Green Air Jinn Spells:
Defense: thunder clap +1s/p/d +5 init
Invis Wall 60ft 10ft/lvl 50/lvl
Darkness
Summons:
Phantom Footman 20ppe Phantom 30ppe
Air Jinn Offensive magic:
Wind Rush 120ft 10ppe
Northern Lights 60ft range 30ft area 12ppe
Electrical Field 200ft 10ft/lvl 35ppe 4d6+10md 2min/lvl
Wind Blast +6 s 2d4x10+30md 40ppe 1000ft+400/lvl
Tornado 60ppe 600ft range 100ft area 4d6x10md for 1d6melees
then hurled out for 2d6x10md
Natural Abilities: Magic: All spells of one elemental magic type.8th level at night 4th at day
Major Psionics: All sensitive and Physical 5th lvl
Physical:
Alter Aura (Self) (2)
Death Trance (1)
Ectoplasm (6, 12)
Impervious to Cold (2)
Impervious to Fire (4)
Impervious to Poison/Toxin (4)
Levitation (2 (up to 2 lbs), 6 (up to 20lbs), 6+1 for every 10lbs over 20lbs)
Mind Block (4)
Nightvision (4)
Resist Fatigue (4)
Resist Hunger (2)
Resist Thirst (6)
Summon Inner Strength (4)
Telekinesis (3, 8, 8+1 for every 10lbs over 20lbs)
Sensitive:
Astral Projection (8)
Clairvoyance (4)
Empathy (4)
Mind Block (4)
Object Read (Psychometry) (6)
Presence Sense (4)
See Aura (6)
See the Invisible (4)
Sense Evil (2)
Sense Magic (3)
Sixth Sense (2)
Speed Reading (2)
Telepathy (4)
Total Recall (2)
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
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
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 DeviantArtHuntsville 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.
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 DeviantArtHuntsville 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
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.
(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.
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
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
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
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
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