" and bring them back to Africa.
The papers are signed by "Yellow Fang Leader of the Savanah Werewolves" and RamaSet.


Green1d4x1000 in egyption gold coins of the ramaset 2 eclip

Normal 1d4x10000 in coins 3 eclips

Vet 2d4x10000 in coins 4 eclips 1 ppeclip deed to small house in Rama, Africa
 Elite4d4x10000 in coins5 eclips 2 ppeclips deed to villa in Rama, Africa

Green Guns Strike Bonuses: +3 aimed +1 rifle +2 sniper
Normal Guns Strike Bonuses +4 aimed +3 rifle +2 sniper

Vet Guns Strike Bonuses 6 aimed +3 rifle +2 sniper
Elite Guns Strike Bonuses 8aimed +3 rifle +2 sniper

Green Strike Bonuses: +1pp +2rcc +2hth
Normal Strike[4]+3pp+2rcc+2hth
Vet Strike [7]+4pp+2 rcc+2hth +1 with guns/thrown
Elite Stike [8]+5pp+2rc+2hth +2 with guns/thrown

Green Parry Bonus: +1pp +2rcc
Normal parry[6]+3pp+2rcc
Vet parry [8]+4pp+2 rcc +3hth
Elite Parry [9]+5pp+2rcc +3hth

Green Dodge Bonus: +1pp +3rcc
Normal: [7] +3pp+3rcc
Vet: [9] +4pp+3 rcc+3 hth
Elite: [10]+5pp+3rcc +3hth

Thursday, December 17, 2015

#76 Phoenix Empire vs GAW

Bluey's deals with the blackmarket make them friendly to allies of Bluey.

Each of the commanders of the GAW armed forces asks for standing orders from the players assigned by BO to each of the units at "commander" rank.

Herman leads 3rd recon, lead by Dirk Diggler 3rd lvl smuggler


Swat 4 art Dune Buggy by Gilgemesh on DeviantArt Huntsville 3rd Recon Platoon x12 GAW Fast attack ground dunbuggy troups 2 smuggler soldiers each
 82MDC 574SDC 120mph (same stats as guntersville smuggers, these are survivors of the destruction of Huntsville)
roof mounted 50cal w/ ramjets
2 lts lead from GAW 988 Combat Humvee 122MDC 854SDC 90mph


Caldor the commander of
HuntsVille 1st Tank Platoon, x6 GAW M1A3 Tanks with 4 smuggler soldiers each, more survivors from Huntsville.
MB 266MDC 1862SDC 60mph 500mi range 40 tons
120mm cannon 6000ft 40 Ap Rounds d4x10MDC/d4x50sdc
50cal coaxial machine gun w/ ramjets
2 lts lead and spot for the tanks from camo'd up GAW 998 Combat Humvee w/ dual 50cals with ramjets, piloted by the Riktor twins.



Halo by frankhong on DeviantArt

 
Bluey leads the
Guntersville 3rd Armored Company lead by Major Ban Gunter
80 soldiers in 3 26 person platoons, each platoon has 3-4 ppl on one car, 8 mad max cars with bigboss atv

GAW Mark2 Body armor 38MDC
GAW 21 Laser rifle 2 clips 20 blasts 2d6 md laser 1800ft
1 in 4 has GAW  AT-6 LAW missle launcher 5d6MD x3 SDC HE round 3200ft rng
Sent from Guntersville to help retake Huntsville.

Drago leads the 9th infantry.


M113 APC by DarkWizard83 on DeviantArt Huntsville 9th Infantry Platoon
GAW M113 APC 168MD 1176 SDC
coupla railgun d4x10md/d4x50sdc 4000ft 80 bursts
x6 mini missle launcher with plasma mini missles
with 3 crewmen and  23 infantry lead by a

LT Chromium
vet smuggler full conversion borg pulling a GAW-198 155mm Howitzer
3d4x10MD plasma shells 3d4x50sdc 30ft radius
Half of infantry are very old or very young, they were the last to survive the conquest and evacuated and conscripted.



2 Bo asks Bluey to ask Sparticus to guide him as general

Bo asks to send scouts to pierce fog of war and learn of enemy units


Shiro made some great rifts hex maps! :)

North America:

http://shirosrpg.blogspot.com/2008/12/workin-on-rifts.html

Europe:

http://shirosrpg.blogspot.com/2009/05/rifts2112-europe.html

They make it easy to estimate distances between major places, and graphs a few intact post Rifts roads.

The 3rd age of Dragonwright game is currently taking place in the southern regions of this map:

http://img.photobucket.com/albums/v728/sirlarkins/scan002.jpg

I like how Shiro shows there being much more water around the area where the Mississippi drains into the gulf of mexico.  I am not sure about how close Tolkeen is to chi town on this hex map.  I would place Tolkeen due east of Serenity on the river on the hex map 0206  based on this map: http://vignette3.wikia.nocookie.net/rifts/images/8/82/Riftsmap.jpg/revision/latest?cb=20100328152013

Now if I overlay this map with my older map I was using this to find the locatiion of Golden Age Weaponsmiths :
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOHT1VmxxVDteRHAPv-ve3SYGt7NmVsm-ygvFL3yn5NUmnCrzLSsH0WU8M2HqJfIn1wfzMlgxffhoapS2wWWwAihCBaMrGgGY5T9dRePOtDdMRTumJWN9oKk0sMiOP8T9ye7EHFW_xXTqM/s1600/rifts_east.jpg



As of update #75, in the first Shiro's Hex Map, The old GAW city in the Huntsville ruins are in the North West of Hex 0311 (partially obscured by the river).
The land directly to the south of Huntsville is the Tennessee river and then swampy everglades type areas eventually giving into full on ocean.
Guntersville is at the South East side of Hex 0311,  along the Tennessee River is the rebuilt and well concealed homes in Guntersville ruins, the only known surviving GAW settlement.

Characters recently traveled north from the Oil Refinery Army of Thunder base in Huntsville to Cincinnati to battle Nxla, now they are west of Cincinnati near the crashed jet and square 0609.

After rescuing the 5 elders of huntsville who were taken to Cincinnati to be part of the sacrifice to NXLA, the characters get GAW support.

When called to help defeat NXLA the GAW soldiers that accompany the party traveled this far north via boat from Huntsville, https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjo51wxnd2Ilt9GnarN5WCgh5wipishqH9w09fg0NTVlMflI4J-BvYxhvMU3AQgSbt2L3_v6RAVo0BzcvKLlWkJaXiHm7iule1Af7UoS88Es8-EVUZSLOfTkWcKBOK5Km2kjpD-fCclscE/s1600/northamericanwater.jpg


(Looking at the maps, whew there actually is a water way that goes this far north, that makes plot continuity on how GAW managed to move multiple tanks and heavy equipment across hostile wilderness alot easier :)


Loose ends to tie up in between sessions:


Herman:

2) Dirk Diggler wants standing orders for the 3rd recon squad of dune buggy troops.

3) Herman's  Driver Kail AKA NUX the ferocious wants orders

Herman sends many of Dirk's men out on patrol, some are attacked by strange wolves and the GAW men are slain.   Later the party goes to find the missing men and herman has to fight off the wolves, NUX has his throat ripped out and his body is left behind with a dune buggy the wolves diabled.  Herman's dune buggy has its tire bitten off by the wolves, but herman is able to fix it.   Herman shot at the wolves and later used his magic swords on them, seriously injuring one.  The wolves seem to escape when they realize herman is no easy prey.

Bluey:
1)  Major Ban Gunter wants standing orders for his Guntersville 3rd Armored Company,  Bluey tells them to hold position with the rest of the squads.  The order is Infantry, then armored company, then tanks as they drive down the road.
Tin Duhk's head stays wired to blueys bike's nuke power plant which is all thats keeping the head powered and alive.


Caldor:
Rides on one of his tanks until the men go missing in the Dune buggy.  Lets 
Bo, Merl, Riki stay in one of the tanks.


Drago:
1) LT Chromium asks for standing orders for his the Huntsville 9th Infantry Platoon (ordered to stay back at the front of the convoy while drago goes ahead alone)
2) Denali is at Drago's side
3) Magic pidgeon
4) Rogue the Dead Girl tries to break free of Drago's undead enslaving control magic.



Sparticus:
1) Lida, Seth, Lt Fifo Partino, Jizzel lane stay nearby.


Drago sensed the rift opening to the south.



After the men go missing Drago went forward.

Caldor sees and starts sniping some flying kitani vehicles.  Caldor blasts the head sensor of one to bits with a sniper shot.
They land, and out pours some slave soldiers, giants, troll, ogres.
 They throw up their hands and say they want no part in this battle and that they are slaves just wanting freedom.

From behind bellows a balrog "FIGHT YOU WEAKLINGS, OR DIE!"...




Drago manages to petrify the Balrog, realizing that NXLA is now trapped in the elemental plane of Earth drago fights off NXLA's presence as he reaches out to the earth plane to gather magic ane petrify the demon (saves vs mental posession, or does he?)

Nearby a sucubus with a brass lamp gestures and a  huge tornadow whips up, and starts smashing into the ranks of GAW.

Caldor hides in a Tank and rides out the storm.
Herman and Bluey escape outside the area of the tornadow on their fast vehicles.

Sparticus pulled his men back before the storm hit and is north of the area.

Drago was hit by the winds but his protection wards hold.

Eventually the winds die down and there is no sign of the demons...  Only the statue of the Balrog remains.

Many of the GAW troops are dead or destroyed by the Tornado and the screams of the wounded echo across the field of battle.   #77 will start with surveying the wounded and remaining troops and equipment, it doesn't look good.


XP
Drago 9th Level Hatchling 127330
+500 showing up
+25 making phoenix empire slave warriors surrender
+50 petrify balrog +50 skills
+100 gives XL69E1 machine gun to Rogue
128005

Sparticus 9th Level Energy Master Psi warrior in training  89950
+25 making phoenix empire slave warriors surrender
+500 showing up  +25 witness balrog petrification +50 skills
90550

Caldor 9th Level Kreeghor Bounty Hunter  87526
+25 making phoenix empire slave warriors surrender
+500 showing up +25 witness balrog petrification
+100 survive tornado inside now trashed tank +50 snipes sensor
88226

Herman 7th Level Juicer 51831
+25 making phoenix empire slave warriors surrender
+750 showing up
+100 fight wolves +25 witness balrog petrification +50 skills +50 escape tornado +50 use sword +100 fails to save nux who has his throat ripped out by wolves...
52981

Bluey the 7th Level  Dog Pack Line Walker 43550
+25 making phoenix empire slave warriors surrender
+750 showing up +25 flying around
+25 witness balrog petrification  +50 skills

44425

Rogue the Dead Girl 6th level Super Spy Revenant
(uses dragon xp table instead of gaining levels every 50 years like the book states)
31350xp needs 50000 +1000 showing up
 +25 witness balrog petrification
 32375

Tow Jam the 5th Level Guntersville Smuggler Borg
16890xp needs 24881 to level
+1000 showing up
+25 making phoenix empire slave warriors surrender
+25 witness balrog petrification +50 miss with missiles +75 skills +100 accept job from bo to follow bluey
18165

Saturday, December 5, 2015

Toe Jam the Guntersville Smuggler


Cyborg by Odinoir on DeviantArt

Toe Jam is a Smuggler for Bandito Arms from Guntersville, Alabama.


When Bluey was "made" by Bo, Toe Jam was assigned to assist him in Bandito Arms business.  Toe Jam has orders to spy on Bluey and protect the company interests, up to and including neutralizing bluey if he puts the business in danger.

Stats:
5th Level Smuggler Partial Borg Human

IQ 17 MA 17 ME 16 PS 20 PP 22 PE 15 PB 18 Spd 8 PPE 10
40HP 200SDC mainbody
180MDC Concealed Light borg armor overlay

Combat Stats:
6 Attacks +5 on initiative


Unarmed Melee Strike [+6]+1mo+1hth+4pp
Knife Strike+8

Ranged SMG Strike +5 aimed, +2 burst
Ranged Knife Throw +8
Ranged Bradly Cannon shot:  +0/+1 if able to hack multioptic eye into the targeting system
Ranged TOW Missile shot: +0/+1 same as cannon
Ranged Mini Missile shot +1 already integrated with Multi optic eye

Parry [+7]+1 amp hearing +2hth+4pp
Knife Parry +9
Dodge: [+9] +2hth+2amp+4pp + 1read people

Saving throws:
+1 vs Magic due to partial bionic reconstruction.


Smuggler OCC Skills:
Literacy English 93
Language Fluent English 98 Spanish 93 Technocan 93 Dragonese 93
Basic Math 88 Detect ambush 68 Detect Concealment 63 Palming 53 Streetwise 65 radio basic 83 radio scramblers 53 cryptography 43
Disguise 63 Escape Artist 61
Computer operations 78 wp smg wp knife HTH Basic

Smuggler OCC Related Skills:
x3 piloting:
Pilot Auto 81 Pilot Motorcycle 89 Pilot Tanks/APCs 65
x3 other skills
Pick Pockets 58 Prowl 68 Computer Hacking 48
1 skill learned at lvl 3 which is now lvl 3 not lvl 5 like the rest of his skills)
Pilot Robots/Powerarmor 65

Secondary Skills:
Gambling 53, Auto Mechanics 48, Computer Programming 53, Camouflage 40



Has "Veteran" physical stats from having more bionics than a Normal Level Smuggler since my template only shows lvl 3 and lvl 8 stats and Toe Jam is Lvl 5 with Vet Bionics.   http://3rdageofdragonwright.blogspot.com/2013/06/guntersville-clan-smuggler.html

Toe Jam is in debt an undisclosed ammount to Bandito Arms from the extra bionics which is why he had to take the job of following around Bluey.
Bionics and Cybernetics:
Partial Bionic Reconstruction to strengthen body trunk.
RigiPlast Bones in Hands, Feet, Arms, Legs, Torso, Skull.


Simsense Recorder (dashcam for all 5 senses)
Multi optic Cybereye,  (nightvision/Ultraviolet/Thermal/infrared/targeting system)
Amp Hearing,
Left Bionic Arm with microcomputer & concealed smg.
Arm also contains a concealed  hand wrench +5% auto mechanics
Right Bionic Arm has a concealed Armor Piercing Mini Missile Launcher


Level 1 Adrenal Booster (must be activated manually to gain bonuses)
+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.
Taking non armor damage activates pump involuntarily.

Bionic Lungs 1hr ox supply, Modulating Voice synthesizer (fake a voice with computer operations),

Kata Calculator Skillware (+2/strike/parry with a sword when activated with computer operation, takes 2 attacks to activate)

Level 10 Audio Damping on body to silence the bionics, +10%/prowl

Omni Link Nerve Web +1 Initiative

Each bionic hand has a pinky which can detach and be used as a bomb. (5d6MDC/15d6SDC)

Black Market Abilities:
Black Market Professional Courtesy and Connections
Black Market Line of Credit
Black market Business Enterprise #1 Spying on Bluey, paid monthly by Bo
Black Market Buisness Enterprise #2 Smuggling goods into and out of CS
4 chosen special abilities:
Informant: Confidential (CS Officer)
Steady Nerves +2 vs hf +2 vs insanity +1ma +5% disguise
2 slots go to Read People +1 perception +1 dodge rolld20 vs someone to assess, whoever rolls highest wins, winning shows through disguise/shape shifting/con artists/PB and MA effects. +10% streetwise


Equipment:
Traveling Clothes, cross and wood steaks, flashlight, 1 weeks rations, survival knife.
30000 black market credits

MDC Modified Bradley Tank p97 mercenaries w/ combat computer +1s
41mph max speed, 300mile range 180MDC mainbody 80MDC turret

Weapons:
Left Arm SMG 10mm 4d6SDC 3000ft 2x30rd clips of ramjet rounds PV9
Right Arm Mini Missle 1d4x10MDC/3d4x10SDC range 1 mile 3' blast radius PV9
Bradley Cannon 5d6MDC 20' flak radius 5000ft range 25 shells
Bradley TOW Missles x2 (used up)
Vibroknife 1d6MDC +5/3d6 +15 SDC

NPC Contacts:
Bo, Riki, Merl, Tin Duhk, CS officer

Friday, November 6, 2015

Rogue the Dead Girl


Dead Girl 2 by KH-FX on DeviantArt



Rogue was controlled by the necromancer followers of Set to spy on the group and direct missile strikes against them.  After Drago used exorcism and control undead on her she is currently resisting eating the brains of Drago's mortal companions.  For now.  She has recently feasted upon enough living creatures where she looks mostly human with only a few slight signs of rot.

She has to eat at least one person a week to keep up her human appearance.

6th Level South American Ellal Super Spy Mage
300 years old 5'6" 90lbs
IQ 17 ME 16 MA 10 PS 27 PP 18 PE 29 PB 12 SPD 37
MDC 259/777sdc PPE 125
+1 init +4 strike +8 parry/dodge 6 Attacks Crit on 18+
3d6md +12punch/knee/elbow/bodyblock 9d6+36 sdc
5d6MD+12 karate kick 10d6+36sdc
6d6+24 power punch 18d6+72sdc
1d4+12 md/3d4+12sdc Body Block + knockdown of non supernatural/robot str
+6 vs magic, immune to poison


Abilities: regen 1d4x10mdc 3d4x10sdc/melee, immune to illusions, non magic/holy weapons do 1/3 damage

LeyLine Walker powers #2 and #3 (sense and read leylines)


OCC Skills: Radio Basic +10 Radio Scramblers +10 Cryptography +10
Basic Math  +20 Literacy English +10 Dragonese Demongogian +10
Intelligence +15 Pick Locks +10 Disguise +10 Forger +5 Prowl +10
ComputerOperation +5

WP Energy Pistol WP Heavy


4 OCC Related Skills

HTH Martial Arts camouflage escape artist
Lvl 3 skills Boxing wrestling
Lvl 6 skills Intelligence sign language

4 Secondary Skills
wp knife pick pockets hunting athletics

Magic:
3 lvls 1
See Invis

SEE MAGIC ENERGY
Level: 1
Range: Line of Sight/Self, Others by touch or within 5 ft per level of experience.
Duration: 2 minutes per level of experience.
Damage: None; see effect.
Saving Throw: Standard if the powers are not wished.
P.P.E. ™ Cost: 3


Effect: This spell allows the caster or someone nearby to see the magic energy radiating from people, creatures, objects, and areas, as long as more than 20 P.P.E. points are present in the source being looked at. The sensing ability is so acute that the character can see things made invisible either magically or naturally, including supernatural creatures, entities, and elementals. Any character under the affliction of a spell that cost more than 20 P.P.E. to cast will also be noticeable to the recipient of this spell.



Beast Call
Level: 1
Range: 500 ft
Casting Time: One melee action.
Duration: Instant
P.P.E. ™ Cost: 5

When an animal (regardless of its affiliation with shaman) dies, the shaman can use up five P.P.E.tm to absorb five times the P.P.E.tm base of the fallen creature or ten P.P.E.tm, whichever is highest. The ritual is instantaneous, but will not work if the beast is killed by technological means




4 2nd lvl

Mask Scent (Level 2 Spell)

Range: 10 foot radius (3 m) plus 3 feet (1 m) per each additional level of experience.

Duration: 48 melees (12 minutes) plus 24 melees (6 minutes) per each additional level of experience.

Saving throw: None

P.P.E.: Three

The casting of this spell will completely mask the scent of the caster (or object cast upon), including equipment, within the radius of effect. Everything will become odorless, forcing creatures that track by smell, to rely on visual and audio clues. This is also handy for such uses as masking the scent of a cooked meal, negating the nauseous stench of the undead, and fumigating an outhouse, among others.

Levitation
Cloak of Darkness
Turn Dead

4 3rd lvl

Armor of Ithan, Impervious to Fire, Invis Simple


Mesmerism


Level: Three
Range: 12ft with visual contact.
Duration: Varies with victim and suggestion.
Casting Time: One melee action
Saving Throw: Standard
P.P.E.tm Cost: 10

This enchantment enables the caster to use simple hypnotic suggestions upon intelligent creatures. Works just like the super psionic ability Hypnotic Suggestion. Taken from the PFRPG (1st edition).



1 4th lvl
Deflect

1 5th lvl
Fly

1 6th lvl
Siphon: Simple
Level: 6 
Range: 30ft 
Duration: Instant 
Casting Time: Two melee actions 
Damage: 1d6 hit points, 3d6 S.D.C.tm, or 2d6 M.D.C.tm, depending on the creature. 
Saving Throw: Opponents are -1 to save. 
P.P.E.tm Cost: 12 
The use of this spell allows a necromancer to steal a fraction of another living creature's life force, weakening the creature and strengthening the death mage. The mage can take M.D.C.tm from a supernatural creature, but he only recovers 1d6 hit points and 3d6 S.D.C.tm if he does not possess M.D.C.tm Supernatural creatures that practice necromancy only gain 2d6 M.D.C.tm by draining 1d6 hit points or 3d6 S.D.C.tm Whatever is lost by the victim is gained by the necromancer. Undead and animated dead are not affected by this spell. The victimized creature is also -2 to strike, parry, and dodge and -10% on skill performance for two melees (weakened and disoriented).


Equipment: Rags

References:
Rogue's Homeland: https://en.wikipedia.org/wiki/Patagonia