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Battlelords of the 23rd Century Scenario
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Gaesates Since
the recent attack on Munich from the south by the Monster Nations, the NGR has
been hearing certain reports about what Victor Lazlo's group, members of the so
called Freebeing Nation and other people who defended Munich actually fought. It
appears that they fought on the streets of Munich, extremely large, aggressive
and well organised group of Gargoyles. This group appears to have been some sort
of advance force or worse for the NGR it may well have already been hidden in
Munich. There is a chance that it may still be there, biding its time to strike
at the NGR if the opportunity presents itself. The
NGR is not to sure as most of their forces were at the front lines and as far as
they could tell they didn't encounter these gargoyles. NGR is reviewing all its
surveillance tapes and interviewing those who talk about these encounters to see
what they can learn. They
have learnt from decoding intercepted communications chatter during the Monster
Nation's assault on Munich, the gargoyles referring to or talking to something
they called Gaesates. At least that is what the NGR believes it has translated
from decoding the intercepted communication. The NGR believes this maybe what
the people on the streets of Munich fought, because this communication was
highly encrypted and scrambled. This
degree of precaution taken in the heat of battle is rare, and NGR believes no
one would go that far, unless it was fairly important for them to keep secret.
It is comparable to the steps the NGR took to keep the recent assault on Monster
Nations from the sea secret, or the communications done with their elite and
covert special forces units. Those
who encountered these Gargoyles described them as being far larger than any
other gargoyles they have ever seen, far more intimidating, far more predatory.
These gargoyles appeared to be well trained and highly disciplined. The loss of
discipline only showed when they got into the heat of battle and then survivors
of that encounter, say that these gargoyles appeared to go into some sort of
primeval stage of animalistic blood lust. The
one feature all of these gargoyles shared and it stood out from the norm was
they each wore a gold torque around their necks. Apart from this common feature
many of these gargoyles also wore similar type torques around their arms, legs,
wings and torso. These
gargoyles are from the underground Metro network in Paris. They are the powerful
elite shock troops of the Gargoyle Empire and they are extremely well trained.
Trained to function as a military unit, their training involves learning to
combat the NGR. These gargoyles function as covert special forces, whose job is
to go deep into enemy territory, with little back up, and do the required
mission. Due to this their training is varied and thorough. It is these
Gargoyles that had been assassinating NGR commanders, scientists and taking out
key NGR installations before the current round of conflict. They even kidnapped
NGR and Triax Personnel and took them back, so they could be interrogated. The
Gaesates gargoyles receive their tough military training from the Gargoyles
underneath Paris, and they receive their power from the Blood Druids. The
Torques they wear are made by the Blood Druids. The powerful Blood Druids and
their mystical rituals and powers make these toques. They are made by mixing
gold with the Blood Druids enchanted blood. These are powerful magical items,
some of the ancient tortques are legendary items of power and they could be
scattered anywhere around the Megaverse. On Prerifts earth many torques were
held in museums or private collections. Clearly many of them were replicas on
the design of these items, but it could be that some of these items are powerful
relics from a bygone and forgotten era. Torques: Blood
Torque: This is the main Blood Torque and is worn around the neck, the
others are specialist variations of this. Most
of the Blood Druids and all the Gaesates wear the Blood Torque that goes around
the neck. They
provide powerful protection against the enemy. Essentially the wearer gets an
invulnerability field. Which provides 100MDC + 20MDC per level of wearer, +6 to
ALL types of psionic/magic saving throws. The MDC the shield provides fully
recharges after each melee. It
also makes wearer fearless gets +8 to horror factor and + 40% to save versus
intimidation. It
allows the wearer to regenerate 25% of damage capacity after each melee. Increase
wearer's trust/intimidate by +40% and add +2 to their Horror Factor. If the
wearer did not have a Horror factor to start with or it is below 10, then raise
their Horror factor to 10. The
wearer adds 1D4 to each attribute of theirs except IQ and speed. IQ gets +1, and
speed gets +10. Add + 2 to all other remaining rolls and saving throws. Add +50
SDC/MDC which ever is appropriate. One
additional power these Blood Torques could give but this is usually only given
to the more powerful Blood Druids is that Blood Torques allow control of time
and space. For Game purposes a wearer of this Blood Torque can select ONE
temporal spell or other appropriate dimensional spell per level and is able to
cast one of these spells ONCE every melee. NB is only able to select spell of
their level or below, never above their level. Blood
Torque armlets: This blood torque is worn around the arm: Adds +6 to PS
attribute and make it supernatural. When
two of these torques are worn, one on each arm, you add +20 to PS attribute and
it becomes supernatural. Another
feature of these Blood Torques is that when you wear two of these torques you
get the "Blood Fists". When a wearer strikes a target his fists
start becoming bloodied. For Game purposes this should start appearing half way
through a melee of hand to hand fighting. With
the effects of this starting during the second melee. Opponent
has to roll versus Horror Factor, and there is a chance that the blood
splattering caused by each strike if aimed at the head/eyes will blind the
opponent. Appropriate saving throw should be rolled after each such attack. The
Blood Fists add +2 to strike and +3 to parry and +1 attack. However this +2 to
strike and +3 to Parry can be added towards critical strikes. For example if
wearer critical is on 18-20, it will now be on 16-20. And these rolls are
counted as if a natural (20 TWENTY) has been rolled. THUS THE OPPONENT MUST SAVE
AGAINST THESE BY ROLLING A NATURAL 20. If
an opponent rolls a natural twenty, then the wearer of the blood toque gets to
add this +3 to parry. This means that the wearer can defend against an opponents
natural twenty roll as long as he or she rolls a 17-20. During
Blood Fists all natural twenty rolls of opponents do NORMAL damage. So even if
opponent successfully strikes Blood Fists character with a natural 20 (TWENTY)
roll. The opponent will still only inflict normal damage, critical and natural
20 roll damage does not get doubled against a wearer of Blood Torque in Blood
Fists. The
best feature of the Blood Fists is that damage inflicted by character in one
attack is added to the next. For Example: The Blood Fists character in attack
ONE inflicts 20 (Twenty) points of damage on opponent. In attack TWO he inflicts
30 points of damage, BUT he will also inflict again on opponent the 20 points of
damage he did in attack one. In attack THREE the Blood Fists character inflicts
10 points of damage onto opponent, and he will also inflict again on opponent
the 30 points of damage he did in attack two. In attack FOUR the Blood Fists
character inflicts 20 points of damage onto opponent, and he will also inflict
again on opponent th 10 points of damage he did in attack three. This process
repeats until that combat resolves itself. NB:
This works against those opponents that the opponent fought for MELEE while
Blood Fists was being activated. If a new opponent joins in half way through
combat, then against that particular opponent, or even opponents, the Blood
Fists needs to go through the MELEE of activation. Against the opponents it
started against it will continue to do the Blood Fists damage, irrespective of
how many others join in. It will need to start again if the opponent manages to
brake away from hand to hand fighting for two melees or more after Blood Fists
activation again him. Even
if the person parries/dodges the previous attack, the damage that could have
been done is inflicted upon the opponent during the next attack. To avoid this
the opponent should not get into hand to hand combat with the wearer of these
torques in Blood Fists. Blood
Torque Leg Bands. Wearing one of these will add +1 attack, and add 1D6 X10
SPD attribute, add +1 to dodge and +5% to balance. Wearing
Two of these Blood Torque Leg Bands, will add +3 Attacks, AutoDoge, +3 to dodge,
+40% to balance, add 2D6 X 10 and TRIPLE SPD attributes. This applies to all
speeds of wearer of these Blood Torque Leg Bands, including swimming and flight,
if the wearer has those capabilities. Blood
Torque for the Waist: This triples the Hit Points/SDC or MDC (whichever is
appropriate) of the wearer of this Blood Torque. It will increase strength and
endurance threefold. Wearer of this torque will tire three times as slowly and
be able to lift and carry three times as normal. Poisons and Magic/spionics will
work three times as slowly while this Blood Torque is being worn. When this worn
the wearer is unaffected by Uranium and Depleted Uranium rounds. Blood
Torque Chest Plate: This Blood Torque provides armour/shield protection for
its wearer. It will provide 100MDC + 100 MDC per level of wearer. This armour
can be fully replenished THREE times each day by the wearer of this Blood
Torque. Armour provides full Environmental Armour type protection. The wearer is
not affected by affects caused by the Slammer missiles or large neural/electro
maces. It will also provide by 30% (or +6) to any escape rolls from enemy. The
Blood Torques worn by the Gargoyle Gaesates means when they are encountered as a
group rather than as individuals, their opponents need to make a Horror Factor
roll of over 18. If the Gaesates are in a group rather than as an individual
they do not need to roll a save against Horror Factor. The
Blood Torques of the Gaesates provides a long range Attack when all the above
Blood Torques are worn by them at the same time. Power and range will be based
on the level of the wearer. For Game purposes choose one of the long range
spells, and the Gaesate warrior's level will determine how much damage and range
this attack will have. This blast can be fired in a single attack and can be
used by the warrior as many times he has attacks per melee. |
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