Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

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Tana Neelamani (Atsuka)(Wayfinder NeShemar NPC)

“When she starts pulling out the sparkly stuff, it’s a good idea to take cover, especially if she’s angry about something. Whether she means to or not, or is just trying something new out, some of the side effects of her crystal work can hurt something fierce.”

“COME ON! GIVE ME A PULL-UP!!! THIS ISN’T THE LAB AND YOU AREN’T FONDLING BAUBLES!!! LIFT THAT CHIN UP!!! BRING THOSE LEGS UP!!! SOUND BODY, SOUND MIND, OR ARE YOU JUST NOT AS SMART AS YOU THINK YOU ARE?! YOU’RE EVEN SLOWER THAN YOU WERE LAST WEEK!!!! PULL-UP, NOW!!!”
“....help...?”

“So...given the way the ‘peaceful scholar’ just stiletto heel-sliced that goon from crotch to throat with a high kick, knifehanded another across the throat, and elbowed a split diaphragm and cracked breastbone to the third, you think maybe it’s something personal or a general dislike of muggers in general?”

“The properties of these hexagonal crystals in their natural state are simply AMAZING! Imagine what they might be capable of with some polishing and faceting! And just looks at their SIZE! I’d almost say gypsum, but their hardness is more like zirconium! Can you get me more samples of these? Please?!”

“Best not to startle her when she’s wound up like this. She REALLY doesn’t like to be scared. When she is, she can lash out. I’m talking shockwave, followed by a shard-storm that’s like being punched through breaking armor glass. I’m not talking sugar glass; I’m talking flay-the-flesh-off-you glass daggers.”

“Well! Looks like my pane-trap worked! Now, Reika, what do we say about taking my blueberry muffins?”
Reika:(trapped between two large plates of crystal-glass suspended in midair like a bug in a microscope slide)”...sorrreeeeee....?”


The Wayfinder Psychaian Tycha Mindsblade was so pleased with the results of the bio-psychotech augmentation that produced Rika Rubystar that she was encouraged to proceed with another ReMaking.
Mindsblade’s next hapless guinea pig candidate for a full-body and mind makeover was Tana Atsuka, a promising young research scientist working for an electronics corporation in an alternate Earth’s Japan. Despite, or because, of her dedication to her work, Tana was unpopular with many of her coworkers. Being both smart and pretty didn’t endear her any to those who saw her as a rival, so unscrupulous people decided to remove her by selling her out, as she discovered. Instead, she ended up as the centerpiece of an ‘alien abduction’.
It’s not clear what sequence events led to Tana Atsuka winding up in the hands of the EShemarrians, but the Shemar into whose custody the young woman ended up in apparently felt that Tana’s best interests would best served if she were inducted into the Tribes under a anhaz-uzari bondsman indentureship, rather than an etren-sponsorship. Mindsblade was assigned the task of reshaping Tana Atsuka’s psyche, suggesting that the circumstances of her introduction to the megaverse were more traumatic than peacefully voluntary(in-Tribe gossip runs from everything from an assault being busted up by Wayfinder scout to an attempt to dispose of the young scientist by magic or dimensional gateway technology being botched up).
As with Rika, Mindsblade sensed great untapped psychic potential in Tana Atsuka, and decided that a ReMaking would bring those potentials to the fore. And similarly, Tana’s ReMaking yielded unexpected (but welcome) results.
Whether it’s shock at everything that’s happened to her, deliberate mental reprogramming, or a unsuspected deep well of personal resilience cutting in, Tana’s actually adapted quite well to her new life as a neshemar uzari. Her skills as a scientist are -appreciated- by the Shemar, and even being a servitor(working for the Wayfinders) has opened up new worlds to her, literally. Tana has an entire megaverse of crystals to study and new applications to design, which has helped distract her from her circumstances.
Tana serves as part of Mindsblade’s technical entourage. Currently she’s looking into finding ways of combining her new psionic powers with natural or artificial crystals to create or amplify effects(she’s working on TK-powered ‘arrays’ from loose crystals she levitates). She’s also contributed to a number of crystal-based gadget designs that are illicting interest through the Wayfinder community. Although she lacks any magic ability(and thus any ability to utilize the magic aspects of crystals), she is acquiring a working knowledge of psionic-crystal systems, and some of her more ‘mundane’ technological system designs are being used as the basis of TW-augmented hardware.
Though Tana’s primary asset is her brains, the Wayfinders, being EShemar with an emphasis on ‘warrior -scholars’, have made sure she doesn’t neglect her body, even with all the bio-augmentation added to it. Tana has had to endure rigorous and regular EShemar physical training and combat drill. Her trainers have evidentially trained her in, unlike Rika’s training, the more destructive and offensive Jujitsu style of martial arts, which some see as a hint of the circumstances under which she joined the Tribe.

Level of Experience: 4th Level
Rank: Uzari -servitor
Race: Human, ReMade
Alignment: Principled
Land of Origin: Japan
Age: Appears to be in her mid-20’s.
Sex: Female
Height: 5’ 10”
Weight: 114 lbs
Physical Description/Appearance:
A tall, slender-built young Asian woman with long black hair, shot with strands of dark blue. Her eyes are blue-purple. She typically wears several large pieces of crystalline jewelry on her person(and sometimes that’s ALL she’s wearing) at all times, as well as a satchel-bag holding a selection of natural and artificial crystals.
Disposition:
Serious and scholarly,Tana is more intent on pursuing her scientific studies most of the time, than in getting into combat or poking up trouble. She speaks little of her past or her homeland, but whether this is out of a resignation to her current circumstances, a result of Mindsblade’s reshapings, or a genuine desire to move on and up is unclear. She has nothing good to say of her past associates, however, and one gets the impression that if she were ever to encounter them again, there might be some vengeance-taking on the agenda. Tana seems to regard traveling the megaverse with a tribe of cyborgs to be less dangerous than the biased, bigoted, cutthroat office politics of her former homeland and employment. Perhaps most importantly, despite the fact that she has been abducted into an alien world far from her homeland, in a society strange and frightening, she has people here, a CULTURE, that supports and backs her and her work.
Tana may be more serious than Rika, but she’s just as likely to prank the rambunctious Rika back as she is to take the younger girl’s cheerful needling. Also, like Rika, Tana would eventually like to have ‘normal’ relationships and establish a more traditional sort of family life, or at least a working romantic bond, within the Tribe. She’s no ascetic monk; she knows she’s attractive(though she suffers for it in her regular EShemar-overseen workouts), and likes to flaunt the ‘young, vivacious, and exotic’ look, but her driven professional and occasionally demanding attitude can just as easily turn people off. For now, however, she is perfectly happy pursuing her scientific studies and occasionally venting on the Tribe’s enemies.

Insanity:
*Obsession---Crystals. Tana is dotty about crystals, and will speak about them, study them, collect them, and classify them at length, given half the chance.

Physical Attributes/Superlatives:
IQ: 21(+7% to skills)
ME: 30
MA: 10
PS: (Considered to be Extraordinary)19
PP: 28
PE: 34
PB: 26
SPD: 39

(ISP):170
(PPE): 9

Hit Points: 54
SDC: 91
MDC: 293
Horror Factor:---
Special Abilities/Characteristics/Powers:
--Extraordinary Mental Endurance(Minor)---The dark secret details of Tana’s induction into the Wayfinders remain confidential, but the fact that her psyche needed SERIOUS repair hints that it couldn’t have been very nice. To prevent catatonic relapse, Mindsblade rewired and trained Tana’s psyche to be stronger and more resilient. It’s also possible that Tana may have been implanted with a low-level wetware AI to bolster her confidence and courage on top of the standard Mental Conditioning package. It also gives her a very good groundwork for her psionic abilities. M.E. is 21+2d4, needs a 12 or betetr to save versus psionic attack, +6 to save vs mind altering drugs, +6 vs Horror Factor, +6 vs possession, and +1 vs magical illusions.

--Lightning Reflexes(Minor)---Tana’s nervous system has been enhanced by the equivalent of fiber optic nerves, allowing for faster reflexes: +3 initiative, +1 disarm, +3 pull punch, +2 roll, +2d4 Speed, +1 APM, automatic dodge(+3)

--Extraordinary Physical Endurance(Minor)---The EShemar process makes the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Physical Transformation---The recipient is physically optimized. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Immune to Normal Extremes of Heat and Cold---Part of Tana’s expressed psionic abilities appears to have manifested, in conjunction with her subcutaneous mesh armor, as an ability to more efficiently handle extremes of hot and cold. SDC-levels of heat and chill do not seem to affect Tana at all, and megadamage fire and cryogenic temperatures do HALF damage.

-Mental Conditioning---Because of the potential threats faced by NeShemar, the bio-mods get special conditioning against mind control and supernatural torture. +5 save versus mind control, +4 save versus illusions and horror factor, +2 save versus psionic attack, and is impervious to possession(including a vampire’s enslaving bite).

-Enhanced Immune System--- Heals twice as fast, +8 save vs disease, +5 save vs poisons/toxins, +3 save vs Bio-manipulation type attacks, and even on a failed save, these attacks have HALF effect.

-Healing Factor----+2d4 P.E., +2d6+6 Hit Points, +25 SDC, +20% save versus Coma/Death, +3 save versus magic, poison, and toxins, +3 save versus psionic attacks. Recovers 3 SDC/MDC every 10 minutes, 1 Hit Point every 15 minutes, twice per 24 hours can instantly speed-heal 4d6 HP/MDC, does NOT fatigue, fire and cold do HALF damage, toxins and poisons do 1/3 normal damage on a failed save, and the bio-mod doesn’t scar when healed. Even broken bones heal 10 times faster than normal.

-Enhanced Reflexes----+6 PP and is ambidextrous. +2 on initiative, automatic dodge, paired weapons, and add +5% to skills requiring manual dexterity and or agility such as acrobatics, climb, swim, pick locks, etc.

Magic: By Item only

Psionics:(Is considered a Major Psychic)
ISP: 170
-Detect Psionics(120 ft, 4 minutes, 6 ISP)
- 2 Healing Touch(6 ISP, restores 2d4 Hit Points or 2d6 SDC in others)
-3 Stasis (healing) ( by Syndicate)
I.S.P.: 8
Range: touch
Duration: 4 hours (plus 1 hour per additional 3 I.S.P.)
Saving Throw: standard (if unwilling)
The psychic basically places someone in a healing stasis until they can be transported to formal facility. This is a non-combat oriented power, and as such cannot be used in combat. Anyone in a critical condition can be placed under the influence of this power to freeze the body (or rather preserve it) in the current condition (preventing further damage).

-4 Psi-Static
Range: 12 feet + 6 feet per level, centered on the psychic
Duration: 2 minutes per level (2 minutes)
Saving Throw: Standard
ISP: 15
Creator: Iczer
Psi-Static creates a field of disruptive psychic energy that surrounds the psychic and distorts psionic activity. Those in the field (except the psychic, and those under a mind block) must save or lose 1D4 I.S.P. per round within the field. Furthermore, all effects that go through the field are halved and allow those inside the field a +2 bonus to save against it. The nature of this effect even disrupts the aim (-4 to strike) and damage (takes half damage) of normal physical powers.

-Telepathy(60-140 ft, 8 minutes, 4 ISP)
-2 Empathy(100 ft area, 6 minutes, 4 ISP)
-3 Sixth Sense(2 ISP)
-4 See the Invisible (120 ft, 1 minute, 4 ISP)

-Shining Light(*Eryk Stormbright)(200 ft range, 4 melees, 4 ISP)
-2 Telekinesis(60 ft, 6 minutes, 3+ ISP)
-3 Mind Block (20 minutes, 4 ISP)
-4 Read Structural Integrity (RSI) ( by Syndicate)
Cost: 10 I.S.P.
Duration: 3 mins per level(3 minutes)
Range: Line of sight
Activating the power enables the psychic to view weak points in an objects structure. Be it mechanical or otherwise, any inanimate object can be "scanned" for weaknesses (assuming it has any). The more complex the object, the longer the psychic has to stare to learn of its weaknesses. Effectively, the character can now make "critical" hits against the object with melee and ranged weapons (19 or higher on a modified roll) as well as knowing which type of attack is best to use. Tana acquired this power learning to cleave and cut crystals.

- Telekinetic Forcefield(40 minutes, 100 MDC, 30 ISP)
-2 Photokinesis(Creator: Shaded Helios)
Range: Varies
Duration: Varies
Saving Throw: None
ISP: Varies
Photokinesis is an ability that gives a psychic the power to manipulate light
Bend Light: The Photokinetic warps incoming laser attacks, forcing them to pass by. This skill acts like an Automatic Parry, but only effects lasers or their equivalents. Laser attacks parried in this manner are in no way neutralized and continue on their course as if the psychic had dodged. At 1st level of experience the Photokinetic's only bonuses to psionically parry lasers are gained from their M.E. (an M.E. of 24 would give a +5 bonus to parry, P.P. and Hand to Hand bonuses do not apply), but every 3rd level of experience he gains a +1 to parry them. Tana can thus parry lasers at +9.
l Range: Self
l Duration: Instant
l I.S.P.: 1 per parry attempt
Manipulate Ambient Light: Raise or lower surrounding light level by 10% per level of experience (A 10th level Photokinetic could surround himself in an area of total darkness---30% in Tana’s case). Lasers, nothing more than beams of coherent light, are similarly effected. Using this form of photokinesis a psychic of high enough level could completely nullify any damage inflicted by a laser weapon or double its strength.
l Range: 5 feet (1.5m) radius per level centered on the psychic
l Duration: 1 minute per level of experience (3 minutes)
l I.S.P.: 10
Light Aversion Cloak: By bending light around himself, a psychic can effectively make himself invisible. If absolutely motionless, a photokinetic remains 100% unseen so long as concentration is maintained. Increase likelihood of being spotted by 10% per 1 foot traveled per melee round (A psychic moving 5 feet (1.5m) per melee would have a 50% chance of remaining successfully cloaked).
See the Invisible and similar abilities can also see through the power.
l Range: Self
l Duration: 5 minutes per level of experience (15 minutes)
l I.S.P.: 10
Flash: As long as there is even the slightest amount of nearby light, a Photokinetic can amplify it dramatically to generate a flash of brilliant illumination. Victims of the flash are blinded (-10 strike, parry, and dodge) for 1D4 melees, but even those who manage to look away in time, considered a dodge with the Photokinetic's M.E. determining any strike bonuses, are momentarily effected (-1 strike, parry, and dodge) for 1 melee.
l Range: 100 feet (30m) with a 5 foot (1.5m) radius of effect
l Duration: Instant
l I.S.P.: 2
Laser Beam: By focusing ambient or artificially created light, the Photokinetic generates beams of damaging intensity. Beginning at 1st level of experience, psionic laser beams inflict 1D6+1 S.D.C. or 1D4+1 M.D. Each subsequent level the beam's potential damage can be increased by 1D6+1 S.D.C. or 1D4+1 M.D. Beams are +3 to strike.
l Range: 50 feet (15m) per level of experience
l Duration: Instant
l I.S.P.: 1 per 1D6+1 S.D.C. beams, 3 per 1D4+1 M.D.

-3 Psi-Dart( by Shaded Helios)
Range: 50 feet (10m) per level of experience (100 ft)
Duration: 1 melee round per level of experience (2 melee rds)
Saving Throw: None
ISP: 15 or 30 in Mega-Damage environments if M.D. is desired
Creator: Shaded Helios
A close cousin to the super psionic Psi-Sword power, the Psi-Dart is a medium-ranged psionic attack that strongly reflects the desires of the psychic who uses it. Totally dependent on the will of the psychic, a Psi-Dart can be virtually any type of projectile weapon, ranging from something as simple as a literal dart or discus up to a bow that fires psionic arrows(in Tana’s case, they’re crystal shards). Despite its form, the range and damage of the Psi-Dart is only dependent on the level of the psychic who creates it. Until given a form and directed at a target, the Psi-Dart appears as a bright glow around the psychic's dominant hand. As a melee attack action, the Psi-Dart takes form and streaks towards a target with a +3 strike bonus (+M.E. bonus), then reappears virtually instantaneously in it's insubstantial luminous form around the psychic's hand in time for another attack.
At first level of experience the Psi-Dart inflicts 1D4+1 damage per attack. This increases by an additional 1D4+1 every other level (3rd, 5th, 7th, etc.).
The psychic can create 1 Psi-Dart by spending the listed I.S.P. and gains additional Psi-Darts based on their M.E. attribute bonus. So a 5th level psychic with a 10 M.E. can only create a single Psi-Dart, while a 2nd level psychic with an M.E. of 19 can create 3. No matter how many are created, each Psi- Dart uses a single melee attack. Tana can thus create 11 psi-darts, each doing 1d4+1 pts of damage.

-4Psi-Shockwave
Range: 5 feet high with a 10 foot radius, plus one foot each, per level
Duration: Instant
Saving Throw: See below
ISP: 15
Creator: Iczer
The psychic can expel psionic energy as explosive force. This wave is 5 feet high, and has a radius of 10 feet. Anyone in the radius is knocked down if they cannot save vs balance (14+) and regardless, they are knocked to the outer radius. The attack inflicts 4D6 damage. If centered on themselves, the psychic is unaffected.


Cybernetics/Bionics:
*Sub-Vocal Ear/Throat Implant(modified radio and TW telepathic communications booster)

Skills:(4th Level Master’s Degree-College(+25%)+7%)

Pilot Automobile 68%
Pilot: Hovercycle 82%

Language/Literacy
Japanese 98%/98%
Shemarrian 77%/57%
English 77%/57%
Math Basic 97%
Advanced Mathematics 97%
Computer Operations 92%
Computer Programming 57%
Computer Repair 62%
Microcuitry 92%
Electrical Engineer 72%
Basic Mechanics 62%
Laser Communications 82%
Chemistry 82%
Chemistry Analytical 77%
Biology 82%
Crystallography 82%
Detect Ambush 65%
Detect Concealment 60%
Land Navigation 62%
Tracking 55%
Wilderness Survival 72%
Gemology 52%
Wardrobe & Grooming 66%
Dancing 50%
Research 67%
Escape Artist 50%
Radio: Basic 72%
Read Sensory Instruments 57%
Philosophy: Shemarrian
Lore: Psychics & Psionics 37%
Meditation
Gymnastics
-Sense of Balance 70%
-Work Parallel Bars&Rings 72 %
-Back Flip 90%
-Climb Rope 25%
-Prowl 30%

Swimming 70%
Athletics
Athletic Aerobics
Running
Hand-to-Hand: Jujitsu
W.P. Knife(+2 strike, +3 parry, +3 strike w/ throw)
W.P. Sword(+2 strike, +1 parry, +1 strike w/ throw)
W.P. Paired Weapons
W.P. Energy Pistol(+3 strike)
W.P. Energy Rifle(+3 strike)

Actions/Attacks per Melee: 6
Initiative:+1+3(+4)
Strike:+1+7 (+8)
Parry:+1+2+7(+10)
Dodge:+1+2+7(+10)
Automatic Dodge(+3+7) +10
Roll:+1+2+3+2(+6)
Pull Punch:+1+2+3(+6)
Disarm +1+1(+2)
Critical Strike from Behind
Damage: +2
Kick Damage +2
Tripping Leg Hook/ Backward Sweep Kick
Snap Kick
Saves:
+50% Vs Coma/Death
+11 Vs Magic
+13 Vs Psionics
+5 save versus mind control
+8 Vs Insanity
+10 Vs Horror Factor
+8 save vs disease
+16 save vs poisons/toxins,
+3 save vs Bio-manipulation type attacks, and even on a failed save, these attacks have HALF effect
+5 save versus illusions
+6 Vs Mind Altering Drugs
Impervious to possession(including a vampire’s enslaving bite)
Charm/Impress 80%

Notable Possessions/Equipment:
A small wardrobe of various clothing, armored lab coat(12 MDC), armored leotard(30 MDC), armored jumpsuit(40 MDC), and various small personal items.

*Optics Band w/ IR/UV , magnification, night sight, color filters, and a TW Eyes of Toth spell(4 PPE/8 ISP for 100 minutes)

*Computer Wrist Band

*Psi-Amplifiers---These are psylite-lined crystal jewelry pieces that combine aspects of and works identically to the Mindwerks Telekinetic Extension (see Rifts Mindwerks. pg. 26).
*(Crystal Bracer)(Black Sapphire) Shadowmeld---For 5 PPE/10 ISP, the wearer can hide in shadows for up to 20 minutes per activation.
(Star Sapphire) Bio-Manipulation--- Inflicts Deafness, Blindness, Muteness, Pain, Paralysis, Shock, or Irritation on targets for 2d6 minutes, for 3 PPE/6 ISP. Range: 240 ft
(Sapphire) Empathic Transfer--- Projects Despair, Confusion, Fear, Anger, Love, Peacefulness or Trust for 2d6 minutes, for 3 PPE/6 ISP. Range: 90 ft
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius.
*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft.
*Extendable Crystal Blade---1d6 MD

*Crystal Collar---Acts as a Psi-Helm(HALF ISP cost to use psi-powers) and Telepathic Communicator(10 miles one-way, 20 mile effective range between two psis).

*Crystal Anklets----These large anklets can change shape to form sapphire slippers that can further change soles to become high- or low-traction. They can also extend a molecularly sharp stiletto blade from either the toe or heel(adds +1d4 MD to a kick). They also carry a Telekinetic Speed (Iczer) enhancement(5 ISP) that boost running speed by +25 pts for 50 minutes(and +6 to dodge while running).

*Crystal Girdle----A wide segmented waist belt of black crystalline plates. It is actually a TW protective mechanism enchanted with both an Armor of Ithan spell( 80 MDC, 8 minute duration, 5 PPE/10 ISP per activation) and a Spinning Blades spell(acts on several razor-shards that detach and spin about the wearer--10 PPE/20 ISP per activation), but has a regenerating PPE crystal(100 PPE capacity and recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid).

*Krystalkote---This is an early version of the Diamondskin/dust armor developed for the Skyeklad, but consists of a raincoat-style garment seemingly made of grainy translucent plastic. In reality, the coat is made of scales of artificial gemstone, and can reshape into a formfitting suit of body armor. 90 MDC and can be regenerated from available ambient silica at 5 MDC per minute. Lasers do HALF damage to it, but the stiffness of the material imposes a -1 penalty to strike, dodge, parry, and roll.

*TK Staff--A telescoping crystal staff that doubles as a rapier(2d4 MD) and TK rifle(1,500 ft range, 3d6 MD per shot, 25 shots, 1 PPE/2 ISP per shot).

Typically carries about 1d4x1,000 credits in gemstones and valuable crystals on her at all times.

Vehicle:
For getting around, she has a Northern Gun NG-300 Speedster Hovercycle, modified with a clear armor-glass canopy covering the pilot(30 MDC)
Has quarters and a workbench aboard the modified Hexadra warmount that acts as MIndsblades’ retinue’s mobile barracks.
-------------
"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: 47908
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 »

EcoS-K-135 Voluton Aerial Warmount
(aka ‘Violator’, ‘Volutron’ )

“Those are some seriously ugly giant bugs coming this way-”

“Ugliest angels that ever came to my rescue, but I ain’t complaining, especially after seeing what those things did to those gargoyles that were fixing to wipe out my village or worse.”


**“Still no idea on the identity of those unknown aliens that ambushed Doctor Koret’s car, murdered her security detail, ripped her vehicle open and kidnapped her? Search every database, even if you have to march into every intelligence bureau and commandeer their precious secret files! I want every alien species and their hardware between here and the outer rim identified and accounted for! And when you do find a match, report it IMMEDIATELY! I want Retribution targets on my desk YESTERDAY!”**
>>>
<“And thus do we not only acquire a new biotechnist, but we take care of both the warlord state and the Metzla infestation in Sector Gradis.”>

<<Report successful interception of Gargoyle Lord Bloodwing. Rendezvous with target and personal escorts made over the Florida Keys. As planned, target assumed attack host was late honor detail joining his entourage, allowing unit to close within strike range. Termination carried out with effective element of surprise. Minimal damage to attack-host and all members accounted for. Two survivors of Bloodwing detail allowed to escape to carry word of ‘betrayal’ back to nests. Next target please?”>>

The advance of Tribal technology and the success of several Metzla-themed ‘repli-mounts’, the ‘Shelong’ , ‘KillWar’ and the ‘Vincha’, encouraged EShemar Tinkers to try their hand at creating a faux Volute Metzla-lookalike. Looking for a new monstrous warmount idea, as well as another aerial asset, the Lost Eclipse tribe took up the challenge.
The resulting warmount, the Voluton, resembles either a mutant or variant species Volute Metzla. An upright column- or spindle-shaped body sprouts various sensory clusters, antennae, wings, fins, tentacles, and gangly limbs. The rider sits in a concealed Maskirovan-style cockpit pod buried in the Voluton’s midsection. The whole assembly flies by virtue of an advanced antigravity system and concealed thrusters.
What the Voluton lacks in comparison to the Volute’s heavy natural body armor, the Voluton makes up for in speed and ranged attacks. The Voluton is armed like an attack helicopter, with an impressive throw-weight of armaments. The Voluton is not as capable in close combat as its Metzla inspiration, but it compensates with a more effective variety of standoff weaponry. Furthermore, though the Voluton lacks the powerful psionic capabilities of live Metzla, Ecotroz essences Awakened in the Voluton hull display a higher psionic potential and range than most other Awakened Warmounts.
To further confuse the issue, the Voluton extensively uses a variety of technowizardry systems. While some of them have been traded for with the Wayfinders, a surprising number have been created in-house by the Nightmares. A number of magic users were among those captured and tortured by ARCHIE-3, when he was still experimenting with magic before the Shemarrian Civil War, and were among those liberated from the Bedlam experimentation camps by the Lost Eclipse(or were founding members of the Tribe). Though many were too mutilated or traumatized to practice magic upon being freed, enough of them recovered in time to take advantage of new cyborg magic systems being disseminated by the Wayfinders with the formation of the reformed Shemarrian Nation.
Because of the melange of different technologies and systems incorporated into them, Volutons are reportedly difficult to produce(at least one mage must oversee their gestation ion the Trinity Modules, and the process requires several extra steps to infuse the nascent warmount with its magical systems. This has limited their numbers and deployment, but also encourages more circumspect use of them on special missions.
Volutons are used sparingly in regions and on worlds where there is a known Shemarrian presence, so as not to connect the appearances of these new Metzla with the EShemar. The few times the Voluton has been connected to the Shemarrians, the rumor mills have spread speculation that the Shemarrians have either enslaved members of the Splugorth opposition(in retaliation for the Splugorth having once enslaved the Shemarrians), or that the Shemarrians have joined forces with a Metzla subspecies faction that is fighting their cousins.
Besides the Lost Eclipse, the Voluton is believed to have been acquired and deployed in smaller numbers by the Dark Waters, Wayfinders, and Hawkmoons for their own ‘black ops’ units.

Type: EcoS-K-135 Voluton
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot. An extra passenger can be crammed inside, but conditions will be very cramped and uncomfortable for the passenger.
MDC/Armor by Location:
Main Body 860
Reinforced Cockpit Pod 100
Head Sensor Cluster 90
Eyes(6) 50 each
Wings (3) 100 each
Fins (4) 45 each
Finger-Claws(6) 25 each
Stingers(4) 50 each
TK Machine Gun Mount 50
Height: 30 ft
Width: 10 ft + 25 ft wingspan
Length: 10 ft
Weight: 30 tons
Cargo: Small space inside the cockpit pod for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Supplemental TW Powerstone Generators and PPE Gel Tanks
Speed: (Running) Can taxi-waddle awkwardly along at Spd 6
(Flying) Hover to 400 MPH, maximum altitude 18,000 ft
(Space) Can operate in space at Mach 6, up to 40% of light speed.
(Underwater) Swim at 22 MPH, maximum depth of 3,000 ft.
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 Voluton 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 160 MDC before needing material stocks to convert to MD repair material.

*Memetic Camouflage---When landed, especially underwater, the Voluton’s skinning acts as chameleonware, assuming the appearance of the surrounding color and textures. -20% to Detect Ambush and Detect Concealment rolls to find the thing. Also masks the ‘bot's thermal and infrared emissions, making heat sensors useless.

Weapons Systems:
1) Eye Lasers(6, one part of the upper sensor cluster, the other five distributed around the body to afford all-around coverage)---These are larger and more powerful versions of the standard Shemarrian warmount eye-lasers, and are meant for the longer ranges of aerial combat.
Range: 4,000 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)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) TK Machine Gun---This looks like a larger version of the smaller stinger appendages, and is mounted on a rotating body segment. The TK weapon is the preferred armament, as it also does damage to paranormal targets, but other types are available.
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst.
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip.

In the alternative, one of the following weapons can be substituted instead;
b) ‘Elmoiator’ Ion Cannon---A copy of a weapon used by one the Shemarrians’ trade partners(it’s unclear if the Shemarrians legally acquired licensing rights or simply copied it). While impressive when used against massed and heavily armored troops, the ion cannon’s range leaves something to be desired.
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonuses: +2 to strike metallic targets

c) EM Vortex Cannon---Another knockoff weapon, this one fires invisible vortices of force.
Range: 6,000 ft in air and underwater
Damage: 1d4x10 MD at point of impact
Within a 60 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.
Rate of Fire: ECHH
Payload: Effectively unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge.

d) Shock Cannon---Copy of the Triax TX-275 ‘Lightning’ Arc Charge Blaster. It does good damage against technological targets, but again the range is fairly short.
Range: 2,000 ft
Damage: 6d6 MD
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: ECHH
Payload: Effectively Unlimited


3) Stingers(4)---These are four articulated appendages that have multimode ‘stingers’. Each one can be fitted with ONE of the following:
a) Drug Injector---Can be fitted with a vibro-stileto needle for drugging MDC beings(stiletto does 1d4 SD/MD penetration damage, plus effects/damage from injected drugs/chemicals). 20 dose capacity. Range:(Stab) Melee; 18 ft extension

b) Ion Shock Stinger---This is a multimode weapon that was adapted from the Aquilon aerial warmount. This weapon provides a range of capabilities, from a painful stun to armor-smashing megadamage strike. It is often mistaken for some manifestation of electrokinesis.
Range:(Ion Beam Mode) 1,700 ft
(SDC Beam) 2,000 ft
(Ion Bolt Mode) 3,000 ft
(Lightning Zapper Mode) 500 ft
(Shock-Zap Mode) 1-3 ft
Damage:(Ion Beam Mode) 4d6+2 MD per single shot
(SDC Beam)1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems).
(Ion Bolt Mode) 2d4 MD to 5 ft radius, 55% chance of knocking out unshielded cybernetics for 1d4 melees.
(Lightning Zapper Mode) Does stun damage similar to SDC beam through metal armor and light power armor.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
(Shock-Zap Mode) Similar to a Shock Rod; 5d6 SDC, plus 55% chance of stunning humans, d-bees, and small animals for 1d4 melees, 15% against large or inhumanly powerful beings. Cumulative effects same as for Electro-Stunner(see pg 50 of Coalition: Lone Star).
Rate of Fire:(Ion Beam Mode) ECHH
(SDC Beam) ECHH
(Ion Bolt Mode) Four times per melee
(Lightning Zapper Mode) Can fire only one Zap every melee(takes fifteen seconds to power up)
(Shock-Zap Mode) ECHH
Payload: Effectively Unlimited

c) EM-Microwave Blaster---This weapon is particularly cruel in that it is designed to do collateral lingering damage to the target body. Its effects are often mistaken for Bio-manipulation.
Range:(Stab) Melee; 18 ft extension
(EM Bolts/Microwave) 2,000 ft
Damage:(Stab) 1d4 MD
(EM Bolts) 5d6 MD per blast
(Microwave)The microwave component does 2d4 directly to Hit Points, and the target temporarily
loses control of their own body; Victim must also roll versus coma/death or the effects will be
PERMANENT(will require advanced regeneration or magical healing to overcome). Roll on the
following table:
01-10 Brain/Central Nervous System Disability---Brains were fried. Roll percentile for amount of IQ
lost; at 100% the target is a drooling vegetable. Even at high levels of IQ retention, the victim
suffers memory loss and finds advanced technical skills difficult to perform; -15% to Technical,
Science, and ‘academic’ skills.
11-20 Sensory Disability
a01-40 Blindness---Victim is legally blind. 30% chance that damage was done DIRECTLY to the visual cortex, thus cybernetic implants will NOT cure this.
a41-80 Hearing---Is either plagued by a ringing in the ears, or nothing at all(-4 to initiative, -4 to
dodge)
a81-90 Tactile Numbness---Somewhere in the nervous system, the sense of touch was lost. Sense of touch is now a mere 10% of what it once was. Also has problems distinguishing hot from cold.
91-00 Sense of Smell--The victim no longer has any sense of smell---It’s gone completely. Food now
tastes rather bland, and beings with an enhanced sense of smell are particularly hard hit.
21-30 Arms and hands damaged;01-50% one limb is affected(-2 APMs, and -25% to skills requiring
two hands to perform), 51-00% BOTH limbs are affected/unable to perform correctly
31-40 Legs paralyzed; 01-50% one limb is affected(cut speed by HALF), 51-00% BOTH limbs are
affected/unable to perform correctly
41-50 Muscle Tremors----Victim is afflicted with severe shaking that keep them from being able to
perform any activities requiring fine coordination(-20% to skill rolls).
51-60 Autonomic Nervous System Damage---Person has problems doing everyday things; breathing is
labored, rigorous physical activity is courting a heart attack, sphincter control is compromised, and
the person is generally weak and sickly. Reduce P.S. and P.E. by HALF, and suffers a -4 to rolls to
save versus coma/death.
71-80 Cosmetic Damage---Suffers subdermal bruising from blood vessels expanding under the skin,
as well as minor blood vessels exploding. Fortunately, major hematomas were avoided, but the
victim now has a blotchy complexion (-1d6 PB), and 40% chance of losing tactile sensation.
81-90 Sexual dysfunction/impotent---Not immediately critical, but distracting for some people(GMs
may want to assign a -1d4 to ME). In some cultures, such as the Kydians, who place a high value on
fecundity and sexual prowess, this can be prove extremely damaging.
91-00 Roll twice on above table
Rate of Fire: Standard
Payload: Effectively Unlimited

d) ‘Gutbuster’ Melee Weapon----Copied from a rather interesting cyborg d-bee(actually a Coalition States Lone Star-manufactured Xiticix Killer mutant, see Rifts Lone Star pgs. 90-93 for details) found by Shemarrian scouts in Xiticix territory, this is another gruesome melee weapon that is never used against ‘soft’ targets(i.e. SDC), but which has been used against other monsters to prove that the Mirva is not to be messed around with. The ‘Gutbuster’ uses a smaller tentacle to penetrate wounds opened up by the triple claws, then thrashes like a weedwhacker inside the wound, doing massive internal damage. This weapon was premiered on the Mirva Elite, itself inspired by the Murvomva Metzla.
Range: Melee, 18 ft extension
Damage: 1d4 MD. On a stab, a penetrating strike of 12 or better allows a tearing tentacle to enter the wound in the target’s flesh. 6d6 MD, plus victim loses Initiative and HALF APMs from pain and suffering.
Rate of Fire: ECHH

4) Razor Wings----The leading edge of each wing sports a retractable vibroblade. These blades can be used for ramming and sideswipe attacks.
Range: Melee
Damage: +2d6 MD to a sideswipe or ram

5) (Optional) Missile Launcher---The third wing on the back can be fitted with a large missile launcher pod.
a)Mini-Missile Launcher---25 shot pod
b)Short Range Missiles---12 shot pod
c)Medium Range Missiles---6 shot pod
d)TW Heavy Rocket: Range: 3 miles. Damage: 2d4x10 MD to 30 ft blast radius---9 shot pod
e) Flit-Striker---Holds 72
f) Insect Hive---Holds 360 (any variety)
g) EShe-R290Le Mortorb Robotic Drone--’Nest’ for 8
h) EcoS-KRP-35 Ignee Robotic Warbeast---3
i) Sea/Air Rocket-Torps---A knockoff of Kittani nautical weaponry.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Payload: 6
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a dedicated anti-shipping missile, but more powerful. +3 to strike

6) (Optional) Wing Hardpoints(4, 2 each wing)---The two lateral wings can be fitted with additional hardpoints.
a)Mini-Missile Launcher---19 shot pod.
b)Short Range Missiles---6 shot pod
c)Medium Range Missiles---4 shot pod
d)TW Heavy Rocket: Range: 3 miles. Damage: 2d4x10 MD to 30 ft blast radius---7 shot pod
e) Flit-Striker---Holds 36
f) Insect Hive---Holds 150 (any variety)
g) Bombs--Can carry warhead equivalents of missiles, but DOUBLE the respective number, or retain the same number, and DOUBLE the damage. Note: Can be fitted with ‘smart’ guided munitions. ‘Smart’ Bombs are laser or command-guided and hit large stationary targets automatically! Moving vehicles can also be targeted (at +6 to strike).

h)Sprayer Pod---This liquid storage pod deploys two diffusers from the back to spray chemicals from the back.
Range: Depending on wind and altitude, the warmount can spray a 100 foot wide swath at maximum dispersal.
Damage: Varies by chemical type. If using water, typically does 4d6 HP to vampires.
Rate of Fire: ECHH
Payload: 100 gallons

i)EcoS-KRP-35 Ignee Robotic Warbeast---1 per hardpoint

j) Sea/Air Rocket-Torps---1 per hardpoint

7) (Optional) Self-Destruct---Because of the sensitive nature of the missions the Voluton is often assigned to, having one captured by the opposition is NOT an option. Thus the aerial warmount is more often than not equipped with a powerful self-destruct mechanism that completely destroys the warmount(and its pilot) and ideally does collateral damage to the enemy. Volutons are known to carry thermal payloads and even tactical nuclear suicide charges. Some have even carried magic warheads such as Annihilation and Elemental weapons.

Magic Systems:
The Voluton often uses TechnoWizardry to emulate the psionics of natural Metzla.

*Powerstone Power Matrix----300 PPE capacity, -Recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.
*Gel Battery---Also has a tank of PPE-generating algae gel; the ‘organic’ aura of the material helps mask the more artificial nature of the powerstone matrix, as well as provides a back-up power system. (Medium)-----140 PPE battery capacity; recharges at 14 PPE per hour, 45 PPE/hour at a leyline, 90 PPE/hour on a nexus

*Protective Energy Field---50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped in.

*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in.

*Mystical Stealth System----Renders the Voluton silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the warmount takes any sort of aggressive maneuver, the stealth drops and the Voluton can be readily detected. Costs 20 PPE per 3 minutes of activation.

*NIghtcloak System---Effective only at night, this system renders the Voluton virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.

*Magic Optics---Has the following systems:
-Detect Magic
-See Aura
-See the Invisible
-Sense Evil

*Magic Net--- 60 ft range, launched from one of the stinger appendages. Covers a 10 ft wide area. Targets cannot move, attack, or defend. Takes 2 melee rounds with megadamage weaponry or magic to break free. Lasts 20 melees(5 minutes), 4 PPE per shot.

*Dark Aura-----An advanced application of the Fear and Illusion spells, used as a psychological warfare weapon. The wamount takes on a blurry, sinister appearance, and anyone caught in the aura’s influence will feel an immense dread of the Voluton.
Range: Line of Sight
Duration: 15 minutes per activation
Effects: Horror Factor of 16
Save: Onlookers must make a ‘disbelieve’ roll save versus magic or suffer aforementioned Horror Factor.
PPE Activation Cost: 20

*Spinning Blades----Added to the razor-edged wings and fins, this spell can be cast multiple times to surround the warmount in a gyrating swarm of ghost-steel that slices and dices.
Range:(Spinning/VibroBlades) Melee when just the vibroblades are in use. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 800 ft.
Damage:
(Spinning/VibroBlades)2d4 MD for the twin vibroblades.
When activated, the Spinning Blades spell produces 8 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
Rate of Fire: ECHH
Payload: 10 PPE for 8 melee rounds

*Foo-Fighter Defense Drone System---A knockoff technology copied from one of the Shemarrians’ trade-’allies’. A variant combination of the Magic Warrior and Ball Lightning spells, this TW-projector creates an attendant ‘parasite’ fighter to protect the Voluton and harass pursuers or intercept missiles. The Foo-Fighters are semiautonomous and can be released/directed at specified targets then sent on their way to do their damage, or they can be remotely directed by a gunner/weapons officer on the generating aircraft. The Magic Warrior ‘drone’ can be chosen to appear to appear as a flaming skull, miniature version of the Voluton, or a miniature whirlwind/air elemental accompanying the warmount. Foo-Fighters attack by ramming or by firing short range bolts of eldritch lightning at their targets. Foo Fighters can be targeted and destroyed by conventional means, but Dispel Magic and Anti-Magic Cloud spells stop them dead. Multiple Foo-Fighters are also possible, though each materialized ‘escort’ costs an additional 60 PPE
Range: Typically the Foo-Fighter will stray no more than 6,000 ft from the creating aircraft.
MDC of Foo Fighter: 110
Speed: 400 MPH
Damage: Does 3d6+10 MD per electrical bolt(1,500 ft range)
Duration: 10 melees (roughly 5 minutes) per activation
PPE Activation Cost: Costs 60 PPE per fighter per activation
Bonuses: Each Foo-Fighter has 5 actions/attacks per melee, +5 to strike, roll, and dodge, and +4 on initiative

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has all the same standard programing as the Monst-Crane, but is configured for aerial movement and combat:
Pilot Combat Helicopter(for maneuvering purposes) 50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Voluton 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: 8
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +6 in flight
Automatic Dodge +4 in flight
Strike +6 (+4 w/ ranged weaponry)
Roll +3
Parry +3
Pull Punch +2
Entangle +2
Critical Strike on a Natural 19-20
Bite 3d6 MD
Wing Slash 2d6 MD
Claw Slash 1d6-6d6 MD
Body Slam/Drop Crush(2 attacks) 5d6 MD, plus 50% chance of knocking targets over(lose initiative and 1 APM getting back up).


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Voluton an aura and behavior more befitting a sentient being than a robot. Volutons are smart and cunning predators who enjoy aerial hunting and harrying ground forces. Perfectly comfortable working alone or in aerial packs

The Voluton has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency, but TRIPLE the range.
*Sixth Sense/Danger Sense
*Mind Block
*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, Volutons are particularly smart and cunning, with a high animal IQ of 12 ), 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).

Options:
*Radar Jammer ---5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover).

*Forcefield Generator---Genuine Naruni knockoff. 250 MDC field.

*Net-Sprayer---Volutons can be fitted with a ‘spinneret’ on their lower end that sprays a quick-setting polymer in the form of sticky threads that form net-like strands. Ideal for picking up cargo or snatching up prisoners.
Range: 500 ft
Damage: None. A single 1-inch strand of the synthetic spider-web can hold up to 3 tons and has 1 MDC per 10 ft length; more if braided.
Used to cocoon-spray a target, the cannon can spray up to 50 MDC in one attack, so if the Voluton uses all eight of its attacks on wrapping a single target, it can create a web shell with 400 MDC, or generate a 4,000 ft line in a single melee.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the Voluton’s ready-reserve has 800 MDC worth of polymer matrix ready to go, but can generate more through consuming MDC materials(at a ratio of 2 consumed MDC to 1 MDC of produced webbing) that are reprocessed into new webbing compound.

*External Carry Pods---The Voluton can carry up to 4 external cargo pods lashed to its exterior. These pods typically look like cocoons, seed pods, or pupae, have 100 MDC each, and can hold up to 300 lbs of cargo.

*Ley Line Booster:---Increase speed on a ley line by 50%, and +1 to strike/dodge, but -10% to stunt and evasive maneuver skill rolls. TW feature duration is increased by 50% along a ley line.

*TW TK---This mage-ware package is meant to emulate the Metzlas’ own telekinetic abilities, but is PPE-powered.
Range:
(Levitation) 60 ft
(Telekinesis) 60 ft
(Featherlight) 10 ft
(Float in Air) 30 ft
(Manipulate Objects) 100 ft
(Fly) Touch
Damage/Effects:
(Levitation) Lifts up to 360 lbs of weight up 140 ft.
(Telekinesis) Can affect up to 60 lbs of weight.
(Featherlight) Enchants up to 1,600 lbs of mass to weigh only as much as a feather.
(Float in Air) Levitates objects 1-2 ft in the air, including over water.
(Manipulate Objects) Picks up and carries objects up to 5 lbs per 2 PPE spent.
(Fly) Causes objects to fly, at the direction of the wand, at up to 35 MPH, maximum altitude of 1,000 ft. Object cannot exceed 6 ft in length/width. Spell does NOT work if the enchanted object contains any sort of metal or plastic in its construction.
Rate of Fire/Duration:
(Levitation) 24 minutes
(Telekinesis) 8 minutes
(Featherlight) 80 minutes
(Float in Air) 20 minutes
(Manipulate Objects) 16 minutes
(Fly) 48 minutes
Payload:
(Levitation) 3 PPE per activation
(Telekinesis) 4 PPE per activation
(Featherlight) 5 PPE per activation
(Float in Air) 3 PPE per activation
(Manipulate Objects) 1 PPE per every 5 lbs of weight
(Fly) 8 PPE per activation

*TW Smoke/Gas Generator----This allows the Voluton to lay down clouds of magic mists and gases, enveloping ground targets:
Range: 100 ft
-Cloud of Smoke(8 minutes, 60 ft diameter, 4 PPE)
-Cloud of Ash(8 minutes, 60 ft diameter, 5 PPE)
-Cloud of Steam(8 minutes, 60 ft diameter, 10 PPE)
-Cloud of Slumber(8 minutes, 40 ft diameter, 4 PPE)
-Purple Mist(8 minutes, 40 ft diameter, 5 PPE)
-Miasma(8 minutes, 40 ft diameter, 7 PPE)
-Fog of Fear(8 minutes, 160 ft diameter, 7 PPE)
-Mist of Death(1 melee, 20 ft diameter, 40 PPE)
-------------
"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

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Areta Artema(Silvermoons NeShemar NPC)
“Warriors study tactics, officers study logistics. Behind every soldier on the front lines is another army that arms, equips, feeds, and clothes them. Today we honor one of those who tends our herds and protects the means by which we come to our daily bread and durable finery. One, who though not of the warrior creed, nevertheless selflessly and without hestitation went into battle against marauders intent on plundering our gardens and pastures-”
-Col Taros Vadria Moon-Huntress, Silvermoon WarChieftan, in a ceremony decorating neshemar Areta Artema

“WHO trespasses on the meadowlands of the Shemar?! Dare you try to poach the herds of the Nation?! SPEAK, or follow those other thieves to early death!”
“...don’t argue with the naked lady atop the giant kill-rhino, pointing the blaster-bow at us, after riding down and tearing apart those simvan...let’s be cooperative...you go first and tell her who you are....”

“Curiously well-armed for a garf-herder, don’t you think?”
“Where we graze our flocks, there are devil-unicorns.”

“Whoever thought they could make a pliable soft-body out of this one didn’t realize how easy it was to make a real hard-body of her. Areta’s nobody’s bed-toy.”

“Add another rule to dealing with this damned hellhole of a planet; Don’t. ####. With. The. Farmers.”

Areta is a d-bee human woman who came to the Silvermoons after being rescued from a cabal of slavers on her homeworld who used dark technomagery to transform their victims into living mannequin-like automatons prior to selling them. Fortunately, the mental aspect of the transformation hadn’t taken full hold when she was rescued, so some of her personality was recoverable. Her body, however, had been transformed into something uncanny and unearthly(by the standards of her homeland), and despite the best efforts of EShemar bio-tinkers, they couldn’t reverse the changes(they did, however, manage to remove the subservience programming as well as a disturbing mental backdoor that would have robbed Areta of the ability to move, and would have locked her in position like a mannequin).
Though she was originally slated to join other ex-slaves liberated from the same cabal and being repatriated to the Masumi Station enclave/colony, Areta insisted on paying her life-debt in service to the Silvermoons, if only in a support role. As she remembered being an agricultural school graduate, she applied for work in the animal care formations of the (mostly) nomadic Tribes.
Areta happily works as a shepardess for the Silvermoons, in the support echelons, tending herds of animals and e-animals. Despite the pastoral position, Areta has faced combat many times, against would-be predators and poachers, as well as bandits and slavers. She’s also learned how to be an effective guerilla warrior, and is learning a bit about mechanical engineering(handy for fixing parts on robotic animals). She’s even traveled offworld to the Skullcrusher enclave world of Chintage to trade with the biotechnic Carnaphaden colonists there for animal stock.
She is an enthusiastic and regular participant in the Tribal and interTribal martial games held amongst the Shemar. She often places well in archery and discus throwing events(she frequently plays frisbee with her kantaran), and competes well in the animal tumbling(Minoan-style bull-vaulting).

Level of Experience: 6th Level
Rank: NeShemar, ne-Toraer(Mistress)
Race: Human, Transformed
Alignment: Scrupullous
Land of Origin: Alternate North America, Earth
Age: 24
Sex: Female
Height: 5’ 9”
Weight: 180 lbs
Physical Description/Appearance:
Slender-built young human(oid) female with long blue-black hair, typically worn in a long ponytail. Has dark blue eyes. Light skinned, but with a very glossy plastic appearance. Typically wears a light tunic, moccassins, and a cloak when working.
Disposition:
Loves the outdoors and physical activity; hates being confined(there are hints that the slavers kept her for a time in a closed shipping container). Doesn’t even like heavy clothing. She might have made an excellent candidate for the Skyeklad but for her insistance on working for the Silvermoons.
Areta seems to regard herself as part of some sort of classical Greek worldset; a maiden(or Amazon) shepardess in a world teeming with myth and monsters(what this portends for her if, say, somebody like Zeus takes a shine to her and offers to ‘polish her up’, causes many familiar with Greek mythology to shudder). This affection for a mythical world/mindset borders on mania(it’s even been suggested that she might believe herself to be a nymph, naiad, or, because of her plastic physiology, some form of Caryatid) and Areta often mixes Greek in her speech, especially when excited or angry. Often prays to Artemis, Huntress of the Moon, who she assumes is the Goddess of the Silvermoons, the latter being only another face of Artemis, and occasopnally to Artemis’ brother, Apollo. Takes personal honor very seriously(which explains to many the appeal of the Silvermoon lifestyle) and regards debts as sacred responsibilities. She’ll be friendly to strangers and travelers who approach her peacefully, and offers a shepardess’s hospitality, but takes betrayal poorly. Poachers, rustlers, and predators also rank high on her ‘shoot full of holes’ list.

Physical Attributes/Superlatives:
IQ: 12
ME: 13
MA: 14
PS: (considered to be Extraordinary)32
PP: 28
PE: 26
PB: 26
SPD: 33

(ISP):----
(PPE): 9

Hit Points:52
SDC: 382
MDC: 292
Horror Factor:---
Special Abilities/Characteristics/Powers:
*(Major) Alter Physical Structure: Plastic
-A.R. 13 and 320 SDC in non-MDC environments
-Cold Attacks do HALF damage
-Electrical attacks do HALF damage on a ‘to strike’ roll of 13 or less.
-Armor-piercing projectiles do HALF damage on a ‘to strike’ roll of 13 or less.
-Heat and fire-based attacks do 50% GREATER damage
-Enhanced Flexibility---80% chance of being able to wriggle out of simple bonds, 56% chance of being able to worm out of more elaborate rstraints, such as entanglements, straps, and straitjackets.
-Flexible Limbs---Can elongate her arms up to 4 ft, legs 8 ft(good for saddling up on large exotic animals).
-Cannot be seen on infrared, thermal, and heat sensors.
-Can survive exposure to space/vacuum, and underwater down to 400 ft, as long as her breath holds out.
-Regenerates at 2d6 points per hour.

*(Minor) Impervious to Light & Lasers(This offsets the APS: Plastic’s normal susceptibility to laser damage)---Areta’s high-gloss skin acts as a form of laser-resistant armoring; lasers do only HALF damage to her, and extremes of light, including cancer-causing solar radiation, do NO damage to her skin.

*(Minor) Impervious to Disease & Illness---Areta’s altered biology makes it difficult, if not impossible, for normal diseases to take hold in her. Useful for when one is coming in contact with various alien livestock and any pathogens they may harbor.

*(Minor) Impervious to Poisons & Toxins---Likewise, her altered biology is effectively proofed against most biological toxins. This helps immensely when Areta’s thrashing through poison ivy in search of lost livestock. She’s also been bitten by quite a few venomous critters to no ill effect(not so for the biters, who often discover they’ve lodged their fangs in tough plastic).

--Extraordinary Physical Endurance(Minor)
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Physical Transformation---The recipient is physically optimized. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

-Increased Physical Agility and Dexterity--- Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity. The character is also ambidextrous.

-Mental Conditioning---Because of the potential threats faced by NeShemar, the bio-mods get special conditioning against mind control and supernatural torture, or perhaps it’s Areta’s deep spirituality that fortifies her. +5 save versus mind control, +4 save versus illusions and horror factor, +2 save versus psionic attack, and is impervious to possession(including a vampire’s enslaving bite---though the one time a vampire DID try to bite her, he broke his fangs on her suddenly very stiff skin and he reeled away gagging and complaining of the ‘taste of rubber’ in his mouth).

-Reduced Life Support---Areta’s altered physiology allows her to go without food without ill effect for a number of days equal to HALF her PE. She can also go without breathing for a number of hours equal to HALF her PE, provided she doesn’t engage in rigorous physical activity; otherwise she can operate on one breath of air equal to her PE in minutes.

Magic: By item only
Psionics:---
Cybernetics/Bionics:
*Universal Headjack
*Subvocal Radio Transmitter/Reciever

Skills: (6th level High School graduate)
Math: Basic 75%
Language/Literacy
American/English 98%/80%
Shemarrian 68%/70%
Greek 70%/75%
Pilot Automobile 72%
Animal Husbandry 80%
Animal Herding 70%
Horsemanship: General 74%/54%
Horsemanship: Cowboy 89%/73%
Horsemanship: Exotic 60%/50%
Roping 75%, +3 to strike/entangle
Preserve Food 60%
Skin & Prepare Animal Hides 65%
Identify Plants & Fruits 55%
Swimming 85%
Athletics(revised)
Gymnastics
-Sense of Balance 87%
-Work Parallel Bars&Rings 83 %
-Back Flip 99%
-Climb Rope 87%
-Prowl 35%
Tumbling
Climbing 77%/67%
Running
Pilates
Wrestling
Detect Ambush 75%
Detect Concealment 70%
Land Navigation 70%
Sniper(+2 strike w/ aimed shot)
Tracking(People) 65%
Tracking(Animals) 50%
Wilderness Survival 75%
Radio: Basic 75%
Computer Operation 70%
Dancing 65%
First Aid 75%
Cooking 65%
Play Musical Instrument(Flute) 65%
Mythology(specifically Greek) 60%
Basic Repair & Maintenance 50%
Lore: Demons & Monsters 40%
Lore: Faeries & Creatures of Magic 25%

Hand to Hand: Expert
W.P. Knife(+2 strike, +3 parry, +3 thrown)
W.P. Staff(+2 strike, +2 parry, +1 thrown)
W.P. Spear(+2 strike, +2 parry, +2 thrown)
W.P. Whip(+3 strike, +1 damage, +2 entangle)
W.P. Paired Weapons
W.P. Archery & Targeting(5 shots per melee, +3 strike, +1 parry)
W.P. Energy Rifle(+3 strike)

Actions/Attacks per Melee: 7
Initiative:+7
Strike:+8
Parry: +11
Dodge:+10
Automatic Dodge+6
Roll: +9
Pull Punch: +4
Disarm +2
Body Flp/Throw +1
Critical Strike on unmodified 18-20
Damage: +15
Kick +2
Pin/Incapacitate on unmodified 18-20
Body Block Tackle 1d4 SDC
Crush/Squeeze 1d4 SDC
Power Punch/Kick(2 attacks) 2d4 MD

Saves:
+28% Vs Coma/Death
+7 Vs Magic
+2 Vs Psionics
+8 Vs Horror Factor
+5 Vs Mind Control
+4 Vs Illusions
Charm/Impress 80%
IMMUNE to diseases and poisons
IMMUNE to Possession


Notable Possessions/Equipment:
- EBA Body Armor (80 MDC)
-Multi-Optics Helmet/Headset-Visor
-Communications bracelet
*EShe-NLR-250/Sm/Dw "Shrier" Laser Rifle
-Modified CPA-003 Energy Rod(has a 25 shot e-clip powercell in the hilt and can be recharged off a Warmount)
*Shemarrian Slicer Ring(x2)
*EShe-SmB-04 Multi-Bow
*Vibroknives(3-4)
Tunic, boots. moccassins.
Optical Camouflage Cloak
Shemarrian Survival Kit
Saddle & gear
Vehicle:
RoboRhinobuffalo
Typically has 2-3 Shemarrian Kantaran Wolf ‘sheepdogs’ accompanying her in the field
-------------
"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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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 »

Rolled this stuff up with my Random Libations Chart

MoonBlood
“They drink reactor coolant, for crying out loud! Why does it surprise you that they’d drink stuff that looks like mercury?! Hell, I think I heard somewhere they really do drink mercury! And, knowing that, why would you want to try drinking anything -they- do?!”

MoonBlood is an Eshemarrian drink made from the adulterated nanite-laced ‘blood’ of an Awakened Warmount or large e-animal, much like the blood-drinks of other nomadic and herding cultures. It originated with the Silvermoons, who regularly quaff it at religious ceremonies, but some Wayfinders have lauded it as ‘liquid mana’, citing its PPE-boosting qualities. Some Wolf’s Path and Hawkmoons have acquired a taste for it as well.
The syrupy silver concoction causes harmless psycho-electrical surges through the EShemar nueropsychological wiring, allowing the gynoids to become pleasantly and thoroughly tipsy. In non-Shemarrians, the effects are more akin to being chemcially tazered, with a reported odd side effect of stimulating certain pleasure centers in the brain. The fact that the stuff is served boiling hot, poured down one’s throat fast, is quite toxic(heavy metal accumulation in the internal organs), and rates high on the ‘wanna die’ hangover scale for most organic non-Shemarrians, means that only the most foolhardy non-Shemarrians will dare trying to drink it(some have called it equivalent to drinking ‘liquid arsenic’).
MoonBlood is regarded mainly as a ceremonial drink by the EShemar. Just about everybody else regards it as a toxic chemical.

a)*Source---Shemarrian Nation, Shemarrian Star Nation
b)*Cost---Would likely cost 2 credits a drink if sold openly, or if the Shemarrians used a money-based economy.
c)*Color--- Silver
d)*Viscosity--- Syrupy
e)*Temperature--- Scalding Hot
f) *Presentation--- Steaming
g) *Stored in/Served in---Stoneware mugs
h)*Ingredients---”Spiced” Warmount Blood(must be Awakened)
i) *Bio-Compatibility---Has the same effect on everybody not of the original drinker’s species.
j)*Flavor---To Shemarrians, MoonBlood tastes Good, with no objections.
To all others, it’s Barely Tolerable, with an intense metallic taste being the most frequent complaint.
k)*Intoxication(Shemarrians)Insta-Stoned---One mug makes a Shemarrian punch-happy drunk.
(Others) Instantly Intoxicating---Just smelling the fumes is enough to send people’s heads reeling. Others aren’t so sure this counts as intoxication, rather than just poisoning.
l) *Toxicity (Shemarrians) Not toxic at all. Their nanites can scavenge the stuff for trace minerals and metals.
(Others) Slow Death by heavy metal poisoning.
m)*Side Effects (Shemarrians) Religious Epiphany---Save vs insanity or (01-50%) feel compelled to start singing hosannahs,(51-00%) feel compelled to start expounding on Shemarrian religion at length to whoever’s nearby(even if you have to get them in a headlock to stay nearby).
(Others) Libido Overdrive---Provided the drinker is still conscious, they’re afflicted with the urge to mate like grunions, preferably under a full moon.
n)*Magic (Shemarrians) Liquid Magic Storm----The stuff is the equivalent of liquid PPE, conferring a shot of 2d4x10 PPE. However, unless the person has magical or psychic abilities, this temporary reservoir cannot be tapped for anything useful. The bad aspect of this is that it makes the drinker light up like a road flare to those sensitive to PPE, including predators. Lasts 3d6x10 minutes. Silvermoon priestesses and Wayfinder technomages like to down a cup of MoonBlood before performing magic feats, hoping that even electro-bombed, they can still remember what to do while under the influence.
(Others)Mildly Magical; either gives a boost of 3d6 PPE, or induces a low-level spell(levels 1-4) in the person, for a duration equivalent to 1s4 levels of the spell.
o) *Recommended Quaffing Method--- Chugged straight
p) *Hangover (Shemarrians)Mild---Can get through it with some rebooting and focus. Roll versus psionic attack(and +2 at that) and the hangover goes away in 4d6 minutes, otherwise it lasts 1d6x10 minutes. -1 to initiative and -5% to skill rolls.
(Others) Hammer-Buzz---Like concussions or riding inside washing machines. Yeah, pretty much feels like that...for 2d6 HOURS. HALF all bonuses for hand to hand, APMs, and skill rolls.
q) *(Best)Cure for the Hangover (Shemarrians) Several gallons of electrolyte fluids.
(Others) Exercise----4d6 minutes of vigorous exercise will accelerate the process of flushing it from your system. That is, if you can be persuaded to try ANY sort of physical exertion.
-------------
"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
Knight
Posts: 5151
Joined: Thu Jun 03, 2004 3:38 pm

Re: Shemarrian-related fan creations

Unread post by DhAkael »

A small slice-of-time in the opening hours of the Siege of Center


Dire situation in landing-bay 13-B in Center (Phaseworld), greater demons and hell-artilery abounded. The 'heros' were getting spanked left and right when a vertible army of Shemarrains, hitching a ride to the battle on the PC's own space cruiser, leap across from the cargo bay to landing pad and then into center proper.

"Wait a minute... did we just get saved by... SKULLCRUSHERS!? Not just that, these ones were NOT blacksteel infected, had soul-sparks and were even good aligned. I musta hit my head hard when that Maggot stomped me."

"Nope. They were SK's allright. Still scary as anything even when they're the good guys. Glad I wore my brown pants."

"Did you catch that leader of theirs? PERKY! I mean PERKY, polite and flirty even in a [censored] war zone!"

"Just another boring day when you're part of Phoenix Force Alpha... C'mon and help me transfer the Gunwolf. Thing is gonna take a week to repair."

=Fade to white=
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
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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 »

*“Blaza” Upgrade---Multimode Plasma Forearm Weapon Implant(Skyeklad)

“Maria, quit teasing the poor bandit and throw that plasma bolt already.”

Showing again that the Skyeklad seem to have an inside track on advanced weapons development in spite of their apparent lack of material resources(leading to the Tribal in-joke that it seems to be rather expensive to go around wearing nothing), the Blaza Upgrade is a miniaturization of the EShe-PMW-07 Plasma Polearm, meant to implanted under the faux-skinning of a gynoid arm. The need to fit the multi-mode plasma generator and projector into an apparently unaltered arm has required down-scaling the power levels and dropping the higher end modes such as the plasma lance, but the heavy bolt mode has been retained, albeit as a shorter range plasma ‘grenade’(the diminishment of range compensated for by area of effect). Still, the Blaza weapon is a most effective personal armament, especially when an apparently bare-armed and unarmed EShemar begins throwing fireballs from her fingertips. It has been frequently mistaken in the heat of battle and the shock of surprise for psi-swords or magic.
Upon learning of this Upgrade and recognizing it as a variant of their own PMV-07(never mind that they copied the tech from other sources), the Blood Riders have been agitating to challenge the Skyeklad to acquire it for themselves. The challenge has yet to be settled as of the date of posting.

Range:(Plasma Bolt) 600 ft
(Plasma Grenade) 200 ft
(Plasma Saber) 3 ft
Damage:(Plasma Bolt) 2d6 MD
(Plasma Grenade) 5d6 MD to a 5 ft blast radius
(Plasma Saber) 2d4 MD
Rate of Fire:(Plasma Bolt/Saber) ECHH
(Plasma Grenade) Twice per melee
Payload: Effectively Unlimited
Last edited by taalismn on Mon May 21, 2018 3:14 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
------------
User avatar
taalismn
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Posts: 47908
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 »

Orthocon E-Animal
(aka ‘Mermaid’s broomstick’, ‘squirt’)

“The biggest point of contention about the squirt being a warmount is which end is prefered to be facing when you’re riding it.”

“Riding a merstick’s about as uncomfortable as riding aback a Seasword...riding one bareback’s possible, but you have to cling on like a limpet to keep from being peeled off by the water slipstream at full speed, so you’re best off using a saddle or rigging some sort of handhold and ideally stirrup harness. That’s part of the reason a lot of EShemar don’t consider the orthocon a proper warmount; it’s not exactly the most comfortable ride...then again, a lot of those same EShemar don’t consider the Seasword a warmount for the same reasons.”

“It was like a wave of daggers coming at us!”
---Anonymous survivor of an Orthocon attack swarm

Though meant as a riding drone, and having some limited combat capabilities, the Orthocon is one of a number of e-animals that fall into a vague classification area between general utility e-animals and full Warmounts. For their part, the Shemarrians tend to regard e-animals such as the orthocon as NOT Warmounts, but group them with the largely unseen and unacknowledged(at least by outsiders) pool of conventional robot horses, dogs, cats, and dinosaurs also used by the EShemar for various purposes.
The Orthocon resembles a large orthocone, a prehistoric relative of the cephalopid nautilus, with a long narrow cone-shaped horn instead of the nautilus’ spiral. A squid -like head, sprouting multiple short tentacles and two hydrojets, sticks from the wide end of the cone. The Orthocon essentially jets backwards via high pressure hydrojet, and can hit quite respectable speeds when under maximum power.
A saddle can be attached on the back, just behind the head. Exact orientation of the saddle is a matter of personal preference, as some riders prefer to face forwards in direction of the tentacles, especially when doing utility work, while others prefer to face back in the direction of greatest speed. Some riders invest in saddles that can swivel to face either direction, but these are generally regarded as being too large and cumbersome to be efficient.
Orthocons are used by the rank and file EShemar and NeShemar as underwater scooters, and as recreational apparatus, the ‘bots being carried and used like motorized surfboards. Their martial applications are as underwater watch-animals and picket-beasts. The type has also been modified as a general purpose underwater maintenance drone, and schools(sometimes called ‘quivers’) of them inspecting and repairing underwater structures are an increasingly common sight around DarkWater/DeepWatch underwater facilities.
Orthocons are NOT to be confused with the much more expendable heavy squidedos, which are ‘smart’ ordnance based on the same general design.

Type: EcoS-KRP-38 Orthocon
Class: Robotic E-animal, Aquatic
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 260
Head 90
Tentacles (10) each

Height: 3.3 ft
Width: 3.3 ft
Length: 23 ft
Weight: 400 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 10 year energy life
Speed: (Running) Not possible
(Flying) Not possible
(Space) Not possible
(Underwater) 64 MPH, maximum depth limit of 4 miles
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 and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners. Molecular anaylzers(for ‘tasting’ water) and EM sensors are common additions to the sensor suites of the orthocon.

*Sonar---5 mile range

*Bionic Cybernanite Repair Systems---ALL orthocons 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 40 MDC before needing material stocks to convert to MD repair material.

*Tentacles----Teach as far as 5 ft, have 10 MDC each, a Robotic P.S. of 20, and add the following bonuses: +2 attacks, +1 disarm, +2 parry, +3 entangle, and +15% to Climbing skill. Damage-wise, the tentacles do 6d6 SDC on a restrained punch/slap, 1d6 MD on a full strength punch/stab, and 2d6 MD on a power punch(takes 2 attacks).


Weapons Systems: None standard(see Options)

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the same programming as for the Monst-rex and Monst-crane, plus the following:
Underwater Navigation 70%(+5% per level of experience for Ecotroz entity)
Track and Hunt Sea Animals 60%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Orthocon intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
Initiative +1 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 underwater
Strike +1 (+2 w/ ranged weaponry)
Roll +2
Pull Punch/Bite +2
Bite 2d4 MD
Shell Stab/Swat 1d6 SDC
Tentacle Strikes ----6d6 SDC on a restrained punch/slap, 1d6 MD on a full strength punch/stab, and 2d6 MD on a power punch(takes 2 attacks).
Ram/Impaling Attack(2 attacks)----Jetting backwards at high speed, the orthocon can perform a stabbing attack with its long narrow sharp-ended shell. 4d6 MD if going 50 MPH or faster

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Orthocon an aura and behavior more befitting a sentient being than a robot. Orthocons don’t have much in the way of personality, being patient and obediant drones for the most part. They tend to be skittish, jetting quickly away from danger, unless ordered to engage, in which case they will attack without fear or reservation.

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 ), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Options:
*EM Detectors---Electromagnetic sensors built into the length of the shell.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active EM sources can be detected at TWICE that range.

*Eye Lasers(2)---The eyes can be fitted with small laser projectors.
Range: 500 ft
Damage: 1d6 MD single eye blast, 2d6 MD double eye blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited

*Venom---The cone point can be modified to conceal a hypodermic-like envenomator.
Range: Melee
Damage: 1d6 SDC-4d6 MD for the cone strike, plus poison damage(varies by type used)
Payload: 20 doses of venom

*Laser Lance ---Adds a Kittani Laser-Lance to the cone-shell
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: ECHH
Payload: 100 shot battery
Bonus: +2 to strike

*Particle Wave Beamer---Adds a knocked-off Naut’yll particle wave rifle to the cone-shell, Useful for false-flag operations.
Range: 2,000 ft
Damage: 6d6 MD per blast in lo-mode
Rate of Fire: ECHH
Payload: 100 shot battery
Bonus: +2 to strike

*Darter---Another knocked-off Naut’yll weapon, that fires poisoned underwater darts
Range: 2,000 ft
Damage: Varies; (Solid) 1d6 MD, plus another 1d6 MD tearing damage if not CAREFULLY pulled out of a wound.
(Poison) Same as above for the actual dart, plus poison damage(varies by type used)
(Explosive) 4d6 MD underwater, 3d6 MD in air,
Rate of Fire: Single shot, ECHH
Payload: 50 darts

*Mechserv Package---Modification package that adds the equivalent of a multi-tool to the tentacles; utility laser(1d4-3d6 SDC, 10 ft range), flashlight(20 ft range), retractable chainsaw(1d6x10 SDC-2d4 MD), retractable drill(1d6-3d6 SDC), small welding torch(1d6-2d6 SDC), laser rod(1d6 MD, 800 ft range) and power nailer(1d4 SDC, 20 ft range, clip of 100). Also includes an enhanced skill package; Basic Mechanics 85%, Basic Electronics 96%, General Repair & Maintenance 90%, Submersible Vehicle Mechanics 80%.
-------------
"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: 47908
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 »

Here be posted a new Tribal Warmount variant:

“Well, if you’re going to go Lady Godiva, you may as well ride on an invisible horse.”

*EcoS-K-2 Equus(Sk)----(aka ‘Ediva’, ’Glass-runner’) Recently seen Skyeklad variant of the venerable Equus, one of the first indugenous warmount designs produced by the EShemar Tribes. The -Sk variant is skinned in the same optically-’smart’ material as the Silvermoon Prism Warrior, and is typically set to refract light around the mount. While not capable of true optical invisibility under most conditions, the refraction does give the impression of the Warmount being made of transparent blown glass, and of being a lot less substantial than it really is. Lasers do HALF damage to the Warmount, laser range finders and targeting is rendered ineffective, and when in motion, the K-2Sk benefits from having Blurr Armor; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike. At a full run with rider, it has been mistaken for some sort of cyclonic Air Elemental being ridden by the Shemarrian.
Besides the SkyeKlad, the K-2Sk is also known to have been adopted in small numbers by the Silvermoons, supposedly after an incredible display of horsemanship by a Skyeklad equestrian appearing totally unclad before a rank of initially sceptical and fully chrome-armored Silvermoons.
-------------
"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: 47908
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 »

Well, since my home-modem utterly gorked yesterday, and it will be several days at least before I can get it looked at and hopefully repaired, this may be the last regular post I have for a while(having to go through some rather time-consuming and inelegant kludge-ups to have both access and posting).

Shemarrian 'Bester' Robo-Animal
(aka 'flycatcher', 'flytrap', 'bee-eater', 'landshrike')

"Hello, let's see what the flytrap has for us today"
The female Vespan stepped into view and regarded the large cyberlizard clinging to the wall of the dark warehouse. Trapped in the mass of tentacles on its back, another woman thrashed and strained against her restraints. A closer examination revealed the insectile eyes, crinkled transparent wings, and vibrating antennae, showing the true nature of the captive/ Ò...bzztt...bzzztt...bzzztt...let me go....bzzttt ...return.... bzzzttt.... hive!...bzzzttt...hive....bzzztt...come for me!!bzzztt...destroy...bzzztt...you!!!Ó
The Vespan slipped fingers under the chitinous body suit the trapped Swarmy was wearing, pulling it away from a seam junction point near the hips. When she felt soft skin underneath, she jabbed with her injector-sting near the pulse of a femoral artery. Instantly the cocktail of tailored neuroblockers and sedatives went to work, the bee-girl's struggles becoming more jerky and less coordinated, her faceted eyes beginning to cloud over, and a panicked expression came over her face as she felt her tenuous link to the collective hive consciousness unravel.
The Vespan's gaze, on the other hand, only intensified laser-like.
"I think not. You'll be coming with us, instead. And if your Hive DOES come looking for you, well, that will make it easier for us to find them. Right, boys?"
A half dozen more lizard shapes dropped out of the shadows next to the Vespan, hissing in agreement.


Though Clan Vespa had effectively beaten the Swarmy that spawned them off their alt-Earth of origin, the Clan continued to deal with outbreaks of the meme-aliens, especially when the clan started exploring offworld/outdimension. Indeed, Clan Vespa was searching out Swarmy shives("she-hives") to forcibly liberate and convert their victims to the Vespa Shemarrian mindset. However, when they encountered a particularly strong concentration of shives, the Vespans realized that their still young clan, clever as they were, lacked the adequate firepower to deal with the problem. With almost all of their energies and production capacity focused on outfitting their motherships and producing microrobots, Clan Vespa simply lacked the available industrial muscle to produce the robotic armor and artillery that some jobs called for. So the Vespans turned to their allies in the High Council, asking the Horrorwoods for assistance.
Between the two of them, the Horrorwoods and the Vespans created their own version of the Bursk guard animal; the Bester, a robot animal inspired by both chameleons and Madhaven's ruin lizards, and programmed to hunt down and capture Swarmy drones.
Besters resemble large arboreal geckos or chameleons, with long spindly spatulate-digited limbs that can reach out and grab hold of handholds, a prehensile tail, and backs covered in entangling tentacles. They are far more acrobatic than the Bursks they are based on, and are adept at navigating dense jungles and built-up urban jungles with equal proficiency. Their integral weapons are built around capturing and subduing other lifeforms, though they are capable ofsavaging opponents in lethal melee combat if necessary. Their main weakness is a shortage of ranged combat options. If confronted with opposition with ranged weapons, Besters will typically try to retreat,ideally under cover of smoke screens and chemical decoys.
Besters will patrol around likely areas, laying low and waiting to detect signs of Swarmy, then will stalk and ambush individuals and hold them for Vespans to arrive and take the bee-girls into custody.
Besides the Vespans, the Horrorwoods use the Bester as a guardbeast, capturing unwary intruders in their territories. The Obsidian Edge has also evinced an interest in acquiring Besters for their pest extermination operations.

Type: Eco-KRP19/ EcoS-KRP09Cv Bester
Class: Robotic Warbeast/Watchbeast
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 260
Head 90
Back Tentacles(10) 25 each
Legs(4) 90 each
Tail 90
Height: 3 ft
Width: 3 ft; legs can splay out to 12 ft
Length: 9 ft, tail adds another 9 ft
Weight: 800 lbs
Cargo: None, except what can be carried in the mouth or entangled on the back.
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 10 year energy life
Speed: (Running) 60 MPH
(Leaping) Can jump 20 ft straight up/25 ft across, standing jump. (Flying) Not possible
(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( 5 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinstersor at the behest of individual riders/owners.
*Bionic Cybernanite Repair Systems---ALL Besters 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 40 MDC before needing material stocks to convert to MD repair material.

*Molecular Adhesion Pads---The feet and tail of the Bester are covered with molecular adhesion pads, allowing it to cling to walls and ceilings.
*Stealth---The Bester is exceptionally quiet, and can prowl equivalent to 75%
*Chameleon Skin----Based on the Naruni Nomad Scout Robot, this system changes color in 1d4 melees and gives the 'bot a limited stealth ability(-20% to Detect Ambush and Detect Concealment rolls to find the thing).
Also masks the 'bot's thermal and infrared emissions, making heat sensors useless.
*Molecular Analyzer--The Bester has an advanced sense of ÔsmellÕ, and is specifically keyed to detect and track the pheromones unique to Swarmy.

Weapons Systems:
1) Combat Tongue---Copied from the Bursk. Actually an incredibly long and strong bionic tentacle, tipped with a molecular adhesion pad for grappling onto objects and people. It can narrow to a spearlike point, or spread out to a wide flat surface, the better to stick objects(and people) to like a stickÕum board.
Range: 18 ft
Damage:(Punch) 2d4 MD
(Lash) 1d6 MD
(Constrict) 2d4 MD
(Adhesive Tear) 1d6 SDC

2) Bite---The Bester has powerful jaws capable of chewing a hole through Swarmy hive walls if necessary.
Range: Melee
Damage: 3d6 MD on a bite

3) Claws----The crude hand-paws of the Bester are fitted with retractable vibroclaws for cutting debris, shoveling dirt and rock, and slashing opponents at close range. Range: Melee
Damage: 3d6 MD on a slash

4) Eye Lasers(2)---Like the Bursk's, the BesterÕs eyes can project laser beams. The eyes are bulging, conical affairs, able to to track independently of each other, and able to engag targets behind the e-animal.
Range: 500 ft
Damage: 1d6 MD per single blast, 2d6 MD for both eyes firing simultaneously Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: + 2 to strike(+4 to strike total)

5) Back Tentacles(10)---These are typically used to entangle and hold captives. They have a robotic P.S. of 30, but can also be fitted with molecular adhesion patches, effectively making the back a sticky straitjacket.

6) (Optional) Poison Bite---Some Besters are fitted to deliver a nematocyst-like sting with their tongue, delivering a chemical venom directly into an entangled target. This is typically a paralytic agent or hallucinogenic toxin.
Damage: 1d4 SDC, plus chemical effects.
Payload: Up to 40 doses of up to 5 different chemicals.

7)(Optional) Adhesive Spit---Taking a cue from the Bursk, the Bester can be fitted to generate a sticky, quick-setting polymer adhesive that it can exude as a milky-white spit. This can be used to glue together masses of wood, stone, and other debris as part of field fortifications or dams, or it be used to encase prisoners and glue them to trees and boulders.
In a target-rich environment, the Bester will frequently cocoon captives and attach them to walls and other structures while it hunts more prey.
Range: Can spit up to 30 ft. A spit-glob covers roughly 3 ft of surface in icky, sticky, mess.
Damage: None. Anyone caught in the goo must have a supernatural or robotic PS of 30 or better to break free; otherwise they are stuck until the goo is somehow removed. To completely cover a human-sized target, the attacker must roll a 12 or better on the strike roll, otherwise only a limb is glommed. The epoxy sets within seconds, and can be used underwater. However, the sprayed epoxy needs 1d4 hours to properly cure, at which point it attains its maximum strength. Epoxy has 2d4 MDC per application, but hardens to 2d6 +1 MDC after curing for 1d4 hours.
Rate of Fire: Can spit a one pound glob of adhesive goo in a single attack, ECHH Payload: Can generate about twenty-five pounds of resin per hour.

8 )(Optional) Baffler Dust---The Bester's dorsal spines can release a cloud of aerosol particles meant to interfere with a Swarmy's antennae senses. Range: 50 ft radius
Damage: None, but the dust fouls motion detection systems, negating any bonuses from them.
Rate of Fire: Once per melee; depending on local air currents, the dust can remain airborne and effective for 1 melee in a well-ventilated area, or persist as long as 1d4 minutes in confined quarters. Payload: 25 applications

9)(Optional) Flash Blinder---The Bester's eyes can strobe with blinding intensity. Because Swarmy actually have polarized vision, this attack may seem useless, but the Vespans have also figured outhow to adjust the light frequency and strobe intervals such that the light has a -hypnotic- effect on the Swarmy.
Range: 60 ft and affects a 10 ft wide area.
Damage: Those without eye protection or polarized vision will be affected similar to a Blinding Flash spell; -10 to strike, parry, dodge for 1d4 melees. Against the Swarmy, the strobing light can mesmerize them; roll versus psionic attack or be -3 to initiative, strike, dodge, roll, and parry, plus that pulsing light is just so irresistible that the Swarmy(and some other insectoids) will feel compelled to just keep watching the strobe Rate of Fire: ECHH
Payload: Effectively Unlimited

10) (Optional) Tazer-Touch---The BesterÕs teeth and tentacles can be electrified to stun with contact.
Range: Melee
Damage: 2d6 SDC per melee/shock pulse, plus beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 40% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Power Armor fare somewhat better, having only a 10% chance of losing electrical systems or peripherals for 1d4 melees.
Rate of Fire: ECHH
Payload: Has enough charge for 30 zaps; recharges at 1 zap per minute.

11) (Optional) Chemical Sprayer---The Bester can be fitted to spray various chemical aerosols(usually soporifics) around itself. Range: 100 ft
Damage: Varies by chemical; typically uses tear gas/mace-like agents, or soporifics. Rate of Fire: ECHH
Payload: 30 doses of up to 5 different chemicals

Programming:
The Ecotroz have installed robotic AIs in the Bester. Occasionally, they have then then infected the matrix with a low-level Ecotroz sentience. Besters are patient ambush hunters, able and willing to lurk for hours, days, and even weeks, for their prey to come their way. Their social skills consist mostly of grabbing Swarmy and bringing them to their Vespan masters.
Typically has the following:
Basic Math 98%
Radio: Basic 98%
Prowl 75%
Tracking 60%
Land Navigation 94%
Wilderness Survival 88%
Camouflage 84%
Language: Can understand 22 different languages
Excavation 60%(+5% per level of experience for Ecotroz entity)
Wrestling
Climbing 98%
Gymnastics
Back Flip 85%
Acrobatics
Sense of Balance 85%
Walk Tightrope 85%
If Awakened with an Ecotroz Essence, the Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Bester intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +3 (+2 w/ ranged weaponry)
Parry +3
Roll +6
Pull Punch +4
Entangle +6
Bite 3d6 MD
Pin/Incapacitate on an unmodified 18-20
Tongue Strike 2d4 MD
Lash 1d6 MD
Constrict 2d4 MD
Adhesive Tear 1d6 SDC
Claw Strike 3d6 MD
Tentacle Strike 2d4 MD
Lash 1d6 MD
Constrict 2d4 MD
Tail Lash 2d6 MD
Body Block/Tackle 2d4 MD

Note: The Ecotroz intelligence fragment inhabiting the Ôbot gives the Bester an aura and behavior more befitting a sentient being than a robot. The Bester is a patient stalk-and-ambush predator able to hang around motionless for days if necessary to strike. They are equally at ease operating alone or in hunting packs.

Those Besters that are Awakened gain the following psioics:
*Sixth Sense(no ISP cost)
*Detect Psionics(Specifically Swarmy psionics)---150 ft range +30 ft per level of experience. (no ISP cost)

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 ), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the Ôbot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

Note also that the Ecotroz-possessed Ôbot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
Last edited by taalismn on Mon Jun 11, 2018 10:31 am, 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
------------
User avatar
taalismn
Priest
Posts: 47908
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 »

Computer problem still not solved(my server data seems to have completely vanished and my old iMac refuses to acknowledge the attachment of an external modem...so looks like I'll be getting a new computer...in the meantime, the old one still works fine as a scanner station, WP, and DVD player, so I can still use it to type up stuff like the following and post via flashdrive copy from handy library connections....


Hystric E-animal
(aka ‘Urchinator’, ‘Briarbot’, ‘Prickerpede’)

“It’s ‘hystric’, not ‘hysteric’....although admittedly they do look rather monstrously hysterical.”

“That ain’t just razor-barricades blocking that road....that’s a LIVING barricade! We try breaching that, the spike-####ers will just shift position to keep us out....or maybe box us in!”

The warden-taros checked the siting of the entubation leads before pulling the restraint webbing over the unconscious form curled up in the stasis box, then zipped the enviroseal lining closed and activated the suspension protocols. Once the plastic had puffed out and gone frosted with preservative coolant, she closed the carapace of the courier beast, smirking as the compartment closure seam disappeared under a thicket of long sharp spikes. Not quite a ‘bed of nails’, as the sleeper was concealed WITHIN the hedgehog of spines, but it would deter anybody from getting close.

The Hystric is a large Warmount-sized e-animal that was believed at first to be a variant on the EcoS-K-49 Thunderbeetle or the EcoS-K-23 Aracha. It is now known to be an original design in its own right.
Described as the ‘metal offspring of a spider crab and a porcupine’, the Hystric is a giant eight-legged mekkacritter covered in sharp spikes and quills that are constantly being regrown through nanite deposit. The Hystric is a melee fighter relying on its sharp quills and vicious claws; its only long-ranged techno-weapon system is a pair of eye lasers. However, the prospect of being impaled by the Hystric’s many armor-piercing quills has often been enough to deter opponents from getting anywhere near them; even starving Spiny Ravagers have been observed turning away to seek easier pickings, rather than challenge the pikes of a Hystric.
The spiky coat of the Hystric precludes the mounting of an external saddle, and though some EShemar fit the internal cargo space out to be an enclosed cockpit(similar to the Maskirovan), the Hystric is generally not considered a good choice as a primary warmount. Some Tribes use them to transport or store prisoners sealed in stasis pods, reasoning that few predators are going to bother going after the heavily-bespiked e-animal wrapped around the flesh-morsel concealed deep within.
The Hystrix originated with the Horrorwoods, but the e-animal was quickly adopted by the Silvermoons, Wayfinders, Lost Eclipse and Ghost Riders. The Wolf’s Path is known to use a few, mainly to protect garrison communities and pack-dens. Among the Fringe Tribes, Clan Armorand makes use of the type as ‘living barricades’ to deny enemy troops easy access through the Armorand homeworld’s many winding canyons. The Radiant Edge has adopted the Hystric as a ‘ruin grazer’ and patrol beast for protecting wreckworlds. The Hystric has also been observed deployed in numbers acting as living corrals for animals and prisoners.

Type: EcoS-KRP-39 Hystric
Class: Robotic E-Animal
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 260
Head 90
Foreclaws(2) 50 each
Legs(8 ) 75 each
Quill-Spikes(many) 1d10 each
Height: 8 ft. The quills can be raised to 16 ft
Width: 7 ft. The legs can sprawl out an additional 12 ft at maximum extension.
Length: 16 ft. The legs can sprawl out an additional 8 ft at maximum extension.
Weight: 2,500 lbs
Cargo: Small space concealed inside the main body of the e-animal that can be used to stowcarry about 200 lbs of gear. A passenger COULD (and have been) be carried inside, but unless the space has been specially outfitted, conditions will be uncomfortable(sensory deprivation at the least).
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Leaping) Can jump 10 ft up/across, 15 ft up/across with a running start.
(Climbing) Excellent climber; equivalent to skill 85%
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to running along the bottom at 18 MPH.
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 Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Hystric 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 100 MDC before needing material stocks to convert to MD repair material.


Weapons Systems:
1) Eye Lasers(2)---Standard battle-laser optics.
Range: 3,000 ft
Damage: 3d6 MD for one eye blast, 6d6 MD for both firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Quill Defense ---The Hystric’s body and legs are covered in long sharp spike-quills. About half of them can be fired as projectiles.
Range:(Melee) 3-7 feet long
(Projectile) 250 ft
Damage: (Offensive) Adds 1d6 MD to a punch, kick, or bodyblock
(Defensive) Does HALF of enemy’s MD melee attack damage to enemy(so if another cyborg performs a punch for 3d6 MD and rolls a 15, the attack does 7 MD(round down) to the attacker’s fist). Also takes 1d6 MD from a successful parry by the ‘bot. The spike armor has an effective A.R. of 16...any roll to strike lower than a 16 hits the spikes instead of the main body of the ‘bot.
If detached, a quill of superhard plastic-composite can be used as a stilleto for 2d6 SDC damage.
*Splinter Shielding---The spines also act as a form of splinter armor(normally slatted panels mounted around a vehicle 3-6 inches off the main body, ideally to trigger armor piercing warheads prematurely and keeping them from making a more lethal contact angle with the vehicle’s hull).
On a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the spines, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or re-direct of their kinetic force.
(Projectile) 1d8 per quill-spike
Rate of Fire: ECHH
(Projectile) Volleys of 1-10 spikes
Payload: Has over 600 ‘quills’, of which 300 can be fired, on the main body
50 per leg, half of which are projectiles.
Regenerates quills at a rate of 20 an hour

3) Combat Pylons(8 ) – Each of the Hystric’s legs has Glitterboy-style retractable stake-like pylons built into its legs that can penetrate into the ground to help stabilize the e-animal in place, or to skewer an opponent. The laser(or plasma) pylon causes 1D6 M.D., plus the victim will be impaled unless they pull themselves free with a successful roll of 18 or higher, causing an additional 2D4 M.D. of damage!

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Some Awakened Hystrics have learned how to rattle their quills in ways that resemble crude music, and can be used as an alternative means of communication.
Typically has the following:
Radio: Basic 98%
Math: Basic 96%
Land Navigation 86%
Intelligence 76%(knows enough to identify and prioritize targets and spot likely security threats)
Prowl 65%(quills tend to rattle too much for truly effective prowling)
Detect Ambush 60%
Track Humanoids 50%
Swimming 75%
Climbing 98%/90%(and x4 faster than the average humanoid)
Wrestling
50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Hystric intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +4 (+2 w/ ranged weaponry)
Roll +3
Parry +3
Pull Punch +4
Bite 2d4 MD
Foreclaw Tear/Pry 2d6 MD
Foreclaw Strike 2d6 MD+ quill damage
Kick 2d4 MD
Kick/Stomp 1d4 MD+1d6 MD from deployed pylon spike
Body Block/Ram 4d6 MD
Leap/Pounce Attack(2 attacks) 6d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Hystric an aura and behavior more befitting a sentient being than a robot. Most Hystrics have patient, stolid demeanors. Unlike solitary porcupines, Hystrix can behave gregariously in the company of each other, and reach in coordinated fashion to danger, forming dense phalanx formations of interlocking quills.

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), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Options:
*Snap Barbs---These use special memory metals in their composition to extrude barbs when embedded in a target. These cause an additional 1d4 MD when they snap open and tear into subdermal flesh or substrates(GMs also might want living targets make a roll per melee under ME. or be -1 to initiative, strike, and dodge due to the continuing irritation caused by the barbs). They also make removing the embedded quills all the more difficult; simply tearing one out does an additional 1d6 MD(a medical surgical roll may be necessary to safely remove the deployed barb-quills). Fitting Snap Barbs reduces regeneration rate to 15 per hour.

*Poison Quills----The nanite regeneration system can be modified to coat the quills in toxins(typically heavy metals) absorbed and refined from the surrounding environment. A favorite of the Radiant Edge, as they sometimes use toxins harvested from the hellworlds they call their favored haunts.

*Incendiary Quills---Likewise, the repair and replacement system can be modified to coat projectile quills with a double layering of ablative surfacing material around a sheath layer of incendiary thermal-chemical, wrapped in turn around a core of thermal-reactive plastic or metal(such as sodium). Once fired and struck, the quills burst into flame and burn down like road flares. Do an additional 1d4 MD burn damage for 1d6 melees as the flare portion burns down.

*Shock Harpoons---Some Hystrics display forward-facing spikes that can be fired like harpoons, trailing lines of superconductor power cable. Once stuck in a target, they can deliver powerful tazer-like electrical charges.
Range: 600 ft
Damage: 2d4 MD on initial projectile strike, plus 1d6 MD per subsequent jolt(costs 1 APM) sent down the wire.
Each jolt, the target(provided it’s a megadamage being; lesser beings get fried instantly) must save at 16 or better. On a successful save, the target is -1 APM from the jolt, plus takes damage. On an UNsuccessful save, they are -9 to initiative, -7 strike/parry/dodge, and reduce Speed, APMs, and skill performance by HALF. Duration of stun is 2d4 melee rounds, and duration is cumulative with successive hits. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes.
EBA defeats it, but partial body armor and heavy clothing provide only partial cover (-2 to strike)against a shock ‘poon.
Partial Cyborgs have a 50% chance of having their cybernetics disrupted for 1D10 minutes, and a 20% chance of a non-vital system being permanently shorted out. Full conversion cyborgs have only a 25%/5% chance, and Assault Cyborgs and those with hardened systems aren’t affected at all.
Vehicles roll as follows:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.

Rate of Fire: Single shot ECHH
Payload: 6 shock harpoons, ready to fire.
The fitting of shock-harpoons takes up all the interior cargo space.
Bonus: The harpoons act like wire-guided missiles in flight, and get a +4 to strike.

*Spike Launcher Tail---This is a large flat, broom-like tail appendage studded with spikes, that can be raised to provide additional protection to the lower back, or left dragging to protect the legs and body from behind. Unlike the body spikes, the tail spikes are heavier and do correspondingly more damage from the swing of the tail. They can also be fired like short range projectiles, singly or in bursts, to surprise and skewer opponents. Once fired, the spikes cannot be re-attached, but must be replaced with new ones. Wooden or silver-plated spikes may be substituted for the standard high-density composite ones issued. The fat tail also holds extra nanite regeneration gear to increase the rate of quill replacement.
MDC of Tail: 80
Range: (Tail slap) Melee
(Projectile) 100 ft
Damage:(Tail slap) 5d6 MD
(Projectile) 1d8 MD per spike
Rate of Fire:(Tail slap)ECHH
(Projectile) Volleys of 1-10 spikes
Payload: Tail has 50 spikes
Regenerates quills at a rate of 20 an hour
Note: Fired spikes get NO bonus to strike; it’s a straight roll to hit.

Variants:
*EcoS-KRP-39-XEM01---(aka ‘Quillard’) This variant incorporates a more advanced nanofactory that allows it to ‘grow’, amongst its many quills, copies of the NEMA/Republican CPA-003 Energy Rod(see Rifts Sourcebook, Revised Edition, pg. 131). The KRP-39-XEM01 can simultaneously ‘grow’(via internal nano-printing) and exude up to six of these weapons at a time. It takes 48 hours to grow the 40 MDC spear-like weapon, and up to 18 can be stored on the back of the XEM. The warbeast can also power the attached weapons(as part of the post-manufacturing ‘test’ phase), giving the Hystric-XEM the ability to fire off massed energy barrages (2,000 ft range, 5d6 SDC/1d6x10 SDC/1d4 MD per blast, effectively unlimited payload attached to the Hystric) with a full complement of the Rods attached. When a Shemarrian wants one to use, she simply grabs hold of one of the rod-quills, sends a radio message to the Hystric, then twists and pulls the fully functional weapon loose.
The in-joke amongst the EShemar is that this system negates the agreement not to copy the Republicans’ new weapons by claiming that the rods are a natural growth on a d-bee animal.

*EcoS-KRP-39Sm---Aka ‘Glister’. Silvermoons’ variant, covered in laser-reflective chroming(lasers do HALF damage)
-------------
"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, taalismn.
Sorry I haven't been doing much lately. Real life has been getting in the way, especially with preparing for Anime North last weekend. At which I saw several of the folks from Palladium Books, and got to chat with some of them.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Nice new additions, taalismn.
Sorry I haven't been doing much lately. Real life has been getting in the way, especially with preparing for Anime North last weekend. At which I saw several of the folks from Palladium Books, and got to chat with some of them.



s'right; when you can add fresh content you will. Sometimes one has to wait for the right conditions for fine wine and cheese.
Me, I'm awaiting my new computer.
In the meantime, I'm using my old one to write and create artwork.
Going to try to post the Thorondor and the Tyrannastar to my Photobucket account.
-------------
"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 »

YESSSS!!!
Tyrannastar and Thorondor successfully uploaded to my Photobucket account for all to see!
-------------
"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:YESSSS!!!
Tyrannastar and Thorondor successfully uploaded to my Photobucket account for all to see!


Nice!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Now...I either should write some slice-of-life vignettes with all that's been written so far..
Or maybe upgrade some of the older starships...back when it was thought the Shemarrian Star Nation had only a handful of capital units... The Hitode in particularly is getting in need of some upgrades/refits and variants.
-------------
"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:Now...I either should write some slice-of-life vignettes with all that's been written so far..
Or maybe upgrade some of the older starships...back when it was thought the Shemarrian Star Nation had only a handful of capital units... The Hitode in particularly is getting in need of some upgrades/refits and variants.


Hmm... sounds like we need some upgrades/variants that some of the fringe tribes might have come up with..
And I still have to finish that one warmount for Clan Vespa.. and other stuff.

Which reminds me.. I should have a chat with you at some point about some stuff I talked to Chuck about while at Anime North..
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
Which reminds me.. I should have a chat with you at some point about some stuff I talked to Chuck about while at Anime North..



Ewww.....idea fodder, I hope? (rubs hands with maniac glee).
-------------
"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 »

Warmount Gundril Harness
“This is another good reason NOT to stand in front of Shemarrian cavalry. I’ve seen Northern Gun assault’bots get their legs blown out from under them with just one volley from one of these rigs.”

Gundril Harness was an innovation of a Steel Gaian Tinker who watched their neighbor Greater New England National Guard practice with their ‘Ontos’ tank-destroyer derivatives. Why couldn’t something similar to the six recoilless rifles/mini-missile launchers be fitted to regular warmounts like the Monstrex? They had already proven the stolid warmounts could carry accessory rocket artillery packs(WOMPs), so rigging up harness for direct-fire weaponry shouldn’t be too hard. That is exactly what the Tinker did. It took relatively little time and effort to rig up triggered mounts for four fixed-forward-firing scava(the standard Shemarrian 6000) rail guns, turning the warmount into a potent armor-destroyer.
Because the gundril-gear uses standard Shemarrian rail guns, the weapons can easily be dismounted and used in regular fashion by foot infantry.
Since its introduction, gundril harnesses have become very popular with the Skullcrushers, Wolf’s Path, Steel Gaians and Clan Armorand because it allows the older Monstrex warmounts to easily and inexpensively be upgunned into robot-destroyers and bunker-blasters.

Weight: The harness mounting weighs 400 lbs, each scava weighs 128 lbs, plus 5-390 lbs for ammunition.
Range: Per rail gun; the Shemarrian 6000 has a range of 6,000 ft.
Damage:Per rail gun; the Shemarrian 6000 does 2d6x10 MD per shot. So a full simultaneous volley of four shots(fired as one attack) can do 8d6x10 MD.
Rate of Fire: EGCHH, and in gun-volleys of 1-4 simultaneous shots.
Payload: Each rail gun has its own standard ammunition supply; 12 preloaded, 12 shot small clip, 220 rds ammo box, or 820 rds ammo drum.
Penalty: The only downside of the added gear is its encumberance; a Monstrex carrying gundril-gear loses some agility; -2 to dodge and roll, and reduce maximum running speed by 10%.. The rig also has the drawback that to aim, one aims the warmount, so the weapons rigs have only a +2 to strike.
-------------
"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 DhAkael »

taalismn wrote:Warmount Gundril Harness
“This is another good reason NOT to stand in front of Shemarrian cavalry. I’ve seen Northern Gun assault’bots get their legs blown out from under them with just one volley from one of these rigs.”

"State of the art BANG BANG!"
~Ghost Rider male "Klairence B0d1c37"
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 DhAkael »

BTW; Kronos; I finally have a picture (using 'Hero Maker 3' & Teh GiMP if you can believe it) of Nerys Nightsunder. It's still W.I.P. until I can get some highlights done and a decent background, but if yer interested in seeing it, PM me.
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

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Advanced Cultural Notes: Vai-kiniss Amulets

“Dema’s vai-kiniss is a stuffed giraffe she found packed in hardened mud rammed up into the wheel-well of an old ground car wreck on one of the ghost-roads. Hardly more than a few scraps of fabric and some buttons were all that was left after several hundred years, but she found them anyway and figured out what they were. And she put that little giraffe back together. It’s rather become her personal totem of sorts. And she’ll tear the lungs out of anybody who tries to take it from her. The last idiot who threatened to destroy it...well, I’m not sure the crows and worms have found all of him.”

A growing practice among the members of the Lollipops Fringe Tribe is the very serious business of harvesting and wearing vai-kiniss---literally ‘lost hearts’. Vai-kiniss are scavenged small pre-Rifts toys found by the Kildren, cleaned, and painstakingly restored, then incorporated into personal amulets. These may take the form of MDC-lamination, plastic sealing, or placement in a crystal sphere(typically 3-12 MDC) on a lanyard or necklace.
As amulets, vai-kiniss lack magical abilities, but the Lollipops still hold them in reverence. The seemingly inconsequential pieces of fabric, plastic, metal, or ceramic hold great fascination for the Shemarrian ‘Tribe of Eternal Children’. As one Lollipop, in an uncharacteristic moment of seriousness explained; “These trinkets represent something of the youth of the past; perhaps they were flung away in a moment of temper, or they were abandoned as a declaration of moving on to a new state of maturity, or perhaps they were lost more tragically, stolen and thrown by bullies, or lost in an accident. But at some time they meant something to somebody young, as a pacifier, a distraction, or a cherished companion. In any case, they are more than trash, they are something special.” Indeed, Lollipops regard their vai-kiniss as cherished heirlooms, perhaps a link to childhoods past and cultures of innocence.
Individual tribe members find and make their own vai-kiniss(or at least the core). They are shared, but never traded, with others. Tampering with, damaging, or stealing a vai-kiniss is one sure way to incur the wrath of a Lollipop. A lost vai-kiniss found by other Shemarrians is always returned to the Lollipops and ideally to the original holder. If that person is dead, the amulet is entrusted to what passes for a tribal elder or ‘adult’ safekeeper, the vai-kiniss made all the more special by its association with the deceased. Occasionally a Lollipop may give a vai-kiniss to a trusted friend or associate as a sign of trust; it is not an honor given lightly.
-------------
"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

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Darkwaters Selkine Elite
“You Wayfinders are a funny bunch, but I still do not understand why you keep referring to us as ‘Seal Team Sixes’. Especially those of us with blond hair.”

“Well, well, another half-drowned d-bee plucked from the seas of terror! What’s your story, little one? Sacrificed to a dark god of the deep? Dove on the wrong wreck? Fell overboard in your world’s equivalent of the Bermuda Triangle? No matter; you’re safe with us now...Now, just what to do with you? Drop you off on the dry land and let you take your chances with the other Tribes ashore, or keep you here with us and make you into a proper being of the waters?”

The Selkine is an amphibious Elite that resembles a centauroid sea lion with the upper torso of a Warrior. Though awkward on land, the Selkine is much more mobile in water. Selkines are fairly lightly armed for an Elite, but their specialized training/programming as underwater commandos often gives them an important edge. Their more natural swimming motions and streamlined body/armor make them more stealthy than conventional hydrothruster-propelled underwater mechs.
Selkines serve mainly with the Darkwaters’ DeepWatch division. The Aurora Warriors are also rumored to have a few in the service, although how is a matter of much conjecture. At least one has been seen sharing a basking beach with the Skyeklad.
Selkines typically patrol and guard the offshore facilities of the DarkWaters. They also regularly keep watch on aquatic and offshore dimensional rifts; many d-bees who would have otherwise have been dumped into the water of an alien world and been drowned or eaten owe their lives to brave rescue squads of Selkines carrying them away to safety. Such patrols often use aquatic ‘wet saddle’ warmounts like the Ironback and the Mantazee for heavy backup.
Because they are often mistaken for Psirens, Selkines have a natural hatred for the Lord of the Deep’s minions. They also enthusiastically hunt Lorica Wraiths, ShadowSharks, and other monsters.

Type: Shemar Selkine
Class: Robot Gynoid
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 18 each
Arms(2) 180 each
Leg-Flippers(2) 50 each
Head 90
Armored Headdress 75
Antennae(2) 10 each .
Main Body 200 w/o armor, 380 w/ armor
Lower Torso/Tail 200 w/o armor, 300 w/ armor
Height: 6 ft
Width: 3 ft at shoulders, lower fins can reach out to a total width of 5 ft.
Length: 7 ft
Weight: 1,000 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Cargo: Only what can be carried or towed.
Speed:
Running: Awkward waddle of 3 MPH
Jumping: Not possible on land, can manage a powered leap out of the water of 10 ft.
Flying: Not possible
Underwater: Selkines are in their element in the water and can swim at speeds of up to 35 MPH. Depth Tolerance: 2.3 miles
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 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.

*Sonar---Range: 5 miles

*Underwater Motion Detection---This consists of a skin network of temperature and pressure sensors that pick up changes in the immediate surrounding environment. As long as the gynoid is wearing little or nothing in the way of coverings that would interfere with the sensors, they give the Selkine a +2 to Initiative, Dodge and Roll underwater.

*Buoyancy Regulator---The Selkine can control their own buoyancy through the use of special internal varying-state gel ‘organs’.

*Depth Gauge

*Underwater Stealth---Very quiet swimmer, and typically wears armor coated in anechoic sheathing. The Selkine has only an 20% chance of being spotted by radar and active sonar and a 10% chance of being detected by passive sonar. The benefits of this system are negated if the Shemarrian is moving at greater than 7 knts.

Weapons Systems:
1) Sonic Attack---Selkines have a modified voicebox that can project a sonic attack, especially effective underwater.
Range: 1,200 ft in water, 200 ft in air
Damage: (Stun)1 SDC, plus victims must save versus non-lethal poison or be rendered unconscious for 1d6 melee rounds. Even on a successful save, the victim is -2 to strike, parry, and dodge for 1d6 melee rounds. Multiple blasts are cumulative for duration.
(Variable power settings) 4d6 SDC, or 4d6 MD per blast
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE penalties and duration of effects). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance for 1d6 melees. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.

Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Arm Lasers(2)---The Selkines retain the forearm lasers of the regular warriors. Just point and shoot. The lasers have been adjusted for blue-green frequencies.
Range: 2,500 ft
Damage: 3d6+2 MD per single blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Finger Claws---The Selkine’s hands feature retractable vibroblades.
Range: Melee
Damage: 3d6 MD

4) Retractable Tail VibroBlades(2)---The tail conceals in its end flukes two retracting bayonet vibroblades.
Range: Melee
Damage: +2d4 MD/4d4 MD to a tail lash

5) Use of Handheld Weapons----Selkine can use any handheld weapon, especially Shemarrian weapons. Many Selkines favor underwater-adapted energy weapons, handheld mini-torpedo launchers or large spears/harpoons/polearms.

6)(Optional) Torpedoes---A lower torso launch harness for up to 8(4 per side) mini-torpedoes can worn, but reduce maximum speed by 20%, and interferes with stealth(raise chance of detection to 30%).

Programming/Skills:
Use the Programming of the Warrior or Berserker, plus the following:
Swimming 98%
Underwater Navigation 65%(+5% per level of the Ecotroz experience)
Demolitions: Underwater 90%
Hunting(Sea Creatures) 75%(+5% per level of the Ecotroz experience)
Wilderness: Undersea and Sea Survival 75%(+5% per level of the Ecotroz experience)
Pilot: Water Skiing and Surfing 90%
W.P. Harpoon & Spear Gun

Actions/Attacks Per Melee: Varies by core caste programming(typically 8-10) +1 APM underwater(in addition to normal programming/training)
Note: Bonuses are in addition to those possible from the Shemar’s elective training/core programming.
Initiative +
Dodge -2 on dry land, +8 underwater
Parry +5
Strike +5 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +1, +4 underwater
Controlled SDC Punch 2d6+15 SDC
Restrained Punch/Slap 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Claw Strike 3d6 MD
Power Claw Attack (2 attacks) 4d6 MD
Head Butt 1d4 MD
Body Block/Tackle 1d6 MD
Tail Lash 1d6 MD

Variants:
*EShemar Dw-Selkine-Astra---This is the dedicated deep space variant exclusive to the Shemarrian Star Nation Darkwaters Tribe.
-Repulsor Tethers---One Upgrade that is unique to the Darkwaters is the Repulsor Tether. Darkwater members are modified with implants that allow them to fly effortlessly inside and around their spacecraft when in zero-gee without the need of kicking off surfaces or wasteful reaction jets, but by alternate attraction/repulsion between their own bodies and the structures of their ships. With the RT system, Darkwaters crewmembers can flit about their ships at running speed, effortlessly. The RT system also provides a safety net when performing EVAs; the crewmembers can fly about (at up to x4 times their maximum running speed) their spacecraft like orbiting satellites(effective range; 12-15 ft for ships of 15 tons mass or less, up to 50 ft for ships of up to 6,000 tons mass, and up to 200 ft for ships of 50,000 tons mass or more), making them deadly adversaries in close combat about their spacecraft.

-Space Propulsion System: A system of jets and a mini-CG jetpack that allow the Selkine to fly through space at roughly Mach 1.8

-Use the Underwater Bonuses for dodging and APMs when in microgravity.

-Programming: Replaces the above exclusive programming with the following:
Movement: Zero Gravity
Combat: Zero Gravity(Advanced)
EVA 98%
Pilot Spacecraft: General 90%
Navigation: Space 90%
Space: Depressurization Training 98%
-------------
"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

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Darkwaters Carcharon Elite
“Wouldn’t lean over the rail, or even stand too close to it, like that in these waters.”
“Oh, what are you prattling about? Ship’s detectors will alarm if anything comes NEAR us! And then the submarine defenses will-”
*SGLUSH*#WUNCH# thud
”-warned yah.”

“Detestable half-breed beasts! They attack us both above and below the waves! They skim atop the water like the giant bloodsucking insects of the fever swamps, and pepper us with their long-rifle fire, while more of them strike us from below with false-lightning and deathshells! They mock us with their insolent resistance! They taunt us with their strikes on our anchorages! Sixteen fours of -gneshen- brethren did I lose in the last attack! They think to rally the cattle of the waters against us? Grant my dream that my dreamship becomes their nightmare, to haunt the half-fish as they think to haunt us! ”

“You’re based on the orca body plan, right? Ah, you do know that it’s the MALE killer whales that are the bigger ones, right? Uh....just an observation, nothing else implied...okay, power down the blasters, please....”

The Carcharon Elite is another amphibious Elite from the Darkwaters Tribe, and is a development of the Selkine. However, whereas the Selkine was based on a Warrior frame and a sea lion body, the Carcharon is based on a War Chief and much larger orca. The resulting Elite is much heavier than the Selkine, and even more cumbersome on dry land, but is even faster and more agile in the water.
Rather than choose between the horizontal tail flukes of an orca or the vertical tail fins of a shark, the Carcharon has a multi-configuration tail that can be either position, or spin as a propeller for extra speed. The Carcharon can also engage a sonic supercavitation field allowing for even faster speeds, and can also skim along the surface of the water, hydrofoil -style. However, most Carcharons prefer to move more slowly and stealthily, engaging the higher speed modes only when springing surprise attacks or when in pursuit of fast enemies.
Armaments are heavy, consisting of integral lasers, a sonic cannon, articulated vibroblade and ion blaster fins, and various blades. The Carcharons’ headpieces are distinctive, and feature a powered jaw visor, copied from tech stolen from Atlantis, allowing the gynoid to emulate an orca’s powerful bite. The humanoid arms can hold accessory firearms and the orca torso can mount various torpedo launchers.
Carcharons are elite shocktroops, leading strike forces against capital vessels(such as Horune Dreamships), enemy ports and underwater habitats, heavy enemy formations(Kittani War Crabs and Destroyer power armors) and powerful submarine monsters. They are often in command of aquatic warmount units and part of the marine contingent of the larger Dark Water submarines. Their body configuration limits their utility(they can’t storm ashore with other troops), so they are mainly deployed to DeepWatch units. Because of its derivation from the War Chief frame, the Carcharon is also a favored Upgrade for Dark Waters War Chiefs in the dedicated naval sub-clans.
Carcharons have an almost inherent rivalry with Kittani Warfish pilots. They also HATE Horune shark drones and will seek to destroy them if they encounter them underwater. Horune in general are considered a favorite ‘meat’ for the aggressive Carcharons.

Type: Shemar Carcharon
Class: Robot Gynoid
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 20 each
Arms(2) 226 each
Fins(3) 90 each
Tail 100
Head 90
Antennae(3) 10 each
Upper Torso 150 w/o armor, 380 w/ heavy armor
Main Body 400 w/o armor, 580 w/ heavy armor
Height: Torso is 4 ft, 12 ft at fins
Width: Torso is 4 ft, 20 ft at fins
Length: 35 ft
Weight: 6 tons.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 42, PP. 24,.
Cargo: Only what can be carried or towed.
Speed:
Running: Can barely manage to hump-wallow on dry land at a ponderous and excruciating 1 MPH
Jumping: Not possible on dry land; can porpoise out of the water up to 15 ft up/30 ft across
Flying: Not possible
Underwater: Can cruise at 30 MPH, 85 MPH with tail prop engaged. With the supercavitation field engaged, can hit speeds of 110 MPH. Depth Tolerance: 5 miles
Can also hydrofoil-skim along the surface of calm seas at 130 MPH.
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 4d6 MD per hour, and can repair 150 MDC before needing material stocks to convert to MD repair material.

*Sonar---Range: 10 miles

*Underwater Motion Detection---This consists of a skin network of temperature and pressure sensors that pick up changes in the immediate surrounding environment. As long as the gynoid is wearing little or nothing in the way of coverings that would interfere with the sensors, they give the Carcharon a +2 to Initiative, Dodge and Roll underwater.

*Magnetic Anomaly Detector(MAD)---Like a shark, the Carcharon can sense electromagnetic fields and metal objects, such as active electronics, vehicles, powered-up fusion powerplants, and metal-cased(or electronically-fired) mines.
Range: 2,000 ft, and has a 70% chance of detecting submerged/buried vessels/vehicles(-20% for nonmetallic objects, and no chance of detecting organics).Can detect active EM powerplants and charged rail guns at TWICE the normal distance/

*Buoyancy Regulator---The Carcharon can control their own buoyancy through the use of special internal varying-state gel ‘organs’.

*Depth Gauge

*Underwater Stealth---Very quiet swimmer, and typically wears armor coated in anechoic sheathing. The Carcharon has only an 25% chance of being spotted by radar and active sonar and a 13% chance of being detected by passive sonar. The benefits of this system are negated if the Shemarrian is moving at greater than 7 knts.

*Supercavitation Field----When not being used as a weapon, the sonic cannon can be used to emit a low-level vibrational field that creates a streamlining ‘bubble’ around the Carcharon, allowing the gynoid to hit aircraft-comparable speeds. The downside of this system, however, is that it negates acoustic stealth, and makes the Carcharon an extremely noisy sonar target. As the supercavitation field is typically deployed when stealth isn’t an issue, however, most Carcharons proudly regard the harsh sonic buzz of the vibrational field as part of their war-cry.

Weapons Systems:
1) ‘Shockwave’ Sonic Blaster---Mounted low in the torso along the belly and firing as a shock wave from around the human(oid) torso is a sonic vortex cannon. The more compact and internally mounted weapon has a slower rate of fire, however, than more conventionally-mounted versions, but this does not diminish the effectiveness of the blaster.
Range: 2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

2) Arm Lasers(2)---The Carcharons retain the forearm lasers of the regular warriors. Just point and shoot. The lasers have been adjusted for blue-green frequencies.
Range: 2,500 ft
Damage: 3d6+2 MD per single blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Finger Claws---The Carcharon’s hands feature retractable vibroblades.
Range: Melee
Damage: 3d6 MD

4) Plasma Cannon(2)---Carcharons retain the War Chiefs’ signature integral plasma cannons. Though not the most effective of underwater weapons, they can still do tremendous damage above the water to light-hulled watercraft.
Range: 1,600 ft in air, 500 ft underwater
Damage: 4d6 MD pr blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) Fin Blades(3)----Modified versions of the Orca-50 Deep Sea Power Armor Ion Katana. The DarkWaters took advantage of the larger size of the Carcharon to mount larger vibroblades. The fins are also more articulated(and can rotate 90 degrees to either side) than the stiff fins of an orca, the better to angle the blades for slash attacks and bring the ion blasters to bear on targets.
Range:(Blade) Melee
(Ion Blaster) 1,200 ft in air or underwater
Damage:(Blade) 4d4 MD
(Ion Blaster) 3d6 MD per blast, 9d6 MD for all three blasters firing on one target(forward arc)(counts as one attack).
Rate of Fire:(Blade) ECHH
(Ion Blaster) ECHH
Payload: Effectively Unlimited

6) Sonic Shock Field----When not being used as a weapon, the sonic cannon can generate a skin-conformal vibrational field that is used for supercavitational propulsion. However, even in this mode, the sonic field can be used as a weapon; melee strikes can be used to shape and guide the field, and contact with targets can literally rattle the victim and cause stun damage.
Range: Melee(field extends out 1-2 inches past the skin of the Carcharon )
Damage:(Contact Stun) 2 SDC, plus save at 16 or better, or be rendered unconscious for 1d4 melees(if the contact stun is made to the face, it’s a save at 17 or better, and unconsciousness lasts 2d4 melees). Even on a successful save, the victim is -2 to initiative, strike, parry, and dodge for 1d6 melee rounds.
Rate of Fire: ECHH
Payload: Effectively Unlimited

7) Use of Handheld Weapons----Carcharon can use any handheld weapon, especially Shemarrian weapons. Many Carcharons favor railguns, grenade launchers, handheld torpedo launchers or large spears/harpoons/polearms.

8 )(Optional) Torpedoes---Torpedoes or mines can be carried and deployed from the flanks of the Carcharon(the attachment packs were lifted directly from the WOMP packs for the EcoS-K-7 SeaSword warmount). However, the added structures and mass impose extra drag, at least until the ordnance is expended.
a) Mini-Torpedoes--- One 5 shot pod can be mounted per side. Reduce speed by 10% for one pod, 20% for two pods.
b) Short Range Torpedoes---One can be mounted per side. Reduce speed by 10% for one, 20% for two.
c) Medium Range Torpedoes---One can be mounted per side. Reduce speed by 15% for one, 30% for two.
d) Spear/Harpoon Gun----One can be mounted per side. Reduce speed by 10% for one, 20% for two.
Range: 600 ft
Damage: 4d6 SDC for regular harpoons, 1 MD for MD penetrator harpoons.
Rate of Fire: ECHH
Payload: 48 per pod

Programming/Skills:
Use the Programming of the War Chief, plus the following:
Swimming 98%
Underwater Navigation 65%(+5% per level of the Ecotroz experience)
Demolitions: Underwater 90%
Hunting(Sea Creatures) 75%(+5% per level of the Ecotroz experience)
Wilderness: Undersea and Sea Survival 75%(+5% per level of the Ecotroz experience)
Pilot: Water Skiing and Surfing 90%
W.P. Harpoon & Spear Gun

Actions/Attacks Per Melee: 9+1 APM underwater(in addition to normal programming/training)
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative +3
Dodge -4 on dry land, +7 underwater
Parry +9
Strike +7 (+5 w/ ranged weaponry, +7 w/ Shemarrian Rail Guns)
Roll +1, +5 underwater
Pull Punch +4
Disarm +2
Entangle +2
Knockout/Stun on a Natural 18-20
Damage:
Bite(Jaw Visor) 2d4 MD
Controlled SDC Punch 2d6+30 SDC
Restrained Punch/Slap 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Claw Strike 4d6 MD
Power Claw Attack (2 attacks) 1d4x10+4 MD
Wave Punch (3 attacks)---This is effectively a Leap Attack, a high speed(supercavitating) power punch done with the mass of the Carcharon behind it. 2d4x10 MD
Head Butt 1d6 MD
Body Block/Tackle 4d6 MD
Fin/Tail Slash 3d6 MD +1d6 MD per every 20 MPH of speed
Tail Lash 4d4 MD
Propellor Buzzsaw Slash 1d6x10 MD

Variants:
*EShemar Dw-Carcharon-Astra---As if to demonstrate that the Deepwatch is still considered an integral part, and not a splinter, of the Darkwaters, the Tribe has a space-adapted version of the Carcharon that excels in zero-gee combat.
-Repulsor Tethers---One Upgrade that is unique to the Darkwaters is the Repulsor Tether. Darkwater members are modified with implants that allow them to fly effortlessly inside and around their spacecraft when in zero-gee without the need of kicking off surfaces or wasteful reaction jets, but by alternate attraction/repulsion between their own bodies and the structures of their ships. With the RT system, Darkwaters crewmembers can flit about their ships at running speed, effortlessly. The RT system also provides a safety net when performing EVAs; the crewmembers can fly about (at up to x4 times their maximum running speed) their spacecraft like orbiting satellites(effective range; 12-15 ft for ships of 15 tons mass or less, up to 50 ft for ships of up to 6,000 tons mass, and up to 200 ft for ships of 50,000 tons mass or more), making them deadly adversaries in close combat about their spacecraft.

-Remove/Replace the Sonic Cannon and Supercavitation Generator---Replaced with internal cargo space for 250 lbs of gear and a Naruni-style forcefield projector(250 MDC).

-Space Propulsion System: A system of jets and an integral CG propulsion unit that allows the Carcharon to fly through space at roughly Mach 6. The contragrav systems are also powerful enough to allow the Carcharon to fly in atmosphere and in gravity wells at 250 MPH(no altitide limit).

-Replace possible torpedo armaments with missile equivalents. No speed reduction/encumbrance for vaccum operations.

-Use the Underwater Bonuses for dodging and APMs when in microgravity or in atmosphere.

-Programming: Replaces the above exclusive programming with the following:
Movement: Zero Gravity
Combat: Zero Gravity(Advanced)
EVA 98%
Pilot Spacecraft: General 90%
Pilot: Space Fighter 75%(+3% per level of the Ecotroz experience)
Navigation: Space 90%
Space: Depressurization Training 98%
-------------
"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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Posts: 5151
Joined: Thu Jun 03, 2004 3:38 pm

Re: Shemarrian-related fan creations

Unread post by DhAkael »

Okay; the game crew want to return to Terra, despite the fact the Minion war has erupted across the Tri-Gal cluster.
To be fair though; Nerys Nightsunder did greatly assist in the liberation (in force) of Center's spacedocks.

So to repay the debt, it is time, once and for all, to find Sector Sigma-7 and erase the core of the Blacksteel taint on Rifts Earth and give the un-awakened Skull-crushers a chance.

Pray for the players.
Pray for thier PC's.

They'll need all the help they can get.
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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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 »

Would a new Fringe Tribe Warmount help? :-D



EcoS-K-136 Gunther Cavalry Warmount
(aka ‘Skimmerkat’, ‘Hovermanx’, ‘Skitterkitty’)

“The Gunther’s evidence that the Pantherons are not lazy kitties; they did their homework, studied their warfare, shopped the tech black markets, picked and chose from their trade partners, and as a result this warmount is surprisingly versatile and hard-hitting. Not bad for something that started out as a simple flit-ride, and especially not bad for a fringe tribe.”
---Wayfinder Astre-Martial First Veidre Lazer-Smith

“Bastard cats have been using hit-and-hover tactics on us all day! It’s hard to get a count on their numbers, the way they pop, shoot, and drop out of sight! There could be a hundred or only a dozen of the damned things out there for all we know! Every time a drone goes up, it gets blasted! I send patrols out to break out and get a bead on their numbers and positions, and the squads get cut to pieces! If I’m to retain combat effectiveness, I either need reinforcements, ideally air support, hitting them from behind, or I’m going to have to risk losing even more of my troops rushing them, before they bring up their own reinforcements or artillery! Now, can you get me air support, or am I going to be left up here to be cut to pieces?!”

“Gunther-riders are arguably the Pantherons’ versions of Crazies; they live fast and close to the edge, relying on speed and skill to stay out of the gunsights of danger. Most of them don’t even wear heavy armor, though their Warmounts have the lighter armor of their clan’s. Some of them don’t even bother with armor at all; apparently there’s some sort of major credit to be had by beating the stuffing out of an enemy, while wearing next to nothing at all except your warmount. And this has taken up by the NeShemar as well; many of them have adapted to having bionic bodies with a perhaps misplaced dangerous sense of invulnerability. How else does one explain self-proclaimed ‘uniforms’ consisting of nothing more than leopard- or tiger-print thongs and combat webbing? Whatever, they seem to make up for a lack of garments with a surplus of enthusiasm and skill.”
------Tamar FlameGlade, Horrorwoods War Chief

The Gunther is Clan Pantheron’s latest warmount, a light multimode warmount that can serve as a traditional warmount, hovercycle, and powered exoskeleton. It is typically used as a scout, light cavalry and harasser by the Cat Tribe.
The Gunther was developed in part from the minimalist EcoS-K-27 Gracille, but of necessity was beefed up to be stronger to handle the mounting of the more powerful hover propulsion system and intended weaponry.
The Gunther has a low-slung built, with four widespread legs ending in large paw-pads, with hoverjets built in. The head is wide, flat, and low-sitting, and has a mounting niche built into the forehead, with the eyes on either side providing accurate sighting. The ride sits prone behind the head, partially protected by combination ammunition feed chutes and rollerbars connecting the neck plates to a backplate, which provides further protection to the top and rear, and also serves as mounting for an ammunition drum and a pair of rear thrusters. Armament consists of the aforementioned head gun(for which the Gunther has acquired something of a reputation as a sniper), eye lasers, claws, teeth, and optional podded supplemental weapons(usually missile launchers).
The Gunther is also unusual in that it can reconfigure to stand upright and serve as a powered armor frame for its rider. In this mode, the combination can take advantage of the rider’s own hand to hand skills and bonuses. This design mode is rumored to be Clan Pantheron’s response to the Wolf’s Path EShe-18SW Kantaran Phalanx Robo-Gestalt. The only real complaint about this mode is that the claw-paws are not articulated to grasp weapons and small objects(at best, they’re akin to forklift tines in dexterity).
The Gunther’s most telling feature, however, is its quick reflexes and great agility; short of having a rubber chassis, it seems, in the eyes of witnesses, yo be able to change direction in mid-leap/flight, and skitter back and forth with a quickness normally thought reserved for insects. Others have less charitably compared the Gunther to moving like a ‘spooked cat on waxed ice’ except that the movements are DELIBERATE. This translates into an automatic dodge for the fast-mover, and another reason why riders may be forgiven their trust in the ability of the Warmount NOT to get hit.
Gunthers act like hyperactive cheetahs; moving at high speed to chase down prey, taking potshots of opportunity at exposed flanks of a target, and dashing away to evade retaliation. During Clan Pantheron’s recent visit to Rifts Africa, Gunthers were observed toying with Phoenix Empire Sand Skimmers, racing them through dunes and savannah, and harassing them relentlessly.
Besides their regular EShemar riders, Clan Pantheron also assigns the Gunther to NeShemar.

Type: EcoS-K-136 Gunther
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot
MDC/Armor by Location:
Main Body 330
Head 115
Head Gun(1) 75
Saddle Backplate* 150
Hoverjets(6) 45 each
Legs(4) 170 each

*The backplate and rollerbars/feed chutes offer partial cover to the rider, and attempts to target the rider are at -7 to strike.

Height: 5 ft , 14 ft in upright Exoskeleton Mode
Width: 6 ft
Length: 17 ft, 4 ft in upright Exoskeleton Mode
Weight: 2,500 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Leaping) Standing leap of 15 ft up/20 ft across, while a hoverjet-assisted running leap can throw the warmount 80 ft up and 100 ft across. Can also make safe descents from 600 ft. In upright Exoskeleton Mode, the Gunther can leap 12 ft up/15 ft across, while a hoverjet-assisted leap can throw the warmount 60 ft up and 80 ft across, but can also leap straight up 120 ft and hover there for 1d4x10 seconds.
(Flying) Hover to 160 MPH, maximum altitude of 60 ft, and can safely handle drops of 600 ft. Reduce speed to 80 MPH, when standing upright in Exoskeleton Mode.
(Space) Not possible
(Underwater) Can skim above the surface of the water at 80 MPH. Reduce speed to MPH, when standing upright in Exoskeleton Mode. If it ditches, the Gunther sinks like a rock and can only walk along the bottom(and Gunthers HATE getting wet).
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 Gunthers 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 40 MDC before needing material stocks to convert to MD repair material.

*Molecular Analyzer----The Gunther can both sniff and taste its surroundings, and can detect and track various forms of vermin. Can track by scent with 84% proficiency.

*Stealth Operation---The hoverjets of the Gunther are exceptionally quiet, and the Warmount has an acoustic Prowl skill of 40% when flying on its ‘jets in daylight, 70% in darkness.

Weapons Systems:
1) Head Gunmount(1)--- The Gunther has a niche in its head between the eyes to accommodate a rapid fire gun, intended as the warmount’s main ranged attack. In Exoskeleton Mode, the main gun remains attached to the head, which forms the upper chest and head of the power-frame, or it can attached to an arm for potentially greater arc of fire. The original intended weapon was a Shemarrian copy of the NEMA R-670 Rail Gun, but it was found the Gunther could accommodate other weapons as well. Projectile types are favored over energy weapons because the latter draw heavily on the Gunther’s powerplant, already taxed by the hoverjets and sensor systems.
a) EShe-NRG670 'Scava-sutek"/R-670 Rail Gun
Range: 3,000 ft
Damage: 2d4 MD single rd, 4d6 MD per 10 rd burst, 1d4x10 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum

b) RG-14-LX ‘Baby Boom Gun’---Black Market weapon(or a copy thereof). A good combination of range and heavy damage. Because of its Black Market origins, it is often called the ‘Black Kat’ gun when mounted on a Gunther.
Range: 5,000 ft
Damage: 1d6x10+10 MD per shot
Rate of Fire: ECHH
Payload: 100 rd drum

c) EShe-NRG30 Rail Gun---PS copy of the C-30R Rail Gun. Excellent range, if light damage. The Pantherons have been known to use this weapon to snipe ar low-flying aircraft and power armors, if they have enough advance warning to set up the shots.
Range: 2 miles
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum

d) .50 Caliber Heavy Machine Gun---A sturdy low-tech weapon that can fire a variety of different ammunition types, including SLAP(Saboted Light Armor Piercing)ammunition, adapted from both d-bee sources and scavenged NEMA data.
Range: 6,000 ft, 4,000 ft if using SLAP rounds
Damage:(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Exploders)1 MD per single rd, 4d6 MD per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
(SLAP) 1d8 MD per single rd, 2d6x10 MD per 20 rd burst.(a governor system limits the rate of fire for SLAP rds. Overriding this is possible, allowing for 40-rd bursts that do 4d6x10 MD, but the massive recoil causes the weapon to jump, and is -3 to strike).
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrack and locate the machine gunner.
Rate of Fire: ECHH
Payload: 600 rd drum

e) M136 Minigun---An old weapon developed by the US empire, replaced during the Golden Age by rail guns and energy weapons, and resurrected by a number of post-Rifts tech kingdoms. Excellent range, insane rates of fire, but eats ammunition like kibble.
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 4,000-rd belt

f) EShe-NPR476 "Volcus" Plasma Cannon---Copied NEMA weapon. Short range, but unlimited shots, and the weapon mounts a single under-barrel mini-missile for surprise damage. Because the primary weapon doesn’t require ammunition, the EShemar have given the weapon the option of being enhanced by a process known as ‘hot-shotting’; increasing the destructive heat-energy of the plasma by injecting deuterium-rich gas into the forming plasma. The space normally taken up by an ammunition drum can instead be used for deuterium reservoir storage.
Range:(Plasma) 1,800 ft
(Mini-missile) 1 mile
Damage:(Plasma) 4d6 MD single blast, 1d6x10 MD per triple blast. “Hot Shotting” allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike).
(Mini-missile) Varies by mini-missile type
Rate of Fire:(Plasma) ECHH
(Mini-missile) Single shot
Payload: (Plasma) Effectively Unlimited
“Hot Shot” Deuterium tankage can hold enough for 100 blasts.
(Mini-missile) 1

g) Neural Disruptor---Knockoff of the Northern Gun J.A.P.E. II Neural Disruptor Rifle. It’s mounted when the EShemar are pursuing to capture, not kill.
Range: 1,700 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Eye Lasers(2) ---Standard robotic eye lasers, common in the Shemarrian arsenal.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Extendable Vibroclaws---Each large foot/hoverpad can extend four vibroclaws.
Range: Melee
Damage: 1d6 MD per vibroclaw, 4d6 MD for a full paw swipe
Options: Can be silver-plated, or replaced with Naruni-style ‘ripper’ blades that do 4d4 MD per blade(and can ALSO be silver-plated).

4) Jetblast---In melee combat, especially when being used as a powered exoskeleton, the Gunther can use directed pressurized/superheated air from its hoverjets to blast opponents.
Range: 30 ft
Damage: Objects up to 200 lbs in weight can be picked up and whirled by the winds and thrown up to 50 ft, doing 3d6 SDC damage on landing(or inflicting that much on hit targets). Small objects are blown away 20-120 ft, people under 300 lbs in weight must roll under their P.P. to avoid being knocked over and bowled away(lose initiative and one APM getting back up, and possibly 1d8 melees gathering up loose items).

5) (Optional)Modular Weapon Mounts(2)---The Gunther has provision for torso-mounting two weapons pods similar to those standard to the Monstrex.
In the alternative, the mounting points can be used to mount one of the following:
a) 52mm Light Mortar/Grenade Launcher
Range: 6,500 ft (over a mile!)
Damage: (High Explosive) 1d4x10 MD to 20 ft blast radius.
(Fragmentation) 6d6 MD to 50 ft blast radius.
(Incendiary) 4d6 MD to 30 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame.
(Plasma) 2d6x10 MD to 10 ft blast radius.
(Smoke/Chemical) Varies by chemical type. Typically covers a 20 ft area.
(Illumination) Fires a high altitude illumination flare that burns brightly for. The flare also has a 40% chance of decoying/confusing heat-seeking sensors/weapons systems.
(Sensor Decoys) The mortar can also fire special lightweight thermal-emission decoys for confusing sensors into thinking there are ground troops where there are none....To further the confusion, the spheroid decoy will randomly extend springloaded ‘legs’ that move the decoy about in 5-10 ft leaps, giving the impression of moving troops. Internal mini-batteries last for 30 minutes. A small acid-capsule or self-destruct anti-tampering charge may also be attached to prevent the decoy from falling into enemy hands.
Noisemaker decoys are similar, but they emit random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys.
‘Smart’ mortar rounds are also available, given the EShemarrians’ expertise with microcircuitry. These munitions feature small sensor heads and articulated fins to allow them a greater degree of self-directed targeting and accuracy:+2 to strike, +3 with laser illumination on the target.
Rate of Fire: 4 shots per melee
Bonuses/Penalties:(Optional)(Rifts South America 2 has no rules for the Arkhon’s Mortar Packs’ inaccuracy, but for diehard artillery buffs, figure on 50% chance of hitting moving targets, 75% chance of hitting stationary targets within 2,200 ft range, or 50% chance out beyond that. 50% of shells will fall within a ‘footprint’ or ‘box’ 131 ft long by 70 ft wide.
Payload: 24 shot box magazine

b) Net Launcher---Net projector with a large rotary drum magazine.
Range: 200 ft. Net covers a 6 ft area
Damage: Varies;
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 1d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain. This is NEVER issued to police forces.

(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d6 SDC per melee/shock pulse, plus beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 40% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Power Armor fare somewhat better, having only a 10% chance of losing electrical systems or peripherals for 1d4 melees.

(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties). This is RARELY issued to police forces if possible lethal drug allergies in suspects are a possibility.

(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees. This is NEVER issued to police/capture forces.

Rate of Fire: Single shot, ECHH
Payload: 5 shots per launcher

c) Laser Designator---’Paints’ targets for laser-guided ordnance. Range: 50,000 ft

d) Flare/Chaff Launcher Pod--- For surface illumination or missile countermeasures.
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: 8 per launcher

e) Mini-Jammer---Mini-ECM pack; A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 5 mile radius.

f) Radar Jammer Pod---1.5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -4 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.

g) Smoke Screen Dispenser---Generates a thick, obscuring cloud of dense smoke. Each blast covers a 40 ft area and anyone caught in the cloud of thick, obscuring smoke is. Has enough smoke-matrix for 6 clouds.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following in addition to normal Monstrex programming:
Prowl 65%
Pilot Hovercraft(for maneuvering purposes) 70%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Gunther 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: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +9 in flight
Automatic Dodge
Strike +4 (+2 w/ ranged weaponry, +5 w/ head-mounted weaponry)
Roll +2, +8 in flight
Parry+4(+5 w/ extended claws)
Bite 1d8 MD
Restrained Punch/Kick(sheathed claws)1d6 MD
Full Strength Punch/Kick 2d4 MD
Power Punch/Kick(2 attacks) 2d6 MD
Claw Strike 4d6 MD
Power Claw Strike(2 attacks) 6d6 MD
Exoskeleton Mode adds a +1 MD to punch/strike attacks because of the better orientation of the artificial musculature for putting the mass of the warmount behind the punch
Body Block/Tackle 1d6+2 MD +1d4 MD per every 20 MPH of speed

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Gunther an aura and behavior more befitting a sentient being than a robot. Gunthers are catlike in their behavior, when not following orders. They are generally lazy, but can become quite curious and frisky, especially if they spot something that could be a potential plaything.

The Gunther has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sense Evil
*See Aura
*Sixth Sense/Danger Sense

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 Gunther is a cunning cyberkitty, with an effective IQ of 10 ), 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).

Options:
*Vehicle Link---For the benefit of NeShemar riders, the Gunther has a Russian-style Cyberlink Vehicle Interface to its flight pack, with all relevant bonuses: +1 APM, +1 dodge, +1 strike, +1 initiative, and can tweak the pack’s maximum speed as much as 1% per I.Q. rating. The interface socket is often mounted in the seat rear, with the corresponding hardlink plug mounted in the end of the NeShemar cyborg’s cyber-tail.

*Mine Detector-----A detection coil can be installed in the nose, and uses a variety of magnetic, chemical, and ground sonar detection systems to sniff out mines and buried ordnance. 85% accuracy.

Variants:
*EcoS-K-136 F---A Feral variant of the Gunther DOES exist, lacking the ranged weaponry(except the laser eyes) and is clad in a covering of faux flesh(30% overall less armor). The hoverjet system is tuned down(half the speed and leaping distances) and made much more quiet(many people assume the disguised warmount is simply a natural levitator)---has an acoustic Prowl skill of 55% when flying on its ‘jets in daylight, 85% in darkness. The result, in the words of one observer, looks like a cross between a giant mountain lion and a flying squirrel.
-------------
"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 »

Ariadane DarkSkein(GhostRider Domimatrix)
(aka ‘Drow-Hunter’)

“If you’re ever at DarkSkein’s place and she tells you to help yourself to something from the refrigerator, she means the small one she keeps stocked for guests, not the big walk-ins she keeps downstairs...”

“Oh, how clever you are! Managing to slip out of your restraints and your holding cell! Your reputation was not all bluff and empty bluster! But I rather hoped that was the case, which is why I set extra measures in place to make sure you remained within my custody. So, now that you’ve revealed that you are indeed the infamous Assassin Midnight, we can get down to some REAL work peeling that psyche of yours.”

~“Those humans with their cursed iron beast...they’ll only take your tunic and your dignity. The DarkSkein...she’ll take your clothes and your MIND! Flee while you can!!!”~
-Psionic warning from Sch’dal N’ctri, Drow Mind-priestess, to her sister, shortly before the former’s disappearance

“I have never, in all my existence, heard one of the Drow elite beg before, nor say ‘please’, nor grovel before. And certainly, I could never imagine I’d hear that delivered so abjectly and heart-wrenchingly. It almost makes me feel sympathy for them. -ALMOST-.”
-Reikti Annas, Wood Elf mystic, former prisoner of Drow House Phyalyen, and current ‘guest-in-convalescence’ of the Shemarrian Nation

Ariadane DarkSkein is a Domimatrix interrogator with the Ghost Riders, a ‘meat hacker’ adept at extracting information from organic prisoners. She is both respected and feared in the Shemarrian community, even by her fellow Ghost Riders. A senior (Taros) interrogator in the Ghost Riders, she has honed her skills questioning various intruders in the Tribe’s territory, including Splugorth minions, Coalition State soldiers, and various other adventurers and bandits who have had the misfortune of crossing the Ghost Riders. She has a demonstrated talent for re-indoctrinating(i.e. brainwashing) prisoners into being useful assets of the Tribe.
Darkskein is unusual in that she is an Ecotroz-Awakened -Ghost-Rider-(the Ghost Riders don’t normally convert to ‘that religion’). Despite having to rest/sleep on a regular basis, DarkSkein feels that the Awakening has given her additional insight into the organic mind. To her fellow Ghost Riders, it simply makes her creepier(all the more so with the rumors that DarkSkein had been at one time exorcised by a desperate d-bee priestess she was interrogating...and yet DarkSkein supposedly managed to return from being Broken, reAwakened, and scarier than ever). Given that Awakening also gave her the powers of a Shemarrian Psi-Shamaness, an exception normally regarded as sacred among the EShemar, DarkSkein is considered even scarier for her ability to walk through others’ minds.
DarkSkein’s most infamous trait, though, is her obsession with the Elven ethnicity known as the Drow. Drow are not known to have a significant presence on Rifts Earth(though a number of darker-skinned Elven groups are known to be exist), and some lay the blame on DarkSkein, who is supposedly responsible for the effective extinction of at least two Drow Houses that have tried to establish a foothold on Rifts Earth. She is said to have instigated campaigns against the Drow for the sole purpose of acquiring more prisoners to add to her collection. How she’s managed to do that and not face censure from the Tribal Elders is yet another mystery that adds to DarkSkein’s aura of quiet menace.
DarkSkein, though, evidentially now trusts her own work enough to risk some of her collected Drow as combat-servitors. Several known captives have resurfaced in recent months wearing the gear of Ghost Rider milita, armed with TW weapons, and acting on missions for DarkSkein.
DarkSkein has her own fortified ‘studio’ hidden under the west side ruins of Mad Haven. She has a ‘meat locker’ of stasis cubicles(copied from NEMA designs) for holding prisoners awaiting her attention. She is known to have enlisted the service of at least one Tinker in creating equipment for her ‘work’.
DarkSkein has a friendly rivalry with another senior Domimatrix, Lizan Soullbender, who created the Hierodalites. She also has a working association/rivalry with the Lost Eclipse Nahsi.

Level of Experience:9th Level Domimatrix
Rank: Dark Mistress/Matriarch(Taros)
Race: Shemarrian Gynoid
Alignment: Unprincipled
Land of Origin: Mad Haven Ghost Rider Enclave
Age: Appears to be in her mid-thirties(if she were human)
Sex: Female
Height: 8 ft
Weight: 750 lbs
Physical Description/Appearance:
Tall, pale-skinned Shemarrian female with long purple-red hair and violet eyes. Likes to dress in black leather. Has taken to wearing amulets bearing the House sigils of Drow she’s captured.
Disposition:
Like most Domimatrixes, DarkSkein is seductively frightening. She likes playing mind games to ferret out information, and vamping it up to disconcert or mesmerize her prey. She also likes collecting small artifacts and possessions of targets/prisoners, using her psychic abilities to gather additional details about the owners(and, in the case of Drow, finding out where more of them might be). Of late she’s also acquired an interest in botany and holistic medicine, especially using ingredients grown in low light conditions; she’s become adept at recognizing various Drow poisons and drugs.

Insanities:
- Obsession---Drow. DarkSkein is obsessed with physically acquiring and mentally deconstructing the Drow, whatever their specific line(and there are several in the megaverse). She loves taking apart the pretentious Drow higher-ups, and she loves rebuilding the psyches of the lower castes. They’re just so amusing to match wits and willpower with, and snapping their delusions of superiority like dry twigs is such fun!

Physical Attributes/Superlatives:
IQ: 21
ME: 24
MA: 15
PS: 36(Robotic)
PP: 28
PE:----
PB: 24
SPD:(Running) 120 MPH
(Leaping) 25 ft up/lengthwise, +10 ft w/ a running start in excess of 40 MPH
(ISP): 95
(PPE): 8

Hit Points:(Ecotroz Essence) 60+24
SDC:----
MDC:
Hands(2) 18 each
Arms(2) 160 each
Legs(2) 130 each
Head 90
Antennae(2) 10 each
Main Body 250
Horror Factor: 10 (13 to Drow)
Special Abilities/Characteristics/Powers: See Psionics and Cybernetics/Bionics
Magic: By item only
Psionics:
-Saves as a Major Psionic

Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation(No ISP cost)

-Six Sensitive powers of choice at level one, plus an additional Sensitive or Healing power at levels 4, 8, and 12.
-Unlike the baseline Ecotroz powers, these powers DO require ISP to function
- Sense Magic(3)
- Sense Evil (2)
- Presence Sense (4)
- See Aura(6)
- Empathy (4)
- Telepathy (4)
- Object Read(6)(Impressions:74%, Images: 64%, Present: 54%
-Remote Viewing(10)

-At levels 6 and 12, can select one Super psionic power of choice
6-Labyrinthine Mind --- DarkSkein possesses a trap-like mentality that extends to the psionic; any psychic attempting to probe her mind or attack mentally finds themselves caught in a nightmarish funhouse ride that Lost Eclipse members would admire. In this way, she’s broken several Drow priestesses and mentalists who thought to overpower her psychically.
Range: Self
Duration: Special
Saving Throw: See below
ISP: ---
Creator: Shaded Helios
Representing years of intense meditation, a Labyrinthine Mind demonstrates just how powerful the fully developed mind of a psychic can become. Formed by rigidly organized thought patterns and memories holding special meaning to the psychic, the Labyrinthine Mind is a construct of psionic energy that actually exists within its creator's mind. Without walls or pathways as one would imagine, the labyrinth is instead, a complex knot-work of endlessly twisting and turning channels. The labyrinth rests idle until another psychic attempts to violate the mind of its creator, an act which the assailant immediately regrets.
Upon being drawn into the labyrinth, psychics find themselves hurdling through a dizzying array of blindingly bright tunnels at the speed of thought. If the psychic doesn't panic (save vs Horror Factor 10) they are able to quickly attempt to break free of the mental trap. Major and minor psychics who manage to keep their cool are then allowed to save vs psionics to cut their imprisonment down to a mere 1D6 Melee Rounds, while Master level psychics can escape in 1D4 melee rounds. Regardless of psionic might, any who initially give in to the terror or fail to resist afterwards are trapped for 1D4 Melee Rounds per level of the labyrinth's creator. During the time that their mind is trapped, the psychic's physical body falls into a death-like coma with only minimal life signs.
Creation of this mental labyrinth requires a permanent sacrifice of 14 I.S.P.. Alien Intelligences, Gods, and Demon Lords are immune to this power. If the creator of the labyrinth does not wish for another psychic to be trapped within their mind, they must immediately make a conscious effort to allow mental contact, an act which requires 4 I.S.P. If they have too little strength remaining, they cannot allow safe passage into their mind.


Cybernetics/Bionics:
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.

*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 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.

*Bio-Sensor System---Contact sensors for registering cardiovascular activity, respiratory activity, temperature, and brain wave/bodily electrical fields. With a touch, the Domimatrix can pick up on such telltales as pulse rate, skin tension, muscle stress, and bio-electrical activity.

*Enhanced Directional Hearing/Voice Stress Analyzer---The Domimatrix has her hearing fine-tuned enough to listen to an individual’s heartbeat or subvocalizations, allowing, if the Domimatrix has enough knowledge of how the individual sounds at rest or at ease, a determination of stress, like a polygraph.

*Electromagnetic Detectors----The equivalent of a short-range(12 inches) MRI, these sensors not only read magnetic resonance in a person’s physical structure, they can also pick up on a person’s mental activity as well. By measuring the electromagnetic activity, a person’s mental state(whether they’re agitated, relaxed, sleep, dreaming, etc.) can be determined. The system can also be used as a lie detector with 80% effectiveness(provided the ‘bot has a baseline for ‘truth’ in both the particular species being tested and the individual).

Weapons Systems:
1) Retractable Finger Claws---The Domimatrixes sport retractable finger claws. Though not as long or damaging as those gauntlet-mounted on other Shemarrians, they are much more precise, and are typically used as surgical scalpels.
Range: Melee
Damage: 1d4, 1d6, 2d6, 3d6, 4d6 SDC or 2d4 MD on a swipe.

2) Hypodermic Injector(1)---Mounted in the arms behind the finger claws is a magazine-fed hypodermic delivery system, allowing a claw rake or jab to deliver a dose of chemicals as well. The injection needles are heat-sterilized after each use, and the tubing flushed with a steam-pulse afterwards.
Range: Contact
Damage: Pinprick(or 1 SDC, 1 MD for vibroneedles) + Drug effects
Rate of Fire: ECHH
Payload: 60 doses of up to 10 different chemicals/drugs

3) Electromagnetic Effectors(Forearms)---These are short range( 12 inches) EMP generators that while not powerful enough to knock out electronics, can be used to induce muscle twitches and control pain. Applied regularly as a therapy tool, they can be used to ease chronic discomfort and reduce reliance on chemical pain killers. With some species, the EMP can also be used to generate mild feelings of pleasure(or, in the case of Power Leeches, INTENSE feelings of pleasure) and well-being if used to stimulate the appropriate nerve endings. As a torture instrument, however, they can be used to induce unpleasant muscle convulsions and contractions.
At the high end of the scale the E-Effectors can actually stun or induce short term memory loss.
(Stun)
Range: Touch or 1-2 inches
Damage/Effect: Save at 16 or higher or be rendered unconscious for 2d6 minutes
Held on or near the spine, unconsciousness is less likely, but on a failed save, the person will be paralyzed and benumbed from below the point of contact. Even on a save, the person will -8 to initiative, strike, parry, dodge, and roll for 2d4 melees. Does NOT work through body armor.
Save: Standard; 16 or higher
(Memory Loss)
In addition to the above, people hit with a stun shot can make a second roll to see if they suffer short term memory loss, succeeding at 16 or better. Failure means that the patient loses 1d4 minutes of memory of what happened around the time the stun was applied.

Skills: (9th Level Domimatrix)(+7%)
Camouflage 85%
Land Navigation 94%
Mathematics: Basic 98%
Military Etiquette 98%
Pilot Automobile 98%
Pilot Motorcycle 96%
Pilot: Jet Pack 94%
Pilot Helicopter 90%
Pilot Combat Helicopter 88%
Pilot: Airplane 90%
Pilot: Tanks & APCs 90%
Radio: Basic 98%
Sensory Equipment 98%

Basic Electronics 92%
Basic Mechanics 90%
Cryptography 90%
Computer Operation 98%
Computer Hacking 70%
Computer Programming 90%
Demolitions 96%
Demolitions Disposal 94%
Demolitions: Underwater 92%
Detect Ambush 65%
Detect Concealment 60%
Electronic Countermeasures 92%
Escape Artist 85%
Find Contraband 75%
ID Undercover Agent 80%
Intelligence 95%
Streetwise 60%
Surveillance 90%
Tracking(People) 85%
Tailing 90%
Imitate Voices and Sounds 83%
Interrogation 82%, 87%to interrogate Elves/Drow
Seduction 70%
Psychology(based on advanced pre-Rifts psychological profiling programs) 80%
Indoctrination 69% *Indoctrination(Espionage)---A specialization of Interrogation, Indoctrination is the art of brainwashing the old-fashioned way, without magic or psionics(though those simply make it easier). Via the use of techniques such as sensory deprivation, rote repetition, positive and negative reinforcement, and parlor hypnosis, a skilled indoctrinator (or team of them) can mold and manipulate the behavior of a subject, sometimes radically. While torture and intimidation can induce reaction out of fear, and instill trauma and insanity, an indoctrinator seeks more subtle effects, such as a change in behavior, attitude, and loyalties.
Indoctrination is essentially a battle of wills between the indoctrinator and the subject. While it is unlikely to be effective against PCs(who probably saw The Manchurian Candidate), this skill can conceivably used against NPCs with more effectiveness(and GM judgment).
. A successful Interrogation or Psychology roll against the subject being indoctrinated adds a +5% to the chance of success of subsequent brainwashing attempts.
Modifiers:
*Minor Changes---Minor changes, such as physical posture or a minor behavior such tapping a pen or holding a particular pose, can be easily induced(a classic example is of the psychology class that ‘trained’ their instructor to favor one side of the lectern by having all the class members visibly pay more attention whenever the instructor walked over to that side of the classroom). No penalties.
*Modest Changes----This can include changes in lifestyle, such as giving up(or taking up) smoking, preferences for certain things, and a more open or closed mind on certain topics. -5%
*Substantial Changes---This may include hesitation to use a weapon, an abreaction to certain things(like seeing spiders, bald men, or particular people), or obsessive behavior(food-hoarding, always leaving lights on, etc.). -10%
*Radical Changes----These involve major changes in a person’s psyche, such as alignment shifts and changes in loyalties. -20%
Note that various other factors can modify the chances of success; sleep deprivation, certain drugs, Horror Factor, psionic or magic persuasion used in conjunction, and other things can be used(GM’s discretion) to break a person’s resistance and leave them more susceptible to indoctrination.

Medical Doctor 91%/81%
Note: Species Knowledge---starts with extent knowledge of human anatomy and those species most like them(including Atlanteans, Ogres, Elves, and Dwarves) and 1d4 other species(typically commonly encountered species, like Wulfen/Coyle/Kankoran, or various Minion species). Additional species knowledge can be added later as programmed databases(but will require removing an existing other skill, or expanding memory at the cost of adding an additional insanity) or learning it naturally via Neural Intelligence expansion. Medical knowledge of a particular species means that no penalties are entailed in treating/interrogating individuals of that species safely.
Paramedic 90%
Field Surgery 75%
Stasis System Operation 98/98 %
Biology 92%
Botany 77%
Chemistry 96%
Chemistry: Pharmaceutical 80%
Holistic Medicine 52 %/42 %
Brewing 62 %
Toxicology 47 %

Rope Works 88%
Hojo-Jutsu: Art of Binding 52 %
Land Navigation 96%
Palming 80%
Pock Locks 95%
Prowl 75%
Wrestling
Swimming 94%
Climbing 98%/90%
Wilderness Survival 94%
Spelunking 96%

Language/Literacy
-Shemarrian 98%/98%
-American-English 96%/96%
-Spanish 96%/96%
- Euro 96%/96%
- Techno-Can 96%/96%
- Japanese 96%/96%
- Chinese 96%/96%
- Gobbeley 96%/96%
- French/Quebecois 96%/96%
- Russian 96%/96%
-Splugorth 80%/72%
-Dragonese 80%/72%
-Drow 70%/62%
Language:
Can speak(but not read) 30 other different pre-Rifts languages, at 96%

Lore: Magic 77%
Lore: D-Bee(Drow) 77%
Lore: Demons & Monsters 32%

W.P. Handgun(7th level)

W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy MDC Weapons(all at 8th level)

W.P. Knife
W.P. Sword
W.P. Blunt
W.P. Chain
W.P. Net
W.P. Targeting
W.P. Whip (all at 9th level).

Actions/Attacks Per Melee: 8
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative +3
Dodge +9
Parry +9
Automatic Dodge(takes no actions) +3
Strike +7 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4
Pull Punch +6
Disarm +3
Entangle +2
Knockout/Stun on a Natural 18-20
Bite 3d6 SDC or 1 MD
Restrained Punch 2d6+15 SDC
Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch 4d6 MD(counts as two attacks)
Claw Strike 3d6 MD
Head Butt 1d4 MD
Kick 3d8 MD
Leap Kick 5d8 MD
Karate Kick 5d8+6 MD(counts as two attacks)
BodyBlock/Tackle 2d4 MD
Crush/Squeeze 2d4+15 SDC per attack
Pin/Incapacitate on a Natural 18-20

(Special) Paralysis Punch---The Domimatrix can declare that they are performing a Paralysis Punch targeting specific nerve points on an opponent(the Shemarrian MUST have medical knowledge of the target’s species to successfully carry out the attack). On a successful strike, the opponent cannot attack, and loses all bonuses for 1d6 melees, but can still parry and dodge.
(Special) Joint Locks---The Domimatrix can perform a Finger, Wrist, Elbow, or Automatic Lock, grabbing an opponent and incapacitating them.
(Special)Holds---The Domimatrix can perform an Arm, Leg, Body, Neck, or Automatic Hold maneuver.

Saves:
Vs Coma/Death
Vs Magic
Vs Psionics
Vs Horror Factor
+8/IMMUNE Vs Exorcism and Banishment
Charm/Impress 70%

Notable Possessions/Equipment:
*Shemarrian 4000 “Short-Gun” Rail Gun
*Net Launcher Forearm Bracer--Has 3 net-grenades
*Dart Pistol
Has a collection of various small Drow artifacts and personal possessions that she likes to use to garner impressions and clues as to locations of the species.
She also has a collection of Drow weapons, including many daggers, dart-throwers, and poison delivery systems.

Vehicle:
EcoS-K-23 Aracha
Also has a stable of three EcoS-KRP-32 Cryolisk Robotic E-Animals for cryosuspending and transporting prisoners.
-------------
"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
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Tibura NeShemar Conversion
(aka ‘Sharkgal’, ‘Brucette’)

The Tinker gazed at the nude form floating prone in the water tunnel, held loosely against the artificial current streaming over her by light harness. Eyes stared half-lidded and blankly in post-op sedative haze, a thin tracheal hose in one corner of her mouth provided a steady flow of heavily oxygenated water to newly modified lungs.
As the Tinker watched, light-colored filaments began to stream from the young woman’s head and back, lengthening in the water flow, flowing over her body and twining about the torso and limbs, each fiber growing thicker and wider, merging with its neighbors as they touched. A growing tangle of fibers about the head began thrusting forward under internal pressure, fighting the current., then began to form a peaked cowl that slipped over the head and face. More fibers flowed down the arms, growing wider and flatter, before fanning out into the water. Bare legs, normally swaying in the water, were now being drawn together by a sheath of thickening fibers, and another growth of expanding fibers binding the feet, spread fin-fans of their own. What looked like an enlarged vertebra in the bare back of the floating girl grew more elongated, sticking up and back from the new silvery pseudoflesh covering her, rendering her sleek form less beautiful and more bestial.
When the bound legs began to swish in regular motion from side to side and making progress upstream against the waterflow, the Tinker allowed herself a smile.

“When the Shemarrians said that I’d be swimming with the sharks, I didn’t get that I would be swimming AS a shark.”

The success of the neo-vada Yakusha neshemar conversion encouraged Dark Waters bioTinkers to attempt even more audacious augmentations to Upgrade the Tribe’s NeShemar population. Though the Tribe had expanded its fleet of vessels and array of submarine habitats, both represented vulnerabilities, namely the air-breathing inhabitants within. Battle damage, structural failure, life support problems, and invasive organisms could quickly turn a thin-walled habitat bubble or a submersible into a deathtrap. Ideally, the DarkWaters wanted all its members, eshemar and neshemar alike, to be able to handle the watery depths and, ideally, be able to live off the land(or water as the case may be). Biotechnology showed great promise in achieving those goals.
Tibura conversion uses modifications of the Yakusha, Asenan and Lamaid ‘smartflesh’ technologies. Nanites and memory materials implanted in the recipient’s flesh quickly spin a ‘shell’ of kevlar-like toughness around the neshemar, in the shape of a shark. This flexible body armor acts as protection and streamlining, and provides some extra muscle enhancement(particularly for swimming motions) . The fully-shelled Tibura can appear as a completely normal shark, or can sprout arms and hands from its underside to use tools and weapons. Other aspects of the augmentation include fully functional gills, super-sharp body weapons, enhanced senses, improved overall health, and a deep mental augmentation that ingrains swimming and survival skills, and hardens the recipient’s mental defenses against the terrors of the deep.
Though arguably not as versatile as the multi-limbed Yakusha conversion, Tibura bio-augs give the DarkWater neshemar the means to move quickly and inconspicuously about the Dark Waters’ deep territories. It is particularly popular with rangers and wilderness explorers. Tiburans are becoming fairly common in DarkWater territories, especially with the Deep Watch, though their occasional appearances to outsiders have led to rumors of weresharks, and evil cultists magically assuming the form of sharks.

Powers/Abilities:
*Bio-Armor(Special)---Special quickly exuded composite fibers weave together to make a shark-shaped wetsuit around the augmented neshemar. A fine and strong undermesh of cartilage-like composite fibers acts as a tough armor, while airtight sacs that form under the bio-armor’s skin act as swim bladders, giving the swimmer neutral bouyancy, as well as provide insulation. The formation of the shark-shell takes 1 melee(15 seconds), twice that if light clothing is worn(and note that anything in pockets/harness attachments cannot be easily accessed). The shell can be reabsorbed in 1 melee.
*200 MDC +20 per level of experience
*Increase weight by 30%
*Can grow partial ‘sharkskin’ armor that allows the augment to move about as a regular human, yet still have extra protection(80 MDC +5 per level of experience).
*If completely depleted, regenerates completely after 24 hours. Partial armor can be generated after 8 hours.
*Resistant to Heat, Fire, and Cold(including those created by magic and psionics) -Does HALF damage. Heat signature is 20% lower than normal.
*+1d4 to P.S.
* +1d6 SDC to hand to hand damage.
*Increase swimming speed by 20%.

--Extraordinary Physical Endurance(Minor)---Tibura transformation makes the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor. The internal mesh also serves to help the transformation.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

--Underwater Abilities(Minor)
* Breath Water(Indefinite duration)
* Maximum Depth Tolerance 1.5 miles
*Extraordinary(Plus) Strength when underwater(Tribal Tinkers speculate the bio-mods’ muscles are cooled to be more efficient in the water), and increase P.S. to 26, or +8 if P.S. is already 20 or better.
*Underwater Bonuses: +50 MDC when underwater, +2 strike, +2 parry, +4 dodge, +1 APM
* Automatically possesses the Swimming skill(80%+1% per level of experience), and swims at Spd. x5 normal rate.
*Dry Land: +20 MDC, +1 strike

-Impervious to Cold and Freezing(Minor)---Tibura possess special skin layering and an even distribution of body fat that protects them from cold, be it the water in an ice hole, or the deep abyssal depths. Cold-based attacks do NO damage to the character and even magic cold does only HALF damage.

--Body Weapons---The Tibura cannot manifest a proper working mouth and jaws in shark form, but the aug can create razor-sharp fin-blades and extendable mandibles. 4d4 SDC/MD, plus any P.S. and skill bonuses. +1 on initiative and +2 disarm.

-Physical Transformation---The recipient of a Tibura aug is physically optimized for better health . Even if pale-skinned, the neshemar is said to possess a ‘beach glow ’. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Hypnotic Brain Conditioning---- Because of the conditions they are expected to work under(the oceanic abyss and the monsters there) Tibura receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

-Shark Senses--A package of enhanced sensory augmentations:
*Enhanced Sense of Smell---This is effectively only underwater: track blood 60%+5% per level of experience, recognize other chemicals 40%+5% per level of experience
*Nightvision---The augment has enhanced low-light vision when in human form(200 ft range), but when the bio-armor grows extra enhancement lenses that gather in more light for greater range(700 ft).
*Electromagnetic Senses---Can sense electromagnetic activity, including that generated by a living being’s nervous system, in a 700 ft radius. Also acts as a natural magnetic compass.

-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

-Increased Physical Agility and Dexterity---TIbura have modified nervous systems and joints, allowing for faster and more graceful movement. Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity. The character is also ambidextrous.


Total bonuses:
Transformative Form
Body Weapons
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.(+50 underwater)
+2d6 Hit Points
+4d6 SDC
+2 APM (+1 underwater)
+5 initiative
Increase P.P. to 22
Automatic Dodge
+4 dodge(+8 underwater)
+5 strike(+7 underwater)
+4 parry(+6 underwater)
+2 disarm
+1d6+1d4 +5 P.E.
Fatigues at 1/10th normal rate
+1d6 to P.S., plus it is considered to be Extraordinary.
+1d6 P.B.
+1d6 SPD
Swims at Spd. x5 normal rate.
+5 save vs mind control
+4 save vs illusions
+2 save vs all other psionic attacks
Impervious to Possession.
+8 save versus Horror Factor
+1 save versus poison and disease
W.P. Paired Weapons
+5% to physical skills requiring physical dexterity.
Ambidextrous.


Variants:
*Tibura-Flexus---Some variants on the Tibura modify the recipient’s bone structure to be less rigid and more like flexible cartilage. This means that the Tibura is VERY flexible; +20% to Escape Artist, +4 to roll, cannot suffer broken bones, +10% to Swimming speed. However, human running speed is limited to Spd 32, and strength cannot be boosted any further beyond initial conversion numbers.

*Delphus----Some NeShemar worried about the shark-shell’s resemblance to some of the nastier shark-based bio-creations of the Lord of the Deep and Gene-Splicers, so they advocated for a dolphin-based shell instead. Besides being less alarming to many surface-dwellers, the dolphin-form replaces the shark senses package with a sonar mode(available only when the shell is fully formed) instead:
*Sonar(Minor)
The character’s sinuses and ears have been modified for sonar performance.
*Underwater bonuses:
Range: 200 ft per level of experience
Bonuses: +10% Detect Ambush
+1 initiative, +1 strike, +1 dodge, no penalties for being blindfolded.
Interpret Shapes: 60%+4% per level of experience
Estimate Distance: 60%+4% per level of experience
Estimate Direction: 50%+5% per level of experience
Estimate Speed: 60%+4% per level of experience
Estimate Location: 40%+4% per level of experience
Recognize Shapes: 80%+2% per level of experience
Fine details can be discerned at 40%+1% per level of experience
-------------
"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 »

While still awaiting parts for my new internet connection....

*EcoS-K-137 Lexdrite---Point Defense Warmount
(aka ‘Lightwyrm’, ‘Cloud-Buster’)

“Lexdrite’s a giant bug light, only it’s not just bugs it zaps; it gets just about everything else with its lightshow.”

“Looks silly, especially for something from a tribe as hardcore serious as the Silvermoons, but it’s deadly. Make no mistake; under the parade float looks is a war machine, make no mistake.”

“Having originated as a cavalry-using nomadic people, the Shemarrians are, by their own admission, painfully aware of their vulnerability to air power. Maybe it’s part of why how they suffered at the hands of the Splugorth back in their past, or maybe it ties in with this political feuding between some of the Tribes and the Hawkmoons, but grabbing the high ground, or at least denying it to others, weighs on a lot of Shemarrians.”
---Lovis Pinchot, Scholar, New Lazlo University

“Oh yes, I used to joke about the ‘slackers in the skywatch batteries’ and the ‘cloud-gazers’, and how they always hung back and repositioned while we Warriors did the REAL work. That is, until we got trapped by a company of Kydian infantry, and our air defense battery decided to shift their position...On TOP of the Kydians. They steamrolled the splugrunts and mulched them. Shot down their fliers too, but that was almost an afterthought. The Male in charge of the battery didn’t say anything before the battle and not much afterwards, like it was just routine movement for his gun-mounts. But I’ve never heckled the cloudbusters since then.”
---San-Taros Jan Sunsword, Silvermoon Warrior

The ‘lucibronch’ is a collaboration between the Silvermoons and the Horrorwoods to produce a specialized warmount that can serve as an air/point defense land asset.
Resembling a giant armored caterpillar, the Lexdrite is based on earlier replica thunderbeetle robot steeds, but has a longer body, carried on forty small legs mainly concealed under the heavy overlapping shell. Most distinctive are the two ‘horns’ sprouting from the shoulders, and a third emerging from the tail, that branch out into multiple crystalline branches or spikes. A small mouth with mandibles(meant really to facilitate regeneration restocking) is concealed under the armor plates at the head end. Passive protection is heavy plate distributed fairly evenly over the entire body. The saddle cockpit is an armored parapet located between the two shoulder horns. Internally, the Lexdrite features no less than four separate warmount-sized fusion power-packs, three feeding the laser arrays, and the fourth powering the warmount’s own systems. This has required a special cooling system that vents heat through a series of louvers around the edge of the warmount’s armored shell; in protracted operation, leaning against the Lexdrite’s flanks can become uncomfortable hot.
The Lexdrite is also of interest in that it has fewer centrally-directed autonomous actions than it does potential shots from its lasers; the main air defense lasers have ther own PDS sub-AIs that allow them to fire in auto-mode on preprogrammed target profiles, they can be operated by a crew of gunners, or networked into a battery linkage that allows all the Lexdrites in the group to effectively fire at maximum potential.
Because of their role as air defense artillery, most(75%) Lexdrites are NOT Awakened with an Ecotroz essence, meaning that the units can be kept in operation twenty-four-seven.
The Lexdrite’s primary weakness is its reliance on laser weaponry; opponents resistant or immune to energy attacks can successfully attack it. In melee combat, its main defense is to run over and crush opponents. Wise EShemar commanders thus deploy the Lexdrite with troops equipped to handle such situations with a variety of different weapons. The Lexdrite is often teamed with support Warmounts such as the EcoS-K-40 Cyclopede and EcoS-K68 Mixmaw, who provide supplemental material support such as cooling and lasing chemicals. Lexdrites also often form the protective cordon elements for other support Warmounts such as the EcoS-K-95 Lughaul and EcoS-K-97 Conasaur.
Despite its firepower, the Lexdrite is considered to be something of a ‘barge’ by the rank and file of Shemarrian warriors. Too slow to keep up with the main cavalry units and too weak in melee combat, it is best used in a support role, so it is often assigned to young warriors and the less gloried underperformers of the Warrior caste. Second-echelon Males and NeShemar may also be assigned to protecting Lexdrites. However, given the growing deployment of artillery units in the Shemarrian TOE, there are emerging specialist artillery and air defense Warriors who take pride in securing local air space for their tribekin.
The Lexdrite is seen primarily with the Silvermoons and Horrorwoods, though the Skullcrushers and Dark Waters have been seen deploying a few. The Obsidian Dawn also uses Lexdrites as ‘super bug-zappers’ in its vermin extermination operations. Several were also sighted recently at a Clan Vespa industrial site; most likely warmounts loaned or acquired from other sources as the fringe tribe as yet lacks the means to produce larger warmounts for itself.

Type: EcoS-K-137 Lexdrite
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1-5 passengers
MDC/Armor by Location:
Main Body 1,000
Laser Tower-Trees(3) 360 each
Secondary Laser Clusters(6) each
Legs(40) 55 each
Cockpit Parapet * 200
Cockpit Awning(optional) 250

*The parapet walls offer partial cover to the rider, and attempts to target the rider and passengers are at -6 to strike.

Height: 15 ft; the laser towers add another 13 ft.
Width: 36 ft
Length: 66 ft
Weight: 75 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 60 MPH
(Flying) Not possible
(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), lidar( 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 Lexdrites 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 180 MDC before needing material stocks to convert to MD repair material.

*Fire Linkage----The Lexdrite’s main laser cannons can be fire control-slaved to a central command system(typically a command warmount such as the EcoS-K-5 Sphinex, SCES-01 Queen Cobra, or EcoS-K-43 Treberus). This allows massed batteries of artillery support warmounts to share targeting data and bonuses, as well as the main weapons to fire at maximum rate, even if the Warmount is using its other actions for other purposes(such as self-defense).

Weapons Systems:
1) Heavy Laser ‘Trees’(3)---These are thick treelike bundles of laser-rods, two at the front of the warmount, and one forming a high-angled tail. They are long-ranged laser projectors(actually, they qualify as starship-grade point defense cannons) that can also lase in blinding intensity and can foul laser optical systems, though their primary role is as lethal air-defense against missiles and flying enemies. The outer laser bundles also act as lidar and laser-targeting arrays. The lasers are variable frequency, in an effort to defeat laser-resistant armors, but this has not proven 100% effective, leading to further experiments with x-ray laser-armed variants.
Range: 5 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 5d6x10 MD per single blast(2d4x100 MD for all three weapons firing simultaneously)
Rate of Fire: Six shots per melee in auto-defense mode, per cannon
Payload: Effectively Unlimited
Bonus: +6 to strike
(Option)
*Laser Blinders---The lasers can also produce a strobing area of effect projection that dazzles and blinds those without eye protection, and fouls laser-targeting systems. The lasers can be deliberately targeted at specific targets, or can be set in an area of effect mode(HALF range for a 90-degree arc, 4,000 ft radius for a full 360-degree strobe effect).
Those without eye protection or polarized vision will be affected similar to a Blinding Flash spell, only more intense; -10 to strike, parry, dodge for 1d4 minutes. Victims must also roll versus non-lethal poison(12 or better) or have their vision PERMANENTLY impaired(must seek medical attention, magic/psychic healing, or eye replacement to correct the blindness).
Laser-targeting systems trying to lock on to the warmount while it is ‘spraying’ will have all their bonuses negated by the light-scatter.

2) Secondary Laser Clusters(6; 4 forward, 3 rear) ---Standard robotic eye lasers, common in the Shemarrian arsenal.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) (Optional) Modular Weapons(4)---The Lexdrite has provision for torso-mounting four weapons similar to those standard to the Monstrex. These are typically manned by riders for self-defense.

Programming:
The Ecotroz have installed robotic AIs, then, in 25% of cases, infected the matrix with a low-level Ecotroz sentience.
Has the basic Monstrex programming, plus:
Laser Communications 80%

If Awakened, the Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Lexdrite 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: 4, but each laser tower has a separate fire control AI that allows them to each fire 6 times per melee in Point Defense Mode
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +1 (+6 w/ ranged weaponry)
Roll +2
Bite 1d6 MD
Body Block/Ram 1d4x10 MD at speeds of 40 MPH or less, 1d6x10 MD from a full speed ram.
Trample/Crush 1d6x10 +20 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Lexdrite an aura and behavior more befitting a sentient being than a robot. Lexdrites are not known for having distinctive personalities or much in the way of personal initiative, being mostly content to graze and wait patiently until needed. Warriors who like spirited Warmounts tend to be maddeningly frustrated if assigned to the AAA warmounts(another reason not to get assigned to them); more phlegmatic EShemar like the slow, even-tempered beasts. Occasionally, Lexdrites have been known to communicate with each other with low-power light displays, the frequencies and patterns of the lasers conveying the relative emotional state of the warmounts.

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 ), 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).

Variants:
*EcoS-K-137Xr----Variant fitted with chemically-fueled plasma-fusion x-ray lasers for greater range and power. However, the payload is limited by the need to use deuterium to fuel the fusion reactions powering the laser pulse; the K-137Xe is thus teamed up with provider support Warmounts able to keep it supplied with fresh fuel stocks.
Range: 8 miles in atmosphere, 32 miles in space
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
X-ray effect allows them to ignore laser-ablative reflective armors.
Damage: 1d4x100 MD per single laser firing(3d4x100 MD for all three weapons firing simultaneously)
Rate of Fire: Each laser can fire four times per melee
Payload: Dedicated reaction fuel reservoir with 80 shots per laser
-------------
"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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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 »

EcoS-K-138 Tarquad Aerial Warmount
(aka ‘Splurgfly’, ‘Buzzemp’)

“Compared to other Shemarrian fliers, it don’t look like much beyond being like the biggest and ugliest horsefly you ever seen, but that flying cyclops can give you the Evil Eye something fierce! You meet its gaze, or even attract its attention, you goin’ to feel the touch of unseen fire! It will burn you from the inside out!”

The Lost Eclipse Tarquad is believed to be an airborne derivation of the cyclopean EcoS-K-34 Ghouldar, as the Tarquad is built around a similar, if less powerful, version of the Ghouldar’s maser-eye.
The Tarquad resembles an enormous four-legged housefly with a giant eyeball for a head. An extendable jaw festooned with sharp fangs and flanked by tentacle-tendrils sits below the eyeball-head. A set of translucent wings act as airfoils(the warmount flies by a combination of low-power antigravity and cold-jet thrusters). The Tarquad also features a powerful integral jamming suite for overpowering enemy active sensor systems and radio communications; the raucous static these systems generate in enemy sensory instruments has been compared to the harsh annoying buzzing of insectile vermin species.
The similarities between the two warmounts(the Tarquad and the Ghouldar) have led to much outsider speculation, that the two creatures hail from the same world(possibly one formerly occupied by or denied from the Splugorth), or are the result of Splugorth biowizardry experiments ‘liberated’ by the Shemarrians. The rumor has become so persistent that the Splugorth have reportedly ordered their minions to find whether there’s another Eylor-like planet somewhere out there that they don’t yet have access to.
Though not as powerful as its landbound Ghouldar cousin, the Tarquad is much more mobile. Tarquads are deployed in squadron strength to provide Lost Eclipse ground forces with overwatch air support and antimissile/aircraft defense. They are also useful in nuisance raids against Splugorth outposts.

Type: EcoS-K-138 Tarquad
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 260
Head 90
Head Tendrils(4) each
Wings(4) 90 each
Legs(4) 96 each
Spine Arms(2) 55 each
(Optional) Pilot/Rider Canopy 30
Height: 11 ft
Width: 10 ft , 36 ft wingspan
Length: 28 ft
Weight: 3.2 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Leaping) Powerful Leaper; 30 ft straight up/across from a standing start, while a running leap in excess of 40 MPH can boost the Warmount 50 ft up and 70 ft across.
(Flying) Hover to 360 MPH, maximum altitude 15,000 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 Tarquads 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 40 MDC before needing material stocks to convert to MD repair material.

*Jamming Pod-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Note that this is an ACTIVE system, with the risk of alerting an enemy to an active EW source in the area.

*ECM/Radar Jammer Pod---10 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). It is also possible that, being active jamming, the ECM may itself attract HARM(Homing Anti-Radiation Munition) weapons.

*Kinetic Damage Resistance---The Tarquad is sheathed in thick-walled composite material that soaks up kinetic energy and dissipates it. Takes HALF damage from physical kicks, punches, concussive blows/blasts, cuts, slashes and non-explosive projectile weapons.

Weapons Systems:
1)’Heatwave’ Maser Projector---This is a less powerful variant of the Ghouldar’s ‘Unseen Fire’ maser. Tarquads use the long range and high damage of this weapon to snipe at targets, all the while dodging and weaving to avoid retaliation. Advanced targeting and stabilization systems in the eye turret make the Tarquad maser deadly accurate for a moving weapons platform.
The microwave component of the weapon can be tuned down to deliver a painful, but non-lethal, warning ‘burn’ to deter enemies(such as crowds of rioters, herds of animals, or other ‘soft’ targets).
Range:(Laser) 8,000 ft
(Microwave) 3,000 ft and can affect a 15 ft wide area
Damage:(Laser) 1d4x10 MD per blast
(Microwave) (Varies)
At its lowest setting, it does 1d4 SDC per melee, through clothing and protective gear(but not through MDC armor), though even targets in MDC EBA will complain of a tingling or burning sensation similar to sunburn. This mode is typically used for crowd control and as an irritant.
Low power does 4d6 SDC per blast, through nonmetallic shielding and armor. There is a 30% chance of knocking cybernetics such as cyberoptics and radio comms off-line for 1d4 minutes.
Medium Power does 1d6x10 SDC/HP per blast, through nonmetallic shielding and armor. There is a 70% chance of knocking cybernetics such as cyberoptics and radio comms off-line for 1d4 minutes.
High Power does 4d6 MD to everything in the area of effect. 65% chance of combustibles catching fire and volatiles boiling into steam explosions. Beings in standard(especially nonmetallic) body armors take 1d6 SDC THROUGH their armor. Metal armor and ‘bots will spark and external communications/sensor systems may be (50% chance) knocked off-line for 1d4 minutes.
Rate of Fire:(Laser) ECHH
(Microwave) ECHH
Payload: Effectively Unlimited
Bonus: +6 to strike

2) Flare/Chaff Dispenser---Mounted in the bulbous rear abdomen 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

3) Mouth Tentacles(4)--- Located around the lower half of the giant eyeball and underslung jaw are four extendable tendrils. These can be used as crude manipulator arms, pulling debris and other materials around.
Range: Melee; 9 ft reach
Damage: 1d4 MD stab
Tentacle Quad-Jab(all four tentacles punching out at once; counts as one attack) 4d4 MD

4) Spine Arms(2)---These resemble vestigial limbs tucked in between the front and rear legs, and are normally concealed out of sight underneath the main body. They are really adaptations of the A-002 Monstrex’s articulated spines. The Tarquad can use them to deliver lateral or hovering jabs, or fly-by raking attacks, impale objects and fly off with them, or anchor itself to surfaces/ships/structures.
Range: 12 ft
Damage: 1d6 MD per spine strike. Both spines jabbing down at a target at the same time can do 2d6 MD.

5) (Optional) Modular Weapons(3)---The Tarquad has provision for torso-mounting three weapons similar to those standard to the Monstrex. One can be mounted atop the head in front of the rider, and the other two are mounted one each side of the head.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has all the same standard programing as the Monst-Crane, but is configured for aerial movement and combat:
Pilot Combat Helicopter(for maneuvering purposes) 70%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Tarquad 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: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +7 in flight
Automatic Dodge +1
Strike +4 (+4 w/ ranged weaponry. +6 with the eye maser)
Roll +3, +6 in flight
Parry +4
Bite 3d6 MD
Mouth Tentacle Stab 1d4 MD
Tentacle Quad-Jab 4d4 MD
Restrained Claw Strike 1d6 MD
Full Strength Claw Strike 4d6 MD
Power Claw Strike(2 attacks) 6d6 MD
Spine Strike 1d6 MD
Flying Leap/Pounce(2 attacks) 2d4x10 MD
Body Block/Tackle 3d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Tarquad an aura and behavior more befitting a sentient being than a robot. Tarquads are twitchy, temperamental warmounts that are both very observant of their surroundings and of possible prey. They are drawn to carnage and battle, but leery of engaging directly at short range until they’re secured the immediate airspace. They are avid scavengers, eager to pick apart fallen enemies.

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 ), 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).

Variants:

* EcoS-K-138B ’FlashFly’----This variant replaces the maser with an x-ray laser cannon. This uses a totally different powering system and sequence, the warmount setting off an internal(and heavily contained) plasma explosion inside a chamber in the eye, and the plasma blast’s radiation being converted into a powerful x-ray spectrum laser burst. This has required a total redesign of the internal workings of the head, and the addition of a venting and cooling system extending into the main body and wing foils, making the variant modifications more extensive than simply swapping out the eye globe.
Range: 7,200 ft
Damage: 6d6x10 MD per single shot; laser resistant armor does NOT apply to stopping x-ray lasers.
Rate of Fire: Three shots per melee
Payload: Effectively Unlimited

* EcoS-K-138D(?)----(aka ‘Darkfly’) Rumors have been circulating of a Wayfinder TW-enhanced version of the Tarquad. How this variant may have come about remains unknown, as the Lost Eclipse and Wayfinders aren’t exactly on open sharing terms with each other, so a third party may have been involved, or a breakthrough in relations. The ‘Darkfly’ places an emphasis on stealth and image enhancement, the better to project an aura of menace about these already monstrous-looking warmounts:
PPE Generator:
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Spell Systems:
*Magic Optics---Has the following systems:
-Detect Magic
-See Aura
-See the Invisible
-Sense Evil

*(Boosted) Ley Line Flier---Can fly effectively indefinitely on a ley line at 500 MPH.

*Protective Energy Field---50 MDC and 10 minutes duration per 10 PPE/20 ISP pumped in.

*Impervious to Energy---5 minutes per 20 PPE/40 ISP pumped in.

*Dark Aura-----An advanced application of the Fear and Illusion spells, used as a psychological warfare weapon. The warmount takes on a blurry, sinister appearance, and anyone caught in the aura’s influence will feel an immense dread of the Tarquad.
Range: Line of Sight
Duration: 15 minutes per activation
Effects: Horror Factor of 16
Save: Onlookers must make a ‘disbelieve’ roll save versus magic or suffer aforementioned Horror Factor.
PPE Activation Cost: 20

*Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the warmount to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel maneuvers, but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft. Used on the Darkfly, the doppleganger-cloak can project the image of a small swarm of the warmounts.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation

*Mystical Stealth System----Renders the warmount silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the warmount can be readily detected. It requires that the rider be covered under a canopy to insure continuity of the stealth field. Nightfly Tarquads will use the stealth to gain an optimal firing position on a target, only un-cloaking at the last moment to gain active target lock and open fire. Costs 20 PPE per 3 minutes of activation.

*NIghtcloak System---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.

(?)*Flicker-Dodge---A special capability, an application of the Astral Hole spell. It is not known for certain if the Darkfly has this capability fitted, but several encounters with Tarquads seeming to ‘teleport’ out of the way of seemingly certain and inescapable killshots has suggested it. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2,000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, the aerodyne can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the rider can pump in 120 PPE per “flicker-dodge”.
-------------
"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 »

Dipping into the spare parts bin ...

WHRL-01-4 Doomer Missile Harness
(aka ‘Waster Gear’)

“It’s a simple idea, easily rigged up, and oh so ridiculously lethal. That’s what makes it so horribly scary, the idea that any Shemarrian war patrol might have the ability to nuke your base camp or an entire town off the map. Nobody but madmen or monsters are going to put communities in the Shemarrian protectorate zone to the torch if they know that somewhere out there a single Shemar warmount might sneak by or make a kamikaze charge and wipe out their home base in retaliation.”

“Ah..sergeant dude? That great big fireball over there? Isn’t that like...where Prime Base used to be? Like, our warlord’s invincible conquest fortress? Like, our homebase?!”


After the introduction of WOMPs(Warmount Ordnance Missile Packs) and Gundril Harness, it seems inevitable that somebody would, casting about for something ELSE to kludge into a Warmount, try tying on a brace or two of ES-SC-HRL-01 Heavy Artillery Rocket Launchers, aka ‘Pallbringers’. To put this in perspective, it must be remembered that the HRL-01 is an EShemar copy of the pre-Rifts W54 ‘Davy Crocket’ tactical nuclear mortar, and, though it has been adapted to fire arguably less devastating warheads such as TW Elemental weapons, can still loft dialable yield 2-10kt atomics.
Nicknamed ‘Doomer Gear’, the harness mounts four HRL-01s on a sturdy Warmount such as a Monstrex, RoboRhinoBuffalo, or RoboThunderbeetle. Though limited to four rounds, each shot is equivalent to a long range missile warhead, or a tactical nuke, and so a fully loaded Doomer-equipped warmount is, to put it mildly, a serious threat to concentrations of enemy troops, installations, and communities.
Given the immunity of Shemarrians to radiation and EMP, they have much less compunction about using the more powerful nucleonic weaponry than other troops(a fact that, it is rumored, has been deliberately well-advertised, by Wayfinder agents, to terrorize oppinents) . It is thus not surprising that Doomer missile harnesses were first reported being deployed by the Skullcrushers, particularly foolhardy or suicidal volunteers riding into the midst of Infernal and monster army fronts before unleashing hell all about them. Though other Tribes have been reticent about adopting the equipment, the FlameWings were quick to copy and even more enthusiastically deploy the Skullcrusher gear, making it a regular part of their tactical doctrine.

Weight: The harness mounting weighs 400 lbs, each launcher weighs 220 lbs, plus 76 lbs for the warhead.
Range: 2.5 miles
Damage: Varies by Long Range Missile Warhead employed.
Rate of Fire: Single shot, but can simultaneously volley 1-4 shots
Payload: One shot each launcher, 4 total
Variants:
*WHRL-01-6---This is a SIX launcher array seen on some of the larger Warmounts, such as the RoboRhinoBuffalo, RoboThunderbeetle, or Saurotron.
-------------
"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: 47908
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 »

...and just playing with ideas with this one...

Dryans (NeShemar Bioborg Conversion)
(aka ‘greengirls’, ‘greenfolk’, ‘kirillians’ )

“Just because you’re toughened up under that green skin of yours doesn’t mean you can run around naked through the forest! Put some armor on!”

“They have green skins, but they bleed red....are they plants imitating humans, or humans imitating plants?”

“#Sigh# Looks like the onionheads have kidnapped Kazumi again! Mitra, round up a dozen for a possse and let’s go get her back. Honestly, we shouldn’t have shown those creatures how the Dryans can increase plant growth.”

Though the Horrorwoods pride themselves on being the ‘Green Tribe’ with regards to their close relationship with the ecology, the EShemar realize that, being robotic in nature, they have certain limitations to how intimate they can truly become with their preferred forest surroundings. Fortunately, they have other means of linkage; through the more organic members of their Tribe, the many neshemar the Horrorwoods adopts. With a little enhancement, the full potential of these Tribesmembers can be brought out.
Dryans are biotech conversion neshemar meant to be interfaces between plants and machines. They are visually distinguishable by their green skins, which contain a combination of chemotropes and chlorophyll cells. Though their augmentation/conversion is technological, they can apparently tap into mystical energies in their abilities to sense and influence the life-force of the vegetation around them. Dryans are not the most powerful of the neshemar bio-conversions, but their special abilities make them rather unique and well-suited to the Horrorwoods Gaian philosophies and culture.
Dryans’ green skins allow them to supplement their normal diets with energy derived from sunlight and water; though they are incapable of living with 100% efficiency like a plant, they can still extend their endurance and live for extended periods of time without having to eat as normal. Their bodies also play host to advanced repair and regeneration nanites that can tap into both plants and e-plants to reenergize and resupply their repair abilities, and can heal plants and repair e-plants in turn.
In keeping with the EShemars’ desire to build stronger tribesmembers, Dryans have reinforced skeletons and subcutaneous armor that effectively makes them megadamage beings.
Dryans often serve as part of Horrorwoods Mystics’ and Preservers’ retinues. Yashi-Trees in Horrorwoods service also are known to have followings of Dryans(these are sometimes mistaken by outsiders as tree-cultist d-bees or even the offspring of the demonic-looking Yashi---not too far off the mark as the Yashis are often used to conduct and oversee the Dryan conversion). ‘Forestmen’ and ‘forestmaidens’ often are assigned groves and patches of woods to take care of as wardens and lands-keepers. They are often mistaken for a humanoid d-bee species in symbiotic relationship with the Horrorwoods, or a humanoid plant species of the same order as the Shemarrians are thought to be. Dryans also seem to attract the attention of faeriefolk more easily than EShemar, and so they are often encouraged to become liaisons with the Fae.

Powers/Abilities:

-Photosynthetic Metabolism---Simply by laying in the sun(or other high UV-light source), the Dryan can reduce their need for food and water by 50%. Furthermore, when in the sun, the biomoddie gets the following bonuses: +2d6 Speed, +1d6 P.S., +1 APM, +1 initiative, +2 strike, +3 parry and dodge. +2 roll/disarm/pull punch. The Biomoddie also regenerates (+) 2d6 points of damage per 30 minutes and fatigues at only HALF their normal rate.
No bonuses when exposed to artificial light(or at least light without a high UV element).
Note that for the above bonuses, at least 40% of the biomoddie’s skin surface must be exposed to the light(or UV-transparent clothing worn).
The biomoddie can also enter a more profound ‘veg-state’ in which the biomoddie enters a trance state. In this state, the muscles become stiff, the skin becomes waxy and hard (effective A.R. of 14), and the person seems to died and gone into rigor mortis(and will certainly show up as plant-like on thermal and acoustic scanners). The trance allows the person to heal at a rate of (+)3d6 points every 30 minutes of trance-state, and is +5 to save versus coma/death. In this state the person can go without food or water(and a 10th as much air) for as many days as they have P.E. points x10, as long as they have regular exposure to sunlight(at least 10 hours out of 24). They can survive in this state for about HALF that without sunlight.
Rousing the person from this state is possible with much vigorous poking and prodding, as the person is only distantly aware of their surroundings. Waking up from the trance , the Dryan will have NO initiative, and will be at HALF their normal bonuses for 2d4 minutes.
In order to keep up their photosynthesis capabilities, Dryans must regularly be exposed to sunlight or high UV-content light...generally at least 6 hours every 72 will be required, or else the Dryan begins looking pale and haggard, their skin becomes blotchy(like bruises), and they generally begin feeling tired and listless(Treat the normal bonuses for sunlight as PENALTIES, and fatigues at DOUBLE the normal rate). Basking in sunlight/high UV-content light for at least 6 hours will restore them to health, as will linking to plants or a tecology.
The green skin also gives limited camouflage in a jungle setting: +15% to Prowl, -20% chance to an enemy seeing them if they are remaining still and in forest cover.

*Communicate With Plants---More a form of Plant Empathy, the Dryan can get a feel for the state of a plant; whether it is doing well or in distress, or has been disturbed recently. With larger plants and trees, the Dryan can get more specific impressions, such as conditions of drought, fire, or pestilence afflicting the plant/forest, or the presence of great danger/supernatural evil.
Dryans can also, from touch, acquire knowledge about a plant’s biology; its life cycle, its traits, and whether it is poisonous or not. This is to plants what Object Read and Telemechanics is to machinery.
The Dryan can also interface, with a touch, with EShemar tecologies, the bionic and cybernetic organisms being able to relate much more information directly to the biomod as if she or he were using a modem to connect to a surveillance network.
Also, the Dryan can command an e-plant to carry out its function at the behest of the Dryan...so if the e-plant can move and fight, the Dryan can order it to attack an enemy and defend the neshemar, or if the e-tree is producing armored leaves, the Dryan can requisition material from it. This ability is sometimes mistaken for some sort of Animate Plants magic.
(Note that an EShemmarian Mystic or Wargoddess can lock out access of individual Dryans if they suspect this ability is being abused)
In either case, the Dryan can NEVER get lost in a forest.
The Dryan gets basic Botany beginning at 50% or +20% to an existing Botany or Gardening skill.

-Sensory Networking---The Dryan’s sensory abilities are greatly enhanced when in a forest, jungle, or electrocology; inside an electrocology, they are +4 to Perception rolls and +2 to Initiative. In a regular forest or jungle, they are +2 to Perception, and +1 to Initiative. In both cases they are +10% to Prowl and +15% to Detect Ambush and Detect Concealment.

-Life Sense---If in a forest or electrology, the Dryan can concentrate and sense life energies around themselves. 200 ft radius per level of experience. Tracking is 50%+5% per level of experience, uses up 2 APMs per every 200 ft of tracking distance.

-See Auras---Dryans’ eyes are modified to be able to act like Kirillian cameras; they can ‘see’ EM and life force auras around them, and can distinguish between plant and animal auras, and electrocology EM flows. Range of 200 ft.

-Nanite Healing----Dryans’ physiology is host to an internal colony of medical nanites(sometimes jokingly referred to as ‘termites’) that can act like a variant of the EShe-EMBr-Rx01 MiRR/IIRMSS Kit. These nanites can heal damage at a rate of 1d4 Hit Points/SDC/MD per minute, or 2d4x10 HP/SDC/MD per hour under normal circumstances, up to a total of 800 SDC or 80 MD total before needing recharging. This can be accomplished by tapping a jungle or electrocology. Otherwise the Dryan heals at a normal rate(though they can accelerate it if they can get into sunlight; see above).

-Tap Plant Life-force----The Dryan can tap into the life energy of plants, albeit not to same degree as some other nature-aligned beings, but enough to relieve fatigue and bolster their physiologies. The Dryan can also do the same with the synthetic e--plants of EShemar electrocologies.
By touching a tree or sitting on the roots of a grove of trees and meditating, the Dryan cam recharge their nanite regeneration pool in 24 hours without damaging the plants. A faster and more destructive mode strips the vegetation at a ratio of 100 SDC=1 MD at a rate of 1d4x10 SDC per melee, leaving the plants weakened and wilting; only evil or very desperate Dryans will go this route(though it has been recently discovered to be equally effective in close combat against plant monsters and aliens).
Dryans can also, with 3d6 minutes of meditation touching a tree(mature, not a sapling), regain fatigue-lost P.E. as if they’d had a full night’s rest.
In return, Dryans can extend their regenerative abilities to both plants and e-plants.
E-Plants---The Dryan can loan their own nanites and cannibalize their own MDC(up to 50%) to repair e-plants, giving up MDC on a point for point ratio.
Normal Plants---Dryans can heal regular plants, using both their repair pool and their own body MDC, at a 1 MDC point =100 SDC ratio. BY temporarily sacrificing P.E. points, the Dryan cam also jump-start growth in a plant, quadrupling its growth rate for 24 hours per P.E. point spent. The Dryan recovers the P.E. as normal.

-Can restart/repair/reenergize Vine Munitions---With a touch and channeling of some of their own life energy, Dryans can repair/heal Vine Missile groves and Straw Warriors, the same as any other E-plants.
Dryans can also temporarily supercharge/revitalize Straw Warrior drones. For every 2 P.E. points temporarily sacrificed, a Straw Warrior drone gets a 10% increase in Speed, and a +1 to initiative for 12 hours.

-Extraordinary Physical Endurance(Minor)---The Dryan conversion makes the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor. The network also bolsters endurance, reducing fatigue.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Hypnotic Brain Conditioning----Dryans can tap into the Green, the networked mass of organic and techno-life, which acts as a form of buffering and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

-Physical Transformation---Dryans are physically optimized, becoming pictures of prime health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Longevity---It’s too early to tell, but Dryans seem to have a slower biological aging process; it’s estimated by the bio-Tinkers that Dryans age one year for every ten, and might be able to push that even further by tapping into their forest networks.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience, + combined Hit Points and SDC.
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d4 +1d6+5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+5 save vs mind control
+4 save vs illusions and Horror Factor
+2 save vs all other psionic attacks
Impervious to Possession.

Options:
The Wayfinders have reportedly been looking into advanced TW cybernetic implants(TW “Borg Amulets) similar to those they already fit into themselves, with an eye towards giving cyborg and bioborg neshemar limited spellcasting abilities. The standard implant consists of a small regenerating PPE crystal powerstone(100-200 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid), stabilized ectoplasmic circuitry, and a preprogrammed spell-projecting node, capable of casting a limited number of fixed-level(typically levels 6-8) spells.
Typical spells contemplated for the Dryan:
*Chameleon(6)
*Path of Green(14)
*Climb(3)
*Featherlight(10)
*Shadowmeld(10)
*Wither Plants(10)
*Grow Plants(8)
*Shrink Plant)10/200)
*Wall of Thorns(15)
*Create Wood(10-20)
*Ironwood(50+)
-------------
"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: 47908
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 »

Here be posted new Tribal variants:
Because time passes, and, Shemarrian technology being a ‘living’ technology, older designs are continually being updated, upgraded, repurposed, and traded and acquired by more Tribes.

* EcoS-K-52ArW Slingtail
(aka ‘Icetail’, ‘Snowballer’)

“Don’t you hate the feeling of icy slush running down the back of your neck? This is sorta like that, only worse. It’s a TON of ice coming down on the back of your neck and your head.”

Aurora Warrior modification fitted with a TW PPE powerstone and device in the tail claw, allowing it to produce and throw Ten Foot Balls of Ice; the added force from the tail catapult adding range and damage.
The claws have also been fitted with IceBlade spells and the ability to project Shards of Ice, waving the claws as they spray icy projectiles. The warmount can also spit freezing liquid that can be shaped into a temporary fortification or structure as a Wall of Ice.
Changes/Modifications:
PPE Generator:
PPE Capacity:‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
TW Spell Projectors:
Range:(Frost Blades) 3 ft range beyond end of claws
(Shards of Ice) 1,200 ft
(Ice Ball) 4,000 ft
(Wall of Ice) 60 ft
*(Special) Increase range by 50% if operating in freezing environments.
Damage:(Frost Blades) 4d6 MD per strike
(Shards of Ice) 1d4 MD per shard
(Ice Ball) 3d6 MD on impact, then explodes, 60 ft blast radius, shedding hundreds of icy shards. Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD. Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards. Ships and targets 50 ft and larger will get hit by 2d4x10 shards. Victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. The Ice Ball has 70 MDC.
(Wall of Ice) Puts down a growing wall of ice on the point of impact. Wall will be 80 ft high, 80 ft wide, and 40 ft thick, and have 2,000 SDC/400 MDC. It will persist for 40 minutes(twice as long in freezing environments) before crumbling into normal ice.
Rate of Fire:(Frost Blades) ECHH
(Shards of Ice) Each activation lasts 8 melee rounds, during which the shooter can fire as many shard-bursts ECHH.
(Ice Ball) ECHH
(Wall of Ice) ECHH
Payload: (Frost Blades) 8 PPE per activation
(Shards of Ice) 8 PPE per activation
(Ice Ball) 25 PPE per shot
(Wall of Ice) 10 PPE per casting


* EcoS-K-75M MonstrApex
(aka ‘Spawner’, ‘Medeape’,’Mamakong’ )

“Even if we don’t have the riders for them, we can unleash a lot of fresh warmounts on the enemy! Give me the time, I’ll whip you up a stampede, a hunting pack, a swarm!”

Variant inspired by such ‘mother-mounts’ as the EcoS-K-35 Monstriark, EcoS-K-107 Stormapod, and EcoS-K-111 HawkMoth. Rather than produce drones, however, the EcoS-K-75M manufactures full-sized WARMOUNTS. To do this, the variant does away with the shoulder-mounted heavy weapons turrets and the personnel decks in the back, instead installing two Assembly Forges in their place. To feed the Assembly Forges, the EcoS-K-75M has two thick feed chutes running along the forelimbs to large intake maws above the wrists(the K-75M thus ‘eats’ with its hands).
To compensate for the loss of offensive firepower from the removal of the shoulder turrets, the EcoS-K-75M mounts three long range laser clusters on the central ‘hump’ in air defense mountings.
The variant also adds a heavy forcefield that completely covers the warmount, though energizing the forcefield requires stopping the Assembly Forges for the duration of shield activation.
The EcoS-K-75M still retains a full crew, but the complement will be made up mostly of Tinkers and affiliated engineering and resource management staff to oversee the Assembly Forges, plus a contingent of security and gunners.
Changes/Modifications:
MDC/Armor by Location:
Assembly Forge Bunkers(2) 400 each
Laser Clusters(3) 250 each
Forcefield 1,200 *Shield Refresh Rate is 10% per melee
Systems of Note:
*Assembly Forges(2)---Each is large enough to produce a warmount of 40 tons mass. It generally takes about 72 hours to turn out a new Warmount of maximum weight. Lesser Warmounts(20 tons or less, or 250 MDC or less) can be turned out within 24 hours.
Weapons Systems:
1) Laser Clusters(3)---These replace the shoulder turrets.
Range: 8,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Bonuses:Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner

2) Hand Bites----Each hand ‘maw’ features a set of grinder blades for chewing up raw materials for use in the Assembly Forges; 2d4x10 MD on a chewing ‘bite’.
-------------
"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: 47908
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 »

Here be posted yet MORE new Tribal Warmount variants:

*EcoS-K-118 Multitorpid

“For such a small tribe, the Gothecs have some big ideas, and the attention of folks who can make those ideas bigger.”

This superheavy warmount, designed by the small Clan Gothec and realized in production by the DarkWaters, has recently appeared with other Tribes as well, with large numbers in the ranks of the Skullcrushers and Silvermoons, though what the latter two Tribes traded to the DarkWaters and the Gothecs in exchange for the templates remains unknown as of posting. The Horrorwoods have also been seen using a version of the Multitorpid, and it is rumored that other tribes are expressing an interest in what many consider to be a superheavy version of the EcoS-K-1 Monstropede with regards to cargo- and artillery-hauling.

-EcoS-K-118Sc--- Recently the Skullcrusher Tribe has been observed using this Clan Gothec-designed superheavy warmount. The Skullcrushers use a ‘stretched’ model with nine trailing body segments instead of three, making for a massive ‘land train’ able to carry plenty of cargo, troops, and heavy weaponry.
The EcoS-K-118Sc makes provision for outfitting the modular tail-bodies with heavier artillery, such as the Skullcrusher gatling cannon.
To accommodate the extra weight and heavy recoil of the larger projectile weapons, the legs have been reinforced, and a small pulse laser added to each knee joint in a protruding armored ‘thorn’.
Changes/Modifications:
MDC/Armor by Location:
Main Body(9 segments, 650 each) 5,850 total
Legs(36 ) 125 each
Leg Lasers (36 ) 125 each
Length: 229 ft
Width: 18 ft
Weight: 150 tons
Weapons Systems:
Weapons systems 1-6 remain unchanged, but the following are added:
7) Body Segment Heavy Weapons(9)----Considered an option on the original Multitorpid, the Skullcrushers consider it virtually mandatory to mount a heavy weapon on at least ONE of the body segments. A fully armed Skullcrusher Multitorpid is an arsenal of heavy firepower.
a) 81mm Mortar---A copy of Free Quebec’s GBM-7-70M1 High Power Mortar
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
Rate of Fire: Single shot, EGCHH.
Payload: 75 rounds

b) Twin Boom Gun---Two RG-14 ‘Boom Guns’ on a tandem mount.
Range: 11,000 ft
Damage: 3d6x10 MD single shot, 6d6x10 MD per simultaneous dual shot
Rate of Fire: EGCHH
Payload: 1,000 rds per gun

c)‘Goddess Hammer’ Gatling Cannon---This weapon consists of six rail gun barrels(adapted from the Shemarrian ‘carbine’) in a gatling arrangement, set for rapid-fire, trading range for sheer volume of fire. At full auto, the damage spread of this weapon is devastating and has been known to shred robot vehicles and smash down fortifications in a single melee! The devastation the ‘Goddess Hammer’ can dish out is matched only by the thundering racket it makes spitting out rounds. This weapon was originally developed by the Wolf’s Path Tribe, but has since begun appearing in other Tribes as the result of trade.
Range: 4,000 ft
Damage: 2d4x10 MD per round, 4d6x10 MD for a three shot burst, 8d6MDx10 for a six shot burst(!)
Rate of Fire: ECHH
Payload: 820 shot drum

d) 30mm Quad-Cannon--Four 30mm cannon in an antiaircraft mounting. It is also capable of engaging ground targets. Tends to burn through its ammunition supply fairly quickly, though, requiring frequent resupply.
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per SINGLE gun firing. All four guns going at maximum rate of fire simultaneously do a whopping 3d6x40 MD!
Rate of Fire: ECHH
Payload: 1,600 rds, 400 rds per cannon
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner

e)’SkullShatter’ Cannon---This is a heavy weapon based on the Wolf’s Path ‘Goddess Hammer’ cannon, which was essentially several Shemarrian carbine rail guns bundled into a gatling gun arrangement for rapid fire. The Skullcrushers, after much effort, managed to acquire the schematics for the weapon so they could make their own, but also went about producing an even heavier long-barreled version using standard 6000-series rail guns instead of the shorter 4000-series carbines. The resulting half-ton weapon is too heavy for individual foot soldiers to carry, but it can be hefted by Skullcrusher Necriants, or vehicle/War Steed-mounted.
Range: 6,000 ft
Damage: 2d6x10 MD per round, 6d6x10 MD for a three shot burst, 1d6MDx100 for a six shot burst(!)
Rate of Fire: ECHH
Payload: 820 shot drum per cannon.

f) Heavy Particle Beam Cannon
Range: 6,000 ft
Damage: 3d6x10 MD per blast
Rate of Fire: Three times per melee
Payload: Effectively unlimited

g)’BlackHammer’ Laser/Missile Cannon
Weight: 1.2 tons each
MDC: 300
Range:(Laser)6,000 ft(triple in space)
(Mini-Missiles) 1 mile (double in space)
Damage:(Laser) 2d6x10 MD per blast
(Mini-Missiles) Varies by Missile Type
Rate of Fire:(Laser) ECHH
(Mini-Missiles)Volleys of 1-4
Payload:(Laser) Effectively Unlimited linked to a nuclear power plant. Otherwise, has a 25 shot onboard battery or a 20 shot regenerating powercell that recharges at 1 shot every 30 minutes.
(Mini-Missiles)30 rd drum
Special Features:
*Laser Sighting(+1 to strike)

h)‘Longstryke’ Heavy Rail Gun
Weight: 2 tons each
MDC: 250
Range: 11,000 ft in atmosphere, 22,000 ft in space
Damage: 3d6x10+10 MD per single shot.
Rate of Fire: ECHH
Payload: 36 round heavy drum(the mounting body segment can hold three drums for a total of 108 rds. A dedicated cargo segment can hold six drums)
Special Features:
*Laser Targeting(+1 to strike)

8 ) Leg Lasers(36 )---Each leg now mounts an armored protrusion at the knee, holding a small pulse laser. The Multitorpid-Sc can thus throw a veritable SHEET or broadside of photonic death at enemies attempting to approach from the flanks.
Range: 3,000 ft
Damage: 3d6 MD single blast, or 4d8x10 MD for all 18 lasers on a side firing on the same target(made possible by both servos in the laser mounts and the positioning of the legs themselves)
Rate of Fire: ECHH
Payload: Effectively Unlimited

-EcoS-K-118Sm--- The Silvermoons variant is virtually identical to the Skullcrusher variant with regards to the reinforced legs and lateral lasers, and the near-mandatory inclusion of at least one heavy weapon on a body segment, raising some questions as to how much the Silvermoons and Skullcrushers collaborated on acquiring the Forge templates for the Multitorpid. The major differences, however, are that all laser weapons have been modified for greater range and damage, and the whole warmount is clad in laser-resistant chrome sheathing.
Changes/Modifications:
MDC/Armor by Location:
Main Body(9 segments, 650 each) 5,850 total
Legs(36 ) 125 each
Leg Lasers (36 ) 125 each

-Laser-Reflective Armor---Lasers do HALF damage.
Weapons Systems:
Weapons systems 1-6 remain unchanged, but the following are added:
7) Body Segment Heavy Weapons----
a)Twin Tri-Laser---Adapted from the Glitterboy No. 7 of South America, the plans of which were supposedly given to the EShemar by sympathetic trade partners. Two tri-lasers are mounted on a tandem mount.
Range: 8,000 ft
Damage: 2d4x10 MD per blast, 4d4x10 MD per simultaneous dual shot
Rate of Fire: EGCHH
Payload: Effectively Unlimited

b) Heavy Particle Beam Rifle---Orbital-style
Range: 11,000 ft in atmosphere, 22,000 ft in space
Damage: 4d6x10 MD per blast
Rate of Fire: ECHH
Payload: 25 blasts, recharges at a rate of 1 blast per minute

c) ES-Sm-M2 ‘Silver Thunder’ 155 mm LB Massdriver Cannon---This weapon is so heavy it takes up an entire specially modified body segment, and requires several dedicated body segments to carry its ammunition. However, the mobility afforded the gun aboard the Multitorpid is considered worth it.
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)
Each dedicated body segment cargo compartment can hold up to 10 tons of ammunition.

8 ) Leg Lasers(36 )
Range: 3,000 ft
Damage: 3d6 MD single blast, or 4d8x10 MD for all 18 lasers on a side firing on the same target(made possible by both servos in the laser mounts and the positioning of the legs themselves)
Rate of Fire: ECHH
Payload: Effectively Unlimited

-EcoS-K-118Hw---(aka ‘Marathar’) The Horrorwoods recently debuted their version of the Multitorpid with the K-118Hw; it was rumored initially that the Tribe was building their own larger ‘SuperTorpid’, but with several superheavy Warmounts already under their belt or in progress, it was ultimately decided by the Tribal elders that it would be easier and more expedient to simply trade for the templates to the K-118, rather than effectively it. Like the Skullcrusher and Horrorwoods variants before it, the Horrorwoods have adopted a nine-segment configuration and the ‘knee lasers’. However, the Horrorwoods are more apt to fit their warmounts with missile launchers able to throw Vine Missiles and other biotech ordnance. The few K-118Hws sighted thus far have been engaged in canal-digging and forest seeding, using mine and missile launchers to spread seed pods far and wide, and expanding the Horrorwoods’ tailored hybrid electrocologies.
Changes/Modifications:
MDC/Armor by Location:
Main Body(9 segments, 650 each) 5,850 total
Legs(36 ) 125 each
Leg Lasers (36 ) 125 each
Weapons Systems:
Weapons systems 1-6 remain unchanged, but the following are added:
7) Body Segment Heavy Weapons----
a) Mine Launcher---Mine warfare variant, mounting multiple tube mine dispersal batteries in place of missile launchers. Each launcher consists of 40 tubes each, with 5 mines in each tube. Can also be used to spread surface sensors instead of mines.
Range: Submunitions can be launched up to 300 ft out to either side of the mech’s path.
Damage:
(HE mine) 5d6 MD to 10 ft area
(Fragmentation Mine) 4d6 MD to 18 ft area
(Vine Munition) Equiv. to a Vine Mini-Missile;MDC: Vines 15 MDC, root bundle 30, -5 to strike due to vines moving about it. Heals 1d4 MD per melee round.
Damage: 2d6 upon impact. Plus plant bundle rooting.
Anything struck by the missile or within 5 feet of it is immediately strike with vines, wrapping and entangling limbs. Targets must make a Dodge roll vs vines Entangle +2 roll.
The vines and roots will grow to cover a 10 foot wide area, with powerful vines during the round it was deployed. Any new targets entering its 10 ft area during the round it is deployed must dodge vines attempting to entangle them.
The next melee round the vines are full size and will attempt to attack as well as entangle anything not a Shemarrian or Shemarrian friendly. The plant will have 5 attacks, with 5 vines for slapping, +4 to strike, dealing 3d6 MD and can make an immediate entangle attempt upon a successful strike, +6 to entangle. Once a target is entangled, the target will be transferred to shorter stronger vines, freeing the primary vines for attacking. These smaller vines will do 5D6 MD squeezing damage, with an effective Robotic Strength 30. 3 targets up to 8 feet away can be held and entangled at a time.
Rate of Fire: Volleys of 1-40.
Payload:(5x40) 200 HE/anti-vehicle grenades/ Fragmentation Mines

b) Swarm Hives---Instead of a gun or missile launcher, each body segment can hold deployment hives for techno-insects such as the EcoS-D61cv Carrian Fly, EcoS-D62cv Carapace Beetle, Eshe-R63Cvp Fiery Wing, or Eshe-R241Cvp Sanitateo MicroRobots. These are typically deployed, usually upwind of an enemy position, to swarm and overwhelm opposition forces, but the ‘bots are also often used to seed regions with vegetation and nanite growths, perform mass-innoculations, and perform geo-chemical surveys of areas.
Each body-segment ‘hive’ can hold 12,000 micro-robots.

8 ) Leg Lasers(36 )---Each leg now mounts an armored protrusion at the knee, holding a small pulse laser, or, with the Horrorwoods, an ion blaster.
a) Lasers
Range: 3,000 ft
Damage: 3d6 MD single blast, or 4d8x10 MD for all 18 lasers on a side firing on the same target(made possible by both servos in the laser mounts and the positioning of the legs themselves)
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Ion Blasters---Copied from the Autoconda EcoS-K-123L variant, in addition to throwing artificial lightning bolts, the ion blasters can generate a charged field around the warmount that zaps those who wander too close, and which can deflect certain types of energy weapon blasts.
Range: 2,000 ft
(Shock Zone) 55-ft wide area
*Magnetic Shield-Ion, Neutron, and Plasma weapons are deflected by the shock-field, and do HALF damage. Missiles are deflected 40% of the time by the EM field.
Damage: 4d6 MD single blast, or 4d6x18 MD for all 18 lasers on a side firing on the same target.
(Shock Zone) 3d6 MD per melee caught in the zone of effect.
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
-------------
"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!
I've been so busy lately I haven't finished my one warmount.. Plus I have ideas for a couple variant warmounts, including a possible Clan Armorand Slingtail variant (maybe), and some War Chief/Goddess upgrades that are just sitting in my brain waiting for me to have time!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Nice new additions!
I've been so busy lately I haven't finished my one warmount.. Plus I have ideas for a couple variant warmounts, including a possible Clan Armorand Slingtail variant (maybe), and some War Chief/Goddess upgrades that are just sitting in my brain waiting for me to have time!


Still looking/waiting for a new job, so I have plenty of time, but productivity is cut down by the fact that I have to laboriously write/draw everything on a different computer than the one I post to the internet...damned idiots who I paid to transfer the files from my old machine to the new one didn't tell me that the applications I WANTED transferred and made workable would die on the new platform...so I either haver to find all new software, and new hardware, or maintain the old comp as a dedicated word processor and scanner/art station.

But yeah, if and when you do finish that war mount to plug the number gap in the catalogue, I'll do artwork for it. :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
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:Nice new additions!
I've been so busy lately I haven't finished my one warmount.. Plus I have ideas for a couple variant warmounts, including a possible Clan Armorand Slingtail variant (maybe), and some War Chief/Goddess upgrades that are just sitting in my brain waiting for me to have time!


Still looking/waiting for a new job, so I have plenty of time, but productivity is cut down by the fact that I have to laboriously write/draw everything on a different computer than the one I post to the internet...damned idiots who I paid to transfer the files from my old machine to the new one didn't tell me that the applications I WANTED transferred and made workable would die on the new platform...so I either haver to find all new software, and new hardware, or maintain the old comp as a dedicated word processor and scanner/art station.

But yeah, if and when you do finish that war mount to plug the number gap in the catalogue, I'll do artwork for it. :D


Awesome.. I just forgot what number it was supposed to be :oops:
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taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
Awesome.. I just forgot what number it was supposed to be :oops:

* EcoS-K-129 ;)
-------------
"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
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Re: Shemarrian-related fan creations

Unread post by kronos »

Finally got it done...

Dust Devil
aka Gerridite

The Dust Devil is the first purely developed and constructed Clan Vespa warmount, a cross between a daddy long-legs type of spider and water striders. Eight long thin, but sturdy looking legs holds the thin elongated body high above the ground with 12 feet clearance, with the front pair being shorter than the next set, but ending in wicked claws designed for puncturing heavy armour. Each following set of legs get progressively longer, with the rear legs being the longest, with what appear to be small fins to aid in steering and propulsion on the water. Besides the primary claws on the front legs, the other legs also have what appear to be two long tough hairs that come out of the lower part of the legs that are quite sharp. The head is spider-like with a pair of powerful mandibles for biting and rending anything that gets within reach.
The dust devil is an incredibly fast runner on both land and water, able to cross virtually any body of water at full speed, and even float motionless due to the hydrofuge hair-like structures and hydrophobic leg design that allows it to mimic a water strider insect's ability to walk on water. The inclusion of I-Field technology, first introduced in the Dervish elites, but slightly modified to suit the Dust Devil better, which greatly increases its reflexes, speed and adds more power to its melee strikes, as well as help keep the relatively weaker frame from suffering as much damage from kinetic sources. The incredible speed of the Dust Devil does have some disadvantages, such as creating a creating a noticeable dust, or wake in water, behind it as it travels at high speed, which gives its name, but to maintain the speed, the Dust Devil is lightly armoured and armed.
Dust Devils are generally constantly moving, even when at rest, with the long hairs on the legs constantly twitching, or they pace around a camp, making them good watch creatures as they roam around a Shemarrian encampment constantly. The long hairs on the legs serve several functions, including helping spread the weight of the warmount while on water, vibrate quickly to stir up dust and dirt while on the ground to create a dust cloud around it to help hide it, and are sharp enough to also stab or slash at anything it runs past. Their speed and ability to cross water, and also include the ability to cling to virtually any surface like a spider, makes Dust Devils excellent warmounts for scouts or fast cavalry, unfortunately they aren't heavily armoured or armed. Besides their powerful front claws, mandibles and the sharp hairs on the legs, dust devils also have eye lasers which is standard in all warmounts, a mount weapon mount similiar to the Pyrolyte but lighter, they do have provisions to add a single weapon mount on the abdomen behind the short thorax that the rider sits on, usually light weapons, or one of the weapons that can be fitted on a Monst-Rex, although this can slow the Dust Devil down a little.
The Darkwaters tribe has shown great interest in the Dust devil due to its amphibious capabilities, as well as the Horrorwoods, who've helped produce more for Clan Vespa since their capabilities to create warmounts is still limited. The Wolf's Path has inquired in a few to test their abilities in the scout roles, while the Wayfinders have also shown some interest and considering a few techno-wizard upgrades.

Type: EcoS-K-129 Dust Devil
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot
MDC/Armor by Location:
Main Body 230
Head 90
Forelegs (2) 85 each
Legs(6) 90 each
Optional Saddle 90
Height: 15 ft at shoulder, 17 ft to the top of the back
Width: 4 ft body, 30 ft maximum leg spread 
Length: 24 ft
Weight: 4,500 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms. 
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 300 MPH, able to run at full speed on water, run at half speed on walls and ceilings. Able to float on surface of water while standing.
(Underwater) Able to swim at 30 MPH, but prefers to run along the surface. 
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 Spinsters or at the behest of individual riders/owners. 

*Laser Target Illuminator-----Paints targets for ‘smart’ bombing and target designation. Range: 6 miles.

*Bionic Cybernanite Repair Systems---ALL Dust Devils 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 100 MDC before needing material stocks to convert to MD repair material. 

*I-Field - This is a system very similar to the I-Fields used by the Megaversal Legion. Any incoming physical projectiles (slugs, bullets and missiles) and melee strikes, activates the field to intercept the attack. This works like a parry; the system has a +3 parry the attack; on a success, the missile or projectile is deflected to the side and loses all forward momentum and falls, inert to the ground. Even grenades and impact-activated explosives will not go off. If the parry misses, the attack will strike, but only inflict half damage. The Shemarrian system is a little more sensitive than the Legions, as it will also deflect melee attacks (same parry bonus to roll), as the Shemarrians regularly go against supernatural or powerful opponents in melee combat. The field does not block explosive force or energy attacks (lasers, ion, particle or plasma). The field does lack the limited number of activations.
The I-Field also protects the rider as well as the warmount.

*M-Field - This is the Shemarrian spin on the I-field, directing it toward the user for enhanced speed, reflexes and attacks. For every round the Dust Devil moves, the warmount's speed increases by 20%, up to a maximum of 500% the warmount's original speed, maximum of 1500 MPH. While moving, the Dust Devil also gains a +4 bonus to Dodge. The Dust Devil also gains an additional attack per melee round each round of constant movement, up to a maximum of 5 additional attacks. However, the warmount suffers a cumulative -1 to attacks for each additional after the first attack that round. For example, if the warmount normally has 4 attacks, and has been moving for 3 rounds, gaining an additional 3 attacks, for a total of 7; the second attack suffers -1, third attack -2, fourth -3, and so on up to -7 on the 7th attack.
Another disadvantage of this increased speed is the Dust Devil can not make aimed attack, and called attacks suffer an additional -2 penalty. Ranged attacks are considered wild.
Additionally, all melee attacks by the Dust Devil gain +1 MD damage per round of movement while the M-Field is operational to a maximum of +20 MD.

*Phased Sensor Array - Dust Devils are equipped with phased sensor arrays, designed for greater range and response time, allowing them to detect and respond to threats much faster. Range of all sensors, including visual is 50% greater than standard. If the Dust Devil stands absolutely still, the range is tripled for an amount of time equal to M.E x3 minutes. The warmount will have to remain completely still during this time or range is returned to the warmount's standard range (50% greater than normal warmounts).

*Rider Note - Riders will note the faster the Dust Devil moves, the more difficult it is to use ranged weapons, making aimed or called shots almost impossible once the Dust Devil gets moving over 250 MPH, making lance or long bladed weapons very popular as they can strike as the Dust Devil passes by targets. Special saddles are required to keep riders on the warmount, designed to extend the I- and M-fields around the rider, and designed to extend and create a more aerodynamic shape around the rider the faster the Dust Devil goes, attacks against the rider suffer an additional -4 to strike, requiring a called shoot, which is nearly impossible once the Dust Devil gets moving.

Weapons Systems:
1) Eye Lasers(2)---The massive bulging black bug eyes of the Dust Devil conceal powerful lasers. 
Range: 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)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Mouth Weapon---Mounted between the two pincer jaws of the mouth is a two-barrel rapid-fire weapon. The Dust Devil can carry a light ion sprayer, pulse laser, light machine gun, or flame-thrower, depending in the rider’s preference. Other weapons have appeared in this slot, such as blinding lasers, light plasma cannon, or directed EMP blasters, but these are individual request-customizations. 
a) Ion Pulse Cannon
Range: 2,000 ft
Damage: 4d6 MD per blast, 8d6 MD per two-shot pulse-blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Pulse Laser
Range: 3,000 ft
Damage: 3d6 MD per blast, 6d6 MD per two-shot pulse-blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Machine Gun (7.62mm caliber)---Typically loaded with incendiary tracer rounds
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst, 2d10 MD per 20 rd burst, 1d4x10 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(Advanced High Explosive) 1d4 MD per rd, 1d4x10 MD per 10 rd burst, 2d4x10 MD per 20 rd burst, 4d4x10 MD per 40 rd burst. 
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner. 
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt

d) Flame-thrower
Range: 50 ft for regular fuels, 500 ft for napalm gels
Damage:
(Regular liquid fuels) 5d10 SDC, plus ignition of combustible materials
(Plasma napalm) 3d6 MD burst. A four-shot sustained burst/spray covers an area of 40 ft, doing 2d6 MD to everything caught in the area of effect. 
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire: Standard
Payload: Enough fuel for 50 blasts
Special Features: *Multi-Fuel Capacity


3) VibroClaws(4)---Each of the deceptively fragile-looking legs ends in an array of sharp vibroclaws, typically used for anchoring the Dust Devil to hulls, mountainsides, and other surfaces, but more than capable of being used in an eviscerating kick or armor-piercing spear-punch. 
Range: Melee
Damage: 2d4 MD tear/pry/stab

4) VibroPincers----The mouth features two wicked vibroblade-edged pincers, for tearing into prey. 
Range: Melee
Damage: 2d6 MD on a bite, 4d6 MD on a two-attack pry/chew.

5) Leg Hairs (4) - The rear four legs have a set of long hair-light structures that are incredible sharp and help it move on water and can also create dust storms. These are particularly deadly when the Dust Devil runs past an opponent, shredding legs, wheels or even hulls of ships on water, or add to attacks while grappling or being grappled.
Range: Melee
Damage: 2d4 MD slash +1d6 per 50 MPH over 200 MPH the Dust Devil is moving before the attack.

6) Create Dust Cloud (or water spray) - The long hair-like structures on the legs of the Dust Devil allow it to create large clouds of dust and dirt, or water if on water, to conceal its precise location, creating a cloud (or mist) up to 50 feet in radius around it, blocking vision. The added advantage is attacks through the dirt cloud reduce damage as the debris absorbs some of the damage.
Range: 50 foot radius cloud around the warmount
Damage: None
Duration: As long as the Dust Devil maintains plus 2d4 melee rounds after it stops, depending on wind conditions
Notes: Vision with the cloud is reduced to zero, thermal sensors are at half effectiveness in dirt (water cloud/mist don't affect thermal), motion detection within the cloud is completely unavailable. Attacks from outside the attack deal half damage, if they strike as the dirt, debris and water absorb and deflect weapons fire.

7) Flare/Chaff Launchers (1)---Standard countermeasure launchers.
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: 12 chaff clusters (12 per launcher)

8 ) (Optional) Modular Weapons (1)---The Dust Devil has provision for abdomen-mounting one weapon similar to those standard to the Monstrex.
In the alternative, these hardpoints can be used to mount aircraft-style jamming pods that gives radar-guided weaponry a -4 to strike the Warmount. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike).
Alternatively, they can be used to mount a mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius.
Mounting a weapon reduces the speed of the Dust Devil by 20%.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience, giving the Warmount a more ‘living’ presence and personality. Dust Devils tend to have frenetic, anxious, personalities, fairly quivering with energy and twitching and moving with barely-reined-in energy. In combat, they are vicious quick-moving predators well-suited for hit-and-run attacks. 
Typically has the same basic programming as for the Monstrex, plus the following: 
Pilot Jet Ski 70%(+5% per level of experience)(for maneuvering purposes). 
Land Navigation 75%
Climb 90%
+3 to Perception checks as they are constantly moving and watching everything around them, particularly useful for watching out for obstacles, traps or other dangers while they move about so quickly.

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Dust Devil intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage (Detect Ambush, Detect Concealment), Wilderness (Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
Initiative +3 (+1 from the Ecotroz entity for a total of +4)
Dodge +4
Automatic Dodge +5
Strike +1 (+2 w/ ranged weaponry) 
Roll +3
Bite 2d6 MD, 
Power Bite/Chew(2 attacks) 6d6 MD 
Kick/Punch 2d4 MD
Leap Pounce (2 attacks) 7d8 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Pyrolyte an aura and behavior more befitting a sentient being than a robot. 
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, 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).
Last edited by kronos on Sun Jul 15, 2018 8:46 pm, edited 1 time in total.
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Here's a Radiant Edge Tribe Rite of Upgrade available to those who earn it.

Gamma Augmentor

A Rite of Upgrade produced by the Radiant Edge that allows those who spend great amount of time within radiation fields to gain strength, temporarily from the harmful energies. The Upgrade allows the equipped Shemarrian while within an area affected by radiation to increase their strength, speed or weapons damage, depending on the level of radiation.
The Upgraded Shemarrian gains the following abilities:
Augment Abilities - While within an area affected by radiation, the Upgraded Shemarrian can choose to enhance one of the following: Strength, Speed, Built-in Ranged Weapons. Depending on the strength of the radiation will determine amount of enhancement.
Strength can be augmented by +2 in Lightly radiated areas, +5 in Moderately radiated areas, +8 in Heavily radiated areas, +12 in Extremely radiated areas.
Speed can be increased by 10% in lightly radiated areas, +20% in moderately radiated areas, +30% in heavily radiated areas, +40% in extremely radiated areas.
Enhance Built-in energy weapons by +1 damage in lightly radiated areas, +1d4 in moderately radiated areas, +1d6+1 in heavily radiated areas, and +2d4 in extremely radiated areas.
Duration: As long as within the radiated area plus an additional 1d4 melee rounds after leaving the field.

Irradiate Ammunition - The Shemarrian has a miniature Rad-Imbuer installed within their torso, able to hold 20 Shemarrian railgun rounds, or up to 2 light vehicle weapon rounds, taking 10 minutes - 1 minute per level of radiation above light radiation to imbue the ammunition with the properties of DU ammunition.

Neutralize Radiation - The Shemarrian can effectively function as a Radiation Sponge Post, covering a 30 foot area centered on the Shemarrian, creating a radiation free area, granting anyone within the area +4 to saves against radiation effects, can even connect to devices or eclips and power them like a Radiation Sponge Post. This ability can be activated at will, but takes 1d4 melees to create the radiation free area, and can not move faster than 30 MPH while maintaining the field. Can not benefit from the Augmented abilities while this ability is active.

Store Radiation - The Shermarrian is able to store enough radiation energy to use their Augment Abilities as if in a Moderately radiated area for 5 minutes, or a Lightly radiated area for 20 minutes. Alternately can use this stored radiation to Irradiate ammunition 5 times before the stored radiation is all used up.

Restrictions: NeShemar are unable to gain this Rite of Upgrade unless they are a full conversion cyborg. Unable to have additional internal weapons installed after this Rite of Upgrade is installed. Can not have additional armour or skin/coating upgrades such as laser resistant coatings, heat or cold resisting upgrades, kinetic-thermo armour upgrades, or extensive stealth upgrades.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Finally got it done...

Dust Devil

The Dust Devil is the first purely developed and constructed Clan Vespa warmount, a cross between a daddy long-legs type of spider and water striders. Eight long thin, but sturdy looking legs holds the thin elongated body high above the ground with 12 feet clearance, with the front pair being shorter than the next set, but ending in wicked claws designed for puncturing heavy armour. Each following set of legs get progressively longer, with the rear legs being the longest, with what appear to be small fins to aid in steering and propulsion on the water. Besides the primary claws on the front legs, the other legs also have what appear to be two long tough hairs that come out of the lower part of the legs that are quite sharp. The head is spider-like with a pair of powerful mandibles for biting and rending anything that gets within reach.
The dust devil is an incredibly fast runner on both land and water, able to cross virtually any body of water at full speed, and even float motionless due to the hydrofuge hair-like structures and hydrophobic leg design that allows it to mimic a water strider insect's ability to walk on water. The inclusion of I-Field technology, first introduced in the Dervish elites, but slightly modified to suit the Dust Devil better, which greatly increases its reflexes, speed and adds more power to its melee strikes, as well as help keep the relatively weaker frame from suffering as much damage from kinetic sources. The incredible speed of the Dust Devil does have some disadvantages, such as creating a creating a noticeable dust, or wake in water, behind it as it travels at high speed, which gives its name, but to maintain the speed, the Dust Devil is lightly armoured and armed.).


Kronos? Have you been reading my notes/brain again? Because I swear...a giant water-strider was what I was working on next after -139.

Oh well, that saves the trouble of writing it...

but I'll loan you the name I'd assigned the project, as an alternate name for the Dust Devil...'Gerridite', after the family Gerridae :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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:Finally got it done...

Dust Devil

The Dust Devil is the first purely developed and constructed Clan Vespa warmount, a cross between a daddy long-legs type of spider and water striders. Eight long thin, but sturdy looking legs holds the thin elongated body high above the ground with 12 feet clearance, with the front pair being shorter than the next set, but ending in wicked claws designed for puncturing heavy armour. Each following set of legs get progressively longer, with the rear legs being the longest, with what appear to be small fins to aid in steering and propulsion on the water. Besides the primary claws on the front legs, the other legs also have what appear to be two long tough hairs that come out of the lower part of the legs that are quite sharp. The head is spider-like with a pair of powerful mandibles for biting and rending anything that gets within reach.
The dust devil is an incredibly fast runner on both land and water, able to cross virtually any body of water at full speed, and even float motionless due to the hydrofuge hair-like structures and hydrophobic leg design that allows it to mimic a water strider insect's ability to walk on water. The inclusion of I-Field technology, first introduced in the Dervish elites, but slightly modified to suit the Dust Devil better, which greatly increases its reflexes, speed and adds more power to its melee strikes, as well as help keep the relatively weaker frame from suffering as much damage from kinetic sources. The incredible speed of the Dust Devil does have some disadvantages, such as creating a creating a noticeable dust, or wake in water, behind it as it travels at high speed, which gives its name, but to maintain the speed, the Dust Devil is lightly armoured and armed.).


Kronos? Have you been reading my notes/brain again? Because I swear...a giant water-strider was what I was working on next after -139.

Oh well, that saves the trouble of writing it...

but I'll loan you the name I'd assigned the project, as an alternate name for the Dust Devil...'Gerridite', after the family Gerridae :D


Great minds think alike. I've had this on the brain for quite awhile.. since.. we hit around 100 warmounts, I just didn't have it fully fleshed out. I'll add Gerridite to the Dust Devil.. I couldn't think of a good name for it myself.

I'm still working on how my Armorand Slingtail is going to work.. And I have some ideas for some more Vespa stuff.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

I'll be posting another new war mount soon, too. tomorrow.
Then maybe back to NPCs and starships.
And hey, page 91! We're that much closer to making this a 100-page thread!
-------------
"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-139 Phytolite
(aka ‘Dethblossom’, ‘HellRose’, ‘Carnage-Carnation’, ‘StranglerRose’, ‘Saweed’, ‘Artichoker’, ‘Krakenbush’, ‘SpiderRose’, ‘SlayFlower’. ‘BattleBlossom’)

“That mountain over there is OVERGROWN in giant flowers! How beautiful!”
“Actually that’s the late Warlord Zol’s Tower of Power, and those aren’t flowers, they’re part of the taskforce that overthrew him.”

“These things are no wilting daisies, I can tell you right off. They’re more like roses from Hell.”

“The forest...it will eat you alive.”

The success of the botanically-stealthed EcoS-K-109 Legem led the Horrorwoods to consider an even more radical warmount continuing in the theme of plants.
The Phytolite resembles a giant sunflower bloom atop a radial tangle of articulated vines and stems. It is often mistaken for some sort of monstrous alien motile carnivorous plant, especially when encountered stalking through dense jungle.
Being radial in symmetry, the Phytolite has neither front nor back, and can move with surprising agility back and forth. The rider sits in the center of the giant bloom, shielded partially by the blossom’s many petals. In an emergency, heavy combat, or at night, the petals can enclose the rider completely.
Multiple tendrils and tentacles give the warmount the ability to entangle prey with ease, and the Warmount is sometimes mistaken for a Stilt Spider(despite the fact that the EShemar HATE the giant predators). Ranged combat is provided by a ring of small laser ‘eyes’ encircling the ‘blossom’ and a variety of projectile spikes and possible chemical weapons. An interesting addition is several generation pods for creating ‘straw warriors’, largely organo-composite sub-automatons that can act as combat auxiliaries and recon units.
The Phytolite is often chosen as a personal warmount by Horrorwoods War Chiefs, the warmount’s slow speed(relative to regular mounts like the Monstrex) being considered less of a handicap in the dense forests and jungles the Horrorwoods favor. However, the Phytolite is also surprisingly often made available to NeShemar, such the Dryan conversions. Sightings of the green-skinned Dryans nestled inside the center of the sharp-edged armored petals of the snake-vined and steel-thorned warflower have drawn comparisons to the deadly symbiotic team-up of the Trysia Faerie and carnivorous Lankton’s Knot(See Rifts World Book 26: Dinosaur Swamp). The few times this Warmount has been definitely connected to the EShemarrians, it’s only provided further fuel for the rumors that the Shemarrians are some sort of plant-Elemental d-bees.
Besides the Horrorwoods, the Silvermoons, the Wayfinders, Clan Vespa and the SkyeKlad have evinced interest in the new warmount.

Type: EcoS-K-139 Phytolite
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 370
Blossom Cockpit* 150
Eye Lasers(20) 15 each**
Vine Arms(12) 65 each
Whip Tendrils(6) 45 each
Weapon Pods(2) 100 each
Straw Warrior Pods(4) 100 each
Stem Legs(6) 100 each

*The blossom walls offer partial cover to the rider, and attempts to target the rider and passengers are at -6 to strike.

**These are very small targets and are -5 to strike, even on a called shot.

Height: Main core is 9 ft tall, but with legs and tentacles fully extended, the Phytolite can stand up to 60 ft.
Width: 15 ft in diameter. Legs can span out as wide as 50 ft.
Length: 15 ft in diameter. Legs can span out as wide as 50 ft.
Weight: 5 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 45
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 90 MPH
(Leaping) 35 ft up/across. Running leap in excess of 60 MPH adds 1d4x10 yards lengthwise and 25 ft in height.
(Climbing) Excellent climber; equivalent to 95%
(Flying) Not possible
(Space) Not possible; has no space propulsion.
However, the Shemarrians have been known to wrap these warmounts in ablative drop-pods and deploy them to a planet’s surface from orbit.
(Underwater) Can float and paddle slowly, but effectively, at a modest 6 MPH(‘Water Lily Mode’).
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 Phytolites 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 120 MDC before needing material stocks to convert to MD repair material. In the field, the Phytolite will typically take root on MDC wreckage or corpses, and absorb material through its root system.
Unlike ‘carnivorous’ warmounts, the Phytolite CAN make its own MDC from scratch, absorbing minerals in the soil. This is slow and irregular, though, and the Warmount typically can gain/create only 1d8 MDC per hour in most soils, 3d6 MD per hour in metal-rich regions.

*Prowl Capability---Wide, padded, and multiple root-feet distribute the Phytolite’s heavy weight more evenly, and the warmount can move with surprising restraint and deliberation, resulting in a prowl ability of 70%, although the giant warmount cannot be moving at anything faster than a slow 3.5 MPH(Spd 5).

*Anchor Pylons---The Phytolite is fitted with Glitterboy-style laser pylons on each of its legs that canburrow into hard rock/concrete and root-anchor the Warmount in place against being pulled up, knocked over, and uprooted by mechanical action or concussive blasts(such as ‘daisy-cutter’ munitions).

*Ground Sensor Probes---Each of the Phytolite’s root-legs has a seismic probe and vibration-sensitive ground-phones. When in use the seismic probe stabs into the ground, and emits ultra-low frequency sound waves, acting as a sort of subterranean sonar. The return waves are detected by ground sensors in the Legem's feet, and the Warmount’s AI compiles a graphic map of the underground topography. This has proven to be an extremely useful tool for locating buried ruins, charting geological resources, and finding underground installations.
Note that when in Active Mode characters with amplified/enhanced hearing, like Dog Boys or cybernetic Ultra-ears, standing within 500 feet of the Phytolite will hear an annoying low-key buzz, and may feel nauseous/suffer from headaches if exposed to the noise for more than a minute.
Ground scans will take 2-4 times as long as a standard radar/sensor sweep. Typical range on a ground scan is 1,000 ft. .
In passive mode, the Ground Sensors can be used alone to listen for underground activity, such as burrowing animals, tunneling vehicles, water running thru pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to a mile away.

* Chameleon Stealth---- The Warmount is sensor-stealth-sheathed in ‘brilliant’ materials that adapt to match both the surrounding colors and textures; -25% for others to Detect Ambush/Detect Concealment, +10% to prowl, and has a 60% chance of remaining undetected if standing still(75% if standing in dim/indirect light). Has only a 15% chance of showing up on radar/motion detection systems, and is, combined with the existing thermal shielding, only 10% likely to show up on thermal sensors. It takes 1d4 melees for it to ‘blend’ with its surroundings.
The same camouflage system can also work to the opposite effect, endowing the Warmount with the ability to assume bright colors and patterns, making the Phytolite arguably one of the beautiful and colorful of the EShemar warmounts(a distinction shared with the Majestrex, Lepidopterror, Quetzal, Chromanid, and Lavoenix ).

* Escape Pod---The Phytolite is one of the few Warmounts that has an integral rider ejection/escape pod feature. The innermost petals can wrap around the rider and do a rocket-assisted launch and flight(hopefully out of immediate danger) of up to 5 miles away. The escape pod features deployable airfoils for a soft landing, and chameleon stealth to hide the bailout upon landing, if immediate exit and escape is not possible.

Weapons Systems:
1) Eye Lasers(20)----The ‘head’ or central blossom of the Phytolite is ringed with eye lasers, giving the warmount a 360-degree arc of sight and fire. Up to FIVE lasers can be brought to bear on the same target.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 1d6x10+25 MD per five-eye blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Shooting Thorns----The outer petals of the ‘head’ conceal a ring of regenerating spikes that can be fired off as projectiles.
Range: 1,000 ft
Damage: 1d8 MD per spike
Rate of Fire: Volleys of 1-10 spikes
Payload: 80 spikes
Regenerates spikes at a rate of 10 an hour

3) Vine Tentacles(12 )---Emerging from around the circumference of the main body are twelve long robotic tentacles that can reach to grab opponents, stab, and crush. They are also used to climb, gather vegetation, and guy the warmount in place. The vines are based on those generated by the Heavy Vine Missile.
Range: 30 ft
Damage: 6d6+4 MD and can make an immediate entangle attempt upon a successful strike, +10 to entangle. Once a target is entangled, the target will be transferred to shorter stronger vines, freeing the primary vines for attacking. These smaller vines will do 9D6+6 MD squeezing damage, with an effective Robotic Strength 40.

4) Weapons Pods(2)----Two leaf-pods can be dedicated accessory weapons modules; the favored configuration is launchers for Vine Missiles; each pod can hold 18 Mini-missile Vine Missiles, OR 9 short range missiles, OR 5 medium range missiles(CANNOT carry long range/heavy Vine Missiles).
In the alternative, the pods can hold a modular weapon identical to those available to the Monstrex.

5) Straw Warrior Pods(4)----The Phytolite has the limited ability to grow and deploy Straw Warrior drones from four leaf-pods, Each pod can generate, if supplied with enough materials, the seed-pod of a new Straw Warrior every 48 hours.

6) Whip Tendrils(6) ---Dangling from the sides of the central body are six long tentacles that can act as prehensile limbs, or can lash like giant bullwhips.
Range: 50 ft reach
Damage: Crush/Squeeze 2d6 MD per melee of pressure
Tentacle Strike 1d8 MD
Tentacle Stab 3d6 MD
Tentacle Power Strike(counts as two attacks) 5d6 MD
Options: The Whip Tendrils can be modified with any of the following:
*Neural Whip---This is simply a long superconducting cable that acts as an elongated and flexible neural mace with regards to effects.
Damage: 2d4 SDC
(Neural Zap) Identical to the Neural Mace; 2d4 SDC, and victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes.
Note: MDC construction: 25 MDC.

*Adhesor Whip---This whip has small molecular adhesion pads, on the end for picking up small objects, trapping and entangling an opponent’s limb(or neck) and even for use as an impromptu climbing grapple. If the user is strong enough, or the entangled person desperate enough to tear free, the molecular adhesion pads can painfully rip off a swath of skin(typically 1d4 SDC).
Damage: 2d4 SDC
Bonuses: +1 Entangle. If used in climbing, adds a +5% to the Climbing skill.
Note: MDC construction: 25 MDC.

*Nematocyst Whip---The whip has an adhesion pad that allows it to stick to exposed flesh, which allows tiny injector ports in its tip to deliver skin-contact poisons or sedatives. A replaceable/refillable reservoir(can hold up to 10 doses) in the handle pumps the chemicals out to the ejector ports.
Damage: 2d4 SDC, plus chemical effects.

7) Chemical Spray---Pores in the outer petals can squirt various aerosol agents.
Range: 100 ft, and can be narrow-spray or area of effect(typically a 30 ft wide area)
Damage: Varies by chemical. If filled with water, each blast does 5d6 HP to vampires.
Rate of Fire: ECHH
Payload: 60 doses of up to 5 different chemicals each(or 300 applications total). The Phytolite does NOT have an onboard microfac to replenish the reservoirs.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has the standard Monstrex base programming, plus the following:
Camouflage 50%(+5% per level of experience for Ecotroz entity)
Blending 60%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Phytolite 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: 9
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +4 (+3 w/ ranged weaponry)
Roll +3
Parry +6
Entangle +10
Bite 1d6 MD
Vine Tentacle Strike 6d6+4 MD
Crush/Squeeze 9D6+6 MD
Whip Tendril Crush/Squeeze 2d6 MD per melee of pressure
Tentacle Strike 1d8 MD
Tentacle Stab 3d6 MD
Tentacle Power Strike(counts as two attacks) 5d6 MD
Kick-Stab 3d6 MD
Root Jab 1d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Phytolite an aura and behavior more befitting a sentient being than a robot. The Phytolite is a patient, meticulous, ambush-predator, able to hold position for hours, even days and weeks, to establish an optimal hunting lurk. Can also slowly prowl through thick forest and jungle to sneak up on unsuspecting prey. Phytolites are not so much ‘conversationalists’ as empathic communicators, and dedicated riders become accomplished at patiently picking up on the subtle nuances of the plant-Warmounts.

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 ), 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).

Options:
*Frond Shielding---This adds an outer layer of leaves/petals that act as a standoff barrier to trigger armor piercing warheads prematurely and keeping them from making a more lethal contact angle with the warmount’s main body.
A Splintershield offers only modest protection against conventional attacks; a typical screen has only 30-45 MDC. However, it still has some effectiveness as defeating missile attacks; on a ‘To Strike’ roll of 6-7, Armor-Piercing missiles bash themselves on the outer leaves, doing only 1d4 MD, and on a 8-10, do only HALF damage due to premature detonation or redirect of their kinetic force.

*Razor Armor---This adds a set of three extra outer layers of armored, razor-edged petals that are set to rotate at high speed counter to each other, forming a giant grinder or buzzsaw, slashing anybody attempting to directly attack the central core. Ironically, the buzzsaw armor also makes the Phytolite an excellent platform for clear-cutting. The outer layering adds +120 MDC to the main body armor, and the rotating blades do 2d4x10 MD in melee combat.

*Sub-Blossom Weapon Blooms(1-4)---A later addition/Upgrade suggested by the Horrorwoods, this option upguns the Phytolite with 1-4 ‘trumpet’--style sub-blossoms on the end of articulated stalks.
Each sub-blossom has 70 MDC and can be fitted with ONE of the following:
a) Laser Blaster
Range: (Laser Designator) 50,000 ft
(Pulse Laser) 3,000 ft
Damage: (Laser Designator) None; ‘paints’ targets for laser-guided weaponry.
(Pulse Laser) 4d4 MD single shot, 1d4x10 +10 MD per triple shot burst
*Variable Frequency Capability---This is less to defeat laser-resistant armors, and more to allow multiple designators to paint different targets for different weapons..
Can adjust the combat frequency to do maximum damage within 1d4 melees
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Ion Blaster
Range: 1,600 ft
Damage: 5d6 MD single shot
(Scatter-Shot Mode) Reduce range to 400 ft, but does 4d6 MD to a 12 ft wide area.
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Plasma Blaster
Range: 1,000 ft
Damage: 5d6 MD per shot, 2d4x10 MD for a four-shot burst
(Scatter-Shot Mode)Reduce range to 500 ft, but does 4d6 MD to a 15 ft wide area.
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the weapon. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike if not properly braced).
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Particle Beam Blaster
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Rocket Launcher---Fires short-range rockets derived from Russian cyborg weaponry.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: Volleys of 1-10 rockets
Payload: 50 rds

f) Stake Launcher--Fires specially hardened wooden stakes
Range: 2,000 ft
Damage: 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius
Rate of Fire: Volleys of 1-10 stakes
Payload: 50 stakes

g) Grenade Launcher
Range: 3,000 ft
Damage:(Frag rounds) 4d6 MD to a 12-foot radius.
(AP rounds) 1d4x10 to a 3-foot blast radius.
( Plasma rounds) 1d4x10+10 to a 5-foot radius.
(Cluster Grenade)---This grenade is packed with several submunitions based on the Rifts Earth 23mm ‘finger bomb’ explosives. The 40mm ‘bus’ carries eight 20mm bomblets, and ‘shotguns’ them over a 10-16 ft radius(depending on how the shooter fuses the round), each doing 2d4 MD to a 10 ft area(so it is possible to have overlapping areas of destruction).
(Incendiary Cluster Grenade)---Same as the Cluster Grenade, only the round distrubutes up to eight incendiary mini-grenades. A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees.

Other specialized rounds are also available; the Wayfinders have been known to use TW grenades, the Silvermoons photonic weapons, the Sapphire Cobras nanite distributors, the Ghost Riders EMP generators, and the Lost Eclipse psychochemical rounds.

Rate of Fire: Bursts of 1-5 grenades
Payload: 60 grenades

-Faux Magic---Inspired by ARCHIE-3’s Spell Approximation systems
*Summon and Control Insects---What look like a swarm of 1d4x100 gnats summoned by the Phytolite are really the flying equivalent of RMK button drones. The tiny robots can do little other than buzz around, land on objects and people, and generally behave as pests. They can bite, but their bite does no real damage and is more like a horsefly’s stinging bite. They can land on targets and act as tags(show up as passive reflectors to an active radio ‘ping’). Have a flying speed of 20, and a battery life of 20 minutes before needing to land on the Phytolite and recharge via induction. Other variants include ‘fireflies’ with LEDs, ‘squitos’ with blood-drawing capability(does minimal damage, but can acquire blood samples), and ‘buzzers’ which emit a harsh buzzing sound.
In the alternative, the warmount can spray tailored pheromones around itself or on specific targets to attract specific types of insects.

*Hive Pods---This replaces one or more of the Straw Warrior Pods with ‘hives’ for deploying insect-style microbots(such as the ones mentioned above). Each dedicated hive-pod can hold up to 1,500 microbots.

*Create Leaf Armor---This is really just the rapid weaving of light megadamage plastic fronds into crude(non-EBA) armor akin to a tunic, poncho, or cape. These suits weigh about 5-10 lbs and have 1d4x10 MD, and typically have no to -5% prowl/movement penalty. It takes the Phytolite about 2d4 melees to weave a suit around a cooperative recipient. Each use of this power subtracts MDC from the regeneration reservoir until it is replaced.

*Earth Healing----This replaces one or more of the Straw Warrior Pods with a technological regeneration pod able to hold a human-sized lifeform. The pod regenerates 6d6 MD per hour for Shemarrians and Shemarrian cyborgs, 4d6 MD per hour for everybody else, or 3d6 MD per hour for megadamage organic lifeforms, 1d4x10 SDC per hour for SDC organics. In a critical injury situation, the pod can put the patient into a state of medical stasis.

Variants:
*EcoS-K-139Sm01---(aka ’Sunflower’) Silvermoons variant, the petals being coated in laser-reflective chroming. The eye lasers have been modified for greater range and power, and oriented such that the blossom can act as a giant reflector and concentrator for combining multiple weaker beams into a more powerful coherent single laser. This variant is known to have be deployed in mass by the Silvermoons to produce large laser artillery batteries and laser lift-launch systems.
Changes/Modifications:
-Laser Reflective Skin----Lasers do HALF damage
Weapons Systems:
1) Enhanced Eye Lasers--Besides having improved focusing optics(and thus greater range) the can channel the output of all twenty eye lasers through special elements in the blossom dish for a combined long range aerial-scanning blast suitable for air defense.
Range: (Point Defense Mode) 2,500 ft
(Sky-Zapper Mode) 5 miles in atmosphere
Damage: (Point Defense Mode) 3d6 MD per single blast, or 1d6x10+25 MD per five-eye blast
(Sky-Zapper Mode) 4d6x10+100 MD per single blast
Rate of Fire: (Point Defense Mode) ECHH
(Sky-Zapper Mode) Twice per melee
Payload: Effectively Unlimited

*EcoS-K-139Sm02---(aka ’Torch Flower’)---Second Silvermoons variant, sheathed in energy-absorbant crystalline petal-scales. Celestars and Prism Warriors like to use these Warmounts, especially to help soak up energy. It’s also proving popular with honor guard units, especially since all the glitter is VERY functional and can throw enemy energy attacks right back at them.
Changes/Modifications:

*Strobe Attack---The Warmount can generate intense blinding flashes and strobe them, blinding unprotected eyes
Range: 1,000 ft and covers a 100 ft area
Damage: Unless the victim(s) are wearing tinted goggles or other protection against bright light, they will be blinded(-10 to strike, parry, dodge, and roll) for 1 melee round after being hit. Duration can be extended by 7 seconds(half a melee) for every subsequent melee that the target is kept bombarded by the strobe attack until their eyes manage to adjust.
Rate of Fire: ECHH
Payload: Effectively Unlimited

* Laser Redirection/Parry----The Warmount can actually parry lasers and redirect them at other targets, though this takes two actions/attacks on the part of the AI(s) and/or the pilot/rider. This requires a successful Parry roll and then the gynoid can attempt to bounce the laser back at another target; either at HALF the range of the original shot, but doing FULL damage and no penalty, or at the same range, HALF the laser strike’s damage, and -2 to strike.

* Laser Absorption---Instead of Parrying and redirecting laser fire, the Warmount can instead choose to absorb laser energy and reuse the energy to boost its own systems. For each laser strike absorbed(an absorbed shot CANNOT be parried/redirected), the Elite can boost the damage of its own lasers by 25% of the original laser blast for 1 melee after absorbing it.
Alternately, the Elite can boost its running speed by 25% for 1 minute, OR increase its leap distance by 50% for 1 melee, OR add a +1 to dodge for 2 melees(15 seconds) after a strike.

*Energy Absorber Panels----These massive wing panels are composed of a crystalline matrix and conformable forcefield that actually absorbs and diverts weapons energy into re-tasked energy for the gynoid’s own systems. On a successful parry roll this system actually ABSORBS incoming enemy, ion, and particle beam weapons fire and reduces its damage by 75%(lasers do NO damage)...the next melee, HALF of the damage initially rolled is applied to one of the following: Forcefield MDC(point to point increase, and the additional MDC can be retained for 4 melees/1 minute), running/flying speed(boost base speed by 25% effects are sustained only for 4 melees/1 minute), leaping distance (by 50% for 1 melee) or a bonus of +1 to dodge for 2 melees. The system is ineffective against plasma, rail guns, and projectile weaponry, as well as magic(does FULL damage). The only other limitation is that it cannot handle more than 300 MD per melee(so a main battle cannon doing 1d6x1,000 MD per blast would do full damage with the overkill).

*Laser Absorption---Instead of Parrying and redirecting laser fire, the Warmount can instead choose to absorb laser energy and reuse the energy to boost its own laser systems. For each laser strike absorbed(an absorbed shot CANNOT be parried/redirected), the Warmount can boost the damage of its own lasers (increase damage by 1 MD per 2 MD inflicted/absorbed and/or range by 100 ft per 1 MD of damage inflicted/absorbed...energy can only be held for 4 melees/1 minute or else re-tasked ),
Alternately, the Warmount can boost other stats as noted above.


*EcoS-K-139Wf---Wayfinder variant enhanced with TechnoWizardry. The EcoS-K-139Wf is a veritable arsenal of spells and is considered to be a high-level spell-casting platform. It is frequently teamed up with EShe-R210Wf Altilium Foci Support Drones, giving its cybermage riders powerful magical tools.
Changes/Modifications:
PPE Generator:
PPE Capacity:(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
*Magic Optics---Has the following systems:
-Detect Magic
-See Aura
-See the Invisible
-Sense Evil

Projectable Spells:
*Globe of Daylight(aka ‘Sunflower Mode’) (1 PPE for a single shot)--- 30 ft range, lasts for 15 minutes, and illuminates a 180 ft area.
*Illusory Forest (23/45 PPE, 500 ft, 36,000 x36,000 ft wide area, 6 hours duration)
* Create Wood(5/10 PPE, 10 ft, 100 lbs per 5 PPE(soft wood) or 10 PPE (hard wood) spent ). The wood ‘grows’ off the Warmount’s limbs and can be split off.
*Extinguish Fire(2 PPE, 200 ft, 20 ft radius, 12 minutes duration)
* Grow Plants(4 PPE, 120 ft wide area, 1 year duration)
*Animate Plants(5 PPE, 100 ft wide area, 3 minutes duration)
*Path of Green(7 PPE, 240 ft, 18 ft wide path, 15 minutes duration)
*Wall of Thorns(8 PPE, 140 ft area, 20 MDC per 20 ft area, 2 hour duration)
*Dark Aura-----An advanced application of the Fear and Illusion spells, used as a psychological warfare weapon. The wamount takes on a blurry, sinister appearance, and anyone caught in the aura’s influence will feel an immense dread of the Phytolite .
Range: Line of Sight
Duration: 15 minutes per activation
Effects: Horror Factor of 16
Save: Onlookers must make a ‘disbelieve’ roll save versus magic or suffer aforementioned Horror Factor.
PPE Activation Cost: 20

*Spinning Blades----Added to the razor-edged petals, this spell can be cast multiple times to surround the warmount in a gyrating swarm of ghost-steel that slices and dices.
Range:(Spinning/VibroBlades) Melee when just the vibroblades are in use. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 800 ft.
Damage:
(Spinning/VibroBlades) When activated, the Spinning Blades spell produces 8 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
Rate of Fire: ECHH
Payload: 10 PPE for 8 melee rounds

*Starburst
Range: 210 ft
Damage: 3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves). Vampires suffer an additional 1d6 damage and are blinded twice as long.
Duration: 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round.
Bonus: Targets are -2 to dodge.
Payload: 6 PPE per shot

*Invisibility/Super-Stealth---Sometimes called ‘ghost-orchid mode’. 3 minutes per 20 PPE.
-------------
"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:EcoS-K-139 Phytolite
(aka ‘Dethblossom’, ‘HellRose’, ‘Carnage-Carnation’, ‘StranglerRose’, ‘Saweed’, ‘Artichoker’, ‘Krakenbush’, ‘SpiderRose’, ‘SlayFlower’. ‘BattleBlossom’)


NICE! And love the mentions of my vine missiles, straw warriors and the Altilium Foci drones. I love how some of these ideas just mess/blend well with newer models to create killer combos.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
NICE! And love the mentions of my vine missiles, straw warriors and the Altilium Foci drones. I love how some of these ideas just mess/blend well with newer models to create killer combos.



You're welcome; we've accumulated a wonderful toybox of systems to apply to various new perojects.

Oh, and a first-pass illo of the Dust-Devil is up on my Photobucket account. It's titled ;Dust-Devil' in keeping with the more user-friendly policy.
-------------
"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:
kronos wrote:[
NICE! And love the mentions of my vine missiles, straw warriors and the Altilium Foci drones. I love how some of these ideas just mess/blend well with newer models to create killer combos.



You're welcome; we've accumulated a wonderful toybox of systems to apply to various new perojects.

Oh, and a first-pass illo of the Dust-Devil is up on my Photobucket account. It's titled ;Dust-Devil' in keeping with the more user-friendly policy.


Looking nice.
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taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:
kronos wrote:[
NICE! And love the mentions of my vine missiles, straw warriors and the Altilium Foci drones. I love how some of these ideas just mess/blend well with newer models to create killer combos.



You're welcome; we've accumulated a wonderful toybox of systems to apply to various new perojects.

Oh, and a first-pass illo of the Dust-Devil is up on my Photobucket account. It's titled ;Dust-Devil' in keeping with the more user-friendly policy.


Looking nice.



Foreclaws too long?
I admit it was late at night and I was influenced by the cover art of some Neal Asher books.
-------------
"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:
kronos wrote:
taalismn wrote:
kronos wrote:[
NICE! And love the mentions of my vine missiles, straw warriors and the Altilium Foci drones. I love how some of these ideas just mess/blend well with newer models to create killer combos.



You're welcome; we've accumulated a wonderful toybox of systems to apply to various new perojects.

Oh, and a first-pass illo of the Dust-Devil is up on my Photobucket account. It's titled ;Dust-Devil' in keeping with the more user-friendly policy.


Looking nice.



Foreclaws too long?
I admit it was late at night and I was influenced by the cover art of some Neal Asher books.


Yeah, the foreclaws are a bit long, but I'm not nitpicking. It does look nice.
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taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

I'll have to try to an action picture then...supersonic speed plus walking on water?
"THOSE AIN'T WATERSPOUTS!!!"
:twisted:
-------------
"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:I'll have to try to an action picture then...supersonic speed plus walking on water?
"THOSE AIN'T WATERSPOUTS!!!"
:twisted:


Image a group of them moving across a sea or ocean.. sending off tidal waves behind them.
They can't fly.. but they can run up a building damn fast! oooh.. imagine a few of them running up a building, using that momentum to carry them to the next, and the next... there's an actual sport or at least word that does something like that.. Maximizes your momentum to jump, run up short walls and leap over stuff, and even leaping from roof top to roof top. Just forget what it's called.
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