Sunday, August 7, 2016
#79 Merctown Access Control and Dockside
Merctown Population 39000, 60% human +15000 transients
Ruled by Proconsole and Advisory Council. No income tax, 6% sales tax.
Uses roman styled laws, only controls the area around the Powerplant.
Merctown was built around an old pre-rifts powerplant which survived mostly intact.
Visitors are subject to whats called the Merctown Access Control System
L0 - Dockside
All Visitors are granted access to the free-zones which includes The Dockside and the Warrens. Access to other zones is granted through various means. Upon entry to Merctown a drone will scan the newcomer and issue the merctown propaganda speech, laws, and explain how to get into Level 1 you must enter one of the Warrens Barracks and be subject to further questioning and scans.
L1 - Warrens - These High Tech slums lie around the Docks.
Entry from the docks to the warrens is through one of 5 alleys, each protected by a different Merctown gang who claims that entry. Each entry 1-5 will have the Gang memebers posing as merctown security checking out new people. The Warrens Entry guards insure No heavy weapons, armor, or Robot vehicles are allowed in L1 or higher. Once you are checked out and have your identity put into the Merctown Computer System (MCS) the guards give you a L1 Pass. Requires Small Fee+scan.
L1Entry1 - Run by the Booster Boys
L1Entry2 - Run by the Cyber Street Gang
L1Entry3 - Run by the Greenskin Gang
L1Entry4 - Run by Mephisto's Horsemen
L1Entry5 - Run by the Mega Monkeys
L2 - Arms Bazaar - Access from the Warrens - VIPs Mercs are allowed into the Arms Bazaar if they agree to a more stringent scan and complete a job for the city of Merctown. Requires Moderate Fee + Scan
L2 Merctown Scans includes scanning the character for a Biological, Cybernetic, Magic, psionic, criminal history, mental health, Power Level, and Mercenary Profile.
L3+ for VIP Mercs only and are revealed only to those who pass L2 clearance and gain "professional" Mercenary status. How to get this clearance and the existence is a mystery to all uninitiated non mercenaries but an open secret to most professional mercenaries. Gaining pro status usually includes something like:
1 Formally joining an accredited mercenary group (I include most of the groups in the canon mercs books in this list)
2 Some tests
3 Completing a difficult job for the city
4 Probationary Acceptance with more jobs
5 Full acceptance once final job is passed
L3 - Spokes (below ground, existence secret) Requires Moderate Fee
L4 - The Hub (below ground, existence secret) Requires High Fee
L5 - The Mystic Quarter (Wizard's tower above ground, secret quarters below ground) Requires Very High Fee
L6 - Old Town (This simple village is above ground) Requires purchasing property
L7 - Paducah Estates (This grandiose ranch is above ground)
http://areliustest.wikidot.com/system:rifts-maps Has some great Merctown and Region maps:
In the my modified from canon 3rd age version of the following map, the purple area covers all blue, orange, and light green areas. The L3+ areas are secret. These areas are not above ground but are parts of a prerifts fallout shelter named vault 13 converted to house the restricted areas of merctown.
Merctown Map Legend
http://www.explorersunlimited.com/eu/viewtopic.php?f=194&t=4244
map #s, dont forget to download the image of the map and zoom in to see them
Dockside: Waterfront & Industrial Sector
205- Poseidon Shipwrights
205a- Pierside
206- GAW Dealership
207- The MercTown Power Plant
208- Retrofit Robots
209- Bailey Brothers Construction
210- O'Grady's Vehicle Parts & Scrap Yard
211- Custom Auto-Body
211a- Defunct Titan Industries Warehouse (Crusaders of MercTown HQ)
212- Allen Foods
213- Still Ticking Motors
214- Bits of 'Bots
215- The Goblin's Hole
215a- Headquarters for The Glitter Fangs
216- Dragon's Head Brewery
217- Kentucky Moonshine Co.
218- Braffo Bok's Used Tanks
218a- eXecutive Combat Solutions' Base of Operations
219- Otto's Automotive
220- Kentucky Dairy Products
Region Map
Before arriving in merctown... The group travels up the river and sees a number of crab people (Crab Warrior RCC) camped out on top of a sunken CS vessel which is also covered in EGGS. Caldor takes aim and fires the rest of the crabs flee to underwater lairpods as only the leader defiantly beats his claws. finally caldor slays the largest crab seein no more above water they approach.
When alongside they see more crabs hiding in strange pod like lairs anchored to the sides of the sunken cs vessel "CSS Revenge Class". A female "HcknarglAK" comes out saying you have slain her abusive mate and she is now ruler of this area, how can they help the players. She says the slavers ahead have taken many of her peoples eggs and that she would see vengeance upon them. The group thinks upon how they were earlier attacked by pirates, and now more may lie in wait ahead of them. Drago scouts with teleport and sees a huge dreamship from the pirate clan, waiting 25miles or so up the river.
'The group informs the crabs of this and after some argument the crabs decide to help, they swim down and give up a few cs heavy military long range missiles scavenged from the ship. Drago takes them in close and drops them on the pirate vessel from teleport sneak attack and managed to destroy the pirate ship... The group sails past its wreckage, a huge mushroom cloud later nothing hostile is seen and continue towards merctown.
A few miles out of merctown patrol boat comes up wanting to know what the explosion was, they saw the mushroom cloud. The group talks them down and gains access to merctown. Caldor manages to sell his legal cargo of coal right away, the rest of the groups cargo will take more skill rolls to sell in the next episode.
Caldor ate part of the crab leader.
XP
Character Group:
Drago the Great Horned Dragon Hatchling
129755
+500 showing up +100 teleport scout +100 using missiles on pirate ship +50 casts invincible armor +100 takes 400pts of radiation damage which do not currently regenerate without some kind of treatment +100 rp +25 crabs +50 dreamboat +150 skills
130930
Caldor the Kreeghor Bounty Hunter
89876
+600 showing up +200 rp +100 crab rp +100 eat crab has ~200lbs of fresh meat left which will go bad quickly unless preserved +100 sniper crab leader +50 dreamboat +200 skills
91226
Herman the human Juicer
55481
+700 showing up +100 fly around scouting in helecopter +200 heroism +500 wheeling and dealing +50 crabs +50 dreamboat +150 skills
57181
Bluey the Dogpack Bioborg Linewalker host to Zee
46975
+800 showing up +100 uses restore ppe on the dragon +500 rp +50 crabs +100 dreamboat +50 skills +100 move missile +100 finds meds for captain ahabs radiation burned eyes from "patterson clinic".
48775
Tow Jam the GAW Smuggler
19365
+1000 showing up +300 skills +1000 saving boat captain from radiation poisoning by letting him into the shielded tank +100 crabs +250 skills
22015 needs 24881
NPCs of note Merl and Tin Dyhk(in Tow Jam's GAW crew), they flash GAW badges and get the docking fee for the boats waived.
Ahab captain of boat, his eyes go out he has cataracts from radiation , and severe poisoning is is put in Tow Jam's bradly to prevent additional exposure. The group also has a few glowing eggs stuck to the side of their boat from the earlier encounter with the crabs and the nuking of the boat holding many crab eggs hostage.
Caldor sold his coal to the GAW office for 10million black-market credits .
TBD plots: sales of bluey's loot, Herman's loot
prices of access to various areas in merc-town.
"Crab-people, crab-people. Taste like crab, talk like people."
Current radiation levels on the ship are very high due to degrading missiles salvaged and lying with algae caked all over them on the deck of TOW JAM's ship. Towjam managed to jurry rig 2 lrms onto his vehicle to replace the 2mrms he used last adventure. He now has 2 3d6x100MD Heavy Explosive warheads, ~1000mile range
"Learn about the Areas of Merctown", says a robot greeter at the docks.
"Merctown is run by Mercenaries, for mercenaries. "
"You have been scanned and registered as Level Zero Visitors"
Merctown Dockside - Assume characters could have visited any of these areas during the week they stay around the docks until episode #80.
Sales:
Poseidon Shipwrights, 205normal and light mdc boats
GAW Vehicle Dealership- 206all gaw heavy vehicles howitzers, ammo, apache gunships,
Retrofit Robots, 208 25-40%discounts on robot drones, powerarmor, robot vehicles
Ogrady's Vehicle Parts and Scrapyard 210-buys scrap and parts
Custom Autobody - 211 builds custom hotrods and muscle cars
Still Ticking moters - 213used bikes, cars, hovervehicles, trucks
Bits of Bots - bot parts only 10-20% discount
Braffo Bok's Used Tanks 218 selling gam48a3 tanks, gat-3a2 bradleys, rebuilt m113 apcs, GA-H998 Hmmer Armored jeeps, GAW FAV Specops dune buggies, 18 mountaineer ATVs, 32 big boss atvs, 6 iron hammer tanks, 11 iron fist tanks, an ironbolt mlrs, prices are -20 to -60% of new prices
Otto's Automotive pre-rifts cars, ng hovercycles, bigboss mountaineer atv -5% prices
Preserved Food: Allen Foods, Kentucky Dairy Products
Bars and Hospitality: - anyone buying a lifestyle for the week in between 79 and 80 would do so here for the week inbetween #79 and #80, otherwise you sleep in your cars.
The Goblins Hole and Flophouse, Warehouse for rent - 20,000/month 7000/week - 700/day -- social +5% - ambush -5% - regen +5% - assets 1
Dragon's Head Brewery - Dragon rents a few Medium quality rooms over the brewery for 80000/month, 25000/week 5000/day social +10% - ambush +5% - regen +10% - assets 2
Kentucky Moonshine Company -
The luxurious company has a few rooms in the warehouse for rent:
Low Quality 22,000/month 7500/week - 750/day -- social +5% - ambush -5% - regen +5% - assets 1
http://3rdageofdragonwright.blogspot.com/2012/05/lifestyles-for-rifts-and-famous.html
Ruled by Proconsole and Advisory Council. No income tax, 6% sales tax.
Uses roman styled laws, only controls the area around the Powerplant.
Merctown was built around an old pre-rifts powerplant which survived mostly intact.
Visitors are subject to whats called the Merctown Access Control System
L0 - Dockside
All Visitors are granted access to the free-zones which includes The Dockside and the Warrens. Access to other zones is granted through various means. Upon entry to Merctown a drone will scan the newcomer and issue the merctown propaganda speech, laws, and explain how to get into Level 1 you must enter one of the Warrens Barracks and be subject to further questioning and scans.
L1 - Warrens - These High Tech slums lie around the Docks.
Entry from the docks to the warrens is through one of 5 alleys, each protected by a different Merctown gang who claims that entry. Each entry 1-5 will have the Gang memebers posing as merctown security checking out new people. The Warrens Entry guards insure No heavy weapons, armor, or Robot vehicles are allowed in L1 or higher. Once you are checked out and have your identity put into the Merctown Computer System (MCS) the guards give you a L1 Pass. Requires Small Fee+scan.
L1Entry1 - Run by the Booster Boys
L1Entry2 - Run by the Cyber Street Gang
L1Entry3 - Run by the Greenskin Gang
L1Entry4 - Run by Mephisto's Horsemen
L1Entry5 - Run by the Mega Monkeys
L2 - Arms Bazaar - Access from the Warrens - VIPs Mercs are allowed into the Arms Bazaar if they agree to a more stringent scan and complete a job for the city of Merctown. Requires Moderate Fee + Scan
L2 Merctown Scans includes scanning the character for a Biological, Cybernetic, Magic, psionic, criminal history, mental health, Power Level, and Mercenary Profile.
L3+ for VIP Mercs only and are revealed only to those who pass L2 clearance and gain "professional" Mercenary status. How to get this clearance and the existence is a mystery to all uninitiated non mercenaries but an open secret to most professional mercenaries. Gaining pro status usually includes something like:
1 Formally joining an accredited mercenary group (I include most of the groups in the canon mercs books in this list)
2 Some tests
3 Completing a difficult job for the city
4 Probationary Acceptance with more jobs
5 Full acceptance once final job is passed
L3 - Spokes (below ground, existence secret) Requires Moderate Fee
L4 - The Hub (below ground, existence secret) Requires High Fee
L5 - The Mystic Quarter (Wizard's tower above ground, secret quarters below ground) Requires Very High Fee
L6 - Old Town (This simple village is above ground) Requires purchasing property
L7 - Paducah Estates (This grandiose ranch is above ground)
http://areliustest.wikidot.com/system:rifts-maps Has some great Merctown and Region maps:
In the my modified from canon 3rd age version of the following map, the purple area covers all blue, orange, and light green areas. The L3+ areas are secret. These areas are not above ground but are parts of a prerifts fallout shelter named vault 13 converted to house the restricted areas of merctown.
Merctown Map Legend
http://www.explorersunlimited.com/eu/viewtopic.php?f=194&t=4244
map #s, dont forget to download the image of the map and zoom in to see them
Dockside: Waterfront & Industrial Sector
205- Poseidon Shipwrights
205a- Pierside
206- GAW Dealership
207- The MercTown Power Plant
208- Retrofit Robots
209- Bailey Brothers Construction
210- O'Grady's Vehicle Parts & Scrap Yard
211- Custom Auto-Body
211a- Defunct Titan Industries Warehouse (Crusaders of MercTown HQ)
212- Allen Foods
213- Still Ticking Motors
214- Bits of 'Bots
215- The Goblin's Hole
215a- Headquarters for The Glitter Fangs
216- Dragon's Head Brewery
217- Kentucky Moonshine Co.
218- Braffo Bok's Used Tanks
218a- eXecutive Combat Solutions' Base of Operations
219- Otto's Automotive
220- Kentucky Dairy Products
Region Map
Before arriving in merctown... The group travels up the river and sees a number of crab people (Crab Warrior RCC) camped out on top of a sunken CS vessel which is also covered in EGGS. Caldor takes aim and fires the rest of the crabs flee to underwater lairpods as only the leader defiantly beats his claws. finally caldor slays the largest crab seein no more above water they approach.
When alongside they see more crabs hiding in strange pod like lairs anchored to the sides of the sunken cs vessel "CSS Revenge Class". A female "HcknarglAK" comes out saying you have slain her abusive mate and she is now ruler of this area, how can they help the players. She says the slavers ahead have taken many of her peoples eggs and that she would see vengeance upon them. The group thinks upon how they were earlier attacked by pirates, and now more may lie in wait ahead of them. Drago scouts with teleport and sees a huge dreamship from the pirate clan, waiting 25miles or so up the river.
'The group informs the crabs of this and after some argument the crabs decide to help, they swim down and give up a few cs heavy military long range missiles scavenged from the ship. Drago takes them in close and drops them on the pirate vessel from teleport sneak attack and managed to destroy the pirate ship... The group sails past its wreckage, a huge mushroom cloud later nothing hostile is seen and continue towards merctown.
A few miles out of merctown patrol boat comes up wanting to know what the explosion was, they saw the mushroom cloud. The group talks them down and gains access to merctown. Caldor manages to sell his legal cargo of coal right away, the rest of the groups cargo will take more skill rolls to sell in the next episode.
Caldor ate part of the crab leader.
XP
Character Group:
Drago the Great Horned Dragon Hatchling
129755
+500 showing up +100 teleport scout +100 using missiles on pirate ship +50 casts invincible armor +100 takes 400pts of radiation damage which do not currently regenerate without some kind of treatment +100 rp +25 crabs +50 dreamboat +150 skills
130930
Caldor the Kreeghor Bounty Hunter
89876
+600 showing up +200 rp +100 crab rp +100 eat crab has ~200lbs of fresh meat left which will go bad quickly unless preserved +100 sniper crab leader +50 dreamboat +200 skills
91226
Herman the human Juicer
55481
+700 showing up +100 fly around scouting in helecopter +200 heroism +500 wheeling and dealing +50 crabs +50 dreamboat +150 skills
57181
Bluey the Dogpack Bioborg Linewalker host to Zee
46975
+800 showing up +100 uses restore ppe on the dragon +500 rp +50 crabs +100 dreamboat +50 skills +100 move missile +100 finds meds for captain ahabs radiation burned eyes from "patterson clinic".
48775
Tow Jam the GAW Smuggler
19365
+1000 showing up +300 skills +1000 saving boat captain from radiation poisoning by letting him into the shielded tank +100 crabs +250 skills
22015 needs 24881
NPCs of note Merl and Tin Dyhk(in Tow Jam's GAW crew), they flash GAW badges and get the docking fee for the boats waived.
Ahab captain of boat, his eyes go out he has cataracts from radiation , and severe poisoning is is put in Tow Jam's bradly to prevent additional exposure. The group also has a few glowing eggs stuck to the side of their boat from the earlier encounter with the crabs and the nuking of the boat holding many crab eggs hostage.
Caldor sold his coal to the GAW office for 10million black-market credits .
TBD plots: sales of bluey's loot, Herman's loot
prices of access to various areas in merc-town.
"Crab-people, crab-people. Taste like crab, talk like people."
Current radiation levels on the ship are very high due to degrading missiles salvaged and lying with algae caked all over them on the deck of TOW JAM's ship. Towjam managed to jurry rig 2 lrms onto his vehicle to replace the 2mrms he used last adventure. He now has 2 3d6x100MD Heavy Explosive warheads, ~1000mile range
"Learn about the Areas of Merctown", says a robot greeter at the docks.
"Merctown is run by Mercenaries, for mercenaries. "
"You have been scanned and registered as Level Zero Visitors"
Merctown Dockside - Assume characters could have visited any of these areas during the week they stay around the docks until episode #80.
Sales:
Poseidon Shipwrights, 205normal and light mdc boats
GAW Vehicle Dealership- 206all gaw heavy vehicles howitzers, ammo, apache gunships,
Retrofit Robots, 208 25-40%discounts on robot drones, powerarmor, robot vehicles
Ogrady's Vehicle Parts and Scrapyard 210-buys scrap and parts
Custom Autobody - 211 builds custom hotrods and muscle cars
Still Ticking moters - 213used bikes, cars, hovervehicles, trucks
Bits of Bots - bot parts only 10-20% discount
Braffo Bok's Used Tanks 218 selling gam48a3 tanks, gat-3a2 bradleys, rebuilt m113 apcs, GA-H998 Hmmer Armored jeeps, GAW FAV Specops dune buggies, 18 mountaineer ATVs, 32 big boss atvs, 6 iron hammer tanks, 11 iron fist tanks, an ironbolt mlrs, prices are -20 to -60% of new prices
Otto's Automotive pre-rifts cars, ng hovercycles, bigboss mountaineer atv -5% prices
Preserved Food: Allen Foods, Kentucky Dairy Products
Bars and Hospitality: - anyone buying a lifestyle for the week in between 79 and 80 would do so here for the week inbetween #79 and #80, otherwise you sleep in your cars.
The Goblins Hole and Flophouse, Warehouse for rent - 20,000/month 7000/week - 700/day -- social +5% - ambush -5% - regen +5% - assets 1
Dragon's Head Brewery - Dragon rents a few Medium quality rooms over the brewery for 80000/month, 25000/week 5000/day social +10% - ambush +5% - regen +10% - assets 2
Kentucky Moonshine Company -
The luxurious company has a few rooms in the warehouse for rent:
Low Quality 22,000/month 7500/week - 750/day -- social +5% - ambush -5% - regen +5% - assets 1
http://3rdageofdragonwright.blogspot.com/2012/05/lifestyles-for-rifts-and-famous.html
Wednesday, July 27, 2016
Tralgor the 6th Level Algor Water Warlock
Frost Giant by mscorley on DeviantArt
Tralgor the 6th Algor Frost Giant Water Warlock
Tralgor is a pc in the Atlantis Anti-slaver campaign, I sometimes use PCs in other campaigns NPCs in the 3rd age since they might show up one day as NPCs in the 3rd age Campaign.
Tralgor is from the palladium world who works with his companion giant, a mysterious airwarlock nimro to rescue slaves in Atlantis while searching for 2 more warlocks conduct a mysterious summoning ritual. Tralgor learned the ritual while on his homeworld from his warlock elders. Tralgor is to wait until the time is right to perform the ritual, which supposedly summons "Captain Planet" who will some how aide the warlocks in an unknown way.
Tralgor currently works for the Liberated Underground cells freeing slaves.
He was once a former slave of the Atlantis dwelling Lizard Mage Apophis.
Stats:
Unprincipled
6th Level 15 ft tall 1000lbs
IQ 10 ME 10 MA 7 PS 22 PP 17 PE 19 PB 12 SPD 9
SDC 1905 HP 40
PPE 134 recovers 5/hr rest 10/hr meditation
Insanity: Reclusive from slavery
Abilities: NV 60ft in total darkness, +4 vs HF, Impervious to Cold, Frost Breath 4d6MD 30ft bonus attack
+3 vs magic +2 vs poison +1 vs posession, Speak Elemental, Sense Elementals 120ft, Sense Nature of Water 100miles 68%, Swimming 65%
Summon Elementals 30% +10% on leyline +20% on nexus
5 Attacks +1 breath attack/melee
+2 strike +4 parry +4 dodge +3 roll Kick Attack 1d8 crit 19-20
RCC Skills:
Troll/giant 98 WP Blunt +2s/p
OCC Skills:
English 85
Dragonese 85
Literacy Dragonese 85
Lore Demon Monster 60
Lore Faerie 55
Land Nav 66
Wilderness Survival 65
Pilot Hovercraft 85
WP Targeting +3s
WP Revolver
HTH Basic
OCC Related Skills:
Math Basic
Math Advanced
Art 70
Chemistry Analytical 60
Biology 65
Chemistry 65
Forensics 70
Masonry 65
Level 3 OCC Related Skills:
Lore Magic 50
History 65
Secondary Skills
Athletics
Pilot Sail Boat 85
Camouflage 45
Radio Basic 70
Water Warlock Magic:
1 Create Fog, Water to Wine, Walk the Waves
2 Liquids to Water, Fog of Fear, Water Seal
3 Sheet of Ice 60ft area 60ft range,
walking falling chance 32%/ standing 15%/ crawling or sitting 6%
penalties half speed -4s/p/d walking, no speed -1s/p/d standing, half speed sitting or crawling -5 s/p/d, ice coated items 50% chance of dropping, 60sdc
Freeze Water, Impervious to Ocean Depths
4
Shards of Ice 15 ppe 6 min 1d4md 180ft range, dodge vs 17
Water Wisps 30ppe 1d4 wisps 3 ata 32MDC 1d6MD punch +1 init +2strike/parry +6 dodge impervious to railguns and explosives carry 900lbs PS18 PP10 IQ 6, 90minutes
Hail 6d4 MD/melee 60ft area 300ft range 6minutes 20ppe
5
10ft Ball of Ice 30ppe 70mdc does 1d6md 1ton 120ft range of control
Snowstorm 12 minutes 40ppe 15F 1.5ft/melee snowfall -50% spd, 20ft visibility, 180ft area 300ft range, 10sdc/melee frost damage
Protection from Lightning 15minutes 25ppe
6
Hurricane 120ft area 500ft range, lasts 24melees, PPE 50, 100-150mph winds, 30ft tall waves, 3d6x10MD/melee
Little Ice Monster 40PPE 180minutes, 350MDC 8ft tall ps 26 carry 1300lbs pp 17 iq 8 speed 20 +2 init +3s +4p/d bioregen 4d6md/melee? nv 600ft impervious to lasers
all first level water magic
4 attacks punch 3d6md power punch 6d6md
Part Waters 3000ftlong, 60ft wide, 30minutes, 50ppe
Equipment:
Wormtooth Club 2d6MD
Damaged Giant Patchwork Armor 35/100MDC
Giant Radio
Giant Robes
Giant Water Bottle
Giant Chemistry Kit
Giant Backpack
Giant Limurian Bioskin Dive suit
10000 credits
217000 credits worth of gold
Painting of Lord Protector Tmarkos
NPCs met: Hesparos (dead), Milly the Altaran (dead), Nicoletta, Markos, Xerces the Limurian, Aru Zark who killed our old cell, Captain Hular leader of the traitor Natyll who resold our freed slaves into chains,
last played
Tralgor has been rifted from Atlantis to some strange jungle where he fought a giant Blue bear with the help of an Avatar alien woman with a bow and a temporal raider.
From the dead bear Tralgor acquired Giant Bear Horn Hat
and Bear Gloves
Saturday, April 30, 2016
Mendacino 6I Level 10 Rogue Scientist
Mendacino Six-I
Lives in Rockhaven near prerifts Madison, Wisconsin.
A Lanky human with little remaining brown hair and a paranoid look to him, constantly looking around. Usually has some computer hardware on him at all times.
20 years old 120lbs 5′6″
Alignment: Scrupulous
10th Level Rogue Scientist 95501xp
HP: 58 SDC: 28
IQ 23 +9%
ME 13
MA 9
PS 12 (22 juiced)
PE 9 (18 juiced)
PP 11 (16 juiced)
PB 11
SPD 25 (75 juiced) can leap 30ftacross, 20 ft high after a short run half from dead stop
Skills:
Analyze
Hypothesize
Find the Exotic bonus to find +10 elect/mech +20 sci items
Reconize Scientific Authority and Quality 87
Literacy English, Technocan 98
Language: English, Technocan, Dragonese, Euro 99
Astronomy and Nav 99
Basic and Advanced Math 98
Basic Electronics +20
Computer Operation 114
Find Contraband 81
pilot auto 96
radio basic 105
recycle 104
salvage 99
WP Epistol +5s/+7 aimed
artificial intelligence 88
Chemistry 104
Archaeology 104
Cybernetic Medicine 104diagnose /118 surgery
Holistic Medicine 99diagnose/89heal
Computer Programming 104
Jury Rig 109
Mech Engineer 84
Elec Engineer99
Electronic Countermeasures (scrambler) 89
Computer Hacking 79
Locksmith 99
Cryptography 94
Prowl 79
Robot Electronics 99
OCC skills gained at level 3:
Pilot Robots and Power Armor 90
Trap and Mine Detection 79
OCC skills gained at Level 6
Robot/Power Armor Combat Basic
Streetwise 45
OCC Skills gained at Level 9
Weapons Engineer 44
Chemistry: Pharmaceutical 69
secondary skills
WP Sheild +2 parry +1 strike
Read Sensors 89
Art 79
HTH: Basic
gained@lvl 2 Running
@lvl 4 Athletics
@lvl 7 Brewing 49/54
@lvl 10 Carpentry 34
6 Melee Attacks 7 in PowerArmor (8/9 juiced)
juiced +4 vs psi +6 vs mind control +8 vs toxins and gas +4vs hf
+2 damage
+1strike +2 in power armor (+2/3 juiced)
+3parry +7 parry with shield +4 parry in powerarmor +8 parry with sheild in powerarmor (+4/7/5/9 juiced)
+3dodge +4 dodge in powerarmor (+4/5 juiced)
+6 roll (+10 juiced)
Ranged:
+1 strike with heavy weapons or vehicular weapons
+3 strike/+5 strike aimed with Energy Pistols
judo bodyflip
Cybernetics: Beacon with hair antenna cybernetic, sound filtration system for cyber ears, headjack, amp hearing.
Cyber Lung Oxegen cell implant
gear as of 2.2013
In Rockhaven motorpool storage
horse trailer
fully armed chipwell assault powerarmor + dynabot head and demonhide sheild
6 wood steaks mounted
On Hand equipment:
wears chromium guardsman powerarmor
PDD Disc recorder and player + 12 blank discs
laser distance finder
tape measure
digital camera + 12 video disks
multioptics band (very old)
pen flashlight
large flashlite
hand pic 1d4damage
survival knife 1d6
backpack
knapsack
utility belt
ammo belt (empty)
canteen
sunglasses
goggles
walkie talkie
6 specimen cases
6 test tubes
1 jar
24 microscope slides
microscope
scapel
pins
tweezers
head of dynabot (sensors online, cannot interface with it tho)
serial #78632947 aka odyseus odi
multioptics headband with 6 eyes (same as mo cybereye with a macro lense for close up work)
107k black marketcr
1weeks food rations
1 motion detector
2xscrambler radio parts
x3 tracer bugs
2 smoke grenades
2 tear gas grenades
Surgical Tools
x2 audio alarms
geiger counter
100ft steel cable
portable hand held computer with printer
Files on 6i's pc of note:
dermal plating prototype
drone prototype files
network map of underground wisconsin hideouts rockhaven inhabitants wifi
medical research on goblinoid gark,
history of cyberworks from 6is point of view and 1st hand accounts
plans for for surgical implantation of gyro compass and analog clock into upper chest of goblin
research installing stereo Cyber bumpin' system, headjack and sound filters into gark as well
research parts needed to construct printing press
notes on Charity and Willmington City
notes on flatrock mining town near hilstrom
Sketchpad:
sketch of hamlin the deceased wilderness scout
sketch of female lizard mage
sketch of Snori the Dwarf
Nexus Town portrait 7.27.2013
Constible Coelman portrait 7.27.2013
Assistant John portrait 7.27.203
sketch of snake
portrait of Quinion The operator (works for Thomas Alstrom who team rescued) at Hilstrom the fadetown
On Hand Weapons:
M20 Ion Pistol 500ft 4d6md
c-18 2 eclips
AI's in 6I's local area network:
R2 Runt Bot reprogrammed to serve 6I
Packing M20 Ion Pistol & M30 Laser Rifle
carrying x2 c14 laser rifles, 1 C29, leather cowboy chaps and hat
R4 is the APC everyone in group has access
6i is linked to 4/6 bots, r2 runtbot wearing light infantry borg armor with x2 arm mounted c14s, r4 apc ai, r8 skelebot, r10 vx-500 companion bot, r12 and r13 were once linked but are dead vehicles now from what i remember, salvaged the computer and seats out of r13
Gear:
Steer Horns for R4 APC
Leather Chaps for R2,5,9, x3 leather hats
MDC Overcoat +8arms +12 legs +28body
bandito bodyarmor
Chromium Guardsman powerarmor
butler suit for R2
2 tracer bugs
has dermal plated goblin and has plans for such
has modified r2 with x2 c14 arm mounts in either arm
Made arm bands art for squad
siesmic detector (traded a c14 to get this)
7.26.2014
NGR Citizenship papers
Key to NGR honored citizen icon for saving president
Keys to apartment in NGR (munich?) The banking city...
Lives in Rockhaven near prerifts Madison, Wisconsin.
A Lanky human with little remaining brown hair and a paranoid look to him, constantly looking around. Usually has some computer hardware on him at all times.
20 years old 120lbs 5′6″
Alignment: Scrupulous
10th Level Rogue Scientist 95501xp
HP: 58 SDC: 28
IQ 23 +9%
ME 13
MA 9
PS 12 (22 juiced)
PE 9 (18 juiced)
PP 11 (16 juiced)
PB 11
SPD 25 (75 juiced) can leap 30ftacross, 20 ft high after a short run half from dead stop
Skills:
Analyze
Hypothesize
Find the Exotic bonus to find +10 elect/mech +20 sci items
Reconize Scientific Authority and Quality 87
Literacy English, Technocan 98
Language: English, Technocan, Dragonese, Euro 99
Astronomy and Nav 99
Basic and Advanced Math 98
Basic Electronics +20
Computer Operation 114
Find Contraband 81
pilot auto 96
radio basic 105
recycle 104
salvage 99
WP Epistol +5s/+7 aimed
artificial intelligence 88
Chemistry 104
Archaeology 104
Cybernetic Medicine 104diagnose /118 surgery
Holistic Medicine 99diagnose/89heal
Computer Programming 104
Jury Rig 109
Mech Engineer 84
Elec Engineer99
Electronic Countermeasures (scrambler) 89
Computer Hacking 79
Locksmith 99
Cryptography 94
Prowl 79
Robot Electronics 99
OCC skills gained at level 3:
Pilot Robots and Power Armor 90
Trap and Mine Detection 79
OCC skills gained at Level 6
Robot/Power Armor Combat Basic
Streetwise 45
OCC Skills gained at Level 9
Weapons Engineer 44
Chemistry: Pharmaceutical 69
secondary skills
WP Sheild +2 parry +1 strike
Read Sensors 89
Art 79
HTH: Basic
gained@lvl 2 Running
@lvl 4 Athletics
@lvl 7 Brewing 49/54
@lvl 10 Carpentry 34
6 Melee Attacks 7 in PowerArmor (8/9 juiced)
juiced +4 vs psi +6 vs mind control +8 vs toxins and gas +4vs hf
+2 damage
+1strike +2 in power armor (+2/3 juiced)
+3parry +7 parry with shield +4 parry in powerarmor +8 parry with sheild in powerarmor (+4/7/5/9 juiced)
+3dodge +4 dodge in powerarmor (+4/5 juiced)
+6 roll (+10 juiced)
Ranged:
+1 strike with heavy weapons or vehicular weapons
+3 strike/+5 strike aimed with Energy Pistols
judo bodyflip
Cybernetics: Beacon with hair antenna cybernetic, sound filtration system for cyber ears, headjack, amp hearing.
Cyber Lung Oxegen cell implant
gear as of 2.2013
In Rockhaven motorpool storage
horse trailer
fully armed chipwell assault powerarmor + dynabot head and demonhide sheild
6 wood steaks mounted
On Hand equipment:
wears chromium guardsman powerarmor
PDD Disc recorder and player + 12 blank discs
laser distance finder
tape measure
digital camera + 12 video disks
multioptics band (very old)
pen flashlight
large flashlite
hand pic 1d4damage
survival knife 1d6
backpack
knapsack
utility belt
ammo belt (empty)
canteen
sunglasses
goggles
walkie talkie
6 specimen cases
6 test tubes
1 jar
24 microscope slides
microscope
scapel
pins
tweezers
head of dynabot (sensors online, cannot interface with it tho)
serial #78632947 aka odyseus odi
multioptics headband with 6 eyes (same as mo cybereye with a macro lense for close up work)
107k black marketcr
1weeks food rations
1 motion detector
2xscrambler radio parts
x3 tracer bugs
2 smoke grenades
2 tear gas grenades
Surgical Tools
x2 audio alarms
geiger counter
100ft steel cable
portable hand held computer with printer
Files on 6i's pc of note:
dermal plating prototype
drone prototype files
network map of underground wisconsin hideouts rockhaven inhabitants wifi
medical research on goblinoid gark,
history of cyberworks from 6is point of view and 1st hand accounts
plans for for surgical implantation of gyro compass and analog clock into upper chest of goblin
research installing stereo Cyber bumpin' system, headjack and sound filters into gark as well
research parts needed to construct printing press
notes on Charity and Willmington City
notes on flatrock mining town near hilstrom
Sketchpad:
sketch of hamlin the deceased wilderness scout
sketch of female lizard mage
sketch of Snori the Dwarf
Nexus Town portrait 7.27.2013
Constible Coelman portrait 7.27.2013
Assistant John portrait 7.27.203
sketch of snake
portrait of Quinion The operator (works for Thomas Alstrom who team rescued) at Hilstrom the fadetown
On Hand Weapons:
M20 Ion Pistol 500ft 4d6md
c-18 2 eclips
AI's in 6I's local area network:
R2 Runt Bot reprogrammed to serve 6I
Packing M20 Ion Pistol & M30 Laser Rifle
carrying x2 c14 laser rifles, 1 C29, leather cowboy chaps and hat
R4 is the APC everyone in group has access
6i is linked to 4/6 bots, r2 runtbot wearing light infantry borg armor with x2 arm mounted c14s, r4 apc ai, r8 skelebot, r10 vx-500 companion bot, r12 and r13 were once linked but are dead vehicles now from what i remember, salvaged the computer and seats out of r13
Gear:
Steer Horns for R4 APC
Leather Chaps for R2,5,9, x3 leather hats
MDC Overcoat +8arms +12 legs +28body
bandito bodyarmor
Chromium Guardsman powerarmor
butler suit for R2
2 tracer bugs
has dermal plated goblin and has plans for such
has modified r2 with x2 c14 arm mounts in either arm
Made arm bands art for squad
siesmic detector (traded a c14 to get this)
7.26.2014
NGR Citizenship papers
Key to NGR honored citizen icon for saving president
Keys to apartment in NGR (munich?) The banking city...
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