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A DIAMOND IN THE ROUGH A Rifts adventure by Matt Tilove The players can be anywhere within the Zone. They should have access to some kind of spacecraft, but this is not necessary. The adventure is ideal for mid-level characters, from 3rd-6th level. Read this aloud to the players: You wake up to the buzzing sound of an incoming message. Its an odd message, indeed. All it says is Please report to Docking Bay 6 of the CAN Republic immediately. REWARD!!! The CAN Republic is not exactly known for hiring freebooters. (Or any outsiders, for that matter.) What could they want with you? If the players accept the offer, read this: After docking at the moon, you are escorted through the winding passageways into the deepest depths of the moon colony. You dont know where youre going, but you pass several security checkpoints and numerous signs proclaiming Authorized Personnel Only, Security level 9 clearance required and similar. Soon, you are lead to a large, military-looking office and told to wait for the General. Before long, a man in a CAN Army uniform enters and sits behind a large desk. Looking authentically worried, he says, We seem to be having a small problem with, um, outsiders. A group of filthy terrorists are sabotaging our Earth Containment System. The reward for bringing them in, dead or alive, is 1,750,000 IOU. If the players accept (With that kind of money, who wouldnt?) They will be given a packet containing information on the terrorists and sent on their way, with their ship rearmed, re-supplied, and refueled. The Packet is a rectangular cloth bag about 8 1/2 by 11 by 3. It contains pictures of the group members (not good ones), the stats on their ship, and some basic info on the group in general. According to the packet there are 8 terrorists, including a dragon and two demons (actually, the demons are practitioners of magic). They are based on the medium shuttle Heart of Gold, and their port of call is the Outcast Station. They use hit-and-run tactics and have already destroyed 25% of the Earth Containment System. A thorough search of the packet will reveal a small, circular electronic device sewn into the cloth. A successful roll on the radio: basic skill will show that this is an electronic homing beacon. Another will show that it was built by professionals with advanced equipment, like the Freedom Station or CAN Republic. The beacon was, in fact, installed by the moon colony so that, should their enemy be located, they could send their own army to destroy them. At any given time, 1d4 members of the so-called terrorist group will be on the moon surface or in the CAN Republic, while the rest are in the shuttle, either trying to disable CAN killer satellites or refueling at the outcast station. They are fully aware that there are freebooters looking for them, but they dont really care. There are three ways the pcs can locate their quarry. One, they can hang out at the Outcast Station and wait for the Heart of Gold to dock, but this could take several months. Two, they can stay in Earth orbit around large groups of CAN killer satellites, and within 1d6 weeks the Heart of Gold will arrive. The best way is to go to the Outcast Stations pirate section and spread rumors that there is a reward for the location of the Heart of Gold group. In 2d4 hours, they will be contacted by Jackie Phoenix, a mutant pirate and the original owner of the Heart of Gold. He reveals that he has a tracking beacon in the ship, and will locate it in 1d4 hours. When he does find it, he will want his money immediately and might even leave without it if there is a delay. He wants nothing to do with anyone involved in the conflict. The so-called Terrorists are actually secret, sanctioned operatives of the NGR military!! They discovered humans in orbit by exploring a dimensional rift, and have been in space ever since. They are in the command of General Harry Webster, a 15th level Power Armor Commando who has become disillusioned with the NGRs teachings of human supremacy and stands against magic. Therefore, General Webster has taken to forming an elite platoon of D-Bees, psychics, mercenaries, creatures of magic, and other beings of good alignments despised by the NGR. The Terrorists are a group of such soldiers. The Terrorists are trying to weaken the Earth Containment System enough that the NGR can place its own spacecraft in orbit and gain all the benefits of space superiority. Also, Webster hopes to demonstrate to the people in orbit that Earth has established civilization once again. If the terrorists are found they will first try to get the PCs to come over to their side. Since most freebooters dont like the CAN Republic, this should not be too hard. If doing the right thing doesnt appeal to the player characters, the terrorists will point out that there is water in abundance down on earth, and they can make the pcs rich beyond their wildest dreams. (They will; they are honest folks.) If the pcs join them, together they will destroy the ECS and be the all around good-guys from the NGRs point of view. If they decide to try to fight the terrorists, there will be a large scale battle. The terrorists will try to bring this battle to mars or the asteroid belt, where they have the advantage of gravity. If they are loosing, they will escape through a rift rather than fight to the death. They will reappear later, better armed and with reinforcements. The can pop up again and again, taunting the pcs well into the campaign. An excellent ongoing villain. Non-player characters Lieutenant Jotek La The unofficial leader of the Heart of Gold group, Jotek is committed to his task almost to the point of obsession. He is one of the kindest people currently in orbit, but will not hesitate to kill for the good of the people on earth. Being a True Atlantian, Jotek feels responsible for draining the earth of its magic thousands of years ago, and therefore responsible for the fact that humans were unprepared for the Coming of the Rifts. He wants nothing more than the people of space to assist in stomping out the monsters on earth. Name: Jotek La Alignment: Unprincipled Hit Points:18 SDC: 62 Weight: 180 lbs Height: 7 ft. Age:35, looks 16 PPE: 200 Attributes: IQ:25 ME:25 MA:20 PS:20 PP:14 PE:13 PB 29 Spd: 21 Desposition: Stern, but nice. an excellent tactition. Hates vampires. Insanity: phobia (Temporal Raiders) Experience Level: 5th level temporal wizard Species: True Atlantian (human) Magic Knowledge: All magic powers of the True Atlantians, plus those of the Temporal Wizard. Complete understanding of tattoo magic, and spells. Combat: HTH: Expert Attacks per melee: 3 WPs: Energy Pistol, Energy Rifle, Blunt Weapons: Usually a Wilks 457 laser rifle (3d6 MD or 1d6*10 for three blasts) and a Wilks 320 laser pistol (1d6 MD). Access to most Triax weapons. Body Armor: Huntsman, 40 MDC, plus a vacum suit. Skills of note: Math:Basic, Lore:Demons&Monsters, Literacy, Escape, Paramedic, Compuer Operation Spells: See Invisible, Sense Magic, Befuddle, Chameleon, Detect Concealment, Fear, Armor of Ithan, Telekenesis, Fools Gold, Shadow Meld, Escape, Appirition, Telleport:lesser, Time Slip, Tongues, Stone to flesh, Familiar Link, Anti-Magic Cloud, Time Hole, Summon Lesser Being, Close Rift, Dimensional Portal, and Teleport: Superior Temporal Spells (From the pages of Rifts: England): See Demensional Anomoly, Demen. Pocket, D-Phase, 4th Dem, Transformation, Time Maelstrom, Time Warp:Send, S-Dep, D-Shift 2 Dementions, Id Self, Time Warp: Fast Forward, Temp Time Hole, Remote Viewing Captain Samtek Although superior to Jotek La in rank, Samtek acknowledges Joes superior fighting mind and therefore acts as second in command. He has a good heart, but doesnt like to deal with people. Most consider him mean, but he secretly donates to charities and helps the downtrodden. Not a good fighter, but uses his spells often and well. Likes to absorb an enemys PPE when he kills them. His teammates try to keep him out of hand to hand combat, because he tends to kill once he starts fighting. (Never starts a fight himself.) Name: Samtek Sam Kman Alignment: Unprincipled Hit Points: 14 SDC: 20 Weight: 145 Height: 6ft. 1 in. Age: 21 PPE: 95 Attributes: IQ:22, ME:18, MA:12, PS:12, PP:18, PE:12, PB:11, Spd:13 Desposition: Gruff and underspoken. Doesnt talk much, and when he does he doesnt bother with adjectives. Ferocious in battle, but not very good. Nearly gets killed at least once a month. Experience Level: 2nd level Ley Line Walker Species: Human Magic Knowledge: All normal Ley Line Walker Abilities Combat: HTH:Basic Attacks per Melee:2 WPs: Energy rifle & Energy Pistol Weapons: Hand axe, Uzi with silver bullets (2d6 SDC), C-12 Rifle (2d6/4d6 MD, 6d6 SDC), And a TX-30 Pulse Rifle (2d6 MD or 6d6 MD for 3 pulse blasts) Body Armor: Huntsman, 40 MDC, plus a vacum suit Skills of note: Climbing, Lore:Demon, Math:Basic, Language:Euro&Spanish, Biology, Computer operation, Literacy:American, Prowl, Radio:Basic, Pilot Robots&Power Armor, First Aid Spells: Cloud of smoke, See the invisible, Sense Evil, Befuddle, Concealment, Levitation, Energy Bolt, Paralisis:Lesser, Telekenesis, Fools gold, Fire bolt, Shadow Meld, Fear Seargent Nazernine The resident anti-fighter of the Heart of Gold group, Nazernine is always looking for alteretives to violence. Always an ugly girl, she turned into a tomboy early in her life. Although this was only a phase, she excells in a male-dominated profession. Although she dissaproves of fighting, she will die to save the rest of the group (if they let her). Name: Nazernine Alignment: Scruplous Hit Points:14 SDC:66 Weight: 150 Height: 6 ft 5 in Age: 23 PPE: 31 Attributes: IQ:14, ME:15, MA:4, PS:29, PP:14, PE:18, PB:4, Spd:15 Desposition: Freiendly and outgoing, but, although truthful, nobody trusts her at first. Everyone she meets immidiately dislikes her, however kind she is. Because if this, she turned to fighting. Experience Level: 4th level cyber-knight Species:Human Magic Knowledge: None, other than lore. Psionics: Major psionic. 30 ISP, Empathy, Sixth Sense, Telepethy Combat:HTH:Expert plus Robot combat:Basic, and Power Armor:Basic and Elite (Titan Power Armor) Attacks per melee:4 WPs: Archery, Sword, Energy Pistol, Heavy Energy. Weapons: Hatchet, knife, Psi-Sword (3d6 MD), JA-9 (2d6 md), C-18 (1d6 MD) and an Impaler rune sword (IQ 18, scrupolous, 1d6*10 MD) Usually uses X-535 Hunter with TX-41 Rifle: 3d6 or 1d6*10 MDC Body Armor: Coalition Heavy: 80 MDC, and cyber-armor: 50 MDC, AR16 Skills of note: Literacy, Drgonese, Euro, Lore: Demon, Paramedic, Climbing, Body Building, Gymnastics, Prowl, Escape, Pick Locks, Disguise, Sniper Sergent Hawker Jameson Never really a fighter, Hawker joined the Heart of Gold group when they befrended him in the North American wilderness. When outside his bot and armor, Hawker uses his frightening (to most) powers to intimidate others without a fight. He is best friends with Nazernine. Name: Hawker Jameson Alignment: Scrupolous Hit Points: 16 SDC:19 MDC: 120, but only when transformed into a stone giant Weight: 155 Height: 5 ft 9 in. Age: 19 PPE 24 Attributes: IQ:11, ME:12, MA:7, PS:12, PP:10, PE:12, PB:10, Spd:12 Disposition: Freindly, but likes animals more than people. Always nervous and figity, because, as an Earth Child, he is out of his element in space. Like to act macho, but only around people he doesn;t know well. Doesnt mind fighting, but will try to avoid it. Experience Level: 3rd Level Earth Child Species: Earth Child Natural Porwers: All the normal for the Earth Child, See Rifts:England Magic Knowledge: none Psionics: Major psionic, ISP:36, Alter Aura, Deth Trance, Ectoplasm, Mind Block, Nightvision, Resist Fatigue, Resist Hunger, Telekenesis. Combat: HTH:Expert plus Robot Combat:Basic Attacks per melee: 2 WPs: Blunt, Archery, Energy Pistol, Energy Rifle, Heavy Energy, Knife Weapons: Knife, Staff, NG Plasma Ejector (6d6MD) , Wilks 320 (1d6MDC).Usually uses X-535 Hunter with TX-41 Rifle: 3d6 or 1d6*10 MDC Body Armor: T-10 body armor: 100 MDC Skills of Note: Math:Basic, American, Euro, Dragonese, Literacy:American, Prowl, Paremedic, Pick Pockets, Palming. Special Agent Aklabar Special Agent is the term the NGR applies to secret police, military assasins, and other unmentionables. General Webster gave this rank to Aklabar because it accounted for his absence (actually, he was hiding in the bomb sheleter) during the monthly inspections of the military base. Aklabar latched onto the group when he was 3 months old, because the were the first creatures he met who didnt attack him on sight. He is a bloodthirsty fighter, but has slowly become a better person through his associations with the group. Name: Aklabar Alignment: anarchist with leanings towards good. MDC:450 Weight:varies Height:varies Age: 1 year PPE:60 Attributes: IQ:17, ME:10, MA:18, PS:21, PP:12 PE:10: PB:17, Spd:10 Desposition: Threatening and macho. He likes to scare people more than fighting him. Actually, hes a nice guy, but wants to live up to the dragon engima. Extemely loyal to his friends, basically limited to the Heart of Gold group Experience Level: 2nd level, jet black, horned dragon Species: Great Horned Dragon Hatchling Natural Powers: all the usual for the Horned Dragon Magic Knowledge: Full understanding of magic, but knows no spells. Psionics: Master psionic. ISP 100, Psichic Diagnosis, Psichic Surgery, Clairvoience, Empathy, Mind Block, See Aura, Summ. Inner Strength, Telekenesis Combat: HTH:Basic Attacks per melee: 3 Weapons: Kittani Plasma Axe (3d6 MD), Fire Breath: (2d6 MD), TX-500 rail gun (6d6 MD) Skills of note: Dragonese, American, Math:Basic, Prowl, Demolitions, Dem. Desposal. Private Hobbes Cammain Together with Kenny Zarvish, Hobbes is the newest member of the group. They joined after their town (of witch they were the protectors) was destroyed by the Mechanoids. The two have been members of the group ever since. Hobbes is a Gung-ho fighter, as is characteristic of GB pilots, but never underestimates his enemy. If the pcs fight the Heart of Gold group in graviy, Hobbes will be their most powerful enemy. Name: Hobbes Cammain Alignment: Scruplous Hit Points: 15 SDC: 40 Weight: 135 Height: 6 ft Age:21 PPE 10 Attributes: IQ:17, ME:13, MA:20, PS:21, PP:14, PE:19, Spd:18 Disposition: Gung-ho fighter. Freindly, but distrustful. Always ready for a challange. If the Heart of Gold cant get to a gravitational field for a fight, he will ignore his teammates requests to wait and jump out of the airlock in his Glitter Boy, which he will hurridly attach by tether to the ship. Experience Level: First Level Glitter Boy Species: Human Magic Knowledge: none Combat: HTH: expert plus Robot Combat:Basic & Elite (Glitter Boy power armor) Attacks per melee: 4 plus robot combat WPs: Energy Pistol, Energy Rifle, and Heavy energy Weapons: TX-43 (2d6/4d6 MD) and earth- style Glitter Boy with Boom Gun (3d6*10 MD) Body armor: T-10 (100 MDC) and Glitter Boy: 770 MDC Skills of note: Literacy(american), Euro, climbing, pilot robots & power armor, computer oporation, prowl Private Kenny Zarvish Kenny is a quiet, underspoken man in his mid twenties. His closest friend is Hobbes Cammain, but Kenny is detached even when dealing with him. Kenny spends all of his free time tinkering with his Glitter Boy, which, by now, looks like something from a rift. Kenny will act like he doesnt care about anything, but he will fight to the death to protect something he believes in. Name: Kenny Zarvish Alignment: Unprincipled Hit Points: 23 SDC: 32 Weight: 160 Height: 6 ft 2 in Age: 24 PPE: 20 Attributes: IQ:14, ME:20, MA:9, PS:13, PP:15, PE:10, Spd:21 Disposition: Quiet and distrustful. Seems like a anti-fighter at first, but he actually loves to kill. He is ashamed of this, which is why he is hesitent to get into any kind of a conflict. A valuble ally. Experience level: First Level Glitter Boy Species: Human Magic Knowledge: none Combat: HTH: expert plus Robot Combat:Basic & Elite (Glitter Boy power armor) Attacks per melee: 4 plus robot combat WPs: Energy Rifle, Energy Pistol, Heavy Energy, Blunt Weapons: JA-9 (2d6 MD) and a modified earth-style Glitter Boy. GB Modifications: Added NG-202 Rail gun (1d4*10 MD) mounted over left shoulder. JA-11 rifle mounted under boom gun (2d6, 3d6, or 4d6 MD). These modifications make the GB -1 one to strike, parry, and dodge in earth gravity, but no penalty in space or low-gravity environments. Body armor: T-10 (100 MDC) and Glitter Boy: 770 MDC Skills of note: American, Euro, Basic Electronics, Radio:Basic, Weapon Systems, Paramedic, literacy ( American) Jim Microwave Not an official member of the group, Jim found the soldiers just as they arrived in space a few months ago. He sympathized with the NGRs point of view and has been the Heart of Gold pilot ever since. Alignment: Unprincipled Attributes: Average Age: 20 Sex: Male Level of experience: 2nd Disposition: Trusting, Friendly, and confident. Likes to fly. Occupation: Freelance Pilot Home Station: Yuro Station Weight: 120 Height: 5 ft Hit Points: 30 SDC: 42 Species: Human Random Mutations: Plastic Bones, Body Freeze Skills of note: Pilot:Basic, Pilot:Advanced, EVA, Ship to ship combat Combat: Basic Attacks Per Melee: 3 The Starship Heart of Gold More of a flying garage for the groups bots than a true shuttle, the Heart of Gold is not really suited for combat. Design: Medium Shuttle Built By: Laika Station Purpose: Destroying the Earth Containment System Length: 60 meters Mass: 100 tons Drive type: ion Fuel: standard Range: 600,000 miles Acceleration: 3 G Speed class: 33 MDC: 90 Max Crew: 10 Recycling: Type 2 Weapons: ion cannon (5d6 or 1d6*10 MD)