Wednesday, September 9, 2020

Krull Brass ZGirls Necromancer Captain




6th Level African Necromancer Captain in  Pharaoh Rama-Set's 47th Colonist Army Brigade sent to Merctown.
Alignment: Diabolic
IQ 18 ME 15 MA 10 PS 14 PP 10 PE 13 PB 10 SPD 22 HP 39 SDC 39 PPE 132
DPLR Armor 90SDC -10 prowl

Age 25 Sex: Male 140lbs 5'8"

Skills: English, Euro, Dragonese, Demongogian, Literate Dragonese Demongogian English
Basic Math 98 Wilderness Survival 60 Skin Hides 79 Lore Demons 70 Lore Magic 80 Pilot Hover 85 HTH Assassin Prowl 59 First Aid 93 Pilot Truck 66 Writing 54 Land Nav 60 Boxing
WP Knife, WP Heavy Energy

Secondary Skills
WP Auto Rifle
Cook
Athletics
WP Archery/Targeting
Radio Basic 79
Running


Abilities
AC and Control Dead (29) 10ppe 420ft 60min
Ad pair limbs 10ppe/each +1att, +1s/p each pair
Draw PPE from sacrifice or nearby death if ready for it
Entangle
HF8 +6vs HF  Impervious to vampire transformation,

Invocations
Cloud of Smoke
Sense Magic
Invisibility Simple
Magic Net
Trance
Metamorphosis Animal
Control Entities


Weapons used when 4 human arms are attached with necromancy:

1 human arm weilds Magic Sacrificial Dagger 3d6MD/9d6SDC
or throws
Bandoleer of 10 Frag Grenades 6d6SDC 20ft radius
or carries walking stick w/ spike 1d6MD

2 necro arms weild NG-E4 6d6MD 20 shots/long elip 10/short 1600ft range 4 long clips

2 necro arms weild AK47 with no stock 4d6SDC 900ft 30rd clip 4 ramjet clips

1 human arm drives/weilds UZI 600ft 30 rd clip 2d6SDC 2 clip silver 4 clip Ramjet

Equipment:
10000 black market credits

leather gloves, 2 sets clothes, large satchel, 50 large sacks w/ziplock, sleeping bag, sunglasses, air filter, infrared distancing goggles, 2 hand shovels, 1 hand ax, wilks laser scaple wilks laser torch
6 human arms, human skin robe AR18 45SDC, protection from sickness amulet, see invisible amulet, protection from undead amulet, necromantic talisman 50PPE

Scrolls Heal Wounds , Teleport Superior , Eyes of Thot , Climb , wall of stone, negate magic, summon fog


Animated Dead Speed 7 PS 12 50-140SDC bullets do 1/3 blint/energy 1/3

"Mummy Masher" Vehicle
2 Mummy ride on back
1 catapult on back
20 corpses mounted on mountaineer ATV which is covered in skulls and bodies reaver style

quad .50cal fwd mounted w/ramjets
100rd burst 7d6x50x4 50% chance of overheating barrels

Damaged Suspension due to crash Drago 






Wednesday, September 2, 2020

Sepa Driz Spinx Necromancer



Sepa Driz 6th 7th Level Necromancer
She is a colonist sent by the Pharaoh to rebuild the Merctown temple of Set after Caldor destroyed it.

Miscreant Sphinx Age 31 5ft Tall
IQ 22 +6
ME 22
MA 10
PS 29
PP 20 +3s/p/d
PE 28
PB 21 SPD 39/124 flying
210MDC / 230 HP 460 SDC PV6 / 170 PPE

RCC abilities:  HF 17 NV 120 ft keen hawk like vision Prowl 85% Track by Sight 77% Swim 40 Understands all LAnguages, +4vs HF
Bite1d6 MD Claw 3d6MD Power Claw 6d6MD Flying ram 4d6MD +40% KD
HTH Sphinx (same rules as ultimate edition dragon hth)


[+4s/+6p/+5d]
+3s/p/d pp +2p/d hth +1s/p  +2 entangle


Skills
Languages Lizard Man, Dragonese, American, Euro,  Japanese, Spanish, Demongogian
Literate Dragonese
Wilderness Survival 73 Skin and Prepare Hides 73 Pilot Hover 98 Lore Demons 83
Math Basic/Advanced 98 Anthropology 83 Computer Operations 95 Sing 90 Writing 90 Art 90

Secondary Skills (needs audit this uses pre ultimate rules)
Detect Ambush 68
Radio Basic 83
Play Flute 73
Interrogation 68
Lore Magic 63
Land Nav 68
Lore Dbee 63
Lore Faerie 63
Fortification 68
Trap Construction 53
Camoflage 58
PAramedic 68

WP Sword +3s/p
WP Heavy Energy

Necro Magic
Union with Dead
Animate and Control Dead
Strength of DEath
Summon Worms of Taut
Divine Tombs and Graves
Death Strike
Summon Insect Swarm
Object Read Dead
Recognize Undead
Consume Power and Knowledge
Command Ghouls
Throwing Stone

Invocation Magic
Armor of Ithan 70/210
Globe Of Daylight
Sense Magic
Fear
Turn Dead
Breath w/o Air
Fuel Flame
Ignite Fire
Paralysis Lesser
Shadow Meld
Constrain Being
Life Drain
Commune with Spirits
Exorcism
/Constrain/Enslave Entity
Protection Circle Simple
Create Mummy

Set Colonist Invocation Magic
From https://3rdageofdragonwright.blogspot.com/2012/05/great-netbook-of-spells-for-rifts-by.html

Spell Name: ShadowBlade (wp sword +3s/p)
Spell Level: 5
Range: self only
Duration: 1 minute per level
P.P.E.™ Cost: 12
Saving Throw: none


Description: This spell creates a sword of solid shadow that will do 6d6 MDC™ (x2 to creatures with weakness to cold)! The shape of the sword is determined mentally by the caster and in all ways (except damage) will function as that type of sword. The caster need not know how to use a sword but, if he is skilled then bonuses are as normal. The sword cannot be given to anyone else, if it leaves the casters hand then it will dissipate.

Eviscerate

Level: 7 
Range: Self, affects others by touch. 
Duration: One minute per level. 
Casting Time: Two melee attacks. 
Damage: 1d4 hit points (or 2d4 S.D.C.tm or M.D.C.tm) per level. 
Saving Throw: Standard. Supernatural creatures, M.D.C.tm beings, and anyone with a hardened molecular structure gets a +2 bonus. 
P.P.E.tm Cost: 35 

This grisly spell allows a necromancer to actually penetrate skin with his bare hands to damage the internal organs of a victim. On a natural 20, he does triple damage and he hits an essential organ (lungs, heart, brain, etc.) On prone victims (restrained, possibly for sacrifice) he can remove an organ on a strike roll of 15 or better, possibly killing the victim (-25% to save vs death). Use the standard hand to hand combat strike bonuses. The attack can be parried as normal, and even if the parry fails the victim still gets a save throw. If the save succeeds the victim takes only half damage, but takes full damage if it fails. This spell will not penetrate environmental armor, power armor, robot vehicles, or anything metallic or ceramic - only biological material, dead or living. If the victim is sent into a coma from the attacks, he is -20% to save vs death (maybe even more) due to the internal damage.

Shadow Leap

Level: 7 
Range: Self or others by touch. 
Duration: Three minutes per level. 
Casting Time: Two melees 
Saving Throw: Standard if resisted. 
P.P.E.tm Cost: 45 

For a limited duration, the character gains the power to jump into a shadow and appear out of one nearby! In a dark area, the character can truly come out of nowhere. For areas that are mostly shadow (+70%) give the character a +4 on initiative, +4 to strike, +6 to dodge, and an automatic dodge. For partially shadowed areas (40%-69%) the character gets +2 on initiative, +2 to strike, and +4 to dodge. Areas that are rather well lit (0%-39% shadowed) don't offer any bonuses. The range of the shadow teleportation is about 60ft.

Shadow Meld: Superior

Level: 7 
Range: Self or others by touch. 
Duration: 20 minutes per level. 
Casting Time: One minute 
Saving Throw: Standard if resisted. 
P.P.E.tm Cost: 25 

Same as the fourth level spell, but can be cast on others and has a much longer duration. It also bestows upon the recipient nightvision, as per the spell above, at 4th level strength.



Dark Duality

Level: 8 
Range: One weapon 
Duration: Two melees per level. 
Casting Time: Two melee actions. 
Damage: Special! 
Saving Throw: Standard 
P.P.E.tm Cost: 35 

This enchants a weapon held in the caster's hand with the ability to damage a foe by way of his shadow. Any time the weapon is used to strike a victim directly it does normal damage - but attack a victim's shadow with it and the weapon does triple damage! The weapon being enchanted gets a save throw against the magic, and success means the weapon is not enchanted. Bows, slings, and other missile weapons get a +1 save bonus, ballistic firearms get a +3 save bonus, and energy weapons (to include vibro-knives and rail guns) get a +5 save bonus.



Equipment:
7 Set GP
Silver Plated Kittani Collar Computer/Radio
Silver Flute
100ft steel wire for traps
Paints and Brushes
Breastplate 200SDC AR 14 PV8

Known Minions:
1 Dimensional Ghoul "lost boy" asked the players for a bribe after she left
2 siphon entities which cursed drago long ago and were acting as spies for an unknown creature
upon seeing this she controled them to attack the dragons to the death, and then left
she knew the dragons probably would be freed of  the entity spies after this...did she do it to..help the dragons?




Tuesday, July 28, 2020

#103 Magiczone Incursion


This map is awsome!
I converted https://pdftoimage.com/ http://explorersunlimited.com/images/picture.php?/4757 pdf into this image file I will use this map's placement of leylines for 3rd age.


3rd age rewrites canon rifts, Buldings outside the peremeter of this map are unchanged.

Above Ground
Inside the perimeter, in  3rd age only
Dockside,
Warrens,
Paducah estates are above ground.  The areas taken up by the following regions are rubble above ground.

The underground region entrance is from the Arms Bazaar if a merc has the following permits.

Below Ground inside natural earth elemental created caves:
Magic Zone

Below Ground inside Vault created using black market arcology technology stolen from coalition
The Spokes
The Hub
Old Town
(players have never visited these 3 regions)

The Magic Zone is built into earth elemental hollowed caves with a vault door accessing it in the Arms Bazaar.

The Group is currently outside 140 "The Crimson Dragon"

Drago convinced the group to go back into the Magic zone.
After fighting some vamps at the entrance they head for ingnatos.

At Ignatos Drago destroys  a small hoard of vamps outside using a scroll of snowstorm.
Then drago tries to get into the inn Ignatos runs but the inn is empty and locked.
The golem on the door says the inn is closed.
Drago astral projects inside and sees the place seems abandoned.
Drago really wants to rescue the elven maiden who Ignatos keeps as a slave.  The Maiden  was told to teach Drago and Zamock some low level spells earlier and Drago has been trying to rescue her since.

Meanwhile out fron of the Inn the group battles a Power armor Demon suit Angrar MarkII which attacks them while Drago is astral...


XP
Drago 144855 +100 +100 snowstorm vamps +175 skills +25xp -30gp 60gp left on person +50 fight Angrar 
145305

Caldor (9675 priest +94801 as bounty hunter) +200 +100 sanctifies area in name of osiris +200 skills  +50 fight Angrar +50 wins over tbag 
10275

Towjam Smuggler Borg 60515 needs 69881 
+300 showup +300 survive chopshop pays to get virus and bite damaged bionics fixed+100 daring return to magic zone to follw drago  +100 bribe sg slammer to get into magic zone  +300 skills  +50 fight Angrar +100 fight vamp +100 
61865 

Cameron 35190 needs 35521 +400 showup +100 flamethrower 100 horse gun +275 skills  +50 fight Angrar
+100xp buy TW Bazooka 70kcr 600ft range 5llbs 2d4x10hp 10blasts
36215 Cameron Levels to 7

Tickles 14150 needs 14901 4th level psigoblin +500 showin up for a short while 
4650 

Zamok 7625 needs 10001 +600 showin up  +50 fight Angrar 
8275

NPCs tailing drago...
3 Booster Boys
Valen

PCs left behind
Jean Marc stays with the 3 sisters mourning the loss of buttercup the horse, they are staying in a tent in the Arms Bazaar
Tickles shadow melds and goes off on a mysterious quest...

103 ends after Group has snuck into a loading dock of a warehouse used by Ignato's Inn, near the rear of the Inn.

Tuesday, July 21, 2020

#101-102 Fleeing Merctown Magiczone


https://www.furaffinity.net/view/25759744/

101 6/20/2020
Tickles realizes he is cut off from the rest of the group who has left, so he starts sneaking back to the exit to the magic zone.  finally towards the end 3 werewolves spot him, after a short struggle tickles slays one with zee's psisword and then leaves the magiczone.

Reunited in the arms bazaar the group tries to decide what to do next.

Drago sees one vampire trying to sneak in from the magic zone but holds it at bay with a orb of daylight.  It took him awhile to pick the lock but finally he got in.  Drago relocks the door after driving it out.

Drago goes back and tries to argue with the 3 police on duty but the boss guard won't leave his enforcer nor will he go investigate the vamps sneaking in.  One young cop stands directing traffic and ignores dragos plees as well after some short banter.

Finally drago sees 3 more vamps trying to sneak in...

XP
Drago 9th Level Dragon Hatchling 143630 needs 170001
 +100 +75 skills +300 realizes he wants to defend merctown since he has so many passes, antivamp spell casting and rituals are tried to keep vamps out of arms bazaar
+50 Drago bribes 1gp to sgt slammer cops and gives Deputy Geiks an antivamp grenade gets Sgt Slammer Radio Freq
+100 Drago Purges Valen of Worms of Taut using Control Worms of Taut
+100 Drago pays 10gp for ambo to pickup TowJam who is taken to bionics shop after getting slowkilled by vamps when his bionics virus failed him and drove him into the vamps arms
144355

Caldor reluctant Priest of Osiris 8175
+200 +125 skills +100 rp zone +100 learns of NG Hovertrain +50 notice 2 ogre tmen watching group from across street
8750

Cameron 6th Level PsiWarrior CyberKnight Apprentice 33890 needs 35521
+400 +75 skills +100 horse rp +100 omp hack
34565

Tickles 4th Level Psigoblin 13000 needs 14901 to level +800 +100 rp +100 skills +100 defeat one werewolf +50 flee 2 werewolves
14150

NPCs in
Z (inside Tickles head)
Valen (beside drago)
3 Boosterboys on Bikes with SMGs

Merctown Defense Force Guarding Magic Zone and Spokes Vault doors
SGT Slammer Pilot in Enforcer Bot 8th Level Vet Head Hunter
LT Ripper Gunner in Enforcer Bot 3rd Level Head Hunter
PvT Deputy Gieks 3rd Level City Rat

secretly... Drago's curses return, 2 circling spirits invisible in astral plane


102
jean marc realizes he is cut off and vampires are all around, nearly breaking down the circle of protection around the druid sisters camp.  he convinces the three sisters to get on their horses and ride to saftey of the arms bazaar.
jean marc uses his armor to mystic portal himself and sisters away from the sisters shop past the hoard of vampires trying to get in.
after fleeing to momentary saftey,
jeam marc contacts drago when one of the sisters uses a computer/radio for him and calls using the merctown cell network
drago tells jean marc to lead them out and jean marc does.  one druid sister horse, butter cup is shotdown by werewolf assassins.  jean marc is shot his armor nearly destroyed by the tw sniper assassin rifles, before he gets back to drago and the rest of the group and the safety of the arms bazaar.
the kid cop and towjam get seduced by vamps and nearly walk into the magic zone, after a struggle the vamps are driven back but the kid is killed and tow jam has a slow kill bite put on him.  Tow jam is sent to Bionic Weapons Masters (112) by Drago after his bionics malfunction due to the kitanni virus and Towjam is bit by vampires.

after some argument drago leads the group into the magic zone.  an ogre karen angry at not being able to get her hair done in tha mgic zone comes with breaking the quarantine

while walking down the first street...
werewolf sniper assassins attack drago before fleeing, drago manages to steal one tw sniper rifle.

drago goes invis

XP
Drago 144355
+200 +150 skills +25 go invis +25 get vamp teeth item worth 300cr bounty +50 takes TW sniper rifle +50 defeat sniper weres
144855

Caldor Priest of Osiris 8750 (+94801 as bounty hunter)
+300 +175 skills +100 throw bone +200 help gm +100 realize there is 300cr bounty on vamps +50 defeat sniper weres
9675

Cameron 6th Level PsiWarrior CyberKnight Apprentice 34565 needs 35521
 +300 +75 skills +100xp gets shot for -125sdc, jumbles takes 125sdc from radation burns +50 use flamethrower +50 takes cover behind car +50 defeat sniper weres
35190

Jean Marc 5th Level Millenium Druid 18100
+400 +50 skills +3000 rescue 3 druid sisters from magic zone +100 daring nearly gets tw armor shot off (90% destroyed) +50 defeat sniper weres
21700 needs 22101

Zamok 3rd level Crystal Dragon Hatchling 6900 needs 10,001 
+500 +50 skills +100 drago rp +25 shoots laZer eyes at vamps; +50 defeat sniper weres
7625

102 ends with group sneaking back inside the entrance street to magic zone

The Merctown Magic zone continues to be infested with Vampires and Werewolves...

Valen wants to get into the magic zone pyramid which he claims is owned by "cercy".
Drago total recall's Garzom the grimm of the Magic Zone Guild offered to teleport the party to Tolkeen.