Shemarrian-related fan creations

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kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Gillocs and E-GOR uploaded.

Is there more info on the Mummers, Tanglers and Frankens, taalismn?
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Gillocs and E-GOR uploaded.

Is there more info on the Mummers, Tanglers and Frankens, taalismn?


I did post some generalized details on the Mummers and Frankers, but the Tanglers will be more specialized, and I'm working them up.

Here's a repost on the Frankers and Mummbers descriptions:


‘Franken’ Heavy Cyborgs

“No, Dwight, I can say with absolute ####ing certainty that these ####ing fleshy-headed mutants are NOT ####ing friendly! Now keep your ####ing foot to the floor until we’ve got at least a ####ing river and a ####ing mountain range between us and them!”

‘Franken’ are essentially heavy- or assault-chassis cyborgs with heavy coverings of faux-flesh. The fact that the fake fleshy covering looks rotted, tumorous, stitched-together, or otherwise not quite normal, actually helps the illusion that these hulking beings are mutants, flesh-golems, or other monstrousities.
In a few cases, the ‘Frankens’ are the larger heavy labor robots(such as the Northern Gun NG-W10) under the flesh-jacket.
Frankens are currently exclusive to Clan Shelley, though it’s rumored that the Lost Eclipse(an ardent supporter of Clan Shelley) has used the concept as well, most notably to sneak infiltrators, some disguised as ‘Kryygorth Lessons’, into Splugorth encampments. It’s also rumored that the Ghost Riders have disguised some of their number as Madhaven mutants using this technique.
Stat Modifications:
MDC: The faux flesh adds +3d6 MD to the base
P.B.: Base stat of 1d8, and can be mistaken for an organic being, rather than a mechanical one.

‘Mummers’

“I curse you, disturber of these sacred burial grounds. I curse you with the most painful moments of your un-life. Gold we do not have in abundance in these crypts, but silver we have much of, as you are about to learn to your agony!”
-Nubo-hotep

The original ‘mummers’ were the two dozen slave-borgs who revolted against their forced labor in the mines, killing their keepers in the process. However, they also wiped out the sadistic Black Market technicians who were keeping their bionics serviced. Out in the wilderness, away from major population centers that might offer them repairs, and unwilling to trust anybody in the area who might also be on the slavers’ payroll, the cyborgs were forced to make do with whatever they could scrounge up for adhoc repairs to themselves. The available supplies included lots of duct tape, which the cyborgs used to patch themselves and seal holes in their bionic bodies. They also used the material to disguise their appearances from casual identification. Exposed to the dust and dirt of the mines and hideyholes in which the cyborgs took shelter, the sticky duct tape quickly acquired a dusty, dirty, and worn look similar to old mummification wrappings. When the nascent Clan Shelley stumbled across the ex-slaves and took pity enough on them to offer them sanctuary with them, Queen Shelley commented on the ‘mummy’ look. When she began to build her new clan around a horror-film theme, she suggested that the cyborgs might just want to keep the look. Many agreed to do just that(those who didn’t went on to become Frankens).
Mummers are simply mining and labor cyborgs and robots wrapped in yards and yards of MDC tape and strip-cut sheeting. Some of the Mummers have added touches like ancient Egyptian-styled decorations, or bits of d-bee gear to their cover-wrappings, to further the masquerade. Under the wrappings, many of the cyborgs have also had their appearances altered to appear more skeletal or mummified, so even if their wrappings are damaged or destroyed, their true nature will not be immediately revealed. Other touches that the clan members have added to their role as ‘undead’ include hiding underground(indeed, the mining skill of many of the Mummers has been put to work on Clan Shelley’s underground hideouts) and sleeping in elaborate sarcophagi-like servicing booths. The fact that many of the ex-slaves are quite insane and perfectly willing to embrace the masquerade also helps the clan act.
Like other members of Clan Shelley, Mummers do NOT get along with True Vampires, in their particular case because the Mummers are rather adept at ferreting and digging out vampires’ daylight hiding places underground. The ex-miners are also fond of arming themselves with silver weapons, and have gotten GOOD at putting a silver-tipped pickax blade into a vampire’s withered heart.
Mummers remain another exclusive of Clan Shelley.
Statistical Data:
MDC: The patchwork MDC fabric armor typically adds +3d4x10 MD to the overall MDC of the cyborg/robot.
-------------
"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 »

EShemar ‘Hirunda’ Aerospace Attack Craft
(aka ‘Swiv’)

The Silvermoon squadron commander looked at the sensor display and the readouts describing the dozen massive semi-organic dreadnoughts that orbited the blue-green planet. Since the arrival of her squadron, the mammoth vessels had taken notice, breaking orbit to start slowly moving into a formation that was apparently meant to flank and englobe her ten small ships, the ponderous manuevering of the giant ships no doubt deliberately seemingly unconcerned and casual, a sign of contempt for the smaller force.
It was clearly meant to intimidate the newcomers. The juggernauts outnumbered, outmassed, almost certainly outgunned, and apparently outflanked the Shemarrian squadron. It remained to be seen, however, if they could outFIGHT the Shemarrians.
“Impressive beasties, yon eaters of space. But let’s see how you fare with your guts stuffed with black holes!” The Silvermoon raider smiled predatorily, a smile matched by all those on the small ship’s bridge. “Let us not be impolite, and keep them waiting!”
With that, a nova seemingly went off as the Shemarrian formation exploded at their targets.

The ‘Hirunda’ is a scale-up of the Arkawing fighter, and is meant as a fast strike/scout version capable of extended range operations. In many ways, the Hirunda is the Shemarrians’ version of the Proctor Heavy Fighter.
The Hirunda has the same configuration, but is larger, allowing for more powerful engines, shielding, avionics, and larger warload. Smaller than a Goshawk corvette, yet larger than the Arkawing, the Hirunda can be faster and more agile on average than either, albeit at the cost of the shielding and carrying capacity of the former, and the small shipboard size of the latter. While not as heavily armored as the patrol craft of other star nations, the Hirunda has the serious speed and stealth available to a race that doesn’t have to worry about pulling high-gees.
Like the Arkawing, the Hirunda has thus far appeared only in the wings of the Silvermoon and Hawkmoon Tribes. However, customized individual examples may have been forwarded to members of other Tribes.

Type: EShe-B/SS02 Hirunda
Class: Strike/Scout Ship
Crew: 2-5
MDC/Armor by Location:
Main Body 900
Reinforced Cockpit 250
Wings(2) 360 each
Engine Pods(4) 400 each
Variable Forcefield 500 per side ( 3,000 total)
Height: 12 ft
Width: 78 ft w/ wings fully swept, 140 ft w/ wings fully open
Length: 160 ft w/ wings fully swept, 140 ft w/ wings fully open
Weight: 58 tons
Cargo: Small 5ftx10 ftx 6 ft space
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:
(Atmosphere) Hover to Mach 6; transatmospheric.
(Sublight) Mach 21
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 2.1% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not possible
Market Cost: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-70% to detect while stationary, -30% when moving)

*EW Jamming---Standard ECM suite for confusing sensor-guided weapons; -6 to strike

*Wings---The wings are fully atmo-capable MAWs(Mission Adapative Wings). +10% to piloting rolls when maneuvering in atmosphere.

Weapons Systems:
1) Medium Pulse Laser Cannons(3)---Three powerful laser cannons are mounted in the nose.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 2d6x10 MD single barrel firing, 4d6x10 MD for two barrels firing, 6d6x10 MD for all three cannons firing simultaneously(counts as one attack).
Rate of Fire: EGCHH
Payload: Effectively Unlimited


2) Medium Gravity Cannons(2)----The nose also mounts a brace of powerful G-Cannon
Range: 36,000 ft (7.2 miles) in atmosphere, 14.4 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four per melee
Payload: 240 rds per cannon

3) Tail Laser Array(2)---Mounted over and under the tail boom are two laser turrets
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d6x10 MD per cannon burst
Rate of Fire: EGCHH, or eight times per melee in automatic mode
Payload: Effectively Unlimited

4) Wingtip Laser Arrays(2)---The wingtips of the Hirunda mount point-defense laser turrets.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d6x10 MD per cannon burst
Rate of Fire: EGCHH, or eight times per melee in automatic mode
Payload: Effectively Unlimited

5)Weapons Bay----A centrebody weapons bay that is typically fitted with a rotary missile launcher, but can also be used to carry drop-probes, sensory pallets, and cannon-pods.
a) Mini-Missiles---256
b) Short Range Missiles---128
c) Medium Range Missiles---64
d) Long Range Missiles---32
e) Cruise Missiles---16
f) Scout Drones(equiv. to Cruise Missiles in speed and range) ----16
g) Space Mines(Equivalent to Missiles in number and damage, only TRIPLE the blast radius)

h) Heavy Laser Pod---This can be recognizable as a Shemarrian copy of the Kreeghor Energy Lance, but redone by the Silvermoons, who have pumped up the power and range of the weapon considerably.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 1d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

i) Heavy Particle Beam Pod
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 2d4x100 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

j) Heavy Rail Gun Pod
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 1,200 miles in space)
Damage: 4d6x10 MD per single cannon 20 rd burst(only fires bursts)
8d6x10 MD for a synchronized burst(counts as one attack)
Rate of Fire: EGCHH
Payload: 300 bursts per cannon

Variants:
*EShe-B/SS02Hm-S1---The Hawkmoon stealth version, the ‘Dark Swallow’ is outfitted with more advanced stealth systems. These stealth systems give the craft a 95% chance of going undetected by all forms of detection. The systems can also project(using copied Oni techniques) 1d6 ‘phantoms’ up to 50 miles away from the ship’s true position.

*EShe-B/SS02Hm-S2---A rare variant deployed by the Hawkmoons that incorporates a hard to come by Promethean Phase Stealth System. These vessels are used very sparingly, owing to the limited number of charges built into the Phase systems, and the reluctance of the Shemar to rely on outsi
Last edited by taalismn on Sun Jul 19, 2015 8:47 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Posts: 1264
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:Gillocs and E-GOR uploaded.

Is there more info on the Mummers, Tanglers and Frankens, taalismn?


I did post some generalized details on the Mummers and Frankers, but the Tanglers will be more specialized, and I'm working them up.

Here's a repost on the Frankers and Mummbers descriptions:


‘Franken’ Heavy Cyborgs

“No, Dwight, I can say with absolute ####ing certainty that these ####ing fleshy-headed mutants are NOT ####ing friendly! Now keep your ####ing foot to the floor until we’ve got at least a ####ing river and a ####ing mountain range between us and them!”

‘Franken’ are essentially heavy- or assault-chassis cyborgs with heavy coverings of faux-flesh. The fact that the fake fleshy covering looks rotted, tumorous, stitched-together, or otherwise not quite normal, actually helps the illusion that these hulking beings are mutants, flesh-golems, or other monstrousities.
In a few cases, the ‘Frankens’ are the larger heavy labor robots(such as the Northern Gun NG-W10) under the flesh-jacket.
Frankens are currently exclusive to Clan Shelley, though it’s rumored that the Lost Eclipse(an ardent supporter of Clan Shelley) has used the concept as well, most notably to sneak infiltrators, some disguised as ‘Kryygorth Lessons’, into Splugorth encampments. It’s also rumored that the Ghost Riders have disguised some of their number as Madhaven mutants using this technique.
Stat Modifications:
MDC: The faux flesh adds +3d6 MD to the base
P.B.: Base stat of 1d8, and can be mistaken for an organic being, rather than a mechanical one.

‘Mummers’

“I curse you, disturber of these sacred burial grounds. I curse you with the most painful moments of your un-life. Gold we do not have in abundance in these crypts, but silver we have much of, as you are about to learn to your agony!”
-Nubo-hotep

The original ‘mummers’ were the two dozen slave-borgs who revolted against their forced labor in the mines, killing their keepers in the process. However, they also wiped out the sadistic Black Market technicians who were keeping their bionics serviced. Out in the wilderness, away from major population centers that might offer them repairs, and unwilling to trust anybody in the area who might also be on the slavers’ payroll, the cyborgs were forced to make do with whatever they could scrounge up for adhoc repairs to themselves. The available supplies included lots of duct tape, which the cyborgs used to patch themselves and seal holes in their bionic bodies. They also used the material to disguise their appearances from casual identification. Exposed to the dust and dirt of the mines and hideyholes in which the cyborgs took shelter, the sticky duct tape quickly acquired a dusty, dirty, and worn look similar to old mummification wrappings. When the nascent Clan Shelley stumbled across the ex-slaves and took pity enough on them to offer them sanctuary with them, Queen Shelley commented on the ‘mummy’ look. When she began to build her new clan around a horror-film theme, she suggested that the cyborgs might just want to keep the look. Many agreed to do just that(those who didn’t went on to become Frankens).
Mummers are simply mining and labor cyborgs and robots wrapped in yards and yards of MDC tape and strip-cut sheeting. Some of the Mummers have added touches like ancient Egyptian-styled decorations, or bits of d-bee gear to their cover-wrappings, to further the masquerade. Under the wrappings, many of the cyborgs have also had their appearances altered to appear more skeletal or mummified, so even if their wrappings are damaged or destroyed, their true nature will not be immediately revealed. Other touches that the clan members have added to their role as ‘undead’ include hiding underground(indeed, the mining skill of many of the Mummers has been put to work on Clan Shelley’s underground hideouts) and sleeping in elaborate sarcophagi-like servicing booths. The fact that many of the ex-slaves are quite insane and perfectly willing to embrace the masquerade also helps the clan act.
Like other members of Clan Shelley, Mummers do NOT get along with True Vampires, in their particular case because the Mummers are rather adept at ferreting and digging out vampires’ daylight hiding places underground. The ex-miners are also fond of arming themselves with silver weapons, and have gotten GOOD at putting a silver-tipped pickax blade into a vampire’s withered heart.
Mummers remain another exclusive of Clan Shelley.
Statistical Data:
MDC: The patchwork MDC fabric armor typically adds +3d4x10 MD to the overall MDC of the cyborg/robot.


Kewl, thanks!

Love the new ship, however in the damage of the TWO pulse laser cannons, you have a third cannon listed.
Edit: Uploaded Franken and Mummer to Clan Shelley page as not much to create their own page for.
Last edited by kronos on Sun Jul 19, 2015 8:18 pm, edited 1 time in total.
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abe
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Re: Shemarrian-related fan creations

Unread post by abe »

Ever think of doing wolfman style borgs?
howdey folks!!!!!!!!
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Re: Shemarrian-related fan creations

Unread post by kronos »

abe wrote:Ever think of doing wolfman style borgs?


There's the Wolf’s Path Channide that is Shemarrian that can transform into a werewolf, and the Cerberon which is a three headed male elite if I remember correctly.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

Love the new ship, however in the damage of the TWO pulse laser cannons, you have a third cannon listed.
.


Thanks. It should be THREE, and I removed the reference to four turrets. This thing's like a Bristol Beaufighter or a Mosquito in tjat it's got some serious heavy firepower.
-------------
"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 »

kronos wrote:
abe wrote:Ever think of doing wolfman style borgs?


There's the Wolf’s Path Channide that is Shemarrian that can transform into a werewolf, and the Cerberon which is a three headed male elite if I remember correctly.



And there's transforming Wolf power armor.
ANNNDDD the Wulfgar.


And before anybody asks, Paladin Steel already has its own Wolfman cyborg(from WAAAYYY back) and wolf cyborgs/

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

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

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:[

Love the new ship, however in the damage of the TWO pulse laser cannons, you have a third cannon listed.
.


Thanks. It should be THREE, and I removed the reference to four turrets. This thing's like a Bristol Beaufighter or a Mosquito in tjat it's got some serious heavy firepower.


I missed the four turret part.
Love the reference to the mosquito.. they could surprisingly take a lot of damage made of wood and all.

Also.. Bolt-Thrall is up on the wikia
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
Love the reference to the mosquito.. they could surprisingly take a lot of damage made of wood and all.

Also.. Bolt-Thrall is up on the wikia


Germans tried their own 'wooden wonder', but the Brits, being unsportsmanlike, bombed the adhesives factory, and the Hermans went with the next-best glue, which caused them to break up in flight.

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

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

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:[
Love the reference to the mosquito.. they could surprisingly take a lot of damage made of wood and all.

Also.. Bolt-Thrall is up on the wikia


Germans tried their own 'wooden wonder', but the Brits, being unsportsmanlike, bombed the adhesives factory, and the Hermans went with the next-best glue, which caused them to break up in flight.

Bolt-Thrall.... :D ...ELECTRONIC ALIEN ZOMMMBBBIIIEEEESSSSSSSSS!!!


What's Queen Shelley's favourite type of music.. Electronica.
Clan Shelley bands usually incorporate tesla coils and laser harps somehow.

Edit: speaking of wooden wonder.. I just found a documentary about the Horten Ho/Go229.. I didn't know it was a stealth fighter.. and made of wood.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
Edit: speaking of wooden wonder.. I just found a documentary about the Horten Ho/Go229.. I didn't know it was a stealth fighter.. and made of wood.



The stealth may have been more incidental, and the Germans were building just about everything out of wood by that point, seeing as their sources of materials were drying up or cut off. They were also recycling parts from downed allied aircraft(their jet bomber prototypes used landing gear scavenged from wrecked American Liberator bombers).

I've come across a few books that claim the Ho/Go229 was OPERATIONAL in WW2, but I highly doubt that; it was still in the prototype phase and should not have been considered operational(I'd save that for aircraft that were armed and available in squadron or greater strength), so I suspect the authors were padding their page count with a neat-looking aircraft, rather than, say, stick in some obsolete type like a Vickers or a Caproni.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:[
Edit: speaking of wooden wonder.. I just found a documentary about the Horten Ho/Go229.. I didn't know it was a stealth fighter.. and made of wood.



The stealth may have been more incidental, and the Germans were building just about everything out of wood by that point, seeing as their sources of materials were drying up or cut off. They were also recycling parts from downed allied aircraft(their jet bomber prototypes used landing gear scavenged from wrecked American Liberator bombers).

I've come across a few books that claim the Ho/Go229 was OPERATIONAL in WW2, but I highly doubt that; it was still in the prototype phase and should not have been considered operational(I'd save that for aircraft that were armed and available in squadron or greater strength), so I suspect the authors were padding their page count with a neat-looking aircraft, rather than, say, stick in some obsolete type like a Vickers or a Caproni.


The documentary, called Hitler's Stealth Fighter, actually was fairly stealthy, for the time. Guys from Northrop-Grumman built a replica to test its stealth capabilities. Although it was only about 20-30% stealthier than say the Bf109, it was a leap in the right direction, especially when you see the similarities in design to something like the B-2 Spirit. Flying wing design, blended wing-body-engine design.
Two prototypes were built. One flew several times, and out performed the Me-262, with similar engines, although it ended up crashing when one engine flamed out after many test flights. Americans captured second prototype built, although I don't think that one flew.
Also there was carbon mixed into the glue to supposedly aid in its stealth capabilities, and maybe the paint as well.. I can't remember everything.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

I believe the second prototype is sitting in the Smithsonian's Silver Hill facility, awaiting restoration(the outer wings, outboard of the engines, were removed/missing).
-------------
"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 89er »

As promised and comment for improvements

IceFlame Experimental Munitions

Thermal Reduction Expeller- Derived from study of abilities and magic that deal with cold, the IceFlames have developed an energy weapon that dissipates heat in a target without use of liquid or gas as a medium of transfer. If organic the target suffers sever frostbite as their tissues lose heat, while things such as metal or plastics become brittle due to their molecules losing energy. The bolts appear as bright lavender motes of light in the distance.

Burst Cooling Lasers- A variation of laser weaponry that uses a three barrel configuration that shoots in bursts of laser cooling in a select area. Instead of one barrel shooting three times, it is three barrels shooting into a general target, similar to metal storm firearms.

Nothaw TRE Pistol
Weight: 6lbs
Range: 200 ft
Damage: 1D6+1
Rate of Fire: Once per Melee
Payload: 7 shots
Special Features:
Thermal governor to deal with environmental problems, so half damage from cold and magic cold.
Cost: Not for sale

UtterChill TRE Rifle
Weight: 10lbs
Range: 600 ft
Damage: 3D6+1
Rate of Fire: Once per Melee
Payload: 21 shots
Special Features: Thermal governor to deal with environmental problems, so half damage from cold and magic cold.
Cost: Not for sale

Bergbite Cooling Laser Rifle
Weight: 16lbs
Range: 900ft
Damage: Single shot: 2D4 Burst: 2D6+3
Rate of Fire: one shot or three shot burst per melee.
Payload: 18 shots
Special Features:
Thermal governor to deal with environmental problems, so half damage from cold and magic cold.
Cost: not for sale
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

I'll have to check Aliens Unlimited and Rifts Canada for any specific rules for cold-based weapons and frostbite damage(since I'm already working on a couple types myself). The closest canon reference I can find, though, for heavy-hitting cold is the APS:Ice ability in Heroes Unlimited, but that's coached in SDC terms. That would add extra umphf to these things.

I also imagine playing a super-cooling weapon over a target for, say, a full melee, then suddenly hitting it the next melee with a superhot attack, provided the character has initiative before the target(to reflect the element of timing necessary) could lower the critical damage roll threshold(say, from Natural 20 to 18 or 19 ) on the first attack of that melee. After that, the target warms up too quickly and evenly for thermal shock to be critical.

Hmmm....some specific armor types might be vulnerable longer? Like a full melee of vulnerability? Would synthetics or organics remain embrittled longer?
-------------
"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 »

‘Tangler’ Cyberhumanoid
http://i408.photobucket.com/albums/pp164/taalismn/entangler-1_zpsvqnhhfzr.jpg
<“...wrap you and give you as a present for Doctor Vivisectus ! She’ll be so PLEASED!”>
*”-mmphf-!”*

“Those pre-Rifts museums musta LOVED acquiring mummified remains, because we keep running into them here in the New West. Or maybe there’s just a lot of necromancers who like making dried-up flesh golems. Sure seems that way, and I’m really starting to hate it. We try finding some pre-Rifts location, and somebody’s already claimed it with an army of the walking dead. I hate vampires and I hate dead things that don’t know their proper place. #### this; I’m going to try my luck further north.”

<<“I am struck by the favored variations of style and practice among even my own cadre; besides the usual proficiency in tape weaponry, one of my sister-soldiers has taken up the art of Gift-Wrapping her prisoners. I believe she feels the added humiliation of being entrapped in festive ribbon and presented to the interrogators decorated with a silk flower helps break the prisoners. Another one of my party has gotten devilishly obsessive with knot work, but often conceals metal chains in them to prevent repeats of the ‘Gordian solution’. Then there’s the one of my party who’s taken up shinbari....we tend to give her her space when on and off duty and try to ignore the sounds from her latest ‘work in progress’...”>>

“I’d feel grateful for the quick medical attention you provided in putting me in a full body cast if not for the fact that YOU’RE the reason most of my bones are broken, and I suspect that the reason I’m effectively gift-wrapped isn’t for reasons of your altruism in wanting to make up to me for beating me down in a manner most brutal.”
<“...”>
“Ah, you’re the the silent and menacing type.”

“What the f---?! Ninja mummies guarding this place?! FEMALE ninja mummies?! What the hell did I do wrong in this life to deserve THIS?!”

The ‘Tangler’ is a subset variant of the ‘Berserker’ class, that first appeared in the ranks of the fringe tribe Clan Shelley. They were designed in parallel with the ‘ScreamQueen’ and share many of the same basic characteristics.
What is of interest is that while there are both EShemar and NeShemar Tanglers, they both use the same bionic/robotic frame, unlike the Harpies/sub-Harpies. NeShemar who choose this chassis-class often have dramatic and all-too-often traumatic backgrounds(usually involving disfiguring conditions or injuries, near-death experiences, or dismemberment, requiring cyborgization), or unassimilated psychological problems(fear of showing their true faces/appearances, desire to remain hidden, finding security in anonymity, etc.). Tanglers are less common than ScreamQueens, and less proactive, being more inclined to ambush-combat, but they are still finding important roles in Clan Shelley’s circus of darkness.
Tanglers resemble rather comely human(oid) females, but tend to be wrapped up partially or almost completely in bandages(actually MDC duct tape), and sometimes in ancient Egyptian- or South American-styled jewelry. They have a full body covering of biosystem faux-flesh that is virtually indistinguishable from the real thing, but they rarely ‘go naked’ without their signature wrappings. Under the fleshy sheath is hard Shemar myomer-muscle and ceramalloy skeleton, and a cold fusion nuclear power cell, though, capable of shedding most small arms fire and of delivering serious power in movement and combat.
In combat, the Tanglers can throw off portions of their bandage-armor, or spray fresh material from ports in their arms or torso, to entangle opponents. Tanglers are ambush-predators by nature, preferring to lure targets into prepared traps, then striking from behind cover. They are also fond of using berserker-style tactics and weapons, such as archaic-looking Egyptian-styled vibroblades, staffs, and laser-staffs.
The major shortcoming of the Tangler-class is that the cyborgs/gynoids are lightweights, both in terms of armor protection and integral weaponry, compared to other Shemarrian caste-classes. Against opponents packing heavy firepower, Tanglers stand little chance if caught in open ground, thus limiting their range of operations to antipersonnel work against ‘soft’ targets.
Besides serving in combat parties, Tanglers also serve as wardens of prisoners, interrogators(sensory deprivation of wrapped prisoners is a favorite tactic), and facility guards. They also often accompany parties of male ‘Mummers’, serving to retouch and repair their wrap-armor and process any prisoners taken by the larger cyborgs and ‘bots.
Tanglers remain an exclusive caste-class of Clan Shelley. Because of their love of entangling ambushes(and subsequent interrogation of captured prisoners), Clan Shelley’s Tanglers get along very well with the Lost Eclipse’s Nahsi spideroid Elite, and when the two clans cooperate, the two Elites frequently collaborate. It is becoming increasingly common for a Nahsi to sport a ‘retinue’ of one or more Tanglers, or for a Tangler to have an attendant ‘swarm’ of several spider-drones(like the ‘chitterling’ or NEMA spider-probe), courtesy of these collaborations.

http://i408.photobucket.com/albums/pp164/taalismn/entangler-2-img653_zpspnfzcfiv.jpg

Type: Shemar/NeShemar
Class: Robot Gynoid/Cyberhumanoid Full Conversion Cyborg
Crew: Advanced Neural Intelligence or Transplanted Brain/Transferred Intelligence
M.D.C. By Location:
Hands(2) 50 each
Arms(2) 60 each
Legs(2) 80 each
Head 50
Main Body 200
Wrapping Armor 100
Height: 5-6 feet
Width: 1.2-2 ft at shoulders
Length: 1 -1.4 ft
Weight: 220-280 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24, P.B. 14+2d4(under the wrappings).
Cargo: Only what can be carried(typically bound to the body)
Speed:
Running: 90 MPH
Jumping: Can leap 6 ft up/12 ft across, increase distance/height by 20% with a running start.
Flying: Not possible w/o a jetpack or vehicle.
Underwater: Can swim at 15 MPH and tolerate depths of 1,000 ft.
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/Tinkers or at the behest of the individual.

*Amplified Hearing---Just perfect for hearing faint sounds around you in the dark, and the sounds of tomb raiders.

*Recycler(NeShemar)---Modified even more than the standard systems. Reduces oxygen intake by as much as 80%, can go an extra 60 minutes on one lung of air(on top of the other systems, this means 24 hours on one breath), and a week without food or water while still remaining active. Can also put the cyborg’s organic components into a state of hibernation, allowing for extended minimal life support good for up to a year of dormancy. Ideal for laying low(and often buried).


*Psionic Electro-Magnetic Dampers---+1 save vs all psionic attacks, +2 save vs possession, +1 save vs magic illusions and mind control.

*Sensory Antennae---Hidden in sheaths in the forehead/temples. These are typically only unsheathed when maintaining cover isn’t an issue(like when fighting in the darkness). When deployed, penalties for fighting blind are HALVED, and +1 to dodge.

*PPE Sensor---Spying and tech exchanges by the EShemarrians have allowed them to acquire the means of producing a cyborg-scale PPE sensor system similar to the Japanese SNARLS system. Can be used to detect abnormal auras, supernatural energy, even detect shapechangers( though only 25% chance of success) Range: 200 ft. Up to 500 ft(but w/ 50% error).

*Full-Body Motion Detector---A network of micro-pore air pressure detectors built into the artificial skin, registering sudden movement around the cyborg. This system works best with minimal covering(no EBA or heavy armor being worn), and the bonuses are less effective or negated entirely by the Tangler’s wrap-armor. As such, it gives the gynoid/cyborg an extra edge if finding themselves suddenly bereft of their customary sheathing(and most likely in retreat). +1 on initiative, +1 dodge and roll, and cannot be surprised by a back/sneak attack.

*Double-Jointing/Advanced Rotary Joints---The flexible structure and jointing of the cyborgs makes them extraordinarily limber, allowing them to rotate their heads nearly 270 degrees(this is particularly scary when one is approaching them from behind) and bringing their arms to bear behind them(ideal for cutting or blasting enemies attempting to strike from behind). Despite their tight wrappings, Tanglers are still surprisingly flexible, to the point where some opponents have wondered if they have connected skeletons at all, or if it is just the bandages holding them inside.


*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.

*Generate Wrappings---Tanglers have a small nanofactory system inside their bodies that can create fresh ‘mummy wrappings’; can produce fresh material at a rate of 10 MDC every 15 minutes, and has a 400 MDC reserve specifically set aside for wrapping creation, before needing new material stocks. Old wrappings can be reused and recycled, specially formulated MD stocks assimilated, or raw materials can be converted at a rate of 2 consumed points of MDC for 1 MDC of wrapping material.

*Line Caster---The Tangler can throw lengths of the wrapping material as adhesive grapples, allowing the gynoid to ‘spiderman’ with ease, climbing, swinging, and rappelling with surprising speed and grace. Effective range of 100 ft.

*Stealth---Tangler wrappings are also very effective at muffling sound and damping thermal readings; +10% to the Shemar’s Prowl skill, -30% to enemy Read Sensory Instrument rolls when using thermal sensors

Weapons Systems:
1) Tangler Shooter---- Special projectors in the arms and torso can shoot off a mass of entangling MDC bandage fabric, often impregnated with quick-set adhesive and a quick-dry resin that hardens the initially pliable material into harder-than-steel bindings. The material can be shot as a wad that hits like a strap-gun, or as a streamer still connected to the Tangler, allowing the gynoid to use it as a lariat or leash.
Range: 100 ft
Damage: MDC: 2 MDC per foot of material
The adhesive holds with a PS of 30.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the Tangler’s internal ready-reserve has 400 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 wrapping) that are reprocessed into new wrapping.

2) Eye Lasers(2)---Improved version of the open market bionic model, though not as powerful as the larger robotic/Harpy version.
Range: 250 ft
Damage: 1d6 MD for one eye, 2d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively unlimited

3) Chemical Sprayer---Tanglers can also forcibly exhale or spray various chemical agents, often made to look like dust or tomb miasma.
Range:(Spray) 50 ft, covers a 10 ft area
(Skin Mist) Typically 5-10 ft around the gynoid, depending on local air conditions
Damage: Varies by chemical used. Irritant gases are the most common.
Rate of Fire: ECHH
Payload: 50 doses of up to 5 different chemicals

4) Retractable Finger Claws---The hands are fitted with retracting catlike claws. Silver plating is a common modification.
Range: Melee
Damage: 2d4 MD


5)(Optional) Use of Handheld Weaponry---Tanglers can use handheld weaponry, typically disguised to look like ceremonial gear, heavy jewelry, or concealed under their bandages*in the latter case, only small or flat objects, like throwing blades).

Programming/Skills:
(NeShemar) Varies by the convert’s original skill-set; or can use the Cyber-Humanoid OCC, plus the following skills:
Lore: Demons and Monsters(+15%)
Rope Works(+10%)
Hojo-Jutsu (Binding)(+10%)
W.P. Whip
W.P. Duct Tape*
W.P. Staff
W.P. Hand to Hand Expert(if a HtH skill is not already possessed)-Can be changed to Martial Arts or HTH: Gladiator(see Rifts Mercenary Adventures, pgs. 24) for the cost of two ‘other’ skills.

(EShemar)
Identical to the Berserker. The EShemar shares all the basic Shemarrian programming, basic combat and espionage/reconnaissance. They also have the following skills:
-(50%+5% per level of experience)
-Gymnastics at 90%
Rope Works at 90%
Hojo-Jutsu (Binding) 60%(+5% per level of experience)
W.P. Whip(8th level)
W.P. Duct Tape*(8th level)

*W.P. Duct Tape---Skill in using rolls of duct tape(as well as fly strips and similar sticky ribbons) as entangling and thrown weapons. The roll can be handheld like a garrote, yoyo-thrown as a lasso, or thrown as a roll-projectile. Some advanced practitioners have even been known to be able to loop unreeling rolls around stanchion points to create quick trip-traps. A master of duct tape can wrap-bind a prisoner or tape-gag a target within seconds.
NO damage if used as an entangling weapon, 1 point damage if used as a thrown weapon (though the roll must weigh 1 lb. or more, and MD attacks are only possible with MD-grade duct tape and a throwing strength of Extraordinary or Supernatural). +1 to strike at levels 1, 4, 8, and 12, +1 to entangle at levels 2, 4, 6, 8, and 12. One time bonus of +1 to entangle if using double-sided tape. The danger is, on a failed roll of 1(1-2 if using double-sided tape), the practitioner gets THEMSELVES entangled in their own sticky tape.



Note: Remember, EShemar can also learn additional skills similar to a Neural Intelligence; many Tanglers put their additional skills towards Medical, Espionage, Rogue, or additional Weapons Proficiencies.

Actions/Attacks Per Melee: (NeShemar) By skill and skill level
Note: Bonuses are in addition to those possible from the NeShemar’s elective training
(NeShemar)
Initiative +4
Dodge +6
Parry +6
Automatic Dodge(takes no actions)
Strike +5
Roll +1
Entangle +2
Knockout/Stun on a Natural 18-20
+1 save vs all psionic attacks
+3 save vs magic
impervious to bio-manipulation
+2 save vs possession
+1 save vs magic illusions and mind control

Actions/Attacks Per Melee: (EShemar) 10(!)
(EShemar)
Note: Bonuses are in addition to those from the Ecotroz Shemar’s training/programming
Initiative +3
Dodge +6 (+7 without wrappings)
Automatic Dodge(takes no actions) +2 (+3 without wrappings)
Strike +6 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4
Entangle: +4
Knockout/Stun on a Natural 18-20

Damage: (All)
Controlled SDC Punch 2d6+15 SDC
Restrained Punch 1d4 MD
Punch 2d6 MD
Power Punch 4d6 MD(counts as two attacks)
Head Butt 1d4 MD
Kick 3d6 MD
Leap Kick 4d8 MD (counts as two attacks)
Karate Kick 5d8 MD (counts as two attacks)


Unique Tangler Accessories
*Laser Staff---A light megadamage spear or polearm, often disguised as an ancient Egyptian fan or ceremonial sceptor-staff, but concealing a laser weapon. Point and shoot.
Weight: 18 lbs
MDC: 60
Range:(Laser) 2,000 ft
Damage: 1d6 MD single shot, 4d6 MD five-shot pulse blast.
Fan-headed Laser Staffs have a ‘spray’ mode that does 1d4 MD and 3d6 MD respectively to a 10 ft wide area.
Spearheaded Laser Staffs have a spear head that can be used in melee combat, doing 2d4+1 MD per strike.
Rate of Fire: ECHH
Payload: Conditionally unlimited; powered by induction by the linked cyborg/gynoid holding it. 100 shot power cell in hilt.

*Ankh-Blaster---A TW weapon acquired through trade with the Wayfinders and quickly becoming a favorite accessory of the Tanglers. This TW hand weapon resembles an ancient Egyptian ankh symbol, with a gemstone set at the conjunction of all its arms. Held like a punch-dagger through its closed-loop upper end, the device is pointed and fired like an energy pistol. It incorporates several different spells, giving it considerable versatility, and is powered by a regenerating TW power-stone. Lifeblast is perfectly in keeping with the ankh’s original symbolism, Stunblast allows it to preserve life, Laser Blast is an economical and effective long range destroyer, and Desiccate the Supernatural, though PPE-expensive, is also perfect for an Egyptian weapon for use against the undead. The vampires of the West are quickly coming to fear the sight of the ankh nearly as badly as that of the cross.
Weight: 5 lbs
MDC: 40
Range:
(Lifeblast) 300 ft
(Stunblast) 200 ft
(Laser Blast)1,600 ft
(Desiccate the Supernatural) 250 ft
Damage:
(Lifeblast) As per description on Rifts Book of Magic, pg. 108. Equivalent to 10th level spell.
(Stunblast) Target must save versus magic or is -6 to strike, parry, dodge, roll, disarm, and entangle, -2 to initiative, and loses one attack per melee
(Laser Blast)1d6+16 MD per blast, double damage to beings sensitive to sunlight, 1d6+16 HP to vampires.
(Desiccate the Supernatural) 3d6x10 MD(HP to vampires)to supernatural threats
Rate of Fire: ECHH
Payload:(Varies)
(Lifeblast) 8 PPE
(Stunblast) 8 PPE
(Laser Blast) 3 PPE per shot
(Desiccate the Supernatural) 25 PPE per shot

PPE Capacity:(Light)----100 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
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Special Features:
*Laser Targeting---Two laser spots in the ends of the ankh’s crossbar can be instantly re-calibrated with each selection-change to provide accurate range-finding; +1 to strike.
Cost: Because of rumors that the creators of the underlying TW magetech are about to release a similar device on the open market for about 470,000 credits, the Wayfinders are also discretely making the Ankh-Blaster available to fellow magic users and academics.

Options:
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits

*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft of the weapon. Cost: 10,000 credits

*Mystic Marksmanship(3 PPE for a single shot)---Gives a +3 to an aimed or called shot. Cost: 9,000 credits (A popular option with collectors who want to get the most out of their expensive acquisition, even if they are not themselves good shots)

*(Spell)Starburst---210 ft range, 3d6 MD + temporary blindness; unless eyes are shielded, victims are temporarily blinded(-10 to strike, parry, dodge, and other combat moves) for 1 melee round, + 7 seconds per additional Starburst fired at them in the same melee round. Targets are -2 to dodge. Vampires suffer an additional 1d6 damage and are blinded twice as long. PPE Cost: 6 PPE per shot. Cost: 63,500 credits

*Globe of Daylight---This adds a gold solar disc to the center of the ankh, and allows it to project a Globe of Daylight spell. (1 PPE for a single shot)--- 30 ft range, lasts for 15 minutes, and illuminates a 180 ft area. Unlike the spell, the Globe CANNOT be moved once it has been ‘fired’. Can be used to mark an area or ‘seed’ a perimeter to keep off animals and creatures vulnerable to sunlight. Additional duration can be bought for 500 credits per additional 3 minutes of spell life. Cost: 12,500 credits
Note: A variant of this is also available as a head diadem, with the solar disc on the brow, and has the advantage of being able to move the Globe of Daylight.

*Ankh-Laser---This is simply a pure-tech laser pistol version of the Ankh-Blaster. Not as versatile, but a lot less expensive or complicated to create. It’s essentially a Shemarrian gauntlet-laser, powered by induction from the powerplant of the gynoid/cyborg holding it. The weapon is becoming increasingly popular with those EShemar and NeShemar who do not want to, or cannot, for whatever reason, wear a laser gauntlet.
Range: 2,000 ft
Damage: 3d6 MD per single blast
Rate of Fire: ECHH
Special Features:
*Laser Targeting---Two laser spots in the ends of the ankh’s crossbar provide accurate range-finding; +1 to strike.
Payload: Effectively Unlimited; powered by induction by the linked cyborg/gynoid holding it.. If removed from the EShemar/NeShemar’s hands, it has a built-in 10-shot battery capacity.



*Sarcophagus---A heavy(500-700 lbs) coffin-like, often heavily decorated, armored case large enough to accommodate the Tangler, this is, in reality, a modified cybo-fab, which can be used to repair superficial damage. Can repair 6d6 MD per hour, and can repair 200 MDC before needing material stocks to convert to MD repair material. If the Tangler takes more than 50% total body damage, then it’s time to summon a Tinker for some more serious repair work.
Sarcophagi can also quick-fit new wrapping armor and perform minor modifications(such as weaving fire-resistant or chemically resistant wrappings). It can spin a new set of bandage armor(or a restraint cocoon) with 100 MDC in about 5 minutes.
The sarcophagus also acts as a sleep chamber, communications alcove, and emergency shelter(it has 300-400 MDC). Sarcophagi are coded to the individual Tanglers, and will alert their owners if they are tampered with, but they can be used to repair/outfit other Tanglers as well.
Too heavy to be easily transported as part of a smaller group, Tangler sarcophagi are typically carried aboard larger vehicles or tucked away inside a hideout or base of operations.

Options:

*Variant Wrappings---Tanglers can get variant wrappings, such as fire-resistant bandages(heat and plasma do 25% LESS damage), chemically resistant wrappings(corrosives do NO damage), ghillie-mesh, and the like.

*TW Modifications---Clan Shelley trade with the Wayfinders further up the West Coast means that it’s entirely possible for Tanglers to get TW spell-casting Upgrades, or, at the very least, faux-magic Upgrades. While actual necromancy is out of the question, Tanglers will LOVE to toy with the trappings of being liches, and animating corpses via cybernetic implants, merging with shadows, amplifying Horror Factor, casting curses, or other dark side manipulations, just to screw with the heads of unwelcome or unwary outsiders, will be in keeping with both Clan Shelley’s theme and that of the Tangler caste.
Last edited by taalismn on Sun Sep 27, 2015 1:23 pm, edited 3 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
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:‘Tangler’ Cyberhumanoid


Nice.
I haven't been able to work on my myself lately.

I have an idea for a 'Necromancer' unit. Still gotta work on the Penance.. the one big warmount idea I had.. and the Squire..
User avatar
taalismn
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Posts: 48008
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 »

Funny thing; I got hung up on the Tangler, because I just couldn't think of how to pull it all together, then in the middle of what seems to be a slump, it all came gangbusters to me.
And here's another toy to go along with it:

*Ankh-Bot---Inspired by a TW creation(miniature household golems patterned after fan-bearer stands found in the pharaoh Tutankhamun’s tomb) encountered in the East(and examples of which were brought back by the Wayfinders), these little robot drones were first created by Wayfinder Tinkers and appeared with members of that Tribe, but quickly became favored by Clan Shelley’s Tanglers as well, in keeping with their neo-Egyptian theme.
Resembling an upright ankh symbol, roughly eighteen inches tall, the Ankh-bot is really a small robot familiar, servant, and watchguard, roughly equivalent to a pre-Rifts ‘Pup Scout’. The ‘head’ loop serves as an antenna and grab-handle for quickly picking up and carrying the mini-bot.. The ankh-bot’s eyes are really mounted in the ends of the crossbar under the loop. Two arms jut from under the crossbar, and two legs emerge from either side of the ‘stem post’.
Ankh-bots are normally mute, but can communicate via radio transmission, cell-phone text, alert buzzer, or by flashing their glow-lights to get others’ attention.
Ankh-bots serve their masters as domestics, cleaning up, doing minor repairs, monitoring household systems, fetching and carrying, but they also serve as mobile security alarms and can even perform some basic defense. While ankh-bots may appear ineffectual in high-powered combat, and eve comical, they are not to be underestimated. Indeed, one bandit who encountered them and thought it a simple matter to kick one away through its head loop instead found his leg entangled in it, and the small robot quickly making its way up the entrapped appendage to get up close and personal. And they are fully able to pick up and use weapons, such as vibroblades, energy pistols, and staffs(the laser fan-blaster is a common weapon assigned to ankh-bots).

Type: EcoS-D14Wf/Cs-Ankh-bot
Class: Robotic Drone
Crew: None; robot intelligence(Drone)
MDC/Armor by Location:
Main Body 50
*Head ‘Loop’ 15
Arms (2) 20 each
Legs(2) 20 each
*Destroying the head loop only deprives the ‘bot of its motion detection and radio capabilities.
Height: 18 inches
Width: 12 inches at shoulders
Length: 5 inches
Weight: 8 lbs
Cargo: Only what can be carried
Physical Strength: Equivalent to Robotic P.S. of 12
Powerplant: Nuclear w/ 2 year energy life, supplemented with rechargeable battery(48 hour charge)
Speed: (Running) 6 MPH
(Leaping) Can jump 3 ft up/5 ft across. Increase distance by 50% with a running start.
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to running along the bottom at 2 MPH. Maximum depth tolerance of 300 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, radio(10 mile range). Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.
Locking Joints
180-Swivel Joints---The Ankh-bot’s arms can rotate to the back as effectively as they can to the front.
Glow-Strip---A fluorescent band around the head loop lights up bright enough to illuminate a room.
Radio---5 mile range.

Weapons Systems: None, but can pick up and use weapons(see programming)

Programming:
The Ecotroz have installed robotic AIs in the Ankh-bots. Most are kept as simple drones, but a few owners have infected the matrix with a low-level Ecotroz sentience.
Typically has the following:

Math: Basic 96%
Radio: Basic 98%
Language/Literacy:
-3 of choice, all at 92%
Climbing 70%
General Repair and Maintenance 90%
2 Domestic skills of choice(except Singing), each at 80%
Hand to Hand: Basic at 5th level proficiency
W.P. Knife
W.P. Energy Pistol
W.P. Staff
W.P. Spear

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Ankh-bot intelligence and design is such that it is limited to skill selections from Domestic, 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 +2
Parry +2
Strike +1 (+2 w/ ranged weaponry)
Roll +2
Pull Punch +2
Restrained Punch 1d6 SDC
Full Strength Punch 2d6 SDC
Power Punch (2 attacks) 4d6 SDC
Kick 2d6 SDC
-------------
"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

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Nice little Ankh-Bot.

Oh.. the Hirunda Hm-S2 variant is cut off at the end..

And who developed the Hirunda and fielded it first so I can group it with the correct tribe on the wikia.
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Re: Shemarrian-related fan creations

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kronos wrote:Nice little Ankh-Bot.

Oh.. the Hirunda Hm-S2 variant is cut off at the end..

And who developed the Hirunda and fielded it first so I can group it with the correct tribe on the wikia.


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

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

Unread post by kronos »

taalismn wrote:
kronos wrote:Nice little Ankh-Bot.

Oh.. the Hirunda Hm-S2 variant is cut off at the end..

And who developed the Hirunda and fielded it first so I can group it with the correct tribe on the wikia.


I'll go over it again and repost. Thanks.


I'm doing a bit more uploading on the wikia today. Although getting distracted by a parent who somehow reset her win8 laptop to factory settings by just restarting it after installing an updated version of AVG. The "joy" :x of doing tech support for family. I should start charging them.
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Re: Shemarrian-related fan creations

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EShemar ‘Hirunda’ Aerospace Attack Craft
(aka ‘Swiv’)

The Silvermoon squadron commander looked at the sensor display and the readouts describing the dozen massive semi-organic dreadnoughts that orbited the blue-green planet. Since the arrival of her squadron, the mammoth vessels had taken notice, breaking orbit to start slowly moving into a formation that was apparently meant to flank and englobe her ten small ships, the ponderous manuevering of the giant ships no doubt deliberately seemingly unconcerned and casual, a sign of contempt for the smaller force.
It was clearly meant to intimidate the newcomers. The juggernauts outnumbered, outmassed, almost certainly outgunned, and apparently outflanked the Shemarrian squadron. It remained to be seen, however, if they could outFIGHT the Shemarrians.
“Impressive beasties, yon eaters of space. But let’s see how you fare with your guts stuffed with black holes!” The Silvermoon raider smiled predatorily, a smile matched by all those on the small ship’s bridge. “Let us not be impolite, and keep them waiting!”
With that, a nova seemingly went off as the Shemarrian formation exploded at their targets.


The ‘Hirunda’ is a scale-up of the Arkawing fighter, jointly developed by the Hawkmoons and Silvermoons , and is meant as a fast strike/scout version capable of extended range operations. In many ways, the Hirunda is the Shemarrians’ version of the Proctor Heavy Fighter.
The Hirunda has the same configuration, but is larger, allowing for more powerful engines, shielding, avionics, and larger warload. Smaller than a Goshawk corvette, yet larger than the Arkawing, the Hirunda can be faster and more agile on average than either, albeit at the cost of the shielding and carrying capacity of the former, and the small shipboard size of the latter. While not as heavily armored as the patrol craft of other star nations, the Hirunda has the serious speed and stealth available to a race that doesn’t have to worry about pulling high-gees.
Like the Arkawing, the Hirunda has thus far appeared only in the wings of the Silvermoon and Hawkmoon Tribes. However, customized individual examples may have been forwarded to members of other Tribes.

Type: EShe-B/SS02 Hirunda
Class: Strike/Scout Ship
Crew: 2-5
MDC/Armor by Location:
Main Body 900
Reinforced Cockpit 250
Wings(2) 360 each
Engine Pods(4) 400 each
Variable Forcefield 500 per side ( 3,000 total)
Height: 12 ft
Width: 78 ft w/ wings fully swept, 140 ft w/ wings fully open
Length: 160 ft w/ wings fully swept, 140 ft w/ wings fully open
Weight: 50 tons
Cargo: Small 5ftx10 ftx 6 ft space
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:
(Atmosphere) Hover to Mach 6; transatmospheric.
(Sublight) Mach 21
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 2.1% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not possible
Market Cost: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-70% to detect while stationary, -30% when moving)

*EW Jamming---Standard ECM suite for confusing sensor-guided weapons; -6 to strike

*Wings---The wings are fully atmo-capable MAWs(Mission Adapative Wings). +10% to piloting rolls when maneuvering in atmosphere.

Weapons Systems:
1) Medium Pulse Laser Cannons(2)---Two powerful laser cannons are mounted in the nose.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 2d6x10 MD single barrel firing, 4d6x10 MD for two barrels firing, 6d6x10 MD for all three cannons firing simultaneously(counts as one attack).
Up to three turrets can fire on the same target in the forward arc, while all four turrets can fire in the lateral arc at the same target. Only one turret can fire in the rear arc.
Rate of Fire: EGCHH
Payload: Effectively Unlimited


2) Medium Gravity Cannons(2)----The nose also mounts a brace of powerful G-Cannon
Range: 36,000 ft (7.2 miles) in atmosphere, 14.4 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four per melee
Payload: 240 rds per cannon

3) Tail Laser Array(2)---Mounted over and under the tail boom are two laser turrets
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d6x10 MD per cannon burst
Rate of Fire: EGCHH, or eight times per melee in automatic mode
Payload: Effectively Unlimited

4) Wingtip Laser Arrays(2)---The wingtips of the Hirunda mount point-defense laser turrets.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d6x10 MD per cannon burst
Rate of Fire: EGCHH, or eight times per melee in automatic mode
Payload: Effectively Unlimited

5)Weapons Bay----A centrebody weapons bay that is typically fitted with a rotary missile launcher, but can also be used to carry drop-probes, sensory pallets, and cannon-pods.
a) Mini-Missiles---256
b) Short Range Missiles---128
c) Medium Range Missiles---64
d) Long Range Missiles---32
e) Cruise Missiles---16
f) Scout Drones(equiv. to Cruise Missiles in speed and range) ----16
g) Space Mines(Equivalent to Missiles in number and damage, only TRIPLE the blast radius)

h) Heavy Laser Pod---This can be recognizable as a Shemarrian copy of the Kreeghor Energy Lance, but redone by the Silvermoons, who have pumped up the power and range of the weapon considerably.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 1d6x100 MD per blast
Rate of Fire: 4 shots per melee
Payload: Effectively Unlimited

i) Heavy Particle Beam Pod
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 2d4x100 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

j) Heavy Rail Gun Pod
Range: 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 1,200 miles in space)
Damage: 4d6x10 MD per single cannon 20 rd burst(only fires bursts)
8d6x10 MD for a synchronized burst(counts as one attack)
Rate of Fire: EGCHH
Payload: 300 bursts per cannon

Variants:
*EShe-B/SS02Hm-S1---The Hawkmoon stealth version, the ‘Dark Swallow’ is outfitted with more advanced stealth systems. These stealth systems give the craft a 95% chance of going undetected by all forms of detection. The systems can also project(using copied Oni techniques) 1d6 ‘phantoms’ up to 50 miles away from the ship’s true position.

*EShe-B/SS02Hm-S2---A rare variant deployed by the Hawkmoons that incorporates a hard to come by Promethean Phase Stealth System(from Eric Fackler’s Galactic Tracer Starship Construction Rules in Rifter #34). These vessels are used very sparingly, owing to the limited number of charges built into the Phase systems, and the reluctance of the Shemar to rely on outsiders to service their equipment.
The Phase Field renders the ship both invisible and undetectable by conventionak and magic sensors, and allows the ship to phase through solid matter, unless stopped by a force field(technological or magical) or another phase-field. The limitations of the system are; the ship can only travel at 25% of normal speed, and cannot deploy weapons or forcefields while in phased state. The system has 200 activations(every time it is turned on and off is regarded as one use, regardless of how long it is used) before needing recharging by the Prometheans
-------------
"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 »

kronos wrote:
taalismn wrote:
kronos wrote:Nice little Ankh-Bot.

Oh.. the Hirunda Hm-S2 variant is cut off at the end..

And who developed the Hirunda and fielded it first so I can group it with the correct tribe on the wikia.


I'll go over it again and repost. Thanks.


I'm doing a bit more uploading on the wikia today. Although getting distracted by a parent who somehow reset her win8 laptop to factory settings by just restarting it after installing an updated version of AVG. The "joy" :x of doing tech support for family. I should start charging them.


Every job devolves to its own level of mediocrity,. Despite what you've learned, you find yourself asking 'Anything Else?'. The longwinded syntax mangler you help out after laboriously and patiently teasing out what it is he really wants will complain about your 'tone'. No Good Deed Goes Unpunished. No reading list book will be available. And just when you're going to the back for a call of nature or a pause that refreshes is when you'll get buttonholed by the Question That Never Ends.
-------------
"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:
taalismn wrote:
kronos wrote:Nice little Ankh-Bot.

Oh.. the Hirunda Hm-S2 variant is cut off at the end..

And who developed the Hirunda and fielded it first so I can group it with the correct tribe on the wikia.


I'll go over it again and repost. Thanks.


I'm doing a bit more uploading on the wikia today. Although getting distracted by a parent who somehow reset her win8 laptop to factory settings by just restarting it after installing an updated version of AVG. The "joy" :x of doing tech support for family. I should start charging them.


Every job devolves to its own level of mediocrity,. Despite what you've learned, you find yourself asking 'Anything Else?'. The longwinded syntax mangler you help out after laboriously and patiently teasing out what it is he really wants will complain about your 'tone'. No Good Deed Goes Unpunished. No reading list book will be available. And just when you're going to the back for a call of nature or a pause that refreshes is when you'll get buttonholed by the Question That Never Ends.


Yup. And I work the help desk(s) at a convention every year.
But the funny part.. my mom USED to work in a computer repair store that she and my dad ran for like 14 years. So some of the most basic things when there's a problem she SHOULD remember.. And speaking of that.. I looked at the system and there wasn't anything wrong with it when I got to it.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Ah, she wants to see if YOU'VE learned anything at school. :-D :-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:Ah, she wants to see if YOU'VE learned anything at school. :-D :-D ;)


Didn't learn much about computers in school... a little bit of 3d animation, video editing, photography, a little photoshop, some flash and html.
All repair stuff I learned from my dad and on my own.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:Ah, she wants to see if YOU'VE learned anything at school. :-D :-D ;)


Didn't learn much about computers in school... a little bit of 3d animation, video editing, photography, a little photoshop, some flash and html.
All repair stuff I learned from my dad and on my own.


Sometimes that's the best way to learn, since you're not simply learning to attain an arbitrary passing grade....
-------------
"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 »

Uploaded Ika, Abyssal Dragon, Astrapade, Fringe Tribe Generator with Tribe Icon generator, uploaded some Rifts Earths allies/enemies to the Ecotroz Shemarrian aka Shemar page, uploaded "What about the 28616 to Civil War page, Air-See Medium Missiles have their own page, Lollipop Tribe page, SkyeKlad.
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Re: Shemarrian-related fan creations

Unread post by kronos »

Clan Motron, Crazelle, Edselator, Clan Immensis, Psi-Shamaness, Vakari uploaded.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Excellent work as always, formating and posting the stuff.
Wish it wasn't so energy-sappingly hot and humid here, otherwise I'd have fresh stuff up and posted. Days like this, I get some free time in the day, and splleerrrggghhhhhh....I just melt into the floor, even with a fan on and a water hose hydrating me...
-------------
"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

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89er wrote:As promised and comment for improvements

IceFlame Experimental Munitions

Thermal Reduction Expeller- Derived from study of abilities and magic that deal with cold, the IceFlames have developed an energy weapon that dissipates heat in a target without use of liquid or gas as a medium of transfer. If organic the target suffers sever frostbite as their tissues lose heat, while things such as metal or plastics become brittle due to their molecules losing energy. The bolts appear as bright lavender motes of light in the distance.

Burst Cooling Lasers- A variation of laser weaponry that uses a three barrel configuration that shoots in bursts of laser cooling in a select area. Instead of one barrel shooting three times, it is three barrels shooting into a general target, similar to metal storm firearms.

Nothaw TRE Pistol
Weight: 6lbs
Range: 200 ft
Damage: 1D6+1
Rate of Fire: Once per Melee
Payload: 7 shots
Special Features:
Thermal governor to deal with environmental problems, so half damage from cold and magic cold.
Cost: Not for sale

UtterChill TRE Rifle
Weight: 10lbs
Range: 600 ft
Damage: 3D6+1
Rate of Fire: Once per Melee
Payload: 21 shots
Special Features: Thermal governor to deal with environmental problems, so half damage from cold and magic cold.
Cost: Not for sale

Bergbite Cooling Laser Rifle
Weight: 16lbs
Range: 900ft
Damage: Single shot: 2D4 Burst: 2D6+3
Rate of Fire: one shot or three shot burst per melee.
Payload: 18 shots
Special Features:
Thermal governor to deal with environmental problems, so half damage from cold and magic cold.
Cost: not for sale


Bit late in replying to this..
So the damage from these weapons is tech or magic based? And deals cold damage, yes?
The Thermal governor, it reduces damage to the user? Is this only while in the user's hands and the item activated (safety turned off, or separate function?) Is this tech or magic based? How long does it last for? Is it always active or can a Shemarrian activate it while the weapon is in a holster? How big of a Shemarrian can use the weapon (assuming roughly standard size as something like the Vulcar, standing 32 ft tall couldn't use one of these weapons in hand, but what about incorporating as a defense weapon?!).

I was wondering as I have an idea for a laser that deals cold damage, and use these as a stepping stone for its design, although I may not use the Thermal governor, leave that in THIS weapon line, giving the Shemarrian a choice or perhaps carry both.
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Re: Shemarrian-related fan creations

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Indeed...cold-based weapons are, IMHO opinion, very difficult to pull off well(mainly because there aren't any real world field examples to draw data from), because if you just list them as doing damage, they're not any better than 'generic raygun x'. But collateral or extra effects, limitations, and other properties really help make them more than that.
-------------
"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:Indeed...cold-based weapons are, IMHO opinion, very difficult to pull off well(mainly because there aren't any real world field examples to draw data from), because if you just list them as doing damage, they're not any better than 'generic raygun x'. But collateral or extra effects, limitations, and other properties really help make them more than that.


I was doing some searches for lasers recently, as I remembered that light acts as both a particle and wave, and supposedly in theory you can use a laser to carry particles of something to a target. Supposedly there's even been a laser based hypospray type device that can deliver medicine via a laser (haven't found references to it again).
There has been also a laser that has frozen stuff, in small scale, as it uses the laser to strip electrons from the target, thus lowering the energy of the atoms, and thus lowering thermal energy, thus freezing things. So far only water vapour can be frozen so far, but shows promise for refrigeration technology.
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Re: Shemarrian-related fan creations

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NOt a very productive summer for me, thus far, and with my vacation coming up next week, I'll be out of it for a week or so, but I still want to post at least something, even if it's cut-and-paste work.

Shemarrian HRL-54 ‘Pall Bringer’ Heavy Rocket Launcher
(aka ‘Rocket Lance’, ‘Pall Maul’, ‘Whack Cherry’, ‘Cherry Bomb’, ‘Mushroom Dispenser’)
http://i408.photobucket.com/albums/pp164/taalismn/img662_zpsb0bwy02y.jpg

“Ah...before you bring the boom-boom with the Big Boom Stick, can you wait just a bit until I finish digging my foxhole? I figure I gotta at least forty feet down before I can consider myself safe.”

If one has somehow missed the previous signs that the Shemarrian Nation has close ties to Greater New England, then the appearance of the ‘Pall Bringer’ rocket launcher is a blunt instrument-variety informant of the fact. This weapon appeared in the ranks of the Skullcrusher Tribe almost immediately after the identical MAULER weapons system appeared on Paladin Steel vehicles. As the Shemarrian weapon is an almost exact duplicate, down to the types of warheads carried, either the weapon was acquired by blatant Ghostrider espionage of the highest order, or it was traded for at the highest levels, as the Skullcrushers are NOT known for their espionage acumen.
The Pall Bringer/MAULER is an adaptation of the pre-Rifts W54 ‘Davy Crocket’ tactical nuclear mortar, and consists of a spigot mortar tube firing off a short range missile motor mounting a heavy long range missile warhead, typically of the most destructive type. The HRL-54 in Shemarrian service is not vehicle-mounted as in the GNE, but is instead ported by the much stronger gynoids as a shoulder-slung, single-shot rocket launcher. As the effects of shock, heat, and radiation don’t bother the Shemarrians much, the weapon is more likely to be used in its tactical nuclear configuration, to devastating effect. The weapon has also been seen to be deployed with TW warheads, although whether these weapons are supplied directly by Paladin Steel, or are manufactured by the Wayfinders, remains unknown.
Pall Bringers first appeared in the Skullcrushers’ hands, followed shortly after by the FlameWings, and to a lesser extent the Silvermoons. Other tribes, including Fringe Tribes such as Clan Motron, have been seen with examples of this weapon, especially during the Minion War, but it is believed that they acquired them through trade with other Tribes, rather than by template-license production of their own.
Frankly, the thought of a WMD being toted around the Shemarrians like an RPG-7 is enough to give many enemies pause before doing any sort of saber-rattling near Shemarrian Nation territory.

Weight: 220 lbs; the warhead weighs about 76 lbs
MDC: 90
Range: 2.5 miles
Damage:
Varies by Long Range Missile Warhead employed.

*TW Magma Weapon---Modified River of Lava spell, that creates a pool 450 ft in diameter instead, that lasts 15 minutes. Anything caught in it takes 2d6x10 MD per melee. If deployed in shallow water it lasts only 7 minutes and does HALF damage, but creates huge bubbles, kills local sea life, and produces a massive cloud of superheated steam that blinds anyone on the surface, fouls up thermographic imaging systems, and creates a belching sonar static that can screw up passive sonar systems in the area.

*TW Tsunami Weapon---Designed for attacking coastal targets, this weapon creates a tidal wave roughly 150 ft high, 3,000 ft long, lasts 15 melees, reach as far as 450 ft inland, and does 4d6x10 MD per melee. Also has a 75% chance of capsizing any ships it catches.
Note: This weapon is INEFFECTIVE unless aimed at a sizable body of water, such as an ocean, large lake, or deep river(at least 20 ft deep).

*TW Hurricane Weapon----Ocean-attack weapon, but can also be used against large lakes. Creates a massive sea storm that covers a 120 ft area, 100-150 mph winds, and 30 ft high waves. Does 3d6x10 MD per melee to large structures, and 1d6 MD to anyone caught out in the open. Effects last 15 minutes.

*TW Maelstrom Weapon---Another ocean-attack weapon, for attacking shipping and submarine warships/installations(though in the case of the tank-mounted weapon, it is typically used to attack coastal, lakeshore, or riverside targets), generating a sizeable whirlpool in any large body of water it is aimed at.
Whirlpools are 120 ft wide, lasts 15 minutes, and does 1d4x10 MD to anything caught in its center, 2d6x10 MD per melee to large ships, and 1d6x100 MD to them if they get submerged or if the whirlpool ‘breaks the ship’s back’.

*TW Earthquake Weapon---Warhead acts as a 15th level Elemental Earthquake spell; 3500 ft area of effect, doing 2d6x100 MD per melee, for fifteen melees. Generates a fissure 900 ft long, doing damage to everything within 600 ft on either side of it. A full spread of Earthquakers can destroy a county.

*TW Stormfront Weapon---Airburst warhead that unleashes a Tornado, and an accompanying Summon Storm, both equivalent to the 15th level Elemental Warlock Spells. The HRL-54 round actually launches 4 smaller warheads in the larger LRM casing.
Tornadoes are 100 ft in diameter, last 15 minutes, and do 3d6x10 MD per melee to anything caught by them, and an additional 2d6x10 MD to anything hurled out. Wood, clay, and stone structures take 4d6x10 points of damage(SDC or MDC), and trees are uprootted in one melee round. The tornado will also randomly wander about in a half-mile area before dispersing.
The storm element creates a drenching, obscuring downpour that drops 4 inches of rain per hour, does 1-6 points of structural S.D.C. per half hour, creates immobilizing floods, and reduces visibility to near zilch; storm covers a 14 mile area, and lasts 7 hours

*TW Sphere of Annihilation---The most expensive and devastating of the TW Warheads is the Sphere of Annihilation, that creates a minute quantity of anti-matter, that explodes with a force greater than any nuclear device of comparable size! The MAULER round actually launches 4 smaller warheads in the larger LRM casing.
The warhead does 2d4x100 MD to a point target, plus an additional 4d6x10 MD to a 10 ft radius, and have a +3 on top of targeting system bonuses, to strike their target. The submunitions can be ‘shotgunned’ to spread out over a 1,000 ft arc to spread the joy across a wider front, or can be targeted on one target. All four submunitions going off on one target do 8d4x100 MD, 4d6x10 MD to a 150 ft radius, and 2d4x10 MD out to 300 ft!

*Enhanced EMP Weapon---This weapon generates an intense Electro-Magnetic Pulse capable of frying unshielded electronics and disrupting even shielded military systems. Against technological societies, this weapon can cause absolute chaos!
The warhead does 1d4x100 EMP damage(no physical damage) to a 5,000 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.

*Fusion Cluster Weapon---Deploys 11 submunitions that orient in flight to fire a directed blast of plasma at a target---Does 1d4x100+10 MD to a 15 ft blast radius,6d6 MD concussion damage to a 55 ft blast radius.

*Nuclear Warhead---Details of the Paladin Steel nuclear armaments program remain classified, but speculation is that the most likely ‘nuke’ warhead deployed would be a dialable yield 2-10kt weapon. There had been discussion of using an enhanced radiation weapon(‘neutron bomb’) but PS and the GNE have shyed from developing radiological WMDs except for VERY specific purposes(destroying the Infernals is one likely purpose).
The Shemarrians, on the other hand, have shown no such reluctance about deploying nucleonic weapons offworld, especially in environs not supporting native life, and some Tribes are decidedly fairly liberal about exercising the nuclear option. The FlameWings in particular have been observed using 10kt weapons, anti-matter warheads, and neutron munitions with frightening enthusiasm.

Rate of Fire: Single shot
Payload: Single shot
Last edited by taalismn on Tue Nov 03, 2015 7:06 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:NOt a very productive summer for me, thus far, and with my vacation coming up next week, I'll be out of it for a week or so, but I still want to post at least something, even if it's cut-and-paste work.

Shemarrian HRL-54 ‘Pall Bringer’ Heavy Rocket Launcher
(aka ‘Rocket Lance’, ‘Pall Maul’, ‘Whack Cherry’, ‘Cherry Bomb’, ‘Mushroom Dispenser’)


Yup.. Leave it to the SkullCrushers to carry something like this. Also the Radiant Edge would make liberal use of these if/when they can get some.
Now I'm reminded of the mini-nukes used in the film Starship Troopers (not saying it was a good film..). Something about the size of a RPG-7 warhead that had a nuke in it. Although I think it was only in the ton range and not kiloton.. Almost tempted to try and find it to watch and find if they state how powerful it was now..
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:NOt a very productive summer for me, thus far, and with my vacation coming up next week, I'll be out of it for a week or so, but I still want to post at least something, even if it's cut-and-paste work.

Shemarrian HRL-54 ‘Pall Bringer’ Heavy Rocket Launcher
(aka ‘Rocket Lance’, ‘Pall Maul’, ‘Whack Cherry’, ‘Cherry Bomb’, ‘Mushroom Dispenser’)


Yup.. Leave it to the SkullCrushers to carry something like this. Also the Radiant Edge would make liberal use of these if/when they can get some.
Now I'm reminded of the mini-nukes used in the film Starship Troopers (not saying it was a good film..). Something about the size of a RPG-7 warhead that had a nuke in it. Although I think it was only in the ton range and not kiloton.. Almost tempted to try and find it to watch and find if they state how powerful it was now..


Agreed. The actual Davy Crocket warhead, given what few folks have actually tried to do a kiloton-MDC for Rifts/Palladium actually fell under the kiloton range, but its radiation shockfront was considered the real atomic killer, and nearly overlapped the weapon's effective range. But on a raw damage basis, it's not very impressive by Rifts standards. I leave it to the individual GM how sophisticated and powerful nuclear engineering as gotten in producing smaller, higher-yield weapons in the Rifts/Three Galaxies theatres.
Still, even sub-kiloton blasts can do serious damage...the recent blast in China has been estimated as in the range of 21 tons of TNT...you look at the aerial footage and the crater at the center of the blast looks like a fair-sized POND...and more frightening, the taxi dashboard footage that shows the shockwave DISTORTING the air, heat-shimmer-style, as it was channeled between the high-rise buildings and hit the camera POV.
-------------
"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:NOt a very productive summer for me, thus far, and with my vacation coming up next week, I'll be out of it for a week or so, but I still want to post at least something, even if it's cut-and-paste work.

Shemarrian HRL-54 ‘Pall Bringer’ Heavy Rocket Launcher
(aka ‘Rocket Lance’, ‘Pall Maul’, ‘Whack Cherry’, ‘Cherry Bomb’, ‘Mushroom Dispenser’)


Yup.. Leave it to the SkullCrushers to carry something like this. Also the Radiant Edge would make liberal use of these if/when they can get some.
Now I'm reminded of the mini-nukes used in the film Starship Troopers (not saying it was a good film..). Something about the size of a RPG-7 warhead that had a nuke in it. Although I think it was only in the ton range and not kiloton.. Almost tempted to try and find it to watch and find if they state how powerful it was now..


Agreed. The actual Davy Crocket warhead, given what few folks have actually tried to do a kiloton-MDC for Rifts/Palladium actually fell under the kiloton range, but its radiation shockfront was considered the real atomic killer, and nearly overlapped the weapon's effective range. But on a raw damage basis, it's not very impressive by Rifts standards. I leave it to the individual GM how sophisticated and powerful nuclear engineering as gotten in producing smaller, higher-yield weapons in the Rifts/Three Galaxies theatres.
Still, even sub-kiloton blasts can do serious damage...the recent blast in China has been estimated as in the range of 21 tons of TNT...you look at the aerial footage and the crater at the center of the blast looks like a fair-sized POND...and more frightening, the taxi dashboard footage that shows the shockwave DISTORTING the air, heat-shimmer-style, as it was channeled between the high-rise buildings and hit the camera POV.


Yeah, not just the main explosion that deals damage. The shockwave and heat reaches quite a bit farther, and even if the heat isn't enough to destroy buildings, it definitely weakens them, burns people, and can set flammable materials ablaze, so you have fires, buildings that 'seem' safe after the blast could collapse once people start roaming around in them looking for survivors, and THEN you got the radiation.
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

The Shemarrians have zombie disguised drones.. now a Necromancer Upgrade that can be fitted to almost any Shemarrian/NeShemar. Elites with extremely different body shapes might not be able to take all the options, or have to have them modified to fit (this is a number of the Lost Eclipse elites with very monstrous appearances).

"Those Shemarrians are truly monsters. They have zombies, cyborg zombies and now damn necromancers! Only good thing is those ones are in the Magic Zone fighting other Mages. Damn D-Bee scum, there's no limit to their evils!"

Coalition Spec-Ops operating near the Magic Zone.

"Those Shemarrian necromancers are a problem! Not only have they figured out how to be cyborgs and still use magic, but they have spells that can take control of other undead! They even use their magic to HEAL. PFFT! Giving real necromancers a bad name I tell you! I barely managed to escape one when the damn broad somehow took control of half my zombies and made them fight the rest of them and my useless living minions."

Blackhand the Desecrator, necromancer, recounting an encounter with a Shemarrian 'Necromancer' in Wisconsin.

With the 'Monster' tribe of the Lost Eclipse and Clan Shelley both using Elites and drones that resemble undead, it was only a matter of time before they deployed members that were to be the 'masters' of these 'undead' units. The Necromancer is not so much an elite as an upgrade package that can be added to nearly any Elite caste, and finds more use among NeShemar, especially those who were victims of undead attacks, and some magic users.

The Lost Eclipse began development, with some help from both the Wayfinders, for magic assistance, and Clan Shelley for field testing and being located near areas that are somewhat frequented by undead and their mass use of undead looking drones. The Necromancer has enhanced communications systems for controlling various 'undead' drones, carries a staff similar to those of the ARCH-Mages, equipped with several false magic systems, a PPE generator for NeShemar who used to be spellcasters, the equipment to create 'undead' similar to the ARCH-Mages, only enhanced, and a new weapon system that allows the Necromancer to temporarily control or at least disrupt other undead.

The Necromancer will have fake pieces of various creatures hanging from their clothing or armour, similar to actual necromancers, but these are actually not necessary, and some are devices the Necromancer uses to recreate the powers via technology, or serve other purposes. Many will have fake skeletal remains of feet or claws of small rodents, lizards or supernatural creatures, including claws of dragons. These feet are actually small drones that used for spying. A necromancer will have two or more of these, one will always remain on the Necromancer, which can act as a second set of eyes while attached, and when necessary the Necromacer can chant a spell to 'animate' a skeletal foot or hand to crawl about and spy or perform some task such as fetching an object. The Necromancer will also have other items that look like tentacles, tails, wings or skulls for imitating the augmenting powers of necromancers, such as skulls of powerful supernatural creatures, which they wear as helmets. These skulls actually contain part of the enhanced communications systems and also serve as additional protection for the head, and some have powered servos in the mouths to give a bite attack. Carried horns or claws are designed to attach to the Necromancer to increase their melee attacks.

The following changes are added to any Shemarrian or NeShemar that is upgraded to a Necromancer:

Possible Horror Factor: 11
The necromancer is dressed up like a real necromancer, and usually has a few zombie looking drones, items that look like parts from dead creatures tied or strapped to their body.

Hands and feet are fitted with special meta-materials and nanites to transform the appendage into a tentacle or transform the hand into a more monstrous looking clawed hand for enhanced melee, feet with clawed toes for better climbing abilities.

Sensors
Although the Necromancer will have all, or most, of the standard Shemarrian sensors, the Necromancer may not actively show they can use all of those senses, unless they 'cast' a spell for it, or wearing certain items using their fake transformation or augmentation abilities.

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

Chemical Analyzer: The Necromancer's sense of smell, by the user of a chemical analyzer, or a bionic enhancement if a NeShemar is quite potent, allowing it to track by small with a skill of 70%.

Special Systems

1. Enhanced Communications
The range of the Necromancers radio and communications systems are increased by 25%.
Targeting Uplink: The Necromancer has the targeting uplink system from the Male Shemarrian, allowing it to connect to 24 drones within 63 miles. All of these drones gain +1 to strike and initiative. This system can be enhanced with equipment from the Supernatural Skulls.

2. PPE Generator (Optional, removes one of the items the Necromancer can have for the Fake Augmenting, usually given to NeShemar or Shemarrians who had spell casting abilities before).
The Necromancer is fitted with a PPE generator and battery. The battery can store 200 PPE and can restore 5 PPE every minute.

3. Fake Union With the Dead/Transformations
Using a combination of meta-materials, nanites and transformation systems first used in Ghosts and Vadas, the Necromancer can change the hands into a more monstrous clawed hand for enhanced melee capabilities, or a 20 foot tentacle with suction cups and molecular adhesion pads that can be used to entangle foes or aid in climbing. The feet can also transform into clawed version for climbing or semi bird-like talons. All transformations are proceeded by chanting and hand gestures, usually touching one of the fake animal pieces that correspond with the transformation.

A) Clawed Hand
The hand transforms to become larger and extends large claws, typically looking like a large monstrous claw from some demon or supernatural creature. The claws are really vibroblades, and usually have a silver coating on the cutting side.
Damage: 3D6 MD
Rate of Fire: ECHH
Special: Can be coated in silver, allowing it to damage creatures vulnerable to silver. The clawed hand is designed for combat and not for performing skills. Skills that require manual dexterity suffer -30% per clawed hand.

B) Tentacle
The hand morphs into a tentacle that extends out to 10 feet. There are several suction cup like protrusions along one side. These suction cups contain molecular and magnetic adhesion pads, and the center conceals a retractable vibro stiletto, which can not be coated in silver. The tentacle can be used to slap or grab and crush opponents, or can be used to swing from branches or other objects.
Range: Melee plus 10 feet.
Damage: Slam deals 3d4 MD, full melee crush deals 3d6 MD, plus 2d4 if vibro stilettos are deployed.
Special: Gains +3 to entangle or disarm. When used for climbing adds +15% to speed and Skill, additional +5 on ferrous material. Skills that require manual dexterity, except climbing, suffer -40% per tentacle.

C) Clawed Feet
The feet morph and extend the toes and gain claws for digging and climbing.
Damage: +1d4 MD to kicks.
Special: +10% to climbing speed and skill.

D) Talon Feet
The feet morph and extend talon like a bird. This is extremely useful if the Necromancer also has wings and jet pack for flight.
Damage: Kicks deal 4d4 MD
Special: Running speed is reduced by 10%.

4. Fake Augmenting
Just as real necromancers can augment and enhance themselves by using pieces of creatures, usually supernatural, the Necromancer will carry a series of items that are designed to attach or secretly deploy from the Necromancer's body. The Necromancer will usually carry 1d4+2 items. Higher level Necromancers will carry +1/3 levels above level 5. These items can be carried and attached or worn when needed. Items like the skulls can be worn all the time, and act like a helmet. Wings are typically attached and only look as if they are tied to the back, but can be detached, just like horns or tails. The items attach via a means of magnetic and specially designed concealed connectors with nanite assemblers that penetrate the faux skin, or connect to the cybernetic armour. When removed the assemblers conceal the connectors and repair the skin and make it look like a bruise. The assemblers are engaged by the Necromancer's systems and uplink programming and power systems upon connection to make the part an intrigue part of the Necromancer. Attaching or detaching Fake Augmenting parts takes 2 actions.
The necromancer's Horror factor can be increased with the addition of various fake augmenting items, with a +1 HF for every 2 items attached.

a) Supernatural Skull
The base Supernatural Skull is an armoured helmet which protects the head, but also contain antennas for increasing the range of sensors and the uplink abilities of the Necromancer.
MDC: 100
Added Sensors: If the Necromancer doesn't have all the standard Shemarrian sensors (nightvision, thermal, IR, motion detection, laser targeting, etc) the helmet contains these sensors, otherwise it increases range by 15% to all standard sensors.
Uplink Enhancement: The uplink system is increased, boosting the range out to 75 miles and up to 48 drones can benefit from the +1 to strike and initiative. Alternatively, the system can be narrowed and upload a part of the Necromancer's own combat programming. In this mode, only 10 drones can be uplinked to, and must be within 5 miles. The drones gain an extra attack per melee, +2 to strike and initiative, may use any combat moves the Necromancer knows, from any special Hand to Hand Combat skills from commando, assassin, etc, but without the Necromancer's bonuses, the drones would use any relative bonuses of their own.
Transfer Consciousness: Alternatively, the Necromancer can temporarily transfer part his/her consciousness/essence into one drone that is up to 75 miles away. The necromancer's body goes into a standby mode where it can perform simple tasks, such as moving safely at a walking pace to a hiding spot, record everything that goes on around it. While the Necromancer's consciousness/essence is in the drone, the drone becomes the Necromancer's body, making full use of all of its abilities as if the Necromancer was the drone. For the psionic Ecotroz Shemarrian this allows the Necromancer to temporarily appear to possess a drone that looks like an undead, like a spell Transfer Life Force, only with greater control than a NeShemar. A Ecotroz Shemarrian can make use of any psionic powers they have while in the drone, while a NeShemar can't.
To initiate this transfer, the Necromancer selects the targeted drone, and spends a full melee round (15 seconds) uploading their consciousness to the drone. The body of the Necromancer goes to a standby/autopilot mode and if walking before the transfer will continue to do so and avoid obvious dangers, but usually the Necromancer will hide to keep the body safe. If the body is attacked, the Necromancer will be immediately aware and can return to the body, but takes a full melee round (15 seconds). The body will move to try and avoid damage, but not very well. During the time the Necromancer is in drone, their body can only move at half speed, can not attack, but can dodge but at half normal bonuses, but full sensors work and will record everything for review later. The possessed drone can move outside of the 75 mile range, but must be within the range to transfer back safely. The Necromancer can possess a drone for 1 hour per M.E. point. If the Necromancer attempts to transfer back while outside of the 75 mile range, some mental stress will incur, needing to roll a Save vs Insanity 14. A successful save means the Necromancer is only dizzy and has a headache for 1d4+1 hours, suffering -2 to all rolls and -15% to all skills, spells and psionic powers have a 25% chance of failing, but still expending the PPE or ISP. A failed save means the Necromancer is in a type of mental shock, no bonuses, moves at 25% speed and has 1 action per melee, is effectively stunned. This lasts for 1d4 melee rounds. Afterwards the Necromancer suffers from the dizzy and headache above but for 1d6+3 hours, but is unable to use any psionics or spells during this time due to the mental stress.

b) Dragon Skull
The Dragon Skull is similar to the Supernatural Skull, except it is slightly more armoured and is equipped with servos in the jaw to allow a bite attack and a flame thrower in the mouth, but the range of the uplink is only increased to 60 miles.
MDC: 140
Bite: The helmet has a powered jaw to allow for a bite attack that deals 1d4 MD
Flamethrower
Range: 100 ft
Damage: (WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Napalm-P, this does 2d6 MD. 
Rate of Fire:(Direct-Stream Mode) Standard 
Payload: Only has 10 blasts.

c) Tail
The Necromancer can attach a bionic/robotic tail, generally modeled on lizards or dragons, using it for striking targets.
MDC: 60 MDC
Reach: melee 6 feet.
Damage: 2d6 MD
Bonus: Adds an additional attack, which is generally made with the tail.

d) Manticore Tail
The Necromancer can attach a bionic/robotic tail modelled after the manticore, a thin tail covered in faux fur, ending in a bulbous lump with various barbs. These barbs contain poisons, plus the Necromancer can launch some of the barbs delivering the poison at a distance.
MDC: 45 MDC
Reach: Melee 7 feet, 50 ft barb launch.
Damage: 2d4 MD plus poison, or 1d4 MD launched barb plus poison.
Payload: 20 doses total, up to 4 different types of poisons or acids. Up to 8 barbs can be launched before requiring new ones reloaded.
Bonus: Adds an additional attack made with the tail.
Special: Poison. Any poison can be added, usually paralyzing (typically Save vs Poison 14, paralyzed for 1d4+3 melee rounds, supernatural creatures save vs poison 17, unless more potent poison used), or acids.

e) Crab/Lobster/Scorpion Pincers
These are large pincers modelled after crab, lobsters or scorpions, that the necromancer puts their hands into, used as a pair or individually. They are designed for cutting and crushing through mega-damage hides and armour, and some also have a slightly longer half that ends in a point for stabbing. The pincers are large enough, and armoured to be used as small shields to block MDC weapons.
MDC: 80 MDC each
Damage: Pincer strike 2d6 MD, crush 2d8 MD, full melee sustained crush 1d8x10 MD.
Bonus: +4 to entangle/grapple after a crushing attack. +2 Parry against melee weapons.
Option: A one half of the pincer can be modified with a longer side that ends in a tapered point, used for stabbing, this reduces crushing damage to 2d4+2, and sustained full melee crush to 1d4x10 MD, but can make a stab attack at 2d4 MD that is a critical on a natural 19-20.

f) Spider Thorax
This bulbous item is designed to look like the thorax from a large spider, including the spinnerets, attaches to the arm, and can launch silk like rope for climbing, make cocoons or entangle opponents.
MDC: 30 MDC
Range: 200 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 coccoon-spray a target, the spider thorax can spray up to 10 MDC in one attack. A target struck with a shot of strand (10 ft, 1 MDC worth), suffers -1 to strike, dodge and parry, which is cumulative from multiple strikes, unless the target removes the webbing, requiring a PS 18 or robotic/supernatural PS 15 or higher, and takes a full melee to remove. If the target suffers 5 hits, reduce speed by 10%.
Rate of Fire: ECHH
Payload: Contains 200 MD worth of webbing.

g) Wings
These are bionic wings modeled after bat or dragon wings, combined with a small contragrav system to provide flight. The wings and flight system are designed to look as if they are tied or crudely tied and surgically added to the back of the Necromancer, but the Necromancer usually wears a cloak or cape to conceal the back to prevent close inspection. The wings and pack are usually detachable, and operate silently.
MDC: 50 MDC
Flight Speed: 90 mph, silent mode speeds under 50 mph, -40% to hear the contragrav.
Maximum Altitude: 20,000 ft.

h) Rhinoceros/Rhino-Buffalo Horn
This is attached to the Necromancer's head, allowing for head butt attacks or added damage in ramming/body blocks where the head is lowered. The horn is a disguised vibro spike. While attached, the Necromancer will act as if their sense of smell is stronger, although no stronger than normal.
MDC: 50 MDC
Range: Melee
Damage: Head butt/slash 2d4 MD. Charging at minimum speed of 30 mph 2d6 MD, +1d6 MD for every 30 mph increased in speed, plus knockdown.
Special: Ram critical hit on a natural 19-20, dealing triple damage while charging. While charging, 30% +5% per 10 mph over 30 mph to knockdown at target of the same height or smaller than the Necromancer.

i) Ki-Lin Horn
This fake horn is modelled after the horse-dragon-like creature. Although it is a disguised vibro blade, it contains extra Cybernanite nanites and programming to temporarily cause the Necromancer's own system to repair more damage faster. When activated, while attached, the Necromancer's cybernanite repair system will repair +2d6 MDC per 30 minutes instead of every hour, and an additional 10 MDC in materials before needing additional MDC stocks.
MDC: 40 MDC
Range: Melee
Damage: 1d4 MD

j) Cyclops Eye
A large eye looking item in a harness that is worn on the head. The eye contains extra optics and targeting systems as well as a defensive field that reduces damage from electrical, ion and particle beam weapons. The defensive field can be active 5 minutes at a time before requiring 1 hour cooldown time, the Necromancer only takes half damage from electrical attacks, including magical, ion and particle beam weapons. While attached, the Cyclops eye grants +2 to all ranged attacks, +1 to Perception, and due to several hidden cameras hidden around the eye, can see completely all around it, making it impossible to sneak up on the Necromancer. Powerful telescopic lens, able to spot a rat sized object up to 50 miles. Powerful macro lens.
MDC: 45

k) Unicorn Hooves
These are a type of 'boot' the Necromancer attaches to their feet, the meta-material/morphic nature of the feet help blend the hooves with the feet more. These hooves contain pistons and a very low level contra-grav system to give the Necromancer a greater running speed and greater leaping capabilities. Increase running speed by +20 mph, increase leaping distance by 25%. Kicks gain +1d6 MD damage.
MDC: 20 MD each, must be worn as a pair.

l) Mermaid Tail
This is a robotic system that looks like the lower half of a mermaid's tail, including fins. The necromancer steps into the upper part, which reaches up to about the knees, and enables the necromancer to swim. It contains concealed hydrojets and ballasts to allow the necromancer to swim at a speed of up to 30 mph with the hydrojets, able to provide thrust for 2 hours before requiring 30 minute cool down, or 10 mph without the jets. Grants a Swim skill of 55%, or +10% if already possesses the skill. Contains software that will modify the necromancer's sensors and radar into a short ranged sonar, but only with a range of 3000 ft (about half a mile), and -15% to sensor skills.
MDC: 40 MDC

m) Manta Ray/Demon Ray/Similar type creatures
This water jet system is designed after manta-rays, with large, but very flexible wings and a tail. The hydrojet isn't fast, but efficient, and the wings are able to provide a good swim speed silently, making this a good stealth option, plus the design makes the necromancer's sonar signature seem more like a manta ray-like creature. The tail conceals a vibro blade, plus two mini-torpedoes are concealed in the wing roots. Swim skill at 60% or +15% if already possesses the skill, swim speed 25 mph with hydrojets, able to run for 4 hours before requiring a 30 minute cool down, 15 mph without the hydrojets. Built-in sonar with range of 2 miles, enemy sonar and sensors suffer -15% to determine if the necromancer is a natural creature or not when hydrojets not in use and -10% to detect the necromancer in general. While under water, grants +2 to Dodge.
MDC: 60 MDC
Vibro Blade Tail
Range: Melee
Damage: 1d6 MD, critical on a natural 19-20.
Mini Torpedoes
Range: varies by torpedo type (typically 1 mile)
Damage: Varies by torpedo type.
Payload: 2 mini torpedoes.

n) Snow Lizard Dragon Paw/Claws
This item looks like the paw, with claws from a snow Lizard Dragon hatchling, attaches to the back of the user's hand. It is fitted with vibroblades in the claws and very well disguised technowizard systems. While attached, it can draw on the PPE of the PPE battery and generator to cast the following spells: Impervious to Cold (6 PPE, 5 minutes), Orb of Cold (6 PPE), Modified Frostblade (10 PPE, 3 minutes). Requires the Necromancer to have the PPE Generator/Battery, or have their own PPE.
MDC: 35
Damage: Claws 3d6 MD
Special: Modified Frostblade. By casting a modified version of the Frostblade spell, the vibroblades of the Snow Lizard Dragon Paw are coated in magical frost, dealing an extra 1d6 MD damage, can damage creatures vulnerable to magical weapons, fire creatures take an additional +1d6 MD, or +2d6 MD if their description says they take double damage from cold.

n) Dragon Scale Cloak
This cloak is designed to look like it was made from the scales of any dragon that can turn invisible. It is lined with EctoFiber and hidden gems to allow it to cast several spells, using the wearer's own PPE, as well as provide physical protection. The wearer can cast the following spells: Chameleon (6 13.5 minutes), Float in Air (5 30 melees), Invisibility: Simple (6 9 minutes), Deflect (10 3 actions/deflects). For the Chameleon and Invisibility: Simple spells, the wearer will usually wrap the cloak around them as if part of the spell, but once cast the cloak just has to be worn. For the Deflect
MDC: 100 MDC

Other items inspired by supernatural creatures are possible (technological or techno-wizard), but these are the ones seen in action so far.


5. False Magic
The Necromancer has the ability to 'cast' many of the fake spells created by ARCHIE-3 and any that the EShemarrians have created since. Most necromancers will have 1d4+2 false magic spells, +1 per 2 levels.

Common spells
Animate Body Parts, Animate and Control Undead, Fuel Flame, Ignite Fire, Magic Net, Repel Animals, Circle of Flame, Fire Ball, Fire Bolt, Tongues (built in translator), Spoil, Summon Vampires

Animate Body Parts
This is similar to the create zombie fake spell, but works on pieces of a body, or will be small drones. The Necromancer will have several drones that look like body parts already for this purpose. These drones will typically have 3d10 S.D.C., a simple robotic AI, PS 6, PP 8, SPD 10, and depending on what the part is, such as a hand, arm or such, a melee strike will do 1d4 SD. These drones will be equipped with basic optics, sometimes infrared and passive night vision and communications to transmit to the necromancer. They will have enough memory to record everything they see and hear around them for 3 hours and a battery life of 5 hours of operation. If hanging on the necromancer, the necromancer can command the body parts to aid in grappling, granting a +1 to grapple/entangle checks for every 2 drones helping. They can also aid the necromancer in climbing, granting a +1% per 2 drones helping. Animated drones moving while hanging on the necromancer can increase horror factor by 1 for every 3 moving drones.

Animate and Control Undead (Rifter 53)
This is exactly the same as the ARCH-Mage, only the AI is improved as are the servos and control system. The following changes are made (or can use original states of Robotically Animated Corpse) PS 17, PP 14, IQ 8, Four attacks per melee, +4 strike, +4 parry, +2 dodge, +5 to strike ranged weapons, 10 MDC, basic optics plus infrared and passive night vision. Will generally carry enough supplies to create 10 mummies or zombies in pouches and hidden compartments on the necromancer.

Summon Vampire
This is actually just a set of gestures and chanting while the Necromancer uses radio communications to call nearby Shemarrian versions of the ARCH-Vamps, either drones, modelled after wild vampires, or to any Vlades in the area.

6. Control/Disrupt Undead
Using technology acquired from Paladin Steel, combined with studies and reports from both the Wayfinders and Lost Eclipse, the Necromancer mounts an experimental weapon system that has proven to be quite effective, or at least a good distraction. Based on the anti-theron technology pioneered by Paladin Steel, the anti-theron projector is instead in the form of a projectile, which is coated in a special phosphorous material that causes the round to look like a glowing orb as it is launched from a concealed launcher in the necromancer's arm. This round also contains nanites that are programmed to attach themselves to the motor control and optic nerves of the target. The anti-theron projector runs for a very short time, but enough that it damages the target, and the nanites can do their job of attempting to override the target. Against mindless undead, this damages the creature, but easily lets the nanites to temporarily control the zombie or mummy, turning it against the originating necromancer's enemies via communications uplink to the necromancer. The nanites are designed to absorb anti-theron energy, which they radiate as they move about and latch onto their target's nerves, which allows them to continue manipulate the undead for a short time even after the main projector round has emitted its burst of energy.
Due to the smaller size of the projectors (being in projectiles), they aren't as effective against most supernatural creatures, making this a more anti-undead weapon.
Range: 400 feet
Damage: Does 3d6 HP/MDC damage (based on the nature of the creature).
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage. 
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike. 
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating. 
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. Normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters (including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities (like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption. 
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE (same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them. 
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE (same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.
Disrupt/Control Undead: Undead with no or little intelligence (less than I.Q. 9) roll save vs magic at -5. A fail save puts the undead under the control of the necromancer for 1d4+1 rounds before the nanites run out of power and break down. Undead such as vampires, save vs magic, but only wild vampires can be controlled for 1d4-1 (minimum 1 round) by the necromancer. While Secondary and Master vampires that fail the save are paralyzed for 1d4-1 rounds (minimum of 1 round).
The nanites can attempt to affect living targets hit, but they receive a +2 to their saves, while mortal creatures (SDC beings such as humans and many D-Bees) get a +4.
Rate of Fire: 2 per melee.
Payload: 10 rounds.
Will usually carry another 20 to 60 rounds in a case or bag, but takes several minutes to reload, and the process of reloading definitely reveals that the equipped arm is definitely cybernetic in nature.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Ewwwwwwww.......Halloween in August! Very nice!!! 8) :nuke: :ok:
-------------
"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 »

taalismn wrote:Ewwwwwwww.......Halloween in August! Very nice!!! 8) :nuke: :ok:


Thanks. I'm sure the Necromancer will get more items made for it's fake augmenting ability. And if there is enough interest (and extras made), some of the items might be available to other elites, especially the Lost Eclipse as they love their monstrous appearance and it can give some of the higher ranking warriors, berserkers and warchiefs that haven't qualified for an elite frame (or elect not to get one) the ability to have some flexibility in their abilities and still look monstrous. Some items like dragon paws will eventually be a bit more like gauntlets, where the hand fits inside and the paw becomes the Shemarrian's hand instead.

"Hey.. didn't you have a set of horns last month?"

"Yeah, but I didn't feel like wearing today and went with a pair of Snow Lizard Dragon Paws and kept the Manticore tail. I might get a set of hooves as I think they'll make my butt look good!"
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:Ewwwwwwww.......Halloween in August! Very nice!!! 8) :nuke: :ok:


Thanks. I'm sure the Necromancer will get more items made for it's fake augmenting ability. And if there is enough interest (and extras made), some of the items might be available to other elites, especially the Lost Eclipse as they love their monstrous appearance and it can give some of the higher ranking warriors, berserkers and warchiefs that haven't qualified for an elite frame (or elect not to get one) the ability to have some flexibility in their abilities and still look monstrous. Some items like dragon paws will eventually be a bit more like gauntlets, where the hand fits inside and the paw becomes the Shemarrian's hand instead.

"Hey.. didn't you have a set of horns last month?"

"Yeah, but I didn't feel like wearing today and went with a pair of Snow Lizard Dragon Paws and kept the Manticore tail. I might get a set of hooves as I think they'll make my butt look good!"



"Got a fresh load of peryton horns."
"Those are Soooo yesterday..."
Necromancer fashionistas. SHEMARRIAN Necromancer fashionistas.
-------------
"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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Posts: 48008
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Updated the Page One Codex with the IceChill weapons, Pall Bringer, and Necromancer.
-------------
"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: 48008
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 »

Have been 'invited' by the Dark Waters to look over some things of theirs for the next week, so will be offline for that time. Bloodriders have agreed to shift one of their encampments to watch over my hometown and stuff for the duration.
Don't nuke the thread partying.
-------------
"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
abtex
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Re: Shemarrian-related fan creations

Unread post by abtex »

taalismn wrote:Have been 'invited' by the Dark Waters to look over some things of theirs for the next week, so will be offline for that time. Bloodriders have agreed to shift one of their encampments to watch over my hometown and stuff for the duration.
Don't nuke the thread partying.

Have a Good Holiday!!! Tell your family Hi.
Will there be new lines of Skunk and Rabbit based mounts and Companions (or Heroes/Body Armor/Weapons)?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

abtex wrote:
taalismn wrote:Have been 'invited' by the Dark Waters to look over some things of theirs for the next week, so will be offline for that time. Bloodriders have agreed to shift one of their encampments to watch over my hometown and stuff for the duration.
Don't nuke the thread partying.

Have a Good Holiday!!! Tell your family Hi.
Will there be new lines of Skunk and Rabbit based mounts and Companions (or Heroes/Body Armor/Weapons)?


Can't tell at this point. Part of the plan is to get offline and away from electronic media(and wretched inland heat and humidity) for a while and see what inspiration strikes me.... :)
Or at least regain the drive to finish up what I already got as WIP.
-------------
"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
abtex
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Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Shemarrian-related fan creations

Unread post by abtex »

taalismn wrote:
abtex wrote:
taalismn wrote:Have been 'invited' by the Dark Waters to look over some things of theirs for the next week, so will be offline for that time. Bloodriders have agreed to shift one of their encampments to watch over my hometown and stuff for the duration.
Don't nuke the thread partying.

Have a Good Holiday!!! Tell your family Hi.
Will there be new lines of Skunk and Rabbit based mounts and Companions (or Heroes/Body Armor/Weapons)?


Can't tell at this point. Part of the plan is to get offline and away from electronic media(and wretched inland heat and humidity) for a while and see what inspiration strikes me.... :)
Or at least regain the drive to finish up what I already got as WIP.

As long as it helps :D
...and you NEVER do this to cause more WIPs. :eek: :D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Well I've uploaded pretty much all of the Ghost Riders (or almost all at the time of this posting) to the wikia.

taalismn.. the Nightscreamer.. there's a second skill that is missing a name.. only has 50% +5%/lvl of experience for Ecotroz Awakened versions.. is that for the Pilot Jef Fighter, or some skill that just happens to be missing the skill name?
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Well I've uploaded pretty much all of the Ghost Riders (or almost all at the time of this posting) to the wikia.

taalismn.. the Nightscreamer.. there's a second skill that is missing a name.. only has 50% +5%/lvl of experience for Ecotroz Awakened versions.. is that for the Pilot Jef Fighter, or some skill that just happens to be missing the skill name?


No...it's a leftover from the template I copy and use for creating stuff....a 'sprue', so to speak....
-------------
"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:Well I've uploaded pretty much all of the Ghost Riders (or almost all at the time of this posting) to the wikia.

taalismn.. the Nightscreamer.. there's a second skill that is missing a name.. only has 50% +5%/lvl of experience for Ecotroz Awakened versions.. is that for the Pilot Jef Fighter, or some skill that just happens to be missing the skill name?


No...it's a leftover from the template I copy and use for creating stuff....a 'sprue', so to speak....


Ok, so remove it from the Nightscreamer then, m'kay.
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