Mystic Knight Merc Squad

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Mystic Knight Merc Squad

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These four mercs are Mystic Knights who have left their respective Mystic Knight Houses to in the persuit of adventure, power, and wealth.

Together they have made their own start up merc company calling it, "Section" because they thought it sounded cool.

The vast majority of mercenary outfits are not full armies, but small squads
ranging from 6-24 troops to platoon (30-60 troops).

So too is true of the merc outfit “Section.”

The team was founded by three Mystic Knights and one Knight of the Rose (undercover impersonating a mystic knight). These Mystic Knights all come from different houses. For security reasons, the real names and faces of the mystic knights and support personnel of a house are kept secret from the other houses. Within each Mystic knight house the members know each other but outsiders are kept in the dark.

Mystic Knights and non-knight members are allowed to leave the “House” they are a part of with the blessing of its leader. They can also be exiled, so to speak, or put on a sort of probation. Sometimes leaving one’s Mystic knight house is about wanting to make a name for yourself or getting experience.
Regardless of not being attached to one of the houses of the Order of the Mystic Knight all knights are expected to follow their order’s rules and pay a percentage of their earnings to the house that trained them.

Together, the four knights started their own merc company with a loan from the Order of Mystic Knights.
To make money, the knight must work as mercenaries.
They do not, however, want it to be known that they are Mystic Knights. There are two reasons. The first is that their leader, Knight One, believes in the advantages of being mistaken for regular mercs. The second, having left their houses, they must not represent the Order of the Mystic Knights.

In the role of mercs, with little money, they have to operate with their own magical powers. They engage in "covert" operations that are secret and may have no official support or acknowledgement from the Order from which they came.
Among their assignments:
They did their best to get an Atlantean Stone Master in their company. Mostly it was about making connections and the hope of those connects would yield rewards. Specifically, the knights wanted to get magical Atlantean tattoos.
To this end, they worked with an Atlantean Stone Master called Ictinus. He got to live out his dreams of adventure and vampire slaying. He also built a stone pyramid for his clan; the Aerihman Clan.
After the Stone Pyramid’s completion, the Stone Master location became common knowledge. This led to his abduction by a Shift. He was taken to the dimension of Hades to labor on a stone ziggurat that works like an Atlantean pyramid.

The Knights reputation and word are at stake in terms of rescuing the Atlantean Stone Master.

In addition, one of the founding members, Knight Three, is also in Hades with the Atlantean Stone Master Ictinus. Having been trained to never leave a man behind, the knights are pressured to also rescue the brother in arms.
To this end, they gather as many universal credits or other forms of wealth as possible.
The idea they hope will work is to impersonate gladiators to get into the Demon city of Hades as the sponsored champions of a powerful being. They need the money to buy gold or such to pay to get into a season tournament. Their sponsor won’t take the risk of losing their own wealth.

Founders:
Knight One: Field Intelligence, Leadership, and researcher.
Knight Two: Demolitions expert, recon, and sniper
Knight Three: Comms, Medical and Technical Support
Knight Four: Surveillance, tracking, and undercover work

The mercenary company: Section:
Sponsorship: Secret. The Order of the Mystic Knights

A. Outfits: None. They typically wear civilian clothes off duty and combat fatigues on.

B. Transportation: None. They rent vehicles for the missions now.

C. Equipment: None. They use only what they have on them.

D. Basic Equipment: None. Rely on their powers.

E. Communications. None. They have radios for each other.

G. Security: None. However, there are only the four of them.

H. Headquarters. None.

I. Intelligence Resources: None.

J. Special Budget: None.

K. General alignment: Anarchist (the Robbers*). Cost: 2 Points.

L. Criminal Activity: Band of Robbers (10 of them): 10 Points

M. Reputation: Famous (for the moment): Costs 50 points.
Highly reliable and trustworthy.
Slayer of vampires
Friends of Atlanteans
Known for always fulfilling their contracts.

N. Salary: None. Equal Shares of what the job pays and loot.

Other Personnel
Band of robbers of Lazlo. Thieves not professional soldiers.
Last edited by darthauthor on Mon Apr 29, 2024 5:59 pm, edited 10 times in total.
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Re: Section - The Adventures of Merc Company

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Section:

The Mystic Knight round up their band of robbers in a makeshift war room.
They discuss the goal, the payoff, and the plan.
Knight One (the team leader) gets them to brainstorm their ideas.
They agree to case the place, the drivers, and the route.
Their hacker says they will see what they can do.
They can’t be certain of which trucks will be used. They also know that the trucks or their cargo containers can be switched at the last moment. The numbers are written on paper but added to the computer when they print out the invoices.
The robbers figure they can sneak tracking devices on the truck after the make their first run.

Bumper Beeper: Attaches to automobile bumper via magnetized clip. The antenna can be permanently mounted or detachable. Transmits a signal that can be followed up to five miles away (battery powered). The receiver picks up and can locate the beeper by the intensity/strength of the signal.
Cost: (includes receiver) $1100.00

They take photos of the drivers as they are driving so the Knight’s can use their psychic powers to see them. .

The robbers want to boost the trucks in transit and use their Roadwise knowledge to hide them.
A few of the drivers are watched and profiled to find out if they can be bribed. Also, to see how easy it would be for Knight’s One and Four to impersonate them.
One is easy to impersonate.
Another is very vulnerable to bribery and pressure.

To camouflage the delaying of the shipments the plan is to use a different approach for each truck.
Attack on route.
Bribe a driver for the details and not to go into work. Then they tie up and Impersonate the other, drive the truck into the city and hide it. Roadwise result 98%. Knight Four disguises himself the same day to sabotage another truck.
The truck is found nine weeks later.

Knight Two sabotages two trucks in route with sniper fire and electrokinesis.

The robbers hijack one and sabotage another when the driver makes a pit stop.

By the end of the week, the contract and employer are satisfied.

The knights perform an after action review.
Then try to figure they next move.

Knight One, “We need to make more credits and faster.”
Knight Two, “There is our piece of the mining profits.”
Knight Four, “But we’d have to go all the way back to get them. And come back here to exchange them.”
Knight One, “To make it worth it, we’d better find the Earth Warlock or one like her to work their magic on the ore. We don’t want to waste our time or cargo space hauling stone.”
Knight Four, “Fastest way is the circle of travel.”
Knight One, “IF it is still around. If we can find the one it connects with.”
Knight Four, “That could cost us.”
Knight Two, “So credits or time.”
Knight One, “The Earth Warlock. They have a say in the matter also. So we find and ask Medea IF she wants to go or if she want us to bring her share back with us; for a piece of it.
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Re: Section - The Adventures of a Merc Company

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Knight One sends out magic pigeons to the Earth Warlock Medea and the Necromancer. Then contacts a messenger service to make the means of two way communication.
The offer:
We’ll carry your share back to Lazlo for you IF we can agree on precentage as a transportation fee. The wealth is guaranteed secure delivery to them or a bank, in Lazlo, of their choice.
The knights are going to make the run for their share regardless of whether they come along or want their piece delivered to them.

Then the gang of robber’s hacker tells the knights of an opportunity.

A notice just dropped for a quick job
Search and Rescue
It is a sort of free for all.
Anyone can pursue it.
The one who delivers gets paid.

Rescue downed pilot and crewmen (Names and photos included). Take them back to a rendezvous camp (Coordinates for the camp are provided).

The situation, the crewmen are on their own. They are lost or hiding or both. Enemy squads may or may not be on the battle field sweeping up.

Intelligence is, the enemy thinks they chased the mercs out of their territory the area. So there is no full force search and they are not expecting a rescue squad.

Intelligence suggest:
Scavengers are hunting the battle field for anything or one of value.
Any survivors will be medically treated and sold to slavers.
Terminated if they resist.
All salvagable war materials worth carrying will be taken.

The outfit that is posting the job has suffered lossess with their aircraft and vehicles. There special forces area also out of commision or dead.

Pursuing the rush job means rushing the transportation arrangements.
The knights of “Section” commission a pilot to chopper them and a few hand picked robbers to poach the “good stuff” off the ground; if their is any.
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Re: Section - The Adventures of a Merc Company

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Search and Rescue

While nearby a ley line the knight cast the spell "Sustain" on themselves and their hand picked robbers.
Next they use the spell, “Supernatural Endurace,” to keep their energy up.
No jet-lag so to speak.
Then a few more and some “Energized Spells” to make it last longer.

Knight One send a magic pigeon to tell those we are here to rescue we are here and our safe word is “RED.”

Then they use psychic powers to try to get a picture of those they are coming to rescue.
The image: WILDERNESS hidden between trees.

Landing they get out and run for cover.

Knight One lays a map out on the ground.
"This is the best I could do on short notice. Its a copy of an old map. Not very high tech but its all we got. Looks like we have to search everywhere there are trees. We could try the radio. IF the downed flight crew responds they will give away that they are here and maybe where they are. There is also the chance the flight crew either doesn’t have a radio or it doesn’t work. In which case, we would be giving away that we are in the area. Also, it would help the enemy locate us. IF I didn’t believe the enemy could be on the ground and would shoot us down I’d have had the helocopter search from the air. Of course, the flight crew wouldn’t know if it was a rescue team so they might hide from it. No, we have to have boots on the ground. So here is what we do. I will cast the magic pigeon spell using their name and picture. The direction the pigeon goes we will go in that direction.
Robber, “We won’t be able to keep up!”
Knight One, “We won’t have to, the direction is all we need until and unless the flight crew changes position.”
Knight Two, “I can keep up.”
Knight One, “What?”
Knight Two, “The spell I have. I can run fast for a few minutes.”
Knight One, “But not fly. The “Magic Pigeon” won’t be slowed by the terrain or have the risk of running into anything or tripping. Besides, you’d separate from the team and burn up all your energy an. Best to have eyes all over watch each others backs.”

Casting the spell the group follows in the direction the magic pigeon flies.
Out of Three-Hundred and Sixty degrees of possibilities they narrowed it down to within 10 or 20.

When they lose the light they put the Night vision goggles on and continue.
Knight Two and Four use their necromanacyer built necklaces to see in the dark.

Leaving the tree line they have only the cover of night to hide them but they move with silence. Something even the robbers are familiar with doing.

Knight Four points out there are fresh tracks out here.
Knight One says, “They could be from anyone. The enemy. The competition. The flight crew.
Or just someone out in the woods.

Then a few hear the sound.

They hold their index finger to their lips. The non-verbal sign for silence.
Listening they can hear something and which direction it comes from.

Looking through his rifle’s scope Knight Two sees it:
Creatures, eating the dead.
Knight Two, “Corpse eaters.”
Knight One, “Coyotes. Vultures. Bottom feeders. They clean up the battle field. Nature’s janitors.”
Knight Two, “These are some ugly humoniod demon looking things.”
Knight One, “Our sixth sense isn’t going off, so there is no danger to us.”
Knight Two, “They look like, eating, is the only thing that matter to them.”
Knight One, “If we get into a fight, it could give us away.”
Knight Two, “I could snipe them.”
Knight One, “But only one at a time. And if they are found, the enemy might wonder who killed them. They aren’t the mission. They are a distraction. Let them live and be be someone else’s distraction. We were never here.”
Casting “Magic Pigeon” again the team corrects their course a little and are back to running.

A littel while later.

Sixth Sense goes off.
Optics over the area reveal the marching dead.
They are lead by a black robed figure who has no trouble seeing in the dark.
Knight One, “A necromancer. Rising the dead. Another kind of scavenger. Looting the field for the dead and their parts. Maybe what they were carrying. Again, not our mission, killing him will be blowing up corpses. Target practice at best. The necromancer, whomever he or she is, never did us any wrong. We fight for profit. These scavergers are no threat to us.”
Knight One casts the spell “Magic Pigeon” again, “Rescue is close at hand. Challenge word is still RED.”
They group course corrects a few degrees while they run.
Once they reach the trees they slow to a march. No one wants to trip and fall.
The knights take turns using telepathy to broadcast “RED.”
Then listen for thoughts until they get a ping.

Finally they come to the rescue.
Introductions are made the knights show them the print out of their faces and names.
The team provides food and water.
Knight Four provides medical attention.
They put up a couple of Sheltering Force Tent to let the survivers get some peaceful sleep.
The knights take turns meditating and catch two hours of sleep.

At first light, the group moves out.
Behind the tree line Knight Two surveys and signals the all clear.
Knight One cast his spell to give the people “Superhuman Endurance.” They don’t run. They sprint.
Everyone has to slow down for the slowest but it is still fast.
Knight Two runs way out ahead and takes point.

The team stops to recover fallen loot.
The robbers pick up weapons and bionic/cybernetic parts when and where they find them.

A minute later Knight Two runs to join them.
Knight Two, “Sniped some armed guys.”
Montioning his hand he points in the direction.

They run to check it out.
No Sixth Senses go off.
They confirm the kills and loot the bodies.
The flight crew rescues confirm they are the enemy.
Taking a break the share water.
The knights have the flight crew look at their map.
Then ask for help on navigation.
The flight crew helps on navigation.

They make it to camp before nightfall.
The customer, Air Superiority Inc., confirms the ID on the flight crew.
They don’t have the credits with them. They are secure in Merc Town. The outfit will have a plane fly them there along with the wounded and the most expensive recovered items. Flight leaves at 9 AM.

They enjoy a meal around the fire with the flight crew who thank the merc company “Section.”
Later that night, the Knights fall asleep from something in there food and drink.
The short time they are out is enough.
Awakening, they are handcuffed. There weapons have been collected.

The knights wake up with ducktape over their eyeslips and their mouths.

Using telepathy the knights communicate:
Knight One: At least one of the people in the camp is either an agent for the other side or a free agent. They used a spell or a drug but it doesn’t matter. We can see the guards over us. They are thinking about the plane that will land in the moring. They are going to take our place on it and our credits when they arrive.
Knight Two: Only tens of minutes have passed.
Knight Four: I can escape these bonds, even with only my skills, all by myself and without my eyes. My sixth senses and ears, however, tells me I have a guard with a weapon looking at me.
Knight One: They are undecided about killing us but are decided that if they do it they don’t want any witnesses and they don’t have silencers. With this tape over our eyes we can’t fire energy blasts out of them. While with our mouths duct tape closed we can’t cast spells. All we have are our skills and use our psychic abilities. IF they shoot us with a bullet we are dead. With an energy weapon and we are immune but that won’t matter if they figure out they can slit our throats while we are tied up.
Knight Two: I can feel there electronics. They have energy weapons.
Knight Four: Unless anyone has a better idea I’m going to free my hands.

Knight Four frees his hands with the “Escape Artist” skill.
Next he quickly pulls off the duck tape from his eyes and mouth.

The guard shoot him with his energy weapon. Its non-magical energy washes over Knight Four leaving a hole on his shirt above his heart.
Knight Four blast his guard with energy beams out of his eyes. It takes the man’s head off.
The other guard’s head turns to Knight Four and he goes for the 9 milimeter handgun on his side.
Knight Four blasts the man in the chest hitting his chest plate.
Then man's face until there is hole in his head; literally.

Quickly Knight Four pulls the duck tape off Knights One and Two. Then he casts the “Escape” spell on himself to free himself from the cell he is in.
Searching the guard for keys he unlocks Knight’s One and Two.

Knight Two, “Now what do we do?”
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Re: Section - Adventures of a Merc Company

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Knight One casts the spell "Charm." Sort of like Jedi Mind trick
“As the highest ranking person I can find, I sought you out. Two of your men tried to kill us. They did it to try to take our place on the plane and our reward for rescuing the flight crew. In the process of making our escape we killed them. That is why we have their guns. Now, we want our positions, the ones we had on us before they took them. IF you walk with me I will take you to the crime scene and you can see for yourself.”

A while later

The officer, “How did you kill these men? I mean, according to your story you were bound and gagged. Even your eyes were duct taped over. They had taken your weapons. So how do any of you, bound and gagged, and behind bars, with two armed guards watching you kill them and escape?”
Knight One casts the spell "Charm" again
Knight One, “As you describe, I didn’t see who or what killed these men.”
The officer finds himself believing that story he hears. The two dead guards are identified, searched, as well as their area and associates. The stolen possessions are recovered. The leader in charge discovery of the weapons and possession as convincing evidence.
Knight One uses the spell "Charismatic Aura” making him look trustworthy.
The leader in charge, "As a way of compensating the mercs (knights) for the trouble they have experienced, the mercs are told the pay and personal possession of the two men who stole from them will be given to the mercs (mystic knights)."

The mystic knights don’t sleep,
Back to back they stand ready,with their weapons, for anyone who might come at them.
Their presence is intimidating.
When the plane arrives there is a little relief all around.
The people and cargo get off the plane.
The wounded and valuables get on board.
The mercs (Mystic Knights) are asked by the officer if they want to stay to do a little search and destroy hunting, maybe defend the base a little.
Knight One declines

A while later the plane lands in Merc Town.
Walking out of the airport the Mystic Knights take in the scene.

Merc-Town is a small city notorious for servicing the business needs of mercenaries and those who are related to the business.

The hand picked robbers are a little excited.
The Mystic Knight follows the rest of the people from the plane.

The Medical personal and low ranking staff have no knowledge of who the merc
squad (the Mystic Knights) should see about their pay.
Eventually the sort of sixth in command says their attention is on damage control
with the wounded. They were not told about the reward for the flight crews rescue.
Then speaks like a bureaucrat and politician gibber gabber.

Knight One uses a combo of interrogation, spells, and telepathy to compel the person
to divulge the truth.
-He wasn’t told about the rescue mission and reward.

-He doesn’t have the credits (money).

-What money there was has been spent on goods like medical supplies.

-The company is in financial trouble.

-The company has lost a lot of assets.

-While its employees are wounded.

-Rumor is one or more of the execs took off with the companies money.

-They don’t have the credits to pay their own people.

-People are rumored to be abandoning the outfit and looting it on the way out the door.

-The lack of credits/money has left those managers in the middle with only what they have to work with what they have on the proverbial shelf.

-Even IF the mercs (Mystic Knights) tracked down the employee who posted the job, they doubt they have the money.

-Creditors are circling the business like vultures and want to seize what few assets the business has left. People would have taken off with their vehicles if they had the fuel.

-What parts and such they can salvage people are trying to sell before the creditors demand they be sold at auction.

-Part of the problem is the client is losing or has lost and they either lost their wealth along with the battle or took off with it. When you lose you don’t want to pay.

-Any bounties on the people of importance depend upon the recovery of funds or hardware they are alleged to have taken and run away with. So unless they bring back the credits/money too the job does not pay.

-So there are a lot of people just like the mercs (Mystic Knights) expecting to get paid only to find the piggy banks is empty.

-The Mystic Knight can try to sell their salvaged weapons but the market is a little bloated. They would be selling them used while there is a surplus. In short, a buyers market, guaranteeing the lowest prices on the previously owned market.

Knight One takes the gang to the nearest bar and they all share a drink.
“Welcome to the real world of being a merc. No wonder those guys slipped us something and tried to rob us. We are lucky they didn’t slit our throats when they had the chance. Maybe they were and just hadn’t worked out the detail of disposing of your bodies. That or maybe they wanted to score twice by selling us into slavery.”
He pauses to drink then continues:
“Well, we came here to get paid, of course that meant we are here to collect our pay. That is what we came here to do. Their money is gone. People have looted our employer and the employer took off. IF we tracked them down they may or may not have our credits. IF we pursued this, it is a lot of work for maybe a fifty-fifty chance of reward for work we have already done. The mature thing is to see it for what it is, a lost cause. With the helicopter ride from Lazlo we lost credits. So, we are where we are, lets make the most of it while we are here. Let’s hear your ideas, everything out on the table.”

They vent. They shout. They drink. They eat. They brainstorm.

Knight Two has the most experience in and about Merc Town.
-Without giving away their identities as Mystic Knights they can make money recharging E-clips and batteries. Typically, this has to be for one-third to a half of the going rate for conventional E-clip recharging. Most of the customers are cheap or poor or both and may only be able to pay in goods and services or with promissory notes of payment in the future.
-Knight Two knows some people here from years ago and wants to pay a social call to them.
-The Order of the Mystic Knights has some non-knight members in the town who run a safe house and such. IF we are going to be in town for any length of time we are supposed to check in. Then admits he does know all of the Order’s assets (satellite offices and such) and just a few of the ones from his particular “House” he is sworn to keep the secret within the brotherhood. He only mentions the one in Merc Town because he has to check in with it and report all of their presence in the city. He trusts his fellow knights and doesn’t want to go behind their backs. IF they didn’t already know or believe the Order has an undercover office in Merc Town.
-So the next step is to check in with the office before anything other than a necessity. Knight Four is tasked with baby sitting their robbers. He is to keep them busy getting information for credit making opportunities until Knights One and Two return. Regardless, no one is to follow the knights to the Order’s secret office.
Leaving the bar, Knights One and Two become invisible and disappear.

At the safe house, Knight One and Two check in, make their tithe payments, and file reports on their activities. Also the installments for the loan.
“The Caretaker” verifies their identities, records them, has a look at their auras, and gives them a test. Passing. Processes the transfer of credits or trade goods.
The Knights claim they do not require the service of the Order at this time.
They are making a check in and don’t want to interfere with any operation any of the Order’s “Houses” may have going on in the city.
So far, the intent is to make a few credits recharging E-clips.
The Caretaker reports that used to be okay but has changed. Now that is a no go. Certain people want the prices to stay high so an arrangement was made, for now. No member, without permission, is allowed to recharge E-clips for profit in Merc Town.
There is however, some work that can be done.
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Re: Section - Adventures of a Merc Company

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Location: MercTown

In the news:

Commander Frank Conrad, founder and CEO of Air Superiority Inc has a statement.

The Company has gotten a loan.
The Company has reached an agreement with its creditors.
Air Superiority Inc. can and will meet both its contracts and financial obligations.
The current state of financial affairs is the direct result of a client loss of their ability to pay and the aircraft used on their job needing repair or replacement.
All other problems are the result of rumor and panic on the part of employees who are no longer with Air Superiority Inc.
The credits for the loan, according to the bank's terms and agreement, are paying off all creditors for this month and next.
Next month the company will be back in the money.
The loan will be paid in full by the end of the fiscal year.
Air Superiority Inc values our customers and honors both our contracts and debts.
Please beware, however, of unprincipled opportunists trying to get you to take advantage of you.
Some con artists, some of whom were former employees, made promises of future payment for services to be performed.
Its fraud. There was no legal contract with the real Air Superiority Inc. These liars promised outrageous amounts of credit and ridiculous terms that the actual management of the company never knew about, and if they did they would never have agreed to it.
Those legitimate creditors who wish payment for their work, I encourage you to find everything you can to identify the con artist and turn your information over to the city's law enforcement. Don't mistake theft for justice. Some independent "Contractors'' took off with company property or credits on hand, at gunpoint. This was mistaken by others as employees taking the money and running. This was actually theft from the company and they are wanted for it.
Pictures of these thieves are on the internet along with details.
Please report them to law enforcement if you see them.
IF you are the innocent victim of a fraud, in or out of the company, please file a complaint with law enforcement.
We want to identify these people, IF they were ever part of the company, and terminate their employment and transfer their last paycheck to help payback their financial victims.

Knight One debates with his crew the work of tracking down a guy versus the credits they are owed and whether or not the credits will be there in the end or if it is even worth it to put them behind bars. There is no official bounty.
In hindsight, Knight One blames himself for falling for the scam. It was a rush job, probably to sucker people into leaping before they look. The company is legit. The trace on the job posting showed it came from inside the company Air Superiority Inc. So it’s either someone who works or worked there or someone who could get inside.
Best guess, it is someone with a personal connection:
Coworkers, Family, friends or a lover.
They are impatient because they couldn’t wait.
They were scared because they had to be certain someone, or all of the flight crew, got back alive and well.
IF they had the money in advance they would have paid us.
That or they are cheap and wanted to save their credits.
IF they don’t have it, we can’t take it.
IF they are cheap, the work we would have to do to take it probably isn’t worth our time. The time we could use to make the same money or better. Maybe if I put a letter together I could get us a free standby seat on one of their flights. Maybe some merc work in the future.
Knight One writes the letter.
Then decides to call and ask to schedule an appointment to speak with someone in their complaint department. Knight One believes he can be very persuasive in person.

Meanwhile
The band of robbers and Knight Four report the highest paying job. Some rich people in the city want a group of “outsiders” to wipe out one of the city’s most troubling gang’s. It’s off the books wet-work (assassination). Take out the Cyber Street Gang.
30,000 credits per gang member
250,000 credits on the heads of each of the top four leaders.

Knight Two verifies a few things with his connections to make certain the job is real and the customer is paying.

Knight One gets the team to work.
He begins research.
Knight Two and Four take the gang of robbers and begin surveillance and recon.
They get photos of the gang.
10 City Rats
1 Juicer
2 Juicer wannabes
6 Cyber Snatchers
3 Headhunters
1 full conversion cyborg
1 Master Assassin
1 Burster
1 Mystic
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Re: Section - Adventures of a Merc Company

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Location: MercTown

Assignment:
Section has a request to take out a street gang. The Cyber Street Gang of MercTown

Using their band of robbers with cybernetics as bait, the mystic knights lure the cyber snatcher of the Cyber Street Gang into their trap.
Well placed sniper shots from Knight Two take them and their lookout and driver out.
The bodies are concealed, loaded up and taken away.

The next day five City Rats are taken out while on their motorcycles.

One of the Juicer Wannabes dies from a “free” sample of a performance drug they took willingly.

In total, 10 of the gang members have been terminated before the rest of the gang disappear.

Knight One and Two provide the proof of death to the fixer and demand payment for them. They don’t want to wait around for the gang to surface since another paying job is available.

They collect their 300k in universal credits.
The vehicle of the cyber-snatchers are sold.
The cybernetics, equipment, and weapons of them are also sold.
It makes the black market Cyber-Docs chuckle to get their hands on the cyber-snatchers cybernetics.
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Re: Section - Adventures of a Merc Company

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“Someone paid for your drink,” said the bartender.
“Who?” ask Knight One.
“They left a note.”

Reading the note:
“I have your guys. Meet me in the alley behind the bar. NOW!.”

Reaching out Telepathically
“Knight One to Two and Four, over.”
“Knight Two here.”
“Knight Four here.”
“Just got a threat letter. My sixth sense didn’t kick in so I’m in no immediate danger. That lives the part of our crew that are robbers. Question is whether or not we walk into the trap.”
Knight Two, “You already know the answer to that.”
Knight Four, “The question is were it is worth rescuing the robbers.”
Knight One, “They associated with us when they could have run off. We put them to work. Yeah, we could replace them. Eventually, they would have left, gotten killed or maimed or tried to rob us. Their leaving us was not supposed to be like this.
Knight Four, “It won’t be too much trouble to get on top of the roof and look down on the alley from above.”
Knight Two, “I’m in.”
Knight One turns on his psionic power of “See the Invisible” looks around then becomes invisible.

The three of them leave and climb the side of the building.

Prowling the rooftop the three look over the space and the sides of the building.
Knight Four (telepathically): “A prank? To get us out of the bar? All it cost them was a note.”
Knight One: “And the price of my drink. I’d say I was the winner out of that.”
Knight Four: “What were they thinking? Paying for your drink.”
Knight One: “They wanted to get my attention.”
Knight Two: “No traps or explosives on the roof or the alley.”
So someone pays for your drink, gives the bartender a note to give to you just to get your attention, for a joke.”
Knight One, “It could be anyone. That’s why we change where we stay every night.”
Knight Two, “It’s harder to hit a moving target.”
Knight Four: “Maybe the bartender made a mistake, gave the note to the wrong person.”
Knight One, “Or the person who wrote the note made the mistake. Regardless, our gang of robbers are supposed to meet us at the time and place we gave them.
Knight Four, “We also gave them their cut from the last job. They are flush with credits. They could have taken off.”
Knight One, “Or gotten themselves rolled for their money or kidnapped.”
Knight Four, “I can see them with Object Reading. They are in a van that’s not moving. Just like the one parked across the street.”
Knight Two, “We don’t have our tools with us.”
Knight One, “But we do have our powers, so let’s use them. Two, turn off their electronics. Four, invisibly move up on them and paralyze them. We will use telekinesis to pull up on the doorlock. Then we will see what we see.”

Knight Two uses the spell “Stealth Walk” on himself and the other knights before Invisibility climbing down. Silently they prowl across the street and surround the van.
Knight Two, using his super psionic powers of Electrokinesis feels the electronics inside the van.
Telepathically, “Stop. I can feel there are digital video cameras and sensory systems in and outside of the van. I feel it has a self driving system. By my spell “Farseeing” I can see through the windshield and tell the people in the front seats are manikins. This is a trap”

Knight One (Telepathically), “I can telepathically hear our guys inside the van. <One here, describe situation.>
“They are tied up in the back. Members of the Cyber Street Gang or guys who ‘work’ for them as outsource mercs set this up for them. The van is wired remotely. But they (the robbers inside the van) are not wired. There is, however, a camera inside. They were kept alive as bait and not to set off our psychic powers in case any of them really meant enough to us to have foreseen their deaths.”
Knight Two, “I can blind or turn off their sensors for a limited time but IF there is a human operator they could blow it up if they get impatient or suspect that we are up to something. IF Knight Three were here he could jam it or something but I don’t have those skills, spells or powers.”
Knight One, “To them we disappeared in the bar. To them we might have NOT cared and took off.”
Knight Four, “IF Two can cover me I can use the Escape spell to enter the back, grab them and run.”
Knight two, “Or I could disarm the bomb.”
Knight One, “There are three of them and three of us. That makes for a good number of grab and go. So let's do it before they push the button just because.”

Knight Two turns off the camera on the back of the van and inside.
Knight Four uses the spell "Escape" to open the rear van door.

The ‘bomb’ is a lot of fuel and a few chemicals anyone can get legally. The chemicals, however, are poisonous in the combinations in the van. An explosion would spray them up and out. IF anyone breathed them and got them on their skin they would have to be treated medically within a few minutes or die. Someone with some knowledge of chemistry put this together. The only real bomb part are the tanks of oxygen and hydrogen along with the remote fuses to start the fire.
The van is something they pieced together along with the used digital video cameras and car batteries.

So Knight Two ‘disarms’ the bomb. It was easy for him. It was basic and amateurish as far as the system to set it off.

He says, “these electronics are not that good. The people who put this together are competent but cheap or broke. All used stuff jury-rigged together for one job because they knew if it went they way they planned it everything would have been burned.”

“So what do we do now?” says Knight Four as he unties the team's robbers.

Knight One, “What are the chances of tracing the people who put this together? I mean, can we send this van back to them.”
Knight Two, “No chance. There is no computer. It’s all remotely controlled and I don’t have the skills or equipment to trace it. Of course, they know their remote controlled van isn’t working. I'd have a spotter watching the van and snipe us, if I were them."

Knight One, "Hey, you guys (talking to the robbers) we rescued you so drive this things and take us to the safest chop shop or whatever. Maybe we can get some of your credits they stole back in your pockets."

The robbers, "No keys."
Knight One, "Boost it. Hot wire it. Whatever."
They take off.

That's when the motorcycle gangs comes out bearing down on them.
Knight Four, "We've got company. Step on it!"
Knight Two, "Toss the cylinders."
Rolling out of one of them, it catchs some bullets and bleeds out its gas.
Knight Two casts a spell and fire pours out of his hand igniting the cylinder causing an explosion.
It knocks all the bikers down.

"Stop the Van!" Knight one shouts.
The Knights run out and “lay the smack down.”
It feels good to use their hands and feet.
The robbers get out and pick up the guns they dropped.
Then gun their pursuers down.

Knight One, "I kinda wanted to get some answers out of them but I get it. You wanted some payback for robbing you. Well, search their pockets. Salvage a bike if you can. Hurry there could be witnesses."

Rolling up to a chop shop the knights let their city Rats do the talking. It is fire sale, in favor of the buyer but it is better than nothing. It's a trade for a "clean" used car and a full tank of gas and the good faith to do "business" again in the future. The manager takes the motorcycles on consignment. When he sells them they get paid the day after or store credit.

The crew drives up to "The Golden Nugget" and Knight One gets them all rooms.
The do an after action review:

So some City Rats found a way to remote control a van. Put some cameras on it. A bomb inside. Got the drop on our crew of robbers. Tied them up. Tossed them inside. And decided to find us in one of the city’s bars. Paid for my drink to get my attention. Had the bartender give me a note so I would go to an alley. Then what?”

The Robbers, “They run you down with the van. Maybe you shoot it and it explodes. Maybe the blast area would fall over you. We would have died but it would look like you killed them. A frame job for murder?”
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Re: Section - Adventures of a Merc Company

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Waking up to the light we remember.
We forgot some things.

The robbers went through the pockets of that biker gang or whatever they were. Their possessions might have some leads to where they stay the night. More LOOT.

Following the news:
“ . . . law enforcement already knows about the dead bikers. The dead bodies have been found along with some pieces from their bikes. Solving the crime is difficult since looters had picked through the crime scene for valuables. The dead men had no ID, money, or weapons on them. However, the case is being investigated as a murder due to the gun shots. That and the bodies had their cybernetics removed in a forceful way after death. It implies that these people are the victims of a cyber-snatcher.”
Knight One mentally kicks himself for not having thought of cyber-snatching their parts. However, even if they had thought of it, they didn’t have a chain saw. He sort of panicked. Afraid of witness, he wanted everyone to get out of there after the robbers killed them.
“ . . . rumor has it a cylinder with bullet holes was also found. It is suspected of having something to do with their deaths. It has been traced from a barcode on it to a chemical company who reported it stolen.”

Knight Four, “It’s no good. Even without knowing or releasing their names, with their pictures on the net and news their landlord and such are going to take whatever the dead men had left. Looting their homes has already been done. At worst, we would expose ourselves if we tried.
Knight One, “There goes our gang of robbers' money.”
Knight Four, “They had some on them. They must have stashed the rest or had someone hold it for them.”
Knight One, “So the holder just inherited it. Lucky dog.”
Knight Two, “How did that note leaving person ID you? I thought we didn’t leave any loose ends.”
Knight One, “That was after our gang of robbers got picked up.”
Knight Two, “So the robbers are the loose end.”
Knight Four, “They didn’t share and we didn’t ask them if and how they were interrogated or if they had photographs of them or us.”
Knight One, “So, you (Knight Four) and I will disguise ourselves from now on.”
Knight Four, “What about our gang of merry men and number Two? For that matter, what are we doing in MercTown?”
Knight One, “Clarity is GOOD. We came here to get paid for a job. Which reminds me, I have an appointment with Air Superiority Inc. IF I had to, I could get us on the first space available flight to Lazlo. Our mission is to rescue number Three and our Atlantean Ictinus. We need gems, gold, silver or universal credits to afford our entry into Hades's gladiator circuit. It’s just that the competition is so great for the high paying merc jobs. Even when we rush in to take jobs some of them turn out to be a bust.”
Knight Four, “The mining profits. WE are supposed to get our share of that. Did we hear back from Madea (the Earth Warlock).”
Knight One, “I have to check every day. When a plane or something comes in it typically carries mail and messages; electronic memory mediums that get plugged into the local internet. Then we get the YOU HAVE MAIL notification and can read it or listen to an audio message or video.”

A moment later . . .

Knight One, “She wants us to bring her, her share of the profits. After she has it in her hand. After that she will THINK about letting us escort her to the mining town. The sooner she gets her share and the bigger that share is, the better she will FEEL about us escorting her to the mining town to refine some more ore and take it back with us.”
Knight Four, “So she’s low on commitment but demands and offers high reward for her services. What about that circle of travel things? Can’t we use that?”
Knight One, “It is a closely guarded secret. Wherever the one near Ictinus’s Stone Pyramid opens is anybody's guess. So it’s members only and we aren’t members; yet. Assuming it has not been destroyed, it is all about the money.”
Knight Four, “So, if we want our cut we have to go there and take it and the Earth Warlock’s. Come back to Lazlo. Give the Warlock her’s. Then we can ask her to come back with us to do it again. So it is about time and money.
Knight One, “We won’t know how well the mine has done or what there is left of our shares until we get to the mining town.”
Knight Two, “When hunted it is best not be where they expect you to be.”
Knight Four, “Our priority is to get our people back.”
Knight One, “So we should leave MercTown for our little mining town. We will need transportation to carry our cargo.”
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Re: Section - Adventures of a Merc Company

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Location: MercTown

Knight One goes to see someone at Air Superiority Inc.
He is able to persuade them to allow “Section” to travel, space available, on their next flight to Lazlo.
Today is their lucky day because the plane leaves in four hours. They need to be at the boarding gate one hour before the flight with their carry on. Everything and one must be weighed before take off and pass through security screening.

Knight One radios in the news to the group.
Orders the sale or storage of everything they can’t or don’t want to take with them.
Then he leaves for the safe house of the Order of the Mystic Knights to “check out” of the MercTown.

The flight back to Lazlo is uneventful.
The knights enjoy traveling light.

Back at Lazlo . . .

The group reunites with the gang of robbers they left in Lazlo.
They hear that the woman the gang tried to kidnap, she really is rich. She really is an Altess Noble. A messenger from a Rift finally came in with verification of her identity. She is worth millions of universal credits. Dumped the guy she was with after the bank called. Most of it they found out because the guy called them. He’s bitter and busted up about her using him and breaking up as soon as she didn’t need him anymore. He’s unbalanced. He doesn’t want her to leave. He wants to know what, if anything, can be done about it. Talking. Thinking maybe we can steal her money. They decide to do their homework about the job.

Then the knights check in with their adoptive Atlantean clan. They rest in the clan’s stone pyramid to check up on sleep. Then pick up where they left off on the language lessons.

Afterwards the knights brainstorm about their next move.

The Altess royal is a stuck up princess. She probably isn't going to miss the money. Besides the knights saved her life. She wouldn't have anything if they hadn't saved her.

They do some asking around and know about renting a hover truck. After first they won't rent a truck out for that far out of the city. There are independent drivers with their own rigs but they want to be paid up front plus expenses and want both insurance and security to make sure their ride is not stolen or destroyed.
Last edited by darthauthor on Tue Jan 30, 2024 12:39 am, edited 1 time in total.
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Re: Section - Adventures of a Merc Company

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After some research, Section, the merc company of Mystic Knights find out that the Altess noble has hired herself some bodyguards. An agency in Lazlo filled the role now that she has proof of her identity and fortune; 10 million universal credits.
She is staying on the top floor of a deluxe hotel in their executive suite with her private security inside and outside her room. Except for the bathroom and bedroom, she is never unwatched or unguarded.

Initial intelligence assessment:
She can’t be kidnapped without killing or at least maiming multiple people. It would be easier just to kill her. There is no money in them for that.

When the bank gets the universal credits she will have the means to a Shifter to Rifter her off world; Phase World or something.
Supposedly, some amount of universal credits will be carried in by a Shifter and a security courier squad. Then to the bank who have promissory notes to pay the bank’s fees, bodyguard agency, the hotel, and the Shifter’s travel agency. The rest will go into an account in her name. Robbing the bank is ludicrous. Security is too tight.

The Mystic Knights ask the gang of robbers for some ideas.

Knight One, “So there is the situation. Is there any way we can get our hands on the princess’s money?”

Robber 1: “So, it sounds like there are a couple of ways. One we forge the woman’s signature on some bills for goods or services rendered. Or we jump the security courier squad and steal the money before it gets to the bank.

Knight One, “I and my partners saw her sign her name. Her ex also has a sample of her writing and signature. We could use it to forge her signature. I also heard her say her name. My psychic powers allow me to remember how she sounded. I can do this.”
Robbers, “The bank will also verify with her if the transaction is real; anything over a certain amount. I am assuming this is more than a 99 credit job. So, it will either be over the phone or in person. Over the phone, the limit is 99,999 credits to the same business. Before they honor it, they will verify that the business is both real and legitimate. The bad news is they might not pay until they get paid. Also, they might not transfer the money with the client’s seeing and approving it; especially when it is about five figures. So what if she says she never signed that note for payment, the fraud department gets involved. The bank will hang on to the money, not letting the princess or us take it until the matter is settled. It could take something like 30 or 60 or 90 days.”
Knight One, “So we either get her to approve the transaction or make her look like a fraud to the bank’s fraud department.”
Robber, “So we need to create and plant some evidence of the goods or services for the fraud squad to find.”
Knight One, “We rescued her. There was talk of a reward. She mentioned a thousand credits.”
Robber, “Cheapskate!”
Knight One, “So we make it 99,999 credits.”
Robber, “Your company, Section, it has a good reputation. Good enough that chances are good it will be believed. IF it is true that you reduced her and they asked her and she lied they will find that out. You have the makings of a lawsuit. Odds are she will settle out of court to make it quick and easy for herself.”
Knight One, “I’ll make out the invoice for mercenary services rendered. Is it worth it to forge her signature or call the bank disguising my voice as hers?”
Robbers, “If it is discovered to be a forgery, no. Same with the phone call. But she could lie about the rescue or say you should have gotten it in writing.”
Knight One, “Let’s forge her signature.”
Last edited by darthauthor on Tue Jan 30, 2024 12:38 am, edited 1 time in total.
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Re: Section - Adventures of a Merc Company

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So Knight Four

Your mission:

Get inside the hotel room of the princess.

We have surveillance on the princess.
Together, we get a room on the same floor of the hotel she is staying at.
We check in.
We wait until the princess returns.
We cast our spells on you.
“Stealth Walk” so they can’t hear you.
“Erase Trail” so you won’t leave anything trace you went in her room.
You use the spell “Invisibility” on yourself.
Then you walk down the hall.
You use your spell of “Escape” to get past locked doors and the spell “Time Slip” so people don’t notice the door opening even if no one is seen going through it..

Talk to her. Explain that if she values her life she will pay us for saving her’s.

Then leave to go back to our room; all invisibility.
Next we leave one by one; wearing disguises.

It is all just a warning; a veiled threat. The feeling that we can get to her at any time and belief that we will if she doesn’t pay us.

Knight Four, “Isn’t extortion, kind of beneath us.”
Knight One, “So is only 1,000 credits for the life of a princess worth 10 million.”
Knight Four, “That just makes us both low.”
Knight One, “One million universal credits. It's enough to rescue our brother and the Atlantean. What’s low about that?”
Knight Four, “Why not rob the courier? Take ALL 10 bucks or at least however much they are bringing.”
Knight One, “One, we don’t have the route and schedule. Two, their security is expected to be much tougher. This way, no one gets hurt.”
Knight Four, “Only threatened.”
Knight One, “You have a better idea or even just a reason why this is a bad one, please, SHARE!”
Knight Four, “It’s a gamble.”
Knight One, “And the ante is the cost of the hotel room, among other things. Of course, there is always the risk that we could get found out or even caught. No matter how well we plan there is always something we could have overlooked or something could occur we did not expect.
A double or shapeshifter for the princess we didn’t know about. A hidden digital video camera. She didn’t order the transfer of enough money or it's already been claimed by creditors. Even IF, we get everything right and make no mistakes we can still lose because it's life.
The question is one of risk versus reward. The job we did in MercTown. I don’t feel any doubt or guilt about those gutter rats we took care of or that cyber-snatcher. Do you?
Knight Four, “No.”
Knight One, “I didn’t have any problem collecting our money or spending it. Did you?”
“No.”
“More than anyone else, you saved that haughty princess. IF she owes anybody anything for saving her it's you. We backed you up. When that money comes in she’s going to leave and go back to her eight plus million credits she has left. Come to think of it, didn’t we rescue her twice? Once from some demons and the second time was from the City Rats of this town? Those guys who are working for us now. I didn’t give them enough credit. Turns out their idea might have worked. Except they never rescued her, like you did, like we did, from the beginning. So take an hour or two and get back to us with either a better way, another job or at least a real reason why this intimidating-surprise thing serving her with our bill isn’t going to work at all or at least doesn’t have a fifty-fifty chance.”
Knight Four, “What if I just asked for it? Just walked up to her and asked her for the money.”
Knight One, “What if she says no?”
Knight Four, “How’s that any different than sneaking into her hotel room and bedroom or bathroom?”
Knight One, “Display of power. The bathroom is a place we feel vulnerable. The bedroom is where we assume we are safe. It’s a psychological thing. Figure it will scare her into paying.”
Knight Four, “I will try my way. IF it doesn’t work, then we can do it your way.”
Knight One, “Fair enough. The method is not more important to me than the credits.”
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Re: Section - Adventures of a Merc Company

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The Order of the Mystic Knights
There are several factions and headquarters for Mystic Knights, with the largest number operating in and around the Magic Zone. An estimated 4000 Mystic Knights are believed to be employed in the Zone. An equal number operate throughout North America (including Canada). The two most known enclaves are in the Magic Zone and Free Quebec.

Knight One
8th Level Mystic Knight

Special Abilities:
1. P.P.E. Channeling: Convert P.P.E. energy into other types of energy.
2. Fire 6D6 M.D. energy bolts 1,000 feet (305 m): hand or eyes. 5 P.P.E.
3. Steal & Redirect ley line energy!
4. Impervious to Energy! Lasers, ion blasts, particle beams, plasma bolts, electricity, fire, heat and radiation do no damage.
Takes FULL damage from magic, psionics, ordinary melee weapons, bullets, arrows, Psi-swords, falls, punches and kinetic based attacks.
5. Ley Line Abilities: Sense ley lines and magic energy as well as Ley Line Phasing and Ley Line Rejuvenation the same as the Ley Line Walker. Also, like spell casters, they can draw additional P.P.E. from Ley Lines and nexuses, but can draw twice as much energy.
6. Magic and Psychic Abilities: See Below

Alignment: Aberrant

I.Q. 12
M.E. 11
M.A. 16*(40% trust)
P.S. 25
P.P. 10
P.E. 15
P.B. 11
Spd. 30

Hit Points: 45
S.D.C.: 46
ISP: 66
PPE: 120

W.P. Sword +3 to strike, +8 to parry
W.P. Knife +5 to strike, +8 to parry
W.P. Shield +8 to parry
W.P. Energy Pistol +3 to strike
W.P. Energy Rifle: +3 to strike

Hand to Hand: Martial Arts 8th level
+5 on initiative,
7 attack per melee round,
+2 to strike
+6 to disarm
+4 to entangle,
+5 to parry and dodge
Critical Strike on an unmodified roll of 18+
W.P. Paired Weapons, Can perform Holds

Language: (Native) American 98% & Dragonese 83%
Literate: American 75%

Horsemanship: Knight: 70%/60%
Horsemanship: Exotic Animals: 80%/70%
Boxing
Running
Land Navigation 80%
Lore: Magic 70%
Lore: Demons and Monsters 80%
Espionage:
Disguise: 67%
Impersonation: 88% (general) / 74% (specific)
Military:
Leadership
Military Etiquette: 95%
Military Fortification 75%
Rogue:
Imitate Voices & Sounds: 80%/74%
Seduction: 51%

O.C.C. Related Skills: (6):
Gymnastics
Law (general) 85%
Lore: D-Bee: 70%
Lore: Faeries & Creatures of Magic 70%,
Lore: Psychics and Psionics 70%
Prowl: 65%

3rd level: (1): Field Intelligence Advanced Training:
Detect Ambush: 70%
Intelligence: 67%
Interrogation: 70%
Math: Basic: 98%
Optic Systems: 75%
+5 on Perception Rolls involving Strategic Assessment and
I.D. strength and weakness of enemy personnel

Secondary Skills: (3):
HoverCraft: Ground 85%
Performance: 65%
Radio: Basic 75%
Secondary Skills: 7th level: (1):
Research: 45%

Spells:
Defense:
Armor of Ithan (10), Magic Shield (6)

Attack/Offensive:
Fists of Fury (10 or 50), Magic Net (7), Meteor (75), Starburst (12)

Stealth:
Aura of Death (12), Invisibility: Simple (6)

Buff:
Energize Spell (12+), Float in Air (5), Lifeblast (15),
Sheltering Force (20), Superhuman Endurance (12), Sustain (12),

Influence:
Aura of Power (4), Charismatic Aura (10), Charm (12), Compulsion (20),
Magic Pigeon (20), Tongues (12), Words of Truth (15)

Psionics:

For Disguise:
Alter Aura (2), Ectoplasmic Disguise (12; 80 minutes; 87%),

Senses:
Empathy (4), Nightvision (4), Psychic Probe, See Aura (6),
See the invisible (4), Sense Evil (4), Sixth sense (2), Telepathy (4),

Influence:
Empathic Transmission (6; uses to build trust or intimidate),

Tools:
Meditation (0)*, Mind Block (4), Resist Fatigue (4), Speed Reading (2), Total Recall (2)

Equipment of Note:

Wears:
Polarized Goggles
Multi-Optics Helmet
Combat Fatigues and boots
Silver cross
IDF Commando Digital Wristwatch
Wilk's PRC-5 Secure Walkie-Talkie (hands free headset)

Weapons:
NG Energy Rifle, 4 E-clips,
Silver plated knife
Knife, Survival Commando (does 2D4 S.D.C. & can saw wood): 500 cr.
Steal Sword

Backpack: Writing journal, Books, Wooden stakes (4). Liter: Water
PDD Pocket Digital Disc Audio Player and Recorder, pocket mirror,
6 hand flares, cigarette lighter, flashlight, and one week's dried food rations
Magic Tattoo:
-Heart impaled by wooden stake (P.P.E. cost 30; protection from vampires)
Add 10 points to S.D.C. and six to P.P.E.
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Re: Section - Adventures of a Merc Company

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Knight Four (K4) (Well dressed and groomed) walks up to the Altress noblewoman he rescued outside the hotel.
K4, “Good to see you again.”
The princess is surprised and loses her poise for a moment.
The four bodyguards surround the princess looking in every direction while one of them stares Knight Four down.
The princess informs her security detail, “He’s a mercenary. The greatest thing he ever did or will do was assist me out of a jam I would have eventually gotten myself out of anyway.
(addressing Knight Four) What are you doing here?”
K4, “I was just on my way to my room. We appear to be staying at the same hotel.”

Falling for his seductive charm, the princess allow him to share a drink together in the hotel.
After some witty repartee they go up the her room and enjoy each other’s company.

Afterwards . . .

Knight Four, “My brothers and I are in need of financing our rescue mission for our Atlantean brother. You know about being in a dangerous place surrounded by demons who want to use you. If anyone can understand, you can, since we helped you get out of that dimension of spires. We need to buy gold or such things that the demons will accept as our entry fee for their gladiatorial tournament. That and a sponsor for whose glory we will fight.”

Altess Princess, “Well, you may go now. I’m done with you.”
Putting on her robe and walking to the door she opens it.
“Guards! Get rid of him. I never want to see him again. While you're at it, rough him up a little; so he gets it.”
Knight Four, “That’s not necessary.”
Princess, “Yes, it is. Do it!” Then leaves the room for the shower.

Punches and kicks fly.
For Knight Four it is a test of his hand to hand combat and boxing skills. When the princess is done she comes out she finds the bodyguards on the ground; not moving.
Knight Four is continuing to neatly groom himself in the mirror.
The phone is off the hook.
“It’s for you,” says Knight Four.
“What are you still doing here?” She does her best to hide the tremble in her voice but comes out as a mixture of haughtiness and surprise.
Knight Four, “You want to tell the bank to release the reward.”
“I’m smarter than you are. Better than you are. You are all beneath me. The sooner you accept that the better off everyone will be.”
Knight Four cast the spell, compulsion, a few times.

After the call to the bank is over. He takes the phone with him.
Then he becomes invisible and leaves.

Later he and the rest of the knights are moving in a “clean” car.

Knight One, “Let’s review what you told us telepathically. You compelled the princess to speak to the bank; using magic. But she could change her mind. We have the forged note with her forged signature. We just have to put in the amount. But, Four, you are convinced she won’t oppose it as long as she feels it is not too much for her comfort. So we let you decide what that number is.”
Knight Four, “She’s ridiculously haughty, narcissistic, and spoiled. But for the next 48 hours she won’t interfere.”
Knight One goes into the bank to drop off the note and do the electronic paperwork for the credits. The official position is that within 24 hours of the money's arrival and the account holder's authorization, it will be released.

Knight One, “We’ve done all we can do for now.”




Knight Four

Recruited as an orphan in Kingsdale for his psychic ability and raised as a Knight of the White Rose.
After training he returned to Kingsdale to learn how things had changed. Finding old friends who had survived and stuck around, he soon began to associate with the Man-Hunter society. After some combat and non-combat (psychic sensitive powers) support assistance and mending a few members with his medical skills. He was deemed an honorary member (no spider tattoo) of the Man-Hunters society. This was enough for him to collect bounties and begin their training regime with them to learn spycraft skills he believed he needed.
After he had learned enough and planned his mission he left with the goal of finding mystic knights by impersonating one of them as a wandering knight.

Code Name: Four (Secretly a Knight of the White Rose).
6th level Mystic Knight

I.Q. 17
M.E.16
M.A.13
P.S.22
P.P.17
P.E.18
P.B.10
Spd.30

Hit Points: 44
S.D.C.: 82
I.S.P.: 67
P.P.E.: 118

Alignment: Unprincipled. Knight Four has a broad amorality allowing him to lie to those he spends months with enduring hardship where he saves and is saved by mystic knights he may have to kill later.

Disposition: Knight Four is a fighter and a lover. He's a man used to living with danger without necessarily using violence. To this end, he thinks of himself as an agent.

Language: American 98%, Dragonese & Spanish 88%
Secret Language of The Man-Hunter Society's: 82%
Literate: American 80%

Knight of the White Rose O.C.C. Skills:

Horsemanship: Knight: 68%/58%;
Horsemanship: Exotic Animals: 78%/68%
Boxing
Forced March
Land Navigation 69%
Lore: Demons and Monsters 63%
Lore: Magic 63%
Paramedic 73%
Running
Swimming 88%
Espionage (2):
Detect Concealment: 63%
Tracking (people): 63%

Trained in Spycraft* AT to get near Mystic Knights gather information on and convert to the Knights of the White Rose cause or kill:

Disguise: 70%
Escape Artist: 68%
Impersonation (Mystic Knight): 73%/59%
Language: Man-Hunter Society
Seduction: 64%
Streetwise: 53%
Surveillance: 68% (Tailing 73%)
Undercover Ops: 90%
*Special: Knight Four is trained to resist interrogation and seduction. Success ratio of both skills are reduced by half when used against him, and it takes twice as long to get information or clues.

O.C.C. Related Skills:
Acrobatics (balance 98%, tightrope 78%, climb: 40% [rope: 93%], back flip 88%)
Detect Ambush: 63%
Electronic Countermeasures: 60%
Interrogation: 58%
Optic Systems: 63%
Prowl: 58%

Secondary:
Pilot: Hover Vehicles: 80%
Radio: Basic: 72%
Sensory Equipment: 55%

*Performance: 57%
Wardrobe & Grooming: 62%* Taught by Rogue Scholar

W.P. Sword: +6 to strike / +8 to parry
W.P. Archery: 7 attacks; +7 to strike
W.P. Shield: +8 to parry, +9 with magic shield
W.P. Handgun: +3 to strike
W.P. Energy Rifle +3 to strike

Hand to Hand: Martial Arts 6th level:
Critical Strike on an unmodified roll of 18 or higher
7 attack per melee round
+3 on initiative
+3 to strike
+4 to disarm
+4 to entangle
+6 to parry and dodge
+4 perception
+10 to Pull Punches

Spells:

For Combat:
FIsts of Fury (10)
Magic Net (7)
Power Weapon (35)

Defense:
Armor of Ithan (10)
Chromatic Protection (10)
Magic Shield (6)

Stealth:
Aura of Death (12)
Invisibility: Simple (6)

Survival:
Create Water (15)
Sheltering Force (20)
Sustain (12)

Misc./Tools:
Compulsion (20)
Energize Spell (12+)
Escape (8)
Magic Pigeon (20)
Featherlight (10; 1200 lbs/454 kilos)
Teleport: Lesser (15; 30 miles; 93%)
Time Slip (20)
Tongues (12)

Psionics:
Attack:
Bio-Manipulation (10)

Collect information:
Clairvoyance (4; 71%),
Object Reading (6; Impressions: 69%, Images: 61%. Present: 51%),
Remote Viewing (10)
See Aura (6)
Sense Evil (4)
See the Invisible (4)

Misc./Tools:
Alter Aura (2)
Meditation (0; Automatic: Manhunter)*
Mind Block (4),
Resist Fatigue (4)
Sixth Sense (2)
Telepathy (4)

Wears:
IDF Commando Digital Wristwatch
Necklace of bat skulls.
Necklace of snake skulls.
Wilk's PRC-5 Secure Walkie-Talkie (hands free)
Silver cross.
Combat Fatigues and boots

Weapons:
Bow (Arrows 24 wooden)
Handgun (six silver bullets)
NG-L5 Laser Rifle: 3d6 MD. 12 E-clips
Silver plated knife
Steel Sword
Survival knife.

Backpack:
Optics Band
Writing journal.
Field Medical Kit:
Spare Hand Radio.
Surveillance kit with tracking devices (12).
Spare Wooden crosses.
Wooden stakes.

Magic Tattoo:
-Heart impaled by wooden stake (P.P.E. cost 30; protection from vampires)
Add 10 points to S.D.C. and six to P.P.E.
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Re: Section - Adventures of a Merc Company

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Knight Two.

Journal:

Schedule:

5 A.M.
Wake up, Mediate, personal hygiene, gymnastics & running

7 A.M. to 8:00 A.M.
Shower, suit up, breakfast

8:00 A.M. to 12 Noon
Classes in Atlantean culture, customs, and language

1200-1230 Lunch

12:30 P.M. to 6:30 P.M.
Forced March, target practice, magical arts, martial arts, psionic exercises

6:30 P.M. to 7:00 P.M. Hygiene/shower, change clothes

7:00 P.M. to 7:30 dinner

7:30 P.M. to 8:00 P.M. - Journal

8:00 P.M. Sleep

War Journal:
Lessons from our Atlantean teachers. Learning their language and along with it their culture.

My workouts are improving with better sleep and food.
The rest of the day I spent exercing of pyshic powers, skills and spells. I need some explosives to practice with.
I have fully gotten used to my new spells of leaving new trace of my trail for others to track me. IT takes a lot of my energy for myself and my fellow knights but we move without a sound for others to hear or a trail for others to follow. Our Norther Gun stealth armor conceals our infrared signature making out invisibility nearly complete. Now all that can see us while we are magically invisible are those with the magically or psychic powers to see the invisible. I’m told all demons have the natural ability to see the invisibility making that particular spell useless against them.

Two of our men are still prisoners of the demons.

So far all we have done is jobs to raise credits toward their rescue and our expenses.

At dinner, with One and Four he talked about how the more time that goes by the more accustomed our people will be to life in Hades.
After he said it, I thought the same about life with the Atlanteans of the Aurelous Clan.
I am a Mystic Knight.
Knight One says we can have additonal loyalities.
Additional loyalities, not divided ones.
I still feel like it is a betrayal.
As my master taught me, a Mystic Knight does not make the Order his first loyality; he makes it his only one.
Knight One has the mind of a lawyer. He can and does argue and persuade people to get them to do what he wants.

<Knight Two stops journaling to look at the Atlantean tattoo on his wrist in the candle light. Touching it he activates the power of the tattoo. Feeling the magic course over him he takes in the experience.>

Resumes journling.

Still, it is not without it rewards.
Knight One promised and delivered on his promise to get us Atlantean power tattoos. There is nothing in the Code against getting tattoos or associating with organizations to spy on them or for benefits.
When we return with the stone master Ictinus, I expect we will get another tattoo. According to the Atlanteans it is a high honor but their people. Also, that ALL Atlanteans are given two of the before the age of 10.
IF they treat us a s equals the next one will be on my other wrist. A flaming sword is their usual tattoo. I will be able to summon a flaming sword. I already have a sword. Better than that, I have an energy rifle. The only benefit for me is the additional energy and toughness it will bring to me. A side effect or byproduct of their magic is make those who received them able to hold more energy for casting spells as well as their structual damage capacity becomes greater.
Knight One wants us to get the tattoo of a Black Sun. He has been doing some research and believes the powers of that tattoo are best for our missions. The one who has it is supposed to have the power of melding into shadows and seeing those who hide in them. Such a power would make fighting Shadow Beast easy.
Regardless, the Atlantean Elders decide what IF any magic tattoos we might get. They gave the team the tattoo with a stake through a heart as protection from vampires because its safe. It can’t be miss used. We can’t hurt anyone with it.
It means there are those in the clan who don’t completely trust me and my fellow knights. As long as they distrust us they will never give us the tattoos of great power that could be used to kill others. I imagine the same goes for tattoos that would provide protection like the knight armor tattoo.

So far, the greatest benefit I have gotten with the Aurelous clan has been a great night’s sleep. I don’t know how their magic stone technology works but I have never slept so well or awoken so refreshed.
A good nights sleep is the best. Even my dreams are better. Not as good as run or working out but it it is a close second.

The question that is in the back of my mind I have not found my voice for is what must I prepare for in Hades. Knight One’s plan is to go in undercover as gladiators. So I will have to fight in an arena as a gladiator. IF things go wrong I will have to fight demons. I should be studying up about them and how best to kill them. I am still not clear on how we are supposed to see our man, get him, and get out of Hades but being in the same dimension is progress in the direction.
The spell Magic Pigeon will give us the direction they are in and a message to them but that won’t help if they are behind bars.
I’m a scout, a sniper and a demolitionist.
I am supposed to be in Hades positioning myself for a kill.
IF the Atlantean Ictinus cannot be rescued he can be terminated. The demons would lose their hostage and the rewards that would come with it. I would terminate a member of our Order if it meant the mission was accomplished. They would at least die quickly.
Knight One told me about the Aerihman Clan Tattooed Defenders he went to Hades with were arrogent and impatient. They attempted brute force their way into the Demon city and were destroyed. Such an example shows us what won't work. Well, perhaps things will be clearer in the morning.

In the morning, Knight Two finds a message.
It is a challenge to a duel by a member of the Magebane.
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Re: Section - Adventures of a Merc Company

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Location: Lazlo, Atlantean quarter.

Team meeting of the merc company called Section.

Knight Two, "I have been summoned. It would seem someone wants a duel with me or lay a trap for either me or the team."
Knight One, "Whoever they are, they are not an assassin. Probably didn't think it would be wise to confront you in person here in Lazlo and the Atlantean quarter. Professionally, I'd like to find out how they found you so we can take care of that loose end. Regardless, fighting this Magebane offers no profit for us or help to rescue our people. The mission comes first, not settling scores."

Note: The Magebane are an association of warriors who were trained from a young age to resist magic and oppose those who use it to commit crimes or injustice. Their Order has under 1,500 members dedicated to their ideals of goodness. Their leaders hope to rival the Cyber-Knights someday. There list of enemies include Demons, evil necromancers, Mystic Knight, vampires, and such.

I got a message from the bank. The Altess noble got's credits in her account today. Notes are expected to be paid. Our could be one of them. IF it is I want to use the money to secure our transportation to and from the mining town to collect our share. I have already sent Magic Pigeons to Sir Wyatt and his company of Dog Boys to expect our return. I even asked him when we come, if he wants some things from Lazlo brought to him, for a fee. So far, there's been no reply. Regardless, I'm going to defend our claim for credits for services rendered."

Later that day
Location: A bank in Lazlo

Present: the Bank Manager, law enforcement, and bank security.

The bank manager, "You claim a bill for services rendered."
Knight One, "I do."
Bank Manger, "These men (law enforcement) would like a word with you."
Law Enforcement, "Did you threaten the Altess noble?"
Knight One, "Perhaps you would be more comfortable if I answered you question at you station or the district attornies office. I have brought with my a document from Lazlo's civil court. After the bank manager has made some calls to verify a few things he can confirm that he is to keep the specified amount of the clients credits to pay a claim or they will be in violation of a Lazlo court order. The matter can be resolved by either the client paying their bill or staying in Lazlo and seeing me in civil court. IF I am accused of criminal acts, then I demand my right to face my accuser in court. Now that they are of financial means to skip town I took the precaution of retaining the service of a lawyer to file a court order stopping them from leaving this dimension, planet, and city without paying their bill."

What follows is a lot of legal jargon and messaging until the princess's lawyer calls in to explain that her client would rather leave this planet today than pursue the matter further. She releases the funds. While the Lazlo law enforcement is not going to arrest or take to court someone whose only witness is leaving town and won't be around for a trial.

Leaving the bank with their universal credits acquire a hover truck. Then stock it up, prepare themselves and say their goodbyes before leaving Lalzo.
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Re: Section - Adventures of a Merc Company

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Location:
On the way to the mining town
Present: Knights One, Two, Four and a D-Bee driver/mechanic

The route is not straight line but one that stops at the places where they can drop stuff off, take advantage of ley lines and that is the safest; except when it isn’t.

The knights rotate, 2 of them ride in the back and 1 in the cab of the truck (shotgun). They are all armed to the extreme and wear light body armor that conceals their heat signature. All are boosted by the spell “Sustain” so they only need 2 hours of sleep a day. They won’t need to eat or drink and their energy will stay up. The hover truck is electric so the knights will recharge it with their unique ability to convert P.P.E. and use it to recharging batteries.

Over the next couple of days the knights fend off skyborn predators.
A few shots and the knights hover truck becomes too much trouble to bother with.

When they stop it is to check on the truck and service it.
They use sheltering force to sleep in for 2 hours but only 1 person is ever asleep at one time.
No stop is ever greater than 2 hours and 15 minutes.
Then they rotate with the driver to give him a break.

They have to stop at one point to do some time consuming maintenance but they brought the tools and spare parts.

There is some trouble with some Simvans while they are on the ground.
Between the knights fire power and spells the Simvans retreat with only injuries.
The temption to hunt them was NOT more important than keeping what they have and carrying on.

Back in the sky again they continue and decide to take an extended stop in the city of Hope, Colorado.

The knights think, Nebraska was so flat it was easy.
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Re: Section - Adventures of a Merc Company

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The Mystic Knights can feel the energy of the ley lines as they approach a nexus.
Then they see the city of Hope. At least, that is what the sign says outside the city. Population 50,000+
Parking their hover truck in a designated area for parking the knights disembark.
Knight One does some talking:

“We are traveling mercs. We come transporting mail and some packages by way of Lazlo. I have the paperwork and computer files. We are ready for inspection inspection for contraband and looking us over.

The inspector, “To the ends of a civil society, mega-damage body armor and power armor are not permitted in the city, nor are mega-damage weapons of any kind. Cyborgs, Juicers, Crazies, mages, superhuman beings and gunmen of all kinds are expected to leave their weapons with the authorities and to abide by the law (which is as fair as that of the 20th Century).

This is just fine for the Mystic Knights of Section who can cast the Armor of Ithan spell for mega damage protection. They abilities and spells allow them to magically do mega damage. Plus the proximity to the ley line nexus provides them with unlimited energy upon which to draw. Here, they will never run out of energy to cast spells.
However, they have no interest in robbing anyone. One look at the place and anyone with a brain can tell law enforcement uses magic and psionic. They also have a lot of experience in spotting criminals and out of towners.

Security looks at them with “See Aura” and "Sense Evil." Because of the ley line they have the power to keep on studying the knights. The city has no restrictions against spell casters or psychics. They do, however, take their laws seriously and to this end they keep a record of who comes and goes into the city and their description and abilities. They want to know if your a demon or dragon in disguise or possessed. The magic of “See Aura” also helps with the detection of medical problems. This has prevented the spread of sickness. For their visitors trouble, they cast the “Clease” spell on them. So they and their clothes are clean. While the city ensures their guests don’t come in with bacteria or something. Their cargo is looked over by some Dog Boys for anything dangerous: drugs, explosives, magic, stowaways, undead, etc. Security can read to so they do a quick count and see that the inventory is on the up and up. The photos of the knights don’t match any description of wanted outlaws.
After answering few questions about their business in the city they pass on the test of empathy that they intend no trouble, have money to pay for their stay, and are passing through here to make a delivery for some profit.

Entering the city of Hope. They have never been to Hope before but they feel like they have been missing out. It has a lot of what Lazlo has to offer but with a greater wildness. Far Far from the CS and the Federation of Magic and any of that seriousness.

The city of Hope is built on a ley line nexus on. So the skies above Hope are filled with people flying Wing Boards, TK-Flyers and Ley Line Walkers, all of which use the energy of the ley line to fly.

The river also has vessels powered by the same magic energy of the ever present ley line to drive them.

They deliver the cargo they brought to make some coin:
Mail and packages. Special orders from Lazlo.
They go together. Its a new place to them so they stick together. Slower but safer.
After their deliveries they each get to pick a thing the other will go along with. There is too much and not enough time.

Knight Two workouts out in the gym followed by a hot bath.
Knight Four goes to a bar to enjoy some of the local flavor and the company of a charming lady.
Knight One sees the city’s library and speed reads a book about the city.

Highlights:
The City of Hope
Population: Around 50k
4 out of 5 people are human

Around 2,000 transients can be found who come to trade goods, seek employment, acquire Techno-Wizard items, gamble, enjoy the sights and pleasures of big city life, and rest and relax.

Level of Education: Good to excellent. All residents speak American
4 out of 5 are literate
There are many libraries, museums and schools dot the city.

The city is powered by magic for lighting and machinery.

With 1 out of 10 people being Techno-Wizards, Hope is the Techno-Wizard center of the New West.

Almost half the people of Hope are spell casters of one sort or another.

Leadership:
The current RULER of Hope is Baron Joseph Midgard. He holds all
power and decision making ability. Although, he relies on advisors to manage the day to day operations of the city.
Half of this cabinet are men, women and D-bees selected by the Baron
(which currently includes two Lyn-Srial, an 8th level Cloudweaver and a 9th level Sky-Knight).
The other half are elected by the people.
The law in Hope is one of tolerance and reform.
Whatever they are doing in the City of Hope it is preventing conflicts. Given the number of spell casters that walk the streets, conflicts could deadly and destructive to the city, but such battles are a rarity.
The city has a code that allows for duels when a fight is unavoidable. Typically witnesses are required that video and testify that the duel was consentual and not one person assassinating another.
“Duels are honorable, backstabbing ain’t.”

Later that same day:
They get a good hotel room with security dispel the Sustain Spell to sleep through the night.
In the morning, they enjoy a good breakfast.

The knights talk, “You know, this place is pretty good. We have to visit more often. We should get a map from the locals or the internet. Maybe hire a guide and ask about how locals get over the mountains to Silvereno.”
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Re: Section - Adventures of a Merc Company

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The Knights research reveals that there are multiple ways to get past the mountain range.
It is a matter of money or time. Part of the challenge is the hover truck.
If they use a magic "Circle of Travel" to get to the other side they could not take it. At least, not as is.
They would have to dismantle it and transport it in pieces.
Then reassemble it on the other side.

Instead they opt to continue by their hover truck intacted.
Hovering at max altitude and the most current map they can buy of the route they prepare.
Using the power of the ley line nexus they cast the spell "Sustain" on each other (including their pilot).
Then recharge their hover truck's batteries using their Mystic Knight power of energy manipulation.
Load up on some cargo to deliver to Silvereno.
Boost themselves up with the spell "Superhuman Endurance" and "Energize Spell" (including their pilot).

Hitting the road they make good time.
The pilot drives well and is able to successfully make the journey without mistakes.

Built at the base of the mountains, Silvereno is known for its silver mines. The surrounding community is heavily forested and populated with clans of Psi-Stalkers, Simvan, and Native Americans.

Law in Silvereno amounts to: Don't cause any trouble.

Their arrival is met by the town's deputies.
They give them a look over and let them pass.
The knights unload the deliveries and make them.
However, Knight Two stays with the truck to ensure its safety.

Its rougher out here but there are so many people that there is security.

The knights take the time to buy a current map of the area.
Also, ask about the weather and word of mouth about local trouble.
Given the forecast they decide to wait for the rain to let up so they
Ask about deliveries to surrounding towns and scrounge for "jobs" for people of their skill sets at The "Trail's End" Saloon.
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Re: Section - Adventures of a Merc Company

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Location: Silvereno

The knights ask about "jobs" but they all sound like they will take more than a day.
Also, not that high paying compared to the wealth they intend to come back with.
Besides that, the knights are not known here by any reputation other than being good for making deliveries.

They decide to set out when the rain lets up.

On the road they make good time, at least until another storm happens upon them.
The lightning does not frighten them but the cold, lack of visibility and the danger of their vehicle being damaged or going off course is too great so they stop at the first town they can find.

Turns out it's a ghost town and it is going on at midnight.

Their Sixth Sense begins to come alive.
Seeing nothing with their optics systems they Switch on their psionic ability to see the invisible.
Then they see the entities.
They fire their energy rifles only to have the blast go through the invisible ethereal beings
Knight One, “Use magic.”
Then attack with energy blasts.
They are able to blast them with magical energy from their eyes and attack with the spell "Fists of Fury."
Those entities not destroyed flee.
The knights give chase until a tectonic entity blocks their way.
Together the knights use their energy rifles to obliterate the humanoid shape made of bits and pieces of junk.

When they are done they begin to search the town.
There are some remains of the dead, old clothes, melee weapons (S.D.C.), musical instruments, some personal effects and a metal safe.

Knight Two gets to work on the metal safe at an hours work or so his safe-cracking skills overcome the challenge.
He opens it.
What treasures does it hold?
Passports, birth certificates, social security cards, wills and power of attorney, insurance paperwork, deeds to property, medical records, military dog tags and ribbon rack, a collection of gold coins, jewelry, physical pictures (baby, graduation, weddings, the family dogs, exotic travel destinations, funerals), pictures of houses (for insurance claims), a few electronic digital memory devices (contents unknown), one S.D.C. handgun (loaded), a few keys, a few books (diary/journal, religious text, favorite book worn and marked from frequently reading, an autographed collectors edition in perfect condition), a fine gold pen set and paper (calligraphy), fine silver artistic tea set, a bottle of sealed Jack Daniels whisky, a violin (musical instrument).

Handling the items Knight Four is overwhelmed with the emotions of their previous owners. He begins to laugh and cry.
Knight One’s empathy feeds off of Knight Four’s and he joins in with him.
Knight Two puts up his psionic power of “Mind Block” keeps his head on a swivel turning to scan what is going on around him.
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Re: Section - Adventures of a Merc Company

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Punching Knight Two he is knocked back more by surprise than the blow from Knight One.
The punches that follow are easy for him to parry.

Jumping back, Knight Two asks, “What?”

Knight Two sees his mystic knight leader laugh and charge at him.
Knight Four is absorbed in whatever thing he is holding.
It’s holding his attention.

Knight Two thinks to himself:
He fights like white belt amateur. Impostures? Shapeshifters? Under a spell, like Domination?

Parrying his punch Knight Two boxes Knight One.

He punches harder but he’s slower and unskilled in his attacks.

Damage against knight 2
45
Damage against knight 1
56

Resisting a psionics attack by Knight One
Knight Two catches One in a Magic Net.
Then casts Choking Blast & Dust Cloud (15) over him.

Knight Two slaps knight Four.
“Snap out of whatever came over you.”
Shaking him, Knight Four says, “What are you doing?”
“You were in a stupor.”
“Well I’m out of it now.”
“Knight One or something that looks like him attacked me. I have him in a magic net and a Cloud of Dust.”

Sensing Evil Knight Four says, “Whatever that is, it is a supernatural evil.”
Dispelling the cloud Knight One is seen struggling to get out of the net.
Then Knight One and Four stare at each other and Four becomes paralyzed.

Knight Two picks up Four and takes off into the night.

20 minutes later

Knight’s Two and Four have regrouped in hiding.
“He paralyzed me. When did he get my power of Bio-Manipulation?”
“He doesn’t fight like Knight One either. And what about you? Why were you so distracted?”
“These grounds are haunted with entities. One of them was appealing to me. My guess is Knight One is possessed by an entity. They have my psionic power and more. Like empathic projection.”
“Alright. Then we take him alive and bring him back, tied up, to Silvereno. They have people who can perform an exorcism.”
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Re: Section - Adventures of a Merc Company

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Stealthing up, Knights Two and Four stalk Knight One's body.
They can both see in the dark thanks to their necromancer necklaces.

Knight Four uses his skill of tracking (Roll of 01; critical success) hot on the trail they immediately find him.

Knight Four Paralizes Knight One using his psionic power of Bio-Manipulation.
Putting the cuffs on him and disarming him they have Knight Four look him over with "See Aura" and know with certainty he is possessed.

They gag him and put a bag over his head and tie him up in the back of the truck with Knight Two standing guard over him.

Driving back to Silvereno they team check in with the city security and the possessd condition of their man.
Right there security has the power to detect possession.
Right there they bring out their man and perform an exorcism upon him.
Then they attack the possessing entity after it is expelled.

Knight One is free of his possession.
City bills the mercs for the exorcism services.
The knights check Knight One in with a medic to have a look at him.
He will be good in a couple of days food and rest.
Faster with magic or psychic healing but it will cost.
They talk about it and decide to unload their find while in the city

In the city of Silvereno:

The knights begin to shop around to unload their loot they took from the ghost town.
The items have value at multiple levels.
Psychically some of the items have a great emotional kick.

The memory storage devices with crypto have no value in this economy.

The gold coins weigh an ounce each and have a gold value.
They also have a historic value and the idea comes to put them up for auction.
The auction house will keep half the sale price but the bidding will start above the base price of what they are worth as "just" gold.
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Re: Section - Adventures of a Merc Company

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Location:
Silvereno (Colorado)

After some questioning, the knights decide to recruit for the remainder of the trip they plan to hire a wilderness scout. The idea is to post a job ad to hire a scout familiar with the area and possibly its people. The goal being to get to the way the knights went before, they traveled by way of the Lone Star state. This way is new to them. A scout who knows the area ought to be able to help them steer clear of the hazards like ghost towns.

Ad:
Need Wilderness Scout
Dog Boy preferred.
Must have experience with the local area
Want to avoid difficulties traveling.
Navigation and escort job from Silvereno and back to Silvereno.

They witness the auction and collect their piece of the sales

The letters and journals are not auctioned but some rogue scholar
types would like them. They say the papers are only of value to history and
"ask" that the mercs "donate" them.
Knight One considers this and asks for the scholar society's endorcement and
a letter or recommendation. Perhaps some security work at an archaeology dig or
in the transporation of historical artifacts. Even free tuition at the school for a class
might be nice. Something to think about after a month or two.

Having recovered, Knight One thanks his fellow knights for their rescue of his body while
he was possessed. He has no memory of what his body was doing or what he might have
done and asks for a report.
He then compliments Knight Two and defend themselves and managing to subdue him
without doing greater harm or receiving more damage.
"Our bodies are immune to modern energy weapons. Yet we can be destroyed in so
many other ways. Being possessed reminds me of why people applaud the CS for their
war against the supernatural. I disagree with them on magic but when it comes to possessing
Entities I was it's helpless puppet.
IF I didn't have you two or you were any lesser capable I might have been possessed for months,
even years, and could have been used to do anything. Murder, arsen, just for some supernatural
beings bit of fun. I'm very lucky."
Knight Four, "Why do you say it like that? I disagree with them on magic."
Knight One, "The CS used to be different. Before the reign of Prozac dynasty Chi-Town was different.
Their minds were more open to possibilities, including the use of magic. Even when the Federaton of
Magic attacked them they used spell casters in their Bloody Campaign against them (12 PA). After Chi-Town's victory
they betrayed those couragous and loyal service members whom they would NOT have been victorious without.
Made them pariahs and exiled them on penalty of death if they ever returned or were found. Cast out from their fellow countrymen and their homeland. Foresaken by the government whose very duty it was to defend them, they were forced to leave the security of the CS. They were abandond to fend for themselves. They had to beg for help from any who could and would give it, including from D-Bees and some human spell casters once thought to be enemies of Chi-Town."
Knight Four, "Wasn't that decades ago? You sound like you were there."
Knight One, "Family history. My grandparents were service members in the Vanguard. A successful application of human magic users in the CS military."
Knight Four, "I thought you were born into the Order."
Knight One, "I was. My father was a Mystic Knight. Fell in love with my mother. Married her. He was rich. Growing up I saw him treat my mom like a queen. She taught me about the CS, magic, and the Vanguard. It upset her when I said I wanted to be just like my dad. I told her I wanted to make my own fortune and find my own queen and make a couple of kids just like dad did with her. She had this look on her face after I said it. Like she had never thought about it like that before. I could feel she was shook up it but happy at the same time.
I tried asking her if I had said something wrong.
Like, was it bad to be like my dad?
Or treat a woman like he did her?
After that she lightened up A LOT. Like a switch had flipped inside her. She was always so serious before that and spoke so highly about the CS.
She talked to me about our family history trying to convince me to someone help the CS or at least its people. When I asked her why we should help anyone who abandoned our parents to fend ourselves after our family risked their lives and gave up some of the best years their life in service to a regime that would murder us now she gave up trying to convince me.
I told her my loyality belongs to those who lookout for me and those I love, not to those who are on the lookout to kill me and my family. That there was no place for OUR family in a world run by the CS. It shook her up some more but she just said she was scared we are going to die on one of my assignments."

Magic Pigeon by Knight Four to his handler in the Order of the White Rose:

1st Pigeon:
Knight One, real name Marcus Valorian.
Raised in a family estate adorned with the trappings of wealth.
His parents' love left an indelible mark on young Marcus.

2nd pigeon:
His mother’s parents are CS Vanguard. His mother attempted to sway him toward serving the CS, citing family history and the legacy of protecting its people.

3rd Pigeon:
Marcus, however, questioned the worthiness of a state that abandoned their family in dire times.
She harbored conflicting feelings when Marcus expressed his desire to emulate his father.

4th Pigeon:
Marcus's declaration to follow in his father's footsteps, was a revelation that shook his mother, whose expression betrayed a mixture of surprise, nostalgia, and a hint of fear (by telepathy).

5th Pigeon:
Marcus, resolute in his loyalty to those he loved, refused to aid a magic murdering CS.
His mother couldn’t reconcile her beliefs with the reality her son presented.

6th Pigeon:
I believe Marcus’s mother is a spy for the Vanguard if not one of the Vanguard herself.
She may have turned into a Mystic Order sympathizer.

7th Pigeon:
Knight One’s loyalty belongs to those who ensure the safety of those he holds dear.
Also, he is skeptical about aligning with anyone who turns their back on their own.
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Re: Section - Adventures of a Merc Company

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Location:
Silvereno Colorado
A local bar

The local bar buzzes with the low murmur of conversation, the clinking of glasses, and the occasional burst of laughter. The Mystic Knights, One (Marcus), Two, and Four, sit at a corner table, clad in unassuming traveling clothes they blend in seamlessly with the ambiance.

Knight One, (Marcus sits up in his chair) "Alright, men, let's see who is worth are time to guide us around the hazards to our mining town."
Eventually, a diverse group of applicants gathers near the bar, each seeking employment as a guide.
Knight Four: (nodding toward the applicants) "Seems like a varied bunch. Let's see if any of them fit the bill."

Approaching the applicants, they initiate casual conversations, delving into their knowledge of the local terrain, native populations, and the hazards of the region. Posing as mercs, they avoiding any mention of their Mystic Knight identities.

Knight One (to the applicants), "We're heading to a mining town. Small place. Mayor Octavia runs the show. Ever heard of it?"

A round of blank stares meets the knight's question.

Knight Two (whispering to Knight One) "No one seems to know about the town."

Knight One (smirking) "Well, that might work in our favor. Less attention."

After evaluating the various applicants' knowledge of the local wilderness and native communities, the Mystic Knights decide on a D-Bee, recognizing their likelihood for discretion and need for a profit.
Knight One, "You're hired. Now, let's talk about the towns and villages along our route. What kind of payments can we expect for making deliveries?"

The hired guide, eager for work, shares insights into the settlements along the way. The Mystic Knights listen intently, taking mental notes.

Knight Four, "Alright, we know what to expect. Let's stock up on goods, packages, and mail. Time to hit the trail."

The trio spends the next day preparing for their journey, purchasing supplies, and discreetly acquiring the necessary goods for their deliveries. As they set off, on their hover truck and begin a journey filled with the hope and potential for rewards on the way to their destination.
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Re: Section - Adventures of a Merc Company

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Location:
Outside of Silvereno

The hover truck hummed as it traversed the rugged terrain of the New West, dust billowing in its wake. The Mystic Knights sit among crates of supplies, mail, and packages.

Stopping here and there they drop off mail and packages and they pick some goods in exchange.
Coming across some natives on horseback they slow down. The knights look at their D-Bee guide.
The D-Bee Guide (leaning in) "Don't worry, sirs. I’ve got this."
The look in their eyes shows they recognize him.
He speaks in their language and with a native accent.
The D-Bee explains that they do not like their “iron wagon” that sails over land. They want them to go around their sacred land.
After some more talk about ways there are to go they come to an agreement. Going back the way they came, they have to take a longer, more dangerous route.

Camping for the night, their Sixth Sense flairs up and the knights look in every direction. Knight Two sees the have company and snipes with his NG energy rifle. The “things” flee into the night.
At first light they continue on.

Their journey unfolds over days.
The hover truck cruising through the diverse landscapes of the New West. The guide skillfully identified landmarks, warned of potential hazards, and initiated peaceful interactions with native tribes encountered along the way. As they approached each village, the guide negotiated profitable trades for mail and packages delivered.

Knight Two, "These deliveries are turning out to be poorer than I expected."
Knight One, “It’s more about reputation. I want people to open up to us. Besides, we were going this way regardless. And, we are gathering intel and networking.

During their stops, the mercenaries gathered animal pelts, fresh food, and valuable monster parts, enriching their stockpile for future trades.

As the hover truck approached its destination, the mining town, anticipation filled the air. The knights gaze at the horizon and begin to see the stone towers.

Knight One, "There it is, men. Let's not keep them waiting."

The hover truck descended towards the outskirts of the mining town.
There they are greeted by the Dog Boy sentries.
Getting out they salute the Dog Boys.
Then ask about what they missed while they were gone.
It is decided they will catch up over a meal.
After the Dog Boys smell them and their truck over they go through.

The mining town, nestled in the valley among rugged hills, presents a picturesque scene of coexistence between magic, alien, and human influences. The Dog Boys, their canine features blending seamlessly with their new uniforms, stand as guardians throughout the town.

Two majestic three-story stone towers, standing tall against the hills, dominate one corner of the town. These structures, a manifestation of Earth Warlock and Atlantean Stone Master magic, serve as both a symbol of prosperity and a practical hub. The stone courtyard enclosed by a wall is adorned with inscriptions of the area's map, a testament to the value of wilderness scouts.

This central courtyard, the heart of the town, is a bustling marketplace during the day. Locals gather here to trade goods, and performers entertain the crowd with various acts. Stone sundials, left behind by the magic users, cast long shadows in the late afternoon sun, serving both practical and aesthetic purposes.

Stone foundations scattered across the courtyard mark the planned locations for future buildings, a testament to the town's expansion aspirations. The rest of the town, a mix of wooden shanties and sturdy stone structures, lines dirt streets that wind through the valley.

Dog Boys, recognized as guardians rather than threats, mingle harmoniously with humans and aliens alike. Some stand guard at the entrances to the town, their senses alert for potential dangers. The children, familiar with their protective role, eagerly anticipate playing with them during off-duty hours.

In the outskirts, farmers tend to crops, while smoke rises from chimneys near communal town ovens. The diverse population works together for prosperity and mutual safety.

A dedicated wood and artisan area bustles with activity, contributing to the town's self-sufficiency. The saloon, with its creaking doors, serves as a social hub where farmers gather to unwind after a hard day's work.

As the sun sets and laughter echoes through the town. A close-knit community emerges, bound by the promise of the shared dream of a better life in the challenging wilderness.

The people surround the knight's hover truck in enthusiasm.
Parking their hover truck, people eagerly unload the cargo.
Knight One, “We come bearing gifts but we came to claim our shares from the mine. IF the Earth Warlock is ever to return, to refine more ore, we have to take her share of the profits as well. We have a video of her saying so. We won’t be here for long. We have to return to bring back the Warlock. Besides, from the look of things you haven’t had much trouble around here. Three isn’t with us, so we can’t help people with their medical problems like before. Everyones wearing new clothes. They look cleaner too.”
During a meal and after a lot of stories are exchanged.
Introductions are made between the new Conjurer, Milton. Next the Dog Moms and their newborns. Knight One goes a little gaw gaw over Dog Boy puppies.

Meeting with the mayor, Octavia, they talk.
-The mayor (Octavia), “The mine’s bounty is of no use to us here. What really matters is food and other resources for living. We need to secure its transport to the city of Silvereno for sale in exchange for goods and services to be brought back to the town. Some want to leave the town for Silvereno, so they want to go along for the ride. Then cash in on some promissory notes after the mine’s proceeds are transacted. Do I have your word of honor you will return with everyone's share of the profits”
-Knight One, “You do, NOT counting my business expenses and profits. Also, the Earth Warlock’s share. She’s in Lazlo, by the way. She implied she would return IF it was worth it to her profit wise.”

They have some small talk and exchange the usual pleasantries before retiring for the evening.
In the morning, the knights take the hover truck to the Atlantean Stone pyramid.
Upon arrival they see their old hover truck and the Dog Boys.
It’s been a long time.
The Dog Boys are a little uneasy with their return.
Then the knights notice the human from the early 21st century Earth like dimension.
“What’s going on here?”
The humans from another dimension take their digital picture and begin asking them a flurry of questions.
Man, “You are the first human I’ve seen here. I thought this world was all Dog Boy. An alien world. NOT Earth. What gives?”

Making their way inside the pyramid the knights see Sir Wyatt. Going to his office they have a sit down. They catch up about the Rift being open since the Winter Solstice and how it shifts to different dimensions sort of at random. The attempted invasions they have had with the Splugorth, the Xiticix, and the Mechaniods. At present, the hope is that these people will trade with them. So far they have gotten some clothes, stuff for the gym, music, movies, cheap sunglasses, school books, toys and pens and paper.
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Re: Section - Adventures of a Merc Company

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Location:
The Atlantean Stone Pyramid
Headquarters of the merc platoon Cerberus.

Knight One, "Looking around this place and what you have in inventory there are some things worth a few credits. We could tranport them and arranged for their sale. Silvereno would give you a good price, the city of Hope or Lazlo might pay even more. Octavia, the mayor of the mining town, wants us to run the transports to and back from the city. Octavia and the town's people are making their own list. My quesion is what do you Dog Boys need?"

The Dog Boys talk but get a frustrated and argue between themselves and the knights.
So they go outside and box to work their frustration off. The fight is intended as a stress-relief exercise, a way for both groups to release pent-up energy.
Everyone has gotten at least a little bit better. The Dog Boys are faster, stronger, and tougher but not as experienced at hand to hand fighting.
The Dog Boys get a little to enthusiastic and start double teaming Knight Two. The other knights jump in then more Dog Boys.
Skilled hand-to-hand combatants, the Mystic Knights fall back on combat training and begin to take the initiative.
The Dog Boy’s, displaying their animalistic agility, circle the Mystic Knight’s, looking for openings in their defenses.
Punches and kicks are exchanged as both groups test each other's strength.
The Mystic Knights, disciplined and skilled, deliver powerful strikes, while the Dog Boys use their enhanced agility to evade and counter.
As the fight progresses, the intensity escalates. The combatants, fueled by adrenaline, start to lose the initial playfulness of the exercise.
Dog Boys, known for their instinctual aggression, become more assertive, seeking to dominate their opponents.
Driven by the intensity of the fight, one of the Dog Boy's loses control and bites Knight Two.
The bitten Mystic Knight reacts with a mix of surprise and pain, and shouts, "YOU BIT MY ARM!"
The bite triggers a shift in the dynamics of the fight.
The Mystic Knights, now feeling the bite as a breach of the rules.
The Dog Boys, sensing the tension, become more defensive but continue to fight with ferocity.
The fight reaches a climax, becomes a dogpile, with both sides realizing the need to de-escalate before serious injuries occur.
The Mystic Knights and Dog Boys, now exhausted and bruised, separate, taking a moment to catch their breath.
When Sgt Wyatt hears the ruckus he comes out.

Sgt Wyatt, "Who started this?"

Knight One quickly uses his psionic power of Empathic Projection to project peaceful fealings to those in the area.
Many Dog Boys resist but those few that don't are all the more relaxed for it. And the relaxation of these Dog Boys calms the others down.

Knight One, "I DID! Sgt Wyatt. It was ALL my fault. I started the fight."
Sgt / Sir Wyatt eyes the Mystic Knight and doesn't believe a word of it but Wyatt wasn't here to see it.
Sgt Wyatt, "You, and your battle buddies, are banished from camp for two weeks. After you get your wounds treated, you have 2 hours to load up and get out of here."
Knight One, "YES SIR!" He then salutes sargaent Wyatt, waits for Wyatt to return the salute and leaves.

Sgt Wyatt turns his gaze to his Dog Boys and says, "Who bit him?"
The Dog Boys stand united in their silence.
"Take a walk. Better yet, go jump in the lake. Cool off. Then clean yourself and this mess up."
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Re: Section - Adventures of a Merc Company

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Location:
Main chamber of the Atlantean stone pyramid.

Present: The human Mystic Knight dressed in traveling clothes.
Facing the Rift they can see a digital video camera and lighting facing them on the other side.
The lights make seeing past them difficult.
It is clear to Knight One that the humans on the other side want to shield what goes on in their side from sight.

Believing he is being watched and heard Knight One speaks into the camera:
"There are human people on this side. I am one of them. Some still here are humans from your world. They are afraid to return. They afraid you will enprison or kill them. I understand your desire to keep things in your world they way you want them. Still, if you are just going erase the lives of your people on this side its better if they stay and live whatever life they can still have. Speaking for myself, trade is good, and I would like to negotiate a trade. Some things you want in exchange for things I want. Of course, it is entirely up to you if you want to trade or not. I will respect your wish if you want to be left alone. No matter what, this Rift will close, on your side, and whatever trades we could have made we will never be able to make again. I have a list of what we can offer and what we want. You may not want the public to know about other dimensions but ignorance makes for a poor defense. At the very least, you should learn what you can about the dangers in this world so you can recognize them if and when they ever appear in yours. I have it on video.

Knight One expertly throws the paper airplanes with his list through the Rift to the other side.
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Re: Section - Adventures of a Merc Company

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Location:
Somewhere between the Headquarters of Cerberus and the Mining Town.



The slim short man squinted against the sunlight above as his eyes scanned the surroundings for anyone or thing. Remaining vigilant he took stock of his surroundings.
The secret side compartment of the box had left him in the cargo bed of the hover truck. The hum of the engines softly mask the noises he had made getting out.
He wore a sleek black suit, face obscured with an oxygen mask, body adorned with pockets and compartments for various tools and equipment.
The man moved with practiced silence as the hover truck rumbled along the forested trail. Keeping both out of sight and on the lookout, he remained alert, ready to shoot any threats to him or his mission.
Satisfied he was undetected, the man crouched low near the rear, carefully attaching a small, cylindrical device to the underside of the truck. His hands moved deftly, fingers working with precision as he secured the bomb in place, ensuring it would detonate with devastating force.
With the bomb securely in place, his task was accomplished. Moving quickly but quietly, he makes his way to the rear edge of the truck, positioning himself for his next move.
As the hover truck continues along its course, the man waits for the perfect moment to make his escape. With practiced precision, he descends from the moving vehicle, landing with cat-like grace on the forest floor below.

The truck rumbles on, oblivious to the danger lurking beneath it as the man disappears into the shadows of the forest.
All that remains is to confirm the kill.
He and his team have a mission. Kill everyone who knows the existence and location of their world. With fire or explosives destroy any records of it and the technology or magic to get open a Rift to it. Leave no trace of that they were here. A one way trip. Disavowed if caught. A rogue operative who took it upon himself to assassinate for the sake of peace security.
Pulling out the remote detonator, he typed in the code and pushed the button.
NOTHING!
Double checking the equipment he tried it again.
No sound of an explosion.
It was a mission profile that physics worked the same here.
The remote detonator signal must be being blocked.
It did not matter. The bomb has a failsafe, regardless of the detonator it will go off in a few minutes.
He turned on his portable radio scrambler.
Then, using counter tracking techniques, he went in the direction he last saw the hover truck going.

Knight Two:
-Alerted by his Sixth Sense and the super psionic power of Electrokinesis he discovered the explosives. Then Demolitions Disposal roll 31; 89%)
-Attempting to radio what happened his signal is blocked.
-Double checks the truck for demolitions again and sabotage.
-Discovers a secret hiding place in the cargo. If the truck exploded it would have been destroyed with it.
-He orders the driver to take the hover truck back to the mining town. Have the cargo unloaded and wait for them. IF they are not back in three days go on without them.

He figures someone is trying to kill him.
The Dog Boys had plenty of chances before and didn’t try.
His Sixth Sense didn’t go off when he got in the truck or after they left.
It wasn’t until the last few minutes before the bomb was going to go off that his danger sense went off. It was planted professionally. Unless whoever did it could fly they got onboard, planted the bomb, and got off without threatening him or leaving a trace that they were here.

Feet on the ground, he marches back the way the truck came on the lookout for clues and trouble.
He casts the spell, “Stealth walk” to move noiselessly.
Marching for tens of minutes his Sixth Sense begins to go off.
Knight Two ducks for cover and casts Simple invisibility on himself.
He can’t see him.
He keeps moving.
He thinks to himself: We are two invisible men stalking each other.
We could be here all night. It’s a wait game.
Unless . . .
Checking his radio the interference is still present.
Knight Two cranks up the Sense Electricity aspect of his Electrokinesis.
Prowling about to feel for electrical devices he has to keep feeding his inner strength to his Electrokinesis until he feels the device.
His personal energies and inner strength nearly depleted he finally sees his target up in a tree.
Sneaking up on the tree he climbs it but falls when the branch he grabs brakes.
It is a bit like a scene from the film “Predator.”

The man in black looks down at an invisible Knight Two with the bits and pieces of a disappearing tree bark giving him away.

Drawing on each other Knight Two fires his energy rifle, (22%) blowing off the man’s weapon arm.
Scene is like (Carl Weathers character of Dillan in the film "Predator" who loses arm and goes for his machine gun with his still attached arm).

Screaming the man falls with his knife out.
Knight Two rolls out of the way barely dodging the knife.
He kicks.
The man in black parries.
Then cuts Knight Two across his chest.
He punches him back.
He cuts Knight Two again.
Knight Two scrambles back to line up his energy rifle on his opponent.
His opponent pounces on top of him. His knife held at bay by Knight Two’s energy rifle. His missing arm cauterized by the energy blast he wasn’t bleeding but he could tell his opponent was running on adrenaline.
Knight Two can feel the man’s strength gradually decline. The knife grazes over his head, taking off his radio, then down his face and for the briefest of moments, his eye, before Knight Two panics and bench presses up. In his good eye, Knight Two can see the man in black's shock giving way to his pain.
Dropping the knife the man in black pulls the pin on his hand grenade.
Knight Two uses the last of his inner strength to leap away and behind the nearest tree.
The man in black’s grenade explodes, setting him on fire.
Knight Two rolls away on the ground.
Then the rest of his grenades go off.

It takes Knight Tow a few minutes to compose himself.
The explosive blast left him in shock and knocked the wind out of him.
He feels like he has been body slammed or hit by a car.

Eventually, he tries the radio but finds it fell off him and was damaged in the explosion.

There is nothing useful or identifiable remains of the man in black.
Knight Two thinks:
He died fighting and tried to take his enemy with him.
Dedicated to the end.
Almost took me out.


Taking the time to treat his wounds:
First he treats his eye.
Then his the knife wounds on the trunk of his body.
Drinking some water he washes down some pill and starts feeling better.
He begins to meditate.
It helps manage his pain and shock until the pills kick in. Then it gives him focus. A little of his personal energy and internal strength are recovered.

“Mission comes first,” says Knight Two. "Must warn team."
Using what little inner strength he was able to replenish he uses it to fuel his psychic power of Resist Fatigue.
Then he gets up and runs back the way to the stone pyramid.
Last edited by darthauthor on Fri Feb 16, 2024 6:12 pm, edited 1 time in total.
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Re: Section - Adventures of a Merc Company

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Location:
On the way to the stone pyramid.

Knight Two on his way back to Cerberus HQ:
I regret not wearing armor when I fought that guy.
Now that I am running, I don't.
I get why so many dream of owning power armor.
I'd be there by now.



Back at the Stone Pyramid:


Knight Four, using his feather light spell effortlessly lifts the crate off the dolly and carries it away.
Pulling the top off and running a knife across them Knight One could see they weren’t painted silver.

He had been inclined to ask for gold but didn’t want to take any chances; they might have some spell or tech that could make fakes of it. That and the history he had read said that in the old world silver was cheap compared with the price of gold. While on Rifts Earth, silver is worth its weight in gold. That and it is useful as a weapon.
Jewels would be lighter and smaller to carry but Knight One imagined they were harder to get and more expensive. He wanted to create a situation in which this business man felt like he was winning.

“Your 30 pieces of silver,” the MOPP geared man said with a hint of something he was hiding.
The silver bars are 100 ounces each.
Curious though, Knight One thought to himself.
I asked for silver.
As much as they could get together.
The amount was not haggled over.

These 30 bars seem like they mean something more to them then just 30 bars.

“I can get you more," Knight One says. "Dog Boys blood, if you are paying. Having some will be a great asset in detecting magical and supernatural threats. With some material to work with you might be able to recreate them in the laboratory."
Pausing for a moment to let the MOPP geared man take it in.
"Then there is hover vehicle technology. We can dismantle one of ours. Then carry over essential pieces to you. Shall we agree to another crate of silver bars for each? That’s two more crates total."
The MOPP man, “One crate more for BOTH.”
Knight One, “Payment in advance.”
“You know I didn’t bring it. I need time to get it but I will need delivery in advance.”
Knight One, “You know I didn’t bring it. But I will require payment on delivery. Of the blood. Both crates. Then the hover tech, after we’ve had the time to take it apart.”
The two men looked at each other and paused.
The MOPP gear man replied, “Payment on delivery. One for the blood. One for the hover tech.”
Their negotiation skills are like fencing with each other. Neither wanted to give ground but both are hungry enough to play the game.

They leave the area.
Talking with Knight Four:
“We have enough to trade our silver for gold. I imagine it will get us, one of us at least, into the arena. No one ever mentioned an exact amount. I just know we’ve got millions more if these other dimensional humans deliver. I just have to ask a blood sample from sgt Wyatt.”
“You trust these guys?”
“No. I trust refined silver I can touch. Makes what we have been doing before look like pocket change.”
“I got a bad feeling about these guys. There are air fans we don’t see past the bright lights they put up to blind us, the fans are blowing air from their side to ours.”
“They are afraid.”
“That guy you are doing business with isn’t.”
“He’s greedy, I'm not afraid of a man who wants to make money.”
“But he’s with his own government. Isn’t that turning his back on his own kind? For money?”
“You assume the man's government don’t know what he’s doing. I assume they have audio and video of everything he and I have said and done. If his government or at least their intelligence agencies did not approve of what he was doing then I would not have just seen him. And we wouldn’t be counting our bars of silver.”

Looking around the Dog Boys keep sniffing the air in a curious fashion.

Knight One speaking to the Dog Boys, “Hey boys, what’s in the air today?”
“Blood,” replied the Dog Boy.
“Someone must have been injured, like Knight Two was?”

The Dog Boy stares at him.

“That was an accident. And it’s not his scent. It’s Dog Boys blood.”

Knight One, “You guys are pretty tough. Wouldn’t surprise me if one of you is walking around with a cut and doesn’t want to stop and treat it. (Then thinking of silver he can get for Dog Boys blood). You know what, we should find him and treat his wound. Number Four over here is a fully certified paramedic.
Can you lead us to him?”
Last edited by darthauthor on Fri Feb 16, 2024 6:26 pm, edited 1 time in total.
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Re: Section - Adventures of a Merc Company

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The Dog Boy, Jed, led the two Mystic Knights to a storage room. Jed's keen sense of smell guided him unerringly to the body of his fallen comrade, Ajax.

Knight One, a grizzled veteran with over a hundred kills, felt a pang of sorrow as he surveyed the scene. The metallic tang of blood filled the air, mingling with the scents of the foods and spices from the boxes.

Quickly regaining his composure, Knight One focused on the task at hand. "Radio it in. Tell Sgt. Wyatt. Tell everyone," he instructed, his voice, calm but urgent.

Jed attempts to use his radio, but only static crackled through the air. "I can’t get through. I’ll run and tell Sgt. Wyatt," he said, his voice tinged with anxiety.

"Wait," said Knight One, his eyes narrowing in thought. "Can you get the scent of who did this? Track him?"

Jed sniffed the air, his nostrils twitching as he concentrated. "Whoever it was left something to mask his scent but could not hide the smell of the blood," he reported, before darting off to alert the other Dog Boys.

Meanwhile, the two knights meticulously examined the knife wounds on the victim's body, their senses heightened by their adrenaline. The sight of the precise incisions made their skin crawl, and the faint metallic scent of blood lingered in their nostrils.

Together, they searched for clues, their eyes scanning the room for any sign of the killer's presence. But there were no footprints, dirt from outside, no traces left behind except for the dead body.

"They had to come from outside. No Dog Boy would do this," concluded Knight One, his voice grim.

Knight Four pondered aloud, "An imposter? Perhaps a dragon shapeshifter? But why would anyone kill this Dog Boy? It's obvious that they used a knife, probably for silence."

Knight One, "Wait. How did they get in here? The perimeter outside is guarded by Dog Boys, all of whom know each other. They have cameras too. No supernatural creature or impostor should have been able to make it past them," Knight One mused, his brow furrowed in thought.

"The Atlantean T-Man slave? He has a tattoo of a knife and looks like he has the skill to use it," suggested Knight Four.

"Or the CS Grunt with PTSD and more," added Knight One.

"As unlikely as it could seem, maybe a Dog Boy was possessed or mind-controlled or something. It happened to you, not too long ago,"

Knight One recalled, his voice tinged with unease, "I can’t say it is not possible. The dilemma is how do we capture or kill who did this?".

Knight Four suggested, "We should also consider not getting involved. Just take our silver, get out of here and don’t look back.”

Knight One glanced around the room, his senses alert to any sign of anyone else was there, "You learn that in Kingsdale? These Dog Boys, they are not like elves and dwarves of that town. Besides," he said, extracting a syringe from his first aid kit and using it to take some blood from the remains of Dog Boy Ajax, "there is more to be made and our hover truck won’t be back for hours. While we have a date with a man in a MOPP suit."

"Is this worth it?" asked Knight Four.

Knight One (Marcus),
"Is the rescue of Knight Three worth it? Yes.
Is the rescue of Ictinus worth it? Yes.
The cyber-knight Lady Black? Yes.
Is a few million in silver worth it? Over some blood from a Dog Boy we didn’t kill and can’t make better? Yes."

Pausing for moment before he resumed speaking:
"Four, if you wish to go your own way, I will let you go. I’ll let you go and you can take your 25% share. Not, however, in the middle of a crisis or emergency, which this is. There is a killer on the loose and silver to be made. However long ago it was, we played a part in building this pyramid. We were supposed to defend it until our replacements arrived and get paid for doing it. Abandoning the Dog Boys now could look like one of us murdered Ajax or we ran away in fear. Now we are going to the Rift to trade for our silver."
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Re: Section - Adventures of a Merc Company

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Location:

Main Chamber of the Atlantean Stone Pyramid.
Open Rift to an alternate Earth before the coming of the Ley Lines.

Present:
Dog Boy Squad with one Psi-stalker sargaent.
Mystic Knights One and Four dressed in camouflaged ombat fatigues and boots.
On the other side of the Rift three men in MOPP level 4 gear which covers them from head to toe.

The Mystic Knights are there to trade a syringe of Dog Boys blood for a crate of silver bars (specifically 30 bars of silver each with a weight of 100 ounces or 2.83 kilograms.

Then the lights went out in the middle of the trade.

The only light in the room is coming out of the Rift from the Alternate Earth side.
The high powered lights are intend to sort of blind anyone from seeing into their side and seeing what they are doing.

Knights One and Four reflectively cast the Spell of Armor of Ithan on themselves.
This magical force field gives them a measure of protection comparative to that of heavy mega damage resistant armor while being invisible to the eye and none of the limitations on their mobility of actual armor.

The body language of the men in MOPP suits is that of surprise and fear.
To Knight One's telepathy their surface thoughts show no forethought of the lights going out.
There going out was not a part of any plan that the men in MOPP suits knew about.
The MOPP suit man with a submachine gun opens fire. His emotions are panic. His surface thoughts are, this is a trap.

The bullets harmlessly bounce off of Knights One and Four's Armor of Ithan spell protecting them.

Knight One cast the spell "Charm" on the lead neogatiator of the MOPP suited men (saving throw roll vs magic 9 fail)
Knight One, "Hold your fire. We did not do this thing with the lights. As you can see he are unarmed. We only can here to trade with you. The blood sample for the silver. The lights going out, on our side, is NOT an attack. Your lights are on and can see us just fine. Shooting your guns off at us is uncalled for. What do you say?"

The lead MOPP suited man waves his arms in the body language to signal the other MOPP suited man with him to stop firing. But it was too late. A bullet caught the MOPP suited man's arm.
Then a large number of MOPP suited men with machine guns comes rushing out from behind the lights and through the Rift into the Stone Pyramid.
The bullets they fire never put a dent in Knights One or Four. They never even make it past them while the knights keep the attention of the armed men.
Until they rush and pasts them.
That’s when they see by the light of flamethrowers.
Useless against the knight Armor of Ithan but not for lack of trying.
The businessman MOPP suit man with a bullet wound in his arm pleads that they stop (under the effects of the Charm spell). The men with flame throwers turn on him alive.
“The silver,” says Knight One
Together Knights One and Four commence hand to hand combat with the MOPP suit men.
IF it was not for the mystic knights Armor of Ithan they might have won against them with their numbers. Up until they tackle and dog pile on them.
It lets them catch a glimpse of the Dog Boys smacking around the MOPP suit men. They hold back from killing them but the Dog Boy are so strong when they hit a guy he flys back.

Knight Four starts using his psionic power of Biomanipulation to paralyze men and also Magic Net spell to contain some.
Knight One uses his power of Empathic Projection to sort of attack in a different way undermining the MOPP suited men’s resolve to fight.

The fight shifts when a couple of guys pull handgrenades and begin to let them fly.
Knight Four is able to paralyze one with his Biomanipulation.
The others, however, hit their targets.
The explosions echo throughout the chamber.
It hurts the Dog Boys ears.
Knight One casts the spell Fists of Fury and his right hand begins to glow with a fierce red light. Then he begins to knock guys off of him and charges his way through the crowd.

In the background a couple of the MOPP suited men set off gas grenades (and I don’t mean smoke).
Two of the Dog Boys start showing signs of being under the effects of the gas.
Coming out of the Rift with a wooden crate on a dolly, Knight One and Four are safe with the fans blowing air past them.
Knight One says, “Four, teleport his silver out of here.”
And that is just what he does using his spells Featherlight and Teleport Lesser.
Sniper fire from out of the Rift hits the two mystic knights doing no damage.
Then the fire of energy weapons hits their magical armor of Ithan.

The knights think: Look like they are using the weapons we sold them.

The Dog Boys are carrying their own out of the chamber.

Knight Four carefully takes off one of the MOPP suited men’s gasmask’s and puts it on himself.
Knight One does the same.
After the snipers have destroyed the mystic knights Armor of Ithan with energy weapons fire. The energy weapons fire cease damage at the threshold of their flesh.
They take fire until the E-clips are empty.
During the same time, Knight Four runs around disarming the subdued.
Those trapped in a Magic Web set off their explosives and chemical weapons, killing themselves deliberately in the process.

Casting Charm on one of the surviving subdued Knight One asks him why they just didn’t wait for the Rift on their side to close.

The story Knight One gets:

Besides following orders, their world's history has been one in which when an occasional Rift opens. Out of that Rift came world ending dangers: The Xiticix, Zombies from dead reign, and diseases. As a consequence, the governments of our world cooperate as never before. We have no wars except to save our world from those who would end ours. It has sparked our beginning of a new age, a Golden Age of Man. We are united together over our fears of alien annihilation, invasion and the unknown. We are too afraid to trust anyone who is not us. We had to kill you all and destroy your evil magic and technological ability to find and destroy our world and anyone else's. We are the defenders of our way of life. Even IF you are trustworthy and harmless you could accidentally share knowledge of our world’s existence and location. Just as important, if our people started to believe good things can come out of the Rifts we would lose some of the fear that unites our world in peace and go back to waging wars with each other.
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Re: Section - Adventures of a Merc Company

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Location:
Main Chamber of the Atlantean Stone Pyramid.

Present: Mystic Knights One (Marcus) and Four wear gasmasks.
18 dead men in MOPP level 4 suits

Knight Four has paralyzed 3 men in MOPP suits and is engaged in combat with the other three.

Knight One pulls magical energy from the Atlantean Stone pyramid and fires blasts of energy from his hands taking out the spotlights on the other side of the Rift.

Meanwhile an Atlantean Tattooed man enters the chamber.
The knights recognize him from Sir Wyatt’s mentioning of him being of the Aerihman clan.

Knight One switches on his psionic power of Nightvision.
He sees the Tattooed man touch one of his tattoos of three eyes and in the darkness he steps over the bodies as only a sighted man can.
The Atlantean moves like a well designed killing machine, quietly moves up from behind the three MOPP suited men and breaks their necks with his supernatural strength. It was easy for him.

He then proceeds to undress the tallest MOPP suit man’s MOPP suit and begins to put it on himself.
Then he picks up a machine gun and checks it and loads a new clip.

Knight One says (in the True Atlantean language), “Slow down for us.”
It is one of a handful of phrases he and the other knights learned in beginners Atlantean language class in Lazlo. Their teacher taught them to say it when she spoke too quickly or they felt they needed more practice before advancing to the next lesson.

The two knights took MOPP suits off of the fallen and disguised themselves as well.

The three men march side by side through the Rift to the alternate Earth.

They march until they are past the video camera and run into a weight current of sorts. On either side of the curtain are more MOPP suited men wait with weapons. Pulling down the curtain with his supernatural strength the Atlantean exposes the hastily assembled military camp.

Taking down the curtain got everyone's attention.

“What are you doing? Have you gone MAD? NO ONE COMES BACK!” Shouts a high ranking military officer from a control room with a window that looks two stories down on the party of three via a loudspeaker.

The Atlantean says, “I WILL BE THE DEATH OF YOU ALL.”
Opening fire with his machine gun the armor piercing bullets he shoots with precision.
The knights cast Armor Ithan themselves.
The bullets bounced off them and the mega-damage aura of the Atlantean.
Out of bullets he runs around punching people.
Their bodies make a bone breaking cracking sound when he hits them.

The general, “Switched to Uranium rounds.”
Pulling off his gas mask, fire shoots out of the Atlanteans eyes incinerating people.

The mystic knights become invisible.

Then telepathically communicate with each other.
Knight One, “He’s on a rampage. We had better stay out of his way. I’ll watch his back. You swipe us something of value; like the uranium rounds. Maybe that other crate of silver.”

Knight One guns down anyone he sees getting a line of fire on the Atlantean before or while they are shooting at him. Every bullet just makes him glow where it hits before bouncing off.

Then they hear the automated voice, “Self district sequence activated.”

The Atlantean runs, jumps and climbs the rest of the way to the general.
Smashes through the bomb and germ proof window. Then throws the general’s guards into the walls. Grabs the general before he can escape. He tells him something in a whisper. Then slowly crushes the general's skull. Uses general’s popped out eyes to unlock a security measure. Types in a password. Next he disarms the explosive side of the self-destruct sequence.
When more men come in at the bottom in and out of suits the Atlantean rains fire down upon them from above with his eyes.
Those few barely clinging to life with the bodies half burned knight One puts down as quickly and painlessly as he can.
The Atlantean T-man stands tall on top of the highest structure for all to see him and for him to see. Then rises up into the sky as he appears to leviate up.
The air crackles with tension as the men in MOPP level 4 suits take up defensive positions, their rifles trained on the imposing figure before them. While helicopters take flight and military vehicles start their engines and position their weapons.
Turning his head around Aerihman, Atlantean T-man held a cold, steely gaze as he surveyed the scene, his eyes glowing with an otherworldly intensity. In the blink of an eye, he unleashed the full force of his power, searing fiery blasts lance out from his eyes with deadly precision.
He takes out the helicopters in the air and on the ground then all the vehicles within a few hundred feet. Then he starts to blast the people in the distance running toward him. Finally he finishes with the people running away from him.

All the while, in the chaotic course of things the MOPP suited men open fire, their armor-piercing bullets tearing through the air with a deafening roar. But the Atlantean is unflinching, his gaze unwavering as he withstood their attacks with ease.
With a blink of his eye, he directed his beams towards his assailants, the searing heat slicing through their defenses with surgical accuracy. The men cried out in agony as their suits melted before the unstoppable force of destruction.
Then he flies around the area. Somehow he is able to see people hiding and blasts them.

In a matter of moments, the battlefield fell silent, the once bustling camp now reduced to a smoldering ruin. The Atlantean stood alone amidst the burning wreckage, a silent sentinel of death and destruction.

As the smoke settles, he returns to the base of the Rift, leaving behind a trail of devastation in his wake.
Last edited by darthauthor on Mon Apr 08, 2024 2:57 am, edited 1 time in total.
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Re: Section - A Mercenary Squad

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In the aftermath:

They carry over as many of the valuables as they can manage.
MOPP gear and
NBC clean up systems.
Flamthrowers to burn with.
The Silver.
Communication equipment.
Surveillance and video equipment
Computers with accessaries.
Military MREs
Loads of Coffee and a coffe maker
Military clothing.
Urianium rounds
S.D.C. Firearms

Knight One responds to a radio message for a status up-date:
"You are listening to one of the humans from the other side of the Rift. The men who started an attack have all been killed in self defense. That includes the people at your service members base camp.
"I did not desire this outcome. Any future attack will result in the same outcome. Any bomb set off near the Rift will be considered an act of war.
"I have taken your local means of doing battle with and destroyed the rest.
"The arrangement I had previously I will honor as best I am able under the circumstance, now that I have taken my side of the deal. I will leave a robot that no longer operates, on your side. Your engineers will know what to do with it.
"Until the Rift closes make no attempt to cross the threshold and we will never hear from each other again."

Knight One sighed.

What have I gotten myself into?

Cleaning the chamber with the Rift in it keep him busy and let him push his thoughts on the carnage back.
The Atlantean T-Man scared him.
How did the Splugorth control him?
He can fly!
IF he could always do that, then why didn't he fly away when he was their slave?
His level of power reminds me of a baby dragon.
Between his magic and his super strength he could kill me.
He kills without hesitation or remorse.
His tattoos clearly show that he is an Atlantean and a member of the Aerhiman Clan.
I wonder how and how old he was when the minions of the Splugorth took him prisoner and broke him into being their warrior slave.
How long had he been their slave?
Because of his reported amnesia I never bothered to ask. He wouldn't remember himself.
Maybe he doesn't want to remember his life as a slave or what he did for his Splugorth masters.
I'm just glad he's not against me.
Don't poke the bear.
Besides, with all the silver I've taken we finally have enough to fund our rescue mission.
Worried about Four though.
The carnage upset him too much.
Something else too. I can't put my finger on it.
The Dog Boys too. Being poinsoned or whatever a lot of them are going to die if we can't remedy their condition.
Sir Wyatt is busted up about it. I don't blame him.
We have done all we could for them.
Casting the "Sustain" so they won't dehydrate or starve. So sick they can't eat or drink.
Tried giving them superhuman endurance too but only gave them a momentary reprieve.
Knight Two might lose his eye if we don't get him to a doctor who can treat him.
He might lose it regardless.
Magic might help if we knew how to cast a spell that could heal him.
If ever I needed Knight Three around to work is healing spells.


Knight Two, "If my eye can't be restored I'll have to have it replaced."
Knight Four, "Whykin will have the best cyber-docs. I can get you a discount there as well."

The mystic knights finish cleaning up the chamber with the Rift in it.
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Re: Section - A Merc Squad

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Location:
The Mining Town

Present:
Mercenary Mystic Knights: One, Two, and Four

The mining town becomes a hive of activity as townsfolk busily unload a hover truck. The air is charged with a sense of purpose and anticipation. The Mystic Knights, combat fatigues, meticulously secure their precious cargo of silver onto their hover truck, a symbol of their recent endeavors and the wealth it brought.

They hand over keys to the hover vehicle, to the local Dog Boys. The knights, their task momentarily paused, take this opportunity to survey the town, their gaze taking in the familiar and the new with equal measure. Conversations with the Mayor ensue, brief yet meaningful, an exchange of pleasantries and information that cements the bond between the town and the knights.

It is here that the Mystic Knights, always on the lookout for capable allies, extend an offer to their old Free Born Dog Boy Scouts. "Need a ride?" they ask, a simple question loaded with camaraderie and shared history. Without hesitation, the scouts hop on board, ready for whatever lies ahead.

With their hover trucks now laden with crates of silver bars, companions, and what little ore the visiting Earth Warlock process, the group sets off for Silvereno. Their spirits buoyed by the fresh experiences of the trail and the added security that comes with numbers. The journey is smoother this time, the road less daunting with familiar faces and the promise of adventure.

However, peace is a rare commodity in Rifts Earth. A band of bushwackers, drawn by the promise of easy prey, soon learn the error of their ways. Six of them fall before the combined might of the knights and the Dog Boys, a stark reminder of the dangers that lurk off the beaten path.

Silvereno welcomes them a few days later, its gates open to travelers and traders alike. The night is spent in well-earned rest, the cargo unloaded with care. The Mystic Knights, ever diligent, arrange for the sale and trade of their silver, their reputation as formidable yet fair traders further cemented. The hover truck, now emptied of its precious cargo, is left in the capable hands of the Dog Boys, who quickly set about replenishing their supplies.

The journey continues, the Mystic Knights taking a circle of travel to the city of Hope, their steps guided by the promise of magical travel to Lazlo. Upon arrival, the silver is secured, a tangible symbol of their successful journey. A Magic Pigeon is dispatched to Medae, the Earth Warlock they know well, arranging a time to deliver her payment in bars of silver.

Messages fly back and forth between the knights and their respective orders, the air alive with the magic of communication. Knight One, in particular, receives commendation for his financial prowess, a moment of pride in the midst of their ongoing quest.

The Atlantean quarter of Lazlo becomes a sanctuary for the knights, a place where they can rest and rejuvenate within the ancient pyramid, its magic restoring them. Their education, ever important, resumes with renewed vigor.

The meeting with Medae is a moment of triumph, after her eyes practically fall out of her head in astonishment at the sight of the silver bars, she banks them. Then agrees to do a little more work with a contract for her magical labor.
Transportation needs to be arranged.

Finally, the knights check their channels to see if their sponcer is good to represent them now that they have the ante for the gladiator tournament their spirits high.

The Mystic Knights ready themselves for their rescue mission to Hades.
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Re: Section - A Merc Squad

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Location:
Lazlo

Within the vibrant city of Lazlo, a melting pot of magic and technology, Mystic Knights of the merc squad Section sit down together in the city's Atlantean quarter.
Knight Two, “I have two things to report. The psychic surgeon has explained that my eye is beyond healing. I have it replaced. Second, I’m getting a magic pigeon again. It is issuing me its sender's challenge to a duel.”
Knight Four, “So your mysterious challenger beckons you to a duel with messages delivered by magic pigeon. This call out to combat is a test of courage and skill.”
Knight Two, “The mission comes first. I will never leave a fallen comrade behind. If I stop for anything it should be to take care of my eye.”

Knight One, “Lazlo, with its advanced Cyber-Docs can grow and install bio-systems but it will take time to grow the bio-system. Regardless, you shouldn’t fight the challenger. When you kill him, you won’t get any money. If you get hurt in the process, it won’t be worth the injury. Our most important mission is returning Ictinus, Knight Three, and Lady Black from Hades.
“I’m having trouble securing a sponsor. We may have to make other arrangements."
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Re: Section - A Merc Squad

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Location:
Lazlo

Cyber-Docs Office

Cyber-Doc, "After review your results you have options. I have your tissue sample and can grow you a bio-system. It is the standard in many of the cases like yours.
"Bio-System cybernetic organism is the ultimate in cybernetics.
It is a combination of living tissue and micro-machines.
They are basically living machines.
These are the most advanced and natural of the implants.
We will use the cells of your eye with genetic manipulation and
cloning to create a true synthesis.
Although the eye won't have the spectacular abilities that bionics are famous for.
The eye will look real. Only a Cyber-Doc and you should be able to tell the difference.
It will look and feel100% natural.

Given it is just the one eye it should not effect your psychic and magical abilities even if the component is not a bio-system. Still, you have some decisions to make and you'll have to wait for surgery. Then the recovery time to use it. The good news is once the single eye is ready it will be an out patient procedure. Of course, it will take a while to become familair and comfortable with it."
Knight Two, "I'll pay the deposit. Start growing my new eye. When can I have the procedure."
Cyber Doc, "As long as your are having the one done, I can grew two eyes in the same time as I can one. The cost will be double but I won't bill you for the extra labor. That way, you can get augments in both eyes. Otherwise, the natural eye must be closed in order to use the augmented capabilities of the other."
Knight Two, "What augmentations are we talking about?"
Cyber-Doc, "These are living organs, not machines, so the type of improvements are limited.
"Infrared, night vision, poloraized, you can even see clearly underwater."
Knight Two, "I'll get back to you."

The knights resume their classes with the Atlanteans.
They workout to release stress.

Knight Two, "I saw the Cyber-Doc today. He can replace my bad eye with a bio-system one. He can even make the new eye better. But I won't really get the benefit unless I get them both replaced. I know I'm getting my field of vision back; depth perception too. I know I want it back. I'm grateful I can afford it now and it can be done. I'm just, I don't know about this. I used to think,

He paused, the weight of his thoughts momentarily silencing him.

Knight Two, "I clung to a sliver of hope that my condition might get better, that the doctor would remove the patch, and my sight would just be restored. As a Mystic Knight, . Yet, seeking aid outside our Order feels like I am weak, and I have failed."
"I though the best thing about being a Mystic Knight was our invulnerability energy. With an energy rifle, a sniper could take any of one out with a single shot; except us. Now, here I am, about to have my eyes 'upgrades' because of my vulnerability. That fight . . . losing my eye to someone, someone who is only human, with a knife—it's got me shook up. Something I have not be for as long as I can remember. I've never really been injured before. All just bumps and bruises and an occational black eyes or sprained ankle. Even in Hades, I didn't get a scratch. The last time I can remember really being afraid was when we saw that Vampire Intelligence through a Rift portal. It wasn’t the fear of dying or that it could kill me. It was just . . . a feeling, like I was about to die and there was nothing I could do about it. Like nothing I did mattered. I didn’t matter."
Pausing he looked away.
"I need to talk with someone. I think, that fight, I lost more than just an eye. It shook me up more than I thought.
It's got me all shook up."

Knight One responded with a calming presence, "We can seek help with our Atlantean hosts, the Aurelous Clan. They're not just healers of physical wounds, but of the psyche as well. In the meantime, meditation has always brought you peace. Also, my psionic abilities can ease you.
This isn't the heat of battle; we have the luxury of time to heal, both inside and out. Accepting help isn't a sign of weakness, nor will it hinder your career progression. Over time, the feelings you're wrestling with will fade. I've been there; remember the ghost town in the New West? When an Entity possessed me, you were the one who saved me. I initially felt ashamed for needing rescue, especially since I’m the leader. But that shame quickly turned to relief; then gratitude. Now, I'm reaching out for your support. Let's both do a mental health checkup. It's a step I'm willing to take with you, for us both. Will you join me?"

Knight Two, "Yeah."

The two knight leave for Atlantean infirmary
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Re: Section - A Merc Squad

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Location:
Lazlo

Knight Two has a discussion with his Atlantean mental health expert.
Together they talk over his anxiety about getting his eyes replaced.
Hearing about Atlanteans are themsevles have anxiety about part replacement makes him feel less strange.

He meets Atlanteans who have had a finger placed or other bio-system replacement.
They share that they too had a hard time deciding on accepting the change.
However, if they had to do it over again they would have done it sooner.
They longer they had it the faster they got used to it.

Knight Two comes away from the therapy session with a lot less stress and a lot more appreciation for therapy.
He also learns that as honorary members of the Clan they will perform the surgery and grow the replacement.
As a Clan of healers they are very experienced with performing surgery.
We are also very familair with feelings of anxiety and misgivings about having bio-systems.
We've got this!
We've got you!
You are in good hands.

They perform the operation on him.
He makes the save vs insanity. He was scared.

He stays in the Atlantean pyramid recovering.

Knight Four gets an idea.
He thinks they are making it harder for themselves by trying to sell themselves to a sponsor as gladiators. They have no reputation.
So why not find a legit gladiator champion and become his training crew or something. Then connect the champion with a legit sponsor. We go in with them undercover.

Knight One comes to an agreement with the Earth Warlock Medae.
He arranges for her travel using a circle of travel to the City of Hope.
He must keep its location in Lazlo a secret so he has to driver her around blidefold for a bit.
Then has the gang of robbers take her all around town, blindfolded, until they are satisfied she doesn't know where she is. Then Knight One and Four take over and her to the secret location.
After paying a handsome fee she is whisked away.

Then Knight One set the gang of robbers on the task of finding out about the man who is challenging Knight Two.
He gives them the information he knows.
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Re: Section - A Merc Squad

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Location:
Lazlo
The Atlantean quarter

The recovery room

As Knight Two lay in the recovery room, the bandages that shielded his new eyes from the world were gently removed by the skilled hands of a True Atlantean Doctor, a master in the art of cybernetic surgery. The moment of truth arrived, he opened his eyes for the first time since the operation.

The first sight that greeted Knight Two's new eyes are the figures before him.
The True Atlantean doctor, whose hands had guided the transformation, stood with a look of professional satisfaction. His presence was a calming force, an anchor in the whirlwind of emotions that Knight Two felt. Beside the doctor was his assistant, a young and beautiful True Atlantean whose aura radiated kindness and warmth. Her smile, as she observed Knight Two's reaction to his newfound sight, it was a reminder that miracles do happen every day. The exchange of looks between him and his saviors was a moment of silent gratitude.

Knight Three thought to himself, Compassion is possible for those that have the power to gift it to others.

With his vision restored, Knight Two could now see the world's threats and wonders alike with unprecedented clarity.

But beyond the gratitude for his restored sight, Knight Two felt a deeper connection to the Atlanteans and Lazlo for having them.
Lazlo, a city that symbolized the harmonious coexistence of magic and technology.
His new eyes were a testament to this balance.
The Atlantean's help, a gift that would allow him to navigate the complexities of the world with a fresh perspective.

As Knight Two stood to take his first steps into his new life. With each blink, the bio-system eyes adapted, fine-tuning his vision to the nuances of light and shadow. This was not just a new beginning for Knight Two; it was a rebirth, a chance to explore the world with new eyes, embracing the wonders of both the mystic and the mechanical.

"Thank you Doctor.
Everything is much clearer to me now."
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Re: Section - A Merc Squad

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Location:
Lazlo

The gang of robbers report to the Mystic Knights of the merc squad called "Section."

They show the photographs of a Magebane and his crew.
Tailing them follow where they go while the rest of the gang asks about them the last place they have been.

The Megabane is having new leather armor made after he found a tailor to his liking.
He had his swords and knives sharped.
His boots polished.
Workouts in a gym.
Goes to a fencing club to practice.
Checks with law enforcement.
This is were they stopped following the MageBane and his crew.

On the internet, the profile of the MageBane is that of a vampire slayer and enemy of evil magic users.
He proclaims himself a champion of the good against evil men who use magic against them.
He says Mystic Knights are a bunch of thugs with magical powers. As bad as any criminal syndicate but worse because they use magic and give it a bad name. If they wanted they could be champions of justice instead of pirates and privateers.

The Magebane's search history and email shows he was sent a lead on Knight Two.
There is an informant or at least a leak in the Atlantean quarter.
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Re: Section - A Merc Squad

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Location:
Lazlo

The Magebane sat at the table with his crew when the Mystic Knights came in the restaurant.
They look around and walk up to the Magebane's party.

Approaching the table in public the Magebane and his guys are a little restless.

Knight One, "That is he," he said as he pointed to the Magebane.
Court server, handing the Magebane a paper, he cautiously accepts.
Court server, "In case you left your glasses at home. It is a court order. It says you have to stay away from these men. Any communication to them is to stop at once and forever. Here, in Lazo, these men have not committed any crime. There is no official posting of their having committed any crime in any of the kingdoms which Lazlo has a treaty with to hold them or send them to for crimes. Here, it is not against the law to be a mystic, a mercenary, or a psychic. These men also have good references with the local Atlanteans and Cyber-Knights. If you have ANY evidence of these men having committed a crime, according to the laws of Lazlo, you have a civic duty to go to law enforcement and present your evidence. IF all you have is a feeling or a prejudice about these men, I'll remind you again, this is Lazlo. Duels to the death are against the law."

"Name the place," said the Magebane with a voice like it was from the grave.
"Why should I? What's in it for us if I duel with you," Knight Two said before looking at the court server, "Outside the territory."
"It's NOT like your kind to run from a fight," replied the Magebane.
Knight One, "We work for profit. We don't like working for free."
"Fight me. Man to man. If you kill me, you can take it off my dead body."
Knight Four, "Pock change isn't worth our time. And neither are you."
The Magebane looked furiously at them all.
Knight One, "There is one thing. Tell us how you knew where to find our man."
With a poker face Magebane stares at Knight One.
Knight Two, "It seems you do have something worth my time. Give us the secret and I'll give you your duel."
Magebane stared silently.
Knight Two, "Now who's hiding?"
The Magebane flinched.
Knight One, "You're lunch is getting cold."
He turns and leaves. The rest follow.
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Re: Section - A Merc Squad

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Location: Lazlo

Knight One, “I have been doing some research. There are some spells we can try. When we go back to Hades. It would cost a fortune but the ritual “Summon Ally” would bring one person to us.
Problem is, it only brings one. After that I’d expect the demons to kill or harm the others. They might have some kind of circle, ward or protection that keeps them from teleporting. So it might not work at all. But if it did once, it could mean death for the rest.
Alternatively, we hire three casters who perform the ritual at the same time.
Unless, any of you can think of a better idea it will be our plan A.
Before we have them cast it, we will send a magic pigeon and wait 24 hours for a reply.
We still need a plan B in case it doesn’t work or our people refuse to come. Maybe one of them is possessed or they broke.”
Knight Four, “Or they got a psychic to do some kind of mind control thing. Question, what if they are already dead?”
Knight One, “Then we will have tried and failed but we failed trying. I still find it improbable they would kill our Atlantean, Ictinus, before they are done with him.
Knight Four, "Mind Bond?”
Knight One, “Even if they did something like that, it wouldn’t work that easy. Atlantean Stone Mages are trained to resist mental assaults with psychological subconscious barriers that cause suicide in the event of a mind bond. He will know it succeeds because he will know what the psychic knows after a successful MInd Bond. The Atlantean will kill himself with a poison tooth. The psychic by whatever means available. Regardless of whether or not they find the tooth the Stone Master will still be suicidally crazy and a few other kinds of crazy. Worst case, any knowledge would be gone in 12 hours. Strategically, the Demons won’t take that risk unless they have nothing to lose.”
Knight Four, “There is another spell, a ritual of transformation, it will turn us into mindless demonic monsters under the power of the mage who cast it. We would be suitable to fight in the arena.”
Knight Two, “As fodder. What if someone kills us?”
Knight Four, “It’s just to get us past the Rift. The caster can cancel the spell at any time.”
Knight One, “It is still a matter of finding someone the Demons respect to be our sort of admission ticket.”
Knight Four, “We are looking in the wrong place. We need to go to the City of Brass or Freehold.”
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Re: Section - A Merc Squad

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Location:
The City of Dragons, FREEHOLD

A "Circle of Travel" brings the Mystic Knights of the merc company Section to the city of Freehold.
Their purpose, to find a sponsor even if they have to find someone else to be the sponsor's champion.

Walking out of the exclusive circle of travel business. The Mystic Knights are "escort" to the city.
They "play" nice since no ones Sixth Sense goes off.
A while later
The knight enter an open courtyard of the mortal portion of the city.

The Mystic Knights hire a tour guide to give them a private escort.
Knight One’s intent is to avoid any accidents or incidents with dragons or anyone else who might be powerful or connected to those who are. It is a service the Circle of Travel agency provides for a fee, of course. It is credits well spent if it avoids a fine or worse.

The Elf guide says that the city welcomes those skilled in the arts of magic. Most people will size you up to determine how to address you on the social pyramid. Humans without magic or psionics are on the bottom. The only exceptions are the wealthy and well connected. Those connections are customarily revealed in the mortal's dress and appearance.
Fashion is often a mark of "apparel oft proclaims the man" and the dragon who he is favored or at least worships. It is common to either wear the colors that resemble those of the dragon or those that the dragon likes.
Tattoos are also used like a cattle brand on a person's face, forearm, or the back of their hand so it can be seen. Technically, it can be anywhere on the body include the back and chest. Flaunting it is considered gauche and gloves are often worn.

In the city, Dragons go by many names. Their true names are a secret to prevent them from being flooded with magic pigeons that might otherwise annoy them. Also, in case someone figures out a curse or something.

Most humans and D-Bee are slaves, servants and worshipers of dragons. None are considered equals in the eyes of the dragons. Most dragons don’t bother to involve themselves in the affairs of mortals, even practitioners of magic. Elves, D-Bees, and sub-Demons are all considered beneath dragons.
Megaversals are accepted as above “mere” mortals.

Thus, Freehold is a very stratified society:
Dragon Kings - the rulers. Expectation is to bow before them and deny them nothing.

Adult and Elder dragons - only respect their betters.

Dragon Heirs and hatchlings

Megaversals, powerful non-human, often immortal have their own internal stratification: Splugorth are given special consideration if “old” and are treated more like Adult dragons. They can get away with the murder of mortals and the dragons will call it diplomatic immunity. Likewise with demi-gods. Youngsters Splugorth have to prove themselves and will be deported and banned from returning for a few years or that mortal life expectancy. The rest follows a downward curve in rank of their perceived power and wealth.

True Atlanteans, being so mortal and human looking, are sort of at the bottom with further stratification based on their tattoos and such.

The only exception are the True Atlanteans of the Clan Draco Amicus. They always get the preferred status within the city. Any theft or act of violence against them must be investigated and if they are an innocent victim avenged even if it costs a fortune.
Dragons have the gift of genetic memory. They remember a time long ago when the Draco Amicus Clan did a great service for dragon-kind. Also, the Clan Draco Amicus's ancestors kept a promised secret all the way to their deaths without breaking it. Not even their children, on Rifts Earth were told. So those True Atlanteans descendents of the Draco Amicus Clan, in Freehold, are sort of kings among peasants. While the Clan's world they took up residence on has been the birthplace for many dragons and their people raised them while they were babies before they dimensionally teleported away. Later, when Freehold was being built, Atlantean Stone Masters Clan Draco Amicus descent were the only True Atlanteans allowed and requested to contribute to its construction. For these reasons, many dragons have a soft spot for them and won’t abuse or tolerate abuse of them. Clan Draco Amicus members are OFF LIMITS!

Touring the city, there are dozen statues of dragons sculpted with a precision only an Atlantean Stone Master could attain with ease and speed. The statues of the dragon kings are spaced as far apart while being in the same city. They are under constant surveillance and it is a crime punishable by up to death to desecrate or deface them.

The Mystic Knights are told, "The exact number and whereabouts of the dragon kings are kept secret. So there won’t be one statue for every dragon. Instead there are more than one statue for the same dragon. Some dragons just don’t care and aren’t here or are asleep. A statue of them makes them famous and typically are around.
Since they can change shape whenever they want no one knows if the person around them is not a dragon. However, it is considered an insult and offense if you expose or call out a dragon while they are walking around disguised as a D-Bee or human or anyone else."

In Freehold, it is the mortals do the day to day work (that is dirty, repetitive, and boring). It is their lot in life and their privilege to serve a kingdom of dragons. A dragon doesn’t work except for themselves.

The best jobs in terms of pay and status that mortals get to do are work for dragons and positions like doctors and teachers. Megaversals consider either work or working for a dragon as beneath them and refuse to do it. A Splugorth of Atlantis can work for a higher Splugorth but is no wage slave to a dragon. A sub-demon has no shame in fighting and killing so if a dragon’s majordomo offers to pay them for it, North America truly is a great land.

Humans are the servants and working class. Suitable for custodial work in cleaning their dragon’s collections. Accountants and security guards who are to be ever watchful in case something slips between the cracks. The dragons don’t really want to manage their human worker bees. They leave that to the humans they see as good at it.
Instead, they like their favorite humans to entertain them with shows, brew their drinks, cook the food they like to taste, perhaps some grooming.
Their most favored humans are treated like royalty (knighted) when the dragon chooses to offer them a sponsorship. Then they can go to schools to learn magic. After graduation they are expected to use their powers to generate wealth for their dragon sponsor.
Many Techno-Wizard mages and other spell casters use their magic (with the power of the ley line nexus to work.

Government:
Feudalism:
A feudal system is a hierarchical social structure based on land ownership and personal relationships between the lord (dragons) and the people beneath them.

Features
The main features of this feudal system are Dragon kings, lords, knights (and ladies), and peasants (ordinary mortal humans and D-Bees).

Manors
The feudal lords (dragons) have one or more manors.

Peasants
Peasants are mortal humans and D-Bees allowed to live on the manor in exchange for working their dragon lord.

Knights
Knights are the gentleman and lady spell casters, raised under the sponsorship of their sovereign dragon lord.
In the feudalism of the city of Freehold, mortals pledge their loyalty to a feudal dragon lord for land and protection. In exchange, the mortal provides a service to the dragon lord.

The Dragon Lords, like the kings above them, do whatever they want but don’t really have to DO ANYTHING for the people personally or directly and often don't. That’s what mortal servants are for! Note: the exception are the dragons favorite humans and D-Bees. For the most part, the dragons are self absorbed.

The Dragons mere presence and city is a warning. Don’t mess with me or those who associate with me.
On the occasion a dragon feels like doing something, they do it. The only thing that can check a dragon is another dragon; particularly an older and more powerful one.
When the mood strikes a dragon they may entertain thoughts of architecture, community (they tell stories and give advice), justice (being a judge), etc.
Flying around their kingdom and looking down from above they may decide to play hero or fire-fighter. However, dragons, like humans are more moved to get revenge for a perceived offense (even if only against one of their pets) then to do a good deed or return a favor.

From the point of view of the Dragons, the city was made for them and the mortals are for cleaning it up and maintaining it after they amuse the dragons.

Remember, dragons can live thousands of years (like 100 times the lifetime of a mortal). A hundred times stronger. Twice as smart. They are born able to fly. They never get sick and heal every injury except to their pride. Compared to a human, they are practically demi-gods.

Dragons are narcissists of one sort or another but . . .
-Narcissists may treat their pets well because they view them as objects or extensions of themselves.
-Narcissists may also like pets because they can control them.

Other reasons may love their pets include:
-Attention: Pets can appeal to a narcissist's desire for attention and validation.

-Unconditional love: Dogs show unconditional love to their owners.

-Source of admiration: Pets can be seen as a source of admiration.

-Loyalty: Pets can be seen as a source of loyalty.

-Narcissistic supply: Some narcissists use animals for narcissistic supply.

There are two times in a dragon's life when they may be different.
The first is when they are a new born hatchling.
The mortals who care for them and make them feel loved and make an impresssion before their humans grow old and die.
The second is when they have spent years walking amongst mortals in human shape living as they do. The literal walking a mile in another man's shoes makes it so they can't not feel sympathy for human-kind.
These experience can give many dragons the belief they ought to sheppard humans/D-Bees as their sheep/flock.
The worship by their mortal flock only reinforces this belief.
Last edited by darthauthor on Sun Mar 10, 2024 7:45 am, edited 2 times in total.
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Re: Section - A Merc Squad

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Location:
Freehold

The Mystic Knights are having lunch.

Knight Four, "New territory for me. Still working on the connections. Not much in the way of 'organized' crime around here. Guess the dragons keep away more than just the CS. Law enforcement is species. So humans police humans."
Knight One, "Laws are pretty basic too, except for dragons, they can get away with just about anything except against another dragon or their favorite pets and servants. Although, I'm at a disadvantage. Dragonese is the natives first language here. Its what's the school books are written in; law books too; even the menus and street signs are in Dragonese."
Knight Two, "We came here to find a sponsor."
Knight One, "I put a request for an audience with each one of the Dragon Kings. They ALL have people. I get to meet with them. They will decide IF our proposal is worth their time. There's a chance one could go for it. And if the Dragons don't go for it, we can network here with the mergversals."
Knight Two, "I need to workout."
Knight Four, "Me too."
Knight One, "First the hotel."

Soon the knights are running around the city in jogging gear. This part of the city is considered the "outer" city. It is for the humans and D-Bees. The center is for the supernatural beings and creatures of magic.
Buildings: Most have a foundation and support beams of stone and are made of iron-wood and are up to four stories.

Streets are wide and made of stone. The city had been made before hand for dragon sized beings. Humans and humanoids are as puppies in the houses of humans. Word on the street is that Dragons don't want to hear the noise or smell of land vehicles or such. Besides the expense of a vehicle is not something most humans in Freehold can afford. Dragons feel that people are better off without them; within the city.

Officially there is no sactioned internet but a black web exists.

Other buildings: A shrine or place of worship, Artisans and blacksmiths, a brewer or pub, an inn, a clinic, guilds, library, school, and walls.

The dragons won't allow industrialization or noisy, smelly factories that mass produce anonymous identical things.

Freehold has no large standing army. The fact that Freehold is a city of dragons and thick walls is enough of a deterrent from any army laying siege. Also, there is little in the way of military trouble while the baby dragons, and occational adults circle the surrounding area to stretch their wings. Anyone or thing that makes people talk about it is too much noise for the dragons. They either have to see what it is for their amusement or run it off.
There is a militia in case of civil unrest or something like fighting a fire.

The knights find a dojo and start practicing.
Then they start sparing at Martial Arts and boxing.
After taking some rounds with the locals they hear about a fighting tournament that goes on every year.
Most dragons sponsor a fighter to compete.
Last edited by darthauthor on Sun Mar 10, 2024 7:50 am, edited 1 time in total.
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Re: Section - A Merc Squad

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Location:
Freehold

Knight Four, “Well this is different.”
Knight Two, “Yeah.”
Knight One, “I knew trade is still a big thing but I didn’t know Freehold is so cashless. I asked a city scholar to tell us how it is.
Rogue Scholar:
“Freehold’s outer city society is divided amongst various areas of the city. Each has its own Dragon Lord.
The people pledge feality to their dragon lord. In exchange the people stay on the dragon’s land with their protection. Unlike other city’s they can’t own the land but they don’t pay rent. With few exceptions no one has a hover craft in the city. It prevents accidents and keeps the cost of living low. The limitless energy supplied by the Ley Line Nexus magic is used to provide for many of our needs without which we wouldn’t have free lighting and health care via magic. Our schools have graduated both mages to cast healing spells and medical doctors for those for whom magic cannot aid. Our food comes from surrounding farms and trade deals the city has with other worlds through our dimensional pyramid at the center of our nexus. A basic substance portion is given to every household.
Everyone is expected to work and contribute to their dragon lord’s glory and wealth. Every year the lord’s majordomo’s appraisers take a census and rank the lord’s humans and D-Bees. The bottom 10 percent or so of the people are deported, we call it eviction. It is done to ensure the dragon lord has the kind of people he wants and not the ones he does not. Of course, the dragon lord can pretty much do whatever he wants in his own fiefdom. They can, and are at times, judge, jury and executionar or pardonar if they are so inclined.
These dragon lords have lived for thousands of years. They have traveled to many worlds and even other dimensions. Seen peoples of many ages and lands who have been born, lived their whole lives and died without universal credits, dollars, or ducats. Besides the problem of counterfeiting the dragons don’t like the idea of their gold walking around in the pockets of the peasants instead of safely stored amongst their personal hoard.

Look, to the dragons, we humans are like faithful dogs. A house is made by humans for humans but a house is not home without a dog. No matter hose smart the dog, we wouldn’t give our dog, a dollar bill or gold coin.
We take care of our dogs. We feed them and pull the thron out of their paw. And they take care of us. They guard our home. They comfort us when we are sad. Celebrate with us when we are happy. Play games with us for fun. Perform tricks for our attention and to amuze us. Keep our sheep herded and protected. Catch the rats. Bring us our mail. Keep us company and love us.
So to do we humans of Freehold revere our dragon lords. We create art, plays, and stories to glorify their achievements and immortalize their image.

The greatest thing we humans really do for dragon kind is raise their new borns.
Many believe is it the reason Freehold is the way it is.
First with the Atlanteans raising dragon hatchlings in other worlds then with us here in Freehold.
We are mass au pairs to dragon parents.
Dragons can't be in the same room for too long or they start arguing.
They can't even stand their own kids.
So we raise them.
Then they and their kid trust us. They like how we know how they like things and don't have to train us.
We train each other.
I imagine the dragons think of us as the proverbial monkey butlers who train each other.
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Re: Section - A Merc Squad

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Freehold, City of Dragons

The City of Dragons is half the land size of the city of Tolkeen but is appropriately sized for dragons so it is huge and sprawling with large buildings, wide streets, towering archways and buildings with massive domes, entrances and windows.

This "giant scale" gives the city a deserted appearance and makes most humans feel like small children in an adults' world.

Unlike Tolkeen where the streets are filled with people's voices, laughter, and excitement, and where voicing ideas and opinions is encouraged, Freehold, by comparison, feels empty, cold and oppressive.

The dragons often appear human to prevent the CS from ever knowing their true numbers. Even Lazlo and the Federation of Magic believe there are half as many dragons as really are present.

These powerful creatures of magic rule the city and all non dragons are regarded as second-class citizens.
Non Dragons are treated relatively well, and have a voice in Freehold society.
It is the Dragon Kings, and their Princes and Heirs who have the final say in all matters.
It is the dragons who rule the city-state and serve as lawgivers, judges and administrators.
All inhabitants know to give dragons young and old, the utmost respect or pay the price. Only the most powerful supernatural beings, creatures of magic and practitioners of magic are given their due consideration, but even these powerful beings are rarely considered true "equals." To
the Dragon Kings, all lesser beings are to be viewed as amusement or tolerated like an adult might tolerate an annoying child.

All of this contributes to the cold and rather oppressive aura of the city — at least to most humans and D-Bees.

Among the supernatural and magical inhabitants, many of these come and go on adventures and pursuits of knowledge, expeditions to unlock the secrets of magic and to acquire precious magic items.
This is also true of many of the younger dragons, but most of the elders and the ancient Dragon Kings spend their time at Freehold.

With the outbreak of war, the majority have come "home" to defend their kingdom and show the impudent humans of the Coalition States something to fear.

Note:
Ancient dragons are The "Kings"
The adults are the "Princes"
The hatchlings are "Heirs of Freehold"

Freehold is a city of dragons but to live in relative physical peace around each other the city is divided into enclaves or fiefdoms. They are a sort of towns within the one city of Freehold.

Within these "Subdivisions" the baby or adult dragons claim their own "TERRITORY." This personal space is respected for the most part, in part because the dragon is either asleep, absent on his own adventure / wonderings or distracted/pre-occupied by what he's interested in doing.

Education
Freehold does have schools officially for humans by humans.

GM's Discretion:
Those player characters (or NPCs) born and raised in Freehold, regardless of O.C.C.,
gain the following skills:
Langauge: (Native) Dragonese +30% (the official language of Freehold)
Literacy: Dragonese +20%
Recycling (blue collar) or Art
Athletics (teams sports)
Caligraphy
Dance
Play Musical instrument or sing
Housekeeping (blue collar) or Wardrobe & Grooming

Note: If any of these skills are part of a character’s O.C.C.
skills they receive a +15% bonus in addition to their O.C.C. skill bonus.

Player characters who were raised and educated in Freehold also
receive the following bonuses:
+5 to save versus Horror Factor when encountering D-Bees, Demons & Creatures of magic.
Can use Techno-Wizard items regardless of O.C.C.
+3D6 to permanent base P.P.E. if a magic-using class.
OR (not both)
+3d6 to permanent base I.S.P. if a Psychic.
The skill Rogue skills of Streetwise or Seduction if a Non-magic or Non-psychic class.

For Learned spell casters the spells Cleanse and Lantern Light can be learned free of charge here but one must still put the time, practice, study, and work in to learn it. Time wasters or rude people expelled.

The curriculum is sort of impractical outside of the city.
It reflects what would please the dragons to see their humans do
rather then what would make humans great survivors outside the city.

It also reflects the safety and feeling of safety within the city of Freehold.

Between law enforcement and the dragons the people within the city are not
troubled by (or soon remedy) Demons, Entities, Fairies, Mages (mis-behaving),
Monsters, Raiders, Undead, or Vampires.
While the basic needs of humans and D-Bees are provided for with shelter, clean water, and
limited health care (what can easily be treated with low level magic or by the psyhic healing category).

Daily life in the city is heavily reliant on magic and the power from the ley line nexus.
Almost whenever possible magic is used because of the free power of the nexus and its benefits instead of electrical power and motors.

Streetlights are basically magic lanterns (either TW devices or such)
Water is sourced from casters using Create water spells or TW devices,

There is an Atlantean electrical power pyramid to supply electricity to certain things like refrigeration units and heaters. It was considered impractical to magically change the weather or to have fire warlocks repeatedly cast spells to heat everyones home.

Note: it is a requirement for citizens to perform their civic duty and labor for good of the city or at least their drgaon lord at the direction of local dragon lord's assistent to the majordomo. Those who can't or won't are typically politely asked to leave. Those who don't are tossed out by law enforcement. This human resource management puts people to work where the city needs them to be. Over half the time this is directed toward the needs of the non dragon people.
They have had years to work out routines for the time and place for casters of cleanse spells to be around for laundry and people. Kind of like the sonic showers of the Star Trek franchise. This saves a ton resources and infrastructure construction and maintanence. While bathing everyday does wonders for hygiene, health care, longevity of clothing, people mental state, and the prevention of germ spreading.
While amongst non-magic users someone has to empty the chamber pots decaying food into the TW flying vehicle to dump in the field for mulching.
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darthauthor
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Re: Section - A Merc Squad

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Location:
Freehold

A Martial Arts Tournment

Knight Two parried this opponents attacks.
This first round of competitors was no contest.
Weeding out the inexperienced and slow.
The fighters he tried him in the ring were luck Knight Two know how to pull his punches (+9).
Except in one case when his boxing training overcame him and he knock his match out.
He stepped out of the tournament to keep up appearances and politeness.

Knights One and Four are still contenders.

Their opponents, Gui Long Dragon Spirit Kung Fu masters.
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Re: Section - A Merc Squad

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Location:
Freehold
The tournament infirmary.

Present:
Mystic Knights One (Marcus), Two, and Four

Knight One, "Well, that was humbling."
Shifting the ice pack on his head. Knight Two hands he a cup of water and he slowly drinks the water.
"Even without the use of magical spells and powers they really tossed me around.
I thought I was a skillful fighter but their Kung-Fu or whatever is from a whole other world.
When I parried, she tapped my arm and I couldn't move it."

Knight Two, "The award ceremony was something. Champion was looked upon favorably by a dragon king. Got a fortune in black and white pearls. These dragons, they must be a whole other level of rich. Never saw a billionaire before today. It's no wonder they don't bother charging their D-Bee and human pets rent.
"I have good news though, the other fighters and their people respect my withdraw from the tournament. Many want a match with me or at least to spar. I might be able to network my way to an audience with one of the Dragon Kings or at least an adult dragon."
Knight Four, "Then it wasn't all for nothing."
Knight One, "It wasn't for nothing, it was also a lesson in humility. We are too used to using magic or an energy rifle."
Knight Two, "That's how it is, outside the tournament."
"And what do we do, after we run out of energy?" asks Knight One.
Knight Two, "The same things as everyone else, withdrawl or die fighting melee, if they don't snipe us or blow us up."
"I miss this," said Knight One. "A ring. One on one fighting with your bare hands. No guns. No spells. Not to the death, so you can enjoy the fight, try your moves out. I'm glad I did it."
Rising his cup. "Here's to old school."
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Re: Section - A Merc Squad

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Location:
Freehold

Meeting with the knights
Knight Two, "Well I didn't last long in the fights but I did make a contact. We have an audience with a dragon."

A while later.

The Mystic Kinghts meet at a dragons fief in the city.
They are escorted by the dragons human servants to a human majordomo.
After the usual introductions and pleasantries both parties get down to business.

"My lord has use for you. There has been a vision. You three were in it. That is why you are here today. One way or another you are someone with your likeness will fulfill this task. That will come to pass even if my lord has shapeshift hmself to look like all three of you at different times. My lord is a dragon who would prefer to keep things as simple as possible, for them. So my lord has tasked me with recruiting you. This is Freehold, you are outsiders, but still this is Freehold and we are talking about a dragon lord is 'asking' you to do something. The lord is used to people agreeing to do whatever is asked of them. Good things happen to those please the dragon lords of Freehold. IF you don't do this, you will be asked to leave, and that's if you are lucky."
The majordomo takes out a tube and from it a map made by an artists hand.
Next he pulls out a drawing of a youthful Atlantean of the Draco Amicus Clan (it is written on the drawing along with details of their tattoo, her name Lomin, and a physical description.
"You will help her. Ideally, you will bring her back here safely but the matter is delicate. She is on a journey of sorts. Visions of her future are various. In one she dies. In anther she lives. You three, or persons of you likeness, appear in those visions. My lord would have you ensure her survival and if possible accomplishment in whatever endeavour she is undertaking at the moment. Whatever it is has to do with the Spring Equinox. In some of the visions a dragon egg is involved. Her clan is renowned for being an ally of dragonkind. A word of warning. She can be a bit headstrong at times, impatient, doesn't like people telling her what to do, careless, pushy, stubborn, has to drive any vehicle she's in, and may have a problem with drinking,
"She does not know you or that you are coming to help her. IF you tell her she might not believe you or she could run away or in some visions your telling her is one of the contributing things that causes her to die. As far as we are concerned she doesn't need to know you, why you are doing this or who put you up to it."
Knight Four, "Why are we doing this?"
"You want the dragon lord's favor. You do not what their ire. A dog may beg. A dog may cry. A dog may even run away but a dog does not theaten their master."
Knight One, "We were planning on finding some ley line or even nexus work during the Equinox. However, our real challenge awaits us in Hades. Some brothers of ours are trap that dimension and are in need of their own rescue. We have a plan but lack the means of entry into their city of demons. We feel we need someone the Demons will respect to be our means of getting into the city. Perhaps as their entourage or gladiator's support. Can you help us in this matter."
The majordomo, "Good things happen for those who please the dragon lords. However, time is of some importance. And my dragon lord is sleeping. Not to be disturbed. Upon waking we must sing to him and perform a new play along with the smell of their favorite foods. After all of these matters are attended to you specific request will be brought to the dragons attention as will your refusal if you should decline."

Knight One, "It's a deal."
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Re: Merc Squad - Section

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Location:
Near by a Ley Line Nexus

Scouting the ley line nexus the Mystic Knight found what they were looking for.
Knight Two Signaled his brother knights.
They all magically appeared out of the Ley Line as if by Ley Line Phasing (teleportation).
The Splugorth Slavers had not seen them yet but the 4 blind warrior women were alert in a way that only someone with Sixth Sense would be.
Agreeing to their plan: the Mystic Knight stored up their energy reserves and cast spells upon one another.
Then Ley Line Phased into the air 1,500 feet or so above, adjacent and apart from to the Splugorth slave barge.
The Mystic Knights were suspended in the air gradually descending thanks to the Float on Air spell (5) they cast on each other.
Raining energy blast down upon them the barges Armor of Ithan spell broke.
The Warrior women self-lessly jumped in the way to let their own armor of Ithan spell take the brunt of the Mystic Knights attack.
Reactively the warrior women and slaver tried firing back but the Mystic Knights were too far away for the slavers spells to reach. It had caught them off guard.
Three (3) of the 4 blind warrior women died in the first 15 seconds.
The barges pilot took his vessel aloft and headed for one of the floating Mystic Knights to close the distance between them.
The Mystic Knights continued to rain blasts of energy down upon the Splugorth barge.
Between the three Mystic Knights pouring damage upon the slave barge from thee different directions and angles it over comes the vessels force field and destroys it's main body.
They let it fall.
Then lower themselves to the ground.
Searching the area. The find the prisoners taken for slaves and the one Blind Warrior woman standing guard over them.
She positions the slaves before her as humanoid shields.
The woman looks bewildered as she can't hear them but fires regardless.
She fires her rifle as the knights near.
The Magic Net misses Knight Four.
Knight Two creates a magical flash bang cloud over the blind woman.
At the same time Knight Four paralyizes the woman with Bio-Manipulation.
They take her down.
Disarm her and cuff her hands and feet.

A while later.

Knight Four has freed the slave/prisoners.
One by one, with telekinesis, the Zombitron are removed from their victims.
They explain that they were rescued from slavers and are free to go. No charge.
They place a zombitron on the blind warrior woman and wait for it kick in.
Then they ask her questions.
"The slavers are here for a particular prize. A Dragon egg of a Zaayr Crystal Dragon. It looks like a giant cyrstal instead of the usual egg. The have a spy who gave them the time and coordinates. The slaves are a bonus and takes care of any witnesses. The egg was last seen aboard a protected compartment on board the slave barge.

Knight Two takes point to the crashed slave barge.
Knights One has the Atlantean and Blind Warrior woman follow him to the crash site.
Knight Four loots the three dead Blind Warrior women. Then joins Knight One on his way.
Together they rendevous at the barge.
Knight Two can see the slaver moving.
Snipes him until he stops moving.
Then Snipes him some more.
The Floating Eyes take off towards the South-East.
Knight Two checks the site for traps.
Next, together and with the assistance of the blind warrior woman under the control of the zombitron they remove the Zaayr Crystal Dragon egg.
After securing the zombitrons in the Atlanteans woman's sample containers.
They leave one on the blind warrior woman.
They cast Superhuman Endurance on the Atlantean.
They use camuflage, then telekinetically remove the Atlantean's zombitron and leave it on the ground before her.
She becomes aware of her surroundings and steps on the zombitron squashing it out of fear.
Seeing the dragon's egg she quickly hides in her back pack.
Looking around her she scavenges the slaver barge and take the Minions Staff of Eylor.
Then searches some more and secures:
aerobe, aquarobe, clotrobe, purirobe, watrobe microbes, stasirobe,
destroyes what remains of the mind slugs and zombitrons and mystic leeches
Keeps pathic healer and a telepathic holographic imager.

She looks so happy. Like someone who's dreams are coming true and they are better than she could have EVER imagined.
After taking off the blind warrior woman's magic talisman and putting it on herself. The Atlantean takes the zombitron off her and destroys it.

When the blind warrior woman awakens.
They have some bold words for each other.
The blind warrior finding herself disarmed and her "Minion" boss dead along with his Eylor barge leaving her no way home leaves her off guard.
The Altantean explains how she found her and freed her.
Atlanteans don't believe in slavery. She is free to go her own way.
As for what she has done in the past, that was when she was a slave of the Splugorth.
There is no master here now to threaten her with punishment or death.
They talk a little more.
Somehow a spat happens and they engage in hand to hand combat.
The Atlantean hold her own with her great abilities and magic tattoos.
The Blind Warrior woman stops fighting her and admits she's lost.
She doesn't know what to do without her master or her freedom.
The Atlantean says, "It's okay. That's part of what it means to be free. Figuring things out for yourself. Who you are and who you want to be."

The Blind warrior sort of grabs the Atlantean and runs away before what's left of the barge sort of blows apart.
They pick themselves up and leave together.

Note: Crystal Dragons pass down racial memories so
all instinctively hate the Splugorth and fInd all slavers loathsome.
Enemies: The Splugorth, Necromancers and evil beings who hunt and kill them for their priceless crystal hides.
The Atlantean woman is Draco Amicus Clan who, over the course of thousands of years have found and guarded dragons eggs until they hatched. Then they cared for the baby dragon often singing to them, feeding them, telling them stories and playing with them.
Many types of dragons remember their first 5 or 10 or even 15 years after egg being lovingly nutured by members of the Draco Amicus Atlantean Clan until the left their adoptive "parents" (with a non-evil aligment). As such they can recognize many of that clans smell, tattoos, and facial features. While true Atlanteans live for centuries and between their extra galactic and dimentional travel can cross pathes with dragons they have met or raised thousands of years later.
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Re: Merc Squad - Section

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Location:
In the field (Minnesota).

Knight One has sent multiple Magic Pigeons to the human Majordomo briefing him on the mission.

Knight Two and Four are in the field tailing the Atlantean woman and her new Blind warrior friend just in case.

The Mystic Knight One has secured the bodies of the blind warrior women and what remains there were for the Splugorth "Minion." As well as anything they had on them and could salvage.

They suspect but don't know that one of the slaves they let go might have been a spy or informant for the Splugorth.

The Mytic Knights get a few Magic Drones (Pigeons) from Knight Three.
The codes word match up.
He, the Atlantean and Lady Black are all still alive.
The stone pyramid / ziggurat is going to be finished soon. It is more than half way done.
They have saved half of the half the slaves who would have been sacrificed. Also two-dozen Atlanteans have been Rifted to another planet and/or dimension.

The Mystic Knights brain-storm that a Rift to Hades must have opened and the magic Drones (pigeons) flew through the Rift to Rifts Earth.

They don't know how old the message is but they have proof of life.
They also know they have been told that the Atlantean is cooperating to save the lives of his fellow Atlanteans.
They know that they have been told more than half the job of fixing/correcting the flaws in the Stone Ziggurate of Hades is done.
The Atlantean is guarded wherever he goes except when he's staying in the Atlantean quarters.
While Knight Two and Three and Lady Black are fighting in the gladiator circuit in Hades.

The Mystic Knights put out a Magic Pigeon to the Necromancers they know.
They offer the option to match or refuse an offer on the corpses (bones) before the Mystic Knights sell them on the open market. The merchandice being Blind Warrior woman bones and those of a "Minion."

The knights want to unload their merchandice to travel light and also are waiting to get word back from Freehold before returning.

Knights Two and Four report their Sixth Sense going off and that a merc team may be in play.
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