Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

(Accidental Rift Opening)
#REDUNDANCY HOUND IS ACTIVE!!!
REDUNDANCY HOUND IS HUNGRY!
NOMNOMNOM!
YUMYUM!
REDUNDANCY HOUND HAS EATEN!
(Accidental Rift Closing)
Last edited by taalismn on Thu Nov 24, 2016 8:26 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:PS-FC-51 ‘Tempest’ Full Conversion Cyborg, Aerial Operations
(aka ‘SAMAS-Teaser’)


Nice.. but I think you put this in the wrong thread :P
Although the PS-FC-52 Hayate I can see either inspiring, or being the basis for a few Thousand Dragon tribe frames.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:PS-FC-51 ‘Tempest’ Full Conversion Cyborg, Aerial Operations
(aka ‘SAMAS-Teaser’)


Nice.. but I think you put this in the wrong thread :P
Although the PS-FC-52 Hayate I can see either inspiring, or being the basis for a few Thousand Dragon tribe frames.



Opps, and thanks!
I'll try to have new toys(and I have quite a few in the works) ready...and at least one Bunnibopper illo up this weekend, maybe even tomorrow.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48047
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

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

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

Forgot I had this sitting around.

Squire

"Mistress, the books you requested."
"Thank you, Jarvis. Now, please power the Protection Circle while I set up the rest of the containment spells."
"Of course, Mistress."
Wayfinder researcher and her Squire assistant conducting research on Infernal weaknesses.



After the successful development of the Altilium Foci support drones, the Wayfinders were able to extend their magical combat endurance during the Minion War, and the Magic Disruptor equipped versions proved particularly useful in combat. The information gathered from those in use was compiled and put to the Page Project, which was on hold during the Rifts Earth incursion of the Minion War.

The Squire has a six foot long egg shaped body, with the tapered point containing a sensor cluster. The underside has two bulges on the sides, from which the two legs extend from. Under and to the sides of the sensor cluster a set of two arms with three fingers and opposable thumb, and two cyber tentacles are mounted. The arms only have a 4 foot reach, but the tentacles can extend out to 15 feet while maintaining their full strength. As an assistant, the robot arms allows the Squire to assist with delicate tasks or use any item a person can, and the tentacles for carrying larger items or slam opponents in melee combat. Two modular mounts are fitted to the back allowing for different weapons and equipment to be used depending on mission profile. A contra-grav and thruster system allows the Squire to float and fly at a respectable speed and altitude, so that they may keep up with slower warmounts or if their assigned user has their own flight systems, or flight magic. An internal cargo space is accessible on the back for storing up to 100 lbs of gear, from specimens, spell books, extra spell cards, ammunition or scientific equipment.
Squires are programmed with potent artificial intelligences, with a number of skills related for research, exploration, some also with extended combat and search and rescue skill sets.

Squires fill and expand the roles that the Altilium Foci would, with large PPE batteries to give their assigned mage's more spell energy, especially during heavy combat. They also act as a second pair of eyes, expanding the mage's senses, and as body guards with their built in weapons and defensive systems. Fitted with improved mage pods based on GNE/PS built units, usually built with able to use four spell cards at any time, but have a quick change system to allow the Squire, or the mage to quickly swap spell cards to fit the situation. This allows improved flexibility in their utility depending on the spell card installed. The magic sharing and enhancing capabilities of the Altilium Foci are enhanced with greater ranges for the Squire, allowing the Squire to range farther from its assigned mage and still be effective.
Squires are also fitted with Mystic Nodes, first found on warmounts. Although the original Mystic Nodes could only be fitted to warmounts as it required an Ecotroz fragment in the warmount to function properly, advances in the Squire's systems that allow it to share its senses and PPE with the mage allow the Mystic Node to function, and even with better range.

The Squire are produced in limited numbers and assigned to higher level mages, researches and techno-smiths. Usually elites, war chiefs and other high level members of the Wayfinders will have one Squire with a small group of Altilium Focis to assist them.

Type: EShe-R280Wf Squire
Class: Support Drone
Crew: None; robot drone
MDC/Armor by Location:
Main Body 120
Legs (2) 60
Main Optical Sensor 50
Tentacles (2) 40 each
Arms (2) 30
Height: 8 ft
Width: 6 ft in diameter
Length: 6 ft in diameter
Weight: 1500 lbs
Cargo: 100 lbs internally, or carry in arms or pull behind it.
Physical Strength: Arms have Robotic Strength 25, tentacles have Robotic Strength 32.
Powerplant: Nuclear
Speed:
Running maximum 110 mph
(Flying) Hover to 150 MPH, maximum altitude of 10000 ft
(Underwater) Can move underwater at 20 MPH, maximum depth of 1,100 ft.
Market Cost: Exclusive to the Ecotroz-Shemar/Shemarrian Star Nation
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 3 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in as required.

Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 75 MDC before needing material stocks to convert to MD repair material.

Sensors
Broad-band Radio Recording/Monitoring
The Foci is constantly monitoring local communications, recording communications traffic for later re-transmission and analysis, and parsing through the chatter for key words that may indicate stepped-up activity. 

Third Eye---The 3rd Eye implant that is the distinguishing physical characteristic of Wayfinders has evolved to be more than simply an extra optic; the SSN Wayfinders have refined it until it has the properties of the ARS-500 Arcane Scanner, with the following powers:
-Sense Ley Lines---3 miles(rifts at 6 miles)
-Sense Supernatural---450 ft
-Sense Magic---120 ft area
-Decipher Magic---72%
-Presence Sense---120 ft area
-See Aura
-Eyes of Thoth
-Sense/See Dimensional Anomaly

Laser Illuminator
The laser illuminator has a range 7 miles.

*PPE Kirillian Sensor---Range: 5,000 ft

Special Systems

PPE Generator
The Squire is fitted with a PPE generator and battery. The battery can store 350 PPE and can restore 10 PPE every minute, double at leylines, 3 times faster on a Nexus.

Self-Destruct
Equipped with the same self destruct system as the original Foci. Does 4d6x10 MD to a 50 ft radius

Linked Senses
The Squire creates a secure and strong link with its assigned user, or users in the case of Squires working in Wayfinder techno-wizard forges. This link grants both a +2 bonus to Perception checks, as long as either the Squire or user is aware of something, both are, +1 to aimed attacks.
If the assigned user also has assigned Altilium Focis, both the Squire and the mage gain the bonuses from each Altilium up to a maximum of 5 additional Altilium Focis (granting a farther +10 to Perception checks, and +5 to aimed attacks if the Altiliums are within communication range).

Share PPE
As the primary purpose of the Squire, the PPE it stores and generates can be used by a magic user, however the Wayfinders didn't want just anyone using this magical energy. The battery has a shifting series of plates with wards on them that prevents anyone from accessing the PPE, including psychic vampires such as Psi-Stalkers. As long as the assigned user is within 2500 feet of the Squire, and sends the authorized code, which is linked with the users psychic signature, which the Squire can sense through the Kirillian sensor, the user can freely use the PPE stored within the Squire. Anyone attempting to siphon the magical energy instead becomes the target of the Squire's weapons, or it moves away.
The Squire can also use the PPE from any Altilium assigned to the mage the Squire is assigned to, to power any of the spells fitted in its Mage-Pod, when its own PPE battery is empty.

Mage-Pod
Based on Paladin Steel’s famous ‘SpellCard’ and ‘Magebolt/Pod’ system. This system can be powered by the Squire's PPE battery and generator. The technology (magick?) has been considerably refined, through the use of higher quality natural crystals (acquired from the deep space mining operations), improved microchip manufacturing techniques, metal refining methods, and the use of such exotic materials as EctoFiber low-loss magic-conductive cabling. The Shemarrians have managed to miniaturize the system with help from Clan Vespa.
The Mage-Pod has the capacity for 4 SpellCard.
Note: This is one of Paladin Steel’s exclusive systems, and is rarely sold/given to outsiders. 
Range: Varies by spell, but spell projection boosters DOUBLE range. 
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF. 
OR...retain the original PPE costs, but increase range and damage by 20-40% (Use your discretion)...While radius of effect spells may cost an additional 5-20% more PPE for the larger area affected (again, use your discretion)
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle). 
Payload: Draws from the main PPE Battery, but can also draw upon supplementary PPE reserves. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE. 
Bonuses: As per spell(if any)

Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

Relay
The Squire can act as a relay for its assigned mage's Altiliums, extending communications distance that the mage can communicate with the Altiliums. It also acts as a relay for increasing distance between the mage and Altilium for sharing PPE, particularly useful for when the Altilium's have caught up with the mage due to their slower speeds. The Altilium must be within 2500 ft of the Squire.

Mystic Node
While the original mystic nodes had to be exposed to work on warmounts, the Squire's whole frame acts as a collector and can be directed from part of the main sensor cluster.
The mage, bonded to the Squire, usually through the use of the EShemarrian's wireless communications and even through psychic links, using the Squire's senses to target an opponent, then casts the spell, with an additional 25% increase (round up) in P.P.E. cost and -2 to strike rolls, at the Squire. The Mystic Node catches the spell then redirects it at the intended target. The target will suffer a -1 to dodge or parry as the unexpected direction the spell is now coming from. The Squire will usually be sent ahead either just outside the spell's normal range or just within it. The spell, after it has reached the Mystic Node will have the original range of the spell to reach its intended target from the equipped Squire.
For example, a level 5 Wayfinder mage casts fire bolt, with a range of 125 feet, but wants to strike a target 175 feet away. Her Squire can move up to 125 feet from the mage, then the mage casts the fire bolt, normally costing 7 PPE but now costs 9 P.P.E., plus suffers a -2 to attack roll to the target, the spell flies to the Squire, then to the intended target.
Alternatively, the Mystic Node can allow the warmount to deliver a touch spell for the mage instead. The Squire must be within 20 feet +10 feet per 2 levels of experience of the mage. The spell has the 25% increase of P.P.E. cost, then the Squire can be sent to deliver the spell as either part of a melee attack, or a gentle touch, depending on the spell used. The Mystic Node will hold the spell for 5 melee rounds, which will allow the Squire to reach most targets, however the mage can increase the duration the Mystic Node holds the spell longer by spending an additional 5 P.P.E. for each addition round. However, as long as the Mystic Node is holding a spell in this manner, it can not be used to redirect any other spell.
One interesting effect of the link between the mage and the Squire allows the mage to cast any spells that target the equipped Squire itself have double the range. For example, if the mage wanted to cast resist fire on the Squire, which normally has a range of 60 feet to affect others, the mage can cast it on the Squire out to 120 feet. If the spell has no range, or by touch only, the Squire can be effected out to a range of 20 feet +5 per 2 levels of experience.
The Mystic Node also provides some resistance to hostile magic against the equipped Squire.
The equipped Squire can only be linked to one mage at a time, which requires the normal EShemarrian wireless communications, spend 3 I.S.P. to create a psychic link. This link lasts for 1 week plus 1 week per point of M.A. of the linked mage.
Damage: Damage of the original spell, or damage of the spell if any plus melee attack damage if a touch delivered spell.
Rate of Fire: As many times as the bonded mage can cast spells.
Payload: Effectively unlimited.
Notes: The equipped Squire gains a +4 bonus against any magic used against it that is not from its linked mage.

Magic Enhancement Field
The Squire is fitted with an experimental device, that as long as the Squire is within 20 feet of its assigned mage, the mage's spells are more powerful. Spells with a variable roll (damage rolls, etc) will be increased by 1 die +1/die, fixed bonuses will be increased by 25%, such as speed, bonuses to saves, MDC (force fields, armour, etc) all increased by the 25%. Duration of spells cast within this field are also increased by 25%.

Leyline Booster
The Squire's speed, both running and flying are increased by 50% while on or within 50 feet of a Leyline.

Multi-Tools
Then ends of the 2 tentacles end in multi-tools, allowing it to perform various tasks.

Weapons Systems:
1) Pulse Lasers (2) - Two pulse lasers are built on either side of the optic cluster, give it basic defense.
Range: 2,000 ft
Damage: 3d6 MD per single shot, 9d6 MD per 3-shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

Alternatively, the Squire can have the pulse lasers replaced with the following:
a) Plasma ---The plasma bolts can often be mistaken for magic fire balls
Range: 1,500 ft
Damage: 5d6 MD per blast
(‘Spray’ Mode) Range drops to 500 ft, but the bolts do 3d6 MD to a 20 ft wide area.
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Ion---The ion beams can often be mistaken for magic lightning bolts
Range: 1,800 ft
Damage: 4d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Particle Beam---The beams can often be mistaken for magic lightning bolts
Range: 1,500 ft
Damage: 5d6 MD single shot, 1d6x10+20 MD per triple shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited


2) Vibro-Blades (2) - Each of the tentacles sports a retractable vibroblade
Range: Melee
Damage: 2d6 MD

3) ‘Magic’ Weaponry - The Squire has the same basic 'magic' as the Foci to simulated ‘magic’ effects as standard.
*Blinding Flash----Nothing but a high-powered strobe light; effective range of 60 ft, and a 10 ft area of effect. Effectively flash-blinds unprotected eyes for 1d4 melees. 
*Magic Net---Really a fine spray of ultra-fine high-strength adhesive plastic fibers that hold with a P.S. of 40. Holds for 1d6 minutes before the adhesive begins to break down, 10 uses. 
*Chameleon---Really an adapatation of Naruni adaptative camouflage. The drone’s surfacing can quickly change color and pattern to adapt to its surroundings. This is only truly effective if the drone is standing still against a solid background(rockface, building, forest, etc.). Takes 1d4 melees to adjust, and results in -20% to others to detect ambush/concealment. 

4) Modular Mounts (2) - The back holds two modular mounts allowing the Squire to carry various equipment, from weapons to sensors or other equipment.
a) Virtually any bionic system can be fitted here (mining tools will be fitted on extended arms) in a dual set per mount (two bionic weapons, etc), but typically any that fit on the arms or backs, minus systems that grant speed enhancements, except jet packs which can increase the Squire's flight speed by 50%.
b) Additional Sensors - Additional sensors, such as those that can fit on most warmounts can be fitted. Can also mount ECCW and jammers.
c) Light Warmount Equipment - Any light equipment that can fit on most warmounts (such as those that fit in the Monst-Rex equipment slots) can fit, but any weapons that are dependant on physical ammunition will have half the ammunition. Can support up to 2 medium missiles per slot.
d) Forcefield - A forcefield generator can be fitted, providing 200 MDC, covering a 20 foot radius, regenerates 5 MDC every minute. A magical version can be substituted instead.
e) Faux Magic - Virtually any faux magic system the Eshemarrians have developed can be fitted in these slots, although some might be limited in payload.
f) TW Weapon - The equipment slot can be fitted with any infantry or light TW weapon, with a 100 PPE battery that can also be recharged from the Squire's PPE generator.
g) PPE Battery - A heavy PPE battery can be installed, with a capacity of 450 PPE, recharges from the Squire's PPE generator.
h) Magic Disruptor---This device uses special biological components (actually tailored transgenic bacteria) to generate a temporary disruption in local magic flows. Effect covers a 100 ft radius and lasts 1d4 minutes per activation. When activated, the disruption field causes the following:
-Duration of active spells is HALVED.
-Spells cast in the area of effect will cost TWICE as much PPE, and have HALF duration, range, and effect(including damage).
-Sensory spells, including those used by magical constructs, will be effectively blinded within the area of effect.
-Purely magical constructs, such as Automatons, animated statuary, and animated skeletons/corpses will find their speed reduced to 25% of normal, and their normal actions/attacks per melee HALVED. 
The tailored bacteria can be activated up to 25 times before needing replacement.
i) Nanite Sprayer - This is a large reservoir and sprayer that can spray nanites. Can carry any nanites produced by the Eshemarrians, provided supplies of specific types are available. Those developed by the Sapphire Cobras are harder to obtain by the Wayfinders, but some are available. Can carry 50 gallons worth of nanites (about enough to cover a half square mile area, depending on the nanites). Can fire up to 100 ft.
Typically carries one of the following:
-Dissolver nanites do 3d6 MD per melee for 2d4 melees. The activation of the nanites can be delayed to go off as much as 30 minutes after deployed. Typically covers a 5 ft square, 200 doses.
-Repair Nanites. An extended supply of the cybernanite repair nanites, used for repairing other units, or itself. Carries enough nanites to repair up to 500 MDC.

Hand to Hand Combat:
Actions/Attacks per Melee: 6
Initiative: +1
Strike: +6
Parry: +8
Dodge: +6
Roll: +2
Pull: +2
Disarm: +3
Entangle: +4
Damage:
Restrained Punch 1d4 MD
Tentacle Slash/Punch 1d8 MD
Tentacle Crush/Squeeze (full melee) 4d6 MD
Body Block/Ram 1d6 MD

Programming:
-Basic Military (modified)
Land Navigation 94%
Intelligence 85%
Weapons Systems 90%
Sensory Equipment 90%
Radio: Basic 94%
Optics Systems 90%
Laser Communications 94%
Surveillance 90%
TV/Video 94%
Cryptography 80%
Electronic Countermeasures 94%
Photography 94%
Camouflage 80%
Prowl 80%
Lore: Magic
Lore: Demons & Monsters
Lore: Faeries & Magic Creatures
Up to 5 additional skills can be programmed (usually skills that fit the use of its assigned user) at 85%
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

You're reading my mind....I have a somewhat similar 'spin-off species' of robot intelligences(oreseme) in the works.

Meanwhile, have a boomstick....

Quakeroid Cannons
“Klodec’s company used to be one of our proudest; they fought the Kreeghor at Benloa and broke the Invincible Guardsmen stationed there. Then Klodec himself accepted a challenge to come and cleanse the Grand Lizard Forest of the detested Shemarrians. Klodec’s pride overcame his caution. They marched in, and only two of their number limped out....the last they saw of their fellows was being ‘bombed by giant pinecones’. Yet another trick sprung on us and yet another warrior sent to an ignonimous end. The only good thing we can claim of it is a teachable lesson to not let pride take the place of caution.”

“Welcome to BoomBoom Grove, otherwise known as Battery A of the Blood Rider Camp Segar Mountain Hearthguard. We strongly discourage open fires in places like this. Only we’re allowed to open fire in the forest.”

“We got LOGGED.”

‘Quaker Cannons’ were a concept that were used since the American Revolution; logs shaped and painted to resemble cannon emplacements in deception operations. Shemarrian Quakeroid Cannons turn that idea on its head, by disguising fully functional massdriver cannons as trees.
These massive and powerful 80mm(though the housings can range in diameter from 105 to 200mm) weapons can only be shouldered and fired by oversized Shemarrian caste-Elites such as the Entkin, Jotan, Vulcar and Necriant, although some of the larger Clan Immensis cyborgs can manage to handle them. Though originally developed by the Horrorwoods, they've sicne been adopted by other Tribes with oversized caste-classes and large areas of territory to cache these weapons in.
Quakeroid Guns are dual-mode; they can fire directly like giant rifles, or, with their buttstocks placed in the ground, fired as ballistic mortars.
Ammunition is stored in-line in the base of the trunk; the main criticism of the Quakeroid Gun is that it stores too few rounds to engage in sustained bombardments. Thus, many users rely on concealed stockpiles of speedloaders secreted around Shemarrian territory to keep their weapons supplied, if Warmount-borne logistical support is not available or advisable. The Horrorwoods especially rely on this tactic, as well as using e-animals and e-plants to act as spotters for Quakeroid gunners, in order to make every shot count.

Weight:1,600 lbs
MDC: 250
Range:(Direct Fire) 13,000 ft (2.5 miles)
(Indirect Fire) 26,000 ft (5 miles)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
‘Beehive’ Explosive Multi-Munition---Scatters 15 small submunitions over a 50 ft radius. Each submunition does 2d4 MD to a 5 ft blast radius.
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range.
Other munition types are also available/in development; these are the most readily available and common.
Rate of Fire: Four shots per melee
Payload: 12 rds stored in-line
Special Features:
*Disguise Housing---The Quakeroid Cannon is configured to look like a small tree, and can be stood upright, or laid down as a fallen tree, to be hidden in plain sight.
Options:
*Branch-Muffler---Heavily foliaged branches around the muzzle help hide any muzzle flash and muffle the sonic boom of firing by some 75%, but make the gun somewhat harder to manage in close quarters.
Last edited by taalismn on Mon Nov 28, 2016 10:48 am, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48047
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Sapphire Cobra ‘Conda’ Revolver
(aka ‘Hydramatic’)

“This is my fang; it is long, it is sharp, it is hollow, it delivers suffering, and it does so at a distance. You do not want to feel its bite, unbeliever, you really do not.”

“Whatever else those snake-worshippers did to her mind and body, she still likes big guns.”

Pistols, especially small-caliber projectile weapons, are virtually unknown among the Shemarrians, who tend to regard handguns as generally useless. Still, a few Tribes do produce their own designs, and have developed them into quite useful weapons, as the Hawkwind-series handguns. Still, projectile handguns are usually the province of NeShemar auxiliary troops, and even then, it came as a surprise that the Sapphire Cobras recently distributed a new handgun to their various clans.
Not surprisingly, to save development time, as with the Shemarrian .30-06 Hunting Rifle, the ‘Conda’ Revolver is heavily based on an existing, pre-Rifts weapon, the Colt-series of ‘Python’ .357 caliber handguns. Sapphire Cobra weaponsmiths have only further improved the build quality of an already famously-well-made weapon, recasting the pistol in megadamage material, and making some other changes. The hammer is smaller and more streamlined, allowing it to be carried under a Cobra cultist’s robes more easily with less chance of catching and tangling. The rest of the weapon has been cosmetically sculpted to suggest a snake’s head, without negatively impacting the weapon’s performance. The pistol is still rather heavy, but as most Sapphire Cobra initiates are either cyborgs or bio-augmented, the weapon poses no handling problems.
The advantages of the Conda are that it’s inexpensive resource-wise, mechanically very reliable, and can be used to deliver a variety of munitions, from simple slugs, to ramjets and exploding rounds, to specialized nanite and anti-supernatural rounds. The Conda is available to any Tribesmember who requests it and can prove they can properly handle the weapon. It is also occasionally sold on the open and black markets, where its styling and status as a ‘genuine Shemarrian weapon’ make it a collector’s item.
Weight: 2.6 lbs
MDC: 20
Range:(.357) 180 ft effective range, 300 ft maximum range(HALF damage, except for explosive and nanite rounds)
Damage:(.357)5d6
(.357 Express/Maximum) 5d6 +3 SD(increase effective range to 250 ft, and maximum range to 350 ft)
(Ramjet) 1 MD per rd
(Wellington Exploders) 15d6 SD per rd
(High Explosive) 1d8 MD per rd
(Naga’s Kiss)A dose of disassembler nanites that will do 2d6 MD damage per melee, for 1d4 minutes. These disassemblers ONLY work on inorganics(metals, ceramics, plastics) and not on organic/living flesh.
(Rattledance)---Nanite round, available in a standard or ramjet round. 3d6 SDC(1 MD for ramjets), plus victims must save versus non-lethal poison or suffer the following penalties; -6 to strike, parry, dodge, and roll, -50% to any skills requiring fine motor control, and must roll every melee at -10 to retain balance. Effects last 4d6 minutes before the nanites shut down and are flushed from the system.
(‘Stoneblood’)---Nanite round, available in a standard or ramjet round .‘Stone-Blood’ is another nano-venom that also attacks the neuro-muscular system, generating acute paralysis and locking the victim’s muscles in place. 3d6 SDC(1 MD for ramjets), plus victims must save versus non-lethal poison or suffer being ‘frozen’ in place. Effects last 4d6 minutes before the nanites shut down and are flushed from the system, after which the victim will suffer a penalty of HALF their normal APMs and hand to hand bonuses for twice that duration, owing to post-muscle-lock shakes and tremors(the experience of the muscles being locked seriously fatigues victims). The duration of the paralysis can be extended with additional shots, but at increasing risk to the health of the victim; for every subsequent bite/dose over four , the victim must roll versus coma/death to avoid falling unconscious, and taking 1d6 Hit Points due to cardio arrhythmia.

Rate of Fire:Single shot, ECHH
Payload: 6 rounds
Special Features:
*Top Rail---for mounting a sight or scope
*Fully Waterproof/Corrosion-Resistant---Given that the Sapphire Cobras frequently live in the wetlands of the American South, their weapons are fully watersealed, and can fire underwater.
Cost: 1,900 credits on the open market
Options:
*TW Enhancement:
*Mystic Markmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot.
‘Quicksilver’ TW Weapons Modification---This TW add-on effectively, with the application of some PPE or ISP, coats a chambered bullet with mystically conjured silver, allowing it to do damage to those vulnerable to the touch of silver.
PPE Cost: 10 PPE/20 ISP per shot
Duration: Baseline 5 minutes per activation
Damage: Treat the bullet now as silver-plated; does DOUBLE damage to those vulnerable to silver.

*‘Lightning Striker’ TW Weapons Modification----This TW weapons modification uses the Air Elemental spell Lightning Strike(see Mysteries of Magic Book One: The Heart of Magic, pg. 91) to enchant projectiles into lightning bolts doing megadamage. The bullet is destroyed upon impact, releasing a powerful electrical jolt. Applied to firearms, it’s a quick way to create a dual-mode weapon; regular SDC rounds for hunting and ‘soft’ targets, MD lightning for MDC targets. Range: Increase base projectile’s range by 50%
Damage: 1d6 MD per damage/experience level bought.
Even if parried with a shield, the target takes 25% damage due to electrical shock grounding out.
PPE Cost: 9 PPE/18 ISP per round. Can use a PPE battery/clip, or the gunner can use their own PPE/ISP to charge the weapon.

*’Snakebite’ ---Swords to Snakes application. For 25 PPE, the gun barrel becomes a live snake head, the muzzle a fanged snake mouth. The mouth can strike and bite, inflicting 1d4 SDC per bite. Effects last 30 seconds. Though not very effective as a weapon, it is visually very striking.

*’SnakeStrike’---Developed when it was realized that the ‘Snakebite’ TW app was overly expensive for such a weak physical attack. Using Horrific Illusion as the basis instead, for 5 PPE/10 ISP, for 2 minutes(8 melees) the gun APPEARS to become an animated snake head, terrible to behold(Horror Factor of 14).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Nice new additions.

Although the Conda.. 2.6 lbs isn't really that "heavy"..
The Quakeroid Cannon.. what tribe developed it? Or just open for all tribes to produce?
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Nice new additions.

Although the Conda.. 2.6 lbs isn't really that "heavy"..
The Quakeroid Cannon.. what tribe developed it? Or just open for all tribes to produce?


a) By regular human standards, the Python's still a good-sized handgun compared to a saturdaynight special, but by Shemarrian standards, it's a squirtgun. :P

b) Horrorwoods(I've added a new line about the weapons' origins and distribution).

c) Here's an illo for the Cavalons:
http://i408.photobucket.com/albums/pp164/taalismn/cavaloid_zpspdurwdds.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-K-111 HawkMoth Aerial Warmount
(aka ‘Owlator’, ‘MonMothra’, ‘MotherMoth’, ‘Cloudowl’)

‘Locusts I can handle. You can eat grasshoppers. But these damn Shemarrian bugs, they ain’t right! They blacken the sky and they bring misery to you if you ain’t with the ‘Nation.”

“It’s serious bad luck to have one of those cloudowls squatting over your position like a stormcloud. They pour down fire until they’ve burned holes in your cover, then they rain down birds and insects to finish the job. I’ve known men to go mad when swarmed like that.”

“Need quick armor? Stand over there and I’ll call down one of our ‘mothras to dust you with a fresh batch. No, not mothfrust, this is genuine beetle-dust; the serious protective stuff faeries only WISH they could make, so call me your Shemarrian godmother and hold out your arms for your armor make-over! “

The introduction and success of force multiplier ‘manufactory’ warmounts such as the EcoS-K-35 Monstriark and EcoS-K-109 Stormapod, intrigued the Hawkmoon Tribe. Eager to maintain their Tribe’s technological prowess, Hawkmoon Tinkers proceeded to develop a ‘flying factory’ able to produce swarms of flying drones and munitions.
The resulting HawkMoth resembles a giant hybrid of a fat-bodied moth and an owl(the ‘hawk’ in its name is said to refer more to its Tribal affiliation). A combination of antigravity systems and hoverjets keeps the giant warmount in the air. Like the Stormapod, the HawkMoth features a fully-enclosed cockpit pod with room for several passengers, such as a Tinker team. The fully enclosed saddle-pod affords a supervising Tinker or other technician extra production from weapons fire, environmental hazards, and distractions while working. The round and thick body conceals an onboard nanofactory that can produce small drone robots or munitions; an extra-large powerplant feeds the ravenous power needs of this system, and requires a unique laser-cooling system(that also doubles as a point defense array). Fed with a steady supply of the right materials, the HawkMoth can ‘birth’ a seemingly endless stream of insect-bot swarms and flocks of avian ‘bots. Units on long duration patrols and raids can now keep themselves supplied with ammunition and expendable drones, and operate well away from the Shemarrian logistical infrastructure.
The HawkMoth has proven a mixed success; necessary compromises necessitated by power and mass demands imposed by both the onboard factory systems and the flight systems, mean the HawkMoth is fairly slow and not as agile as other aerial Warmounts. Compared to the number of aquatic drones, the number of aerial drone units is less, so currently the HawkMoth has a smaller range of drones it can produce, compared to other ‘mother’ warmounts like the Monstriark and Stormapod. However, the HawkMoth has superior communications and coordination links to its ‘children’, making it a powerful command and control Warmount in the field.
HawkMoths are typically deployed to oversee and support long range air patrols and raids by producing force multiplier units that can help cover wide areas of territory with surveillance. They are also used as ‘swarm bombers’, producing hordes of aerial drone bombs that can saturate an enemy’s defenses and wear them down.
Though it’s claimed that Clan Vespa helped the Hawkmoons with the design of the HawkMoth, the truth is that the Hawkmoons designed it completely on their own. That having been said, the Vespas are very much interested in acquiring the design for their own tribal forces.

Type: EcoS-K-111 HawkMoth
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot, and room for 1-3 passengers
MDC/Armor by Location:
Main Body 760
Crew Pod 110
Head 290
Antennae(2) 50 each
Wings(4) 250 each
Legs(6) 190 each
Height: 25 ft
Width: 50 ft wingspan
Length: 38 ft
Weight: 60,000 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Flying) Hover to 358 MPH, maximum altitude 27,000 ft.
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL HawkMoths have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 200 MDC before needing material stocks to convert to MD repair material.

*Magnetometer---The HawkMoth has an acute sensing ability when it comes to ambient and active magnetic fields, both as a means of finding metallic ores and scrap to devour for production material, and as passive detection of targets. Less effective at detecting nonmetallic vessels/vehicles and organics. Range: 5 miles, and has a 70% chance of detecting camouflaged vehicles( -20% for nonmetallic artificial objects, and no chance of detecting organics). Can detect active rail guns and nuclear fusion containment fields at TWICE that range.

*Drone Link--- The HawkMoth is an expert multitasking coordination nexus with microwave radio links. ALL Shemarrian aerial drones within a 5 mile radius of the HawkMoth, provided that radio communications are unjammed, enjoy a +1 to initiative, and +1 to strike. If jamming (environmental or deliberate) interferes and severs the link, the drones fall back on their own programming(and bonuses).

*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 40% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).

*Radar-Absorbant Skinning----The HawkMoth is skinned in a scaled or ‘downy’ surfacing that increases aerodynamic drag, but which also helps absorb or scatter radar signals; radar systems are only 25% likely to be able to detect the HawkMoth.

*Drone Assembly---The onboard manufactory can produce EcoS-DUW01 and EcoS-DUW02 drones(or can be programmed to produce other, similar ‘bots) from scratch.
Typical rate of assembly:
-#AA-03 Avian Spy/’Avyet’---Up to 2 can be produced an hour. Typically it takes about 70 MDC of consumed materials to produce 1 drone. Up to 10 can be carried, concealed in the pleats and folds of the abdomen and wings.

*Eco-KRP01---*EcoS-AAR-01 Chirt---Up to 40 can be produced an hour. Typically it takes about 200 SDC of consumed materials to produce 10 drones. Up to 80 can be carried, concealed in the pleats and folds of the abdomen and wings.

* EcoS-D64Hm Aviar/Aviarmor---Up to 10 can be produced an hour. Typically it takes about 25 MDC of consumed materials to produce 1 drone. Up to 80 can be carried, concealed in the pleats and folds of the abdomen and wings.

*EcoS-D61cv Carrian Fly MicroRobot---Up to 100 can be produced an hour. Typically it takes about 4 MD or 4,000 SDC of consumed materials to produce 100 drones. Up to 600 can be carried, concealed in the pleats and folds of the abdomen and wings.

*EcoS-D62cv Carapace Beetle MicroRobot---Up to 100 can be produced an hour. Typically it takes about 5 MD or 5,000 SDC of consumed materials to produce 100 drones. Up to 600 can be carried, concealed in the pleats and folds of the abdomen and wings.

*Eshe-R63Cvp Fiery Wing MicroRobot---Up to 100 can be produced an hour. Typically it takes about 5 MD or 5,000 SDC of consumed materials to produce 100 drones. Up to 600 can be carried, concealed in the pleats and folds of the abdomen and wings.

*Flit-Striker---Up to 120 can be produced an hour. Typically it takes about 1 MD or 200 SDC of consumed materials to produce 10 drones. Up to 200 can be carried, concealed in the pleats and folds of the abdomen and wings.

If not producing drones, the nanofactory has a secondary role of producing ammunition; it can produce 10 fragmentation/high explosive mini-missiles(OR 5 plasma), or 50 high explosive(OR 30 incendiary/ acid OR 5 malnano) grenades/shells/limpet mines or 100 rounds of solid rail gun ammunition per hour, if properly fed with the right materials.

Weapons Systems:
1) Eye Lasers(2)---High-end aerospace-grade lasers with extended range. The HawkMoth also has special eyelids that can split the laser beams into a ‘spray’ attack.
Range: 4,000 ft
(Spray Mode) 2,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
(Spray Mode)2d6 MD single shot, 6d6 MD for a pulse burst to a 18 ft-wide area
4d6 MD dual shot, 1d6x10 MD for a dual pulse burst(counts as one attack) to a 32 ft-wide area.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Wing Lasers(12, 3 per wing)---Hidden in amongst the many feathers of the HawkMoth’s wings are multiple light lasers, copied from the Titan Works’ Flying Titan Power Armor. The multiple lasers are individually fairly weak, but can be combined to create a powerful barrage. Against ground and other targets underneath the HawkMoth, the combined onslaught of focused light can create a ‘laser rain’.
The lasers can also serve more benign purposes; they can be set to radiate in visible spectrum as laser illumination. They can also be used to radiate waste heat away from the Warmount. If stealth is not an issue, a HawkMoth hard at work producing new drones can seem to ‘glitter’ with heat radiated away as laser energy.
Range: 4,000 ft
Damage: 2d6 MD per shot, 24d6 MD for all twelve lasers firing on one target simultaneously.
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Quill Flechettes---Copied from the Harpy caste, but with some differences, the HawkMoth carries special ‘quills’ that are hidden on the wings. These dense composite darts can be fired by contractions of the same synthetic myomer muscles that power the wings, like crossbows. The HawkMoth carries many more of these darts per wing, can fire them in bursts, and can regenerate them.
Range: 600 ft
Damage: 1d4 MD per dart
Rate of Fire: ECHH, bursts of 1-10 quills
Payload: 120, 30 per wing, and can generate new ones at a rate of 20 per hour. 25 MDC is required to make 25 darts.

4) Moth Dust---Moth Dust is the byproduct of drone/munition production; waste material from MDC material processing(the warmount’s assembly systems are rather less efficient than larger Assembly Forge systems, so a certain amount of waste is produced during production). Normally this waste is saved for return to a larger and more efficient Assembly Forge to recycle(the collected dust often carried in external sacks attached to the HawkMoth’s rear legs, like a bee’s pollen collectors), but if necessary it can be ejected to form a small cloud of suspended material. If inhaled, Moth Dust acts as a painful irritant, the small fibers and crystals cutting up soft tissues. Drawn into a high pressure air intake, such as a jetpack or SAMAS jet turbine, the material can cause jets to temporarily choke, and damage bearings and blades.
Range: A sack’s worth typically covers a 15 ft area. Depending on local air currents, the dust can remain suspended and concentrated for 1d4 melees.
Damage: Those breathing in the dust will take 2d6 SDC per melee, and will be -10 to strike, parry, and dodge, and must roll versus non-lethal poison afterwards or contract a respiratory condition(reduce P.E. by -1d4, fatigues twice as fast) due to lung damage. A thorough lung cleaning or Purge spell will negate the effects. Those with unprotected eyes will be temporarily blinded for 1d6 melees. The dust will also create a red rash if worked into the skin.
35% chance of jetpack and power armor airbreather turbines seizing up and losing power for 1d4 melees. There is also a 25% chance of permanent damage to the turbines, resulting in a -1d6x10% reduction in maximum speed, until the turbines are replaced/repaired.
Megadamage vehicle turbines tend to be more robust; only a 10% chance of seizing up. Lose power for 1d4 melees. There is also a 15% chance of permanent damage to the turbines, resulting in a -1d4x10% reduction in maximum speed, until the turbines are replaced/repaired.
Contragravity and plasma jets are UNaffected by mothdust ingestion.
Rate of Fire: ECHH
Payload: Typically carries enough dust for 4-8 clouds. Generation of new dust depends on production schedules; it typically takes 700-800 MDC worth of production to generate enough waste material for 1 sack.

5)Flare/Chaff Dispenser---Mounted in the empennage is a countermeasure launcher:
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 18 per launcher. Can generate new chaff bundles at 6 per hour.


6) (Optional)Pod-Mounted Weaponry---The passenger pod can be fitted with two Monstrex-style hardpoints(usually missile launchers) and a dorsal weapons turret for an energy weapon or rail gun manned by one of the passengers.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. The HawkMoth is a patient hunter that works well in pack-flocks. It is a particularly deadly night hunter, especially when using its ‘minion-bots’ to detect and pinpoint targets at night.
Has the same basic programming as the Monstrex, plus has the equivalent of the following(for aerial maneuvering purposes):
Pilot Helicopter 70%(+5% per level of experience).
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the HawkMoth intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +2, +5 in flight
Strike +3 (+3 w/ ranged weaponry)
Roll +2, +5 in flight
Tear/Pry w/ Beak 3d6
Power Strike w/ Beak 6d6 MD
Foot Claw 3d6 MD
Wing Slap/Buffet 1d6 MD
Body Block/Ram/Tackle 1d8 MD
Flying Pounce(lands with all six claw-feet in strike position)(3 attacks) 1d6x10 MD, +80% chance of knockdown(lose 1 APM and Initiative) on targets weighing 25 tons or less.


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the HawkMoth an aura and behavior more befitting a sentient being than a robot.
Has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to proficiency, but TRIPLE the range.
*Sixth Sense
*See Aura
*Presence Sense
*Sense Evil

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8; the HawkMoth has an I.Q. of 11 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Drone Types Producible by the HawkMoth:
#AA-03 Avian Spy/’Avyet’
*Eco-KRP01---*EcoS-AAR-01 Chirt
* EcoS-D64Hm Aviar/Aviarmor
*EcoS-D61cv Carrian Fly MicroRobot
*EcoS-D62cv Carapace Beetle MicroRobot
*Eshe-R63Cvp Fiery Wing MicroRobot
*Flit-Striker---Winged munition based on the Shemarrian version of the Northern Gun NMX-18 Stinger Anti-Flyer Mine(see Rifts Merc Ops, pg. 97-98 )
Range: 5,000 ft. The projectile flies at 300 MPH.
Damage: (Plasma) 5d6 MD to a 30 ft blast radius

(Incendiary) The Blood Riders have an incendiary version that does 4d6 MD to a 15 ft blast radius, but continues to burn, doing 1d6 MD per melee for 1d4 melees, with an 88% chance of setting any combustibles in the immediate area aflame.

(Sonic) DarkWater sonic munition, based on a design they acquired from a trade ally:(High Power Mode) 4d6 MD to an 11 ft radius
(Low Power Mode) 2d4 MD to an 8 ft radius, for 3+1d4 melees
The vibrofield will do 1/2 SDC damage through most body armors(100 MDC or less), 1/3 through heavier armors and power armor (250 MDC or less), and 1/4 through small robots and vehicles(400 MDC or less)
Sonic Shock: (25 ft radius, DOUBLE underwater)----Beings with Enhanced Hearing or Sense Vibration abilities will be overcome and disoriented; Make a save versus Psionic Attack or lose initiative and be -8 to strike, parry, and dodge, and lose 2 APMs for 1d4 melees(continues even after the sound has been cut off). Beings who navigate by echolocation or motion detection will be effectively blinded. Even a successful save will leave the victim -2 to strike, parry and dodge for 1d4 melees, with a ringing in their heads. Beings without enhanced sonic senses will only suffer HALF penalties in either case.

Bonuses: +3 to strike, +1 to dodge interception attempts, and gets FOUR APMs until the projectile hits(or is destroyed en route).


Variants:
*EcoS-K-111f---’Feral’ version. The only real difference is a lack of a passenger pod, which can be quickly fitted.
Last edited by taalismn on Sat Jan 21, 2017 8:42 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Nice! We're going to need more drones for the Hawkmoons and other tribes to use.
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

:frust: :frazz: :frust: :frazz: :nh:
Make me feel guilty for sittin' on my tuckus why don't ya? :P
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

DhAkael wrote::frust: :frazz: :frust: :frazz: :nh:
Make me feel guilty for sittin' on my tuckus why don't ya? :P


Don't feel bad, I haven't been doing as much as I should.. like the wikia's barely been updated in awhile.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote::frust: :frazz: :frust: :frazz: :nh:
Make me feel guilty for sittin' on my tuckus why don't ya? :P


No worries. I have the advantage of not having a Life. :P
When you feel you have something ready, it will be most welcome...no need to rush the maturation of good ideas...

And yes, the Aviars are in the offing....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

In my defense, I've been trying to integrate what's already been written into my mega-campaign's narrative. Sadly November has been a month of complete suck, so no game sessions at all these past 4 weeks. :badbad: :frust: :nh: :nuke:
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:In my defense, I've been trying to integrate what's already been written into my mega-campaign's narrative. Sadly November has been a month of complete suck, so no game sessions at all these past 4 weeks. :badbad: :frust: :nh: :nuke:


Again, s'right...November was SERIOUS suck for me, and it's only recently that my inner muse has turned back towards more fantastical pursuits and breathing new life into older backburnered files. So right now, I'm on a Shemarrian jag...then maybe it will swing to PS stuff, or randown game stuff...then back to the EShemar and the BlackSteel, as the cycles of inspiration hit....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:
DhAkael wrote:In my defense, I've been trying to integrate what's already been written into my mega-campaign's narrative. Sadly November has been a month of complete suck, so no game sessions at all these past 4 weeks. :badbad: :frust: :nh: :nuke:


Again, s'right...November was SERIOUS suck for me, and it's only recently that my inner muse has turned back towards more fantastical pursuits and breathing new life into older backburnered files. So right now, I'm on a Shemarrian jag...then maybe it will swing to PS stuff, or randown game stuff...then back to the EShemar and the BlackSteel, as the cycles of inspiration hit....

The Blacksteel waits... it is patient. :demon:
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Advanced Cultural Notes: Shemarrian Nation Militias

“it’s official; we’re now part of the Nation. We may not be able to select who’s in overall charge, but when have we ever in the last century? At least we can manage our own affairs, as long as we practice common sense and don’t try invading our neighbors. The Shemarrians even let us participate in oir defense, and will even help arm and train us. That last bit sits mighty well with many of the younger generation; my granddaughter wants to join the warrior women legions bad, and the formation of the Militias is just the excuse she’s been looking for to get away from slopping pigs.””

As the Shemarrian Nation consolidates its territories after the Shemarrian Civil War, many of the communities in their claimed lands have drawn closer to their host protectors. In the past, the Shemarrians left communities well enough alone(unless ARCHIE-3 considered them threats), leaving internal security to the locals, though they would occasionally supply them with scavenged weapons in trade, or allow them to scavenge battlefields after them. With the re-establishment of the Shemarrian Nation, and a greater proactivism towards their ‘wards’, the Shemarrians saw a growing reciprocity on the part of local communities to help in their own defense, and some village militias began to sortie in support of Shemarrian war parties in their area. The largest of these groups were typically from communities with large numbers of NeShemar living in residence, but a growing number included non-Shemar. Though some Tribal Elders feel that this pro-activism is perhaps due to the locals being falsely bolstered in confidence by the presence of their Shemarrian defenders, and not likely to last past a serious threat on the battlefield, other Shemar field commanders appreciate having extra forces to cover their backs. Some Tribes have begun directly equipping the militia forces, supplying them with new production weaponry(such as the NEMA-patterned gear available since the Tribes seized ARCHIE-3’s production works) and Tribal-patterned body armors(including increasingly prized suits of armor based on the old NEMA EBA-130 suits). Vehicles are more varied; some industrial communities build their own, while others are reliant on animal transport or vehicles acquired from elsewhere. Rarely do militia operate more than fifty miles or so from their home communities, so heavy transport rarely becomes an issue, but if joint operations require local militia to move great distances, or heavy equipment needs to be transported, the Shemarrians may provide assistance in the form of Warmount transport teams, or vehicles like the GaleHawk or Thorondor. Most such militia units will get some oversight and training from suitable experienced EShemar or NeShemar.
Shemarrian Nation militias aren’t anywhere near able to face off against such threats as the Splugorth or the Coalition States alone, but they serve quite ably as local scouts, communications troops, and community police. They work to protect commerce and travel routes through Shemarrian territory, resource gathering teams, and lines of communications, especially near the communities where the units were raised. They also serve to reinforce the legitimacy of the Shemarrian Nation, acting much like ‘state’ national guard of the pre-Rifts Golden Age.

Of the Rifts Earth Tribes, the following differences apply to SN militias:

#HawkMoon---The Hawkmoons oversee a fair number of militias in their territories. These groups enjoy almost constant aerial surveillance, courtesy of Shemarrian raptors in their areas. The Hawkmoons have been quick to supply their militia supporters with new weaponry, and choice salvage, especially of ground vehicles. Hawkmoon militias are well-trained in being forward spotters for air support, as they tend to rely on their Shemarrian protectors as ‘flying artillery’.

#DarkWaters----The DarkWaters support a surprising large number of militias, mainly of coastal communities. These units are typically engaged in fishery protection, but also protect harbor facilities, supply caches and navigational aides set up by the maritime Tribe. DarkWater militias are also proficient coastwatchers, keeping an eye out for Splugorth and Horune activity especially.

#Blood Riders---The Blood Riders have no objection to militias in their smallish territories, as long as they get to periodically test them in challenges, both as units and as individuals. Perhaps understandably, militias in Blood Rider territory tend to be proficient firefighters and foresters as well, as the ‘Riders’ love of plasma and incendiary weaponry tends to cause a lot of collateral damage. Blood Rider militias are also the second-strongest in the use of artillery(after the Skullcrushers), in part to keep the collateral damage of the Blood Riders’ enthusiastic combat style well away from the communities they are charged with protecting.

#Ghost Riders---Ghost Rider territory supports few militias; the MadHaven mutants at the heart of Ghost Rider territory are fiercely independent, so those communities that see themselves as beholden to the ‘Riders tend to be scattered and widespread around western Long Island, inland New York, and the northern New Jersey shore. However scattered they may be, though, the Ghost Riders’ proficiency with communications networks serves well to keep them linked, and the Shemarrians have kept the majority of them supplied with equipment salvaged from scavengers in MadHaven, with the added benefit of much of it being refurbished by the mutants as part of a trade deal.

#SkullCrushers---The Skullcrushers have been late to allow militias in their territories, in part due to their fears of their spiritual ‘taint’ poisoning those who survived the turmoil in their demesnes. However, that very fear has fueled the growth of regional militias, mainly from those turned away from being allowed to join the scant ranks of the Skullcrusher NeShemar. Ultimately, the Skullcrushers have had to relent, and began actively supporting their new followers, who have proven among the most aggressive of the regional satrapy militias. Skullcrusher militias have been quick to emulate their regional overlords, adopting heavy weaponry ranging from heavy machine guns firing explosive bullets to refurbished tube and rocket artillery, which they tend to use enthusiastically in indirect fire supprt of their Tribal protectors. This, in turn, has further pushed the SkullCrushers to expand their logistics capabilities, to keep their new auxiliaries well-stocked with ammunition and spare parts. Because of their gung-ho attitudes, Skullcrusher militias are often referred to as ‘crackskulls’, a nickname further amplified by a trend among them to use second-hand Coalition States body armor, at least helmets similar to CS ‘deadboy’ helms, only decorated with prominently repaired damage or painted-on cracks and gashes.

#HorrorWoods---Perhaps the largest number of militias exist in Horrorwoods territory, where both the fecundity of the environment and the difficulties of fast travel through dense forest, jungle, and wetlands encourages both many communities and a high degree of self-reliance when it comes to community defense. These units are liberally equipped with a variety of homemade and second-hand salvaged gear, but they enjoy a high degree of networking, courtesy of the Horrorwoods’ ‘woodweb’ of electronic botany and e-animal messengers, allowing a strong level of networking between groups.

#Wolf’s Path--The nomadic nature of the Wolf’s Path social structure discourages any large permanent settlements of EShemar, so allowing militias in those communities along the Tribal territorial ‘circuit’ would make sense. Wolf’s Path militia units tend to be more defensive in nature, protecting their communities and local assets deemed valuable to the Shemarrian Nation(such as mines, salvage sites, aquifers, forests, supply depots, etc.). WP militias are frequently ‘gifted’ with ‘feral’ packs of Shemarrian Wolves that police the regions around their communities. While some people may see this as a form of intimidation and imprisonment(vicious animals stalking around a town’s borders, watching the comings and goings), the locals regard the presence of these packs as a useful early warning system and a sign that their Shemarrian protectors are never far away.

#SilverMoon---After the Sapphire Cobra, the militias of the Silvermoon lands see the most effort at standardization, as the protocol-strong Silvermoons have issued both equipment(especially armor) and rigorous training to their militia auxiliaries. Units that show a lack of courage and endurance are weeded out, even if the Silvermoons have to introduce new residents to a community to insure a strong and reliable regional manpower and militia pool.

*Sapphire Cobra---The Sapphire Cobra ‘cult’ encourages community defense, and their militia are frequently members of the temples. Sapphire Cobra-affiliated militias are thus among the most colorfully-accoutered, with a distinctive snake-scale pattern body armor being Tribe-issued. SC militias often intermingle with groups like the Cadejar, lending the appearance of a most militant ‘snake cult’, and regional temples and plantations often serve as strongpoints for the militias’ defensive actions, or staging areas for their rapid response sweeps.

*WayFinder---The wide expanses of the Northwest, plus the influx of refugees seeking sanctuary west of the Rockies from the Coalition States has encouraged the growth of regional defense militias in the rather loosely-afiliated territories of the Wayfinders. The Wayfinders are very liberal and lighthanded when it comes to handing out any sort of standards for equiping these groups, but they are quick to offer magical support(including communications) to the peoples under their watch.

*Lost Eclipse---The Lost Eclipse has little truck with militias, since few normal people can properly appreciate or emulate how crazy the Nightmares really are. The Lost Eclipse tolerates militias in their territory, but takes no real active role in directly supporting or supplying them, aside from leaving the battlefield remains of their victims where the locals can scavenge them. Community guards in Lost Eclipse territory tend to be most active during the daylight hours; it’s understood that the night belongs to the Nightmares.

Shemarrian militia are less common in the Shemarrian Star Nation, since most of their settled territory has been initially settled directly by the Shemarrians and their NeShemar, and thus the regional military forces are directly part of the existing EShemar organization. Still, on those worlds where the Shemarrians have taken protectorship or governance of already existing societies or colonies, local militias, some quite substantial in size, have arisen to support the Shemarrian overlords.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Nice new addition to the Advanced Cultural Notes.
I need to get my butt in gear working on a few things, including new micro bots, drones and e-nimals. I have an idea for a Hawkmoon one that will do something similar to the Wolf's Path variant wolf that forms armour/larger robot from multiple wolves, only using 1 unit.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:


Nice.



Maybe a giant flamethrower from an ash tree? :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:


Nice.



Maybe a giant flamethrower from an ash tree? :P


Hehe. We don't have any pics for the Jotens do we? Wouldn't be interesting to see an illustration of a Joten growing as punching something.. all Ant-Man like.. or driving a sword into something instead of punching.

I'm stuck on the form of the Hawkmoon drone.. would griffins fit their design style?
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:
kronos wrote:


Nice.



Maybe a giant flamethrower from an ash tree? :P


Hehe. We don't have any pics for the Jotens do we? Wouldn't be interesting to see an illustration of a Joten growing as punching something.. all Ant-Man like.. or driving a sword into something instead of punching.

I'm stuck on the form of the Hawkmoon drone.. would griffins fit their design style?



Hawk/eagle wings...yeah, I''d say it fits. 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

Not sure if I ever shared these two beauties but, may I present; Pythiir and Vypaea... the twin Sapphire Cobra troublemakers. :D
https://www.dropbox.com/s/32dfv2n84gfyvzo/Shemarrian%20Sapphire%20twins.doc?dl=0
Last edited by DhAkael on Sun Dec 04, 2016 2:32 pm, edited 1 time in total.
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Ah, beyond Bikini Armor...Microkini Armor....Actually, given that they're Sapphire Cobras, they may have been prototypical Skyeklad...just not ALL the way there yet. :D :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:Ah, beyond Bikini Armor...Microkini Armor....Actually, given that they're Sapphire Cobras, they may have been prototypical Skyeklad...just not ALL the way there yet. :D :P

Not QUITE; but yes they are defiantely more risque than your usual S.C. warriors. These two I tend to use as muses / tricksters for the player group... showing up to drop vauge exposition snippets and make the male PC's have to loosen their armour cod-peices. :lol: :angel:
Dropbox being paranoid; had to re-set the danged link and permissions :P

At some point I'll have to write up 'Tylax the Mink' from the Hawkmoon tribe :cute: :demon: :cute:
Exact opposite of the twin serpents; she just wears her stock armour plate very VERY well. ;) (and much to the discomfort of some PC's she is an extremely vocal and staunch supporter of cross-species progen)
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Mink...in my old college D&D group we learned to fear anything of the mustelid family...damn bloodsucking attack....giant weasel took out our elven mage(who didn't have all that much blood in him to begin with).
Yeah $%*%^ing FEAR mink.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Mink...in my old college D&D group we learned to fear anything of the mustelid family...damn bloodsucking attack....giant weasel took out our elven mage(who didn't have all that much blood in him to begin with).
Yeah $%*%^ing FEAR mink.


I once had a wizard with a ferret that had an obsession with buttons... or anything that looked like buttons.. And it got quite mean (plus for some reason It could retain any spells I had cast on it at any point in the last month) when denied a button-like item.. got us in trouble when it tried stealing the coat buttons off the big baddie's dress uniform.. who turned out to be a dragon in disguise.
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Re: Shemarrian-related fan creations

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kronos wrote:I once had a wizard with a ferret that had an obsession with buttons... or anything that looked like buttons.. And it got quite mean (plus for some reason It could retain any spells I had cast on it at any point in the last month) when denied a button-like item.. got us in trouble when it tried stealing the coat buttons off the big baddie's dress uniform.. who turned out to be a dragon in disguise.


On the subject of major bads in disguise: Had a party host that turned out to be a major demon. We ALMOST got out of the party completely unscathed, except at the last moment one of our less experienced members asked our host what his name was...with a smile he replies UNHOLY WORD...instantly knocked all of us on our asses and set us up for the battle royale keelhauling that followed. To this day I've wondered if our 'innocent' party member was in cahoots with the DM to screw us over at that stage.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
guardiandashi
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Re: Shemarrian-related fan creations

Unread post by guardiandashi »

My Character "Alecia DeVreis" was largely modeled on the character of the same name, in the David Weber novel "path of the fury", or the expanded version (prequel book) In fury Born, and just happened to be a Shemarrian Partial Conversion Borg done by Archie. in the Campaign.
of course until "stuff happened" she was actually a "Special Forces" OCC from the rifts Mercenaries book, and If the Coalition knew all the stuff she did, She would be Public Enemy number 1... until they ticked her off enough that she decided to retaliate. Because she really does have access (at least in our campaign) to enough weapons and firepower to obliterate the Coalition... the only question is how long it would take her.

When someone can pull out of "hammerspace" capital starships, from star wars, star trek, battletech, and "other games" there is really no question about at least being able to seize the orbitals, and He who controls space (aka High ground) tends to win, especially if they are attacking someone who really can't retaliate.
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Re: Shemarrian-related fan creations

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guardiandashi wrote:
When someone can pull out of "hammerspace" capital starships, from star wars, star trek, battletech, and "other games" there is really no question about at least being able to seize the orbitals, and He who controls space (aka High ground) tends to win, especially if they are attacking someone who really can't retaliate.


My house rules added a layer of high altitude dimensional turbulence that made crossing to and from Earth problematic at best, and screwed up observations in both directions, making targeting stuff from orbit difficult, if not impossible. A well-quipped ship or magic construct could navigate through, but to make a safe passage too either considerable skill or great luck(or both).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Shemarrian-related fan creations

Unread post by kronos »

So I did a little updating to the Wikia.. Stormapod, the new drones listed on it's page are also collected on a separate page, Teslite, Darkeel and Dervish are up.
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Re: Shemarrian-related fan creations

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*Silvamites (Microrobots)
(aka ‘silviomites’, ‘silver-ticks’, ‘vamp-buzzer’, ‘rajat-bug’, ‘argentomites’, ‘white chiggers’)

“You gonna spend any of that silver coin I saw in your purse?”
“That? Oh no, I’d only throw that away in an emergency!”
“That your good luck pieces, then?”
“You could say that.”

“GGGhhaaggghkkkkkkllllllggg!!!!!”
The vampire-beast collapsed, tearing at its throat, bloody foam flying from its mouth, at the feet of the cloaked figure facing it in the dark alley.
“What bothers you, shapechanger? The touch of the moon’s pure tears? Know, beast, the distilled and pure power of Shemar-Eirian’s blessed metal, and feel her quiet rage at you and your accursed kind.”


Silvamites are a little-mentioned development of the Silvermoons Tribe. Little-mentioned because they are a product of the imaginations of the even less mentioned Yurei caste members of the Silvermoons. Though the Silvermoons greatly appreciate the contributions of the ‘shadow caste’ to their victories, the Silvermoon ideals of honor and open confrontation ill-incline them to acknowledging or publicly calling attention to the covert operations and dirty tricks of their Yurei. Any praise of the backhanded cunning of the Yurei must perforce be quiet and in private. So a new weapon, however useful, developed by the Yurei, tends to get short-shrift attention-wise from the rank and file of their more polished sisterkin. Some exception is made for the silvamites, however, due to their intended use against the most dishonorable of foes, vampires.
Silvamites are small robot drones that resemble six-legged silver-plated bottle caps, complete with scalloped edges. They are a derivation of RMK robots, only, instead of being programmed to heal wounds, the silvamites are configured to attack supernatural creatues, specifically those with a vulnerability to silver.
Silvamites are spread(thrown or fired) on an opponent to whom they cling and try to make their way to bare flesh, an open wound, or a body opening. If the silvamite can position itself, it will then start rotating the scalloped ring on the underside of its body, the sharpened edges acting as a grinder, ablating a silver dollar-sized hole in the target, into which the silver-plated robot will crawl, creating a fiercely irritating wound. If initial probes reveal the target’s skin to be too tough, the robot will attempt to make its way to a more vulnerable target, such as an already open wound, mouth, eyes, respiratory tract, ears, or anus, and make its way inside to poison the target via contact. Against vampires, getting inside the monster’s body and seeking out its heart is a common objective for silvamites. The result of a silvamite attack is a characteristic pattern of quarter-sized round scars or holes in a target’s body.
The shortcomings of silvamites are their slow speed and limited range; their batteries are short-lived, especially if they make extensive use of their cutting head. Some Shemarrian castes and warmounts can remotely power the drones via broadcast power, and Silvermoon Yurei will often set up sall area-of-effect broadcast power transmitters if they are setting a killzone or attacking a lair of vampires or werebeings.
Silvermoon rank and file generally do not use ‘ninja’ weapons, but when facing evil supernatural beings that are considered ‘honorless’, such inhibitions quickly vanish, and Silvermoon warriors have been known to shoot or throw heaping handfuls of silvamites at vampire hordes or werewolf packs.
Both the Wayfinders and the Wolf’s Path have picked up on the silvamites and have adopted the design for their own use. The Wayfinders sometimes place enchantments on their own silvamites, while the Wolf’s Path issues them as ‘Wolf Tokens’(anti-vampire charms), embossed with a wolf’s head on their upper surface.
It is rumored that a Silvermoon Tinker has announced plans to develop an armor-mode version of the Silvamites, similar to Carapace Beetles. Whether this variant will meet with greater public approval and endorsement from the Silvermoon rank and file remains to be seen.

Size: About the size of a silver dollar(in fact, their upper surfaces are sometimes embossed coin-fashion with the profile of the Shemarrian moon-goddess), roughly about 5 cm in diameter main body and weighing about 0.8 oz.
MDC: 1 MD
Range: Can crawl at a speed of 5, or 3.5 MPH, and can jump 6 ft, twice per melee.
Damage: None to regular beings, but to beings vulnerable to silver, the touch of the silvamite does 1d4 hit points of toxic burn damage per melee of contact, DOUBLE if the ‘bot manages to get INSIDE a wound or orifice; the small legs make dislodging the embedded silver-drone very difficult, if not impossible.
(Rotary Cutter) 1d6 SDC, or 1d4 MD/1d6 Hit Points to beings vulnerable to silver.
Rate of Fire/Actions/Attacks Per Melee: 2 APM
Payload: Internal battery allows for 1 hour of run-time. Can also pick up broadcast power.
Each melee(15 seconds) of use of the rotary cutter takes 3 minues off the total battery life.
Special Features:
*Clinger Legs---Silvamites can cling like insects or ticks to just about any surface.
*Basic and Low-Light Optics
*Heat-Vision
*Molecular Sense Chips---These has been programmed to trigger on the presence of certain chemical compounds associated with vampires(typically corpse/decay-related molecules), giving the microbots an effective detect/track-by-smell skill of 45%. Range is typically 10 ft.
Value: The silver backing and coating of a silvamite is 90% pure silver, and would have a pre-Rifts value of 18-20 dollars. Post-Rifts, that value can be 2-5 times that, given silver’s new value as war material.
Options/Variants:
*Vampire Sensor(Wayfinder)---The Wayfinders will sometimes add a magicked quartz crystal and mechanisms that will alert if the silvamite detects vampires or werecreatures within an 8 ft radius of the ‘bot. The ‘bot, if being carried, will thresh and vibrate its legs in warning. If already deployed, the crystal sensor helps the tiny ‘bot home in on its intended target.

Note: The Silvermoons have a specially-developed projector that uses spring action to shoot silvamites at targets; 250 ft range, and has a magazine of 25 ‘bots. It is available as a handheld pistol or wrist vambrace launcher.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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DhAkael
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Re: Shemarrian-related fan creations

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Well'p... looks like the muse has been hit with anti-aircraft fire upsides the head. :frust: :frazz: :nh:
Win-10 computer has just eaten it's 3rd video card in as many years (this one a 2gb radeon 7800 series).
yep.
2016 can choke on all the [censored]s. :badbad: :badbad: :x
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:Well'p... looks like the muse has been hit with anti-aircraft fire upsides the head. :frust: :frazz: :nh:
Win-10 computer has just eaten it's 3rd video card in as many years (this one a 2gb radeon 7800 series).
yep.
2016 can choke on all the [censored]s. :badbad: :badbad: :x


Hear, hear. Aside from us finally getting pictures of Pluto...yeah, 2016's been a stinker...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Shemarrian Tactical Artillery
http://i408.photobucket.com/albums/pp164/taalismn/img845_zpsszq3rrtf.jpg

“Used to be you could count on the Shemarrians approaching you to look you in the eye and sneer at you before they blew you away. Nowadays it’s just as likely they’ll blow you away from over the horizon. It’s just as contemptuous and annoying in its own way as them punching you in the face, only it’s more impersonal, like they don’t think you’re worth the courtesy of personal battle.”

“I am hight Col Taros Venia Far-Smiter, Captain of the Royal Silvermoon Artillery! My guns are loaded, my crews are ever ready! What may I destroy for you today, oh mighty Wargoddess?”

The establishment of the Reformed Shemarrian Nation has led to a greater diversification of armaments, including a revisiting of many older and heavier weapons types.
Originally, ARCHIE-3 and Hagan eschewed heavier weapons because a) it didn’t fit with the nomadic hit-and-run culture of the Shemarrians, b) logistical and mobility concerns argued against vulnerable heavy supply trains and trackable supply chains, and c) heavier weapons might invite a more serious and intensive response on the part of powers like the Splugorth and the Coalition, that ARCHIE-3 was not yet ready to take on head-on(ARCHIE-3 and Hagan are ambitious and crazy, not stupid). Warmounts were considered the traditional artillery and armored vehicles of the Shemarrian Nation.
With the Reformed Shemarrian Nation establishing itself as a more organized and border-intensive power, defending their territory became a bigger deal. A more vigorous defense of their claimed lands became a higher priority and defense in depth(or rapid response from greater range) was encouraged.
With the secrecy demands and scarcity issues of the SCW diminished, the Reformed Shemarrian Nation could more progressively rebuild their infrastructure and develop new technologies to maturity without the pressures and necessary program-cutting of an ongoing civil war. The Shemarrians could investigate new technologies and more adequately provision larger equipment systems in the field. Too, trade with outside powers has also allowed the SN to acquire hardware and technologies such as artillery systems...or use industrial espionage to copy them.
Shemarrian artillery would be, for the most part, amongst the technologies that others could easily duplicate, since many of the designs have already been copied from other sources. However, many Shemarrian cannons have external housings that suggest appearance-wise that they are using exotic technologies. Initially, most of these systems used(and still use) archaic wheeled carriages that could be easily hitched to a towing Warmount, but later mountings include hover and anti-gravity platforms, more suitable to traversing rough terrain. The upper end of mountings are modified caravanser wagons that provide protective housing for the weapons, ammunition, and gun crews, and are capable of limited self-movement(technically making them self-propelled guns).
Shemarrian artillery, though, has the benefit of great accuracy; the EShemarrians are excellent ballistics calculators, have a variety of spotter systems(especially the Male Shemarrians, Shemarrian Wolves, and Raptors), and have developed a variety of ‘smart’ munitions with extended range or targeting capabilities. Though supply, especially for the more exotic ammunition types, still continues to be a bottleneck for the Shemarrian forces, as with any other military, the Shemarrians compensate for that by tending to be more accurate in the placement of their shots than other militaries. Though initially looked down upon by the older and more conservative warriors as ‘back row warriors’, artillerists in the EShemar ranks are enjoying increasing prestige as their skill and effect in battle becomes more evident.

Ironically, some of the best tactical artillery of the mainstream Tribes originates not with the Skullcrushers or Silvermoons as many would assume, but with the Blood Riders. Though long range artillery would seem to be antithetical to the Tribe’s love of passionate personal combat and glory-garnering, the Blood Riders prefer that serious personal bloodletting ideally take place on somebody else’s turf, and well away from the Blood Riders’ homes. Mass devastation of the enemy thus should take place at a distance, before the warriors close to engage the enemy soldiers in individual combat(and the terror of a good artillery pounding separates the cowards from the true warriors anyway). There are also many enemies who simply don’t rate the courtesy of personal combat, in which case warring on them becomes more a tedious exercise in vermin extermination than glorious battle. That having been said, artillery management tends to be a male-dominated profession, particularly of the larger male Elites such as the Vulcar and Krakaterran.
As might be expected, the Silvermoons and Skullcrushers are the next largest users and producers of artillery systems. The Wayfinders are rather more scattershot in their approach to deploying any sort of standardized artillery, though they are enthusiastic users of indirect fire and produce a variety of TW long range artillery and ammunition types(as well as being rumored to have developed some truly awesome applications of the Meteor spell). Among the Fringe Tribes, Clan Armorand is acknowledged as the experts, deploying a variety of indigenously-designed field mortars and pack howitizers. Clan Immensis also makes extensive use of artillery, especially their centauroid cyborg conversions, who can haul traditional limbered artillery mounts and ammunition wagons.
The Hawkmoons tend to eschew artillery, favoring airpower and missile systems for their long range attacks. The Wolf’s Path occasionally uses traditional tube artillery, but prefers to concentrate on Warmount-borne cannons and missile launchers. Similarly, the Darkwaters prefer mobile systems over static emplacements, and what few permanent coastal defenses they deploy tend to have the ability to be quickly relocated. The Lost Eclipse occasionally uses mortars for shock-and-awe effect and rapidly deploying chemical agents for psychwar. The Horrorwoods similarly occasionally use light artillery systems to pinpoint entrenched opponents, and use their ‘electrocology’ to spot for pinpoint accurate strikes, but they tend to avoid mass artillery barrages due to the collateral damage(reports out of the Shemarroan Star Nation of barrages used in the defense against the Chor’ii on Evales are an exception, the Horrorwoods hastily improvizing ‘throwaway’ artillery systems in several operations). The Ghost Riders prefer to use ‘smart weapons’ such as drone missiles, but have ocasionally borrowed artillery using ‘smart’ munitions. The Sapphire Cobras are not known to have any artillery systems in their arsenal, though whether this is due to philosophical principles or tactical considerations is unknown.


Sample Shemarrian Artillery Systems:

*ES-SC-NGC-02 80mm Grav-Howitzer
----Similar in concept to the NGC-02(a burst-fire gravitic cannon-pod first deployed as a rifle by the massive Necriant Elite caste), but meant for firing slower explosive ordnance. It can also be propped on the ground in a gravity well and used as indirect artillery.
Weight: 2.9 tons
MDC: 280
Range: (Direct Fire)25,000 ft (6 miles)in atmosphere, 12 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
(Indirect Fire) 62,500 ft (14.5 miles). Range in microgravity can be 2-10 times as great, depending on local conditions.
Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 50 rd drum
80mm AP shell weighs 12 lbs( 166 shots per ton)
Note: Can be fitted a giant 7 ft long vibrobayonet that does 5d6 MD plus P.S. damage on a jab(this is less useful for dedicated artillery batteries, but many Skullcrusher NeShemar artillerists insist on mounting them anyway because of the fearsome look they present).

*ES-SC-HRL-01---This is a Skullcrusher militia-developed weapon that apes pre-Rifts WW2-vintage rocket artillery systems such as the German Wurfgranate and Nebelwerfer. It has since been adopted by other Tribes as well. It consists of a six-barrel launcher firing medium-range missile warheads on short range propulsion stages. The launch assembly is mounted on a two-wheeled carriage that can be towed by a warmount, or some of the larger caste-classes.
Weight: 2,500 lbs
MDC: 120
Range: 3.5 miles
Damage: Varies by warhead(Medium Range Missiles. Typically 2d4x10 MD.
Rate of Fire: Volleys of 1-6(all)
Payload: 6

*ES-BR-DmM03 ‘Firestalk’---An 81mm dual-mode mortar system that has many similarities to the pre-Rifts Russian ‘Vasilek’(‘cornflower’) automatic mortar, but is really based on Free Quebec’s GBM-7-70M1 High Power Mortar (again, this is seen as more evidence of the Blood Riders’ cutting of development time by borrowing from others). The ES-BR-DmM03 adds to the FQ barreling the Vasilek’s mounting system that allows for both flat trajectory and high-angle elevation firing modes, as well as a programmable automatic mode that can fire off six rounds in timed sequence, addressing the same target multiple times, or automatically repositioning between each shot to canvas an area with rounds. The Blood Riders are especially fond of bombarding targets with their improved plasma rounds, including an airburst munition that sprays the ground below with plasma.
Weight: 1,300 lbs
Bombs/shells weigh from 7-14 lbs.
MDC: 100
Range:(Direct-fire) 6,000 ft
(Indirect Fire) 2.2 miles
Damage:(High Explosive) 1d6x10 MD to a 20 ft blast radius
(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
(Plasma) 1d8x10 MD to 20 ft radius
(Plasma Rain) 5d6 MD to a 40 ft blast radius
Rate of Fire: Six times per melee
Payload: Can use a 6-round clip for automatic fire.


*ES-Cim-M3---This is a Clan Immensis adaptation of a towed artillery piece combining aspects of various pre-Rifts 105mm howitizers. Use of megadamage materials has led to a lighter weight, while stronger tubes and more advanced propellants allow for greater range. Clan Immensis Cavalons, in particular, like using these pieces as towed artillery, the centauroid cyborgs serving as both tow-engines and as gun crew.
Weight: 2,500 lbs
MDC: 120
Range: 36,700 ft (7 miles)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 5d6 MD to 40 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range.
Rate of Fire: A well-trained gun crew can get off three shots per melee.
Payload: Single shot
Special Features:
*Multimode Carriage---The prefered gun carriage has a three-tail design that can be splayed open to form a stable tripod base(the wheels swinging up to form a sort of gunshield) with the weapon able to be pivoted a full 360-degrees.


*ES-Carm-M1----This is a Clan Armorand howitzer, similar in concept and design to the pre-Rifts 75mm M1A1 pack howitzer. Designed to be easily broken down and transported, weapons of this sort are well-suited to combat in the rugged terrain of the Armorand homeworld. Contact and technological exchanges with the EShemar has allowed the Armorands to further refine the weapons. Some Skullcrusher Necriants and Jotan have taken to using these guns, shorn of theri carriages, as portable rifle pods in the direct fire role.
Weight: 1,300 lbs
MDC: 120
Range: 27,000 ft
Damage:(Fragmentation) 4d6 MD to 18 ft blast radius
(High Explosive) 8d6 MD to 10 ft area
(High Explosive-Armor-Piercing)2d4x10 MD to 7 ft blast radius
(Plasma) 2d6x10 MD to 15 ft blast radius
(Smoke)Smoke or chemical in a 30 ft area
(Flare) Burns for 1d4 minutes, illuminating a 2,000 ft area
(Chaff Round)Spreads radar-disrupting chaff similar to Triax-type chaff
(Recon)---This is actually an expendable sensor probe that can be fired from the gun barrel and at the apex of its ballistic arc, deploys small gliding wings to allow it to assume a spiraling glide that keeps it aloft for 1d6x10 seconds while scanning the terrain below it and radioing its data back to its guncrew. The drone then self-destructs on impact, doing 4d6 MD to a 7 ft radius.
Rate of Fire:A well-trained gun crew can get off three shots per melee. Armorand gun crews can manage four or five.
Payload: Single shot
Special Features:
*Modular Disassembly---The artillery piece can be quickly broken down into four loads easily transportable by Warmount.


*ES-Sm-M2 ‘Silver Thunder’ 155 mm LB Massdriver Cannon----The Silvermoons have adopted a 155mm gauss weapon as their artillery of choice, though it is typically found only with the larger phalanx formations. It is not remarkable in and of itself, it being a direct copy of a Paladin Steel weapon, but the Silvermoons have been observed using several types of munitions unique to them, such as a plasma-pumped x-ray laser shell that airbursts, and in the process sends an x-ray laser blast at a selected target(or several).
ES-Sm-M2s tend to mirror-chromed and often heavily decorated to fit with the Silvermoons’ love of pageantry. Silvermoon gun crews also tend to be fairly evenly staffed by males and females, the weapons being considered both potent enough to satisfy female warriors, and support-oriented enough that males can be justified in using them.
Weight: 26,000 lbs(13 tons)
Range:(Direct Fire) 45,000 ft(9 miles)
(Indirect Fire) 110,000 ft (22 miles)
(Plasma/X-Ray Laser-Indirect Fire) 70,000 ft (14 miles)
Damage:High Explosive(HE)---- 3d6x10 MD to 50 ft radius
High Explosive Anti-Tank(HEAT)---- 4d6x10+20 MD to 10 ft radius
Fragmentation---2d6x10 MD to 60 ft radius
Plasma----- 1d6x 40+10 MD to 50 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 6d6x10 MD out to 20,000 ft, 4d4x10 MD out to maximum range
(Plasma/X-Ray Laser)----Unleashes an x-ray laser with a 2,000 ft range, and which does Does 1d4x100+20 MD to a 20 ft blast radius, 6d6 MD concussion damage to an 80 ft blast radius; laser resistant armor does NOT apply to stopping x-ray lasers.
(Plasma/X-Ray Laser-Swarm)---Releases 15 submunitions that can target separate targets in a 1,000 ft radius, before firing off, each laser doing 1d4x10 MD. or can target only specific targets, allowing for multiple submunitions to lock onto the same target. If ALL 15 plasma submunitions fire on the same target, it takes 1d4x100+20 MD to a 20 ft blast radius; laser resistant armor does NOT apply to stopping x-ray lasers.
Rate of Fire: Twice per melee
Payload: Single shot
155 mm AP shell weighs 100 lbs( 20 shots per ton)
155 mm Plasma/X-Ray Laser shell weighs 150 lbs( 13 shots per ton)
Last edited by taalismn on Tue Dec 13, 2016 6:27 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

Shemarrian Tactical Artillery

OUCH! :eek: :nuke:
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

On a side note; been having the Dickens of a time trying to get a decent portrait / character pic of an NPC I have active now.

Broken Knife of the Skullcrusher tribe; fallen warrior. During an incident about a year back (game time; IRL time is more like two years) one of the un-infected warriors of a Skullcrusher 'investigation' team got sepperated from her sisters after a tidal wave. A Hawkmoon EShemarr found her badly damaged frame and while the SkCr was off-line, awakend her, and left the new now-living shemarrian in the hands of an individual who could bring her back on-line and 'fixed'. When the warrior who was to be re-named Broken knife booted / woke up, her new perspective had her filled with shame and remorse, so she insisted her internal laser cells be removed and her armour melted; she would not wear any of the trappings of a Shemarr warrior until she had atoned.

Now here's the kicker, I can for the most part, fake a decent Shemarrian using Hero-Machine 3, BUUUUUuuut, the costume & clothing templates they have are attrocious. I was trying for a 'Kung-fu' styled warbrobe but all the pre-set tiles / images are just...UGH.

EDIT
GIMP isn't photoshop by any means but *shrug*. Here it is; your moment of Shemarr...
https://www.dropbox.com/s/jvspzns3gqc4ea9/Broken_Knife_bg.png?dl=0
Last edited by DhAkael on Sun Dec 11, 2016 2:49 am, edited 1 time in total.
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:
Now here's the kicker, I can for the most part, fake a decent Shemarrian using Hero-Machine 3, BUUUUUuuut, the costume & clothing templates they have are attrocious. I was trying for a 'Kung-fu' styled warbrobe but all the pre-set tiles / images are just...UGH.



We work with what we got, and hope the AWESOME shines through. :wink:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

-phhhhhhhppppt- :P but thanks for vote of confidence anyhoo... :-P
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:Broken Knife of the Skullcrusher tribe; fallen warrior. During an incident about a year back (game time; IRL time is more like two years) one of the un-infected warriors of a Skullcrusher 'investigation' team got sepperated from her sisters after a tidal wave. A Hawkmoon EShemarr found her badly damaged frame and while the SkCr was off-line, awakend her, and left the new now-living shemarrian in the hands of an individual who could bring her back on-line and 'fixed'. When the warrior who was to be re-named Broken knife booted / woke up, her new perspective had her filled with shame and remorse, so she insisted her internal laser cells be removed and her armour melted; she would not wear any of the trappings of a Shemarr warrior until she had atoned..


I have in my mind this character, at some point, when pressed, paraphrasing Firefly's Shepard Book, on the subject of kneecaps.... :-P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:
DhAkael wrote:Broken Knife of the Skullcrusher tribe; fallen warrior. During an incident about a year back (game time; IRL time is more like two years) one of the un-infected warriors of a Skullcrusher 'investigation' team got sepperated from her sisters after a tidal wave. A Hawkmoon EShemarr found her badly damaged frame and while the SkCr was off-line, awakend her, and left the new now-living shemarrian in the hands of an individual who could bring her back on-line and 'fixed'. When the warrior who was to be re-named Broken knife booted / woke up, her new perspective had her filled with shame and remorse, so she insisted her internal laser cells be removed and her armour melted; she would not wear any of the trappings of a Shemarr warrior until she had atoned..


I have in my mind this character, at some point, when pressed, paraphrasing Firefly's Shepard Book, on the subject of kneecaps.... :-P

You wouldn't be far off in that image / assumption. :angel:
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

"...well, as long as the body parts are still ATTACHED to the person..."
"That's still a lot of leeway."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Blood Rider Ifrita Elite

“What they can’t slice, they burn.”

“I got too close to one of them Blood Rider encampments during the Infernal War; I like couldn’t tell if I was looking at a camp of friendly allies or I’d made a wrong turn and stumbled on one of the Infernals’ bivouacs. Looked like a vision of hell from where I was standing...all sorts of volcanoes belching fire, and burning people running around in between. Wasn’t until a group of actual Infernals showed up and attacked...my lucky day just to be there, I guess...that I saw what was really....and even then I wasn’t sure if I wasn’t seeing two factions of monsters fighting each other...still ain’t sure...But those ‘volcanoes’ turned out to be actual Shemar people, and those burning people...well. I now seen these ‘Ifritee’ for myself in action, and I can say this...whatever hell those Infernals come from, they musta thought it would be mighty nice to nip along back there, because them Blood Riders were dishing out flaming hot death fast and furious, with no end to the supply.”

“Once watched a Stapha warrior get butch-slapped by an Ifrita; wasn’t pretty. The Shemar used all six hands, and did both a palm and backhand action. Even though she was pulling her blows, the Ifrita left that minion-witch concussed and grill-smacked.”

“Watch out for the sickle. Now watch out for the kopesh coming in from the right. Slapped me with her left hand there. Wasn’t that sickle in her left hand? Wait, she’s got THREE left han-”

Blood Rider Ifritas are a new Elite caste that is believed to be the result of repeated successful Progen-unions between Blood Rider Berserkers, or Zealots, and Sapphire Cobra Nagas, though some Ifrita are known to have been Upgraded from the ranks of the Warriors, Berserkers, and Warchiefs. Ifritas retain the bipedal humanoid bodyframe, copper skin, and affinity for fire of their Blood Rider parent, and get multiple arms, integral chemical weaponry, and great agility from their Sapphire Cobra parent. They also sport an extra eye in the middle of their foreheads, and three antennae, presumably the better to keep track of all those limbs in motion in relation to their surroundings. They are sometimes mistaken for demonic beings from the Indian sub-continent, or minions of the Vedic or Brahman pantheons. It is joked among the Tribes, citing another Progen-born Blood Rider/Sapphire Cobra hybrid, the Baslisa, that the Ifrita got the extra arms that the Basilisa missed out on inheriting, as well as the legs. Curiously enough, not long after this joke began circulating amongst the Tribes, the Tinkers and Mystics tasked with maintaining the Progen-modules began reporting a near fifty-fifty ratio of Basilisas and Ifritas being Progen-born, and even several (exceptionally rare) twin ‘births’ of Ifrita and Basilisa siblings. Ifrita born of cross-Tribal unions, however, almost inevitably gravitate towards the Blood Rider side of their heritage, while Basilisas favor their Sapphire Cobra lineage.
Ifritas are becoming especially feared melee combatants in a Tribe already respected for their hand to hand combat prowess. It’s not unknown for Ifrita looking for a friendly spar to challenge two or three potential opponents to simultaneous combat, though the wise ones drop this habit in actual battle, prefering to use their extra attacks to deal with one opponent quickly, then move on to the next. An Ifrita in full combat mode has been described as looking like a churning firestorm, wreaking incendiary havoc on anything within range. They also tend to run ‘hot’ in combat, and can quickly be surrounded by a cloud of cooling steam or vapor.
As noted above, Ifrita tend to gravitate towards their Blood Rider heritage, and are found almost exclusively in the ranks of that Tribe, though at least one has been sighted in the ranks of the Sapphire Cobra-seeded Skyeklad.

Type: Shemar Ifrita
Class: Robot Gynoid, Elite
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(6) 20 each
Forearms(6) 90 each
Upper Arms and Shoulders(6) 100 each
Legs(2) 130 each
Head 90
Antennae(3) 20 each
Armored Headdress 100
Main Body 300

Ifrita can wear full body armor(standard armor types have 150 MDC), but most typically only wear light Berserker skins-and-light-alloy of only 50 MDC, unless facing seriously heavy combat.
Height: 8 ft
Width: 4.4 ft at shoulders
Length: 2.5 ft
Weight: 1,500 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Cargo: None, except what can be carried.
Speed:
Running: 100 MPH
Jumping: Can leap 20 ft up/across, +10 ft wih a running start in excess of 40 MPH.
Flying: Not possible without a jetpack
Underwater: 30 MPH, and their swimming is typically accompanied by a lot of churning, In general, though, Ifrita HATE going into water, as it interferes with their plasma abilities(a fully lit Ifrita in deep water is a hissing, steaming, thoroughly unpleasant ball of chaos....and that’s just their mental state at the time).

Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 5d6 MD per hour, and can repair 80 MDC before needing material stocks to convert to MD repair material.

* Thermal Shielding---Ifrita have the Zealot heat-resistant skin and cooling systems allow them to take NO damage from heat-based attacks(magic-based fire still does full damage). With the plasma field down, plasma attacks do only 1/4 damage(the plasma stream still has some kinetic kick to impart).

*EM Shielding---This protects the Ifrita’s internal systems from interference by the plasma conduction fields. Note, however, that with the plasma field on, radio transmissions from the Ifrita suffer a reduction in range by two-thirds, and quality of transmission will be spotty; marred by static.

Weapons Systems:
1) Arm Lasers(6)---Ifrita retain the gauntlet forearm lasers of the regular warriors. Just point and shoot.
Range: 2,000 ft
Damage: 3d6 MD per single blast, 18d6 MD for all six hands firing at once(!)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Finger Claws---Likewise, Ifritas’ hands feature retractable vibroblades.
Range: Melee
Damage: 3d6 MD
*Spark-Nails---By simply snapping their fingers/vibroclaw-nails, Ifritas can strike sparks. This is typically used for visual effect, but it also be used to ignite fires, such as their breath weapon.

3) Plasma Blast Studs---Not so much a modification to the Shemarrian as an add-on to the combat gauntlets, powered by the gynoid’s own systems. On contact, these generate a sudden blast of plasma.
Range: Melee
Damage: +2d6 MD to punches

4) Plasma Palm Blasters(6)--- Ifrita can unleash a short range plasma blast from each hand. Firing off simultaneous blasts from all six hands is rare, but when it happens, it produces SPECTACULAR(and typically instantly fatal) effects on the target(s).
Range: 200 ft
Damage: 4d6 MD single hand blast, 24d6 MD for all six hands firing at once(!)
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) Plasma Field---This is a less-powerful version of the body-conformal plasma field incorporated into the Zealot. The field can capture plasma bleedoff from the palm plasma blasters, forming a fiery shell around the Elite.
Range: 1-2 ft
Damage: 3d6 MD per touch or punch, 1d4x10 MD per melee attack of an entangle, grapple, hug, or wrestling grip. Anything flammable will be incinerated on contact, including SDC bullets and weapons.
Furthermore, with the plasma field up, other plasma attacks do NO damage, as they effectively splash around the projection fields.
Payload: Can maintain the plasma field for 15 minutes and recharge in 15 minutes, or for 30 minutes, requiring a full 60 minute recharge period afterward. The Ifrita can reboot the field before then, but the extra power draw will cause the EShemar to be -1 on initiative, and -2 to dodge, strike and parry, and reduce maximum running speed by 25%.

6) Chemical Spray Breath---Ifrita can store and regurgitate various chemicals from reservoirs in their throats. They don’t have the ability to regenerate chemical stocks, but they can store a number of different types of liquids. Favorites include psycho-effective aerosols such as airborne aphrodisiacs to bend the minds of mere fleshies, and flammable liquids to incinerate enemies.
Range:(Spray) 50 ft, covers a 10 ft area
Damage: Varies by chemical used. Flammable fluids are the most commonly carried, but require an external heat source (such the finger-blade ignitors or eye lasers) to ignite.
Rate of Fire: ECHH
Payload: 50 doses of up to 5 different chemicals

Programming/Skills:
The skills of the EShemar Ifrita depend on their origins as Warriors, Berserkers, or Chieftainesses and their level of experience. No Pariahs are known to have become Ifritas. Progen-born Ifrita tend to favor their Berserker heritage with regards to their weapons skills.

Actions/Attacks Per Melee: +2 attacks from the extra arms
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 4
Dodge +9
Parry +11
Automatic Dodge(takes no actions)
Strike +9 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +5
Pull Punch +4
Disarm +4
Entangle +3
Knockout/Stun on a Natural 18-20
Controlled SDC Punch 2d6+28 SDC
Restrained Punch 1d6 MD
Head Butt 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Claw Strike 4d6 MD
Power Claw Strike(2 attacks) 1d4x10+3 MD
Kick 5d8 MD
Leap Kick(2 attacks) 1d8x10 MD
Karate/Power Punch(2 attacks) 1d6x10+12 MD
Body Block/Leaping Attack 2d6 MD
Cartwheel Attack +4 to strike, but can perform a Kick and two Punches(Restrained or Regular Strength) in the same attack.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Blood Rider Ifrita Elite

“What they can’t slice, they burn.”


Nice. Now I wonder what would happen if you combine an Ifrita with a Dervish.. fire tornado?
User avatar
taalismn
Priest
Posts: 48047
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:Blood Rider Ifrita Elite

“What they can’t slice, they burn.”


Nice. Now I wonder what would happen if you combine an Ifrita with a Dervish.. fire tornado?


You should see them juggling. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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DhAkael
Knight
Posts: 5151
Joined: Thu Jun 03, 2004 3:38 pm

Re: Shemarrian-related fan creations

Unread post by DhAkael »

Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound
User avatar
taalismn
Priest
Posts: 48047
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Works for me... :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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