This Image maybe subject to copyright

http://rifts.freehostia.com

PALLADIUM BOOKSŪ INTERNET POLICY

 

Menu                     

    Home

Places

     Black Market

     Borders

     India

     Lazlo

     Middle East

     Paris

     Silk Road

GM Tools

     House Rules

     Scenarios

     Gallery

Occupations

     Deathseekers

     Deathweavers

     Desert Nomads

     Dragonborn

     Honus  

     Indignant

     Radiance 

     Rasheens

     Raze

     Reapers

     Reiver

     Supersoldiers

NPCs'

     Alim Fouad

     Enforcers

     Gargas

     Gorge

     Hervor

     Khalzheeni 

     Rumble

     Taron the Dark

Martial Arts

      Gatka

      Pammachon

      Silambam

   

Battlelords of the 23rd Century Scenario

                               

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.

 

 

 

 

This webpage was created by the OneTen rp'ing group. All work that appears on this page is (C) Copyright the OneTen rp'ing group 2011.