kronos wrote:abtex wrote:Shemarrian Kits are useful, the above is the basic kit. Are there others?
I might throw together a couple more.. but most tribes would use this while out roaming around.
So any Shemarrian you encounter on Rifts Earth should have this stuff (basically I just created a very simple survival kit that I used to take camping when I was a kid).
Any kits I make would be most likely ones they bring in addition to the basic kit, or for short term mission/outings would replace the basic kit... like maybe a Hunting Kit which would include various items used in hunting not counting weapons and ammunition and major items for setting traps (well a few items can be used if one is inventive, like the camo sheets in the basic kit could be used to cover a pit trap, the fishing line as one of those traps you step in the loop then it hangs you upside down by your foot.. or as a trip wire).
Alecian "basic" kit
-Long range communicator and emergency beacon. Sometimes the Shemarrians need to communicate with someone farther away, or an unexpected event happens, such as a random dimensional rift and some demons pop out. The communicator and beacon have enough power to run continuously for 1 month without requiring additional power.
-IRMSS, NeShemar carry a standard IRMSS while Shemarrians carry a modified version that is more similar to the cybernetic repair system built into their frames. This is for when their built in systems are exhausted or damaged, or come across natives in need of help. The Shemarrian version can function as a normal IRMSS, but takes 1 minute to reconfigure for biological use.
-Collapsible 10 foot staff. This staff has many uses, plus has retractable loops and a spot to attach a fishing line reel for fishing.
-100 feet of high tensile fishing line (this is actually a metallic line to allow for fishing particularly large and powerful aquatic life) plus 4 hooks.
-200 feet duracable with 2 self stabilizing and setting folding grappling hooks with molecular adhesives.
1 "Super" fire starter this is a small cube ~1 inch on a side that contains enough internal energy for 10 "ignites" at maximum temperature, without recharging, it has a "flap" on 1 side with relatively simple controls, allowing the "temperature" to be set from 200 degrees, up to ~10,000 degrees, and if left in a lit fire can use its thermal converter sytems in "reverse" mode to recharge.
1 (or more) tube(s) aproximately the size of an old style 35mm film canister filled with "strike anywhere" matches (these are commonly used as gifts or trade supplies)
-Pocket/Signal Mirror
-2 person (Shemarrian size) tent, similar to the thermal bed roll, able to keep a stable ambient temperature inside while outside temperature ranges from -100 to +100 F. Comes with anchors to secure the tent to the ground against winds up to 100 mph.
- Large lean-to. This is large enough to shelter a warmount up to twice the size of a Monstrex.
-Camo-Sheets. There are two sheets, one large enough to conceal a warmount of Monstrex in size, another for a single Shemarrian. These sheets blend into the environment after 2 melees, granting +25% to camouflage, reduces thermal signatures and electromagnetic fields, and motion under the fields are also masked. Sensors suffer -35% to detect thermal and electrical signals, and motion detectors suffer -15%.
-Portable light. This is a flashlight about the size of a 4 cell flashlight, but also has IR and UV modes.
-Basic Electrical and Mechanical tool kits. These are small tool kits with multitools designed for aiding in repairs of electrical and mechanical systems, with simple scanners for aiding in the repairs.
-Survival Knife. 1D4 S.D.C.
-Sharpening Tools. These are tools for sharpening blades.
-Pencil, Pen and small notebook.
"Ultimate" Multitool This is a device about the size of a "large" "swiss army knife" it incorporates a high density energy cell, and a combination of nano-machines and memory metals, it weighs ~3lbs, and a neural programming matrix, that allows the Shemarian (or people with telemechanics) to attempt to program it to generate/transform into any tool they can imagine. they have been seen to generate hammers (or mass holders) chisels, vibro blades, wrenches, high tech tools like soldering irons, etc.
-'Fix-It Felix'. This is a techno-wizard device made by the Wayfinders and shared with all the tribes as a gift as part of unifying the tribes. The name came from a Ghost Rider that saw it in action, after the name of a character in a movie that could fix anything. Although the Fix-It Felix can make repairs, it can't fix everything, plus has a few other functions. It has a PPE generator that also absorbs ambient P.P.E. to extend its life. It has 150 P.P.E. plus the Shemarrian can pump their own P.P.E. or use their own I.S.P. at 1.5 cost instead of the normal double. The Wayfinders found a way to make it more receptive to I.S.P. with the use of psylite crystals, since more Shemarrians have more psionic potential than magical.
The Fix-It Felix has the following spells:
=Cleanse 6 P.P.E. Useful for cleaning oneself, weapons and warmount.
=Create Wood 10 P.P.E. for soft wood, 20 for hard wood. Good for building campfires or stakes or other wood weapons for fighting vampires. Up to 100 lbs of wood created per casting.
=Watachguard 10 P.P.E. Good for guarding campsites. Lasts for 6 hours.
=Mend the Broken 10 +30/1 MDC or +1/2 SDC. Can fix a total of 5 M.D.C. on a full charge. This can be used to make a quick repair, or re-attach limbs that have been cut off Shemarrian bodies. It isn't much, but after a heated battle, every little bit helps.
=Sustain 12 P.P.E. This is good for NeShemar, bonded servants or rescued non-combatants. Effects last for 4 days.
=Create Water 15 P.P.E. Can create 2 gallons per casting.
In addition most "Alecians" carry 1 or more "tokens, trinkets, or 'Holy symbols' " that remind them of the 'mythical' Alecia, and Megarea.
The Alecian version is clearly a "manufactured" pack rather than appearing to be made of hide, but a higher percentage of their equipment appears to be obviously manufactured professionally as opposed to other tribes.
Some Alecians have been observed carrying their version of an "Advanced" manufacturing kit which is truly a wonder most people would kill for (which
usuallyto date always turns out poorly for the people attempting this action)
the Alecian "advanced manufacturing kit" packs away into 5 ~100 lb modules that are sort of egg shaped and about 1.5 feet in diameter. When deployed they become a 2 ton unit with a typical minimum size about the size of a compact car. (which again has the other Shemarian tribes highly confused) it contains a "relatively small" nanufacturing system and based on observation appears that it could be classified as a high level Von Neuman or "self replicating" machine. Observation indicates that this type of system may be the basis of much of the Alecians manufacturing capabilities, as several things have been noted:
1 an Alecian was observed deploying one of these units and shortly a modest battle scrapyard in the immediate vicinity disappeared.
2 An Alecian "walker warmount" limped into the area with a seriously mangled left arm, a few hours later the unit walked off fully repaired.
3 whenever these units have been deployed many materials especially silicates, metals, a limited amount of organics, in general all the materials Alecians typically consider trading for, are significantly reduced in the area.
4 one "Alecian" came to an area and deployed one of these units. A few days later several Alecians left the vicinity each of which had one of these units.
These units are a little too big for one Alecian warrior pack, however they are easily portable (in travel configuration) by any of the Shemarian riding or "pack" mounts, and the individual modules can be transported by any shemarian and even their "hounds"