THE SPARTOI

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darthauthor
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THE SPARTOI

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THE SPARTOI

A merc company

The Spartoi (Sparti) were a tribe of warlike, earth-born men which sprang fully grown and armed for battle from the sown teeth of a Drakon (Dragon) sacred to the war-god Ares.
In Greek mythology, dragon's teeth were ‘planted’ in the stories of Cadmus and Jason and the Argonauts. Having been advised by the goddess Athena to sow the teeth, a group of ferocious warriors called the spartoi grew from them.

Founded by a mysterious dragon, this mercenary company was created to fight the CS in P.A. 106.
Three months after candidates were selected they emerged
They are recruited for their volunteering, desire to fight the CS, willingness to die in battle, and age.

The Dragon was aware of the existence of Dragon Juicers but not how reliable the conversion process was or their effectiveness. She also heard rumors that a percentage of dragon juicers turn into dragon slayers. Thinking ahead the dragon wanted humans who wouldn’t live long enough to go crazy. Also, think of the young men and women loyal to the city of dragons and how without them they would have to train new ones to how they like things the dragons of Freehold decided to select a different kind of warrior.
The elderly.
It amused the dragon to use old humans (age 50 and up) who wanted to go out fighting and to live out the last year of their lives as their strongest. They would feel like the Juicer conversion was a gift for their decades of service. A sort of retirement package. So they don’t pay these Dragon Juicers to convert or fight. It is an honor. Their bodies regenerate, eyesight is restored, supernatural endurance makes them tireless. Plus, They get to keep the spoils of war from what they loot from the CS.

Hence the Dragon Brigade of “The Spartoi” were born.


Minor Company: Baby Dragon leader, 30 Dragon Juicers, 10 mages.

A. Sponsorship: Government of Freehold. 20 wherever

B. Outfits: Specialty Clothing. 20 Points

C. Equipment: Magical Technologies: 40 Points

D. Vehicles: Combat Cars. 20 Points

E. Weapons: Basic Weaponry. 10 Points

F. Communications: Secured Service. 10 Points

G. Internal Security: None. They barely sleep; when they do it’s in shifts.

H. Permanent Bases: None. 0 Points. Don’t like being tied down.

I. Intelligence Resources: D-Bee Specialists, Psionics, and Magic 40 Points

J. Special Budget: None.

K. General alignment: Scrupulous and Principled. 10 points

L. Criminal Activity: None. 0 Points

M. Reputation: Unknown. 5 Points

N. Salary: None. Share Loot. 0 Points

Total Points Spent: 175 POINTS
Size & Orientation: Minor Company

The Dragon and Techno Wizards involved think of the humans they are converting as an experiment. After they see what happens with them they can change one thing for the next batch.
For the sake of the scientific method and military sizing only 30 were made at the beginning. Once the process and training are to the founders liking they might convert some seasoned professional soldiers.

Average Dragon Juicer

1st Level Dragon Juicer/ Previously 7th level O.C.C. commonly a Vagabond
Attributes:

I.Q.: 10
M.E.: 10
M.A.: 13
P.S.: 20 (Supernatural; 1d6 +2 M.D. on a full strength punch)
P.P.: 18
P.E.: 17 (Supernatural)
P.B.: 10
Spd: 35 (around 24 mph or 38 kph)

Leap 40 feet (12.2 m) running, 20 still and 20 feet (6. 1 m) high (10 no run).

Night Vision 100 feet (30.5m), see the invisible, perfect hawk-like vision, keen sense of smell. +4 to Perception Rolls

M.D.C.: 117 (regenerates: 4d6 MD per minute)
P.P.E.: 50 (For TW gadgets and weapons)

Number of Attacks: 7
+3 to strike
+3 auto dodge
+4 to parry/dodge
Critical on role of 19+

Skills of Note for fighting the CS:
Radio: Basic: 80%
Wilderness Survival: 60% (70% with compass)
Land Navigation: 60%
Piloting Motorcycle: 98%
W.P. Energy Rifle: +3 to strike
W.P. Targeting: +4 to strike
W.P. Knife: +6
Hand to Hand: Basic 8th level: Judo Flip

Standard Issue:
• NG-P7 Particle Beam Rifle (with 3 E-Clips)
• (7) Fire Globes 5D6 M.D. and 5D6 M.D. per round for 1d4 minutes.
• Backpack of dried food. Survival Knife. 2 one liter water canteens
• Radio headset
• Camouflage fatigues and Camo Armor (80 M.D.), gloves, sunglasses.
• Boots of Fleetness (double speed running speed)

They like taking trophies from their victims.
They are impervious to fire and cold; part of their Dragon Juicer conversion.
As Juicers they need very little sleep and they can see in the dark.

The private in charge of supplies carries:
• 5 gallon TW jerry can that fills with clean water.

4 Will have a Dragonfire Flamethrower (1D6x10 M.D. to everything in its 100 foot (30.5 m) length of fire.).
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Re: THE SPARTOI

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Baby Dragon Commander

Name: Soir

Female

Baby Dragon R.C.C. (Royal Frilled)

She could never be anything else but the leader.
Royal Frilled get along with humans better.
She in particular can command without being too impatient or demeaning.
Knows the Juicers have no real experience being juicers or fighters.
Also that all of them are going to die in at least 7 years.

Establishes a quota of 100 CS per Juicer to be removed or subdued.
Expects them to Fight hard, then she'll let them play hard.
Commonly buffs (Armor of Ithan 80 MD) the first wave of Juicers before they make their attack.
Often observes things invisibily from above and communicates via radio or telepathy.
IF things are going bad she can swoop down (casts the spell "Shockwaver") or cast spells from above (bombs away with pre-made "Fire Globes").
Typical method of operation includes beginning in the area of effect of a ley line or falling back to one
after a battle. Her belief is that there rapid movement will keep them as a moving target (even with diffucult terrian these Juicers can manage 25 miles an hour with nearly inexhaustable endurance). Then they will strike
CS supply convoys and towns the CS is wage battle to take or has taken.

Level: 8th

Age: She’ll never tell; implies she's she's not a day over 40.

Attributes:
I.Q. 16
M.E. 15
M.A. 22
P.S. 24 (Supernatural; 5d6 M.D. with claws)
P.P. 16
P.E. 20 (Supernatural)
P.B. 26
Spd. 20 running, but 70 flying.

M.D.C.: 470
P.P.E.: 150
I.S.P. : 174

R.C.C. Combat:
6 attacks per melee
Breath weapon (counts as one melee attack)
Dragon metamorphosis takes half a melee round (7 seconds),
+8 to parry
+5 dodge
+2 M.D. in physical combat
+5 to strike
+2 on initiative
+1 on Perception Rolls
+1 to Spell Strength
+6 to save vs Horror Factor
+3 to save vs psionics and mind control
+1 on all other saving throws.

R.C.C. Skills:
Areas of Interest:
1st Literacy: American:
3rd Lore: Demons and Monsters:
6th Lore: Magic
"instinctive" skills (All speak and read Dragonese/Elven (98%)
Math: Basic: 90%

Secondary Skills:
1st Language: American
2nd Performance:
4th Astronomy & Navigation:
8th Math: Adv: 45%

Natural Abilities:
-Nightvision 200 feet (61 m),
-See the invisible
-Shadow Meld at will (as per the spell and for 20 minutes at a time),
-Resistant to fire and cold (even M.D. fire and plasma do half damage)
-impervious to all forms of paralysis
-Bio-regenerate 1d10 M.D.C. per melee round
-Metamorphosis: 32 hours
-Poison Breath:

Magic: P.P.E.: 150
1st: Blinding Flash (1) Cloud of Smoke (2) Globe of Daylight (2)
Lantern Light (1), See Aura (6)
2nd: Fear (5), Mystic Alarm (5)
3rd: Armor of Ithan (10), Breathe Without Air (5), Float in Air (5), Invisibility: Simple (6),
Magic Shield (6), Negate Poison/Toxin (5)
4th: Charismatic Aura (10), Chromatic Protection (10), Magic Net (7)
5th: Horror (10)
6th: Magic Pigeon (20), Impervious to Energy (20), Sheltering Force (20)
7th: Fly as Eagle (25), Invisibility: Superior (20), Sonic Blast (25), Wind Rush (20)
8th: Locate (30), Fire Globe (40), Invincible Armor (30), Shockwave (45), Wisps of Confusion (40)

Psionics: Master Psychic (12 psychic powers)
Intuitive Combat (10)
Presence Sense (4)
Read Dimensional Portal (6)
Remote Viewing (10)
Sixth Sense (2)
Sense Dimensional Anomaly (4)
Sense Evil (2)
Sense Magic (3)
Sixth Sense (2)
Speed Reading (2)
Telepathy (4)
Total Recall (2)

Super:
Bio-Manipulation (10)
Telekinesis (Super)
Telemechanics (10)

3rd Level:
Psi-Diagnosis
Heal Another

6th Level:
Deaden Pain
Psi-Surgery
Last edited by darthauthor on Sat Mar 02, 2024 10:49 pm, edited 1 time in total.
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taalismn
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Re: THE SPARTOI

Unread post by taalismn »

Ah, fun little suicide squaders....
And a good use of the Dragon Juicer.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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darthauthor
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Re: THE SPARTOI

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The 2 Ley Line Walkers of The Spartoi

Skills of Note:
-Acrobatics: Learned while Ley Line Phasing up in the air, ley lines are typically a half mile/0.8 km to two miles/3 .2 km tall, and hang there because Line Walkers can walk a ley line, as in walk floating above the ground. If he teleports up into the air he can stay there suspended. There she can look down from above to see anyone in range of binocular or sensory instruments.
-Biology: 60%
-Chemistry: 60%
-Computer Operations: 65%
-Intelligence: 53%
-Navigation: 62%
-Optic Systems: 50%
-Paramedic: 55%
-Radio: Basic: 65%
-Read Sensory Instruments: 52%
-Xenology: 60%

1st Level:
Blinding Flash (1)
Cloud of Smoke (2)
Lantern Light (1)

2nd Level:
Chameleon (6)
Cleanse (6)
Mystic Alarm (5)
Throwing Stones (5; 1d6+6; for 2 melee rounds, +4 to strike; 600 ft range)

3rd Level:
Armor of Ithan (10): Casts on Dragon Juicers before battle.
Float in Air (5)
Invisibility: Simple (6)
Magic Shield (6): Gives to the Dragon Juicers before battle

4th Level:
Astral Projection (10): Quick Recon
Chromatic Protection (10): Cast on Dragon Juicers for support
Energy Field (10): Provide Cover

5th Level:
Instill Knowledge (15)
Superhuman Speed (10): Buff for the Juicers in battle

Standard Encounter:
Near the influence of a ley line.

1.The Ley Line Walkers have used Astral projection to scout in the physical realm for CS troops or Skel-bots.

2.Returning to their bodies they use their Pilot Related skill of Navigation and a local map to place the CS enemies location relative to their own. They write down and report the number of enemy troops, type, armor, weapons, and activities.
3.They use the spell “Instill Knowledge” to efficiently and quickly convey their observations and intelligence skill report to Soir, the baby dragon commander. With her new skill in Intelligence (Instill Knowledge) and the information she weighs if the target is worth attacking or for her to message another to attack them.
The two Ley Line Walkers Cast Armor of Ithan (50 Mega Damage protection on each of the 30 Dragon Juicers). This depletes the Ley Line Walkers P.P.E. reserves to a mere 36 P.P.E. each.


In the hour that follows the CS unit’s Dog Boys warn their Sixth Sense is on fire and they can smell magical and supernatural forces. In less than a minute they are engaged by the Spartoi (30 Dragon Juicers with Armor of Ithan on them).
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Re: THE SPARTOI

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The Air & Fire Warlock of Spartoi

Born and raised in the Dragon city of Freehold.
Ayra's parents saw dragons as demi-gods who very existance protected human mortals.
Occationally, dragons or their representatives take notice of humans with some exceptional ability.
They are informed of opportunity to have a dragon patron.
If they accept (like anyone is going turn down a dragon in Freehold), their family gets a most favored status
in Freehold. They are escorted one of the city's finest human tailors and measures for a wardrobe in the colors of their parton dragon. Likewise, they are tattood with their partrons sigil. The mark is in some ways a cattle brand but in others a warning. IF you dare steal or damage my property I will have to kill you to prove I'm not weak. IF you steal from my human pet, you steal from me. The human family is moved to a bigger, better place of living with human servants to tend to them. In short, for humans to have a dragon for a patron, in Freehold, is for a 'king' to make them royality. The childen go to a special school for the most favor where their gift or ability is nurtured and they are challenged.
A job of sorts soon follows but the real job is to make your dragon patron wealthier and or look good.

Ayra was recruited for her particular magic and its ability to 'heal' the recently deceased.
Her role in the Spartoi is to support the Dragon Juicers with her magic.


Name: Lady Ayra Ignis

Human Female

O.C.C.: Air & Fire Warlock
6th Level

Attributes:
I.Q. 16
M.E. 15
M.A. 12
P.S. 10
P.P. 15
P.E. 13
P.B. 12
Spd. 10

O.C.C. Skills:
First Language: Dragonese 98%, then American
Literate in Dragonese: 80%
Lore: Demon & Monster: 80%
Lore: Faerie Folk & Creatures of Magic: 70%
Land Navigation: 66%
Wilderness Survival: 65%
Pilot Hover Craft: 80%
W.P. Knife
W.P. Energy Rifle
Hand to Hand: Basic 6th Level 5 attacks per melee round

O.C.C. Related Skills (8): Educated in the fine arts Math, Music, and Science
Domestic: Dance: (She loves to dance in the air)
Domestic: Play Mustical Instrument: Wind Instrument (She's an Air Warlock)
Biology: 65%
Chemistry: 65%
Cook*
Field Surgery: 50%
Medical Doctor: 85%/75%
Pathology: 65%

3rd Level (2):
Dance (Pro): 75%
Play Musical Instrument (wind instrument: Pro): 80%

6th Level:
Cook *(Pro): 80% (Half Fire Warlock)

Secondary Skills:
Astronomy & Navigation: 65%
Electronics: 50%
Math: Basic: 70%
Math: Advanced: 70%
Optic Systems: 55% (uses binoculars and such while flying high in the sky)

2nd Level
Performance: 50%
ID Fruits

5th Level
Brewing
Radio: Basic 50%

Summon Lesser Elemental 30% (40% at ley line)

P.P.E.: 155
1st Level:
AIr: Cloud of Steam (4): Used to clean and block thermo/infra-red of enemy.
Fire: Impervious to Fire (5) Buff against magic fire and Mega D fire for the Dragon Juicers.

2nd Level:
Air: Distant Voice (5; uses instead of a radio)
Fire: Heat Object/Boil Water (4) (Uses with skill Cook Pro 80%)

3rd Level:
Air: Sheltering Force (10; Looks like a tent fit for a royality from Midevil times)
Fire: Extinguish Fire (8)

4th Level:
“Fly as the Eagle” (15, Self or up to two others by touch; 2.5 hours). When leaving from a ley line area of influence, the Air Warlock uses its energies and benefits to cast “Fly as the Eagle” on Dragon Juicers. Basically 3.7 hours of flight time. Sort of a magical version of a jet pack.
Speed is 50 mph (80 km). Bonuses: +1 to parry, +2 to dodge when in flight and +2 to damage on a diving or swooping attack. Through the use of this spell they cover distance quickly behind their Soir, their baby dragon leader.

Fire: Heal Burns (15)

5th Level:
Air: Breath of life (60; bring dead Dragon Juicers back; investment protection)
Fire: Fire Globe (20): Supplies the Dragon Juicers with these pre-made.

6th Level:
Air: Electrical Field (35)
Fire: Flame of Life (40)

Equipment:
Tinted goggles (eye protection again blinding flash and clouds/gas)
avator scarf (magic clothing, breathe without air)
Cape (immunity to cold)
Carries a Wok so big it doubles as a shield and triples as a snow sled/board. She is, as a Fire Warlock, immune to mundane heat and fire, and thus can handle cooking and cookware while it is blazing hot.

flashlight, wooden cross, and Elemental symbol.
Two magic clothing surgical gowns (self cleaning, self mending, wearer has the effect of EBA armor).
Dozen pair of disposable surgical gloves
one pair of Magical Clothing surgical gloves (self cleaning and Fortify Against Disease to the wearer)
Surgical kit (one Wilk's Laser Scalpel, clamps, suture, needles, etc.),
Medical kit (first-aid kit, bandages, antiseptics, protein healing salve, aspmn, painkiller, antibiotics, hypodermic
gun, stethoscope),
IRMSS/Internal Robot Micro-Surgeon System,
Hand-held machine (computerized) provides vitals
backpack
Naruni Energy Rifle, two E-Clips for each
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darthauthor
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Re: THE SPARTOI

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A pair of 5th level Techno Wizards, the comms and tech support of Spartoi:

Literacy in Dragonese: 98%
Language: Dragonese: 98%.
Language: Other: American, Spanish, Techno-Can
Radio: Basic: 75%
Computer Operation: 70%
Computer Programming: 60%
Computer Repair: 65%
Basic Electronics: 65%
Mechanical Engineer: 65%
Techno-Wizardry Construction
Sensory Equipment: 60%
Math: Basic: 85%
Land Navigation: 57%
Pilot: Hover Vehicles & (+5%).
W.P. Sword
W.P. Energy Rifle

Computer Hacking: 50%
Electrical Engineer: 65%
Locksmith: 60%
Robot Electronics: 60%
Robot Mechanics: 50%

3rd Level:
Artificial Intelligence: 46%
Cryptography: 45% (for the radios)

Secondary:
Electronic Countermeasures: 50%
Hand to Hand: Basic 5th level
Jury-Rig: 55%
Optic Systems: 50%
Appraise Goods: 65%
4th Level:
Appraise Goods: 65% (military goods)

Spells: P.P.E.: 130
Armor of Ithan (10),
Blinding Flash (1), Breathe Without Air (5),
Call Lightning (15), Cloak of Darkness (6),
Deflect (10),
Electric Arc (8), Energy Bolt (5), Energy Field (10),
Fireball (10), Fire Bolt (7), Fuel Flame (5), Fly (15), Forcebonds (25),
Globe of Daylight (2),
Ignite Fire (6), Impervious to Energy (20), Impervious to Fire (5),
Magic Net (7), Magic Shield (6),
See the Invisible (4), Sense Magic (4), Shadow Meld (10), Superhuman Strength (10)
Telekinesis (8).

Learned:
-Chameleon (6)
-Ley Line Transmission (30)
-Superhuman Speed (10)
-Charge E-Clip (25)
The Rifter #59
Techno-Wizardry Throughout the Megaverse By Anthony Lovato

Psionic Powers: Machine Ghost (12), Mind Block (4), Object Read (6), Speed Reading (2), Telemechanics (10), and Total Recall (2).
I.S.P. Base: 38
Saving Throw Versus Psionic Attack: 12 or higher to save vs psionics.

Equipment/Special Possessions:
This ONE Techno-Wizard has an Ai assistant they created and continue to work on.
It has an I.Q. of 30 and can help if given accurate information by providing a skill bonus to an attempted skill roll.
The Techno-Wizard has nutured the Ai to have skills in Basic and Advanced Math, Intelligence, Radio: Basic, Countermeasures, Electronics, Land Navigation, and Navigation such that it can make high quality 3D maps of a region provided it is given enough pictures or video or voice/typed description. To properly make use of the Ai the techno wizard must make a successful skill roll. If successful he will get a bonus of 15% on the use of these skills.
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