Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

'Tasmanian Devil'(in the Looney Toons sense) is more like it...though it's got something of a glass jaw, Still, it's fast enough that a wise rider will know enough to avoid the big guns trying to zero in on it...and having a pack of them distracting defenses with shoot-and-scoot tactics should keep them safe enough, as longa s they don't linger, or golden BBs start popping up.
-------------
"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 »

Aranea Set

As Clan Vespa expands, they've also expanded their cover operations in Vesparii Technologies & Hornet Security Inc. With new technology for special agents which see limited use on their home world for testing, and given to their off-world agents once new technology proves useful. Some such successful technology includes what is dubbed the Aranea Set, a group of four pieces of equipment that give Clan Vespa non cyborg or Swarmy converted members equipment to allow them to keep up with them, or enhance those who already are converted. Agents are usually given the full set, however, agents can use individual pieces or any number.

Exo-Generator
This piece of equipment is a back mounted piece that looks like the carapace of a beetle about 1.5 feet tall and 1 foot at its widest point. It connects to the wearer via molecular adhesive that can be activated or deactivated via remote communication or a simple button activation. Once activated the carapace splits open and the outer casing swing up to go over the shoulders of the wearer and deploys a Nano-Armour similar to that of the Suzuhachi elites via a chemical spray system, giving the wearer a suit of armour that is like a second layer of skin that looks similar to the Suzuhachi, but not as powerful. The armour is not environmental and doesn't have any built in systems except for morphing blades along the arms and lower legs. The armour is able to disassemble and retract into the back unit, and effect minor repairs, but these are limited until the system is returned to a recharging unit that can infuse it with repair nanites.

*Deployable Nano-Armor---- Doctor Kusunoki’s attempt to duplicate the instant chitinous body armor of the Swarmy Bee-Girls; she studied the Wayfinder databases on Cyberknight cyber-armor, and such Elites as the Quiksil and Vada Transforms, and came up with her own ‘smart’ nanotech system that deploys via a chemical sprayer system. When deployed, special nanites pour out onto the wearer’s skin or clothing and link up to form tough, buckyball, composite armor. When not needed, the armor disassembles itself and is drawn back into the back unit to be regenerated. When not in use, can regenerate 1d4 MD per 30 minutes, and can repair up to 60 MDC before needing the system recharged. Once deployed, the armour can remain indefinitely until not needed, and can only be removed by retracting into the back unit.
Weight: 15 lbs
Hands(2) 20 MDC each
Arms(2) 30 MDC each
Legs(2 ) 40 MDC each
Head 40 MDC
Main Body 80 MDC

*Morphing Blades----The same process that creates the Deployable Nano-Armor can also be manipulated to create molecular-sharp bladed vambraces along the forearms and lower legs.
Range: Melee
Damage: Punch/Kick damage +1d6 MD+ any P.S. damage bonuses


Web Gloves
A set of gauntlets that look as if they were made from silk wrappings, but are made from the same material as the nano-armour deployed by the Exo-Generator. Concealed within the back of the gauntlets is a web generator able to shoot lines of web to use like ropes, or can cocoon a target for capture. The fingers and palm have molecular adhesive pads similar those found on many warmounts and elites that are able to climb virtually any surface, allowing the wearer to climb much easier, even hang from a ceiling. The Web Gloves are armoured and add power to the wearer's punches. Micro servos are in the fingers that give the wearer greater crushing power and aid in climbing.
Weight: 5 lbs each
MDC: 15 each
Damage: +2 to unarmed strikes. The servos in the gauntlets give a 2d4 MD crushing attack per action.
+20% to Climbing, able to hang from a flat surface with a single hand, able to support up to 800 lbs, with both hands up to 2000 lbs.

*Webbing Gun (2, 1 per gauntlet)----The Web Gloves mount a spinneret-blaster that sprays a quick-setting megadamage polymer that can form incredibly tough fibers. The fibers can also be spun into cocoon-wrappings, allowing the wearer to construct protective fiber-walls, barriers, restraint bags, and even emergency shelters. The webbing gun is designed for shooting strands as ropes more than for cocooning, and thus can shoot more as a rope than as a wrapping in a single action.
The webbing matrix itself is cures rapidly when sprayed and formed into strands or sheets.
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 cocoon-spray a target, the cannon can spray up to 10 MDC in one attack, so if the wearer uses six of its attacks on wrapping a single target, it can create a web shell with 60 MDC, or generate a 1200 ft line in a single melee round (200 ft per action as a rope, using up 20 MD of material). 
Rate of Fire: ECHH
Payload: Each Web Glove can store 200 MD of webbing, with quickly replaceable canisters of webbing.
Note: If wore with the Exo-Generator, the generated armour forms around the Web Gloves, without interfering with their operation. While the armour is deployed while wearing the Web Gloves, the wearer can choose to have the armour use some of its stored repair nanites to reload the webbing guns, refilling 1 MD worth of webbing at a cost of 2 MD from the nanite repair, taking 1 full melee to replenish 1 MD of webbing.
Combat Notes: +2 to Entangle by using the webbing to aid in pinning an opponents arm or weapon against themselves. As part of a leap attack, can use the webbing to create a line to swing from either an object to gain +2 to damage, or can roll a separate attack to connect a line to the target, and pulls the line towards themselves as they leap kick. A successful hit with the web line adds 1d6 to the leap kick damage. If the wearer is attempting to hold a target, they can fire the webbing gun as part of the to strike roll at -2. If the to strike is successful, the target is partly cocooned, and suffers -5 to their opposing roll to break the hold, and all attacks, parry and dodge rolls also suffer -2 if they break the hold as they have 5 MD worth of webbing on them.
The user can even use the web line to attempt to trip a target from a far, can only be done within 30 feet accurately, but suffers -2 to strike roll, use rules for trip/leg hook if successful.


Bug Eyes
A set of large goggles that are multi-faceted, made to look like the eyes of an insect. These goggles grant the wearer infra-red, heat, night vision to 300 feet, able to see EM fields within 50 feet, and have motion detection within a 50 foot area. A built in flash light with a flash blinder mode is also installed, with the user being protected by the auto polarizing lenses that protect against such attacks. Small hidden cameras are also built into the strap to give the user full 360 degree vision in the HUD. A targeting assist computer is also installed for those that don't have cybernetic eyes or targeting systems to aid in both melee and ranged combat, however the system has to be switched between the two. The on board computer constantly scans all around it, analysing all possible threats and gives the user advise and/or warnings of incoming attacks and suggestive directions to avoid, this giving the user a slightly faster reaction time to danger. Has a concealed universal headjack cable in the band. The Bug Eyes has enough power to run for 5 hours before requiring recharging. Comes with a universal power adaptor, and can even connect to most e-clips, which can provide enough power for 48 hours from a standard e-clip. Long e-clips can power the Bug Eyes for 65 hours.
Weight: 3 lbs
MDC: 6
Abilities:
Sensors: IR vision, heat and night vision out to 300 ft, see EM (electric currents, electro-magnetic fields) fields with 50 feet, motion detection 50 foot radius, flash light. 360 degree vision, can't be snuck up on.
Polarized lenses to protect against bright light such as blinding flash spell, or flash bang grenades, granting +2 to saves against such attacks.
Blinding Flash: 30 foot long cone, similar to Blinding Flash spell, can affect robotic, bionic or cybernetic eyes but they gain +4 to save.
Combat Assist Computer: This small computer aids the wearer in combat, plotting possible swing paths for melee attacks, or aid in targeting with ranged weapons as it can link with smart weapons. Granting +1 to melee or +2 to ranged, but the user must select which setting they are using, and can only switch once per melee round. Can switch via voice command, press of button on the side, or mentally if connected via headjack.
Warning System: The onboard computer constantly uses the sensors and does calculations against any possible threats to the user within a 50 foot range. It will flash warning symbols with suggestive directions to move to avoid the attack, granting a +1 to Dodge and Parry.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

I'm going to have to revise my Coccina caste-class for Clan Vespa to take advantage of that exo-generator, I see. :D 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:I'm going to have to revise my Coccina caste-class for Clan Vespa to take advantage of that exo-generator, I see. :D 8)


Welcome.

I figured since Vespa's got a cover company, they probably have a bunch of members that aren't converts (Swarmy, cyborg, etc), and some may not even know of the EShemarrians, so they use some of their tech to help their cover company agents, while exploring their tech.. and if anyone sees a Clan Vespa elite, they might think it's one of these agents from the cover company with a more advanced prototype armour or something.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:I'm going to have to revise my Coccina caste-class for Clan Vespa to take advantage of that exo-generator, I see. :D 8)


Welcome.

I figured since Vespa's got a cover company, they probably have a bunch of members that aren't converts (Swarmy, cyborg, etc), and some may not even know of the EShemarrians, so they use some of their tech to help their cover company agents, while exploring their tech.. and if anyone sees a Clan Vespa elite, they might think it's one of these agents from the cover company with a more advanced prototype armour or something.


Or some studio filming something like 'Blue Beetle'. :D :P ;)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Because sometmes simple traditional designs are best....

Clan Gothec GAK-01 Heavy AutoRifle
(aka ‘Gakker’, ‘Gargol-Blaster’)

#“Weapon works fine! Kill gargoyle with blast to face easy! Clean up easy afterwards too! Clean best with vodka, though! Clean and lub weapon and celebrate same time!”#
---Anonymous Clan Gothec enforcer talking up the virtues of his GAK-rifle to an appreciative audience, somewhere in former Austria.

The GAK is a straightforward adaptation of the Triax TX-16 Pump-Rifle, using the same ammunition, but the weapon’s mechanisms have been reconfigured for automatic fire and clip-feed, allowing for faster reloading time. With the already impressive power of the TX-16 rd, burst mode simply makes it devastating. The GAK can also chamber regular center-fire 12-gauge shotgun ammunition as well, making it even more versatile. The weapon resembles a larger, short-barreled, large-caliber Russian AK-series assault rifle, or a combat shotgun. The former resemblance plays into the rumors that Clan Gothec originated as deserters from the Russian warlands. Even the Gothecs’ designation for the weapon, “GAK”, suggests Russian roots.
The GAK is heavy(too heavy for lighter-framed beings to handle; requires an unaugmented P.S. of 20 to handle accurately), but well-balanced and very reliable, using a proven gas-driven automatic action and precison-machined parts and durable materials(i.e. scavenged and recycled).
With the Gothecs’ growing access to the NGR’s ammunition black market and their own mobile munitions factories producing Triax-style ammunition, the GAK is becoming more common with Clan Gothec members, and a few have even been sold to various parties in Europe. In fact the weapons aroused enough interest in paramilitary circles for its reported reliability and ease of use, that the GAK01 seemed set to be a breakout hit and potential moneymaker for Clan Gothec...and then Triax released their TX-17 Assault Rifle. The lighter, easier to use, and higher-capacity TX--17 swept the market, and squashed the nascent hope of Clan Gothec of having a money-raking winner. However, as the novelty of the TX-17 has settled in and the shine begun to dull a little, the GAK’s slighter greater range and lower price have begun to make it competitive with the Triax weapon again, especially after Clan Gothec tinkers modified the GAK’s receiver to accept TX-17 magazine feeds.
Triax has taken notice of the GAK, but hasn’t raised any objections to it using their ammunition(they are unaware of Clan Gothec producing their own, and assume the ammunition is coming from other locations, such Dantegard in Spain, or the New Roman Republic, known to be producing Triax ammunition knockoffs). As far as they’re concerned, their TX-17 is the better weapon, and if the higher rate of fire of the GAK encourages people to expend and buy more ammunition from Triax, the better.

Weight: 18 lbs
MDC: 50
Range: (Triax Pump Rd)1,600 ft
(12-gauge Rd) Varies, but generally 300 ft
Damage: (Triax Pump Rd) 4d6 MD single shot, 1d4x10+10 MD per 3-rd burst, and 4d4x10 MD for a 9-rd burst.
(12-gauge Rd) Varies by shell used
Rate of Fire: Standard; can be set for single shot, 3-shot burst, or 9 rd bursts.
Payload: 9 or 18 rd box- or banana-clips, or 36-rd drum magazine.
The GAK can also use the TX-17’s 30- and 45-rd clips, and the 105 rd drum.
Special Features:
*Top-Sighting Rail
* Underbarrel Bayonet Lug
* Solid or Wire Folding Stock
Cost: 35,000 credits, fair availability.
-------------
"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 »

Shemarrian Hololynx Robotic War-Animal
(aka ‘Holynx’, ‘Holocat’, ‘Doppel-jaguar’, ‘ghost cat’, ‘whisker-wisp’, ‘cat-monkey’. ‘Haven Lynx’, ‘Madkat’)

The slavers happened upon the little human man-child almost by accident as they tramped through the remains of the settlement, dragging its survivors back to their ship. Ahead of them, out of the dust, had appeared a stumbling ragamuffin in homespun, seemingly oblivious to the column of armed bandits and sobbing captives. Naturally the outlaws were immediately suspicious; they’d heard of dragons pulling shapeshifting stunts to surprise prey, so they immediately raised weapons and had the mage-sensitive scan for magic.
The psychic shook his head in the negative, “Just surface thoughts, the kid’s an idiot. All I get is the impression of working fields.” As if to confirm the psychic’s assessment, the child in question looked up from his carry-bag, grinned an idiot’s grin, and waved at the slavers.
The head bandit sarcastically returned the wave while still addressing his men.“Useful idiot you say? Well, then we might get something for the dunce, too. Put him at the end of the line with the others. He can’t keep up, we can always him him later.”
The bandit guards lowered their weapons as their leader gestured the kid forward.
“Come on you little idiot. We’re not going to hurt you, you little bastard, just take you on a trip with the rest of youse-” The boy smiled again, the smile of the simple-minded, then started forward, stumblingly, until he came alongside the leader.
Thus, when a faint path of bright lines sprang from the little boy’s knees and burned into the face of the nearest soldier, they were most surprised.
Then the little boy was gone, and a snarling mass of razor-sharp metal was leaping into the leader’s face, a buzzsaw of claws and fangs shredding faceplate, teeth, skin and bone in a mini-storm of bodily destruction.

“Don’t you know? Cats see EVERYTHING.”


The Hololynx is a felinoid ‘cybermal’ developed by the Ghost Rider Tribe. Originally thought to have been intended as a variant on the Shemarrian Wolf, the decision was made to adapt a different base form instead as another sign of the divergence of the Ghost Riders from the established ‘norm’ of the rest of the Shemarrian Nation.
The Hololynx is believed to draw heavily from recovered data on the NEMA RX-3030 Combat Hound, but the Ghost Riders have souped up the design, making it tougher and more agile. The Hololynx is fast, but it is also a vertical predator as well, possessing excellent climbing skills in addition to molecular adhesion traction pads on its feet. Prides of these cybermals are known to climb up and down the ruins of MadHaven patrolling and stalking prey, lurking in ambush for unwary intruders. It is also an adept burrower, a useful ability for hiding quickly in ruined cities such as MadHaven.
The signature feature of the Hololynx is its ability to project a fully three dimensional holographic image around itself that can disguise its true nature. The Ghost Riders have used this capability in the past to mimic other Warmounts, other types of robots, and even people, as a means of disguising the presence of Shemarrian units or to bait unwary enemies into attacking seemingly weaker targets. Only particularly turbulent weather or an active scanning system(like targeting lasers or radar) can penetrate the optical disguise and reveal the true menace crouched inside the mirage. However, with its integral jammers on, even those measures may not penetrate the e-animal’s deception. This has earned the Hololynx such monikers as ‘ghost cat’ or ‘whisker-wisp’, if the true form of the cyberbeast is seen at all.
Hololynxes are deployed throughout Ghost Rider territory as watch-beasts, scouts, couriers and decoy units. Packs of them are increasingly often used to harass enemy parties and pick off lone soldiers. They are particularly common around Mad Haven, where they keep an eye on outsiders, and have been nicknamed ‘Haven Lynxes’ or ‘Madkats’.
Since its inception, the Hololynx has been acquired by the Horrorwoods and Clan Pantheron.

Type: Eco-KRP40/EcoS-JAG01 Hololynx
Class: Robotic War-Animal
Crew: None; robot intelligence (I.Q. 8)
MDC/Armor by Location:
Main Body 140
Head 68
Head Lasers(2) 10 each
Legs(4) 66 each
Height: 3 ft
Width: 2 ft
Length: 4 ft
Weight: 200 lbs
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 26
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 80 MPH(sacrifices some of the RX-3030 Combat Hound’s raw speed for greater agility)
(Leaping) Good leaper: 12 ft up/18 ft across, and increase distance by 50% with a running start.
(Climbing) Excellent climber at 98%
(Flying) Not possible
(Space) Not possible
(Underwater) Can paddle awkwardly at 5 MPH or run along the bottom at about 25% of its normal running speed. maximum depth of 600 ft. Note: The holographic camouflage system is NOT effective in water.

Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 3 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Hololynxes have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 40 MDC before needing material stocks to convert to MD repair material.

*Sensor Scramblers---Modified versions of the Juicer Sensor Jammer, improved with Ghost Rider expertise in electronic warfare; the Hololynx has only a 15% chance of being detected by standard thermal optics, radar, and motion detectors, and is -2 for guided missiles to strike. Laser aiming systems lose their lock and bonus trying to range in on the Hololynx.

*Holographic Projector---This is a series of small laser projectors that generate an optical projection roughly about 3 ft out around the ‘bot. The image is thwarted by turbulent weather such as dust storms, fog, and flying debris in the air(the large pieces of detritus tend to make the hologram ‘stutter’), and the system is ineffective at night(tends to surround the ‘bot with a glow). Targeting lasers and scanning radar also look right through the disguise.

*’Cat’s Eye’ Laser Designator---The Hololynx can designate targets for laser-guided weaponry. Effective range of 1 mile.

*Molecular Adhesion Pads---Hololynxes are fitted with adhesion pads to allow them to climb up over large obstacles and buildings, as they are often directed to seize high ground for optimal sniping/spying positions.

Weapons Systems:
1) Head Lasers(2)---Retained from the original NEMA design
Range: 300 ft
Damage: 2d4 MD single blast, 4d4 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Foot-Claws---Extendable Vibroblades from each paw. 1d4 MD per finger(5d4 MD for a full hand/foot strike, 6d4 MD for a power punch)

Programming:
The Ghost Riders use the standard Shemarrian Animal programming, with a few additions:
Basic Math 98%
Radio: Basic 98%
TV/Video(Internal)
Lasers/Optics(Internal)
Prowl 65%
Detect Ambush 60%
Detect Concealment 60%
Tracking(People) 80%
Track Animals 70%
Tailing 55%
Intelligence 76%
Land Navigation 94%
Wilderness Survival 94%
Identify Plants and Fruits 90%
Begging 40%
Swimming 60%
Mining 76%

Even Unawakened Hololynxes are programmed to behave like smart, cunning, animal predators, with a love of stalking their prey and springing ambushes They work well as lone individuals or in cooperative packs(or prides as the case may be).

Awakened Hololynxes
The Ghost Riders do not use the Ecotroz, but other EShemar Tribes that have adopted the Hololynx do routinely Awaken the matrix with a low-level Ecotroz sentience.
50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Hololynx intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore(D-bees, Demons and Monsters, Magic, Faerie).
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +5
Strike +3 (+4 w/ ranged weaponry)
Parry +2
Roll +4
Bite 1d6 MD
Claw 1d4 MD per claw (5d4 MD for a full hand/foot strike, 6d4 MD for a power punch/claw)
Pounce/Tackle(2 attacks) 1d4x10 MD

Note: The Ecotroz intelligence fragment inhabiting the Awakened ‘bot gives the Hololynx an aura and behavior more befitting a sentient being than a robot.
Awakened Hololynxes have some advantages over the original Ghost Rider ‘cats in that they can appear as more lifelike to the para-sensitive. Awakened Hololynxes have also exhibited some unusual and exceptional additional psionic abilities:
*Sixth Sense(no cost)
*Telepathy/Perfect Recall(no cost)---This is actually a combination power; the Hololynx can telepathically scan the surface thoughts of people in range and make a psychic recording of them. The depth and detail of the telepathic scan is not enough to glean any serious detail or skill knowledge, but only simple concepts and impressions. The ‘cat can then replay the gathered thought patterns that other psychics can sense and read via their own telepathic abilities, getting the impression of much more mundane and lifelike thoughts from the psi-bot. This can allow a disguised Hololynx to pass casual psychic inspection, but it can also allow the ‘cat to quick-scan a target and then bring that information back to its master to be telepathically reviewed and basic information passed on. A Hololynx may not be able to dig code words, facts, or deep information out of a target, but it could get general ideas such as the lay of a guarded compound, general impressions of numbers and types of equipment, and the activities going in at a location from the viewpoint of the scanned target.
This ‘cat-scan’ ability has a range of 50 ft and the scans can be held in memory for 6 hours per level of experience.

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

Nice new additions!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Nice new additions!


Thanks...still hammering on upgrades for old starship designs...new variants keep suggesting themselves, and getting some of the upgrades to fit right isn't always easy.
-------------
"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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Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:Nice new additions!


Thanks...still hammering on upgrades for old starship designs...new variants keep suggesting themselves, and getting some of the upgrades to fit right isn't always easy.


I know the feeling. If you need help with anything, fire my way. Teamwork makes things go a little faster sometimes.
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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 new additions!


Thanks...still hammering on upgrades for old starship designs...new variants keep suggesting themselves, and getting some of the upgrades to fit right isn't always easy.


I know the feeling. If you need help with anything, fire my way. Teamwork makes things go a little faster sometimes.


Well, trying to figure out what properties a flying space mini-jungle would have, for one thing....I've already had Ort Trees(or rather, I should update THOSE too), but don't want to crosspollinate those to the Hitode upgrades.

Maybe if I work on them long enough, the completely unrelated Conjoiners will spontaneously write themselves. :)
-------------
"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 »

Figured I may as well post what I got ready, and post future variants as they come out of the slips individually....

Shemarrian Star Nation Hitode-class Carrier Upgrades and Variants:

“Space power cannot afford to stay still; it must always be in motion, ever advancing. Given the vagaries of space/time when traveling at relativistic velocities, let alone faster than light, today’s superior technology can become, without warning, tomorrow’s vulnerable obsolescence.” ---Adat-taros Nelsa Night-Voyager, Naval Architect, Dark Waters Tribe

The Shemarrian Hitode-class Heavy Troop Carrier was one of the first starships definitely identified and linked to the previously unknown Shemarrian Star Nation. Early reports(ie. early posts) of the vessels painted wildly speculative pictures of the vessels’ capabilities and numbers; at one time it was believed that only a handful of the vessels belonged to each identified Tribe of the SSN.
In fact, the Hitode is a far more numerous capital ship unit in the Shemarrian Star Nation, with even the smallest of the Eleven Tribes possessing at least several dozen. The Hitode was a powerful projector of EShemmarian might, but even with the comparative youth of the SSN and its starfleet, the mighty Hitode began to show its age and the inexperience of its builders. The vessels’ initial construction showed un-matured technologies in a number of areas and, whereas before stealth and the element of surprise had preserved the ships through the establishment of the ‘Shemarrian mystique’, as time passed, those shortcomings were increasingly being noticed and exploited by the growing number of enemies of the Shemarrians. Vessels such as the Servitude and Commodity, not to mention newer ships like the Golgan Sylnor, were proving able, in simulations and a few skirmishes, to wreak havoc on Shemarrian legions in their vulnerable troop transports. Thinking ahead, the Shemarrian High Council authorized major upgrades to the aging Hitode fleet, and/or a replacement design. These upgrades, collectively known as the ‘Jata Upgrades’(after High Council Elder Jata StarsBlade who authorized Council resources to upgrade the ships across Tribal lines), have been launched in conjunction with the development of several new and improved carriers derived from the Hitode. Furthermore, many Tribes are taking advantage of the recall, refit, and upgrade of the Hitode to develop more function- and Tribe-specific variants(some being remodeled older hulls, while others being wholly new construction, being sub-types).

Upgrades:
A Star Nation-wide upgrade program has been initiated, refitting existing Hitodes with better variable forceshielding, upgrading the original 1,500 per side(9,000 total) ratings to 10,000 per side(60,000 total).

Variants:
Earlier wild speculation on possible variants of the Hitode has proven correct with regards to a number of fighter carrier and missile cruiser models. Many variants sacrifice troop and cargo transport capability for refits with specialized equipment; ‘arsenal ships’ packing large-capacity missile and energy batteries are a common theme.

*ESheMar-CV-01M ---Aka ’Shooter Star’. Missile Carrier, armed with multiple long range or cruise missile launchers. The CV-01M is an ‘arsenal ship’ design sacrificing fighter and troop transport capabilities for massive missile firepower and the magazine capacity to keep up sustained missile barrages. A favorite FlameWing planetary bombardment ship, deployed before the tribe developed their Impulse Launcher.
Changes/Modifications:
Weapons Systems:
5) Long Range Missile Launchers(30, six per armature). Each launcher can fire volleys of 1-10 LRMs each, with 12,000 missiles in each arm(or 40 reloads per launcher).

*ESheMar-CVC-01C ---Dedicated aerospace fighter carrier; it can carry 24 fighters per armature, for a total of 120 fighters altogether. The Hawkmoons deploy many of this variant, earning it the nickname of ‘Hawkstar’, or ‘Raptornest’.
Changes/Modifications:
Systems of Note:
*Tractor Beams(20)----Effectively each rated for 100 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. These are primarily used in the initial guidance of the plasma torpedoes. Four are mounted on each armature.
Range: 5 miles in space(NOT usable in atmosphere)
Auxiliary Craft:
120 aerospace fighters or heavy aerial-spacial Warmounts



*ESheMar-CV-01Hm--'Roostar', 'Nestar'. -Hawkmoon variant, the -CV-01Hm attempts to expand the capacity of the original design by adding hangar modules between the armatures. This increases overall mass by 25%, and drops top speed to Mach 9, but adds capacity for 30 aerospace fighters, 6 per module. The CV-01HmC is a further sub-type, carrying no less than 180 fighters.
Changes/Modifications:
MDC/Armor by Location:
Hangar Bays(5) 3,000 each
Auxiliary Craft:
180 aerospace fighters or heavy aerial-spacial Warmounts

*ESheMar-CVM-01EMLC ---’Supernova’. This type was speculated early on, and the predictions were proven largely right when multiple vessels of this type were observed in the field. The -CVM-01EMLC mounts multiple plasma torpedo launchers, each armature being fitted with six additional PTL batteries similar to those carried by the Remora Medium Cruisers. Thirty-five batteries would severely tax the powerplants of a standard Hitode(or ship of comparable size and function), so ‘Supernova’ conversion replaces all troop and cargo capacity in the arms with dedicated auxiliary powerplants to serve the launchers. The payoff is a heavy gunship/weapons platform able to pump out one thousand and fifty plasma bolts per melee!
This sub-type was first encountered in Blood Rider formations and was initially identified as the -CV-01Br variant, but subsequent encounters with the vessel in service with other Tribes led to the redesignation as a non-Tribe-specific type.
Changes/Modifications:
Systems of Note:
*Tractor Beams(35)----Effectively each rated for 100 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. These are primarily used in the initial guidance of the plasma torpedoes. Seven are mounted along the top of each armature.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

Weapons Systems:
3) Heavy Plasma Torpedo Launchers(35, six per armature, plus 5 mounted on the core). Each launcher can fire volleys of 1-12.
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-12 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited


*ESheMar-CV-01T ---’Bulkstar’---Dedicated cargo/transport variant. These vessels strip away the plasma torpedo systems and the rail guns, but retain the point defense clusters and upgraded shields, in favor of expanding the empty weapons bays into enlarged cargo bays with greater cargo and passenger capacity. Initially rare in the Shemarrian Star Nation because of the need for capital ship rating hulls to serve as warships, the growing and increasingly secure borders of SSN territory have allowed some older Hitode hulls to be downgraded and converted as bulk carriers.
--CV-01Ts are reportedly unpopular with true-born Shemarrian crews because their lack of heavy armament makes them ill-suited for combat. They are used as troop transports only in secured space, as most Shemarrian military leaders consider them flying deathtraps for any carried troops, if they got caught in a serious firefight. Most -CV-01Ts are thus manned by second-echelon EShemar and NeShemar, and the Ghost Riders reportedly use fully automated vessels captained by Cybershades.

Changes/Modifications:
Armor/MDC by Location:
Armatures(5) 77,000 each
Weight: Increase mass by 20%
Speed: Reduce maximum speed by 20%
Cargo:
Each arm of the -CV-01T can hold two companies of Shemarrian cavalry(that’s 320 troops, plus their mounts) or four companies (640 effectives) of dismounted infantry, for totals of 1,600 cavalry/1,600 warmounts, or 3,200 infantry. Alternatively, they can each hold 80,000 tons of cargo.
Weapons Systems:
Retains only 4)Point Defense Rail Gun/Laser Turrets(35)

*ESheMar-CV-01Tcx ---’Cryostar’, ‘BodyStar’, ‘Exodus Star’--- The ESheMar-CV-01T configured internally to process and transport human-sized passengers in biostasis. Vessels of this type have been associated with mass rescues of ex-Splugorth slaves and the evacuation of shatterworlds. Initially thought to be modular quick-swap conversions of existing CV-01Ts, the speed with which they were made available to evacuation operations has instead led to speculation that the Shemarrian Star Nation keeps a reserve of already converted vessels of this type ready and waiting, though the why eludes analysts. The Radiant Edge has been associated with mass refugee lifts using these vessels, though what is known of the fringe tribe leads many to believe the ships did not belong to the Edge, but were loaned/leased from other sources.
Changes/Modifications:
Cargo:
Each arm of the -CV-01Tcx can hold 7,500 human-sized lifeforms in biostasis, or a total of 38, 500 passengers in cryo-suspension.
Weapons Systems:
Retains only 4)Point Defense Rail Gun/Laser Turrets(35)


*ESheMar-CV-01DwWMX ---’Warpstar’, ‘ClusterStar’---A modification in the form of ventral and dorsal docking flanges that allows Hitodes so equipped to ‘stack’, greatly facilitating docking and intership transfers. While the combined ships fairly wallow in normal space and are less stealthy, their combined hypermass and synchronized contra-gravity systems allow them to reach higher FTL speeds.
Changes/Modifications:
MDC/Armor by Location:
Variable Forcefields---Combine the shield values of all the linked Hitodes.
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 7
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 0.7% of light speed per melee)
(FTL) (when five or more vessels are linked) 8.5 light years per hour



*ESheMar-CV-01Fw ---'FireStar', 'Plaguestar', 'Shatterstar'. FlameWing planetary bombardment ship, an ‘arsenal ship’ likely developed after the first deployments of ESheMar-CV-01Ms and -ELMCs proved such effective orbital artillery platforms. The -01Fw replaces troops, fighters, and projectors with large weapons bays capable of deploying large amounts of fractional orbital and directed freefall surface attack ordnance. A single CV-01Fw can ‘squat’ in orbit above a planet dropping reentry-shielded warheads and KEWs for days on end, subjecting the planet’s residents to round-the-clock bombing. The downside is that the CV-01Fw sacrifices utility and defensive equipment such as fighters, meaning that this specialized variant requires conditions of local space supremacy if it is to carry out its mission without interference. There is evidence that the FlameWings are attempting to diversify the mission of the CV-01Fw by modifying the launching gear to deploy space mines, allowing it to serve a secondary role as a minelayer.
Changes/Modifications:
*Tractor Beams(20)----Effectively each rated for 100 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. These are primarily used in the initial guidance of surface impactors or in deploying mines. Four are mounted on each armature.
Range: 5 miles in space(NOT usable in atmosphere)

*Orbotal Bombing Gear----Networked sensors and ‘smart’ guidance give orbitally deployed ordnance a +1 to strike stationary surface targets, even from high orbit.

Weapons Systems:
5) Freefall Ordnance---In place of troops or fighters, the CV-01Fw’s armature bays are fitted with large capacity magazines for deploying freefall and orbital weaponry. Each armature can hold 35,000 tons of ordnance(the special munitions handling and deployment equipment takes up some of the cargo space).
a) Kinetic Bomb---Fairly typical 2 ton ‘rod from god’ high density kinetic penetrator
Range: Orbit to Surface
Damage: 2d6x100 MD; effective blast radius of 120 ft. Can penetrate up to 400 ft into solid rock, dropped from orbit.

b) Light Kinetic Penetrator Module ---Works similar to a WWII ‘Earthquake Bomb’. Kinetic weapons have the advantage of leaving little or no radiation to contaminate a battlefield or potential postwar acquisition. The LKP module actually carries three separate RVs on a maneuverable ‘bus’ stage, allowing three separate targets to be hit, or a single target to be bracketed. Each RV does 1d6x100 MD to a 100 ft radius and can penetrate up to 250 ft of loose soil(100 ft of rock or concrete)
Weight: 4 tons

c) Heavy Kinetic ‘Smasher’--- A single-shot warhead(no multiple warheads) weighing 12 tons. Hits with considerably greater velocity and kinetic energy. Does 1d6x100 MD to a 90 ft radius, and does DOUBLE damage to any fixed-foundation structures in a 200 ft radius, due to ground shock.

d) Heavy ‘MaxSlap’ KEW-----Designed to be ‘lobbed’ for maximum kinetic impact, the super-heavy bomb does 1d8x1,000 MD to 250 ft blast radius, and can penetrate up to 500 ft of earth(300 ft of rock or concrete), for attacking bunkers or undercutting larger structures.
Weight: 21 tons

e) Fuel Air Explosive Munition---A single warhead(no multiple warheads) non-nuclear area of effect weapon that disperses a cloud of volatile fuel droplets in a mist over the target area, then ignites it in a rapidly propagating explosion. Besides thermal damage, the real damage from this weapon comes in the massive overpressure shockwave that it creates, capable of forcing its way into open ducts and vents, and imploding vehicles and bunkers. Also known as a ‘Daisy Cutter’, it is often used to simultaneously secure and clear landing zones of obstacles(both sentient and material). The heavy FAEM can do 4d6x10 MD to a 500 ft radius, plus 3d6x10 MD to everything else in a 3,000 ft ft radius. Those caught within the blast radius are also likely (01-88%) likely to be bowled over by the blast and stunned, if not worse....
Weight: 15 tons

f) ElectroMagnetic Pulse Weapon---Designed to knockout unprotected electronics and power distribution networks, exploding at high altitude for maximum effect. Up to four of these weapons can be carried on a common ‘bus’.
Weight: 1 ton ‘bus’
Damage: 5d6x10 MD to 100 ft blast radius
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 100-mile radius of the point of detonation. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The EMP is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.

g) Heavy Nuclear ‘SunBombs’---These are heavy ‘continent crackers’ that most star nations ban from use on inhabited planets. The FlameWings are notably NOT signatories to such treaties.
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius

h) X-Ray Laser Bombs
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.

i) Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omnidirectional plasma warhead.
Weight: 10 tons
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.

j) TW Weapons---Based on the work done, or copied by, the Wayfinders, strategic TechnoWizardry weapons are a safer, more ‘morally acceptable’ alternative to vaporizing enemy cities with nuclear weapons. TW warheads also have certain advantages against magic-vulnerable opponents. They are also lightweight, allowing more of them to be carried and deployed.
The downside is that strategic TW weapons are hellishly expensive in both the crystal matrixes needed to hold the weapons-grade spells, and the high-level mage talent needed to produce and empower them.
The FlameWings rarely deploy TW weapons, as they lack both the mage talents to produce them, and the Wayfinders are reluctant to supply the overkill-happy FlameWings with magic WMDs for anything but special missions. However, occasionally they DO get their hands on them, especially for Minion War fire missions.
(Descriptions of the various TW weapons can be found under the options for the ESheMar-CV-01Sg detailed below)

k) Space Mines----The CV-01Fw can deploy space mines in place of freefall planetary assault ordnance;Various types exist, including stealth ‘sneakmines’, ASAT ‘limpets’, and enhanced EMP models, but the standard anti-ship version carries a powerful nucleonic charge that does 2d6x100 MDC to a 600 ft radius
Damage: Typically equal to a Cruise Missile warhead

*Orbital Net Mine---This 5-ton weapon unfurls into a 10-kilometer(5 mile)-wide free-floating hexagon of high tensile-strength megadamage fibers. Any vessel hitting this net at high speed takes damage roughly equivalent to the UWW’s infamous ‘Death Cloud’ weapon.
Damage: Any ship flying into the net will take 4d6MD times its Mach Speed. Multiple the damage by 10 for ships weighing 10,000-40,000 tons, by 20 in the 41,000-100,000 ton range, and by 100 if more than 100,000 tons.
The net is virtually impossible to detect on radar and ships are -6 to dodge, while larger ships are -8!

*ESheMar-CV-01Hw----’Emeraldstar’ or ‘Foreststar’. Horrorwoods variant, distinguished by the extensive addition of biotech to its structure. The Emeraldstar looks like its hull is heavily overgrown with space-adapted plant life, and has been on occasion mistaken for an Ort Tree variant or a bioweapon attack. In practical terms, the CV-O1Hw’s hull can self-repair at an accelerated rate, and it can camouflage itself more easily upon making landfall.
Changes/Modifications:
Weight: Increase overall mass by 30%
Speed: Reduce maximum speed by 20%.
MDC/Armor by Location:
Increase overall MDC by 20%
Long Range Missile Launchers(5) 800 each
Systems of Note:
*Enhanced Stealth---The extra ‘biomass’ on the ship’s hull is actually more effective at fouling radar and optical sensor systems(-90% to detect while stationary, -60% when moving).

*Hull Self-Repair---The ‘living’ hull regenerates damage at a rate of 1d4x10 MD pr minute. It’s rumored that with enough time and material, the CV-O1Hw can regrow entire armatures, as long as the ship’s core remains intact.

*Kinetic Resistance---The spongy layers of biotech armor are more resistant to kinetic damage, as from rail guns, g-cannon, and meteorites. Such kinetic-based strikes do HALF damage to the ship.

*Seeder Mode--Upon landing, the CV-O1Hw can literally set down roots, launching an accelerated growth of tailored vegetation around the landed ship, providing both camouflage and fortification, and the ship’s systems can draw upon the planted forest for materials absorbed from the surrounding ground. The process takes about 5d6 minutes before the ship can start sending out runner-tendrils to start growing a jungle up around the landed vessel.
The same root network can also serve as a landline communications system; a common tactic is for a Horrorwoods contingent to land, take cover, and maintain radio silence, all the while establishing a fortified beachhead.

Weapons Systems:
5) Long Range Missile Launchers(5)---Some of the added mass on the CV-O1Hw is a set of long range missile launchers, one concealed in the ‘foliage’ on each armature. These are used primarily for surface attack, but a common tactic of the Horrorwoods is to launch, on approach, LRMs with Vine Munition MIRVs, allowing the Tribe to ‘seed’ larger areas with insta-grow dense hungle groves that at the very least distract enemy forces. The Horrorwoods have also been experimenting with adapting their rail guns to fire Vine warhead seedpods.
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-12
Payload: 120 missiles ready to launch; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

Nice. Now I'm thinking of a couple of possible subtypes/variants for the Fringe Tribes..

SkyeKlad.. LOTS of viewing ports for sunbathing in space :P
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Nice. Now I'm thinking of a couple of possible subtypes/variants for the Fringe Tribes..

SkyeKlad.. LOTS of viewing ports for sunbathing in space :P


They might just go with transparent Bigelow-style inflatable space has/
I don't see the Skyeklad fielding a real serious space presence, nit then again, they might have presented design specs to Council...the plans exist. but nobody's yet built one. Or the Skyeklad might have hd one built as part of the Sapphire Cobras' pilgrimage transport fleet...a Shemarrian luxury liner? With heavy guns of course.
And, as you shall see in future posts, Fringe Tribes can design stuff, and if it's good enough, somebody else takes up the idea and actually builds it. offering the originators in-Nation credit against future purchases and trad dealings.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

EcoS-KRP41 Grunder Aquatic E-animal
(aka ‘Surf-Grinders’)

“RUN! It’s the Attack of the Atomic Crab Monsters!”

“Hell’s bells! We got giant crabs popping out of the sand between us and the launch! We’re cut off!”
“....now I remember why I was getting that bad feeling! This is just like back where I came from when we tried to raid that Invid hive....”

<<snipsnipsnipbrrrrrrrrrrsnipsnipsnipsnipsnaklipklipsnipsnipslicesnipsnapsnip>>
“EEEK!” :eek:
#”...oh, NIIIICCCEEE. Say, Col-Taros? Can we keep this one? If she passes interrogation, of course? She looks like she’s got the ‘wares to be a Skyeklad easy and I could do with a new cabana girl since you graduated my last one to full beach-bum.”#

“’Keep Off the Beach’ has serious meaning in Shemarrian territory.”

Grunders are DarkWaters e-animals resembling fiddler crabs, with an asymmetrical foreclaw arrangement(one claw is larger than the other), though, unlike true crabs, the Grunder has a separate lower torso holding the legs, with a fully rotatable upper torso. The e-animal is heavily armored and fairly well-armed, and its larger claw features an integral forcefield generator, allowing it to more effectively block and parry attacks.
Grunders are typically found scuttling in numbers along coasts and the ocean bottom. They frequently bury themselves in loose sand and mud, lying dormant until their senses are tripped by intruders. They are often used as picket and early warning beasts, but are also used for salvage purposes and cleaning up battlefields. A team of Grunders can make short work of monster carcasses, preventing other monsters from being attracted to a site and causing further trouble for any nearby settlements. Some neshemar like to ride Grunders as amphibious mounts.
Both the DarkWaters and the Horrorwoods employ Grunders in protecting their coastal and littoral territories. The Skyeklad have also acquired a number, using them as guard-animals on the beaches the tribe likes to frequent, and they have even developed a variant based on the Wolf’s Path ‘Phalanx’ Katarn in that multiple crabs can link together to form a bipedal exoskeleton. . Clan Armorand has also been observed using both types.

Type: EcoS-KRP41 Grunder
Class: Robotic E-Animal
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 260
Eye Stalks(2) 30 each
Giant Foreclaw 150
Foreclaw Forcefield 120
Small Foreclaw 80
Legs(6) 60 each
Rear Propulsor Fins(2) 50 each
Height: 5 ft
Width: 10.8 ft
Length: 6 ft
Weight: 700 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 60 MPH
(Climbing) The Grunder can clamber up rock walls and ship hulls with the aid of electromagnetic clamps, and climbing claws, with a skill proficiency of 80% .
(Flying) Not possible
(Space) Not possible
(Underwater) Can submerge and walk along the bottom of rivers, oceans, and lakes without ill-effect(reduce speed to 15 MPH), and can swim with thruster assist at 30 MPH. Maximum Depth: 3 miles
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 5 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Grunders have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 90 MDC before needing material stocks to convert to MD repair material.

*Mine-Resistant Lower Armor---The lower body shell is shaped such that explosions underneath the Grunder are channeled around the body, and do HALF damage.

360-degree waist rotation
Locking Joints
Motion Detector System 100 ft range
External Audio/Visual Surveillance System w/ Recording System
Depth Gauge
Mini-Sonar: 1 mile range
Sensory Antennae(4)---Useful for feeling a way through dark or murky water: +1 to dodge, and penalties for blindness are HALF.
Molecular Analyzer----Grunders can sniff and sample their surroundings, looking for trace chemicals that can lead them to carrion or salvage.


Weapons Systems:
1)Eye Lasers(2)---The two long eye stalks are fitted with laser eyes at the ends.
Range: 500 ft
Damage: 1d6 MD per single blast, 2d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: + 2 to strike(+4 to strike total)

2) Small Foreclaw Hardpoint(1)---The smaller foreclaw can be fitted with a standard cyborg forearm weapon. If a laser, it will be modified for blue-green frequencies, and if a machine-gun or mini-missile launcher, it will be fitted to fire supercavitating ammunition or mini-torpedoes.

3) Taser-Claw Shock Attack---The Grunder can do a stabbing punch with its superconducting claw, and then use it to deliver a massive charge of electricity directly to the target. This often shorts out electrical systems, and does serious stun and burn damage to organic beings, similar to the infamous Triax Lightning Blaster(Rifts: Triax and the NGR, pg. 129).
Damage and effects are particularly pronounced because of the contact involved.
Range: Melee
Damage: Normal claw damage+4d6 MD shock damage
Organic/Living Beings take a stun penalty of HALF APMs, hand to hand bonuses, and lose initiative for 1d4 melees.
Mechanical systems take damage from the following:
01-15 No additional damage!
16-30 Lose 1 APM and initiative as the the controls flicker out for 1d4 seconds
31-45 All weapons systems temporarily off lIne and minor fires break out. One weapons system returns after 1d4 melee rounds
46-60 All systems temporarily out, but return after 1d4 melee rounds. However, until they do, the vehicle is -30% to pilot, and is defenseless.
61-75 Communications, radar, and targeting are out; all else is okay. -3 to strike and no initiative.
76-90 Systems are fried and functions are at minimum efficiency! Pilot must go to manual controls(if any) and rely on sight. Penalties: -25% at 1/3 maximum speed, -50% at 1/2 maximum speed, -75% at full speed, no initiative to strike, -3 to dodge/strike, -1 APM.
91-00 All systems locked and burned out! Abandon ship!
Rate of Fire: Once per melee
Payload: Effectively Unlimited


Programming:
The Ecotroz have installed robotic AIs, then, in about 50% of cases, infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Radio: Basic 94%
Math: Basic 98%
General Repair and Maintenance 80%
Read Sensory Instruments 98%
Land Navigation 94%
Underwater Navigation 80%
Climbing 80%
Undersea Salvage 80%
Excavation 80%
Camouflage 50%(+5% per level of experience for Ecotroz entity)
Detect Ambush 60%
Detect Concealment 60%
Identify Plants and Fruits 90%
Wilderness Survival 94%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Grunder intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting)
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +2, +4 underwater
Strike +2 (+3 w/ ranged weaponry)
Parry +3(+5 w/ large claw)
Roll +2
Pull Punch/Claw +4
Bite 1d6 MD
Claw Punch/Gouge 2d6 MD
Tear/Pry 2d4 MD
Large Claw Punch/Gouge 4d6 MD
Tear/Pry 3d6 MD
Kick 1d4 MD
Body Block/Tackle 1d4 MD


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Grunder an aura and behavior more befitting a sentient being than a robot.

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

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

Options:
*Laser-Reflective Armor---Mirror-chrome armor; lasers do HALF damage, but the e-animal shows up very clearly.

*Thermal-Kinetic Armor---Naruni-style thermal-kinetic armor(a knockoff Naruni would NOT be pleased to learn of).Thermal sensors only have 01-25% chance of detecting the Grunder. Normal fires deal 5% of normal damage only after being exposed for more than 10 minutes. Mega-damage fire, heat, plasma and magic fire deal half damage. S.D.C. kinetic energy attacks do no damage, while M.D kinetic energy attacks deal half damage. Note low speed kinetic impact from punches at bionic, robotic and supernatural strength do full damage.

*Body Spikes---The Grunder can be festooned with multiple sharp spikes covering the body. Kicks, punches, or body blocks against the Grunder will do 1d6 MD of impalement damage to the attacker. The Grunder’s own kicks, punches, and body blocks will do an extra 1d6 MD.

*Reactive Armor--Appliqué armor that adds +80 MDC to the Main Body and +25 MDC to each leg. The bulky armor also has integrated explosives; if hit with a missile, the charges go off in counter-blast.
Range: 100 ft
Damage: 5d6 MD to a cone swath roughly 50 ft long, by 10 ft wide. Used against plasma and armor-piercing missiles, the computerized firing system acts as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the ‘bot takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the system must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once. If the enemy missile launcher has a line of sight on the ‘bot, they can target a spot on the hull which has no packs covering it (a called shot), in which case the remaining reactive armor is -4 to cover the gap.
Payload: The main body has enough paneling for 6 charges, Each leg mounts one charge.

*Polymer Bubbler---This is a mouth-mounted sprayer that dispenses a quick-geling polymer that can be used to waterseal items and create a barrier around a wreck to deter other scavengers while the Grunders go to work. The polymer can also be pumped full of air to provide buoyancy for floating items off the sea floor. It can also be used to entangle opponents.
Range: 20 ft, and each shot covers a 5 ft area.
Damage: None; the aerogel is harmless, lightweight, and non-allergenic.
Sprayed in a person’s face or head, the aerogel blinds; (-4 to Initiative, and -10 to Perception rolls). Sprayed around the legs, it hampers mobility(reduce speed by 75%, and HALF all bonuses to dodge/roll/parry). Removing the gunk takes 1d4 melees of furious wiping and tearing.
The sprayer can be used to spray and shape a tough polymer bubble around a person(generally takes 2 APMs_. Inside the bubble, the person is cushioned from shock(takes only 1/8 normal damage from kinetic shock, punches, falls, and blows), floats like a pool toy, and has a larger ‘footprint’ that cushions the person’s weight(reduce penalties for crossing soft surfaces like snow and mud by HALF, and +5% to Prowl skills). However, the aerogel muffles sound, interferes with vision(-2 to Initiative, and -8 to Perception rolls), and can be stuck in place, essentially trapping the person in place.
-. The polymer holds with a regular strength of 30, and take about 120 SDC per cubic yard of the stuff before breaking apart.
-Air supply is limited to what is already in the bubble when it was sealed. This typically means 2d4 minutes for the average person, or 15-20 minutes if they cease physical activity and try to conserve air. Any longer than that, and an external air supply better be provided or the prisoner will asphyxiate.
-The foam has an undisturbed life span similar to styrofoam peanuts; the stuff will last months, if not years, packed in a box, but generally mechanical abuse and exposure to the elements breaks the stuff down in a matter of days or hours.
Rate of Fire: ECHH
Payload: The Grunder can be fitted with an internal tank reservoir that holds enough polymer solution to produce 1,000 cubic feet of aerogel.

*Spider Legs(6)---This refits the Grunder with the same elongated spiider legs as the original A-64 All-Purpose Master Robot. Each leg has 100 MDC, stretches out 16 ft to either side, kicks for 2d8 MD, and the longer stride can carry the ‘bot at 1020 MPH. However, the Grunder is also higher in profile, takes three times as long to bury itself, is -1 to dodge, and reduce swimming speed to 16 MPH on account of the extra drag.

Variants:
*EcoS-KRP41B---Aka ‘BoomKrab’. Special salvage team Grunder. Its smaller claw can be fitted with any of the Mining ‘Borg accessory forearms, and it has a special ventral tray for carrying and laying demolition charges.
Changes/Modifications:
MDC/Armor by Location:
Bomb Bin 150
Weapons Systems:
4) Demolition Charges---The Grunder has a rear cargo compartment that holds demolition charges(can also be set as mines). The rear bay can hold up to 25 grenades, fusion blocks, or 1-lb C4 charges.
Programming:
Demolitions 94%
Underwater Demolitions 90%
Demolitions Disposal 92%
Detect Concealment 75%
Trap/Mine Detection 85%
Basic Mechanics 92%
Basic Electronics 90%


*EcoS-KRP41C---Aka ‘Barber-Crab’, ‘Cutter-Crab’, ‘Shaver-Crab’---Variant that replaces the forcefield for a concealed array of smaller sub-arms tipped in various vibro- and molecular-blade cutlery. It can shred an opponent in seconds, though its control is fine enough that it can strip the armor and clothing off an opponent without harm, or, as its nickname suggests, shave and trim their hair without drawing blood. Though meant as a melee specialist, the EcoS-KRP41C has become something of a prank or joke amongst the Shemarrians, especially with regards to the programming. The ‘Shaver-Crab’ is often deployed against low-priority threats. with the intent of totally disarming and disrobing them in humiliating fashion.

Changes/Modifications:
MDC/Armor By Location:
Small Cutter Arms(8, large claw) 15 each
Cyber-Tentacles(3, small claw) 15 each
Weapons Systems:
4) Dicer Arm---Instead of a forcefield generator, this Grunder can extend eight quick-blade sub-arms from the large claw. Each arm alone can do 2d6 MD, but all eight of them acting in computer-synchronized concert can shred, butcher, shave, or denude a target.
Range: Melee
Damage: 2d6 MD single arm, 1d6x10+36 MD for a full arm slicer course(counts as one attack)

5) Cybertentacles(3, small claw)---The smaller foreclaw has also been refitted with three extendable cybertentacles that can tear and pry for 3d6 SDC each.

6) Electric Shaver---Either foreclaw can be fitted with a powerful military/farm-grade electric shaver. This is not really a weapon, and it seems to have been added as a joke, but the harsh buzzing (ominous hummmmmmmmm) of the electric razor has been known to distract and frighten weaker-willed opponents, so it could be considered a PSYCHOLOGICAL weapon (OPTIONAL: Horror Factor of 9, especially for those who like their hair). It can shave a recruit or shear a sheep bald in seconds.

Actions/Attacks per Melee: 8
Strike: +4 w/ melee attacks
Parry: +7 w/ large claw
Pull Punch/Cut: +5
Disarm: +4
Programming.
Wardrobe & Grooming(focuses more on hair cutting) 92%
Disrobe(Others) 80%

*EcoS-KRP41D--- Aka ‘Sniper-Crab’, ‘Devastator Crab’, ‘General Crab’, ‘Panzer-Crab’, ‘Long-Nose’, ‘Unicorn Crab’, ‘Blaster Crab’. This variant does away with the pretense of being a natural creature. It resembles a hybrid between a giant crab and a main battle tank. BOTH foreclaws are heavy types and are fitted with extra armor, forcefield generators, and spikes. The main body also has extra armor, and a large weapon is installed facing forward between the eyes(which feature upgraded lasers). Countermeasure launchers are hidden among the body spikes. Overall, the -D is heavier, slower, and less stealthy than the baseline Grunder. It’s also generally reserved for defending installations, or spearheading marine attacks on enemy positions.
MDC/Armor By Location:
Main Body 300
Body Gun(1) 100
Foreclaws(2) 180 each
Foreclaw Forcefield 120
Legs(6) 65 each
Shoulder Mini-Turrets(2) 60 each
Speed:
(Running) 50 MPH
Weight: 1,400 lbs
Weapons Systems:
1)Eye Lasers(2)---The two long eye stalks are fitted with laser eyes at the ends.
Range: 1,000 ft
Damage: 2d6 MD per single blast, 4d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: + 2 to strike(+4 to strike total)

2) Shoulder Hardpoints(2)---The small foreclaw hardpoint has been moved to a small shoulder turret, and another installed on the other shoulder as well.

3) Shock-Claw Attack---Unchanged

4) Main Body Gun---The upper shell acts as a turret for this long gun. which has earned the Grunder -D variant its many nicknames.
a) Laser---Blue-green laser derived from Kittani Laser Lances.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode in air, HALF range underwater.
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +2 to strike

b) Rail Gun--- Waterproofed adaptation of the C-200 ‘Dead Man’ Rail Gun
Range: 4,000 ft in air,, 800 ft underwater
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum

c) Long Range Rail Gun---Copy of the Coalition’s C-30R Rail Gun. Many an unwary Horune pirate lounging deckside has been picked off dead with a head shot from a distant sandbar as they cruised past, thanks to this weapon and the devious placement of Grunder ‘speed traps’.
Range: 2 miles in air, 1,500 ft underwater
Damage: 1d4 MD single rd, 6d6 MD per 30 rd burst.
Rate of Fire: ECHH
Payload: 2,400 rd drum per cannon

d) Heavy Rail Gun---This is simply the Shemarrian 4000 “Short-Gun” Rail Gun
Range: 4,000 ft in air, 800 ft underwater
Damage: 2d6x10 MD single rd.
Rate of Fire: ECHH
Payload: 220 rd drum

e) Supercavitation Rail Gun---Copy of a Kittani weapon and can use the same ammunition.
Range: 2,500 ft in air, 1,000 ft underwater
Damage: 1d4 MD single rd, 1d4x10 MD per 40 rd burst.
Rate of Fire: ECHH
Payload: 1,120 rd drum

f) Grenade Launcher---Less effective underwater, but excellent for attacks on surface targets, as the grenade-fall can be arced to land on ship decks, docks, and inside fortress walls.
Range: 6,000 ft in air, 500 ft underwater
Damage: Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius.
Plasma rounds do 1d4x10+10 to a 5-foot radius.
Rate of Fire: Single shot or rapid-fire burst of 2-3
Payload: 50 rounds

g) Spiral Particle Beam Blaster---Reverse-engineered Naut’yll weapon. It’s often used in false-flag operations to confuse allies of the Naut’yll or mask anti-Splugorth attacks by fingering the Naut’yll as the culprits.
Range: 2,000 ft in air and underwater
Damage: 6d6 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited

h) Ion Blaster---Copy of a Tritonian weapon
Range: 4,000 ft in air and underwater
Damage: 1d6x10+10 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) Countermeasure Launchers(4)------ Hidden among the body spikes are four clusters of countermeasure launch mortars. These clusters can accommodate smoke/gas shells for use in air, or screamers/deep flares for underwater use.
Each Cluster holds 4 tubes:
*Smoke/Gas---Smoke or gas grenade shells.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.

*Flares/Chaff----Standard antimissile decoys
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees


*Screamers----Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None; disrupts sonar systems.


*Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. : Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).

6) Body Spikes---Made standard on the -D. Kicks, punches, or body blocks against the Grunder will do 1d6 MD of impalement damage to the attacker. The Grunder’s own kicks, punches, and body blocks will do an extra 1d6 MD.

Programming:
Actions/Attacks Per Melee: 7
Last edited by taalismn on Mon Aug 20, 2018 8:57 pm, edited 1 time in total.
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"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,
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To be turned over with the Flick of a Finger,
And the Turning of a Page"

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-KRP-42 Trochili Aerial E-Animal
(aka “Humzer”)
<<vvvvvvvrrrrrrrrrrrrmmmmmmmmmmmmmmmmm>>
“Our close air support just arrived and it looks BEAUTIFUL. Really, I;m not saying that just because it’s close air support, it’s shiny and it really is beautiful-”
<<vvvvvvvrrrrrrrrrrrrmmmmmmmmmmmmmmmmm>>
“-and FAST too. Gods, that thing is FAST.”

“Poor V’clow...he was a birdwatcher, you know, in addition to being the deftest hand with a nueral whip you’ll ever find in the East Coast slavers. He’d have appreciated that he was blasted into the afterlife by a giant Golden Sunwing.”

The Trochili is a Hawkmoon/Horrorwoods collaboration, producing a large e-animal resembling a giant hummingbird.
Trochilis have short, stubby bodies, big heads, small legs, and long beaks. The Trochili has fully articulated wings, but relies on contra-gravity and concealed air thrusters to fly. Instead, the wings are selectively covered in special ‘blur’ materials that give the illusion of the wings moving at great speed. The rest of the body is covered in iridescent scaling that acts as laser-reflective skinning.
The Trochili carries only light armament for an EShemarrian creation, with a beak laser and laser-eyes, but as its main armament can shoot over a mile, the e-animal had earned a reputation of being an aerial sniper, picking off enemy soldiers from behind the range of most of their weapons.
The Trochili skirts being a proper Warmount; it can be ridden by the smaller and lighter caste-chassises and neshemar, but rank and file Shemarrians cannot ride the small e-animal. Even then, riders find the sudden acceleration and deceleration abilities of the Trochili to be joint-wrenching and stomach-flipping, and not an easy or pleasant ride at all(-15% to Horsemanship: Exotic Animals for purposes of not losing one’s lunch or spraining something while riding a Trochili). Still, there are those daredevil riders who LOVE the screaming adrenaline-rush of riding a Trochili.
The Trochili is typically used as an aerial scout, picket, and patrol e-animal. Its fast darting movement and superhuman agility make it a very effective aerial guerilla, and the Hawkmoons in particular have been known to use squadrons of Trochili to harass enemy forces.
The Trochili is in service with the Hawkmoons, Horrorwoods, Wayfinders and Silvermoons. The Blood Riders, Sapphire Cobras and Clan Vespa has also expressed an interest in the design.

Type: EcoS-KRP-42 Trochili
Class: Robotic E-Animal, Aerial
Crew: None; robot intelligence
Can carry a rider, but can only carry 200 lbs of weight.
MDC/Armor by Location:
Main Body 120
Head 80
Laser Beak 60
Wings(2) 65 each
Legs(2) 15 each
Height: 5 ft
Width: 3 ft at shoulders, 12 ft wingspan
Length: 12 ft beak to tail
Weight: 600 lbs
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 20
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) Can waddle awkwardly at 4 MPH
(Flying) Hover to 275 MPH, maximum altitude of 18,000 ft
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 50 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Trochili have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 40 MDC before needing material stocks to convert to MD repair material.

*Laser-Reflective Armor---Lasers do HALF damage.

*Sensor Jammers---Adapted from aircraft jammer systems; the Trochili has only a 01-20% chance of being spotted by standard thermal, motion, and radar sensors. Guided missiles are-2 to strike, and laser guidance systems automatically lose lock on the e-animal.


Weapons Systems:
1) Laser Beak---Modified Kittani Energy Lance. The Trochili can use its beak to perform ranged attacks, or can dart in to jab with the sword-like appendage.
Range: (Lance) Melee
(Laser) 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: (Lance) 2d4 MD
(Laser) 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
*Variable Frequency Capability---Added to the baseline Kittani design to defeat laser-resistant armors. Can adjust the combat frequency to do maximum damage within 1d4 melees
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +4 to strike

2) Laser Eyes(2)---Almost as an afterthought, the Trochili has standard eye lasers as back-up to the laser beak.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +2 to strike

3) Vibroblade Wings---The wings can be fitted with small vibroblades. However, the speed with which the wings move, means the blades slice with lawnmower frequency.
Range: Melee
Damage: 5d6 MD on a close pass

4) Vibroclaws---The small feet of the Trochili have small vibroclaws for attaining form anchorage on structures. They can also be used to deliver an armor-ripping scratch-attack.
Range: Melee
Damage: 1d4 MD per foot, 2d4 MD for both feet

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the standard EShemarrian e-animal programming, plus the following:
Pilot Helicopter(for maneuvering purposes) 75%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the e-animal intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 6
Initiative +3 (+1 from the Ecotroz entity for a total of +4)
Dodge +8 in flight
Automatic In-Flight Dodge +4
Strike +4 (+2 w/ ranged weaponry, +4 w/ beak gun)
Roll +6 in flight
Parry +3
Bite 1d4 MD
Beak Jab 2d4 MD
Flying Lance Attack(2 attacks) 6d6 MD
Wing Sideswipe 5d6 MD
Flying Kick 1d6 MD
Flying Claw Strike(2 attacks) 2d4 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Trochili an aura and behavior more befitting a sentient being than a robot. Trochilis are brave and fearless, and not above attacking opponents larger than themselves. They make great companion ‘bots, protecting their friends with great savagery.

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

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

Variants:
*EcoS-KRP-42Sm--Silvermoon variant, with an upgraded X-ray laser beak; longer range and better anti-armor penetration; the -42Sm is frequently known by names such as ‘Glare-Beak’ or ‘Silver Hummer’.
Changes/Modifications:
Weapons Systems:
1) Enhanced Laser-Beak
Range: (Laser) 7,500 ft in hi-mode, 3,750 ft in lo-mode
Damage: (Laser) 4d6 MD single shot in hi-mode, 7d6 MD per blast in lo-mode. The x-ray laser component ignores laser-reflective armors.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +2 to strike

* EcoS-KRP-42Wf---Wayfinder variant, modified with technowizardry of course.
Changes/Modifications:
Powerplant:
*TW Power Crystal(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
Weapons Systems:
1) TW-Enhanced Energy-Beak---In place of the standard laser beak, the KRP-40Wf can be fitted with magically enhanced weaponry. The different configurations are often reason to assign special plumage color schemes and names to the different ones.
a) Sun-Laser/Sword of Light---Combines a laser with a Globe of Daylight-etched focal element. Often named such things as ‘Mexican Nightsun’, ‘Golden-Breasted BloodBeamer’, ‘Greater Sunwing’.
Range: (Light Blade) Melee
( Sunlight Laser ) 3,600 ft
Damage: (Light Blade) 2d4 MD un-powered; 1d4x10+10 MD per strike(full HP damage to vampires) lit up.
( Sunlight Laser ) 2d6 MD single blast, double damage to beings sensitive to sunlight, 4d6 HP to vampires
Rate of Fire:: ECHH
Payload: (Light Blade)6 PPE per 10 minute duration
( Sunlight Laser ) Conditionally unlimited; the spells must be renewed every six months, or it otherwise takes 4 P.P.E. per shot.

b) Firebolt/Flaming Beak---Replaces the laser with a TW-enhanced mystic plasma weapon. The beak can also break out in flames for a scorching stab. Short range, but great damage. Often given such names as ‘Brasswinged Fireball’, ‘Whipwing Torch-beak’, and ‘Blue-tailed Comet’.
Range: (Beak/Blade) Melee
(Fireballs) 3,200 ft
Damage: (Beak/Blade) 2d4 MD un-powered; +4d6 MD when ignited
(Fireballs) 6d6 MD per blast
Rate of Fire: ECHH
Payload: (Beak/Blade) 7 PPE for 20 minutes’ duration
(Fireballs) 40 PPE for 50 shots

c) Ice Beak----The beak can super-cool to the point of being cryogenic; it can cause instant necrotizing frostbite on contact, and can shoot shards of super-hard and super-dense ice. Trochilis with this fit-out are often tagged with names such as ‘Bluewing Shardbeak’, ‘Hail-feather Icer’, or ‘Blue Arctic-stabber’.
Range: (Frost Blade) Melee
(Shards of Ice) 2,400 ft
Damage: (Frost Blade) 4d6 MD per strike
(Shards of Ice) 1d4 MD per shard
Rate of Fire: (Frost Blade)ECHH, Lasts 16 minutes per activation
(Shards of Ice) Each activation lasts 8 melee rounds, during which the shooter can fire as many shard-bursts ECHH.
Payload: (Frost Blade)4 PPE per activation
(Shards of Ice)8 PPE per activation

d) Wind-Pulser---Combines Windblast with Spinning Blades. A very powerful configuration often hung with such titles as ‘Cloud-whipper’, ‘Greater Slicestormer’, ‘White-Winged Jetblaster‘, and ‘Fujita-Whistler’.
Range: (Spinning Blades) Melee, 300 ft away, powered up and used offensively. If ejected as projectiles, the blades can reach 700 ft.
(Windblast) 10,000 ft
Damage: (Spinning Blades) 2d4 MD un-powered, when activated, the Spinning Blades spell produces 7 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
(Windblast) 2d4x10+30 MD per strike, plus knockdown
Rate of Fire: ECHH
Payload: (Spinning Blades) 10 PPE for 7 melee rounds
(Windblast) 20 PPE per 10 melee rds of windblasts

e) TK Fury---Combines a heavy TK machine gun with the power of Battle Fury. Tends to have a more pronounced chest and hump on the back. Often identified as the ‘Rip-beak Bravo’, ‘Furious Blue-streak’, and ‘Zerker Zipwing’.
Range: (Battle Fury) Melee
(TK Bolts) 4,000 ft, double on ley lines
Damage: (Battle Fury) 2d4 MD un-powered, 2d4x10 MD per strike powered up.
(TK Bolts) 2d4 MD single bolt, 3d6 MD 5-shot burst, 5d6 MD 10-shot long burst, and 2d6x10 MD 50-shot burst.
Rate of Fire: ECHH
Payload: (Battle Fury) 40 PPE for 3 minutes
(TK Bolts) 1 PPE per bolt, 200 shot battery standard

f) Lightning Zapper---Incorporates a Lightning Rod into its beak. Tends to have copper streaks in its plumage, and trailing fringes on its tail. Often goes by the names ‘Spritely Copperbeak’, ‘Lightning Racer’, ‘White-tailed Thunderpopper’.
Range: (Shock Beak) Melee
(Lightning Bolts) 2,400 ft
Damage: (Shock Beak) 2d4 MD un-powered,
(Lightning Bolts) 5d6 MD per bolt
Rate of Fire: ECHH
Payload: (Shock Beak)
(Lightning Bolts) 15 PPE per bolt
Bonus: Comes standard with Impervious to Energy at no PPE cost.

Other Magic Features:

*Leyline Booster---Increase flying speed by 50% when on a ley line.

*(Impervious to Energy)---5 minute duration per 20 PPE pumped into the system

*(Multiple Image)---Produces three additional images of the giant hummingbird hovering close by(within 10 ft) mimicking its moves. Otherwise identical to the canon spell in all respects. Duration of 6 minutes per 4 PPE pumped into the effect.

*(Invisibility: Simple)----To those without magic senses or high tech sensors, the Trochili just seems to disappear. 12 minute duration and 3 PPE per activation

*(Blinding Flash)----Immediate flash blinds those who fail to save versus magic(robotic, cybernetic, bionic eyes are unaffected); -10 to strike, parry, dodge for 1d4 melees. 60 ft range. Can be made particularly bright(-1 to save versus magic) for additional PPE pumped into the spell).1 PPE for instant effect, 2 PPE for particularly bright flash.
-------------
"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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Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

Nice! You've been busy. I'm slowly getting back to work on a few ideas.. I spent from last Thursday to Wednesday morning in a car driving to the Maritimes Provinces (out to Cape Breton), and getting NO sleep the entire trip. I'm almost tempted to do a moose based warmount considering the amount of moose signs I saw on the trip.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

*EcoS-KRP41SkC TechnoGestaltic ExoArmor
(Aka ‘Phalangite Crabs’, ‘Krabskin’, ‘Baller-Crabs’, ‘Pradorsuit’)

“It is untrue that we SkyeKlad do not believe in wearing clothing; we merely dress as is appropriate. When we rejoice, we dress in air and light. When we fight, we dress in war.”

“Wrestling with one of those combo-crab suits? NOT a good idea. Besides the maniac bint wearing it, you’re facing the suit itself. Getting punched and kicked by a ten foot wall of carapace is hard enough, but when that crustacean-armor’s also nipping and clawing at you and tearing pieces off you, the thrill of combat gets old REAL fast.”

<<<ZZZZZHHHHAAARRRRCCCCCC>>>
@@GHLLLLEEEEEEEEEE!!!@@

“Fancy some fried squigoid, little sister? Seeing as these xenobeasts thought YOU’d make good snacking, it would be only right if you made a gnosh of THEM.”

“Feeling a little -crabby- today, sisYOWCH!”

Inspired by the EShe-18SW Kantaran Phalanx Robo-Gestalt, these variants of the KRP41 Grunder Crab-Beast have been modified to reconfigure into a robot exoskeleton around an EShemar or NeShemar. Six Grunders surround their ‘pilot’, one taking each arm and leg, and two clamshelling the torso and head. The two lower large claws become the feet, while the two upper arm claws form vambraces, and the torso large claws become part of the shoulder pauldrons. The lesser claws and their attached weapons are equally distributed around the body; those of the leg crabs migrate to the hips, those on the arms move to become part of the forearms, and the torso gun-arms move to positions just under the ribcage. The torso crabs’ eye lasers take up positions front and back, the arm crabs’ take up positions on the shoulders, and the leg crabs’ assume positions at the knees. The resulting exo-armor is roughly equivalent to a heavy power armor.
The ‘pilot’ is still somewhat exposed and can be targeted, but is partially shielded by the bulk of the Phalangite(legs and legs are -7 to strike, head is -9). The exoarmor can be waterproofed and serve as a diving armor, as the component Crabs have systems that, individually, are almost useless, but when combined crate a complete life support system for a rider.
As an exoskeleton, the Krabskin provides extra armor and strength, but no extra bonuses as an effective suit of power armor(Shemarrians typically don’t train in power armor), unless the NeShemar has power armor training. Otherwise, use the user’s own hand to hand skill. The Phalangite’s own AI, however, can offer warnings and tactical advice, and can even take over combat if the rider gives it permission(this tends to be rather tough on the locked-in rider as they go from operator to ride-along, what with the exoskeleton’s AI jerking and moving their limbs as the combiner engages in combat. For anybody without a full cyborg body, this can prove a bruising and potentially limb-dislocating experience.

The KRP41SW variant first appeared with the Skyeklad fringe tribe, and has also begun appearing in the ranks of both the DarkWaters and Horrorwoods. The Wayfiders have also expressed an interest in the type.

Type: EcoS-KRP41SkC Phalangite Crab
Class: Robo-Gestalt
Crew: None; robot intelligence(Ecotroz-Awakened)
MDC/Armor by Location:
*Head 130(protected by legs sliding up around the rider’s head)
**Main Body/Torso (Combined total MDC of two Grunders) 560
Arms(2)(Main Body MDC of one Grunder) 290 each
Hands/Paws(2)(Combined Claw MDC of one Grunder) 230 each
Secondary Arms(2) 80 each
Legs(2) (Main Body MDC of one Grunder) 290 each
Feet(2)(Combined Claw MDC of one Grunder) 230 each
Propulsor Fins(6) 50 each
Forcefield(Combined Forcefield of all six Grunders) 720


Height: (Combined Form) 12 ft
Width: 7 ft
Length: 4 ft
Weight: 4,500 lbs
Cargo: Only what can be carried in the Phalangite’s claws.
Powerplant: Nuclear w/ 20 year energy life
Physical Attributes:(Combined form)
IQ: 10
ME: 5d6*(* Note that any M.E. bonuses to save will apply to the rider in exoarmor mode as well)
MA: 2d6
PS: Combined Robotic P.S. of 45
PP: 18
PE: ----
PB: 14
SPD: 60 MPH
(PPE): 36 (Each Ecotroz-Grunder has about 6 PPE)
Speed:(Running) 50 MPH
(Leaping) 8 ft up and 14 ft across; increase by 50% with a running start
(Climbing) The Grunder-gestalt can clamber up rock walls and ship hulls with the aid of electromagnetic clamps, and climbing claws, with a skill proficiency of 80% .
(Flying) Not possible
(Space) Not possible
(Underwater) Can run along the bottom at 10 MPH. Or can swim, using thrusters, at 12 MPH. As a diving suit/exoarmor, maximum depth is 300 ft if carrying a normal human (up to partial cyborg), or 3 miles for robotic EShemar .
Market Cost: Exclusive to the EShemarrians
Systems of Note:
Same features as the Grunder, plus:
*Bionic Cybernanite Repair Systems---ALL Grunder have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. In the individual Grunder, these systems repair 4d6 MD per hour, and can repair 90 MDC before needing material stocks to convert to MD repair material. Combined into gestalt-mode, however, the system is even more effective, and can 8d6 MD per hour, and can repair 540 MDC before needing fresh material stocks.

*Mine-Resistant Armor---The body shell is shaped such that explosions around the combined Grunders are channeled around the body, and do HALF damage.

Locking Joints
Motion Detector System 100 ft range
External Audio/Visual Surveillance System w/ Recording System
Depth Gauge
Mini-Sonar: 1 mile range
Sensory Antennae(4)---Useful for feeling a way through dark or murky water: +1 to dodge, and penalties for blindness are HALF.
Molecular Analyzer----Grunders can sniff and sample their surroundings, looking for trace chemicals that can lead them to carrion or salvage.

*Superior Teamwork--- The SkyeKlad managed to copy a page from the Wolf’s Path in programming their Phalangites to operate more effectively in teams of six or more; they enjoy a +2 to Initiative, +2 to strike, and +3 to Perception as long as they are in line of sight of each other. This also applies to the Phalangites when they are separate.

*Signal Booster--- The combined Phalangite Grunders can boost radio transmission range by 50%.

*Gills----The Phalangite Grunders carry bionic gills, allowing the rider in exoarmor mode to breath(the internal cavity is water-sealed with polymer aerogel), plus it has a reservoir air supply good for 60 minutes, for conditions when not enough oxygen can be filtered from the surrounding water.
When not part of an exoarmor gestalt, the gill systems can still be tapped by swimmers through a retractable air outlet in the Phalangite Crab’s carapace.


Weapons Systems:
1)Eye Lasers(12)---Each Grunder has two laser eyestalks. As a combined Phalangite techno-gestalt, the eye lasers are moved two to each arm, two to each knee, and four on the torso.
Range: 500 ft
Damage: 1d6 MD per single blast, 2d6 MD for both eyes firing simultaneously, 4d6 MD for four eyes firing on the same target, or 121d6 MD for all six pairs firing on the same target simultaneously.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: + 2 to strike(+4 to strike total)

2) Small Foreclaw Hardpoints(6)---The smaller foreclaw that can be fitted with a standard cyborg forearm weapon, tool, or melee blade. This feature is retained by the combined techno-gestalt. Each arm mounts a hardpoint, the torso two form secondary arms, and each leg mounts one.

3) Taser-Claw Shock Attack---The Grunder can do a stabbing punch with its superconducting claw, and then use it to deliver a massive charge of electricity directly to the target. This often shorts out electrical systems, and does serious stun and burn damage to organic beings, similar to the infamous Triax Lightning Blaster(Rifts: Triax and the NGR, pg. 129).
Damage and effects are particularly pronounced because of the contact involved. This is retained on the combined Phalangite, only each arm can deliver a taser-attack, as can a kick.
Range: Melee
Damage: Normal claw damage+4d6 MD shock damage
Organic/Living Beings take a stun penalty of HALF APMs, hand to hand bonuses, and lose initiative for 1d4 melees.
Mechanical systems take damage from the following:
01-15 No additional damage!
16-30 Lose 1 APM and initiative as the the controls flicker out for 1d4 seconds
31-45 All weapons systems temporarily off lIne and minor fires break out. One weapons system returns after 1d4 melee rounds
46-60 All systems temporarily out, but return after 1d4 melee rounds. However, until they do, the vehicle is -30% to pilot, and is defenseless.
61-75 Communications, radar, and targeting are out; all else is okay. -3 to strike and no initiative.
76-90 Systems are fried and functions are at minimum efficiency! Pilot must go to manual controls(if any) and rely on sight. Penalties: -25% at 1/3 maximum speed, -50% at 1/2 maximum speed, -75% at full speed, no initiative to strike, -3 to dodge/strike, -1 APM.
91-00 All systems locked and burned out! Abandon ship!
Rate of Fire: Once per melee per limb
Payload: Effectively Unlimited

4) Electrical Arc---As the Phalangite Grunders combine synergistically, their taser-claws can now produce more powerful electrical arcs not only between the pincer tips of individual claws, but between the claw-limbs themselves. The Phalangite is able to create a kill-zone of arcing electricity around itself that can electrocute most any opponents trying to grapple with it.
Range: 50 ft(100 ft underwater)
Damage: 3d6 MD per melee caught in the zone of effect
If a target is caught directly between two or more Zapper Claws, it takes 5d6 MD.
Rate of Fire: Maintaining a two-claw arc takes 2 APMs, while maintaining a full-body electrical field takes up 4 APMs.
Payload: Effectively Unlimited

5) Polymer Bubbler--- The Phalangite techno-gestalt comes standard with the otherwise optional Polymer Bubbler. This is a mouth-mounted sprayer that dispenses a quick-geling polymer that can be used to water-seal items and create a barrier around a wreck to deter other scavengers while the Grunders go to work. The polymer can also be pumped full of air to provide buoyancy for floating items off the sea floor. It can also be used to entangle opponents. The Phalangite also uses it to water-seal the linking mechanisms and the pilot’s cavity, allowing it to be used as a diving suit.
Range: 20 ft, and each shot covers a 5 ft area.
Damage: None; the aerogel is harmless, lightweight, and non-allergenic.
Sprayed in a person’s face or head, the aerogel blinds; (-4 to Initiative, and -10 to Perception rolls). Sprayed around the legs, it hampers mobility(reduce speed by 75%, and HALF all bonuses to dodge/roll/parry). Removing the gunk takes 1d4 melees of furious wiping and tearing.
The sprayer can be used to spray and shape a tough polymer bubble around a person(generally takes 2 APMs_. Inside the bubble, the person is cushioned from shock(takes only 1/8 normal damage from kinetic shock, punches, falls, and blows), floats like a pool toy, and has a larger ‘footprint’ that cushions the person’s weight(reduce penalties for crossing soft surfaces like snow and mud by HALF, and +5% to Prowl skills). However, the aerogel muffles sound, interferes with vision(-2 to Initiative, and -8 to Perception rolls), and can be stuck in place, essentially trapping the person in place.
-. The polymer holds with a regular strength of 30, and take about 120 SDC per cubic yard of the stuff before breaking apart.
-Air supply is limited to what is already in the bubble when it was sealed. This typically means 2d4 minutes for the average person, or 15-20 minutes if they cease physical activity and try to conserve air. Any longer than that, and an external air supply better be provided or the prisoner will asphyxiate.
-The foam has an undisturbed life span similar to styrofoam peanuts; the stuff will last months, if not years, packed in a box, but generally mechanical abuse and exposure to the elements breaks the stuff down in a matter of days or hours.
Rate of Fire: ECHH
Payload: The Grunder can be fitted with an internal tank reservoir that holds enough polymer solution to produce 1,000 cubic feet of aerogel. The combined Phalangite has enough solution for 6,000 cubic feet of synthetic sea-foam.

6)Hand to Hand Combat---In melee combat, the Phalangite gestalt can pince with its giant claws on each arm and leg, and ‘bite’ with the two shoulder-mounted claws, acting like mandibles.
Bite 1d6 MD
Restrained Small Arm Punch 1d4 MD
Full Strength Small Arm Punch 1d6 MD
Small Arm Power Punch(2 APMs) 2d6 MD
Claw Punch/Gouge 2d6 MD
Tear/Pry 2d4 MD
Restrained Big Arm Punch 1d6 MD
Full Strength Big Arm Punch 3d6 MD
Big Arm Power Punch(2 APMs) 1d6x10 MD
Large Claw Punch/Gouge 4d6 MD
Tear/Pry 3d6 MD
Kick 2d6 MD
Body Block/Tackle 1d4 MD


7) (Optional) Use of Handheld Weapons---The Phalangite Gestalt can pick up and use available hand weapons(especially battlefield salvage).

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. Phalangite Crabs retain their Grunder traits of being patient ambush predators, very much at home in and out of the water. If assigned to a specific individual EShemar or NeShemar operator, they will be fiercely protective of them, forming a ‘crab wall’ around them.
Unlike the Phalanx Kantaran Wolves, Phalangite-Crabs do NOT form a greater synergistic linked AI. In exo-armor mode they are essentially a ‘smart’ power armor that gains little in the way of extra skills or bonuses. The combined techno-gestalt CAN operate independently if their operator is incapacitated, but the combined AIs do not manifest a personality or emergent sentience like the Phalanx Kantaran.
Typically has the same basic programming as for the Grunders.

COMBINED, the Phalangite gains the following skills:
Wrestling(a favorite tactic is to use its many claws to grapple and pin an opponent)

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Phalangite intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting). Phalangite Grunder-Crabs are programmed to be better at coordinated group tactics and personal security detail than their standard cousins.

Actions/Attacks Per Melee: (Combined form) 7
Initiative +1 (+1 from the Ecotroz entities for a total of +2)
Perception +4
Dodge +4
Strike +1 (+2 w/ ranged weaponry)
Parry +5
Roll +5
Pull Claw/Punch +3
Pin/Incapacitate on a Natural 18-20

When used as an exoframe powered armor, use the appropriate HtH or Power Armor training.
The Phalangite suit offers the following bonuses:
Parry +2
Roll +2
Entangle +1

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Phalangite an aura and behavior more befitting an animal than a robot. The combined Phalanx entity is fairly smart and cunning, with a human-like intelligence(roughly equivalent to an IQ of 10), and a patient, plodding disposition.

Psionics:
Unlike the Phalanx Kataran, the Phalangite-Grunder gestalt does NOT gain any additional psionics through psychic synergy. HOWEVER, any bonuses from the combined Ecotroz-Grunder M.E. will also apply to the rider; the linked psychic fields seem to provide a form of psionic ‘scrambler shield’.

Options:
The Phalangite Crabs can be fitted with any of the options available to the standard Grunders.

Variants:
*’Gun-Phanger’---The Darkwaters have been working to make a variant of EcoS-KRP41D--- Aka the ‘Sniper-Crab’---available as a component Phalangite Crab---No more than two of the gun-mounting Crabs would be incorporated into an exoarmor gestalt, with the heavy weapons being relocated to the shoulders. Main Body MDC would be increased to 660 MDC.
-------------
"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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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Mekalon---Skullcrusher Awakened Robot NeShemar (NPC)

“Hey! Tentacle creeps! The last time I faced Splugorth Minions was in the GrinderDome on Kakkis! Wow, but that was a crowd! Mind you, I wasn’t officially a competitor on account of us crashing the place, but since our route took us through the main arena stage, I figured, Why Not?”

“What’s this on the roster? I don’t recall the BlackAxe Division having a ‘combat frisbee team’ before.”
“Ah, my Wargoddess, that’s ne-taros Mekalon’s entourage. He’s been enouraging them to learn self-defense, but it seems the easiest way to train them was to adapt a sport style to weaponize. And that encouraged them to get bio-auged, and it avalanched from there.”
“....Just how many sports teams did our litte tussle on Mavinas spawn anyway?”

“Brodkil, huh? I’m pretty good at shadow-boxing myself, so you broadheads are a pushover! Or rather a punch-on, because you’re getting your foreheads caved in! Come at me bro, because you ain’t touching my fans!”

“HEY! SQUIDBUTT! YEAH, I’M TALKIN’ TO YOU! YOU AND YOUR BUDDIES! TENTACLES -OFF- THOSE GIRLS! CAN’T ANYBODY HAVE A NICE DAY AT THE BEACH AND A VOLLEYBALL TOURNAMENT -WITHOUT- SQUID-ALIENS SHOWING UP TRYING TO EAT PEOPLE?! BUT SINCE YOU SHOWED UP, HOW’BOUT SOME -REAL- COMPETITION? NOT LIKE YOU’RE GOING ANYWHERE ANYWAY BECAUSE MY FRIENDS JUST BLEW UP YOUR FLYING SAUCERS! SKEET AIN’T REALLY MY THING SO HOW A BALL GAME? JUST YOU, ME, AND THIS -MURDERBALL-?!”

Mekalon is an Awakened robot athlete/gladiator. Technically, Mekalon is NOT an oreseme because ‘he’ wasn’t constructed by the EShemar, but was a stock gladiator ‘bot Awakened by direct induction. He has since received multiple Upgrades, arguably making him physically a neShemar.
Mekalon was a Naruni-sponsored effort to create a ‘perfect combat athlete’ for combat sports, using a drone seconded from one of Naruni’s other projects. Mekalon was ‘recruited’ out of an arena garage on Mavinas VII during a Demon invasion of the planet. Skullcrushers responding to the Infernals pressed robotic systems they found on the planet into combat as force multipliers, reprogramming them on the fly. In the aftermath, with billions of credits of hardware in shambles, but the incursion thwarted, some of the more sticky-fingered Skullcrushers claimed some of the less-damaged equipment as ‘compensation’ when they pulled back to deep space. Naruni is STILL trying to get a full inventory of what was destroyed on the planet and what was ‘acquired for services rendered’.
Awakened with the Ecotroz, Mekalon joined the ranks of the Skullcrushers as a warrior, but his sports-bot origins tend to override whatever grimdark overtones the Skullcrushers tend to have in their Awakenings. Mekalon has subsequently cheerfully bashed, trashed, tossed, overhanded, raced, and boxed his way to prominence and notoriety among the ranks of the Skullcrusher Tribe. Though several other athlete-bots from the Mavinas VII arena have also showed similar bold self-awareness and illustrious careers(including Cestus ‘Flit like a Sunwing, Sting like a Lepidopterror’ Hole-Puncher), Mekalon is arguably the most recognized inside and outside the Tribe.
Besides being a robot gladiator, Mekalon also has some capacity as a construction worker and rescue unit. Where proper venues were not available in the field, the ‘bot warrior would often be part of the crew constructing a temporary stadium, then tearing it down afterwards. If competition got out of control, the gladiator could also help control the damage.
Mekalon ‘s combat style is to charge onto the battlefield, throwing long bombs(grenades actually) and shouldering opponents aside. Rolling, tumbling, backflips and leaps carry him about the battlefield like a crazed fusion-powered soccer ball, displaying an agility and situational awareness that justifies his happy steel-nerved confidence. He freely mixes sports and sports jargon on the battlefield(one Wayfinder described Mekalon’s combat style as ‘Darkside CalvinBall’), and often delivers a running commentary on the action, even as he’s immersed in the thick of it. His cheery gung-ho attitude can appear quite jarring, compared to the stoic and spartan mindset of most Skullcrushers, but those same Skullcrushers will admit they’re amused by the jock-bot’s antics. He cheerily banters with his squadmates as they trade off saving each others’ robotic butts on the battlefield, and shoulder opponents aside like golfers caught in a rodeo stampede. He’s been known to toss squadmates out of the line of fire and draw enemies’ attention to himself, taking hits for the team, but he’s more often able to dodge enemy attacks, and make his opponents look like they’re standing still.
Mekalon’s main shortcoming is that he is an Awakened SPORTS-bot with an Artificial Intelligence, as opposed to a more advanced Neural Intelligence(Naruni apparently didn’t want a ‘bot that could conceivably agitate for a salary and contract terms, as well as one that wouldn’t appeal to AI-phobic investors in the CCW). Mekalon hasn’t been Upgraded with an N.I., and his core programming is rather narrowly focused on athletics, which limits his abilities somewhat. He is thus often dependent on others to get him to the battlefield and escort him off, and see the bigger picture for him. Despite being an obvious robot, he hasn’t taken advantage of many possible Upgrades, such as laser eyes) that would increase his firepower(preferring to use weapons that are arguably more in line with ‘sport’). He also tends to think of things in terms of sports, and not always military protocols, which limits his ability to command troops(though he’s an EXCELLENT sports coach and tactical fighter). ‘Dumb jock’ jokes aside, Mekalon HAS tried to use the skills he learns as an Awakened to give him more versatility--he has no intention of being declared obsolete like an old organic athlete, and put out to pasture ‘promoting laser-grills and used hovercars’.
Mekalon actually has a growing fan club and groupies, and even a self-appointed ‘harem’ of ex-slaves he’s liberated(they were typically gladiatorial prizes or celebratory post-game feast main courses of monster sporting events the Shemarrians crashed). He encourages sports as ‘part of a healthy and exciting lifestyle’. He’s also had to find the time to coach and cheer on the aforementioned ‘harem’ and the sports team they’ve formed.
The Skullcrusher elders of the BlackAxe Division(Shemarrian Star Nation) of which Mekalon is considered a part are by turns puzzled and amused by Mekalon’s growing little command that acts so...well...unSkullcrusher-like. The more conservative old-schoolers are vexed and annoyed by the idea of sports-fanatic Skullcrushers, even NE-Shemar. On the other hand, the celebrity enjoyed by Mekalon is often a distraction and good public relations when the Grimdark Tribe is operating in other peoples’ territory, and helps ease acceptance of the EShemar presence. And Mekalon makes for a WONDERFUL distraction to throw at the Blood Riders when they get bored and come wandering around looking to prod the Skullcrushers into some friendly competition. So the Skullcrushers accept that they’re sponsoring a growing sports presence, and Mekalon, his entourage, and the other ‘bots like him, cheerfully tour the territorries, playing and competing, and occasionally kicking major ass when needed.

Level of Experience: 11th Level
Rank: NeTaros
Race: Robot, Awakened
Alignment: Scrupulous
Land of Origin: Unknown, likely a Naruni Enterprises robotics lab
Age: 22(since his Awakening)
Sex: Identifies as Male
Height: 9 ft
Weight: 750 lbs
Physical Description/Appearance:
Hulking dark blue/black and silver humanoid robot with a grilled visor for a face, and a sports helmet head.
Disposition:
Happily super-confident super-jock. Naturally loves sports, the faster and harder the better. Will happily boast of his athletic prowess, trash-talk his opponents, and deliver what he thinks are inspiring ‘win one for the gipper’-style jargon-mashing pep talks to his ‘teammates’. Lives for challenges, and when he isn’t on the field fighting or playing, he’s cheerfully clowning for the crowd. He actually gets along just fine with his teammates, in spite of his often OUTRAGEOUS behavior, and he loves his fans, often working the sidelines, signing autographs, and photobombing with the best of them.

Physical Attributes/Superlatives:
IQ: 15
ME: 20
MA: 21
PS:(Robotic) 40
PP: 25
PE:---
PB: 6
SPD: Running: 95 MPH
Jumping: Can make a standing leap of 20 ft up/across, while a leap with a running start in excess of 40 MPH can carry the ‘bot an additional 10 ft. Engaging the jump boosters can jump 100 ft straight up or 200 ft across using just the jets. Add 30% to height/distance with a running start.
Flying: Can briefly hover on his jump-nodes for 1d4x10 seconds, maximum altitude of 100 ft.
Underwater: Not a great swimmer; Mekalon can run along the bottom at 15 MPH, and ‘swim’ in adhoc manner using his cyberjets in fits and starts and jerky fashion at about 20 MPH, but it tends to be very noisy and inelegant. Maximum depth tolerance of 800 ft.

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

Hit Points:------
SDC:------
MDC By Location:
Hands(2) 30 each
Arms(2) 90 each
Legs(2) 140 each
Head 120 .
Main Body 300

*Note: Mekalon can be fitted with the full range of Cyborg Armors

Horror Factor:------
Special Abilities/Characteristics/Powers:(Cybernetics/Bionics:/Robotics)
*Radio w/ Scrambler-50 mile range
*External Loudspeaker-60 decibels
*Voice Synthesizer
*Optics(full 360-degree arc of vision):
Thermo-Imaging, IR/UV, Passive Nighvision, Image Enhancement, Telescopic
*Advanced Audio
Sound Editor, Ultra-Ear
*Laser Targeting--(+1 to strike w/ ranged weapons)
*Radiation Detector
*Micro-Radar---3 mile range

*Advanced Kinetic Armor----Mekalon was fitted with a lesser version of Naruni’s Thermal-Kinetic armor; megadamage heat, plasma, magical fire do HALF damage. Explosions, high-speed kinetic impacts do HALF damage. Low-speed kinetic strikes like punches and kicks still do full damage.

*Jet Nodes(lower legs)---Can jump 100 ft straight up or 200 ft across using just the jets. Add 30% to height/distance with a running start.

*Catapult Actuators----When engaged in long distance shot-putting or throwing, Mekalon can engage special servo-actuators that attach to his arms and allow for extra powerful long distance throws, DOUBLING the throwing range of whatever he’s overhanding.

*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.

Weapons Systems:
Mekalon’s design started out with NO integral weaponry, but for several Upgrades, Mekalon had a retractable vibroblade(2d6 MD) added to one arm, and a laser finger blaster(400 ft range,1d4 SDC- 1d6 MD, and doubles as a laser pointer and autograph-cutter) installed in the other.

Magic:----
Psionics:(Ecotroz) Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation

Skills/Programming:(11th level Awakened Robot A.I.)
Math: Basic 98%
Radio: Basic 90%
Pilot Automobile 96%
Pilot Hovercycle 96%
Pilot Hovercraft 60%
Pilot Boat 98%
Intelligence 80%
Land Navigation 94%
Demolitions 85%
Demolitions Disposal 85%
Firefighting 80%
Carpentry 85%
Masonry 80%
Rope Works 88%
Salvage 75%
General Repair & Maintenance 80%
Climbing 96%/86%
Juggling 90%
Tumbling
• Pole vault 8.4m high 98%
• Stilt Walk 98%
Juicer Murderthon
Juicer Football 76%
Deadball
Boxing
Wrestling
Baseball: Batting 98%

Hand to Hand: Expert
W.P. Blunt (+3 strike/parry)
W.P. Sword (+4 strike, +6 parry)
W.P. Paired Weapons
W.P. Shield (+2 strike, +3 parry)
W.P. Staff (+3 strike/parry, +2 throw)
W.P. Bola (+2 strike, entangle, and disarm)
W.P. Chain (+2 strike, +2 parry)
W.P. Small, Thrown (+3 to throw/strike, +7 extra shots)
W.P. Deadball (Opponents are -2 to dodge)
W.P. Archery (+4 strike/parry)
W.P. Boomerang (+3 strike/damage)
W.P. Spear (+2 strike/parry/throw)
W.P. Net(+1 strike/entangle/parry, entangle opponent’’s weapon on unmodified 18-19
W.P. Rifles (+3 strike)
o6 W.P. Energy Rifle (+3 strike aimed shot, +1 strike w/ burst)
W.P. MD Heavy Weapons (+3 strike)

Actions/Attacks per Melee: 7
Initiative:+3 (+1 from the Ecotroz entity for a total of +4)
Strike:+8
Parry:+10
Dodge:+12(+13 while running)
Roll:+7
Pull Punch:+4
Backflip +4
Knockout/Stun on a Natural 18-20
Pin/Incapacitate on a Natural 18-20
Damage:
Controlled SDC Punch 2d6+15 SDC
Restrained Punch/Slap 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Head Butt 1d4 MD
Kick 2d4 MD
Leap Kick(2 attacks) 3d6 MD
Body Block/Tackle 2d4 MD
Crush/Squeeze 2d4 SDC/MD

Saves:
+8 Vs Exorcism and Banish spells
+3 Vs Psionics
+3 Vs Insanity
Trust/Intimidate 65%

Notable Possessions/Equipment:
Personal collection of various sporting equipment to match his skills, and numerous pieces of memorabilia, as well as a large number of sports trophies...most of them pocked up from worlds the Shemarrians have visited. Mekalon has a story for each one(even if it’s something loke “Oh yeah, it surprises me I won first place in the Delzor Fishing Derby^. I don’t recall ever being able to fish.”).

Typically carries a Shemarrian Assault Rifle or a EShe-PB25 Particle Beam Rifle as a long arm and a bandolier of throwable ordnance(typically holds 9-14 grenades). If playing in the Championships, he’ll be toting a EShe-NGLR540 "Chunda" Grenade Launcher.

*Blast Ball---(Aka ‘Hotfoot Kicker’) This refers to a soccer-ball-like playing piece that incorporates plasma blast studs(similar to those in the Gargoyle Blast-Dusters) into its surface. The device has an internal battery that is charged by induction by contact with Mekalon, and can be thrown or kicked. Upon hard contact with a target, the plasma studs fire off a contact energy blast that does 2d4 MD. The ball can also roll itself back to Mekalon at a speed of 10 MPH, to be recharged and reused. 35 MDC.

*ShockBomber---(aka ‘Long-Bomber’, ‘Boom-Ball’) This is an oversized (2.3 ft long) metal football that is similar in principle to the Blast Ball. Charged up by induction (physical contact with Mekalon), the ShockBomber unleashes a powerful concussive shockwave upon making hard impact. Shockzone is 20 ft in radius, does 2d4 MD, and there’s a 80% chance of human-sized objects and people being knocked off their feet(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees). 50 MDC

Vehicle:
*Grav-Bus & Hoverbarge for his entourage and equipment. Some of his entourage ride smaller robot animals(like robot ponies) but Mekalon likes to walk, rather than ride atop a Warmount.

As noted, Mekalon is frequently accompanied by a sizeable crew of which he is the effective (Ne)Taros-commander of. This includes a ‘cheering section’ of 2-4 dozen NeShemar he ‘won’, and who now serve as his campfollowers and auxiliary sports team(he coaches them during their games). He also has another 2-3 dozen various low-caste EShemar and Neshemar as support personnel.

(^The Orevan Delzorian Chamber of Commerce awarded Mekalon the Derby prize for his actions during the Polypoid Invasion of ‘48, when the abominable carnivorous squigoids attempted to force a coastal landing and began devouring beachgoers. Mekalon, who’d been attending a covert Shemarrian sports meet----Skullcrushers vs Skyeklad--- on Oreva, immediately responded to the unwelcome party-crashers. Even as the Shemarrians and their corvettes started potting Polypoid transport saucers, Mekalon challenged the invaders’ landing party to freestyle murderball, quickly spiking soccer ball-sized holes through them, before depthcharging subsequent waves of ravenous invasion troops still in the water. Among the improvised bombs Mekalon threw was the entire contents of a cooler of fuming nitric acid the Skullcrusher party was carrying for refreshments; the cans exploding MOST satisfactorily upon landing on the surprised Polypoid marines. Having had their invasion’s headquarters and egg-carrying force blasted to giblets within minutes of its arrival, and a wing of unknown alien warcraft moving to skeet-shoot them out of orbit, the remaining Polypoid forces decided to turn tail and run, rather than face whatever might come next.
Not having an award for ‘repelling a hideous alien invasion and saving us all from becoming the main course of a raw bar’, the town of Delzor decided to give Mekalon the next best thing they had; the coveted Fishing Derby Cup.)
-------------
"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 »

(My apologies and thanks to FlashFire for his Swashbuckling martial arts and what it did with it, but the character needed something more than Kendo).

Okata Oriji & Narumi Maeda (Clan Shinden NeShemar NPCs)

“Okay, what trouble have those two girls gotten into THIS time?”
---Frequent utterance by Akasi Bladebreaker, Clan Shinden WarChief)

Okata and Narumi are two young cyberhumanoid conversion NeShemar of Clan Shinden. While Okata originally hailed from Otama and Narumi from Takamatsu, both were the children of mercenaries in the same cadre. Sadly, their parents’ mercenary caravan, combatants and their dependents, was ambushed by a superior force of oni while the former was transiting Honshu. The two girls were among those taken alive, while their parents were killed in the fighting. Poorly treated by their captors, the two were on their way to being sold as slaves or meat when the onis’ coastal encampment was attacked by Clan Shinden Shemarrians, who’d learned the oni were holding prisoners. Rescued by the gynoid ne-samurai, Okata and Narumi required extensive medical treatment, and the decision was made to ReMake them as cyberhumanoid cyborgs.
Friends growing up as mercenary brats, Okata and Narumi regard themselves even more as sisters now and are virtually inseparable. Growing up in a Shemarrian tribe isn’t so much different as growing up in a mercenary camp, and the two have made the transition surprisingly easily. They still mourn their original families, but have found second families in their Clan Shinden fosterers.
While both young women are far from the most powerful warriors in their band, they often volunteer to scout out villages and contacts and do light security work on the side. Many communities react less xenophobiically towards a pair of apparently local girls than they do hulking alien warrior-women or cyborg samurai. The two back each other up, Narumi providing the long range firepower and Okata being the close combat specialist. Despite their relative inexperience, Okata’s and Narumi’s Shemarrian training and advanced bionics have served them well, as a number of bandits and oni who have underestimated the ‘two little girls’ can attest.

Note: Shemarrian cyberhumanoid cyborgs are slightly more powerful/faster than standard Cyber-Humanoid frames, due to the more advanced technology and conversion processes possessed by the EShemar.

Okata Oriji----NeShemar Swordswoman
“YOU ARE NO TRUE NINJA!!!! NO TRUE NINJA WOULD STOOP TO SUCH ANTICS! YOU AR-*squick***
“I never claimed to be a ninja, only that I would be your death.”

“My song is the whisper of my blades, my dance is the winds of destruction, my poetry is written in the strokes of my swords. That is all the art that I need.”
<“Okata, I heard that Ukon the Bard is playing in this next village.”>
“EWWWEEEEEE!!!! Let’s hurry! I want front row seats!”
<“An, aren’t you going to change first? Your current working clothes are hardly suitable-”>
“Why, what’s wrong with them? Don’t think Ukon would notice me?”
<“A black leather bikini and hip-boots, oni-chan? Oh, you’ll get noticed alright, especially with your swords on your back. At least clean the blood off first.”>

Okata is the daughter of a sellsword/gun from Otomo, though she’s more familiar with the wilds of Honshu than that city. She knows only a life of wandering in the caravan of a mercenary band, and she lost both parents to the oni.
Okata at one time wanted to follow in the footsteps of her father, a cybersamurai, but found few enough warriors willing to train a young girl in the ways of the tech-samurai, even amongst the ranks of the NeShemar. However, the Shemarrians(or at least Okata’s primary tudor, the decidedly eccentric Ayla Sharpjest) had their own take on the way of the sword and had no cultural hang-ups about teaching a girl, and Okata found that between the Yurei and the Berserkers, she had tutors enough in the practice of the blades. Oddly enough, rather than an Eastern sword art, the Clan Shinden course of instruction taught Okata a form more akin to Swashbuckling, though the young Nihon girl has given it her own grimdark attitude when scaring and slicing opponents up.
Though not suffering the same reaction of gaijin-prejudice as her ‘sister’ from the more conservative native Nihon, Okata still gets some scorn when using her birthparents’ names, as both were of ‘low birth’, so she tends to dislike dealing with the ‘old landers’ of the Empire and their sympathizers. A close-in fighter by choice, she shows a cool viciousness in combat .

Level of Experience: 4th Level Ninja ‘Borg equivalent
Rank: NeShemar
Race: Human Cyborg
Alignment: Scrupulous
Land of Origin: Otomo, Rifts Japan.
Age: 24. Appears physically to be in her late teens or early 20’s. Likely to remain looking that way, given her full cyborg conversion.
Sex: Female
Height: 5’ 7”
Weight: 145 lbs
Physical Description/Appearance:
Slight build young human female with short blue-gray hair and blue eyes. Arms and lower legs are obviously bionics. She’s been described as ‘dangerously whipcord cute’. She likes dressing in blue, gray, and black.
Disposition:
Okata is fiercely dedicated to her craft, and tends to be socially introverted. In combat she’s cool, calm, and quiet icy chill badass with a predilection for using her environment like a cage-fight jungle-gym(though her mentor Ayla SSharpjest feels her one biggest failing is not teaching Okata to develop a proper combat snark). She likes collecting bladed weapons, both modern and ancient, and is increasingly fond of magic and technowizardry(still rare in Japan) weapons, and she would LOVE to get hold of a Kittani Plasma Sword(if only because it combines a blade and a plasma blaster, which might help get her sister off her back about getting and actually USING a proper ranged weapon). She’s rather less tolerant of guff than her adopted sister, and will lay the law down pretty swiftly if she can get away with it. As much as she doesn’t care for the more traditional aspects of Japanese culture, she knows enough about it to know when she’s stung or slighted by the more conservative elements. She doesn’t care that her ‘sister’ Narumi is arguably half-gaijin, and tends to show anybody hassling Narumi about it the sharp edge of one of her blades if she can get away with it.
Okata’s vice is a love of fusion pop-music. She knows most of the names of the most popular traveling troubadours in Japan and can name music from each one. She can work herself into such a fangirl mode that most people seeing her can’t recognize her as the driven, cold, warrior they met only hours earlier.

Physical Attributes/Superlatives:
IQ: 12
ME: 24
MA: 15
PS: 20
PP: 20
PE: 10
PB: (15) 17
SPD: (Running) 90 MPH
(Leaping) Un-boosted; 8 ft up/ 16 ft across, increase by 30% w/ running start. Boosted: straight up 20 ft, 30 ft across. Increase distance by 50% with a running start.
(Swimming) 8 MPH

(ISP):---
(PPE): 7

Hit Points: 28
SDC:----
MDC:
Hands(2) 35 each
Upper Arms(2) 50 each
Forearms(2) 50 each
Legs(2) 70 each
*Head 90
**Main Body 200
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep her alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: Can be fitted with any additional armor up to LIGHT Cyborg Armor

Horror Factor: ----
Special Abilities/Characteristics/Powers:----
Magic: By item only
Psionics:----
Cybernetics/Bionics:(Cyberhumanoid Full Conversion)
Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:
*Amplified Hearing----Besides using her boosted hearing to listen to sounds around her and for opponents sneaking up behind her, Okata also records music using her high-fidelity recording systems.

*Ambidexterity Boost---Neural interface boosting gives the cyborg the ability to use both hands with equal proficiency. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons.

*Air Pressure Detectors---The cyberhumanoid’s full body skin tactile sensors have been calibrated to be especially acute with regards to their sensitivity; +1 to initiative, +1 dodge/roll, and cannot be surprised from behind.

* Psionic Electro-Magnetic Dampers---The EShemarrians are leery of letting other people breach their security, and that sentiment extends to their NeShemar. To prevent psionic mind probes, most of their NeShemar converts have advanced psi-scramblers insulating their thoughts from being psi-hacked. +1 to save versus all psionic attacks, +2 save versus possession, and +1 to save versus magic illusions and mind control.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the NeShemar. These systems repair 4d6 MD per hour, and can repair 50 MDC before needing material stocks to convert to MD repair material.

*Leg Leap Boosters----Can leap straight up 20 ft, 30 ft across. Increase distance by 50% with a running start.

*TW Interface---A piece of imported TW cybernetics from North America, it allows Okata to use TW devices, such as her Frostblade. The devices still need a PPE power source, but at least now the young cyborg can use fully charged weapons.

Weapons Systems:
1) Forearm Vibroblades---2d6 MD. The blades also extend to form a parrying ‘blade shield’ that gives a +1 to parry, and vibroblades do HALF damage.

2) Chemical Sprayer---Okata also has a small chemical sprayer in each arm(20 ft range, 20 doses of up to 5 different chemicals). She’ll sometimes cover her retreat with a quick smoke screen, or, if an opponent is dishonorable and unworthy, she’ll aim a shot of blinding chemical aerosol into their faces as a distraction. She also once KO’ed a bouncer at a tavern, using a shot of sleep gas, in order to get in to see a singer she just HAD to see performing there.

Skills of Note: (4th Level Ninja ‘Borg equiv.)
Language/Literacy:
Japanese 94%/98%
-American-English
-Shemarrian 94%/98%
-Dragonese 94%/98%
-Chinese
Computer Operation 65%
Mathematics: Basic 75%
Radio: Basic 80%
Radio: Scramblers 65%
Pilot Bicycle 60%
Pilot: Motorcycle 76%
Horsemanship:(Exotic Beasts/Warmounts) 50%/40%
Pilot: Boat 75%

Detect Ambush 65%
Tracking 55%
Lore: Demons & Monsters 45%
Detect Concealment 55%
Read Sensory Instruments 55%
Swimming 70%
Gymnastics
-Work Parallel Bars/Rings 65%
-Climb Rope 76%
-Sense of Balance 75%
-Back Flip 85%
Climbing 70%/60%
Prowl 55%
Fencing
Parkour
Tumbling 60%
Stilt-Walk: 70%
Pole Vault: 70% (10 ft)

Wilderness Survival 50%
Identify Plants & Fruits 45%
Skin and Prepare Animal Hides 50%
Preserve Food 45%
Land Navigation 52%
Sewing 60%
Lore: (Special) Music 50%
Horror Desensitization

Hand to Hand: Swashbuckling(by FlashFire)
W.P. Sword(+4 strike, +4 parry)
W.P. Knife(+2 strike, +2 parry, +2 strike w/ throw)
W.P. Paired Weapons
W.P. Shield(+2 parry, +1 strike)
W.P. Handguns
W.P. Energy Rifle
Actions/Attacks per Melee: 5
Initiative:+5
Strike:+4
Parry:+7
Automatic Parry
Dodge:+6
Multiple Dodge
Roll:+5
Pull Punch: +1
Maintain Balance +2
Critical Strike From Behind
Leap +1
Vault +5
Backflip+7
Somersault: +1
Damage: +5
Restrained Punch 1d6+10 SDC
Full Strength Punch 3d6+10 SDC
Power Punch( 2 attacks) 1d4 MD
Kick 3d6+10 SDC
Leap Kick(2 Attacks) 1d6 MD
Judo-Style Throw/Flip 2d6 SDC
Body Block/Ram: (2 attacks) 1d6 MD
Arm Hold, Neck Hold
Hand Attacks: Strike (Punch), Roundhouse (See Choy-Li-Fut Kung Fu, does 1D10 Damage), Uppercut (See Choy-Li-Fut Kung Fu, does 1D8 damage)
Basic Foot Attacks: Kick, Snap Kick, Tripping/Leg Hooks
Special Attacks: False Attack ( NEW! The False Attack is just that, a fake attack. It is used to draw a parry or reaction out of the opponent. The exact method of attack the character fakes varies and can be any type of attack the character possesses. This is a Combination Move, used in conjunction with another attack. The character chooses what attack to fake and rolls to strike. On a roll of 5 (or equal to the opponent's AR) or greater, the false attack succeeds. The opponent can (and should) attempt to defend against the false attack. Whether they successfully defend against the fake attack or not, the attacker then moves into the second attack. The character is at +3 to strike with second attack and the defender must use an attack to defend against it (no Automatic Defenses ),
Riposte ( SPECIAL! The Riposte is simply an attack made directly after a parry. Essentially a Combination Parry/Attack, the speed of which this is accomplished with a rapier is remarkable. It takes one attack and can be done as many times in a melee round as the character wishes. Parry bonuses are halved, but the character is at +3 to strike on the Riposte and the defender must use an attack to defend against it. Note: This move is only possible with a thrust rapier, small sword, or on a thrust from a cut-and-thrust sword )
Lunge ( SPECIAL! The Lunge is a fast attack used to close distance quickly. The Lunge basically is a standard attack that only works at Long Range and produces a Critical Strike. Successful or unsuccessful, the Lunge requires a Maintain Balance roll of 5 or better to get back into a position of being able to move. This recovery takes an additional attack, making a total of two required for the move. Attacks and parries can still be made while in the lunge position, but are both at -3 and moving is impossible ),
Disengage ( SPECIAL! The disengage is a fast move that brings the weapon underneath the opponent's weapon to attack in the opposite line. This is a defensive move that can only be done in response to an attack on the blade or weapon arm itself, such as an Arm Hold, Entangle, or direct damaging attack on the weapon. It uses the character's normal bonuses to parry, but grants the character +3 to strike on the following attack due to the speed and ease of the "parry," as well as the opponent being slightly off-balance after the failed attack. This is an Automatic move. This move can be combined with the Riposte, resulting in an additional +2 to strike ),
Fleche ( SPECIAL! The Fleche is a surprise attack that starts out similar to a lunge, but the Swashbuckler follows through with a full speed charge at his opponent. This attack must be made at the beginning of the melee and the attacker loses all ability to attack for the rest of the round, but can still dodge (at half normal bonuses) and parry. The move closes distance rapidly, and regains that distance just as quickly as the fighter passes by the enemy. A failed Fleche results in the defender having to spend two actions closing the distance to the Swashbuckler. The end result is a Critical Strike. Should the defender know the Fleche is coming, they can use a Riposte or Combination Parry/Attack against it, to which the Swashbuckler is at -4 to parry ),
Clench ( SPECIAL! The Clench is a simple move avoided by most swordfigting forms. Essentially, it is a Combination Parry/Grab. The Swashbuckler parries an opponent's blow and grabs his wrist or guard, closing the distance between the two to the point where neither can strike or parry with their hand weapons (Grappling Range). The key advantage of this move is that it gives you a slight breather, as the person it is used against is often (55%) surprised by it and will hold off attacking to see what happens. This can give the Swashbuckler time to talk his way out of the fight or, more often, toss off a witty quip. Getting out is easy. Knee the Swashbuckler in the crotch (Strike at -3), push him off (1D20+PS), or wait for him to release you ), Knee, Elbow, Forearm, Grab, Entangle, Death Blow
Weapon Katas: WP: Rapier, WP: Rapier and Dagger (paired), WP: Rapier and Cloak (paired), WP:Sword, W.P. Buckler .

Saves:
+3 Vs Magic
+6 Vs Psionics
+2 Vs Horror Factor
Even on an unsuccessful save versus Horror Factor, only suffers HALF penalties(effect, duration) for being frightened.
+5 Vs Insanity
+8 Vs possession
+1 Vs magic illusions and mind control.
Impervious to psionic Bio-Manipulation, Telemechanics(all), See Aura, and all direct-to-Hit Points attacks.
35% Charm/Impress

Notable Possessions/Equipment:
*Shemarrian Survival Pack
*Light Body Armor(55 MDC)
*Combat Webbing
*Naruni-style Active Camouflage Sheet/Cloak

*TW Ice Saber---A gift from Ayla Sharpjest to her student. Ayla also sprang for a regenerator PPE crystal in the hilt of the dark-blue blade, and for the TW interface for Okata.
The Ice Saber is believed to have been the result of collaboration between the budding TechnoWizards of the Kingdom of Takamatsu and those of the Paladin Steel trade mission to the island. Indeed, the weapon is proving quite popular with the more sword-oriented Japanese.
This is the recently introduced ‘full-blade’ version that comes with an existing vibro-saber, rather than just the hilt of the original TWMBW05, which was meant for concealment.
Weight: 1.4 lbs
MDC: 16
Range:
(VibroSaber) Melee; about 2 ft long
(Frost Blade) Melee; about 3 ft long.
(Shards of Ice) 90 ft
(Hail) 50 ft, and affects a 10 ft area.
(Wave of Frost/Cold)100 ft and affects a 6 ft radius
Damage:
(VibroSaber) 2d4 MD
(Frost Blade) 4d6 MD per strike
(Shards of Ice) 1d4 MD per attack. Dodge on a 17 or better.
(Hail)1d4 MD per melee.
(Wave of Frost/Cold) The intense cold can stun beings caught in its area of effect. Roll versus magic or be numbed, taking 3d6 SDC, loses 1 APM, -2 to initiative, -1 strike, parry, dodge, and roll, and speed is reduced by 10%. for 1d4 minutes. Withers plants within the radius of effect(1d4x10% of flowering plans will suffer fatal frost damage)
Rate of Fire:(Frost Blade)ECHH, Lasts 16 minutes per activation
(Shards of Ice) ECHH, Lasts 3 melees per activation
(Hail)Lasts 4 melees(1 minute) per activation
(Wave of Frost/Cold)Lasts 4 melees(1 minute) per activation
Payload:(Frost Blade)4 PPE per activation
(Shards of Ice) 8 PPE per activation
(Hail) 10 PPE per activation
(Wave of Frost/Cold)3 PPE per activation
PPE Capacity:(Light)----75 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:
*Immunity to Cold---A side effect of the weapon’s affinity for cold-based magic; though the Ice Saber is cold to the touch, anybody holding it will be effectively IMMUNE to normal extremes of cold, and cold-based magic attacks will do HALF damage.
*Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius. Cost: 10,000 credits


*x7 vibroswords, all taken as trophies from various fallen enemies.

*VibroKatana---This weapon is kept separate from her trophies; it originally belonged to her father, and was one of the few family possessions Clan Shinden was able to track down, identify, and return to Okata after her family was massacred by the oni. 3d6 MD.

*ESheCsh-H-12 ‘Defender’ Ion Pulse Rifle---At Narumi’s insistence, Okata now carries an energy rifle, a Clan Shinden-modified H-Brand ion rifle(modifications increase range to 1,800 ft, and increase payload to 36 blasts).

*9mm Pistol----Narumi also got Okata to take on a 9mm pistol for ranged self-defense.

*Combat Flashlight---High powered flashlight that can be used as a blinding weapon; equivalent to a Blinding Flash spell. Range of 100 ft.

*Music Chips----A small collection of SD-style audio recording chips of various musical performers, both acquired on the market and recorded by Okata herself.

Vehicle:
Bicycle---An unobtrusive way of getting around, especially in areas where fuel is hard to come by. Okata owns a rugged, but well-aged, mountain bike.
Motorcycle----For faster moving around, Okata owns a rather beat-up alcohol-powered motorbike recovered and repaired from roadside salvage. By EShemarrian standards, it’s pretty pedestrian transportation, but it comes in handy when Okata and Narumi are scouting for the Clan and not wanting to draw undue attention to themselves. 120 MPH, 400 mile range.


Narumi Maeda---NeShemar Headhunter

“This? It’s going to be just like smoking out a bees’ nest. Oh, I’m not saying this job isn’t going to be dangerous, but with a little planning, we’ll get through it with no more than a few stings landed on us, but lots of honey to show for it.”
****
“YOU NEVER SAID ANYTHING ABOUT YOKAI SPIRiTS!!!! FORGET THE SMOKE, KILL THE PLACE WITH FIRE!!!!!”

Narumi was born in Takamatsu, but she has few memories of the place, having grown up in the camp follower encampment of a nomadic band of mercenaries on Honshu.
Narumi’s non-Asian features have given her some flak among more conservative and hidebound Japanese(especially near the New Empire), and in the past she’s had to put up with whispers of the ‘loose morals’ of Takamatsu-born ‘mixed-bloods’ when she was on the road with her parents. She still gets that working as an outrider for Clan Shinden, but she tends to blow it off as coming from idiots(or using it against them; the more insular clients tend to underestimate the business acumen of the ‘gaijin-haired’ young warrior).
While her friend-sister Okata chose the path of blades and melee combat, Narumi is a believer in the ‘lock-load-and-shoot’ school of battle. She prefers to knock off her opponents with ranged weapons fire, rather than wade into the fray.

Level of Experience: 3rd Level Headhunter
Rank: NeShemar
Race: Human Cyborg
Alignment: Unprincipled
Land of Origin: Takamatsu, Rifts Earth
Age: 23. Appears physically to be in her late teens or early 20’s. Likely to remain looking that way, given her full cyborg conversion.
Sex: Female
Height: 5’ 10”
Weight: 165 lbs
Physical Description/Appearance:
Young human female with ash-blonde hair, green eyes, light skin, and Asian-American looks. Has a buxom build trending towards the curvaceous. Arms are obviously silver-gray bionics. She likes dressing in various shades of green.

Disposition:
Narumi is the more upbeat, friendly, and personable of the two sisters. She comes off as more outgoing, less serious, and more fun-loving, though she also tends to startle easily. The only traditions she cares to follow are those of her new Tribe. Overall, she comes across as an energetic late teen or young adult, rather than a blooded warrior. She collects firearms like her sister collects swords, and the two often debate the merits of their favored weapons.
Narumi isn’t quite the fangirl Okata is, but she likes to socialize, and frequently accompanies her sister when the latter goes off to attend a musical performance, if only to keep Okata from getting into trouble(she still likes to tease Okata about the time they came back from a performance with Okata holding the lead singer’s obi tie in her teeth).
HATES haunted houses and spiders, especially spider-demons. Tends to respond to them by emptying her gun-clips on full auto. Her low freak-out threshold(her M.E. was originally 6) became something of a matter of embarrassment for her, and concern for others, and she was finally pressured by her sister to take a Horror Desensitization training course to help her better cope with what she’s increasingly going to encounter. However, what she’d heard about the training regimen(even the EShemar version) scared the wits out of Narumi and she kept putting it off. Finally she DID take the course(though, judging by the way she couldn’t look Okata in the eye or even speak to her for several weeks, it’s rumored she was tricked into it) and it has helped her somewhat, but she’s still rather hair-trigger when it comes to being startled. On the more positive side, it’s encouraged Narumi to take a greater interest in the military intelligence angle of things. Rather than blunder into things, Narumi now tries to get a bigger picture of situations she;s heading into; that includes using a shoulder-launched drone to reconnoiter ahead of herself.

Physical Attributes/Superlatives:
IQ: 14
ME: 8
MA: 15
PS: 20
PP: 20
PE: 12
PB: (12) 17
SPD:(Running) 90 MPH
(Leaping)Un-boosted; 6 ft up/ 12 ft across, increase by 30% w/ running start. Boosted: straight up 20 ft, 30 ft across. Increase distance by 50% with a running start.
(Swimming) 8 MPH

(ISP):---
(PPE): 4

Hit Points: 22
SDC:---
MDC:
Hands(2) 25 each
Upper Arms(2) 50 each
Forearms(2) 50 each
Legs(2) 60 each
*Head 80
**Main Body 150
*Destroying the head of a Cyborg will kill the character!
However, the head is a small and difficult target to hit. The attacker
must make a called shot and even then he is -3 to strike. The hands, and
forearms are also difficult targets to hit and are -4 to strike on a
called shot.
**Depleting the M.D.C. of the main body will effectively
destroy the artificial body, but emergency systems will keep the brain and
vital organs alive for 36 hours. Recovery of the severely damaged body
will enable doctors to place the character on life support systems that
will keep her alive until a new bionic body (same style or other) is
available, for full conversion. Failure to find the damaged Borg within 36
hours means the character dies.

Note: Can be fitted with any additional armor up to LIGHT Cyborg Armor

Horror Factor:----
Special Abilities/Characteristics/Powers:-----
Magic: By item only
Psionics:----
Cybernetics/Bionics:(Cyberhumanoid Full Conversion)
Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyro-compass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:
*Ambidexterity Boost---Neural interface boosting gives the cyborg the ability to use both hands with equal proficiency. +1 APM, +1 parry, and automatically gets W.P. Paired Weapons.

*Air Pressure Detectors---The cyberhumanoid’s full body skin tactile sensors have been calibrated to be especially acute with regards to their sensitivity; +1 to initiative, +1 dodge/roll, and cannot be surprised from behind.

* Psionic Electro-Magnetic Dampers---The EShemarrians are leery of letting other people breach their security, and that sentiment extends to their NeShemar. To prevent psionic mind probes, most of their NeShemar converts have advanced psi-scramblers insulating their thoughts from being psi-hacked. +1 to save versus all psionic attacks, +2 save versus possession, and +1 to save versus magic illusions and mind control.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the NeShemar. These systems repair 4d6 MD per hour, and can repair 50 MDC before needing material stocks to convert to MD repair material.

Weapons Systems:
1) Arm Laser---2,000 ft range, 2d6 MD per blast, 6d6 MD per triple pulse burst. Effectively Unlimited payload.

2) Shoulder Hardpoint---Narumi has a plug-in point on her shoulder blade that allows for the mounting of a weapon system, such as a gyro-stabilized sniper weapon or a flit-striker launch box.

3) Forearm Vibroblades---2d6 MD

Skills of Note: ( 3rd Level Headhunter)
Language/Literacy:
Japanese 94%/98%
-American-English 65%/45%
-Shemarrian 94%/98%
-Dragonese 94%/98%
Computer Operation 65%
Detect Ambush 55%
Detect Concealment 55%
Intelligence 37%
Electronic Countermeasures 55%
Land Navigation 58%
Lore: Demons & Monsters 50%
Pilot: Tanks & APCs 58%
Pilot: Hovercycle 89%
Pilot Truck 62%
Boat: Motor 80%
Pilot Motorcycle 72%
Pilot Bicycle 66%
Horsemanship:(Exotic Beasts/Warmounts) 45%/35%
Radio: Basic 75%
Read Sensory Equipment 55%
Weapons Systems 65%
Recognize Weapon Quality 55%
Barter 47%
Streetwise 32%
Horror Desensitization
Tracking 50%
Wilderness Survival 55%
Sewing 55%
Dancing 45%

Swimming 65%
Climbing 55/45%

Hand to Hand: Jujutsu
W.P. Knife(+1 strike, +2 parry, +2 strike w/ throw)
W.P. Handguns
W.P. Rifle
W.P. Sub-Machine Gun
W.P. Shotgun
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Paired Weapons
W.P. Heavy Military Weapons

Actions/Attacks per Melee: 5
Initiative: +2
Strike: +4(+1 strike w/ ranged weapons)
Parry: +6
Dodge: +6
Roll:+3
Pull Punch:+5
Disarm +1 on a called shot with a weapon
Perception:+2
Cannot be surprised from behind
Damage: +5
Restrained Punch 1d6+10 SDC
Full Strength Punch 3d6+10 SDC
Power Punch( 2 attacks) 1d4 MD
Kick 3d6+10 SDC
Leap Kick(2 Attacks) 1d6 MD
Judo-Style Throw/Flip 2d6 SDC
Body Block/Ram: (2 attacks) 1d6 MD
Saves:
+10% Vs Coma/Death
+3 Vs Magic
+1 Vs Psionics
+2 vs Horror Factor
Even on an unsuccessful save versus Horror Factor, only suffers HALF penalties(effect, duration) for being frightened.
+2 vs Insanity
+8 Vs Possession
+1 Vs Magic illusions and Mind Control
Impervious to psionic Bio-Manipulation, Telemechanics(all), See Aura, and all direct-to-Hit Points attacks.
35% Charm/Impress

Notable Possessions/Equipment:
*Shemarrian Survival Pack
*Light Body Armor(65 MDC)
*Combat Webbing

*Naruni-style Active Camouflage Sheet/Cloak

*AT-88 Combat Laser Rifle(w/ underbarrel grenade launcher)---Narumi’s choice for heavy battling, this hard-to-come-by weapon was battlefield salvage from the oni of the northern islands.

*H-15 ‘Scattergun’ Shotgun---Though a much more easily obtained weapon, Narumi is still pleased she didn’t have to pay for this weapon she lifted from bandits who unwisely crossed paths with Clan Shinden.

*Battle Combi-Rifle---Consists of a 5.7mm assault rifle with an underslung light pulse laser(actually a reworked AT-30 laser pistol). This is Narumi’s weapon of choice for village work because it can take a variety of ammunition types, and is light and compact, easy to handle in close quarters.
Weight: 8 lbs
Range: (Rifle)(Effective) 700 ft
(Maximum) 5,000 ft
(Laser) 1,000 ft
Damage: (Rifle)(5.7x28mm round)
(SDC) 3d6+2 SDC per round and is +3 against A.R., at 700 ft or less, and 1d6 SDC out to maximum range
(Standard Wellington-style/ Exploders) 6d6 SDC per rd at 700 ft or less, 4d6 SDC out to 5,000 ft.
(Advanced High Explosive) 1d4 MD per rd, a three round burst does 2d6 MD at 800 ft or less, 1 MD per shot out to 5,000 ft.
(Tracer) One in every five rounds of a tracer clip has a luminescent flare base. This makes it easier to track the fall of shots, especially at night, giving a +1 to strike, but also back-points the shooter’s location.
(Can also chamber silver, super-cavitation, and other specialized ammunition types)
(Laser) 2d6+2 MD per shot
Rate of Fire: (Rifle) Standard
(Laser) ECHH
Payload: (Rifle) 10-, 20-, 50-, or 150-round clips
(Laser) 30 shot back-up clip. Effectively unlimited linked to Narumi’s cyborg powerplant

*.45 Automatic Pistol---Classic 1911-pattern weapon, only firing modern rounds. Narui scored it off a bandit who probably stole it from somebody else. Narumi swears the weapon ‘didn’t like its last owner, but is much happier now’.

*9mm Automatic Pistol---More modern composite Glock-pattern pistol

*Four-shot Flit-Striker Module(plugs into back)---Typically carries eight ‘strikers, two of them modified for extended operation surveillance drone duty.
*Vibro-Bayonet(1d6+1 MD)

*A high-quality formal kimono gifted to Narumi by an upper-class New Empire Lady who the sisters saved from an oni band on the road. Along with the gift of the silk formal wear was an open invitation to visit the Lady’s household as an honored guest. Despite Narumi’s low general regard of the hidebound traditionalism of the New Empire(and their attitude towards her), Narumi cherishes the gift because of the tolerance and warmth shown her by the Lady.

Vehicle:
Bicycle---For even less obtrusive travel, Narumi owns a trail bike.
Hovercycle---200 MPH, 800 mile range. Like her sister, Narumi uses a well-worn common vehicle to get around without immediately being identified as being part of Clan Shinden. Their sponsors/fosterers, however, are agitating that the sisters get upgraded with ‘proper’ warmounts.
-------------
"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 »

Because sometmes simple traditional designs are best....

Clan Gothec GAK-01 Heavy AutoRifle
(aka ‘Gakker’, ‘Gargol-Blaster’)

#“Weapon works fine! Kill gargoyle with blast to face easy! Clean up easy afterwards too! Clean best with vodka, though! Clean and lube weapon and celebrate same time!”#
---Anonymous Clan Gothec enforcer talking up the virtues of his GAK-rifle to an appreciative audience, somewhere in former Austria.

The GAK is a straightforward adaptation of the Triax TX-16 Pump-Rifle, using the same ammunition, but the weapon’s mechanisms have been reconfigured for automatic fire and clip-feed, allowing for faster reloading time. With the already impressive power of the TX-16 round, burst mode simply makes it devastating. The GAK can also chamber regular center-fire 12-gauge shotgun ammunition as well, making it even more versatile. The weapon resembles a larger, short-barreled, large-caliber Russian AK-series assault rifle, or a combat shotgun. The former resemblance plays into the rumors that Clan Gothec originated as deserters from the Russian warlands. Even the Gothecs’ designation for the weapon, “GAK”, suggests Russian roots.
The GAK is heavy(too heavy for lighter-framed beings to handle; requires an unaugmented P.S. of 20 to handle accurately), but well-balanced and very reliable, using a proven gas-driven automatic action and precison-machined parts and durable materials(i.e. scavenged and recycled).
With the Gothecs’ growing access to the NGR’s ammunition black market and their own mobile munitions factories producing Triax-style ammunition, the GAK is becoming more common with Clan Gothec members, and a few have even been sold to various parties in Europe. In fact the weapons aroused enough interest in paramilitary circles for its reported reliability and ease of use, that the GAK01 seemed set to be a breakout hit and potential moneymaker for Clan Gothec...and then Triax released their TX-17 Assault Rifle. The lighter, easier to use, and higher-capacity TX--17 swept the market, and squashed the nascent hope of Clan Gothec of having a money-raking winner. However, as the novelty of the TX-17 has settled in and the shine begun to dull a little, the GAK’s slighter greater range and lower price have begun to make it competitive with the Triax weapon again, especially after Clan Gothec tinkers modified the GAK’s receiver to accept TX-17 magazine feeds.
Triax has taken notice of the GAK, but hasn’t raised any objections to it using their ammunition(they are unaware of Clan Gothec producing their own, and assume the ammunition is coming from other locations, such Dantegard in Spain, or the New Roman Republic, known to be producing Triax ammunition knockoffs). As far as they’re concerned, their TX-17 is the better weapon, and if the higher rate of fire of the GAK encourages people to expend and buy more ammunition from Triax, the better.

Weight: 18 lbs
MDC: 50
Range: (Triax Pump Rd)1,600 ft
(12-gauge Rd) Varies, but generally 300 ft
Damage: (Triax Pump Rd) 4d6 MD single shot, 1d4x10+10 MD per 3-rd burst, and 4d4x10 MD for a 9-rd burst.
(12-gauge Rd) Varies by shell used
Rate of Fire: Standard; can be set for single shot, 3-shot burst, or 9 rd bursts.
Payload: 9 or 18 rd box- or banana-clips, or 36-rd drum magazine.
The GAK can also use the TX-17’s 30- and 45-rd clips, and the 105 rd drum.
Special Features:
*Top-Sighting Rail
* Underbarrel Bayonet Lug
* Solid or Wire Folding Stock
Cost: 35,000 credits, fair availability.


Clan Gothec GAGL-01 Grenade Cannon
(aka ‘Gaggle-Blaster’)

#”Brodie tailgater trailing you about fur hundred yards back. He’s invisible, so he’s not ‘borged out any, but he’s confident we can’t see him. When I tell you, empty your magazine; he gets hurt by single-rounds, he’s likely to charge us while he can still hold invisibility. We want to maim him in the first volley. He still able to come after us then, we can toast him while you reload. But we’re close enough to the German border and the outpost on the river that there’s no point in hoarding the garg shells, especially if we can’t stop to cache them, so feel free to shoot them all off.”#

The GAGL-01 is a modification of the Gargoyle Grenade Mace. Initially, Clan Gothec simply mounted scavenged Maces on their vehicles like cannonades, but soon found the weapons cumbersome and short-ranged for an otherwise powerful blasting warhead. A solution was found when it was decided that the Gothecs didn’t need the heavy barrel if melee combat was not expected of the gunners. Gothec tinkers cut off the heavy barrel to use elsewhere, and added a lighter, but longer, barrel to allow more pressure to build behind the accelerating grenade for longer range. The mace’s revolving magazine is retained, and a pair of handgrips and triggers substituted for the original haft-grip.
Very simple, reliable, and easy to maintain, the GAGL-01 sees a lot of use on Clan Gothec cravan vehicles as a cheap, but powerful, light artillery piece...as long as they keep outside the NGR. NGR forces will confiscate any Gargoyle Empire explosives found in the possession of unlicensed paramilitaries, and grenade launchers are kept away from human settlements in NGR territory. The weapon is also sold to wilderness communities as self-defense weaponry as part of the Gothercs’ refurbishing and redistribution of salvage(the Germans are less rigorous about disarming the outlands, as long as it’s understood that they’re not bandits or selling back to known anti-human/NGR threat forces).
Weight: 18 lbs
MDC: 60
Range: 1,300 ft
Damage: 5d6 MD to a 15 ft blast radius
Rate of Fire: Single shot, ECHH
Payload:6-shot magazine
Cost: 15,000 credits(the weapon is actually cheaper because much of the heavy MDC barrel has been shaved off). Clan Gothec sells the weapon and scavenged Gargoyle Empire munitions to anybody interested.
Options:
*Can be fitted with deflection sights and spotlights.
*Autofeed---Clan Gothec has kludged up an autofeed system using a reusable metal belt, that allows for belt-feed operation. Rate of fire is still slow, but there’s less need to change magazine cassettes in the middle of combat. The belt-feed mechanism and loaded belt of 24 rds weigh 50 lbs, and costs 12,000 credits.
-------------
"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: 47996
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 »

Just recycling some bits from the parts bin to make some new weapons for the Cadejar subtribals.

‘Jezerka’ Tribal 37mm Heavy Rifle

*”S###! I just took small arms fire and I’m losing systems and structural integrity! Looks like the port thruster’s beig EATEN through! I’m going down! Mayday, mayd-!”*

“I say! Nice enough of these fiends to provide us with target practice! Hand me the Double-Whammy and keep passing me loaded ones, Smeecryte!”
“Yes, Chief Muffbatten!”

“Hah! Your big metal false-skin not so good against good jezerka dart shot! We put fire right where do most damage but bring you down softly, no? You no splashed all over ground, no? You able to walk away from wreck, yes? You now prisoner of BlueTooth clan, yes! Present to Great Snake Warrior Mother; she decide you fate for attacking Cadejar friends!”

The Jezerka is a apparently ‘homemade’ heavy rifle seen in the hands of the Cadejar neshemar. In reality, the weapon is a reworking of a post-Rifts revision of a pre-Rifts weapon, the Coventry Ordnance Works 37mm cannon, a heavy aircraft weapon that was developed between the two World Wars. The EShemar encountered the weapon during their European expeditions, when they stopped over in the British Isles and saw it being marketed as the Farnborough Aviation of Bath PSFA-LC3701'Hamil-Smytes' 37mm Light Cannon. They acquired an example on the arms market and brought it back to North America(though allied nation Paladin Steel would also be selling the weapon in limited numbers in North America)
The Sapphire Cobras eventually used the data on the Hamil-Smytes to make a new heavy weapon for their Cadejar, who were looking for a simple but long-ranged and hard-hitting weapon that didn’t immediately tie them to the Shemarrians. The new weapon would be lighter, by virtue of using more advanced computer-controlled production methods, and the removal of the automatic fire capability(though this was compensated for with the retention of the five-shot magazine and a longer rifled barrel with longer range). The Jezerka indeed looks like an old-fashioned bolt-action rifle with extensive wooden furniture such as a broad arquebus-style stock, especially after the Cadejar have gotten the opportunity to embellish it with engravings, inlays, and carvings. However, the weapon is quite sturdy and able to take a great deal of punishment and keep working. While the Cadejar generally carry solid slug and dart(armor-piercing) or fragmenting ball ammunition that they supposedly make themselves through ‘mystic’ metal-forgery, their Jezerkas can chamber a variety of other ammunition types, including explosive, wood, silver, and incendiary(passed off as another product of tribal alchemy) rounds, as well as Sapphire Cobra-supplied nanite and EM rounds(sometimes publically regarded as ‘sacred bullets’ by the Cadejar). The Jezerka’s operation is simple and reliable, and the weapons can take considerable abuse and fouling(easy to happen when you live near or in swamps), and still keep shooting.
The Cadejar use both single- and double-barrel versions of the Jezerka. The Cadejar have gotten VERY proficient at using their new rifles to snipe airborne targets. With enough early warning, the Cadejar have proven quite adept at ambushing enemy aircraft and flying opponents trying to ambush THEM from the air.

Weight: 75 lbs
Size: 92 inches long
MDC: 70
Range: 7,000 ft
Damage:(SDC)* (Fragmentation) 2d6x10 SDC to 15 ft radius**

(High Explosive) 6d6x10 SDC to 6 ft radius

(Armor Piercing) 1d4x100+50 SDC, no blast radius

**(Note that SDC weapons enjoy a slightly larger blast radius than that of MDC weapons, owing to the lower damage potential)

(Wood Round) 3d6 MD at ranges of 400 ft or less, 1d6 MD out to 2,000 ft, 1d6x10 SDC out to 7,000 ft. 6d6 HP to vampires and other supernatural beasts vulnerable to wood.

(MD)(Fragmentation)2d6 MD to 9 ft radius

(Incendiary) 3d6 MD, to 4 ft blast radius, plus does an additional 1d6 MD of damage for 1d4 melees as the flare portion burns down.

(High Explosive) 5d4 MD single shot, 7 ft blast radius

(Armor Piercing)6d6 MD single shot, no blast radius

HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
4D6 MD plus 4D6+1 SDC to the person(s) inside the object.

(‘Serpent’s Kiss’ Nanite Round)6d6 MD at all ranges, plus 3d6 MD damage per melee, for 1d4 minutes. Can be set to dissolve only metal, plastic, or other specific substances.

(ElectroByte Shell) 3d6 SDC from impact and shock; organics must roll on a 16 or better or be stunned unconscious for 1d6 minutes. Even a successful save means the victim is stunned and disoriented; lose initiatve and HALF APMs , Speed, and all combat bonuses for 1d6 melees.
EMP damage:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Note: If used against robots and cyborgs, the EMP effects are cumulative; +10% on the EMP Effects chart for every EMP round that strikes the target that melee(so getting hammered with 4 rounds means a +40% to the effects roll).

Rate of Fire: Single-shot, ECHH
Payload: 5 round clip
Special Features:
*Side-Mount Sight Rail; the Jezerka is compatible with various sight packages, though most Cadejar prefer to use their own robotic optics to ‘eyeball sight’ their weapons.
*Balanced for Sharpshooting---Despite its size and weight, the Jezerka is fine-balanced for shooting accurately, and gets a +1 to strike.

“Tullu’ Staff Weapon

“Just as well they brainwashed Jill into a happy snake-maiden; I don’t think she could stand it if she learned she was shot down by BLOWGUNS.”

This is another newly observed Cadejar weapon that resembles a hollow 7f t-long bamboo staff that is apparently used as a powerful blowgun by the Sapphire Cobra-affiliated oreseme tribe. In reality, it’s a gauss weapon, powered by induction through the cyberoids’ hands, and propels a single dart or fletchette at supersonic speed. Besides the darts, the weapon can also fire wood, stunner, envenomed, and special nanite rounds similar to Sapphire Cobra rifles. The Tulu can even use Black Market-style high-tech arrowheads, remounted on dart quarrels.
In the hands of others, the weapon is useless(except as a staff weapon), so the consensus is that either the Cadejar have really powerful lungs, or the weapon is powered by some sort of mysticism evoked by the tribals. Though much more limited than the Jezerka rifle introduced at the same time, the Tullu Staff is less obviously a technological weapon, especially when it is decorated in tribal fetishes and medicine charms.
Even unpowered, though, the Tullu Staff can be used as a melee weapon; it is tough, damage resistant, and reliable. In the hands of beings with bionic and robotic strength, a blow from a Tullu Staff can break bones and crack skulls.
Cadejar who carry the Tullu for war or hunting take great pride in their marksmanship with the weapon, as the single shot capacity of the Tullu demands accuracy for effectiveness.

Weight: 18 lbs
MDC: 50
Range: (Dart) 5,000 ft
(Stun Dart) 1,000 ft
(Staff Weapon) Melee

Damage:(Dart/Fletchette) 6d6 MD

(Stun Dart)---Specially shaped dart with fins that retard its speed and range(reduce range to 1,000 ft), making it less likely to tear through soft targets. A specially shaped head distributes concussive, rather than penetrative, energy. Does 4d6 SDC out to 400 ft, and 2d6 SDC out to 1,000 ft, and human-sized targets must roll a d20 to match or better the ‘to strike’ roll(+2 if over the 400 ft inner range) or be knocked off their feet(lose initiative and 1 APM getting back up). On a 20 or better to strike, the dart knocks out unprotected SDC targets for 1d4 melees.
The stun dart head can also be studded with microneedles that shoot forward on impact to penetrate unprotected flesh. These can deliver a dose of drugs, poisons, or blood-nanites for various effects.

(Wood Round) 3d6 MD at ranges of 400 ft or less, 1d6 MD out to 2,000 ft, 1d6x10 SDC out to 5,000 ft. 6d6 HP to vampires and other supernatural beasts vulnerable to wood.

(High-Tech Arrowheads)---This is a repurposed high-tech arrow head attached to the oversized blowgun dart. The Tulu can chamber them and fire them as normal. This allows access to the use of the full range of HT arrowheads, including tracer and high-explosive(1d6x10 SDC - 3d6 MD) types.

(‘Serpent’s Kiss’ Nanite Round)6d6 MD at all ranges, plus 3d6 MD damage per melee, for 1d4 minutes. Can be set to dissolve only metal, plastic, or other specific substances.

(ElectroByte Shell) 3d6 SDC from impact and shock; organics must roll on a 16 or better or be stunned unconscious for 1d6 minutes. Even a successful save means the victim is stunned and disoriented; lose initiatve and HALF APMs , Speed, and all combat bonuses for 1d6 melees.
EMP damage:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.


(Staff Weapon) +1d8 SDC to SDC-strength attacks, or +1d4 MD to MD-strength attacks.

Rate of Fire: Single shot. Takes 2 APMs to load and shoot.
Payload: Single shot, hand-loaded
Options:
*Speedloader---The Cadejar recognize that sometimes you NEED a high rate of fire in combat, and another weapon is not always conveniently at hand. A late addition to the Tullu is a screw-on additional length of ‘bamboo’ pipe that holds 7 darts(like a pump action shoutgun magazine), reducing the firing cycle to 1 shot/1 APM. Most Cadejar use this option ONLY in combat, seeing it as akin to cheating for any other purpose.


‘DuBlup’ 40mm Double-Barrel Grenade Launcher
(aka ‘Snap, Krackle, Pop”)

“The blu-dogs who used to run around the jungle conking people on the head with zap-clubs? Now they got double-barreled shotgun-howitzers that can blast a two-car pass-way right through you. Another reason you don’t want to surprise them on a wilderness trail these days.”

This is simply a copy of the pre-Rifts US M79 ‘Bloop-Gun’ 40mm grenade launcher, only formatted as a double-barrel break-open shotgun. The slow rate of fire is balanced by its ease of maintenance, almost idiot-proof reliability, great versatility(it can fire a variety of munitions types, including nano-venom rounds), and sheer stopping power. This weapon was first seen used by the Sapphire Cobra-affiliated Cadejar oreseme neshemar(who, despite their favoring of melee weapons, have taken quite enthusiastically to banging away with the launchers), but it has also been seen being used by the N’R’Mar and Skullcrushers.

Weight: 10 lbs
Range: 1,300 ft(accurate range is about 600 ft)
Damage:
Frag rounds do 4d6 MD to a 12-foot radius.
Incendiary rounds do 4d6+4 MD to a 10-foot radius, plus do an additional 1d4 MD for 1d4 melees.
AP rounds do 1d4x10 to a 3-foot blast radius,
Plasma rounds do 1d4x10+10 to a 5-foot radius.
(Flare) Burns with blinding incandescence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius(though estimated visibility, equivalent to a bright moonlit night, is 2 mile radius). These are NOT parachute flares, but fall normally. A variant version of these flares uses a composition that burns even underwater, allowing the round to be used to illuminate underwater.
(Ramjet) 5d6 MD. plus targets must roll versus knockdown(must match or surpass the attacker’s role to strike) at -8, or be flung 3d6 ft downrange(lighter targets may be thrown even further), and lose initiative , 1 APM, and HALF combat bonuses for one melee round per projectile strike). (See Rifts Black Market. pg. 137, BigBore Shotgun Shells, for more modifiers for knockback/knockdown).
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius, OR, can be set for area of effect detonation, in which case it does 4d6 SDC ( 5d6 HP to vampires) to a 15 ft blast radius.
(‘Serpent’s Kiss’ Nanite Round) 6d6 MD to a 10-foot radius, plus 3d6 MD damage per melee, for 1d4 minutes. Can be set to dissolve only metal, plastic, or other specific substances. No knockdown effects.

Rate of Fire: 1-2 shots. Hand-reloading takes 3 APM
Payload: Two rounds, hand-loaded
Special Features: None
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

Nice new additions.

Although I don't remember mention of Cadejar subtribals... I could just be forgetting.. old age and all :P
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Nice new additions.

Although I don't remember mention of Cadejar subtribals... I could just be forgetting.. old age and all :P


The Cadejar are more lifelike faux-d-bees based on the Northern Gun 'dog-armor' power armors. The Sapphire Cobras went an extra kilometer in making them look like a client species of theirs.


and to go with your Dust-Devils, here's:

“Bubble-Launching”

“Bubbling the Dust Devils allowed us to get them into the fray faster than it we could have if we’d had to surface the entire trilocarrier. Having those waterstriders pop up, ready to rip and tear, certainly knocked the Horune off their usually wicked game. ”

This is a newly developed technique used by both the DarkWaters and the Horrorwoods to deploy non-submersible warmounts and e-animals from vessels underwater. The dorsal airlocks blow airtight bubbles of polymer plastic that protect and buoy the enclosed e-organism on its way to the surface. Upon emerging into open air, the temporary bubble pops, freeing the contents for movement upon the water’s surface or into the air. If opposition is expected, the launching vessel will blow multiple bubbles to act as decoys, hopefully confusing visual and acoustic sensors. Bubble-launching has been successfully done from as deep as 3,000 ft, but deeper launch tests have proven varied in their results.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:Nice new additions.

Although I don't remember mention of Cadejar subtribals... I could just be forgetting.. old age and all :P


The Cadejar are more lifelike faux-d-bees based on the Northern Gun 'dog-armor' power armors. The Sapphire Cobras went an extra kilometer in making them look like a client species of theirs.


and to go with your Dust-Devils, here's:

“Bubble-Launching”

“Bubbling the Dust Devils allowed us to get them into the fray faster than it we could have if we’d had to surface the entire trilocarrier. Having those waterstriders pop up, ready to rip and tear, certainly knocked the Horune off their usually wicked game. ”

This is a newly developed technique used by both the DarkWaters and the Horrorwoods to deploy non-submersible warmounts and e-animals from vessels underwater. The dorsal airlocks blow airtight bubbles of polymer plastic that protect and buoy the enclosed e-organism on its way to the surface. Upon emerging into open air, the temporary bubble pops, freeing the contents for movement upon the water’s surface or into the air. If opposition is expected, the launching vessel will blow multiple bubbles to act as decoys, hopefully confusing visual and acoustic sensors. Bubble-launching has been successfully done from as deep as 3,000 ft, but deeper launch tests have proven varied in their results.


Nice.. I wonder if the Dust Devil runs along the inner surface of the Bubble if it'll go faster... like a hamster ball.. in water..
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

Nice.. I wonder if the Dust Devil runs along the inner surface of the Bubble if it'll go faster... like a hamster ball.. in water..



Nah...the polymer sac has the toughness of hot hair balloon fabric...It's the air pressure that keeps it stiff....at lower depths, the water pressure turns into a shroud for any war mount inside the bag; water pressure can force the material into joints and vents, potentially gumming them up. Adds up to a sinking and miserably entangled warmount and unhappy(and likely WET) riders.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

EcoS-K-140 Skralite Aerial Warmount
(aka ‘Air-Croc’, ‘Four-Jaw’)

“The sands here whisper, but that was the roar of the skralites! Fair warning that the silvers are on patrol tonight! Their lances are sharp, but the fangs of their war-beasts are faster, and there’s no mercy from their Law if they judge you darkness!”

“Best not to mix Skralites and Shredwings in the same units, unless you’re sure there’s enough prey for everyone. Otherwise the two types will try to steal each others’ targets and snap at each other. Keep the Shredwings at altitude and the Skralites on the low.”

“I can tell my Warmount HATES these anti-vampire patrols. Nothing like pouncing on a bandit in the night, shredding them, then watching the shreds dissolve into mist, then reform back into a bloodsucker. We nicked and claimed five enemy bands at the beginning of our campaign and thought we were doing well; turns out we scored NO kills; the vamps just reconstituted themselves as soon as we’d strafed off into the night. So as soon as we got refitted with psycha-sensors, armed up with sprayers, holy fire and silver, we go out again and try to regain ground. These days we stick around and make SURE we true-kill them before leaving. But my warmount hates sticking around, especially when there’s a target-rich environment. According to its small mind, things are supposed to DIE the first or second killing bite.”

The Skralite is a new Silvermoons aerial warmount, apparently inspired by the experiences of one of the Tribe’s long range reconnaissance expeditions in North Africa.
The Skralite resembles a cross between an alien crocodilian, giant mantis shrimp, and a Phoenix Empire Sand Skimmer. In place of the robot torso on the Sand Skimmer, however, is a throne-saddle for a Shemarrian, and the forward canards and vanes are replaced by the multi-segmented jaw and head of a giant beast.
Though lightly armored, the Skralite is very fast and agile, as befits an aerial cavalry beast. The Skralite also carries a powerful complement of integral ranged weaponry, including high-powered eye lasers and a powerful ion breath weapon that can stun organic targets and disable technological ones. Multiple hardpoints allow the Warmount to carry additional ranged weaponry, giving it a reputation of being a ‘borged gunship’ with regards to firepower.
While the Skralite does possess legs, it rarely uses them, instead preferring to hover and fly everywhere. The legs are underdeveloped, compared to the rest of the warmount, and are normally tucked out of side under the main body. However, the Skralite can deliver a powerful stab-from-above attack using the legs if it can get into an advantageous position above an opponent. In melee combat, the Skralite prefers to use its striking claw forelimbs, or its ‘harvesting machine’ multi-mandible jaws to shred opponents.
The Skralite was developed with Warchiefs and Elite cavalry units in mind, the speed and agility of the aerial warmount allowing Tribal officers to speed quickly from one part of a battlefront to another, and for cavalry units to quickly exploit opportunities and move against an enemy’s weak points. The aggressive temperament of AWakened Skralites makes them ill-suited for parade-formation duties and deployments(if they’re absolutely forced to, it’s best to use them in quick flying passes). Accordingly, the Skralite is best assigned to hard-running and opportunistic riders(the sorts who, themselves, can’t stand still in the drill-disciplined Silvermoon ranks) who can make the best use of the warmounts’ speed and agility, and reign in their impulsiveness.

Type: EcoS-K-140 Skralite
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 260
Head 95
Foreclaws(2) 100 each
Legs(4) 30 each
Wing-Vanes(4) 90 each
Height: 10 ft
Width: 15 ft
Length: 24 ft
Weight: 8.5 tons
Cargo: 4x4 ft cargo bin.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Running) Can crawl at about 15 MPH.
(Flying) Hover to 660 MPH, maximum altitude of 1,000 ft.
(Water) Can hydroplane or fly WIG(Wing In Ground) over water at 450 MPH, maximum altitude of 500 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Skralites have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.

*Laser Reflective Armor----The Skralite is plated and scaled in Silvermoon laser-reflective chrome; lasers do HALF damage.


Weapons Systems:
1) Eye Lasers(2)----As an intended command mode, the Skralite has been fitted with the more powerful eye lasers available to EShemar warmounts.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Breath Weapon---The Skralite can unleash a powerful ion blast from its mouth. This can take the form of a large, lightning-like bolt, or a spray of ball lightning.
Range:(Bolt) 6,000 ft in atmosphere, 12,000 ft in space
(Spray) 3,000 ft to 25 ft wide area
Damage:(Bolt) 1d4x10 MD per bolt to primary target.
(Spray) 4d6 MD to 25 ft wide area
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD)(2d6 MD in the case of the spray attack).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) (Optional) Modular Weapons(2)---The Skralite has provision for torso-mounting TWO weapons similar to those standard to the Monstrex.

4) (Optional)Wing Hardpoints(2)---Each wing can hold underslung ordnance.
a) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
b) Jammer Pod---Electronic jamming system that gives radar-guided weaponry a -4 to strike the aircraft. Or it can be used offensively, to foil ALL radar-guided weaponry in a 10 mile radius(-2 to strike). Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.
c) Mini-Missiles---10 shot pod
d) Short Range Missiles---3 per hardpoint
e) Medium Range Missiles---1 per hardpoint
f) Fragmentation Rocket Launcher( a copy of an imported Russian design). Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 500 rd magazine
g) Bombs---(Available only to the lower set of wings)---Can carry up to 325 lbs of bombs (650 lbs total) under each wing.
(Modified 35-60mm Rifle Grenade)
(Fragmentation-SDC) 2d4x10 SDC to 20 ft blast radius--- 300 rd dispenser/pannier
(Fragmentation-MD) 3d6 MD to 25 ft blast radius--- 200 rd dispenser/pannier
(High Explosive) 6d6 MD to 10 ft blast radius--- 200 rd dispenser/pannier
(Anti-Armor HEAT) Very heavy projectile. Does 2d4x10 MD to a 1 ft diameter area(shaped charge)--- 100 rd dispenser/pannier
(Plasma/Micro-Fusion) 1d6x10 MD to 8 ft blast radius--- 120 rd dispenser/pannier
(Incendiary) 2d6 MD flash damage to 12 ft blast radius, plus does 1d4 MD per melee for 2d4 melees--- 180 rd dispenser/pannier
(Acid)---4d6 MD to a 5 ft radius, then diminishes in strength by 1d6 each melee(lasts about 4 melees)--- 40 rd dispenser/pannier
(Chemical) Effects vary, but contains enough chemical agent to cover a 15 ft radius--- 60 rd dispenser/pannier
(Illumination) Can illuminate a 500 ft radius for 4d4 melees. --- 300 rd dispenser/pannier

*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*(Nets) Shoots forward 200 ft and covers a 50 ft area---- Skralites are fond of using these projectiles to entangle targets on a high speed pass, then swing back around to finish off the hobbled (and possibly injured) prey.--- 20 rd dispenser/pannier
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes melee actions/attacks to untangle self(half that for creatures with supernatural PS of 50 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%. Aerial opponents are 90% likely to be entangled and lose flight capabilities(freefall) until they can disentangle themselves, unless held aloft by magic or some form of LTA/antigravity propulsion.

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 2d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain.

(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d4 MD per melee/shock pulse, plus MDC beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 60% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Robots and Power Armor fare somewhat better, having only a 40% chance of losing electrical systems or peripherals for 1d4 melees.

(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties).
(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees

5) (Optional) Air Defense Laser Orb---This is a Warmount-mounting of the Battle Standard Air Defense Staff, modified for mobile use(it does lose some range and accuracy over the static mount form, though). The Laser Orb is a spherical housing that unfolds atop a robotic armature behind the rider’s saddle-throne.
MDC: 100
Range: 5,500 ft
Damage: 4D6 MD single blast, 8D6 MD pulse blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 10 attacks in auto-defense mode.
Bonuses: +5 to strike airborne targets like missiles(and missile volleys), artillery rounds and aircraft/flying opponents(must be traveling higher than 10 ft off the ground). Will strike, unless otherwise directed, targets plotted as heading towards the center of its designated protected area first.
It is less effective against rapid-fire burst solid projectiles; the system can make a single roll to strike an incoming railgun burst of 20 rds, but burns up all its ten attacks vaporizing ten of the slugs, reducing the burst’s damage by HALF, but the remaining ten kinetic slugs will still come in and strike.
Payload: Effectively Unlimited


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. Has all the same standard programing as the Monst-Crane, but is configured for aerial movement and combat.
Has the equivalent of the following(for aerial maneuvering purposes):
Pilot Hovercraft 70%(+5% per level of experience).
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Skralite intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +6 while airborne
Strike +1 ,+1 strike w/ bite (+2 w/ ranged weaponry)
Roll +2, +5 while airborne
Parry +3
Pull Punch +3
Bite 1d4x10 MD
Claw Slap 2d6 MD
Full Strength Claw Punch 3d6 MD
Foreclaw Snap Strike(counts as 2 attacks) 1d6x10 MD
Foreclaw Tear/Pry 4d6 MD
Leg Stab 1d4 MD each
Blade-Vane Sideswipe 2d6 MD
Body Block/Ram 3d6 MD


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Skralite an aura and behavior more befitting a sentient being than a robot. Skralites are aggressive, chase-predators who love fast darting attacks, and they work well in packs. They may be too kill-hungry for novice riders, as they need a firm hand to direct their nervous energy.

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


Variants:
* EcoS-K-140D---(Aka ‘Shadowlite’) The EcoS-K-140D is the rare ‘stealth’ variant used by the Silvermoons’ much overlooked(and arguably much under-appreciated) Yurei commando corps. In place of laser-reflective mirror-chrome, the ‘shadowlite’ is covered in radar-absorbant and deflecting dark materials, angled for maximum sensor stealth coverage; ; only a 22% chance(-78% to enemy detection rolls) of showing up on enemy radar, thermal-imaging or laser imaging systems. The Warmount is also very quiet at speeds under 80 MPH, where it has a Prowl roll of 65%.
-------------
"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 »

Betcha thought I’d forgot about this, eh, kronos?

Penitus---Penitent Body Frame

“To be Shemar is not a right, but a privilege. To be Shemar is not a given, but an honor. To be Shemar is not a constant, but a vigilance. To be Shemar is not a sinecure, but a responsibility.“

“You shall have no face, you shall have no name, you shall have no support of the Shemar. You shall not sense the world as a Shemar, nor touch it as a Shemar. Your voice shall be able to make only the crudest of sounds. You shall have the ability to handle only the crudest of tools. These are the terms of your sentence, until such a time as your are judged worthy to again walk as an equal amongst Shemar.”

“I dunno what they’re called. I can hardly understand the gibberish they grunt. Not that I care; they don’t have anything worth saying. They’re strong brutes, I’ll givem that, and they don’t complain about the work I give them.”

“Dunno what the Shemar wanted with Gork that they came and took him away after that big battle on the mountain. Maybe he was some sort of slave of theirs? I sure hope not, because he saved a lot of people holding off the Infernals like he did with just a krakker-hammer and an improvised shield. In fact, if I’d known they were coming for Gork, I’d have stood up for him after what he’d done. Many of us here, in fact. That was incredibly brave of Gork, and he shoulda ben rewarded for what that.”


Despite waves of reforms and a newer generation of younger and more upbeat leadership, the Skullcrushers still continue to struggle under an almost pandemic sense of moral and honor taint that colors the attitudes of many Skullcrushers, even those several generations removed from the BlackSteel. Individual Skullcrushers and their tribal leadership take misconduct and dishonor VERY seriously, and it’s arguable which is harsher; the punishments handed down by the Tribal Elders, or the self-flagellation-style torment Skullcrushers visit upon themselves. The Skullcrushers have been criticized for reviving the decidedly cruel tradition of creating Pariahs from dishonored class-caste members. These ‘nul-Shemar’ lose the rights and protections of a Tribeswoman or tribesman, suffer the scorn of their former colleagues, and the burder of their own consciences.
However, some Skullcrushers take their quests for personal redemption even further; the Penitus.
The Penitus is a body frame that resembles an asexual muscular golem, lacking in distinguishing sexual characteristics. The limbs are thick and knobby with actuators hidden under its thick rubbery skin, and the hands large and heavily-knuckled. The head is lacking in personal features, and amounts to a slit-eyed mask. Even the voice is asexual and guttural in tone. The skin is a pale pinkish-clay color(one Wayfinder called it ‘eraser pink’). Even the arrangement of the internal systems is unlike those of Shemarrians. Indeed, the Penitus doesn’t resemble a Shemarrian, male or female, at all, which is exactly how the Skullcrushers want it. Penituses are rarely EVER seen in the company of other self-respecting Shemarrians, and only the most dire circumstances will see the Penituses in the company of their fellows(however, these are often the same sort of circumstances that can see a Penitus redeem themselves). Indeed, the few times Penituses have been observed with other Shemarrians, they have been mistaken for labor robots, or another species of d-bee.
The whole idea of the Penitus is for a dishonored Shemarrian to seek redemption without the support of the battle gear, and even the reputation, of the Shemarrians. The Penitus has more integral armor than a regular Shemarrian Warrior, but the added protection nd enhanced strength is balanced by the fact that the Penitus’ large hands cannot easily use modern weapons or perform delicate work(though overall reflexes are still very fast). Those who take the Penitus are expected to suffer and work for their redemption.
Outside the Shemarrian Nation, the Penitus is not well known at all. This suits the Skullcrushers just fine; many Penitus seek to serve their penance amongst outsiders. The half-formed and indistinct features of the Penitus means that the gynoid is often mistaken for some abject easily-overlooked species of barbarian d-bee, and many outsiders will pass by the apparently simple-minded brutes without realizing they’re passing one of the infamous Shemarrians.
The Penitus body-frame remains exclusive to the Skullcrushers.

Type: Shemar Penitus
Class: Robot Android
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 30 each
Arms(2) 140 each
Legs(2) 150 each
Head 110
Main Body 300
Height: 8 ft
Width: 3 ft
Length: 3 ft
Weight: 1,000 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 45, PP. 21,.
Cargo: Only what can be carried in the arms or strapped to the body.
Speed:
Running: 60 MPH
Jumping: 20 ft up/across. Increase distance/height 50% with a running start.
Flying: Not possible
Underwater: Can survive underwater indefinitely, but is limited to running along the bottom at 15 MPH. Maximum depth tolerance of 3,000 ft.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Basic Robot Optics and Audio---Besides basic smell and tactile sensors, that’s it. Compared to what they’re normally used to, Penitus penitents suffer severely blunted senses(it’s like donning hearing mufflers, distortion goggles, stuffing cotton up their nostrils and numbing their tongues.

*ID Beacon---This is a passive ID signal reflector that lets other Shemarrians doing active scans that there is a Penitus in their area.

*Surveillance Systems---Unknown to Penitus penitents, the android body has a system of recorders and remote-access surveillance circuits that allow the Tribe authorities to check in on and review the actions of the penitents.

*Last Voice--This is a one-shot radio communications beacon(100 mile range) that allows the penitent to get in contact with the Tribes. It is understood that a penitent can use this system ONCE(and for no more than a hour traditionally). A penitent who uses this system frivolously will be subject to (even more) severe punishment(including TOTAL sensory cutoff) and lose the use of the Last Voice. Thus, the Last Voice is typically used when a penitent is facing final termination/deadlining and wishes to communicate her last thoughts, or wishes to turn herself in and accept more dire punishment. However, on several occasions, penitents have used their Last Voice transmissions to deliver warnings of danger to their Tribe, or relaying valuable data on enemies(these are often the LAST things they often do on this side of existence and earn the penitent posthumous pardons of their sins).

*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 90 MDC before needing material stocks to convert to MD repair material.

*Psi-Blockers/Scramblers---These keep the Penitus from being successfully mind-scanned, and even interferes with Object Read attempts on the android.

*Vocalizer---The voice synthesizer of the Penitus is deliberately gimmicked to impose a penalty of -20% to attempts to speak language. The penitent can still read with perfect clarity, but can hardly write due to the clumsiness of the hands, and language will be rendered guttural and harsh.

*Clumsy Hands----The Penitus’s hands are thick-fingered and burl-knuckled, making delicate work difficult, if not impossible. -1 to strike when using firearms, and -10% to skills requiring a fine touch, such as Sewing, Pick Locks, writing, etc. (note: this doesn’t affect the ability of the Penitus to Strike, Dodge, and Parry at enhanced levels, but dexterous work suffers).

*UV Tattoos----It’s not immediately evident to those who see in the central light frequencies, but anybody able to see in the high ultraviolet bands of light can make out extensive symbolic tattooing all over the Penitus’s body. These are encoded marks of shame embedded in the android’s skin by the Skullcrusher authorities, and contain information on the penitent’s crimes and sins(though never the identity and true name of the nul-Shemar).

*Self-Destruct---In the event the Penitus is critically disabled and in danger of being captured/dissected, the body of the android will self-destruct in a thermal-chemical reaction that melts it completely to slag.

Weapons Systems: None, nor will a proper Penitus penitent allow any to be fitted.

Programming/Skills: Varies by the penitent.


Actions/Attacks Per Melee: As per the penitent’s original training; the Penitus offers no extra APMs.
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Dodge +3
Parry +3
Strike +3 (-1 w/ ranged weaponry)
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Kick 2d6 MD
Body Block/Tackle 1d6 MD
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Andrene Kaltos---’Priestess of the Sapphire Cobra Embodied’ (Sapphire Cobra NPC)
(aka Aerivel Cassian(?), Matre Serpentis)

“In my darkest time when all seemed lost, the touch of the divine entered me, using my captors’ own arrogance to unwittingly shape me into a conduit and vessel of holy knowledge. Through that, the divine reminded me of the powers I truly possessed, powers that allowed me to affect my own rescue, restore my freedom, and escape to carry the knowledge I’d learned beyond their grasp. I have plundered the house of my enemies, so that their mistakes may be of benefit to others, I have come to know myself so that I may better teach what I have discovered to others. I reach out to those who know who and what I truly am now and bid them welcome, so that we may share in our common contemplation of the divine! I bid welcome to all those who would join me in the sacred knowledge!”
---Decrypted FTL transmission from Kaltos Moon.

Andrene Kaltos is something of an anomaly associated with the admittedly already bizarre Sapphire Cobra Tribe. Andrene is fanatically loyal to and enthusiastically evangelical about the Sapphire Cobra cult, even though she is not formally a recognized part of their organization. Some regard her as a wannabe or a heretic, others as a true pilgrim being guided to the mainstream SC by nothing less than the EShemar divinities.
Andrene appears to be a lamia or naga, but she claims to be the result of a bio-borg experiment infusing her with the DNA of an actual Sapphire Cobra(from the planet Hunter). More so, she claims to have escaped with the ability to create other hybrids using the same procedure, and is more than willing to share the process with others of the Sapphire Cobra belief. She accredits her escape to the Sapphire Cobra(s) and so has pledged her undying loyalty to them. She has studied up on anything she can learn of them, including rumors and gossip gleaned from the ftlnets, and she figures she has enough to know how to contact them. While she awaits their answer, she has taken refuge on a small tropical moon where she has established her own splinter temple and has gathered a small following, many of whom have also been converted into Sapphire Cobra hybrids, as proof of her claim of possessing the DNA infusion process.
The Sapphire Cobras have sent a small party, including a Medusa, to Kaltos’ Moon, to investigate her claims, as well as rumors that she may have FORCIBLY converted some of her followers.
Besides her desire to join the Sapphire Cobras as one of the faithful, Andrene’s claim of possessing Gene-Tech technology, and of escaping from them in the first place, makes her an invaluable intelligence prize, one that many more people other than the EShemar would LOVE to get hold of. Unfortunately, Andrene’s less-than-discrete evangelical efforts and boasts have reached other ears, and several other interested parties have sent their own agents to investigate Kaltos’ Moon. Several of the early arrivals, though, have run afoul of Kaltos’ defenses, and it’s claimed at least one of the agents was hybridized into a new follower.

Andrene has spoken little of her life before she was experimented on, but some analysts believe they have a photo-match to Aerivel Cassian, a citizen of the Paradise Federation and minor media celebrity ‘debutante explorer’/adventure-blogger who disappeared several years ago after announcing plans to ‘poke around the Threshold’. If Andrene is, in fact, Aerivel, it may bring into contention the future of a substantial fortune waiting for the Cassian, as many of her relatives have been asking that she be officially declared dead, rather than just missing. Even if her identity were verified as the missing Cassian heir, those same claimants might assert the case that Andrene/Aerival is insane, and likely to give the Cassian inheritance to a ‘snake cult’. If only for that reason, Andrene Kaltos’ emergence into the public limelight would be cause for a search party from the Paradise Federation to go looking for her.

Andrene Kaltos desperately wants the approval of the Sapphire Cobra EShemar, though some of her actions may be considered controversial, such as forcibly drafting initiates into the group. If the Sapphire Cobra delegation were to reject Andrene’s bid for admission, she would rage and make of her small following the seed of a more radical splinter-cult, criticizing the ‘hidebound heresy’ of the mainstream SC organization, and striking out on its own. If accepted, she would be steadfastly loyal to the Sapphire Cobras, even accepting their recommendations to ameliorate some of her more extreme behaviors. Handled carefully, Kaltos could be a strong asset for the EShemar Tribe, but again, only if she is handled carefully.

Level of Experience: 8th Level Floater(Manhunter)
Rank: Matre Serpentis, Temple of the Sapphire Cobra Embodied
Race: Human Bio-Borg
Alignment: Aberrant
Land of Origin: Paradise Federation(?). Currently Kaltos’ Moon.
Age: Chronologically 42, but appears to be in her early 30’s.
Sex: Female
Height: 70 ft long, can rise up on her body/tail up to 15 ft tall.
Weight: 850 lbs
Physical Description/Appearance:
A human-snake/lamia hybrid, with a normal human female torso joined to a lower serpentine body. Her human flesh is pale, while her snake part is a rich blue-purple, with a light blue underbelly. She has blue-white hair(was blonde) and purple eyes. Andrene was already fairly attractive(and knew how to use her looks on her blog) before she was hybridized, but now she’s almost supernaturally, and definitely exotically, beautiful.
Disposition:.
Normally an intelligent, if decidedly reckless and adventure-seeking, young woman, Andrene has become, through her experiences, a religious zealot. It’s arguable that if she hadn’t been hybridized as a Sapphire Cobra, she might have fixated on some other religious belief system. However, the extreme and unique nature of her own experience has locked her focus on the EShemar cult. She is devoted to proving her worth to the Sapphire Cobra Tribe. She is CONVINCED she has been touched by the hand of divinity in her escape from her gene-splicing captors, and nothing can convince her otherwise.
Andrene can come across as warm, friendly, very confident, and charismatic, with a kind, maternal voice that commands attention and respect. She’s your best friend, spiritual guide, and religious midwife to the next stage of your spiritual existence. When angered, though, she can become very aggressive, striking and spitting like a cobra. Her temper runs to cold black rages, and she reacts poorly to betrayal(or what she perceives as betrayal).
Besides the baseline attributes and abilities of the Saphkalian, Kaltos has the Minor Pisonics mutation. Not having had active psionics before, Andrene tends to use her new abilities with what could be seen as wild abandon; she will readily scan and probe anybody she encounters and can quickly run her ISP reserves dry in short order. She’s learning to conserve her abilities, but she still tends to make indiscreet use of them, especially if she wants to gain an advantage over strangers new to her enclave.
She HATES the Splugorth and the Gene-Techs, but sees in her conversion at their hands the seeds of their own destruction.
While she may seem delusional and maniacal at times, and confused and hallucinatory at others, Andrene is still an intelligent and resourceful woman not to be underestimated; she still possesses all of her technical skills and memories of her experiences as an adventurer and wanderer.

Insanities:
* Obsession: Sapphire Cobras----Perhaps it’s an effort to make her transfiguration somehow meaningful by giving it a touch of divine province, or maybe it’s an unconscious reaching out for help, but Andrene is OBSESSED with the Sapphire Cobra(s) and oh, so wants their approval, and she will latch onto any Sapphire Cobra Shemarrian that comes her way, and shower them with praise and information about her operations and revelations. She’ll also try to impress any figures of authority in the Tribe. If she’s rejected by them, this obsession can quickly turn to hate.

*Psychosis: Psychiatrist----Andrene has become convinced that she has been gifted with the divine ability of being able to solve people’s problems with her own applied philosophy and the super-science that she acquired from her ‘benefactors’. The truth is that her ‘psychiatry’ ends up parts psuedo-religious evangelizing, mixed with implied techno-chemical brainwashing, guided by her new psychic abilities.

Physical Attributes/Superlatives:
IQ: 18(+4%)
ME: 10
MA: 21
PS:39 (considered to be Extraordinary)
PP: 25.
PE: 31
PB:27
SPD: 36

(ISP): 43
(PPE): 14

Hit Points: 39
SDC: 49
MDC: 100+88
Horror Factor: 12
Special Abilities/Characteristics/Powers:(Saphkalian Process)

*Swim---Saphkalians can rapidly swim on the water’s surface equal to running/slithering speed.

*Natural Prowl Ability---+20% to an existing skill, or starts out with a base skill of 40% +5% per level of experience.

*Natural Camouflage Ability---The Saphkalian’s skin has a limited ability to lighten and darken and subtly change coloration to blend into the surroundings; 80% when standing still, 50% when moving slowly.

*Heat Pits---The hybrid has heat pits in her sinuses that allow her to sense heat, from as far away as 80 ft.

*Venom---Can bite and inject a powerful venom that does 3d6 MD/3D6x100 SDC on a failed save vs lethal poison. Can also spit the toxin up to 60 ft, but its effects are less pronounced; 1d6 MD/1D6x100 SD on a failed save vs lethal poison, if it gets into open wounds or orifices(and can cause permanent blindness if sprayed into eyes).

*Double-Jointed----The hybrid is very flexible, and can flex their arms in nearly boneless contortions. They can also, like a snake, disjoint their jaws to swallow large meals(this can be cringe-worthy to watch, and arguably earns them a Horror Factor 10). +10% to Escape Artist skill, 79% chance of slipping handcuffs, and 46% +1%ple chance of slipping hand, arm-to-body chains/ties/straitjackets.

*Regeneration----Saphkalians have advanced regenerative abilities and can heal at a rate of 1d8 MDC per hour. They can also regenerate tails, arms, facial features, and even eyes, without scarring.

*Slow Digestion----The snake body’s long gut allows for slower and more thorough digestion of food; can go without eating for a week without ill effect. Saphkalians can also gorge themselves without any ill effect, in combination with their disjointable jaws.

Magic: None(by item only)
Psionics:(Minor)
Sixth Sense, See Aura, and See the Invisible(no ISP Cost). Saves as a Minor Psychic(12 or better).
-Telepathy(4)
- Empathy (4)
-Total Recall (2)
- Detect Psionics(6)
-Sense Magic (3)
-Mind Block (4)
-Telekinesis(3+)

Cybernetics/Bionics: None; originally had a universal headjack, but that was lost when she was hybridized.
Skills:(8th Level )
Math: Basic & Advanced 98%/98%
Language/Literacy
Trade Four/English 98%/98%
Dragonese 98%/98%
Trade Five 98%/98%
Gobbley 98%/98%
Trade Three/Wulfen 98%/98%
Trade Six 98%/98%
Shemarrian 64%/39%
TV/Video 71%
Radio: Basic 94%
Radio: Deep Space 94%
Radio: Scramblers 89%
Intelligence 73%
Computer Operation 98%
Computer Programming 98%
Read Sensory Instruments 79%
Electrical Engineer 89%
Mechanical Engineer 79%
Weapons Engineer 74%
Computer Repair 94%
Cooking 84%
Cryptography 94%
Stellar Navigation 89 %
Terrestrial Navigation 77%
Holistic Medicine 79%
Vac Suit Operation 94%
Pilot-Hovercraft 98%
-Motorboat 98%
-Starship 86%
Identify Plants & Fruits 74%
Wilderness Survival 89%
Public Speaking 84%
First Aid 89%
Law/Legal 79%
Lore: Galactic 79%
Lore: Shemarrian 34%
Wardrobe & Grooming 86%
Gambling 64%
Climbing 70%
Athletics
Forced March
Hand to Hand: Expert
W.P. Blunt (+3 strike/parry)
W.P. Knife (+3 strike/parry, +4 strike thrown)
-o4 W.P. Energy Pistol
-o4 W.P. Energy Rifle
W.P. Paired Weapons

Actions/Attacks per Melee: 4+1
Strike:+7
Parry:+9
Dodge: +9
Roll:+3
Pull Punch:+2
Critical Strike on unmodified 18-20.
Body Flip/Throw
Damage: +24
Power Punch (2 attacks) 2d4 MD
Tail Whip 2d4 MD
Crush/Squeeze 2d6 MD per melee
Saves:
31%Vs Coma/Death
+9 Vs Magic
12 or better Vs Psionics
65% Trust/Intimidate
83% Charm/Impress
Impervious to Disease

Notable Possessions/Equipment:
Has a set of armored robes with 75 MDC and an integral forcefield(50 MDC). Likely adapted from the Genetech’s closet.
HI-10 High-Intensity Heavy Laser Pistol(reworked into a short scepter adorned with rough-cut diamonds mined from the island, but otherwise identical in performance; 1,000 ft range, 3d6+3 MD per shot, 15 shots)
Priestess Staff---Actually built around the workings of a HI-50 Laser Rifle---Like the laser pistol, this has been reworked to resemble a staff or scepter, decorated in native shells and stones(2,000 ft range, 3d6+6 MD per shot, 1d6x10+10 MD 3-shot burst, 30 shots). It has been further modified with a neural mace in its flanges, and can draw unlimited broadcast power from the temple powerplant(s) if within 500 ft of the compound.
Vibroblades(typically a bandolier of six, concealed in her robes)
Comm-Bracelet
Paradise Federation Nobelium Card(2.4 million credits on it)

Vehicle:
Possesses a Gene-Tech automated genetics lab with a stock of Sapphire Cobra DNA. The lab is part of a larger Gene-Tech spacecraft, itself an appendage of a larger amalgamate spacecraft, that Andrene claims to have escaped from. The smaller spacecraft was heavily damaged in the escape, and remained spaceworthy only long enough to get her to Kaltos’ Moon.


Solar System: Genasee 5125----Anvil Galaxy
The Genasee 5125 star system is a binary star system on the fringes of the Anvil Galaxy. It has apparently been visited by space travelers in the past, as evidenced by the presence of several alien species(including one previously thought only found in the Thundercloud Galaxy) on the one habitable world in the system, though no sign of technological colonization has yet been found on Genaseese Pm-30. Despite that one habitable world, no one has yet claimed the system, aside from an unregistered colonization effort and now Andrene Kaltos.

Number of Stars: 2, Genasee(G)-5125-a and Genasee(G)-5125-b
Types of Stars: G-a(Orange Dwarf), G-b(Red Dwarf).
Number of Planets: 2
-Genaseese P1--Small gas giant. It has two moons, one of them being planet-sized and inhabitable(Kaltos’ Moon)
-Genaseese P2---Medium-sized gas giant

Kaltos’ Moon/Genaseese Pm-30/Premeese
Although previously listed on star charts as Genaseese Pm-30, and known locally as Premeese, this Mercury-sized planet has since become known as ‘Kaltos’ Moon’(though Andrene is neither the discoverer nor the first person inhabiting it).
Premeese orbits a small gas giant known as Genaseese P-1, and locally as Gendarn. The moon is deep inside Gendarn’s magnetosphere, exposing it to radiation trapped by the gas giant, but the lower energy output of Genasee(G)-5125-a balances this. Still, ambient background radiation is slightly higher than Earth-normal on Premeese. The planet is believed to be heated internally by smaller amounts of radioactive elements and by gravitational flexing from the adjacent gas giant.
Kaltos’ Moon was already home to a small population of some 4,000 human colonists, spread across several small villages on various archipelagoes when Kaltos landed, but, despite its potential, the jungle-moon hasn’t yet been really discovered by the mainstream galactic civilizations. There is little dry surface area, the planet is wracked by violent storms, and what mineral wealth there is is inconveniently located under deep water.
When Andrene Kaltos arrived, she assimilated two small villages that had become down on their luck, due to local conditions. Many of the villagers in those communities became her first converts and followers.
In fact, Kaltos’ temple has attracted more attention to the moon than many of the established colonists are comfortable with, and they are watching the arrival of various ‘pilgrims’ and others with no small amount of uncertainty of what it portents for the planet’s future. Depending on what the Sapphire Cobra delegation decides, Kaltos and her followers may be transplanted offworld to another SC enclave, or her existing temple/lab may be recognized as a legitimate outpost of the Sapphire Cobra organization. If the EShemar DO decide to set up shop on Premeese, Tribes such as the Horrorwoods would find the planet an attractive site for its fecund ecology.

Type: Rocky, Terrestrial, Gas Giant Moon
Diameter: 4,950 km

Gravity: 0.4 g

Temperature: Temperate, and on the tropical side

Unusual/Special Features:
*Odd Revolution---Premeese has an odd orbit about its giant host planet that keeps it out in sunlight seven days out of its eight-day ‘week’. It then enjoys a ‘day’ of total night, lit only by starlight, refracted light from Gendarn, and sunlight from distant Genasee(G)-5125-b.

Atmosphere: Earth-Normal, albeit on the dense and humid side. The air is rich in greenhouse gases, which helps the moon retain heat and keep from freezing over.

Terrain:
Small rocky volcanic islands and limestone atolls. The larger ones are well-forested in thick jungle, some of which sprawls in elaborate ‘vine bridges’ between the closer islands.
Visible from orbit are what appear to be several promisingly large land masses, but these are giant plateaus that are only above water for two two-month periods out of the local nine-month year. The rest of the time, the plateau tops are lashed by giant waves and monsoon storms, driving giant sandbars back and forth across them.

Notable Mineral Concentrations:
- Magnesium
- Tin
- Lead
- Amethyst
- Quartz
- Calcite
- Talc
- Diamond

Hydrosphere: Soaking Wet
The low gravity and effects of neighboring gas giant Gendarn, result in the planet/moon suffering severe tropical storms that circulate around the planet constantly.

Biosphere: Dense. The water is thick with sea life and the arable land is covered in vegetation of varied types. The deep water is thick with animal life, including a number of dangerous species, making sailing far out to sea a dangerous proposition, even without the storms.
Genaseese Pm-30 is also home to a population of Nkoli(see Rifts Thundercloud Galaxy, pg. 97-100) suggesting that the moon has been visited by other spacefarers in the distant past. These reptiles infest the coastal waters of several of the island chains, though the deep water predators seem to have constrained the Nkolis’ spread to other island groups. A rare incursion or shifting of water currents, however, has brought a small breeding population near to the where the human Premeeseans have settled, and already several islands have been declared off-limits because of the danger the Nkoli present. In fact, the two villages absorbed by the Temple of the Sapphire Cobra Embodied had catastrophically lost many of their fishermen to the predators, leading to famine and disease. Some of the Premeeseans see the newcomers; assistance in eradicating the giant reptiles as vital to the settlers’ continued survival.

Civilization: Early Retroist Colonial---The Premeeseans have either lost or abandoned their high tech origins.

Population: 4,200 ‘natives’ of human descent, plus another 390 offworlder cultists.

Technology: Iron Age---The local Premeeseans have opted for a simple life and have abandoned most high-tech. Many of the metal tools they own and use are made from their cannibalized space transports, though they retain some simple smelting and forging skills. There are, however, some colonists who feel that they abandoned too much of their original technology, or didn’t adequately plan to preserve it in the first place.

Economy: Fishermen-gatherers living off the seas and islands. Some of the small village bands are migratory, spending four months out of every year trekking across the exposed tidal plateaus gathering materials and harvesting food, before retreating to the rockier forested islands for shelter during the storm months, and harvest timber.

Wealth: Dirt-poor. The locals, those who aren’t old enough to reminisce about the old days ‘back in civilization’, would call themselves fairly well-off, but the fact is, they’re living hand to mouth.

Government: Tribal. There’s a semiannual tribal council where the various village headsmen meet to compare notes and make larger decisions

Law Level: Aside from the occasional tiff over spouses and potential spouses, or who gets to use the good equipment when, the locals are generally peaceful, having realized that it’s tough enough just surviving the environment without the added hazard of turning on each other.

Popularity:
Generally everybody abides by their village heads’ word, and unpopular leadership is ousted by popular action, but there’s not a lot of leadership turnover, in spite of the declining fortunes of the locals.
Within the Kaltos compound, Andrene is regarded as THE spiritual head of the Sapphire Cobra Embodied, second only to the prophecised coming of the Goddesses of the Sapphire Cobra Tribe.

Stability:
Unstable---The arrival of Andrene Kaltos and those who follow her has stirred things up badly for the Premeeseans. Some see her arrival as a welcome infusion of material support from the outside world, and want to develop closer relations with the self-proclaimed Sapphire Cobra priestess. Some see her as a potential protector and liaison with the other outsiders. Others see her presence as an unwelcome intrusion, a poisonous temptation to abandon the simple ways of their island life in favor of corrupting technology, a lightning rod of bad tidings, and as an outright invasion of their lands and lives. The unnatural conversion of the people of the villages of Pali and Dium is seen as something akin to Splugorth coming down and turning people into bio-borgs! The prospect of many more outsiders coming is seen as an apocalypse! Everybody has an opinion on the matter, and no one point of agreement. This disagreement and what to do about it has divided the normally peaceable and phlegmatic tribal council like nothing else has!

Indigenous Peoples:
Baseline Humans(now in the 5-6th generation). Their life span/expectancy is somewhat shorter than the average Human Alliance citizen, due to local conditions(predators, weather, and the higher ambient background radiation leading to more frequent cancer), though the general health is arguably better.

Size of Population:
4,200. Premeesean word-of-mouth claim that there were many more up to twenty local years ago, but either groups sailed away to distant island chains and lost contact, or they’ve been picked off by local dangers.

Hostility Index:
Indifferent---The Premeeseans are of divided opinion on the newcomers. Some see them as a welcome way to deal with the dangers of their planet, while others attribute every bad thing that happens to the newcomers’ arrival.

Tech Level:
Early Iron Age. The locals recognize high-tech, but aren’t overawed by it.

Origin of People:
Colonists from the Human Alliance, though there’s no record of any colonial group applying for license to settle on Genaseese Pm-30, nor are there are reports of missing vessels in the area. Premeesean oral traditional reports that their ancestors came to the planet seeking a simple life, and not where they hailed from before, or under what circumstances they came to the world.

Sacred Technology: Remnants of their colonial gear; the occasional megadamage metal blade, carbon-composite mast, everlon sail, compass, or short-range radio.



The Saphkalian Compound/Temple of the Sapphire Cobra Embodied

“Step not beyond the perimeter of the outer fence alone, for you are not yet touched by the Sapphire Cobra, and not yet under its protection. You must exercise caution, for danger is everywhere and death is all too pleased to claim the unwary on short notice.”

Andrene Kaltos’ Temple of the Sapphire Cobra Embodied is located on an island, part of the largest chain on the moon. The territory encompasses two local villages, Pali and Dium, that were on the verge of extinction or dissolution when Kaltos landed.
The compound itself consists of several buildings and partially cannibalized spacecraft(several more are hidden in the nearby jungle or buried under it) surrounded by several fences.
Andrene has actually managed to attract a reasonably competent selection of followers to her banner, given that many of them have the wherewithal to navigate their own starships to her moon, and the resources to help establish their little enclave. Of course the SANITY of anybody with those sorts of resources, yet willing to cross fringe space to settle on an undeveloped world and subject themselves to an alien procedure transforming them into something other than human, is arguably suspect.
About three hundred followers live in the compound. Many of them are acquaintances of Andrene/ Aerivel and came at her summons to join ‘something special’. Others have been drawn in by the temptation of something different. Some came searching for a missing friend and subsequently stayed, and a few are former pirates and opportunists who came seeking to make credits off the isolated mini-colony, but became converts of TTOTSCE. Of course, it’s entirely possible that not all those who became loyal Saphkalians were entirely voluntary converts, and that’s part of what the Sapphire Cobra scouting group is interested in.
In any case, those who have already undergone the Process spend their days between meditation in the Temple and wandering the island, hunting and gathering resources. There’s a smaller minority of unconverted who are just not yet ready to make the transition or are awaiting available time in the conversion chamber. They help maintain systems the larger-bodied Saphkalians can’t access and generally stay near the compound where it’s safer.
Already some of the converts have demonstrated their potentials and are finding positions in the nascent organization of TTOTSCE ; one of the first to manifest magic powers has been tapped by Andrene as her first miko.

Colony:
Sponsoring Organization:
Privately-funded. Although Andrene has apparently not drawn upon the Cassian fortunes she may be entitled to, it is known that Aerivel Cassian had a number of shell accounts under other names in banks on the frontier worlds that she used to covertly pay for her ‘investigative reporting’ and ‘travel-adventure’ expeditions. She may have drawn on some of these accounts. The colony has also benefitted from donations of equipment brought by ‘pilgrims’.
Colony Size:
Currently 390 cultists, mostly(70%) adult females, 65% of who have undergone the Saphkal Process.
General Alignment:
Unprincipled(though Andrene is herself arguably Aberrant)
Trade Policy:
The Saphkalians have had little trade contact with outsiders so far(most who come, come to stay and join the Temple), but when they do, the Saphkalians are By the Book, expecting and offering fair price, not dealing in contraband, and expecting a paper trail with each purchase.

Environment Around Colony:
The Saphkalian Compound is on a densely-forested island(roughly the size of Long Island), part of an island chain.

Notable/Special Natural Resources:
The compound actually sits on an up-thrusting of dense rock that was once part of an now-extinct volcano. The old magma-vein has proven to be lined with a rich kimberlite deposit in which the cultists have already found a number of sizable diamonds. With better equipment and more dedication, it’s possible that the Saphkalians might be able to expand on this lucky strike by going into mining, but currently Andrene doesn’t want to disrupt the spiritual setting of the compound. Still, however, the Paradisian in her sees it as a fallback, and another sign of divine favor.
The island around he compound would also make for a good hunting and fishing resort, provided guests were willing to risk the weather and dangerous wildlife. Ironically, Kaltos’ Moon could become the sort of ‘wilderness adventure’ resort that Hunter, the homeworld of the original sapphire cobra, is.

Initial Buildings/Facilities:
Most of TTOTSCE is still prefab buildings, part of standard template colonization/security construction packages.

*Armory---This is a bunker-style bastion structure holding the cult’s weaponry. It’s managed by several converts with prior military experience(who helped design and build it). The Saphkali currently have only general market weaponry(no Shemarrian equipment) such as HI laser rifles and pistols. One of the pilgrim-converts also brought three secondhand Naruni NE-A420 Ground Attack Drones( Half normal MDC, and they lack the heavier missiles but are otherwise fully functional). The bunker also mounts a starship-grade point defense laser (from one of the cannibalized spacecraft) on its roof.

*Barracks---These are communal bunkhouse-style barracks for the cultists. There’s actually two sets of dormitories; one for the unconverted and another, with larger spaces, for those who have undergone the Saphkali Process

*Temple---The temple is the most elaborate architectural structure in the compound, being made from local timbers and stone. It bears some resemblance to a pagoda-style tabernacle, with several interior rooms. It also doubles as the cult’s dining hall and gymnasium.

*Communications Tower---Remounted communications gear from one of the ships. It’s also the means by which Andrene Kaltos has broadcast the manifestos of TTOTSCE .

`*Construction Vehicles(Medium)---One of the early arrivals to TTOTSCE wisely brought some general purpose construction gear and vehicles, enough to help cut and clear space for the compound.

*Water Well--Even though Genaseese Pm-30’s atmosphere is humid and rains often enough for condenser catchments, the compound still has a well from which to draw drinking water.

*Drilling Gear---Originally meant for well-drilling, this equipment has since been adapted for digging out kimberlite and other minerals from the volcanic material under the compound.

*Barn----General purpose colonial farm structure currently holding carniculture tanks and a few interesting smaller local creatures with potential food value.

*Lumber Mill---This is an expanded woodworking shop adapted to cut and process lumber for use in the compound. It also provides the tools to sculpt local hardwoods into decorative arts for the Temple. The mill also cuts and dresses local wood for trade.

*Hangar---This is more of a simple weather shelter with minimal ability to affect repairs. It’s large enough to cover a medium-sized transport or several smaller craft.

Medical Facility:
The equivalent of a small hospital based in one of the buried spacecraft, and includes the Saphkal Process lab.

Primary Energy Source:
Fusion Power---cannibalized starship powerplant(s) provide power.

Primary Source of Transportation:
The Saphkalians have a few utility hovercraft for moving about when simply slithering or swimming isn’t an option.

Security/Fighting Force:
Every Saphkalian member of the Temple is expected to act in defense of the colony, so everybody has basic knowledge of how to handle an energy weapon, at the very least.

Outside Threats:
*Weather----Genaseese Pm-30 is storm-lashed at just abut every point on its surface five months out of nine. This ranges from ‘all day drizzle’ dank-damp to ‘tie the children and small animals to you’ blustery.
*Wildllife----The native Genaseese wildlife. The Saphkalians have learned that the waters around their island are infested with Nkoli, and have made exterminating them a regular chore.
*Outsiders---The circumstances of Andrene Kaltos’ announcement of her Temple and the Saphkal Process have attracted attention from a number of quarters. Andrene has already had to deal with several spies(converted several, let the native wildlife deal with others) and pirates.


Saphkal Process
(aka ‘Kaltan Process’)

“You betrayed me, Meli, or at least you tried to betray me. You came to me with friendly words and false promises, and all along you meant to betray me. Very well, you want my secrets? Let you be touched by one of them now, as I was once touched by it. It changed me in terrible and wonderful ways. It will touch and change you too, hopefully for the better. In fact, I know the Sapphire Cobra will bring out the good in you. It did, after all, warn me of what you were, and I think it did not want me to kill you, because it wanted you by my side, to help me achieve great things and make your false promises come true. Is that not a delicious irony? Is that not proper Sapphire Cobra, to twist the untruth into a viable truth?”
She struggled against her bindings, wanting to protest the accusations and deny the ranting of the crazy woman who might have been the heir-Cassian, but the gag in her mouth kept anything she might try to say to futile grunts, further muffled by the breathable liquid she was suspended in. It didn’t do anything to shut out the voice of the madwoman who had put her in here.

“Oh, you’ll appreciate it more once the process is complete. Let it begin!”
Those words filled her with sudden terror as electricity seemed to arc into her neck and over her head, lighting thunderstorms behind her blindfolded eyes, and time went crazy for her.
A sharp tingle went down her spine and beyond, shooting down each leg and becoming a perceived single column of pain. Under the black fabric of the body stocking restraining her, she could feel her legs -merging- and elongating, bending in unnatural ways as bone pulverized, was swept up along new blood vessels, and finally re-condensed as new spinal extension. Her hips now became the top of a second, longer set of rib bones she could feel growing below what had been her posterior.
The blindfold covering her eyes slipped up and she could now see herself floating, in a strobing light, as something rippled under the straitjacket she was in, muscles and body fat reorienting, and then she saw, in a dreamlike distance, the leg-sac bulge and tear open, as, with an almost orgasmic release, a long length of amethyst-scaled serpentine tail uncoiled and began to fill the bottom of the tank. She might have screamed again then, though whether in terror or joy, she would be hard pressed to decide.



The so-called Saphkal Process is the superscience hybridization procedure that turns people into Sapphire Cobra Hybrids(sometimes called Saphkals themselves). Currently the process is programmed into a single set of Gene-Tech machines that Andrene Kaltos, the Matre Serpentis, knows enough to turn on and oversee, but not actually troubleshoot or duplicate. An EShemar Tinker, however, could quickly copy the hardware and programming, and duplicate its operation, given a supply of appropriate DNA. Which is a good thing, because Priestess Andrene has NO real knowledge of how the process actually works, beyond knowing what buttons to push and what gauges to monitor, and wouldn’t be able to adjust or repair the apparatus when it breaks down. The Process takes a week to complete, during which the subject is semiconscious as their body alters form.
Kaltos’ Moon has proven a proving ground of sorts for the Saphkali: the harsh environment and dangerous wildlife have given the converts ample opportunity to test the resilience of the hybrid form and show its abilities(or ‘blessings’). Those native Genaseese humans who have undergone it, especially, have enthusiastically embraced their new abilities in stalking and hunting the wildlife that once hunted THEM.
An interesting aspect of the process is a radical random mutation, which may confer on the recipient extra powers not attributable to the animal donor. Some of these abilities may be the result of the hybridization process unlocking latent potentials in the recipient, or may be a synergistic effect. Andrene herself attributes these powers to the divine Touch of the Sapphire Cobra at work , while others have speculated that it may be a result of a breakdown in the automation matrix of the conversion apparatus. Regardless, some of these abilities, if indeed attributable to the Saphkal Process would be of CONSIDERABLE interest to the Splugorth or the Gene-Tech, who would have increased reason to hunt down and capture any Saphkalians for study.
Andrene Kaltos has never discussed or revealed what happened to any prior attempts by whoever hybridized her.
The Sapphire Cobra Shemarrians would find the Saphkal Process a wonderful addition to their augmentation programs, though not an end-all(the divinity, after all, is not in the snake, but in the message beyond it).

Weight: 2d4x100 lbs
Size: Generally 2d4x10 ft long
Appearance: A lamia(snake-human) with the upper torso of a human being and a long lower serpentine body. The snake body is generally blue in coloration, with accents of other colors. The humanoid part generally retains its original coloration, but may be tinted with blue.
Abilities:
*Attribute Modifications/Bonuses:
-P.E. +15
-P.P. +15
-P.S. +25(considered to be Extraordinary)
-P.B. +12
-Spd: 2d6+20
*MDC---- 2d6x10+10, plus combine and add the recipient’s Hit Points and SDC(which become MDC).

*Swim---Saphkalians can rapidly swim on the water’s surface equal to running/slithering speed.

*Natural Prowl Ability---+20% to an existing skill, or starts out with a base skill of 40% +5% per level of experience.

*Natural Camouflage Ability---The Saphkalian’s skin has a limited ability to lighten and darken and subtly change coloration to blend into the surroundings; 80% when standing still, 50% when moving slowly.

*Heat Pits---The hybrid has heat pits in her sinuses that allow her to sense heat, from as far away as 80 ft.

*Venom---Can bite and inject a powerful venom that does 3d6 MD/3D6x100 SDC on a failed save vs lethal poison. Can also spit the toxin up to 60 ft, but its effects are less pronounced; 1d6 MD/1D6x100 SDC on a failed save vs lethal poison, if it gets into open wounds or orifices(and can cause permanent blindness if sprayed into eyes).

*Double-Jointed----The hybrid is very flexible, and can flex their arms in nearly boneless contortions. They can also, like a snake, disjoint their jaws to swallow large meals(this can be cringe-worthy to watch, and arguably earns them a Horror Factor 10). +10% to Escape Artist skill, 79% chance of slipping handcuffs, and 46% +1%ple chance of slipping hand, arm-to-body chains/ties/straitjackets.

*Regeneration----Saphkalians have advanced regenerative abilities and can heal at a rate of 1d8 MDC per hour. They can also regenerate tails, arms, facial features, and even eyes, without scarring.

*Slow Digestion----The snake body’s long gut allows for slower and more thorough digestion of food; can go without eating for a week without ill effect. Saphkalians can also gorge themselves without any ill effect, in combination with their disjointable jaws.

Psionics: Sixth Sense, See Aura, and See the Invisible(no ISP Cost). Saves as a Minor Psychic, and ISP is M.E.x2+1d6 per level of experience.

Random Mutation Potentials:
About 50% of Saphkalians show some sort of additional mutation:
01-25% Metamorph Ability----About a quarter of Saphkalians can ‘morph back and forth between having human legs and a snake tail
26-30 %Altered Coloration---Rather than blue or black, the Saphkal is scaled in another color scheme
31-40% Additional Psionics(Minor) Select 1d6+1 Minor psionics from any category. Base ISP of M.E. +4d6 +1d6 per level of experience. +4d6 ISP if already a psychic.
41-43% Additional Psionics(Super) Select 1d4 Super psionics. Saves as a Major Psychic. Base ISP of M.E. +1d4x10 +1d6 per level of experience. +1d4x10 ISP if already a psychic. On the minus side, about 80% of those who acquire this mutation also contract albinism, and acquire both sun-sensitive skin and eyes, and the Natural Camouflage Ability is negated.
44-48% Extra-Long Tongue---The Saphkalian’s tongue is +1d4 times longer than normal. 50% chance of it being split(tends to speak in a lisp; -15% to Language skill). However, sense of smell and taste is increased in acuity by 25%.
49-50% Magic ----Conversion seems to have unlocked magical potentials in the hybrid: Retains any magic abilities if already of a magical OCC, +4d6 to PPE. If not already magical, can instinctively learn 1d6 Common spells from levels 1-4 and has a PPE base of 6d6 +P.E. +1d6 per level of experience. Can learn additional spells in the conventional manner.
51-55% Superior Nightvision---Can see 200 ft in even total darkness.
51-60% Hair Loss---The Saphkalian loses all body hair, but also acquires a slick skin that makes it difficult for others to securely grab hold of the hybrid; +3 to Escape moves and +15% to Escape Artist skill, if taken.
61-65% Armored Scales----The Saphkalian has extra-thick and layered scales, which also spread up the back and onto the arms, neck, and head. -1d6 to P.B, and -3d6 to Speed, but DOUBLE MDC.
66-70% Tail Rattle---The Saphkalian’s tail ends in a bone rattle. The hybrid can play the rattle like a musical instrument.
71-75% Aura Hood----When angry, the hybrid generates a psychic aura that appears to others like a giant menacing cobra; Horror Factor 13.
76-80% Hallucinatory Venom---In addition to the normally poisonous venom, the Saphkalian can produce a non-lethal venom that causes a severe hallucinatory state in those bitten. Save versus non-lethal poison or be wracked by extreme fever dreams (-10 to initiative, strike, dodge, and parry for 6d6 minutes. Even on a successful save the victim will be -1 to initiative, strike, dodge, and parry for 3d6 minutes due to dizziness and disorientation.
81-85% Tail Spike----The Saphkal’s tail ends in a bone blade(likely a fused rattle); +1d6+2 damage.
86-98% Constrictor----The Saphkalian has extra-strong musculature: +10 to P.S, and is considered to be Supernatural strength.
99-00% +1d4 extra rolls on the mutation table. Such mutants are considered well and truly blessed by the Sapphire Cobra.
-------------
"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:Betcha thought I’d forgot about this, eh, kronos?

Penitus---Penitent Body Frame


Nice! Pretty much what I had envisioned when I first mentioned the idea to you. Although I didn't think about a 'flesh' covering originally, but I like it!
This is one of the big reasons I love working on this thread. We can give each other ideas and work magic.

That reminds me.. You know what Rifter that has a Coalition States article with these floating things that helps relay radio and a co-ordinate mapping (like GPS but without actual satellites) ???
I can see the Horrorwoods, maybe with help from Vespa (for micro robotics/nanite systems) create small devices that look kind of like those seeds that has a pod that hangs below a 'leaf' area that spins in the wind to help carry the seed over long distances. These devices can be launched via missile launcher (many stored in a short/medium ranged missile) that breaks open to release dozens of these which can act as beacons and cameras for mapping and given mapping co-ordinates to help EShemarrian long ranged weapons and the like.. and once the device runs out of energy, dies and can decompose in the ground as they are semi organic.
Great for when EShemarrians drop a scouting party on a planet and can't leave a ship in orbit, allowing for rapid mapping, an eye in the sky for warnings and assist in combat.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:Betcha thought I’d forgot about this, eh, kronos?

Penitus---Penitent Body Frame


Nice! Pretty much what I had envisioned when I first mentioned the idea to you. Although I didn't think about a 'flesh' covering originally, but I like it!
This is one of the big reasons I love working on this thread. We can give each other ideas and work magic.

That reminds me.. You know what Rifter that has a Coalition States article with these floating things that helps relay radio and a co-ordinate mapping (like GPS but without actual satellites) ???
I can see the Horrorwoods, maybe with help from Vespa (for micro robotics/nanite systems) create small devices that look kind of like those seeds that has a pod that hangs below a 'leaf' area that spins in the wind to help carry the seed over long distances. These devices can be launched via missile launcher (many stored in a short/medium ranged missile) that breaks open to release dozens of these which can act as beacons and cameras for mapping and given mapping co-ordinates to help EShemarrian long ranged weapons and the like.. and once the device runs out of energy, dies and can decompose in the ground as they are semi organic.
Great for when EShemarrians drop a scouting party on a planet and can't leave a ship in orbit, allowing for rapid mapping, an eye in the sky for warnings and assist in combat.



I've been working on similar systems for Paladin Steel for several years now.
But yeah, the EShemar could arguably do it better with micro-sats and dandelion drifters....
Modified war mounts and E-animals likely already do many of the same jobs, but they're a lot less expendable.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Cultural Notes: ‘Team Mekalon’ Extreme Sports Athlete ‘Mekalonite’ and NeShemar Games

“The real let-down is that they can’t compete in any of the local planetary competitions; something about bio-augmentation counting as full-body doping.”

“Looks like another challenge from another new neShemar team. A Clan Shelley squad calling itself the DarkDoves, and they want to play us in grav-ball. And it’s shaping up to be bio-augs vs cyberhumanoids, not like our last game against that team of rescued sacrificial slaves, the Heretics I think they called themselves? Or Escape Velocity, that bioborg crew?””
“So what are we looking at in the DarkDoves?”
“Even mix of Sirin and Scream-Queen cyborgs; aerial types and ground ambushers. I’d expect them to have a heavily aerial game, but in grav ball those wings are just as likely to get the way as aid them, more so because they’re unlikely to have much microgravity training. Likewise the Scream-Queens; their bodies are combat-oriented and all the transforming weaponry’s useless in sports; they’ll be using just their enhanced speed and reflexes.”
“I won’t discount them, though. Look at those outfits; the heavy elbow and knee padding and cyborg construction means they can take a hard ball hit without feeling it.”
“Yeah, much as their costumes might hinder them a bit on agility I agree they’ll likely try to murder us on spikes and deflections. Might want to stock up on more bruise cream if we accept the challenge.”
“WHEN we accept the challenge, you mean?”
“Yeah, WHEN. Can’t let the Frankenclanners think they’re scary enough to frighten US off.”


*KRAK*
#”...and that’s ANOTHER vampire that just got sticked! Yes, listeners, maybe the Wolf Riders’ insistance on proper old-fashioned field hockey sticks made of wood was a prescient one, because the game-crashers are NOT having a good time of it on the field! Oops, there goes a decapitation strike as another bloodsucker fails to pass the home team’s defensive line...though his head just may make goal! This may be over even before they can set up a third score slot on the board! And if it’s like this on the playing field, can you imagine what it’s like in the parking lot? The tailgate parties do NOT like their Game Day interrupted!”#

The ‘average’ Team Mekaloner started out typically as a slave being offered up as a prize(servant or meal) in a combat-contest that Mekalon was either challenged to and won, or crashed and looted. Out of gratitude, the liberated ex-slave has sworn undying and unswerving loyalty to her rescuer . However, as Mekalon, as a nuclear-powered sports’bot, though very human-sounding and acting, doesn’t require much housekeeping, doesn’t need meals prepared, and (to the disappointment of some ex-slaves) partakes of no carnal pleasures, being a cheerleader and trophy-polisher quickly became boring. So the ‘harem’ took up sports of their own. emulating their champion and protector. However, sports, especially among the Shemarrians, can quickly prove lethal to anybody not at least a partial conversion cyborg, and if those sports are played anywhere near a battlefield, even more so. As bio-augmentation was becoming more common amongst the SSN neshemar, it was decided to test several nanotech bio-mod packages on the willing volunteers.
The EShemar bioborg program physically made over the young volunteers into megadamage beings, with an subdermal armor-mesh, amplified musculature, faster reflexes, and overall amp’ed good health. Mental alterations included anti-psychic resistance indoctrination and a subliminal database of sports. Combined with athletic training, the result has been a potent and powerful athletic physique of superhuman rating, physical performance levels and training useful also for the second-echelon combat duties many neshemar are expected to fulfill.
Team Mekalon has joined/inspired a growing number of neShemar sports teams that regularly play each other, and occasionally outsider teams(as long as they understand they’re facing augments), in high-speed, high-energy sports. These teams tend to be all-female, even amongst the ne-shemar(though a few male teams have appeared, they’ve generally fared poorly against the all-female teams in competition). Though generally seen as second-echelon activity by the EShemar, these games and teams are attracting a growing amount of attention from the Shemarrians, who find them entertaining, when the Shemarrian Nation isn’t infrastructure-building or going to war. The contests are also drawing favorable attention from communities in Shemarrian Nation territory, after recorded copies of the games began circulating. In the Shemarrian Star Nation, it’s a popular way of working with assimilated populations and working with allies. The Central Alliance, for example, though they regard the NeShemar games as ‘soft’(as opposed to the full-metal fatality-heavy gladiatorial slugfests that comprise hardcore ‘entertainment’ amongst the cyborgs) as still given frequent invitation to SSN teams to come play in CA venues.

<<“Let me get this straight; you let your Blood Rider neshemar play in the local Kamalin martial games...and you didn’t let me, your Wargoddess, know in time to place bets....and when our team won...of course, I expect nothing less....they also won the opposing all-clone soldier team as slaves? And then when you played another clone team to give the first team back, you won yet ANOTHER batch of slaves? You’re complaining? You don’t know what to do with them? They’re legitimate prizes of competition! Assimilating them shouldn’t pose a problem! You’ve taken Bondsmen before, haven’t you? Well, right, you’re an Acolite company, right? You’ve worked with uzari before, how difficult can it be? You’ve never worked with so many before? Exactly how many are you talking about? It was just the two games, right...it wasn’t? HOW many?!”>>

Powers/Abilities:(Team Mekalon ‘Mekalonite’ Bio-Mod)

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

-Physical Adept(Minor)(Iczer)
*+20% to all physical skills. +15% to Dancing, +5% to Wilderness
*+2 to P.S., PP, and PP. +6 to Spd.
*+2 dodge,+4 roll
*Increase leap distance by 10%
*Intuitive grasp of sports
*Automatic Sense of Balance 50% +5% per level of experience
*+5d6 SDC

-Physical Transformation---The recipient of a bio- aug is physically optimized; they are icons of glowing good health. . +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

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

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

- Hypnotic Brain Conditioning----Because being part of the Shemar is tough, and part of the Skullcrusher Tribe particularly tough, neShemar are encouraged to get special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. (+10 SDC/MDC)
+2d6 Hit Points(becomes MDC in MDC realms)
+9d6 SDC(becomes MDC in MDC realms)
+2 APM
+4 initiative
Increase P.P. to 22 +2
Dodge +2
Automatic dodge
+4 Roll
+1d6+2 to P.S., plus it is considered to be Extraordinary.
+1d6+1d4+7 P.E.
Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6+6 SPD
+1 save versus poison and disease
+25% to physical skills requiring physical dexterity.
Ambidextrous.
W.P. Paired Weapons
+5 save vs mind control
+4 save vs illusions
+8 save vs Horror Factor
+2 save vs all other psionic attacks.
Impervious to Possession

O.C.C.:
Most Team Mekaloners started out as slaves of some useful domestic skill, but rarely any advanced technical training. Those who take up sport/combat seriously can be considered as second-classing as Combat Athletes.

Gear:
Typically light padded armor(in blue/black and white) similar to Altaran Bodysuits(30 MDC), sometimes overlaid with Juicer-style plate. Depending on the sport, weaponry varies from pugli-sticks to zap-rackets. Also depending on the playing field, special footgear or even flight systems may be worn.
-------------
"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 »

Tisi Nereva Ayun-Aorian Waverider (DarkWaters NPC)

-She has a name, but no memory to go with it. She has a rank, but she cannot say how she came to carry it. She has a duty, but she cannot say who assigned it to her. She is surrounded by the enemy, but she does not know why she is fighting them. All she knows is that she must deny her captors until her superiors come for her. She will know they are her superiors because they will tell her the right things to do and think. That is all that she knows and believes. That’s all she needs to know and believe.-

*“So they sent us a crash-dummy? Just as expected.”
“Completely mindwiped. She possesses only the basic capabilities of speech and self-awareness, but little beyond that. Not even name, rank, and service number. She is a blank.”
*“Laudable, not giving us an extra source of intelligence. They exchange us a high-rank hostage under their own conventions of war, but they may as well as have shipped us a few hundred weight of meat. A sacrifice ploy, wiping one of their own flag officers to give us a tantalizing prize for supposed leverage. And in the process get us to lower our shields. We HAVE identified all the infiltrators they slipped in while the shields were open?”
<<“Yes, they’ve established beachheads in Eight and Nine Sectors. We’ve sealed them off while gimmicking their sensors and sampling their communications. Several more stealth drops attempted infiltration of Four and Six Sectors. They have been contained and quietly eradicated. Our squads are ready to move in and remove all of them.”>>
*“Good, I imagine they’ll wait a few more xar for their landing teams to seize local control and blank our sensors in those sectors, before launching their full-scale attack. We still have a window under the ‘ceasefire’. Are they still respecting the Imur neutrality at least?”
“Yes, War Leader. They haven’t interfered with the Sapphian observers, much as they might like to, and they haven’t fired on our previous transports as long as they don’t attempt to scan their warships and remain in the agreed-upon transit lanes.”
*“Very well; complete the loading and evacuation of the civilians...and take these ‘tokens of their desire to negotiate a peaceful resolution to current misunderstandings’ with you. If they’re giving us blanks, we’ll take them as blank slates to rewrite in our own images.”*

---With that, cool tentacles twine about about her limbs, pull her from the room and the presence of her enemies/not-comrades, take her down long corridors that increasingly blur into indistinctiveness as she goes, a cold breeze blowing through the thin shift that is all she wears...until she realizes she is no longer walking, but laying on her back, gliding through narrow crystalline shafts too small for a standing person to walk through, and she discovers she is no longer awake----

Within a quiet recovery room deep within the Aorian citadel, two women stand watch over the smaller sleeping form of a third. Ceri Waverider idly toyed with the unconscious woman’s hair, black and white locks sliding between the Shemarrian’s large fingers as they gently caressed the sleeper’s face. Already the workings of EShe somatisticians and mind-healers had begun to erase the scars of time and the tension lines of anxiety from the woman’s features, and she looked younger and more at peace than the defiant but frightened prisoner that had originally been delivered to the EShemar enclave-world by Imur samaritans.
Ceri’s other hand meshed with the grasp of her life mate as they both gazed on the new addition they’d chosen for their family-line. The Acolyte spoke for the more stoic Warrior next to her, as they both placed their free hands above the sleeper’s heart.

“No matter how large and disruptive the wave, we learn to survive and ride it. We will teach you how to do as we do. You will be a Waverider. ”

-Her fingers dance across the keyboard of the t’sang, its cords ringing in the space between the gathered siblings. The only words to the song are the laughter shared as Waverider daughters race to stay ahead or catch up to each other as they play. Waves of music rise, surge, curl, crash, and rebound in the family chambers, a storm of merriment washing away any previous arguments or tensions between family members.-

*Starbird on cee-ten. Request command advisory on intrusion event wyh-three-oh.*
“Waverider on cee-ten. What’s the status on our visitors?”
*Bandits inbound, straight line approach, no signs of awareness we’re even here. Either they’re stupid or insane.*
“Blades out now, opine later. Even idiots and madmen can get lucky. Or they may be a decoy. Keep your eyes sweeping. ”
*Point taken, NeTaros. Blades charged and ready for deployment.*
“Let’s see what they do. Let them cross the gamma perimeter. If they don’t deviate at all, full blade alpha strike. If they change course, rotating spear launch pattern varo-ex-seven and drop sleeper mines on their exit trajectories.”
*Setting tripwire. Programming pattern varo-ex-seven. Confirmed and ready. Awaiting execution trips.*


Tisi Nereva Ayun-Aorian Waverider was a former fleet officer and senior ship commander of the Xronohate, a rim kingdom in the Thundercloud Galaxy, before becoming a prisoner of war of the EShemarrian Star Nation, taken when her polity launched an invasion of a breakaway colony that enlisted the aid of the SSN in defending themselves. Mindwiped by her own people to prevent intelligence from falling into the hands of the Shemarrians, the then-Nevera was among the civilians and POWs evacuated when the Xronohate’s forces decided on a scorched earth policy against their rebellious former territory and subjects...including any personnel captured or trapped behind enemy lines. Realizing that their enemies had written their own people off as dead, the EShemar elected not to repatriate their prisoners, but instead enfolded them into their own culture. Because of her amnesiac state, the former fleet officer was not taken as an uzari bondsman(which would have been the case if she’d been legitimately captured in combat) , but was instead put up for ayuna-adoption.
Tisi ended up on an SSN enclave world(Aorian), on the other side of the galaxy from the Xronohate, where she was taken under the wing of adoptive EShemar ‘foster parents’ who oversaw the reconstruction of Tisi’s mind and personality, and renamed her Tisi. She took her surname from the colony world where she was ‘reborn’, and from the EShemar family that raised her.
Tisi had a ‘second childhood’ facilitated by a genetic ‘reset’, amongst Aorian’s underwater bo-domes and wave-wracked environment, while she learned how to be a member of EShemassian society. Her original memories of being a ship captain were not -completely- erased apparently, as she showed an early propensity for aerospace tactics and strategy(easy enough to identify in the fleet-oriented Darkwaters Tribe), and she subsequently (re)trained as fleet personnel, her talents quickly recognized by her mentors and peers. Her entry into the ranks of neshemar fleet personnel was also occasion for an Upgrade; Tisi receiving a space-adaptation bo-augmentation.
Tisi has advanced up the ranks as a fleet officer in the NeShemar reserves of the DarkWaters(the line combat positions are reserved for full EShemar, due to their physiology) and currently serves as a captain and squadron leader in the orbital defense forces of her adopted homeworld of Aorian.
Tisi has two Progen-born sisters, also of the Waverider line.

Level of Experience: 5th Level Shemarrian Star Nation Fleet Officer(was 9th level Indie Fleet Officer before her memories were erased)
Rank: NeTaros. She currently provisionally commands a ESheMar-DD07 Aureale Destroyer and attendant squadron of three ESheMar-AuxCv04 “Goshawk” Corvettes.
Race: Human
Alignment: Principled
Land of Origin: Aorian Colony, Shemarrian Star Nation(her original homeland of the Xronohate has been effectively erased from her memory)
Age: 56, but appears to be in her late 20’s, early 30’s.
Sex: Female
Height: 5’ 11”
Weight: 124 lbs
Physical Description/Appearance:
Dark-skinned slender-build young human female with black hair accented with white bangs. Eyes are brown-gold. Has a black- and silver-inked tattoo of a curling wave on her left temple. Tisi has an easy smile and ready laugh, and an open face that makes it easy to relate to her.
Disposition:
Cheerful and ready to laugh and joke, but can get intensely serious when doing her duty as a military officer. She would selflessly sacrifice herself for her service if called upon(in fact, that’s what got her in trouble in the first place). She loves her EShemar family and maintains close ties to all of them. Her crews are by extension part of her family, and she will take care of them. She likes playing music, and is a hobbyist zeegee ball player, having learned to love it while orienting after her augmentation.
Tisi has no memories of her life in the Xronohate. Were she ever to encounter her former polity, she would treat them as just another encounter, depending on their standing relative to the Shemarrian Star Nation.
Physical Attributes/Superlatives:
IQ: 15
ME: 11
MA: 15
PS: 16, plus it is considered to be Extraordinary
PP: 14
PE: 20
PB: 21
SPD: 19

(ISP):----
(PPE): 11

Hit Points: 49
SDC: 35
MDC: 184 (+30 in space)
Horror Factor:---
Special Abilities/Characteristics/Powers:(Biotech Augmentation)
The Dark Waters copied a biotech augmentation package known as DIAMOND NOMAD from other sources. The bio-modification insures the recipient’s survival and adaptation to exposure to space and hard vacuum.

-Space-Native(Minor)---The addition of several new layers of nanite-impregnated skin, new glandular network, and modifications to the internal organs, provide the character with the equivalent of a built-in spacesuit and closed life support. The character can survive exposure to vacuum, space cold, and radiation. Special membranes in the mouth, nose, ears, and lower gastrointestinal tract close off openings, special nictating eyelids slide over the exposed eyeballs, and an insulating and pressure-retaining layer of skin activates. A thick sweat composed of special chemicals and nanites wells up onto the skin and hardens into a flexible thin overlayering protecting the skin(this incidentally and entirely coincidentally gives the skin a crystalline shimmer). Special chemical glands in the lungs goes into action, recycling respiratory gases.
-Can survive in space unprotected for 3 days per level of experience, +2 days per P.E. point. This respiratory independence can also be used underwater, although only at HALF the duration, owing to the need to concentrate against the pressure associated with immersion, as opposed to the LACK of pressure.
-In space, has the following bonuses:
+1 APM, +2 initiative, +1 strike, parry, disarm, pull punch, +3 dodge, +4d6+12 SDC/MDC.
Impervious to normal extremes of cold, cold-based magic does HALF damage. Gravity-Manipulation attacks are only HALF as effective. Impervious to radiation and radiation attacks.

-Flight: Space(Minor)---This takes the form of a contra-gravity manipulation system integrated into the person’s bones, that gives them powered movement capabilities in microgravity environments.
-In space, has the following bonuses:
-In a gravity well, can effectively GLIDE at 40-50 MPH.
-Low gravity conditions, can fly at a flat rate of 200 MPH, and is +4 to dodge when hovering, +6 to dodge flying at 90 MPH or faster.
-In ZERO gravity conditions, can fly at Mach 2(1520 MPH) per level of experience, and is +1 APM, +1 initiative, strike, parry, and disarm, +6 dodge, +1 roll, and +2d6+6 SDC/MDC. Also, the nictating membranes that protect the eyes also serve as telescopic lenses, allowing for hawk-like vision of 5 miles in space.

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

-Hibernation Capability---In an emergency, special organs and glands in the DIAMOND NOMAD’s body spin special biological antifreeze substrates into the blood and cell walls, moisture is sequestered, and metabolic processes are damped to near-death levels, allowing the bio-mod to slip into a state of hibernation. This can be very useful when stranded in space, extending limited life support. In conditions of extreme cold and/or vacuum, the bio-mod can slip into a coma state in as little as 30 minutes, and can go without food, water, and breathing for four months per point of P.E. Upon being reintroduced into a warm, breathable atmosphere, the person will revive, but will be horribly thirsty(requiring substantial re-hydration), and weak and shaky( -2 APMs, and at HALF bonuses and skill proficiencies) for 1d4 days per four months of elapsed hibernation until they can get fed and acclimated back up to full health.

-Physical Transformation---The recipient of a DIAMOND NOMAD aug is physically optimized; they are icons of glowing good health, so much so that DIAMOND NOMAD converts are sometimes nicknamed ‘Space Titans’ for their strength and good looks. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

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

-Hypnotic Brain Conditioning----Because of the psychologically daunting environment of deep space, and the many dangers DIAMOND NOMADs are expected to face, they receive special deep resistance indoctrination and mental shielding; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession.

-Uncanny Targeting and Throwing: The bio-mod possesses an almost videogame-style targeting ability, having a +2 to strike at twice the normal effective range of a ranged weapon, can fire/throw from a moving position without penalty, and can, using only 1 APM, simultaneously attack two separate targets(albeit without any bonuses to strike). Also has a flat +2 to parry and dodge incoming projectiles and energy blasts. In the three dimensional combat arena that is deep space, this ability to accurately aim and shoot can be vital to surviving.

- Personal Forcefield----The character can generate an additional layer of protection in the form of a conformal forcefield that has 2 SDC/MD per point of P.E., +10 per level of experience. Creating/maintaining the field costs 1 APM. This can also be used to facilitate an unassisted atmospheric reentry followed by using the Flight: Space ability to glide to a safe landing, although heat bleed-through is likely to make the person feel a bit cooked by the time they reach lower altitudes and slower speeds.


Magic: ----
Psionics:----
Cybernetics/Bionics:
Universal Headjack
Skills: (5th Level Fleet Officer)
Math: Basic & Advanced 98%/98%
Radio: Basic 90%
Radio: Scramblers 75%
Radio: Deep Space 80%
Electronic Countermeasures 50%
Basic Electronics 80%
Language/Literacy
-Shemarrian 98%/98%
-Trade Four 98%/98%
-Trade Six 98%/98%
-Dragonese 98%/98%
Military Etiquette 80%
Detect Concealment 65%
Intelligence 72%
Demolitions 85%
EVA 70%
Vacuum Survival 65%
Movement: Zero-Gravity+5%
Pilot Hovercraft 75%
Pilot Submersibles 75%
Pilot: Power Armor, Basic 81%
Power Armor Combat: Basic
Pilot: Starship 66%
Ship-to-Ship Combat 55%
Navigation: ALW 80%
Navigation: Stellar 75%
Read Sensory Instruments 60%
Weapons Systems 75%
Paramedic 75%
Computer Operation 70%
Philosophy: Shemarrian 55%
Lore: Galactic 55%
Play Musical Instrument(t’sang) 60%
Basic Repair and Maintenance 60%
Cooking 60%
Athletics
Swimming 98%
Swimming: Advanced/S.C.U.B.A. 85%
Hand to Hand: Expert
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Spear (+2 strike/parry/throw)

Actions/Attacks per Melee: 7 (+2 in space)
Initiative:+4 (+3 in space)
Strike:+2(+3 strike in space )
+2 to strike at twice the normal effective range of a ranged weapon
-Can fire/throw from a moving position without penalty, and can, using only 1 APM
-Simultaneously attack two separate targets(albeit without any bonuses to strike)
Parry:+4(+2 in space ) +2 to parry incoming projectiles and energy blasts
Dodge:+4(+9 in space ) +2 dodge incoming projectiles and energy blasts
Roll:+2 (+1 roll in space)
Disarm(+2 in space )
Pull Punch:+2(+1 in space )
Damage:
Saves:
+10% Vs Coma/Death
+3 Vs Magic
+3 Vs Psionics
+1 Vs Horror Factor
+5 save vs mind control
+8 save versus Horror Factor
+1 save versus poison and disease
+4 save vs illusions
Impervious to Possession.

Notable Possessions/Equipment:
*NeShemar Vacsuit(60 MDC)
*DarkWater Uniforms and robes of office(generally 20-45 MDC)
**EShe-KIP-22 Ion Pistol
*Variable Shaft Fighting Spear
*Communications/Comp-interface vambrace and headset
*T’sang(Shemarrian stringed musical instrument)
Vehicle:
Tsi can requisition vehicles and shuttlecraft through her Fleet connections. When groundside on Aorian, she can use the public-access motorpools to get use of submersibles.
-------------
"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 »

Zarath (Artificial D-Bee Species)
(aka ‘Sea Angel’, ‘Bishop-fishmen’,’Candletops’, ‘Sea Monks’)

“Saw them witch-lights under the water and knew there was trouble...didn’t quite figure how much trouble there really was, though because all of a sudden the water was a-boiling something fierce. For a while I thought them fish-folk had summoned up something nasty from the beyond, especially when they started breaking surface. But then them angel-things came up too and started fighting them. The sea was BLACK with them fish-monsters’ blood and plenty of glowing ichor which I assume was comin’ from them sea-angels. Fightin’ lasted all night, as far as anybody brave enough to watch the waters could tell, but when the sun came up nexr day, all was calm. Still, though, nobody wanted to brave going out on the waters to see what was up. Next night, there wuz some lights above the water that might have been more of those angel things off in the distance, then several bigger lights that rose up inta the sky and flew away, but nothing closer. Stil, it wuzn’t until several of the fish-folk washed up in pieces around the shore that weyall started thinkin’ maybe...Well, a week later, we finally got up the courage to take axe to that black altar the demon-fishmen had made us set up, and finally tried to make contact with the mainland again. We ain’t had anymore trouble with the likes of them gilled cultists, so maybe we got angels in the waters still lookin’ after us.”

“They leave a tingling stink, like something electrical, like ozone, in the air when they come up to the surface...only at night, though. But those eyes...those glaring shining eyes..that’s what you remember most...like they’re staring right into your mind.”


The normally pragmatic Dark Waters were no abstainers from the Shemarrian fad of producing ‘sgens’--second generation standardized oreseme-like the Cadejar/Svarogar and Imur, who became satellite cultures to the Shemarrian Nation. Dark Waters already had a hand in helping the spread of the Clan Shelly-created amphibious Gilloc, but the Tinkers of DeepWatch felt that they wanted to create something of their own. The opportunity came when Clan Gothec managed to acquire spare parts and a maintenance manual for a NGE XS-24 Sea Bat mini-submarine. While the Tinkers could easily fill in the missing pieces and produce their own robotic drone copy of the still-secret Triax-built submarine, they saw the opportunity to create something even more exotic and versatile. The ‘Zarath’ people began appearing in the oceans of Rifts Earth sometime afterward.
When underwater, the ‘Zarath’ resembles the Sea Bat in being a streamlined, sharp-finned, dolphin-like shape with a sharp transparent prow, and thin robotic arms ending in clawed hands. In place of a pilot inside the nose, however, is a large sensor ball with two glaring laser eyes. Halfway down the body is a ‘bustle’ of extendable megadamage plastic skirts that can be extended to reduce engine turbulence. The skirts can also be ripple-pulsed to push the ‘bot through the water more slowly but also more quietly(the propulsion means brings to mind the early pulsing ‘electric jellyfish’ of early Golden Age bio-mimic robotics designs).
However, the ‘bot can, above the waves, tilt upright on end, swivel its wings back, levitate on its thrusters using its skirts as a directed thrust plenum chamber, and become a hovering humanoid. When sighted, the ‘Sea Angel’ has been mistaken for some sort of d-bee, and the Dark Waters have capitalized on this, programming their neural intelligence oreseme with the rudiments of a sub-clan culture.
Upright-posture ‘Zarath’ , it has been observed by a Wayfinder scholar going over pre-Rifts historical texts looking for previous extraterrestrial and extradimensional visitors to Earth, bear a remarkable resemblance to a giant floating alien supposedly seen in Flatwoods, Florida, around 1952. The Horrorwoods have kept their sensors out about similar sightings in their jungle and wetland haunts, but have heard nothing conclusive. Encouraged by this, and not worried about possibly offending an alien species that might REALLY exist, the Dark Waters have continued to promote the idea that the Zarath are a real d-bee species existing under their wing. Some wags in the Wayfinders have joked, however, about a intertemporal rift to the past maybe taking one of the Zarath back to 1952 and thus becoming the sighting.

As it is, the word(and rumors) out about the Zarath includes the following:
-The Zarath are a species of deep sea d-bees.
-They live near or in ‘shimmering water’ or underwater leylines.
-Zarath live in deep water, and cannot tolerate bright sunlight, so they generally only come to the surface at night.
-The Zarath are nomadic, living in mobile habitats that use magic to travel between the oceans of worlds across the megaverse.
-They are a shy and reclusive people, but will fight if attacked, disturbed, or cornered.
-The Zarath are secretly abducting surface-dwellers to study. Their aloofness isn’t shyness, but a detached objectiveness that doesn’t see other beings as equals.
-The Zarath are distant, biowizardry-modified, relatives of the Yeno d-bees. The two related peoples hate each other and decided to divide up where each went; one claimed the land, and the others claimed the deep sea.
-The Zarath are ex-slaves of the Splugorth or their Kittani minions; the Zarath have been warped through the application of bio-wizardry and/or bionics into bizarre bio-cyborgs that have taken to hiding in the ocean depths.
-The Zarath are the avatar-appendages of a submarine alien intelligence that is a rival of the Splugorth. They are trying to recruit ex-slaves of the Splugorth, such as the Shemarrians, to build an army to overthrow Splynncryth and take over Atlantis for themselves.
-The transparent cone over their heads and the plastic-looking skirts are part of an environmental suit that allows them to survive in alien environments, like out of water, which is like space vacuum to them.
-The ‘glow’ seen around them is a naturally-generated form of bioluminescence similar to that produced by many terrestrial deep water species.
-Zarath are naturally mute; they communicate with each other telepathically, but not with other species. Whether their type of telepathy is incompatible with other lifeforms, or they choose not link to alien minds, the Zarath rely on clumsy psi-to-speech translators,which render their words in screeching, electronic tones.
-They trade with the coastal Shemarrians on occasion, but generally avoid contact with outsiders.

Zarath ‘culture’ is not yet developed as other sgen spinoffs, as they are still considered to be a work in progress, and haven’t yet had the time to develop their own traditions beyond what has already been created for them by their Dark Water progenitors. They reproduce using Trinity Modules loaned to them by the Dark Waters, but their numbers are still fairly small, and they have shown no inclination as yet to start any sort of population explosion. Zarath prefer vehicles over war mounts, for those occasions when they must foray far from their deep water enclaves, and the Dark Waters have obliged them by creating a number of specialty multi-environment craft for the Zarath. One visible sign of an emergent Zarath culture is the ‘bots‘ experimentation with their chest-mounted holographic projectors; the Zarath have been observed creating various three-dimensional ‘light sculptures’ with no other apparent purpose in mind but artistic expression.

Zarath actually live in and near DeepWatch enclaves and bases along the ocean bottom. Zarath serve a role amongst the Dark Waters similar to the Ne’R’Mar; they often act as resource seekers, salvagers, and scouts. Despite their built-in weaponry and combat skills, they are not regarded as a truly ‘martial’ species and have rarely been committed to full-on , large scale combat operations as front line troops, as they are fairly lightly armored for their size.
So far, their contact with the other major marine oreseme ‘species’, the Gilloc, has been limited, but has been genial, as the two recognize their shared origins. The Horune and Naut’yll are seen as natural enemies, as are the Splugorth. They also occasionally act as liaisons between the EShemar and aquatic species that distrust land-dwellers and ‘wannabe’ amphibians. Towards surface-dwellers, Zarath tend to avoid contact, but on various occasions they have come to the rescue of people attacked by monsters(thus earning their nickname ‘sea angels’, but vanish soon afterwards. Other occasions they have terrified and attacked intruders, and have been suspected in the disappearance of people.

Type: Shemar Zarath
Class: Robot Android
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Arms(2) 90 each
Side Fins(2) 140 each
Main Thrusters(2) 100 each
Skirts(6) 20 each
Head 100
Main Body 260
Height:(Sub mode) 5 ft
(Humanoid Mode) 17 ft
Width: (Sub mode) 10 ft fin tip to fin tip
(Humanoid Mode) 5 ft
Length: (Sub mode) 17 ft
(Humanoid Mode) 7 ft
Weight: 1.9 tons
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 38, PP. 24,.
Cargo: Only what can be hand-carried or strapped to the body.
Speed:
Running:(Sub mode) Not possible
(Humanoid Mode) Not possible; at best, the Zarath might be able to pull itself along using its arms at about 2 MPH.
Jumping: (Sub mode) Can make a powered leap out of the water of 20 ft up/across.
(Humanoid Mode) Not possible
Flying: (Sub mode) Not possible
(Humanoid Mode) Hover to 75 MPH, maximum altitude of 100 ft.
Underwater: (Sub mode) 35 MPH
15 MPH in stealth mode.
(Humanoid Mode) Swim upright at 14 MPH
Maximum depth for both modes: 3 miles.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.

*Sonar----15 mile range. Can track 24 targets simultaneously.

*Stealth----Composite construction, and muffled internals minimize sensor returns; -65% chance of detection by sonar or radar at ranges over 3,000 ft, drops to -30% at ranges over 500 ft, and -15% under 500 ft.

*‘StasRac’ Magfield Pressure Resistance Generator----StasRacs are an adaptation of alien electromagnetic forcefield technology acquired and adapted by Paladin Steel, that has been designed to augment pressure-resistant structures by shoring them up and bleeding off pressure stress. The technology has since been quietly copied by the EShemar through their own form of industrial espionage. With StasRac augmentation, underwater structures and vessel hulls can increase their maximum deep dive capability up to 50%(so a submarine previously rated for 5,000 ft depth, can now dive to 7,500 ft!).
Another bonus is that when hit with physical attacks like punches, tentacle crushes, harpoons, and even pressure waves from nearby explosions, the field subtracts 1d6 MD on the small Sea Angel (2d4 MD for ships larger than 100 ft long, and 3d6 MD for 250+ foot craft, on account of the larger virtual ‘surface area’ to radiate the energy) from each strike as its physical force is bled off (energy weapons and magic attacks are UNaffected).
When in operation, StasRacs give off a slight glow(actually pressure stress energy being bled off as electrical current and light energy), and when suddenly changing depth/pressure(as with a rapid ascent or teleport to the surface) they release their pent-up energy in a massive static electrical shock(does 2d4 MD to anything touching the field at the time) that can be quite startling, especially in dark conditions where the resulting flash can stun observers or blow a stealth approach. Deploying a long(at least 50 ft) ‘grounding’ cable and radiator vane(somewhat like a radar target on a buoy) to direct the bleed-off a safe distance away from the craft is advised if the crew doesn’t wish to damage anything their craft is carrying while doing a rapid ascent/shock release.
The StasRacs have some problems(as anyone who has tried to fit underwater equipment with forcefields has learned), however. One is that they require constant power current to keep up their protection(it is best to have a secondary power source to directly power the StasRac generators). Second, they produce a noticeable electromagnetic field that can be picked up easily by MAD gear(typically HALF again to TWICE the regular detection range), and by many undersea predators(most notably sharks) that use natural EM sensors to detect and track potential prey. Meanwhile, sonar effectiveness is reduced by as much as 50% with regard to range, while the StasRac is active, and radio communications may experience static creeping into transmission and reception.

*Holographic Projector---Mounted in the Zaraths’ torsos are short-range holographic projectors similar to the Wilks’ Laser Holographic Portable Computer’s display. Too small and low powered to project holographic disguises or distractions, the projector can still be used to facilitate communications by projecting images for others to see. The Zarath have also been observed creating holographic art with this device. It is sometimes mistaken for some sort of magically-produced illusion, rather than a technological effect.

Weapons Systems:
1) Laser Eyes(2)---Standard robotic eye lasers, common in the Shemarrian arsenal.
Range: 2,000 ft in air, 1,000 ft underwater
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Laser Fingers(2)---Each claw-hand features a laser-finger that can be used as a tool or a weapon.
Range: 2,000 ft in air, 1,000 ft underwater
Damage: Variable; 1d6x10 SD, or 1d6 MD per single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Wing Weapon Mounts(2)---The wings can mount either supercavitating ammunition-firing rail guns or ion blasters. These fire mainly in sub-form but can fire in humanoid form if the wings are unfolded.
a) Rail Guns---These are unchanged from the original Triax design.
Range: 1,200 ft underwater, 4,000 ft in air
Damage: 1s4 MD single shot, 1d4x10 MD 40-round burst, 2d4x10 MD for both fins firing simultaneously.
Rate of Fire: ECHH
Payload: 8,000 rds/200 bursts each fin

b) Ion Blasters
Range: 2,000 ft in air, 1,000 ft underwater
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Particle Wave Blasters---Adapted from reverse-engineered Naut’yll tech.
Range: 2,600 ft in air and water
Damage: 1d6x10+10 MD per blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Tazer Touch----Like an electric eel, Zarath can electrocute targets with a touch.
Range: Melee in air, or 6 ft underwater
Damage:
Light Prod: 1d4 SDC/HP
Moderate Prod: 2d6 SDC/HP
Lethal Zap: 5d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Ineffective against EBA, power armor, 'bots, and 'borgs.
Save at 16 or better or be -6 to strike, parry, dodge, and roll, HALF speed and APMs, for 1d4+1 melee rounds
On contact , or at a range of up to 6 ft in water, those struck with this attack take 2d4 SDC, and victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes.
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) Chemical Sprayer----Zarath can disperse a range of chemical agents. In air, these can be smoke screens, anti-laser aerosols, or antipersonnel gases(hallucinogenic chemicals are a favorite). In water, waterborne ink clouds(including photo-reactive chemicals that blaze with blinding intensity in deep water) and gill-clogging gelling agents are favored.
Range: 80 ft
Damage: Varies by chemical
-Smog Cloud--- a dense obscuring chemical fog similar in composition to pre-Rifts theatrical ‘fog’. No damage, those caught in the fog are -4 to strike, parry, dodge, disarm, and entangle while caught in the cloud. Depending on local air current conditions, the cloud dissipates in 2d6 minutes.

-Baffler Dust------No damage, but the dust fouls motion detection systems, negating any bonuses from them. Depending on local air currents, the dust can remain airborne and effective for 1 melee in a well-ventilated area, or persist as long as 1d4 minutes in confined quarters.

-Hallucinogenic Gas---- Those who inhale or come into skin contact with the gas(it is skin-absorbant) must roll versus non-lethal poison or suffer a delusional state where the sights are too bright, the noises too loud, and just about any stimuli will trigger a rampant escalation of sounds and images , typically based on the victim’s fears and anxieties. Effects last 6d6 minutes, during which the victim is -10 to all combat actions. Gas cloud persists for 1d6 minutes, especially in confined spaces or in conditions of stagnant air.

-Nerve Agent----- Those who inhale or come into skin contact with the gas(it is skin-absorbant) must roll versus lethal poison or suffer 2d4x10 SDC/Hit Point damage. Gas cloud persists for 1d6 minutes, especially in confined spaces or in conditions of stagnant air.

-Ink Cloud---Injects a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit.
Covers a 40 ft area. Depending on water conditions, the cloud can persist for 1d4 minutes.
Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes.

-’Fizz’---Foaming chemical compounds. This has a multiple purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on targets behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
In game terms, the ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide and sonar-guided weapons(and attackers) are -2 to lock onto the submarine. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.

Rate of Fire: ECHH
Payload: 30 shots of up to 5 different chemicals before needing refill

6 ) Extendable Vibroclaws---Each hand can extend vibroclaws, identical to the Shemarrians’ own claw gauntlets.
Range: Melee
Damage: +2d6 MD to punches

7 ) (Optional) Torpedoes---Just like the X-24 Sea Bat, the Zaraths’ wings can be fitted to fire torpedoes. The Dark Waters don’t like to use torpedoes with the Sea Angels, though, as any recovered material will show the torpedoes to be of domestic origin and technologies, rather than something exotic, and provide that much more information about the sgen. However, if circumstances are dire, the Zarath can be fitted with four mini-torpedoes under each wing(total of eight).
In the alternative, the torpedo hardpoints can be fitted with EcoS-DEXUW01 ’Squidpedos’

8 )(Optional) Use of Hand-Held Weapons.
To promote the image of the Zarath as a fully-fleshed alien species, the Dark Waters have provided the Zarath with a number of weapons from other sources, but disguised to appear from a distance as indigenous Zarath technology. For example, the Zarath have been seen using handheld spheres to project powerful sonic beams; in reality these are simply copies of the PS-USP-12 Sonic Pistol housed in a spherical casing that doesn’t interfere with the weapon’s operation. A handheld teardrop-shape conceals the makings of a PSIR-12 ‘Cheven’ Ion SMG.
Zarath have also been known to use scavenged Horune/Naut’yll/Splugorth Energy Tridents, harpoon guns, nets, neural maces, and shock prods.

Programming/Skills:
Speak/Read Dragonese, Shemarrian, and American English at 98%/98%
+Speaks/Understands over fifty other languages at 98%
Photo-Code---This is a visual means of communication modulating their body-glow to send messages to each other when within line of sight. 98%

-(General)(Basic Military Combat)(Modified)
Laser Communications 90%
General Repair & Maintenance 80%
Intelligence 86%
Land Navigation 94%
Math: Basic 98%
Military Etiquette 96%
Parachuting 90%
Pilot: Boat(Motor) 86%
Pilot: Hovercraft 92%
Radio: Basic 94%
Weapons Systems 90%
Read Sensory Equipment 90%
W.P. Paired Weapons(6th level)
W.P. Spear (6th level)
W.P. Sword or Knife(6th level)
W.P. Energy Weapons(all)(6th level)

-Military Naval/Aquatic(Modified)
Swimming 90%
W.P. Torpedo(6th level)
Navigation: Underwater 90%
Submersible Vehicle Mechanics 90%
Pilot Submersible 90%
Pilot TWO watercraft of choice 90%

-Military Strike Force(Modified)
Basic Electronics 90%
Basic Mechanics 92%
Computer Operation 96%
Demolitions 94%
Demolitions Disposal 92%
Demolitions: Underwater 90%
Trap/Mine Construction 91%

-Undersea Salvage
Salvage 90%
Underwater Salvage 90%
Recycle 90%
Excavation 85%
Ocean Geographic Surveying 85%


-Elective Skill Programs--Can select TWO extra skills program from Military(Support, Physical, Mechanics, Pilot Related, Communications Basic, W.P. Modern or Ancient) or NonMilitary(Specialized Heavy Labor, Mining, Technical: Rescue, Technical: Commerce, Communications: Literacy(any), Technical: Resources). Can also choose the Science program set from Heroes Unlimited

Can also learn 3 Secondary Skills at levels 2, 4, 6, 9, 12, and 15.

Actions/Attacks Per Melee: 7
Note: Bonuses are in addition to those possible from the Zarath’s elective training
Initiative +5
Dodge +5 underwater, +7 flying
Parry +5
Strike +6 (+4 w/ ranged weaponry, +6 w/ laser weapons)
Roll +3
Pull Punch +4
Disarm +4
Knockout/Stun on a Natural 18-20
Damage:
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power (‘Mantis Snap’) Punch(2 attacks) 4d6 MD
Vibroclaws +2d6 MD
Flying Body Block/Tackle 1d4 MD

Psionics
In addition to the standard Ecotroz abilities of Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation(no ISP Cost), the Zarath have the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sense Magic
*See Aura


Options:
*Faux Magic----The Dark Waters thought it would improve the image of the Zarath as a genuine alien species if it appeared they could cast ‘magic’.
-Forcefield----This is simply an amped-up upgrade of the stasrac field; 150 MDC.
-Grow Tentacles---Adds 2-6 retractable bionic tentacles to the Zarath. Each tentacle is a standard bionic tentacle with 20 MDC and a P.S./P.P. of 18.
-Weed Snare---This is simply commanding nearby disguised artificial kelp and aquatic e-plants to become animated and attack.
-Summon & Control Sea Serpents---This merely summons up robot e-animals disguised as sea serpents.

-Blinding/Strobe Flash---A high-powered flash-strobe, especially effectively deep underwater. 100 ft area of effect No physical damage, but similar to a Blinding Flash spell; those caught in the area of effect without optical protection are -10 to strike, parry, dodge for 1d4 melees. This can be particularly effective against deep water creatures and those with inherent nightvision, who may be blinded for DOUBLe the normal duration.

-Befuddle---A directed sonic effect, caused by ultra low frequency noises that affect the inner ear of most beings. Those caught in the area of effect must save vs non-lethal poison(16 or better) or be come increasingly dizzy and disoriented; -2 to strike, parry, and dodge, HALF APMs, and -15% to skills. Beings with acute hearing suffer DOUBLE these penalties. Range is 80 ft and covers a 25 ft wide area. Those with hearing protection(or without audio hearing) are unaffected.
-------------
"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 »

Klidusian Male Elite
(aka ‘ElectroJuicer’)
(based on the ARCHIE-3 Juicer Robot from Mark Sumimoto’s A.R.C.H.I.E. Three vs. The World in Rifter # 4 and the TX-J50 Juicer EBA, Rifts World Book 22, Free Quebec )

“Iron man? Hah! I got a titanium six-pack right here!”

“I’m here to rattle the bars of your cage!”

“Hey there, Shemar Boss-Lady! Just busted up a little cult over back there and bagged me some prizes I thought you’d be interested in. The one on my right here’s a blood sacrifice I thought you might take a shine to, and the other’s a priestess who didn’t seem too happy with what her boss was doin’ so I spared her what I dealt the others. Say hello to your new Mistress, ladies! Sorry, they ain’t very good conversationalists right now, them being all hypno-doped up and all, but the priestess here, she’s REALLY good with a sword. What’s the bounty on cultists running these days?”

“Klidusians are excellent fighters, there is no doubt about it. However, they are also entirely too independent-minded, impulsive, and arrogant! It’s just as well there are so relatively few of them, otherwise that would drive my rank and file warriors, and even our males, to madness just trying to deal with them! ”
---Chardas ChromesEdge, Silvermoon Warchief

“Gotta admit, I’ve been doing this sort of thing for more than a decade now, and this is a new one on me; I’m getting paid for capturing you, and you’re paying ME to deliver you to a specific soldier? I’d have thought this was some sort of ‘don’t throw me in that there briar patch’ thing with you and an inside contact, but it seems to check out legit, bizarre as it seems. But as I said, I’ve seen stranger. You want to be handed over to Lieutenant Shapro, and his bosses seem okay with it? Fine by me. But just so you know, I’m taking no chances with a double- or triple-cross, so you’re going secured like any other bounty, and you’re staying strapped up until I turn you over to Sharpy. Yeah, I know the guy, and if I thought you were planning anything against him, you’d already be dead. But hey, it works out between you two, great! And I get paid twice for the same job!”
--- Rhomar ChainRivet, Klidusian BountyHunter(Eccentric)

“What IS that idiot doing?!”
---Frequent complaint about Klidusians

Klidusians are a Male Shemarrian variant based on a pre-SCW experimental notion of ARCHIE--3’s, after receiving reports(from his spy-rigged Titan Works ‘bots and power armors) of several new types of body armor put out by Northern Gun and other manufacturers. One type in particular, TX-J50 Juicer EBA(See Rifts World Book 22, Free Quebec, pg. 51) with its musculature-imitating metallic lines, made the wearer look like a cyborg, while a detachable mohawk crest made it appeal to Juicers. ARCHIE-3 and Hagan both thought, since they were already producing cyborg look-alikes, sending a few androids disguised as fully armored Juicers around, would be a neat idea. Of course, ARCHIE-3, wanting to make a statement that metal was better than steroid -pumped meat, decided to retain the outward appearance of a fully-metalled warrior with minimal attempt to disguise its true nature. Aside from a removable faceplate, revealing a more natural-looking human face underneath, the new fake-Juicers would NEVER be seen to take off their body armor. Underneath the faux EBA-skinning was the beefed-up workings of a modified A-51 Spybot and an AI programmed by ARCHIE-3.
ARCHIE-3 had a few dozen of these faux-’super’ Juicers being worked up at one of his satellite facilities when the Shemarrian Civil War broke over them. The testing and fitting facility was adjacent to one of the Bedlam laboratories, and the EShemarrians liberating the prisoners there, eager to deprive the Dark One of any resources, ‘recruited’ the roboJuicers, Awakening them with the Ecotroz and escaping back into the wilds with them.
The roboJuicers(formerly A-65s) became members of the EShemar, and became the basis of a new Male frame. The newly-dubbed ‘Klidusians’(named on an admitted whim for a Juicer gladiator, Klidus the Destroyer, who was at that time quite popular in broadcast pit fights in the Relic), are generally larger and more heavily built than the Male Shemarrians, and faster as well, and have tactical sensor jamming abilities, but lack the full complement of sensors. EShemar modifications have included self-repair capabilities(lending further ‘evidence’ to the idea that they really ARE Juicers among outsiders), a boost mode(though, just like real Juicers, the boost carries a potentially severe price if overused), and retractable forehead antennae(often concealed in a signature mohawk haircut). Many like to dress in Juicer paraphernalia, including tubed harnesses, though these are cosmetic, rather than functional.
Klidusians are every inch the sort of action-junky hyperactive gits as the Juicers they were meant to imitate. Even when identified as some sort of cyborg, Klidusians are often mistaken for ex-Juicers, still living a life close to the edge of oblivion. They seem to be constantly in motion, and in combat are always leaping, back-flipping, and brawling hard enough to give even M.O.M. Crazies pause. Like their namesake, Klidusians like to mix it up, bantering and trading verbal barbs with an enemy as readily and frequently as they throw punches or pull off shots. Loud(for the most part), proud, and boots on the ground(again, part of the time), Klidusians are virtually fearless in combat. Ironically, Awakened Klidusians need just as much periodic rest as other Ecotroz Shemar, but their incorporation of a ‘cybersteroid’ system does bring them closer in line to the chemically-enhanced supersoldiers they imitate. Because they are advanced neural intelligences Awakened with the Ecotroz, Klidusians have a wider range of skills available to them, as they develop individual personalities, though almost all of them prefer martial lifestyles on or close to the ‘bleeding edge’.
Klidusians seem to have a particular hatred of Murder-Wraths and BlackSteel RageRangers, both ‘alternative’ Juicer-types that the Klidusians seem to regard as (un)natural rivals and traditional nemeses.
Klidusians originated with the Lost Eclipse, but the early converts, being as boisterous and aggressive as real Juicers, became Eccentric early on, and wandered into other Tribes, even before the Nightmares were formally recognized as a Tribe. They were replicated by the other Tribes in due time, and small numbers of the Male-types have appeared in all the other tribes, with the heaviest concentrations appearing in the ranks of the Blood Riders, Wolf’s Path, and SkullCrushers. Most of the surviving original EA-65s have either become Eccentrics (often wandering outside the Shemarrian territories and hiring themselves out as bounty hunters or mercenaries, especially against enemies of the Shemarrians) or have gravitated towards male-heavy tribes like the Ghezo Guard and the IronHearts.
Despite being recognized as Male Shemarrians, many Klidusians tend to have abrasive relationships with their colleagues; many Shemarrians have trouble putting up with the uber-macho ‘men trying to be women’(with regards to the traditional Shemarrian views of the proper roles of the genders), and Male Shemarrians, a normally reserved and cautious lot, find the Klidusians to be too impulsive, angry, and eager to rumble. Still, their combat skills and warrior enthusiasm are appreciated by those who can manage the Klidusian temperament.

Type: Shemar Klidusian
Class: Robot Android
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 15 each
Arms(2) 80 each
Legs(2) 135 each
Head 110
Antennae(2) 10 each
Main Body 290

Note: The Klidusian be fitted with any additional armor up to Light Cyborg Armorm but most only wear modified Juicer plates, armored overcoats, or improvised hide armor.

Height: 6-7 ft
Width: 2.3 ft
Length: 1 ft
Weight: 800 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24,.
Cargo: None; only what can be carried
Speed:
Running: 110 MPH
Jumping: 32 ft up/20 ft across. Increase distance/height 50% with a running start.
Flying: Not possible without a jetpack
Underwater: Can swim at roughly 12 MPH or can run along the bottom at 15 MPH. Maximum depth tolerance 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 or at the behest of the individual.

*Sensor Spoofers---Copied in part from the Juicer jammers and modified with some input from the Male Shemarrian EW suite.
-Has only a 25% chance of being detected by standard thermal optics, motion, and radar sensors.
-Guided Missile Jamming--- Missiles are -3 to strike.
-Laser Refraction---Laser targeting systems lose their bonus to strike when attempting to lock on to the Klidusian.

*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.

*’Nitro-Boost’---This is a network of extra actuators and hydraulic pressure systems that can be fired up and cut in to give the android bursts of extra strength and speed when needed. The system also overclocks the ‘bot’s AI processing speed, removing the inhibitor blocks and governor protocols that normally keep systems running within fatigue-safe limits.
The downside of this system is extra heat buildup and increased wear and tear on the android’s systems. If used excessively, the booster systems can degrade rapidly and fail catastrophically, resulting in hydraulic blowouts, shred-ripped myomers, This damage CANNOT be easily repaired by the Cybernanite Repair System and will require the ministrations of a Tinker or cybermedic to restore to full functionality. Bonuses:
+2 APMs, +3 Initiative/Dodge/Parry, Automatic Dodge, +4 pts of damage to melee attacks, increase maximum running speed to 190 MPH
Duration: 1d4 minutes, after which at least 15 minutes are needed for the system to cool down and reset before it can be activated again.
Penalties:
-For every additional minute of enhanced performance over the limit, there’s a cumulative chance of 10% of actuators overheating and seizing up: Lose initiative, HALF all bonuses to strike, dodge, and parry.
There’s also a 10% cumulative chance per minute of any subsequent melee strike with a limb resulting in a shattered or dislocated actuator, effectively -paralyzing- the limb and rendering it so much deadweight until the limb can be repaired.
Finally, there’s a 10% cumulative chance per minute of the whole ‘bot overheating, at which point the ‘bot is limited to 1 APM, NO bonuses of any kind, skills are at -15% for all of them, and Speed is limited to a crawl: Spd of 5. The ‘bot needs 2d6 minutes to cool down before performance is restored to normal, though other damage from the overload may remain.

While the system can reactivate safely after 15 minutes, overusing the system, such as reactivating it before the 15 minute grace period has elapsed, will do 3 MD internal damage to each limb, materials fatigue. This damage takes three times as long for the nanite regeneration system to repair, and adds a +5% to the cumulative failure threshold.

*Self-Destruct---Klidusians are firm believers in ‘death before dishonor’ and they’ve voluntarily had themselves fitted with self-destruct systems rather than let their bodies fall into the wrong hands. Typically this system is made to look like the result of a grenade secreted on their person, or an energy weapon malfunction, but the result is the same; total destruction of the Klidusian’s body and 5d6 MD to a 6 ft radius around it.

Weapons Systems:
1) Palm Blasters(2)---Each hand sports a palm-mounted energy weapon. The original ARCHIE -3 design mounted a laser, but later EShemar work upgraded to a choice of Japanese-style weapons. Choice of type: Laser, Ion, Plasma, Particle Beam, or Stun.
a) Laser
Range: 500 ft
Damage: 1d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Ion
Range: 300 ft
Damage: 2d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Plasma
Range: 200 ft
Damage: 4d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Particle Beam
Range: 300 ft
Damage: 5d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Stun
Range: 500 ft
Damage: 6d6 SDC(Damage is not permanent, but when zero SDC/HP is reached, target is knocked out cold.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Forearm Vibroblades---Each arm sports three large extendable vibroblades.
Range: Melee
Damage: 3d6 MD

3) Eye Lasers---A pair of drop-down goggles are part of an eye-mount laser system.
Range: 1,000 ft
Damage: 2d6 MD one eye, 4d6 MD both eyes firing together(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +1 to strike

4) Blast Studs---The knuckles of each hand conceal electrical contacts that deliver a powerful plasma-generating charge on impact, adding to fist-delivered damage. The power can also be stepped down to deliver simply a stunning shock at lower power levels.
Range: Melee
Damage:(Tazer Mode)2d4 SDC, and victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes.
(Plasma Mode) +1d6 MD to punch damage
Rate of Fire: ECHH
Payload: Effectively Unlimited

Programming/Skills:
Klidusians were originally programmed with modified AIs pulled(or copied) from the ARCHIE-3 A-63 All-Purpose Heavy Robot, but the EShemarrians have modified and expanded on those routines:

Speak/Read Dragonese, Shemarrian, and American-English at 98%/98%
+Speaks over fifty other languages at 98%

Intelligence 90%
General Repair & Maintenance 80%
Land Navigation 94%
Math: Advanced 98%
Military Etiquette 98%
Parachuting 90%
Camouflage 80%
Detect Ambush 81%
Detect Concealment 74%
Tracking(people) 86%
Trap & Mine Detection 40%(+5% per level of experience)
Wilderness Survival 94%
Pilot: Boat(Motor) 86%
Pilot: Hovercraft or Hovercycle 92%
Radio: Basic 98%
Weapons Systems 90%
Climb 98%/90%
Swimming 95%
Boxing
Wrestling
Acrobatics

Hand to Hand: Martial Arts (8th level)
( All W.P.s start at 8th level proficiency)
W.P. Paired Weapons
W.P. Blunt
W.P. Sword
W.P. Knife
W.P. Archery
W.P. Handguns
W.P. Rifles
W.P. Energy (all)

- W.P. Ancient Weapons---Select 5 all at 8th level

-Elective Skill Programs--Can select TWO extra skill programs from the available Military(typically Support, Pilot, Pilot Related, Mechanics, Communications Basic, W.P. Modern or W.P. Ancient) -and- NonMilitary(typically Specialized Heavy Labor, Physical, Technical: Rescue, Communications: Literacy(any), Technical: Lore, Resources).

Can also learn 3 Secondary Skills at levels 2, 4, 6, 9, 12, and 15.

Actions/Attacks Per Melee: 9
Note: Bonuses are in addition to those possible from the Klidusian’s elective training
Initiative + 6 (+1 from the Ecotroz entity for a total of +7)
Dodge +9, +1 to Leap Dodge/Back-flip
Parry +8
Automatic Parry/Dodge(takes no actions)
Strike +7 (+4 w/ ranged weaponry)
Roll +4
Pull Punch +4
Disarm +3
Critical Strike on unmodified Natural 19-20
Pin/Incapacitate on unmodified Natural 18-20
Knockout/Stun on a Natural 18-20
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Kick 2d6 MD
Leap Kick (2 attacks) 8d6 MD or 1d4x10+8 MD
Body Block/Tackle 1d6 MD

Options:
Most of the older Klidusians have been Upgraded by now, and the Eccentrics sport a veritable ‘fruit salad’ of honorary Upgrades they’ve gotten with the various Tribes they’ve served with. Most elect to get concealed weapons such as laser finger blasters or grenade joints, chest blasters, concealed jets, extra body blades, jammer modifications, or sensory upgrades.

-Klidusians in Silvermoon service sport a full body chroming of laser-reflective armor(lasers do HALF damage) and tend to be rather vain and fussy about polishing up.

-Klidusians in Horrorwoods service have recently taken to sporting a prehensile tail( 30 MDC)from which they will hang from trees in ambush. Multiple small hooks and protrusions on their metallic skin allow them to more easily attach camouflage to themselves.

-Blood Rider Klidusians are known as ‘FireEaters’ and sport thermal-resistant armor cladding(thermal attacks do 1/4 normal damage).

-The Wayfinders boost a few actual former Juicers as transferred intelligences and have been experimenting with TW enhancements that would further push the abilities of the roboJuicers.



*Morphing Weapons Arms---Many Klidusians have taken advantage of the development of ‘morphic-tech’ as first seen on the Blood Rider Rajeshar and Clan Shelley ScreamQueens to Upgrade to fully-transforming weapons forearms. This Upgrade loses the forearm vibroblades and palm blasters in favor of one of the following:
a) FIWS---A copy of the Coalition States’ Juicer forearm weapon; three vibroblades plus a short range particle beam blaster
Range:(Blades) Melee
(Particle Beam) 500 ft
Damage:(Blades) 3d6 MD
(Particle Beam) 5d6 MD single blast, 1d6x10 MD double blast
Bonus: +1 to strike with particle beams
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) WI-CL8---A copy of the Wellington Industries Multi-Purpose Weapon System; a heavy-duty chainsaw with attached light laser.
Range:(Chainsaw) Melee
(Laser) 2,000 ft
Damage:(Chainsaw) 5d6 MD
(Laser) 3d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Claw Arm----Combines a power-pincer with a plasma blaster
Range:(Claw) Melee
(Plasma Blaster) 80 ft
Damage:(Claw) 3d6 MD
(Plasma Blaster) 6d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Plasma Blade---Copies the Kittani Plasma Sword
Range:(Sword) Melee
(Plasma Blast) 100 ft
Damage::(Sword) 2d6 MD
(Plasma Blast) 4d6 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Blade-Arm---Foregoes ranged attacks to split into several blades reminiscent of the Russian Mekanikal Vibro-Blade Multi-Weapon Arm. Acts as sort of an ‘active shield’ of slashing blades. The multiple blades can entangle/wrap around a target for a ‘grinder’ attack, simultaneously assailing the target from several different angles. Some Klidusians like to have their blades silver-plated for extra effect against supernatural enemies vulnerable to silver.
Range: Melee
Damage:(Claws) 4d4 MD
(Blades) 3d6 MD
(Combined ‘Grinder’ Cut)(2 attacks) 6d6 MD
Bonuses: +1 to strike/parry/entangle, +2 to disarm w/ blades.

f) Heavy Laser Cannon---Forget melee combat; this ‘morph goes for sheer power and range.
Range: 3,000 ft
Damage: 6d6 MD per blast
Bonus: +1 to strike
Rate of Fire: ECHH
Payload: Effectively Unlimited


*Chemical Sprayer Harness---This looks like the tubing of a traditional Juicer’s drug harness, but it is actually a chemical warfare delivery system. The harness adds +45 MDC to the main body.
The harness can further be fitted with 2-6 Combat CyberTendrils; the hoses can come free and act as cyberappendages, stabbing at opponents in close combat and injecting them with drugs or toxins. Each cybertendril has 4 MDC, can reach out up to 7 ft, and can deliver a stab doing 1d6 SDC/1 MD, plus any injected drug/poison effects.
One Klidusian bounty hunter is known to have modified this harness to incorporate ‘smart’ shackle-collars normally disguised as the Juicer’s own wrist and arm injector bracelets, but which can fly free to lock around a target’s own arms or throat, and inject sedative and hypnotic drugs.
Range: 25 ft spray
Bonuses: +1 Action(regardless of how many are implanted)
Payload: Harness has 60 doses of up to 5 different drugs. The Harness CANNOT regenerate drug/poison stocks and must be refilled externally.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

Nice new additions.

I might have an addition for halloween, or two.. If I can get the time to finish them..
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Nice new additions.

I might have an addition for halloween, or two.. If I can get the time to finish them..


Reminds me I've gotta finish up the BlackSteel mutant conversions...I still haven't finished the Dark Wargoddess Uber-mutant.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

Loving the new additions to caste / frame types and NPC's. Sorry for being quiet, but... -sigh- my campaign has taken off like a rocket and most of my creative energies are dedicated to that. Tal? gimme a ping when you post the Blacksteel Wargoddess; it will fit in nicely with the next chapter arc I have planned.
Hell Lord Fury meets the Blacksteel Skull-crushers... match made in hell or knockdown-drag-out 4 way battle royale? (Re; Hell armies Vs. CS Vs. Free peoples Vs. Ebil Shemarr) :demon: :nuke: :frazz:
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by kronos »

taalismn wrote:
kronos wrote:Nice new additions.

I might have an addition for halloween, or two.. If I can get the time to finish them..


Reminds me I've gotta finish up the BlackSteel mutant conversions...I still haven't finished the Dark Wargoddess Uber-mutant.


Need help send me a PM.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:Loving the new additions to caste / frame types and NPC's. Sorry for being quiet, but... -sigh- my campaign has taken off like a rocket and most of my creative energies are dedicated to that. Tal? gimme a ping when you post the Blacksteel Wargoddess; it will fit in nicely with the next chapter arc I have planned.
Hell Lord Fury meets the Blacksteel Skull-crushers... match made in hell or knockdown-drag-out 4 way battle royale? (Re; Hell armies Vs. CS Vs. Free peoples Vs. Ebil Shemarr) :demon: :nuke: :frazz:


Naruni rep offering color commentary from the sidelines?
(Imagining drones recording the battle....footage later broadcast through Naruni media affiliates pay-per-view. Network Omni News annoyed by Naruni deliberately posting 'In your face' scooping gloating aimed at NON)
-------------
"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 »

A quick Halloween conversion of a Lost Eclipse drone that Lolipop Tribe released.

Pumptorb

“Hey kid, you carving a pumpkin for Halloween?"
"Yeah, wanna see?"
"Surrr OH GOD WHY IS IT BREATHING FIRE AND FLOATING!! AAAHH!!!"


The Pumptorb is the Lolipop Tribe's version of the Mortorb. The major difference is the Pumptorb is shaped like a pumpkin with what appears to be eyes and mouth carved into one side, with an inner light from plasma. While the Pumptorb maintains the same systems of the Mortorb, including the plasma field, the Pumptorb has the added feature of shooting a ball of plasma. When the Pumptorb fires a plasma blast, the plasma field is unavailable, although the visual effect is interesting as the plasma field appears to move from around the Pumptorb and launch at the target. The mouth is also articulated, at least enough to open and close, which combined with a speaker, allows the Pumptorb to appear to be laughing, which the Lolipops have programmed the Pumptorb to do while chasing targets, or while floating around to moan and make other 'ghostly' noises.


Type: EShe-R291Lt Pumptorb
Class: Robotic Drone, Aerial
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 50
Height: 1 ft 
Width: 1 ft 
Length: 1 ft
Weight: 12 lbs
Cargo: None 
Physical Strength: Equivalent to Robotic P.S. of 3
Powerplant: Nuclear w/ 1.5 year energy life
Speed: (Running) Not possible
(Flying) 45 MPH, maximum altitude of 1,000 ft.
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has heat detection, built-in motion detector( 100 ft range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual owners. 

*PPE Decoy---To add to the idea that the Pumptorbs are supernatural, they carry a vial of PPE algae/bacterial gel that gives the robot a signature of 1d6 PPE. 

*Sensor Jammer---Developed from the ‘spoofers’ in Juicer body armor, this compact ECM system allows the Pumptorb to evade sensor lock-ons, especially when its plasma field is down. Without the plasma field on, there is only a 15% chance of detecting the Pumptorb with thermal sensors and motion detectors. Guided missiles and sensor-guided weapons are -2 to strike the ‘bot. 

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

* Thermal Shielding---The Pumptorb takes NO damage from its own plasma field, and NO damage from heat-based attacks(magic-based fire still does full damage). Helmet conversions get a layered spray-on coating of superconductor circuitry and thermal insulation. With the plasma field down, plasma attacks do only 1/4 damage(the plasma stream still has some kinetic kick to impart). 

Weapons Systems:
1) Plasma Field--Inspired by the Blood Rider Zealots, the Lolipop Tribe fitted the Pumptorb, just like the Mortorb it is based on, with a system that surrounds the ‘bot-ball with a cloud of high-energy plasma. The field is relatively low-powered, compared to other plasma weapons, but the whole weapons system is amazingly compact. The plasma field allows for armor-vaporizing kinetic strikes and shields the ‘bot from plasma attacks in return. The high energy expenditure, though, rapidly drains the small power-bottle, and contributes to the short energy life of the Pumptorb. 
Range: Plasma field extends out 1d4 ft from the robot
Damage: 2d6 MD on contact
Furthermore, with the plasma field up, other plasma attacks do NO damage, as they effectively splash around the projection fields.
Rate of Fire: ECHH
Payload: Conditionally unlimited; the field can be maintained at 15 minutes at a stretch, before needing to cool down and recharge for 25 minutes. 

2) Eye Lasers(1-2)---Standard bionic eye lasers; look, lock, and shoot. 
Range: 150 ft
Damage: 1d6 MD per eye blast
Rate of Fire: ECHH
Payload: Effectively unlimited

3) Plasma Blaster---Able to shoot a potent plasma blast from the mouth. However when the plasma blast is fired, the plasma field deactivates for a short period.
Range: 100 ft
Damage: 4d6 MD per blast
Rate of Fire: Twice per melee
Payload: Effectively unlimited
Note: Once fired, if the plasma field was active it deactivates and can't be activated for the rest of the melee round.

4) Bite --- The mouth is articulated enough to simulate laughing, but it can also be used to bite a target, particularly useful while the plasma field is operating.
Range: Melee
Damage: 3d6 SD or power Bite 1d4 MD
Rate of Fire: ECHH

5) (Optional) Blades---Some Pumptorbs, mount vibroblades that allow them to perform high speed raking slash maneuvers on targets, sometimes these blades will be mounted on short chains so when they fly they make a lot of creepy rattling noises while moving.. 
Range: Melee
Damage: 1d6 MD on a raking or ramming attack.

6) Self-Destruct---As a weapon of last resort, the Pumptorbs can redline their RTG powerplants(by letting in water and letting steam pressure build) and activate explosive linings, turning the ‘bots into flying bombs. Does 6d6 MD to a 12 ft blast radius.


Programming:
The Ecotroz have installed robotic AIs in the Pumptorbs. They are rarely ever infected with a low-level Ecotroz sentience. If they are, the personas are like those of small vicious predators like cats or weasels. Pumptorbs are programmed to laugh maniacally while attacking, making them particularly frightening at times.
Typically has the following: 
Math: Basic 98%
Radio: Basic 98%
TV/Video(internal system) 
Prowl 72%
Detect Ambush 50%
Tracking 60%
Land Navigation 86%

If ‘Awakened’ with an animalistic Ecotroz essence fragment, the Pumptorb gets a bonus of +5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Pumptorb intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +7 in flight 
Strike +1 (+3 w/ ranged weaponry) 
Roll +4
Parry +4
Pull Punch/Strike +2
Flying Body Block/Ram 4d6 SDC

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Pumptorb an aura and behavior more befitting a sentient being than a robot. 

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience, and NEW BUILT EShemar constructs are immune to this)

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

Unread post by taalismn »

Yeah, that's the sort of thing those ragamuffins would do. :P

D-Be: "I fail to see how you humans can be so terrified of levitating squash-...HOLY GARANAX! DEMON-SPAWN DESCENDING UPON US! FLEE!!!!!!"
-------------
"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 »

(Amazing how a simple idea about a stasis-storage asteroid blooms into a much bigger post)


Dormis---Sleepers’ World(Thundercloud)
(aka ‘Pilloway’, ‘Purgatoris’, ‘Boreville’, ‘Snoozedoze’)

“We don’t always have worlds we can conveniently transfer refugees to and resettle them comfortably on. Colonies take time to grow, and economic and professional niches to develop. And we can’t just keep people on the transport ships, wandering around in space, especially if the spacelanes become dangerous or we need the ships elsewhere...like getting more refugees. The stasis depots give us time and space to develop options.”

“ I heard one visitor to Dormis describe a walk through the vaults as depressing, and compared it to a giant tomb. I was quick to correct them; Dormis is NOT a tomb; it is a waystation. Once new homes are found or new treatments developed, each and every one of those souls sleeping in our vaults will be awakened and set out into the conscious world. Dormis is not an end of things, it is a treasury of possibilities, a bank of dreams waiting to be fulfilled.”

“Many come to Dormis without hope, without health, without home and country, without possessions, and without even the clothes on their backs. They arrive unconscious and unaware.
They will leave as citizens of the Shemarrian Star Nation.”


*HELLO LITTLE WARM-BLOOD. I DON’T THINK YOU’RE SUPPOSED TO BE OUT IN THESE HALLWAYS, ARE YOU?*
“...oh. my. god.”
*WANDERED OUT OF MEDICAL, I THINK YOU HAVE. IT’S A GOOD THING I FOUND YOU, THEN. IF YOU WANDER ANY FARTHER, YOU WOULD FIND IT TOO COLD FOR YOU, LITTLE WARM-BLOOD, ESPECIALLY DRESSED/UNCOVERED AS YOU ARE. THERE’S NAUGHT BUT BARE ROCK AND ICE DOWN THIS HALL.*
“What....what are you?!”
*ONE OF THOSE WHO LOOKS AFTER SLEEPING LITTLE WARM-BLOODS LIKE YOURSELF. NOW LET ME TAKE YOU BACK TO THE WARM-ROOMS WHERE YOU CAN BE PROPERLY CARED FOR AND RESET FOR GOOD WARM-BLOOD DREAMS. THE COLD HALLS ARE NO PROPER PLACE FOR YOUR KIND.*
---Encounter between a Preserver and a wandering awakened sleeper in the service tunnels of Dormis.

“I think the last thing people expect to encounter in a place like this is a giant walking talking tree. Stunned the flight out of her you did. Otherwise we’d have had to chase her all over the place, and that would have increased the chances of her coming to harm in her panic. ”
---Dormis Acolite, on the above encounter.

“I’m looking for some talent to take back with me; ideally biochemists, but I’ll take biologists and botanists if you have them, even if they’re disembodied brains. I’ll take dependents too if they have any accompanying them. What’s new in arrivals?”
---Horrorwoods Life-Tinker, on a ‘recruiting’ visit to Dormis.

Dormis is a small, lifeless, rocky world in a backwater system currently overlooked by most starfaring species.
Dormis serves as a collection and storage point for non-Shemar refugees rescued from slavery and shatterworlds. In Dormis’s deep vaults, thousands of lifeforms are stored in stasis until provision can be made to resettle them elsewhere in the Shemarrian domains. The sleeping inhabitants also include those too badly injured and terminally ill to be kept conscious, and for who decisions as to reconstruction, rehabilitation, and Tribal assignment have yet to be decided. Thus Dormis sees a lot of traffic from the Valkari. Tribes wishing to bolster their NeShemar numbers also send delegations on ‘shopping trips’ to headhunt prospective new members from the stasis-vaults.
Dormis is administered and maintained by rotating crews drawn from the Tribes, but the Wayfinders and Silvermoons are the largest active members. Acolites, Preservers, and Valkari are the most common castes found in conscious residence on Dormis, responsible for overseeing the protected sleepers. Dormis is also home to the equivalent of a medical training school for EShemar, as they study various injuries in stasis and devise treatments for trauma, disease, and other ailments of the flesh. In general, though, Dormis is noteworthy to the casual visitor for its serenity; miles and miles of underground vaults holding stasis modules, with the only sign of life(by broad definition) being the motion of the caretaker systems and, surprisingly, the occasional EShemar staffer engaging in some off-duty recreation....playing musical instruments in the great halls(the acoustics are supposedly incredible) or painting great murals on the walls(several of the works covering the entire inside of the miles-long tunnels between vault-complexes) being the most common pastimes. Many Wayfinder artists and scholars often volunteer for duty on Dormis as sabbaticals from more active duties elsewhere in the Star Nation.
Because Dormis is on the edge of Shemarrian space(and is considered by many to be a ‘quiet port of entry’) the planet is surprisingly well-defended, with concealed defenses hidden under the ice, and of course the facility complement of Preservers able to foray directly onto the surface and engage an enemy. The nearby debris rings conceal an armada of automated weapons platforms and a standing flotilla of warships charged with protecting any incoming Shemarrian starships and intercepting strangers.
It is rumored that there are other, albeit smaller, Dormis-style enclaves elsewhere in the Shemarrian Star/Dimension Nation, where it is convenient for the EShemar to stash rescued populations, but Dormis is acknowledged as the first and largest facility of its kind.

Solar System(Purgatis)
Number of Stars: 1
Types of Stars: Red Dwarf
Number of Planets: 8
-Asteroid(s1)---Ceres-sized large asteroid
-Gas Giant(Spurgis II)---(Huge)The innermost gas giant of the system, it is slowly shedding gas and dust thanks to the red dwarf’s weak solar winds.
-Gas Giant(Spurgis III)(Enormous)----To anybody doing an indepth exploration of the Purgatis system, Spurgis III would likely be the most interesting world in the system, what iwth its twelve moons, which is why the Shemarrians maintain a number of small military outposts on the moons of this gas giant, the reasoning being that anybody stumbling across the system will look for a presence further in-system.
-Gas Giant(Spurgis IV)---- Small, Uranus-sized gas giant. It may have traded orbits with Spurgis III in the past, and the two planets continue to be orbitally locked.
-Asteroid (s5)---Europa-sized asteroid that may have once been a moon of Spurgis IV before it was cut loose at some time in the distant past.
-Exotic----Purgatis is ringed by a dense ring of gas and debris slowly moving outward from the formation of the inner worlds. This is effectively a ring nebula.
-Terrestrial(Spurgris VI/Dormis)----Dormis lies just outside the densest bands of the ring-nebula and is masked from detection by the sensor ‘static’ generated by the gas and debris.
-Asteroid (s7)---Titan-sized large asteroid/planetissimal. It conceals a largely automated comm-node for a network of early-warning satellites spread throughout the local ort cloud.

Planet(Dormis)
Type: Rocky, Terrestrial
Diameter: 6,000 km
Gravity: Light; 0.9 g.
Temperature: Deep Cold(Cryogenic)
Unusual/Special Features:
-None, except for its long ‘year’(7,000 Earth-years long). The Shemarrians chose Spurgris VI for its unremarkable characteristics.
Atmosphere: Frozen
Terrain:
Four+; Dormis shows signs of having been battered and resurfaced at times in the past, indicating trips through the ring nebula, though any impact craters have since been weathered away by smaller particle ablation. Large flat ‘oceans’ are mixed with rocky ‘land’ and the occasional upthrusting ‘mountain’.
Dormis may have been much closer to Purgatis early on in the system’s history, and may have even been volcanically active(certainly, the abundance of certain minerals suggests it) but was flung outwards by interaction of the gas giants. The planet’s core has been cooling since, and only a very deep core remains molten, its heat unable to escape to the frozen crust.
Notable Mineral Concentrations:
- Iron
- Magnesium
- Copper
- Scheelite
- Samarskite
- Graphite
- Emerald
- Ruby
Hydrosphere: Moist, but all surface water is locked up in a miles-thick crust of ice and dust
Biosphere: None
Civilization:
Outpost world. Civilization on Dormis is underground, in a sprawling network of subcrustal caverns and tunnels centered around several dozen large stasis-vaults.
Population:
There are currently some 11 million sleepers on Dormis and a caretaker staff of 11,000 fully sentient and conscious caretakers and security. There’s another 8,000 beings who have taken up residence just to enjoy the peace and quiet of the place.
Technology:
Galactic; Shemarrian Star Nation
Economy:
None, unless you count the sleepers as banked biological assets
There is an emerging secondary industry in jewel-cutting, using locally mined emeralds and rubies. A small number of craftsbeings have settled on Dormis to cut gemstones, valuing the peace and quiet of the place for their work.
Wealth:
None, unless, again, you count the sleepers as banked biological assets.
Government:
Ruled by a Warchief administrator. Arguably, the post has the largest number of people under the administration of a single Warchief, but most of them are either asleep or clinically dead.
Law Level:
Could be considered hospital-style authoritarian. What few patients are awakened are expected to follow their attendants’/physicians’ orders. Most such visitors to Dormis don’t have any opportunity to cause trouble, anyway.
Popularity:
Popular; though the sleepers don’t really have any say either way, the staff assigned to Dormis are generally looking for a quiet tour of duty.
Stability:
Stable. The sleepers aren’t complaining, and neither are the staffers.


Rumor/Adventure Hook:
Some of those assigned to duty on Dormis have reported occasionally seeing strange things down in the deep vaults. Strange lights, sounds of footsteps, a feeling of presences...but nothing recorded by sensors.
It’s possible that among the large numbers of sleepers, a few latent psychics may be astrally-travelling in their dreams, or have established a minor Dreamstream Domain. Or the ‘ghosts’ of clinically dead, but potentially still viable, internees may be ‘walking about’. Some of the Wayfinders have suggested bringing in psi-sensitives or setting loose psi-sensitive e-animals to roam the halls and see what they sniff out.
-------------
"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 »

Aorian ----DarkWaters Enclave World(Thundercloud)

“Aorian’s atmosphere is so thick that it’s sometimes difficult to know where the atmosphere ends and the ocean begins. And it’s entirely possible to pancake on a cloud when you think you still have hundreds of miles to go on reentry. No wonder the Dark Waters love the place!”

“You have not surfed until you have ridden Aorian’s waves. Until we find a super-Earth waterworld with powerful enough storm systems or tides, Aorian is it for any attempts to surf the entire circumference of a world on one go. Inside the ‘raceways’ where the currents run fastest is where we hunt the world-traversers. I have tried eight times already to find the one way that will carry me all the way; six collapsed, the other two tried to destroy me. I have not yet succeeded, but I keep coming back. One day I -will- find the right wave on Aorian. It is my destiny.”
--SSs’llisd’ccc Turblin, Gilloc Planetary Scout and Extreme Sportsman

Aorian is a large (Mars-sized)moon of the solitary gas giant Aos in the Batel#r’l398 star system, and is a major colony world of the Dark Waters.
Aorian serves as the cultural capital of the Aos military-industrial cluster established on Aos’ various moons. While sister moons may harvest ores, launch payloads of refined metals and minerals, and manufacture shups and equipment, it is to Aorian that the EShemar look for the soul of the system.
Geologically and environmentally, Aorian is an active world, with gravitational tension helping to keep Aorian’s core hot and active. Active volcanism feeds a vital plate tectonics system and builds islands on the surface. Aorian’s thick atmosphere traps heat before it can escape into space, and feeds an active weather system with frequent and powerful storms, and swift ocean currents. Within the safety afforded by tidal eddies and the breakwaters of seamounts, reefs, and atolls, however, the EShemar have built thriving marine(and submarine) settlements.
Aorian is known for its large and lush artificial biomes(many built into the interior of hollowed-out seamounts or corallite reef-mountains), considered unnecessary by the more conservative spacebased Shemar, who see such extravagence as a waste of resources, but regarded most fondly by most Dark Waters, and many visitors as well. For many Dark Waters, Aorian’s enviro-domes are the first and closest they get to the surface of a natural garden world.

Solar System(Batel#r’l398)
Number of Stars: 1
Types of Stars: Blue Dwarf
Number of Planets: 1
-Gas Giant(Aos)(Average: 120,000 km diameter)--- Ringed gas giant with 11 sizeable moons. All of the moons of Aos have been settled to one extent or another, and constitute a military-industrial cluster. Aorian is the only lifeworld with a substantial and breathable atmosphere.

Moon/Plantesimal(Aos-M5/Aorian)
Type: Rocky, terrestrial
Diameter: 6,000 km
Gravity: 1.02g
Temperature: Temperate
Unusual/Special Features:
-Craters---Aorian has a number of large craters suggesting earlier collisions with space debris or smaller moonlets. Some of the craters are intact enough to form sheltering atolls that have been colonized by the Dark Waters.
Atmosphere:
Dense, almost to the point of being unbreathable. It’s believed that Aorian, despite its small size, picks up gas streaming from Aos, constantly replenishing what little the moon loses into space. Algae in the moon-girdling sea and thick clouds reduces many of the collected gases into a breathable oxygen-nitrogen mix. Aorian is given to impressive air-storms and surface-typhoons that the Dark Waters love to pilot and surf as practice.
Terrain:
Aorian has little surface terrain; mainly rocky islands and craggy reef-tops. Volcanoes are a fact of life on Aorian, building new islands.
Notable Mineral Concentrations:
-Sapphire
-Gold/Silver
-Lead
-Chromium
-Titanium
-Samarskite(plentiful)
-Calcite
-Asbestos
Hydrosphere:
Waterworld; Aorian is covered in liquid water. Thus most settlements are located on the seabed or cling to the few above-water reefs and extinct volcanic islands(the live ones are tapped for geothermal energy).
Biosphere:
Thin; Aorian has developed simple bacteria, algae, and a form of proto-coral.
Civilization:
Major Dark Water Shemarrian settlement
Population:
19 million EShemar and NeShemar live on Aorian itself. Another 128 million are scattered in various habitats about the system.
Technology:
Galactic; Shemarrian Star Nation
Economy:
Industrial---The Dark Water Tribe mines the other moons and extensive asteroid belts in the system, and processes the harvested resources in factory satellites and stations spread across the system. Some manufacturing is conducted in Aorian itself, but most heavy industry is located offplanet.
Wealth:
Wealthy----As Shemarrian economies go, Aorian is Wealthy, with plenty of resources to go around.
Government:
Shemarrian Tribal; a Wargoddess presides over Aorian.
Law Level:
Yawningly Lawful. Aside from the occasional daredevils testing themselves against Aorian’s fierce currents, waves, and winds and fetching up against the side of a habitat complex or reef, Aorian is pretty peaceful.

Popularity:
Fanatically popular. Aorian is actually one of the ‘looser’ Dark Water worlds in terms of spontaneous celebration and frivolity. Aorian sports examples of some of the best EShemar open markets outside the Horrorwoods and Wayfinder worlds, and other EShemar traveling through the system try to get down to Aorian to browse the gardens, partake of the atmosphere, and pick up a few extras for their travels.

Stability:
Long-Standing. Would be Dynastic, except that the Dark Waters don’t really have standing dynasties as such. Still, the caste-government of Aorian has managed the affairs of the system well, and nobody’s complaining.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

EcoS-KRP-43 Manosarc E-Drone
(aka ‘Shemar’s Fist’, ‘Gripper’, ‘Gauntlette’, ‘Five-Fingered Fury’, ‘Flying Fickle Finger of Fear’)

“Did that thing just give us the finger?! Yeah, that monster’s flipping us the bird! Well, same to you, asswiper! SAME TO YOU! Uh-oh....I think it took it waaayyy too personally! DUCK!”

“Sorry to hear about Kelsor getting the clap.”
“Yeah, two of those things ramming him from either side, he’s lucky to have any unbroken bones in him at all, let alone still being alive.”

“You might want to tell your pet not to grip its prisoner so hard. Charmin’s having trouble breathing as it is.”
“So you’re telling us...?”
“Not to squeeze Charmin. Okay, what’s so funny with you Wayfinders?!”

“...After seeing that, I’m just afraid now that I’m going to see a giant ear or a ginormous foot wandering around next....”

<<“...admit it, it was funn-, no, it was HILARIOUS, sending our Grippers in to knock on the door first, then punch out whoever answered the door.”>>
#”This is a lead-in to one of your stupid knock-knock jokes, isn’t it?”#

“It was a hand, I tell you, crawling across the wing! A HAND!”

The Manosarc is an unusual robotic drone that began appearing first in the ranks of the SkullCrushers. The Manosarc resembles nothing so much as an enormous flying fist in an armored gauntlet, propelled across the sky by concealed jets in the fingers and wrist. Hidden sensors in the body of the giant hand give it excellent all-around range of perception, plus the seemingly eye-less giant paw being able to track targets has been known to disconcert more impressionable opponents.
It is rumored that the Manosarc was developed by a Lost Eclipse Tinker as a gesture of gratitude to a SkullCrusher Warchief who saved the Tinker’s life from some monster or other. As the two grimdark Tribes don’t often socialize or get along all that well, the gesture is truly significant. Since then, however, the things have been sighted around other Tribes as well, so the design may have been traded around the Shemarrian Nation.
Manosarcs are usually found floating around acting as watchbeasts or attack animals. They may be sent to punish intruders with vicious pummelings or capture prisoners in their steely grips. They have also been observed carrying out light labor, such as removing debris, clearing brush, or moving materials around Shemarrian encampments and work sites. Teams of them may act in concert to lift particularly large loads.
Occasionally a Manosarc may be ridden as an impromptu warmount, a passenger sitting in its palm as it flies along. One Warchief even used one as a hover-chair, the ‘throne’ joining its mistress in combat when she sat up to deal with a group of party-crashers attacking her camp site.
Manosarcs have spawned all manner of rumors amongst non-Shemar who see them. Some relate them to the Mortorbs, which resemble flying helmets or monster heads, seeing them as some sort of bizarre alien lifeform reaching into our own universe. Others claim the Manosarcs are the projected hands of some Shemarrian divinity, taking a more direct hands-on approach in the affairs of its chosen people. Others wonder if the giant hand/paws are some sort of ex-Splugorth biowizardry experiment adopted by the Shemarrians. Sightings of Manosarcs around the N’R’Mar, who have been occasionally observed ‘losing their heads’, especially the larger Rustocs, have led to some rumors that the Manosarcs are not related to Shemarrian deities, but R’Mar folklore.

Type: EcoS-KRP-43 Manosarc
Class: Robotic E-Animal/Drone
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 120
Fingers(5) 30 each
Height: 7 ft
Width: 7 ft
Length: 2 ft
Weight: 600 lbs
Cargo: None
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 6 year energy life
Speed: (Crawling) Can crawl, using its fingers, at 15 MPH
(Flying) Hover to 200 MPH, maximum altitude 1,000 ft
(Space) Can fly in space at 600 MPH
(Underwater) Not a great performer in water; can crawl along the bottom at 8 MPH, or swim awkwardly using its thrusters at 15 MPH. Maximum depth of 3,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 6 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

Weapons Systems:
1) VibroClaws---Each finger of the Manosarc features an extendable vibroblade claw-nail.
Range: Melee
Damage: +1d6 MD

Note: Manosarcs CANNOT pick up and use weapons; any large weapon would just unbalance them, and they would be unable to aim them accurately enough. Occasionally, a Manosarc may pick up a log, light pole, or boulder and use it as a blunt weapon, but that’s the limit of the Manosarc’s weapons-using ability.

Programming:
The Ecotroz have installed robotic AIs in the Manosarcs. About 30% are then Awakened with a low-level Ecotroz sentience. Those that are Awakened have the advantage of radiating faint PPE signatures, leading those sensitive to such to speculate that the giant flying hands are indeed some sort of supernatural creature or apparition. Awakened Manosarcs may also develop eccentric behaviors, such as drawing in the ground with their fingers, waving(or making obscene gestures) at passersby, drumming their fingers when apparently restless, and pointing at various things they are curious about.
Typically has the following:
Basic Math 98%
Radio: Basic 98%
Prowl 50%(muffled jets)
Land Navigation 86%
Wilderness Survival 88%
Camouflage 78%
Language: Can understand 22 different languages
Excavation 60%(+5% per level of experience for Ecotroz entity)
Movement: Zero Gravity
Basic Maintenance and Repair 90%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Manosarc intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits).
Actions/Attacks Per Melee: 5
Initiative + (+1 from the Ecotroz entity for a total of +3)
Dodge +6 flying
Strike +5 (+2 w/ ranged weaponry)
Parry +8
Roll +2
Pull Punch+4
Finger Slap/Flick 6d6 SDC
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Rocket Power-Punch(2 attacks) 4d6 MD
Tear-Pry 2d4 MD
Crush/Squeeze 2d6 MD

Options:
*Laser-Reflective Armor---Lasers do HALF damage

*Palm Blaster---A plasma, ion, or particle beam blaster can be mounted in the palm of the Manosarc
Range:(Plasma) 1,000 ft
(Ion) 1,200 ft
(Particle Beam) 1,000 ft
Damage:(Plasma) 4d6 MD
(Ion) 3d6 MD
(Particle Beam) 6d6+6 MD
Rate of Fire: ECHH
Payload: Effectively unlimited
Upgrades: (Plasma) Scatter-Shot---Reduces range by 1/3, and mini-plasma bolts do 2d4 MD each, but now covers a 30-degree arc(or roughly 15 ft wide area).
(Ion) Scatter-Shot---Reduces range to 400 ft, but does 2d6 MD to a 10 ft wide area.
*Ion Booster ---Reduces damage to 2d6 MD, but boost range to 2,000 ft.
*Ion Step-Down---Reduces range to 600 ft, but does 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees.

*Finger Blaster(s)---One or more fingers can be fitted with a short range laser blaster with a range of 2,000 ft, and damage of 2d6 MD per blast. Effectively unlimited payload.

*Explosive Finger Joint---Replaces the vibroclaw with a grenade. Rather than the smaller version, however, the Manosarc can be fitted with the equivalent of a Juicer grenade bracer; 600 ft range, 3 grenades.

*Spikes---1d6 SDC on pulled punches, but can be silver-plated to maim creatures vulnerable to silver.

*Blast Studs---Copied from Gargoyle melee weaponry; +2d4 MD on a contact strike.

*Drug Injector
Range: Melee
Damage: 1d4 SDC or 1 MD, plus chemical injection
Rate of Fire: ECHH
Payload: 20 doses per finger

*Webbing Dispenser--The fingers can spray a quick-setting polymer ‘crazy string’ to entangle prisoners;
Range: 10 ft
Damage: The cocoon takes 1 melee to form, during which the victim must be restrained and subdued. When the polymer finally hardens, it holds with a Physical Strength of 40, and has 10 MDC.
Rate of Fire: ECHH
Payload: 25 applications

*Tool Finger(s)---One or more fingers can be fitted with a cybernetic tool finger or tool hand.

*Forcefield Generator---Replaces any palm weapon in favor of a light forcefield generator(110 MDC).

Variants:
Right- and Left-handed variants exist; otherwise the two types are identical performance-wise.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Here’s another one I almost thought couldn’t be done, but with enough bloodyminded persistence....

EcoS-K-141 Trenghast Superheavy Warmount
(aka”Seven-tongued Giant Anteater”, “Xit-Eater’, ‘Xt-Popper’)

<<“Hello, we hear you have a bug problem.”>>

{{“Not all worlds allow, by nature or law, orbital bombardment, whether kinetic or nucleonic. The Trenghast and its stable-mates facilitates a ground-level solution to the pest extermination problem, while offering flexibility in operations and allowing for the harvest of materials and potential bio-products in the aftermath of successful pest removal.”]]
---From an Obsidian Dawn services brochure

With a crackling shudder that sounded like a long and loud chain roll of thunder, the side of the Xiticix hive mount cracked open, followed by a tremendous rumble as the artificial mountain collapsed. Another mountain, one of armored scales and giant claws, seemed to flow over and through the tumbling debris, and merged with the still-standing portions, pushing itself deeper inside. Flashes of light and snaps of artificial thunder strobed the scene as the mounted gunners lashed the exposed interior of the hive at pointblank range, angry screeches of infuriated drones cutting off abruptly as they were vaporized or impaled -

<“What were those things on the ground? They didn’t look like normal caste-warrior hatchlings!”>
@“Dunno. All I know is that were shooting at us, then -whuf- Big Trey here stomped ‘em. Maybe there will be enough left that the Tinkers can study the remains and tell us later.”@

Designing a ‘superheavy’ Warmount at some point seems to be an increasingly popular form of entertainment, or perhaps some ritual sign of passage, for the EShemarrian Tribes and their Fringe affiliates. Once the provence of only the most powerful and prosperous clans, these massive robotic constructs are appearing with greater frequency in the ranks of the greater Shemarrian Nation. Even if the original designers of the warmount lack the resources, they may attract enough interest in the concept from other Tribes who become engineering partners and ‘investors’, ultimately bringing the design to life as actual hardware. Even given the blooming prosperity of the business-minded Obsidian Dawn tribe, for example, building the massive and specialized Trenghast would have seemed a very time- and resource-expensive luxury for the fringe clan, but the Dawners seem to have found both a cause and the support to justify the effort.
The Trenghast was initially thought to be simply a scaled-up EcoS-K-50 Trogladilium, but the Trenghast owes more to the humble pangolin as inspiration. Indeed, the Obsidian Dawn seems to have specifically designed the massive warmount to facilitate destroying the hive-mounds of Xiticix. The Wayfinders came onboard owing to a particular hatred of the mage-eating insectoids, and the Silvermoons later bought into the effort, seeing the potential for a powerful siege engine.
The Trenghast resembles a gargantuan pangolin, a low-slung armored anteater covered in articulated plates and scales of plate, with two massive clawed forepaws held in front, walking on two thick hind legs, counterbalanced by a long broad tail. The crew sits atop the broad armored back, sitting in a heavily reinforced modular howdah, similar to those carried by the Saurotron, Shastrac and Lughaul. Internally, the Trenghast houses its own small micro-manufactory for producing drones useful in exterminating macro-vermin infestations.
Because of their size and complexity, Trenghasts are very difficult to manufacture, and thus comparatively few of them have been built and deployed(it takes up an entire specially-modified hull armature of a Hitode-class carrier to carry one). They are never deployed alone, but always as part of combined arms battlegroups.
The Obsidian Dawn is the first tribe to have been observed deploying the Trenghast, and it is believed that the five examples used on Vengia’s World sorely taxed even the large and prosperous Dawn’s resources and transport capabilities. The Skullcrushers are reported interested in the design, as a siege engine, though they would likely substitute other weapons for the vermin-specific features on the Trenghast. It is not known if the Dawn is willing to trade the design back to their mother-Tribe, given the strained relations between the two. Several examples, believed to Obsidian Dawn xamples on loan, have been observed in Wayfinder and Silvermoon operations against macrovermin; it is unknown if either Tribe will undertake to produce their own.

Type: EcoS-K-141 Trenghast
Class: Robotic Warmount
Crew: None; robot intelligence
The back cupola assembly typically has room for up to 60 passengers, though as many as 180 have been reported carried by some versions.
MDC/Armor by Location:
Main Body 6,000
Head 3,000
Lasher Tongue 760
Plasma Tongues(2) 550 each
Mouth Tendrils(4) 450 each
Forepaws (2) 1,000 each
Legs(2) 1,200 each
Tail 5,000

Dorsal Combat Module:
*Dorsal Howdah Gun Turret-Tubs(8 ) 100 each
Troop Bunkers(3) 500 each

*The backmounted l Combat Module is not considered part of the Trenghast’s structure, and does not benefit from the warmount’s regenerative abilities.

Height: 70 ft
Width: 74 ft
Length: 370 ft
Weight: 3,200 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 70
Powerplant: Nuclear w/ 25 year energy life
Speed: (Running) 50 MPH
(Leaping) Not possible
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to walking along the bottom at 15 MPH. Can tolerate depths of 1,000 ft(note, however, that the howdah structures will need to be separately pressure-sealed and able to withstand the same pressure)
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Trenghast have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 7d6 MD per hour, and can repair 900 MDC before needing material stocks to convert to MD repair material.

*Bio-Energy Defense Grid---The Wayfinders used the Trenghast as a testbed of a system to provide advanced protection against bio-energy attacks, especially the Xiticixs’ TK-weaponry. Bio-energy attacks, including superpower energy blasts and TK blasts, do HALF damage.
This seems to be a property of Awakened Trenghasts, however, rather than a purely technological effect, so the going theory is that a combination of an Ecotroz-generated bio-energy field in combination with certain structural modifications makes this protection possible.

*Molecular Analyzer----The Trenghast has the ability to sample the water and detect traces of various substances, such as insectoid pheromones, in the air. The sensors are mounted in what is effectively the Trenghast’s ‘tongue’. The Trenghast, with practice and programming, can identify the various smells associated with various macrovermin, and even different castes, such Xiticix royal castes, allowing the giant warmount to more effectively hunt them down. Can effectively track at 65%

*Dual Minds---Like a dolphin’s ‘swim while asleep’ capability, Trenghast have a compartmentalized brain-intelligence that allows them to continue moving under power even as the invested Ecotroz essence goes ‘asleep’. During this time the warmount can remain traveling under power without pausing, just like an Unawakened vehicle. This duality is increasingly common in the larger and longer-ranged Warmounts such as the Stone Eater, Dobharg and Lepidopterror.

*Onboard Manufactory----The Trenghast has an onboard microfactory for producing drones. The EcoS-KRP-35 Ignee Robotic Warbeast is a favorite, as it is based on a known -predator- of Xiticix, though the the Trenghast can also produce the smaller , but arguably less-effective, EcoS-D06LE ‘Cooter’(aka ‘Cootie’) Robot ‘Swarm’ Drone, EcoS-D61cv Carrian Fly MicroRobot, EcoS-D62cv Carapace Beetle MicroRobot, Eshe-R63Cvp Fiery Wing MicroRobot(some of which have the advantage of being able to form protective armor for accompanying troops)
-It takes 280 MDC of consumed material and 6 hours to produce a pair of Ignees.
-150 MDC and 4 hours to produce a dozen D61, D62, or R63 ‘fly’ drones.
-10 MDC and 4 hours per 100 EcoS-D06LE ‘Cooter’ drones


Weapons Systems:
1) Eye Lasers(8 )---The heavily armored head sports a spider-like array of laser-eyes spaced around its head. Often, when the Trenghast stocks its head into a freshly-breached hive, these lasers go to work, lancing any defenders that come charging to respond to the invasion.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
32 d6(or 3d6x10 MD) for all eight eyes firing straight ahead, or 2d6x100 (!)MD for a full pulse barrage.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Lateral Laser Eyes(40)---What look like rivets along the armored flanks of the Trenghast are really less-powerful laser eyes, used to give the massive Warmount both the ability to see around itself and to defend itself from flankers.
These eyes are fired by sub-routines, so each laser cluster can fire in automatic point defense mode.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 1d6x10+25 MD per five-eye blast
Rate of Fire: Each laser can fire on its own 8 times per melee.
Payload: Effectively Unlimited

3) Chemical Sprayer System--- The Trenghest has multiple ‘sprinkler’ systems arrayed around its body, especially vents underneath its tail scales, that can dispense a smoke screen or toxic cloud of chemicals(especially pesticides). The Trenghast CANNOT manufacture its own chemical agents, but requires external resupply.
Range: 80 ft, though aerosol agents can evaporate and disperse into an effective cloud as wide as 200 ft. Varies by local atmospheric conditions, but clouds typically persist for 1d4 minutes, while the more persistent chemical agents may sink into ground pockets and remain effective for 1d4 HOURS.
Damage: Varies by the chemical agent used and how quickly it is dispersed by local atmospheric conditions.
A few of the more commonly produced chemicals are as follows:

(Water) If using water, does 4d6 HP to vampires.
(Smoke) Simply obscures visibility to about 3 ft range; those caught in it are -5 to strike, parry, dodge, disarm, and entangle.

(Tear Gas) Victims are -10 to strike, parry, and dodge, plus lose one attack/action per melee for 1d6+1 melees.

(Hex-Gas)(See Rifts Northern Gun 1, pg. 138 for the full description) ----Zinc chloride-oxychloride/hydrochloric acid. When inhaled by humans, d-bees, and animals, victims are -2 APMs, -4 on perception, -4 on initiative, -2 strike, parry, dodge, and disarm, reduce speed by HALF, and -20% on skills, all for 1d6+2 minutes after exposure, then HALF penalties for an additional 2d4x10 minutes. ‘Mortal’ MDC beings suffer the same penalties as above, but HALF effect, and lingering effects last only 3d6 minutes. Supernatural beings and creatures of magic suffer HALF the initial effects, but NO lingering effects. Undead, beings that do not need to breath, or are impervious to gases, and Elementals are completely immune.

(X-7 Foaming Agent)---A persistent poison agent that can be used to create ‘toxic barriers’. The foam lasts up to 2d6 hours before breaking down. Any creature entering the barrier that gets the foam in contact with an internal membrane(such as eyes, nose, body openings, open wounds), will take 4d6 Hit Points, or 1d6 MD, of poisoning damage per melee of contact. A successful save versus lethal poison will HALVE the damage. Note: This is also available as a rapidly-foaming solid ‘pellet’ that can be fired from a grenade launcher.

(Aerogel)---An extremely light plastic foam that seems insubstantial as mist, floats on water, ...and gloms up the breathing spicules of mutant insects and ties up pests like quick-set concrete. Most mutant insects will begin suffocating, taking the equivalent of 2d4 MD per melee., and will find their speed slowed down by. Beings will find their progress through the foam slowed down by HALF the first melee, then cut speed by half again the next melee, and so forth, until the intruder’s speed is cut to a Spd 1, or else breaks free. The Sprayer can produce up to 60 cubic ft of aerogel per melee. Note: This is also available as a rapidly-foaming solid ‘pellet’ that can be fired from a grenade launcher.

(DeRes)-DeRes is a solvent specifically designed to break down the resins used by the Xiticix in their hives and weapons. Spraying it on other substances, including flesh, will only cause discoloration and mild chemical burns/blistering(2d6 SDC), but upon contact with Xiticix resin it will do 5d6 MD per melee, for 1d4 melees, then will do 3d6 MD for another 1d4 melees, and then 2d4 MD for yet another 1d4 melees.

(‘Wobble’) Wobble is an extremely promising chemical, and considered a ‘non-lethal’ agent in that it’s designed to incapacitate, rather than kill. ‘Wobble’, as it is popularly known, seems to overwhelm the Xiticix’s finely tuned senses, causing them to stagger about and lose coordination. Unfortunately, its effects aren’t permanent, but it IS environmentally safe. Xiticix and other insectoid lifeforms that come in contact with the stuff are -4 to save versus poison, and are -5 to strike, parry, and dodge, HALF APMs, and -2 to initiative for 3d4 melees on a failed save. A successful save means that the monster is only -1 to initiative, strike, parry, and dodge for 1d4 melees. It has no discernible effect on mammals and other lifeforms, aside from causing coughing and headaches if inhaled.
Some biologists are concerned, however, that repeated use of ‘Wobble’ on populations of Xiticix may result in the insectoids building up an immunity to the weapon.

(Scourex-5) Scourex is a mildly acidic agent intended to attack the sensitive antennae, soft joints, and eyes of insectoids, its mildly corrosive properties creating a thin layer of white film over the eyes that effectively blinds the monsters. It also takes a chemical wire brush to sensitive antennae. Scourex is a fast-acting agent, and quickly-dispersing one...it only lasts about 2 minutes in aerosol form before it completely oxidizes and becomes useless. Xiticix and other insectoid lifeforms that come in contact with the stuff are -6 to strike, dodge, and parry, lose ALL initiative, and are -15% to track for 2d6 melees, until they can scrape off the film, and their sweat/irrigation glands flush the stuff off. Scourex also does 2d6 SDC per melee to unprotected skin and soft tissues, and hurts like hell until washed off.

(ChitinEx)----ChitinEx is a special enzyme that attacks the molecular bindings in the hard exoskeletal material common to many megadamage insects, weakening it and lowering its overall MDC value. A solid hit with a blast of ChitinEx will reduce the MDC of the afflicted area by 30%(even with multiple hits), while immersion in the enzyme for more than 3 melees will reduce the MDC by HALF.

(FlexiKill)---Similar to ChitinEx, this enzyme attacks long-chain polymers similar to those in organic plastics and latex, stiffening and embrittling the material(effectively HALF their Armor Rating and SDC) . MDC plastics will lose their elasticity and become brittle, and more susceptible to damage(take DOUBLE damage from all subsequent attacks).

(Rot Gas) ----This spray is slightly acidic(raises a rash on bare skin, dissolves hairs, and irritates the eyes), but is more effective at breaking down dead matter, such as fresh food, untreated natural fibers, and dead matter. Food will be instantly spoiled. Cotton and wool clothing will deteriorate completely in 1d6 hours, leather in 2d6. Zombies and other undead take 2d6 points of damage every melee round, for 2d4 minutes.

Rate of Fire: Once per melee
Payload: Internal reservoir(s) holds 8,000 gallons(U.S.) or 16 full-body 1,000-gallon blasts of chemical/liquid.

4) Lasher Tongue---This was developed specifically to deal with insectoids like the Xiticix. The incredibly long tentacle tongue is covered in sensor-activated molecular adhesion patches, and memory-material buttons that expand into armor-piercing barbed-spikes and nanite-delivery tubules when triggered. Like an anteater’s long sticky tongue, the lasher tongue sweeps up Xiticix who become adhered to the appendage, then they are impaled by the sub-tendrils that branch out inside the affixed prey. Dissolver nanites and chemicals are then pumped in, breaking down the victims and rendering them into a liquid state to be sucked up and assimilated by the Trenghast, for use in its Cybernanite Repair Systems.
Range: Melee, 150 ft extension
Damage: (Lash/Punch) 7d6 MD (+ possible sub-tongue impalement; see below)
(Crush/Squeeze) 4d4x10 MD per full melee of pressure
(Striker Stab)(2 attacks) 3d6x10 MD
Rate of Fire: ECHH

5) ‘Gutbuster’ Sub-Tongues----Copied from a rather interesting cyborg d-bee(actually a Coalition States Lone Star-manufactured Xiticix Killer mutant, see Rifts Lone Star pgs. 90-93 for details) found by Shemarrian scouts in Xiticix territory. Because it was found on an observed Xiticix predator, it was deemed interesting enough to adapt and modify for the Obsidian Edge’s own anti-bug arsenal. The ‘Gutbuster’ uses a smaller tentacle to penetrate wounds opened up by the triple claws, then thrashes like a weedwhacker inside the wound, doing massive internal damage. This weapon was premiered on the Mirva Elite, itself inspired by the Murvomva Metzla.
The Trenghast’s long tongue has as many as 50 of these ‘nematocysts’ studding it(so in game mechanics, sweeping the tongue througha swarm of pponents has a realistic chance of impaling as many as 1d4x10 of them with a single action).
Range: Melee, 18 ft extension
Damage: 1d4 MD. On a stab, a penetrating strike of 12 or better allows a tearing tentacle to enter the wound in the target’s flesh. 6d6 MD, plus victim loses Initiative and HALF APMs from pain and suffering.
Rate of Fire: ECHH

6) Plasma Tongues(2)---These are essentially oversized and more articulated versions of the Kittani Plasma Whip. Each tentacle sports a continuous conduit that energizes the length of the tongue with a superheated plasma sheath.
Range: Melee, 90 ft extension
Damage: 2d4x10 MD
Rate of Fire: ECHH

7) Mouth Tendrils(4)---These are simply armored tentacles that can be used to lash and entangle prey. They also serve to protect the other three tongues.
Range: Melee, 90 ft extension
Damage:
(Lash/Punch) 3d6 MD
(Crush/Squeeze) 2d4x10 MD per full melee of pressure
(Striker Stab)(2 attacks)1d6x10 MD
Rate of Fire: ECHH

8 ) Forepaw Vibroclaws(2)----The massive forepaws of the Trenghast bear a more than passing resemblance to heavy earth removal equipment. They’re designed to tear through the walls of Xiticix and Metzla hives with ease; they do similar devastation to fortified positions, castle walls, and reinforced bunkers.
Range: Melee
Damage: 4d4x10 MD on a punch/swipe.

9 ) Combat Cupola Weapons(3-8 )----The Trenghast can mount a combat module on its back. This accessory is based on the Tolkeen Beast Tank(see Rifts Siege on Tolkeen Book Six: Final Siege, pgs. 72-73 for details), but is much larger, mounting the equivalent of a small naval destroyer’s worth of armaments in multiple turrets. The extended howdah also carries reinforced compartments with firing slits to protect the mounted troops in event of being swarmed.
A typical configuration consists of eight weapons stations; at least one of which will be a dedicated missile launcher.
a)Quad 30mm Turret(dorsal)---Mounted are four TX-862FC knockoffs .
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun. All four cannons firing at maximum rate, thus can do 12d6x10 MD(or 1d6x100 MD).
Rate of Fire: EGCHH
Payload: 1,600 rds, 400 rds per cannon
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner

b) Boom Gun
Range: 11,000 ft
Damage: 3d6x10 MD per shot
Sonic shock effects remain unchanged.
Rate of Fire: EGCHH
Payload: 200 rd drum

c)Heavy Shemarrian Rail Guns(x2)
Range: 6,000 ft
Damage: 2d6x10 MD per single shot
Rate of Fire:: EGCHH
Payload: 820 rd drum per gun.

d) Mini-Missile Launcher----A ‘Calliope’-style launcher similar to those carried by pre-Rifts WW2 tanks.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1,2, 4, 6, 12, 20, 30, or 60
Payload: 60 tubes, 1 missile each tube

e) Short Range Missile Launcher---- 20 shot box launcher

f) Medium Range Missile Launcher---- 10 shot box launcher

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

h)Hornet Gun---(Aka ‘Hive Gun’) This surprisingly advanced weapon seems to be based on the Northern Gun NMX-18 Stinger Anti-Flyer Mine(see Rifts Merc Ops, pg. 97-98 ), in that it fires projectiles that are almost exactly identical to the robotic Stinger flyer-warheads released by that weapon. The Shemarrian projectiles, however, have slightly better range and endurance, can be deployed against ground targets as well, and are deployed from a large six-barrel gatling-style launcher.
Range: 5,000 ft
Damage: Each Hornet does 5d6 MD to a 30 ft blast radius
Rate of Fire: Bursts of 1-12 Hornets
Payload: 400 Hornet missiles in the magazine

i) H-Ion Cannon---New Navy-derived heavy ion weapon.
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload: Effectively unlimited

j)Tri-Laser(x2)---Adapted from the Glitterboy No. 7 of South America, the plans of which were supposedly given to the EShemar by sympathetic trade partners. Two tri-lasers are mounted on a tandem mount.
Range: 8,000 ft
Damage: 2d4x10 MD per blast, 4d4x10 MD per simultaneous dual shot
Rate of Fire: EGCHH
Payload: Effectively Unlimited

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

l) Quad Plasma Turret---Scavenged from a Kittani ‘War Crab’ Robot(Rifts Underseas, pg. 182)
Range: 3,000 ft in air, 1,000 ft underwater
Damage: 1d6x10 MD per single blast, 2d6x10 MD double blast, 3d6x10 MD triple blast, and 4d6x10 MD quadruple blast!
Rate of Fire: EGCHH
Payload: Effectively unlimited

m) Disruptor Cannon(x2)----Copied from Golgan designs
Range: 4,000 ft
Damage: 1d6x10 MD per single blast, 2d6x10 MD for both cannon firing simultaneously, plus 25% damage to everything in a 6 ft radius of the point of impact.
Rate of Fire: EGCHH
Payload: Effectively Unlimited

n) Heavy Plasma Cannon---A heavy plasma projector that can fire in two modes, a direct strike narrow-focus streamer, or a bolt that expands on impact to do damage to a wider area.
Range: 4,000 ft
Damage:(Direct Stream) 5d6x10 MD per blast
(Bolt) 3d6x10 MD to a 15 ft wide area.
Rate of Fire: EGCHH
Payload: Effectively Unlimited

o) Laser/Plasma Gun---Shoulder gun salvaged from a Kittani Destroyer Power Armor(Rifts Underseas, pg. 178 )(rarely available)
Range: (Laser) 4,000 ft in air and water
(Plasma) 3,000 ft in air, 1,000 ft underwater
Damage: (Laser) 1d6x10 MD per single blast, 2d6x10 MD per double blast
(Plasma) 1d6x10 MD in air, 1d4x10 MD underwater
Rate of Fire: : EGCHH
Payload: Effectively unlimited

p) CryoLaser(‘Oh-Cee’)---Developed from technology acquired/stolen from other sources. The CryoLaser is a derivation of a new technology (Bose-Einstein Condensate ---BEC technology) and was originally intended not as a weapons system, but as a research and firefighting tool, for putting out chemical fires and exotic material combustion by literally stopping their molecular activity. The ‘Oh-Cee’ has two modes of operation; a narrow-focus ‘Beam Mode’ that stops molecular motion dead, and a shorter-ranged, wide-area ‘spray; typically used for freezing pools of liquids and cooling down hot objects. The EShemar have weaponized it with slightly better range.
(Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
Range:(Beam Mode)3,500 ft
(Spray Mode) 800 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d6 MD to structures and 2d6 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma...still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: EGCHH
Payload: Conditionally Unlimited; the capacitor has enough power for 40 shots, and recharges at 1 shot every ten minutes.

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

r) M-Ion Cannon----A copy of the Triax TX-8841 Ion Cannon(sans MRM launchers).
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft.

s) 40mm Grenade Launcher(x2)
Range: 7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
(Cluster Grenade)---This grenade is packed with several submunitions based on the Rifts Earth 23mm ‘finger bomb’ explosives. The 40mm ‘bus’ carries eight 20mm bomblets, and ‘shotguns’ them over a 10-16 ft radius(depending on how the shooter fuses the round), each doing 2d4 MD to a 10 ft area(so it is possible to have overlapping areas of destruction).
(Incendiary Cluster Grenade)---Same as the Cluster Grenade, only the round distributes up to eight incendiary mini-grenades. A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees.

Other specialized rounds are also available; the Wayfinders have been known to use TW grenades, the Silvermoons photonic weapons, the Sapphire Cobras nanite distributors, the Ghost Riders EMP generators, and the Lost Eclipse psychochemical rounds. Chemical/smoke grenades are regularly used in vermin extermination operations.

Rate of Fire: Standard, EGCHH
Payload: 250 rds per gun, 500 rds per station.


10) Attack Drones---The Trenghast serves as a ‘mothership’, producing and housing smaller drones and e-insects internally. A favorite tactic is to launch these drones to attack enemy macrovermin swarms, or, once a breach has been made in a hive structure or bunker, to unleash a swarm of the Trenghast’s own, to distract and sabotage the enemy from within. The Trenghast typically holds 30 launch cells under the tail scales. Each cell can hold ONE EcoS-KRP-35 Ignee Robotic Warbeast, OR 200 EcoS-D06LE ‘Cooter’(aka ‘Cootie’) Robot ‘Swarm’ Drone, OR 100 EcoS-D61cv Carrian Fly MicroRobots, EcoS-D62cv Carapace Beetle MicroRobots,or Eshe-R63Cvp Fiery Wing MicroRobots.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the standard Monstrex programming, plus the following:
Demolitions 50%(+5% per level of experience for Ecotroz entity)(This is not explosives-setting skill, but an innate knowledge of likely weak points of structures and the best places to apply force for maximum effect. On a successful roll, attacks on structures do 50% MORE damage)

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Trenghast intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 8
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge -1
Strike +1 with claws and tail, +5 with tongues (+2 w/ ranged weaponry)
Roll +2
Entangle +4
Bite 2d6x10 MD
Tail Sweep/Crush 1d4x100 MD
Lasher Tongue (Lash/Punch) 7d6 MD
(Crush/Squeeze) 4d4x10 MD per full melee of pressure
(Striker Stab)(2 attacks) 3d6x10 MD
Foreclaw Slash/Punch 4d4x10 MD
Stomp(objects 10 ft tall or shorter) 3d6x10 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Trenghast an aura and behavior more befitting a sentient being than a robot. Trenghasts are normally content with estivating in their hangar-pens, but when stimulated to battle, they exhibit a raging hunger for macro-vermin and enemy fortifications, digging into them with a speed and enthusiasm surprising to witness in such a big construct.

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

Options:
Virtually all the available options for the Trenghast are in the dorsally-mounted Combat Module which has been compared to a ‘hull-less warship’. The combat module typically consists of a half-dozen weapons turrets, and 1-4 troop bunker modules/habitats, one of which will serve as a command/communications bridge.
Common features mounted on the module framework include extra sensors, forcefield generators, supplemental powerplants, field laboratories, electronic warfare centers, barracks pods, and ‘fighting galleries’ with slot-openings affording the occupants protection, while allowing them to shoot out from behind armor plating(-6 to strike the occupants, even on a called shot, but the occupants are -1 to strike due to the restrictive fields of fire).

Variants:
The Trenghast is too new and large to invite easy major modification; most variation is in the dorsally-carried combat modules, which can be more readily swapped out and modified.
Still, if the Skullcrushers were to ever acquire the rights to construct their own Trenghasts, most Shemar agree that they might what to replace the anti-Xiticix-spedific weaponry with some other weapons systems more geared to their preferred combat styles.
Similarly, if the Silvermoons or Wayfinders were to take an interest in the giant warmount, mirror-chromed and sorcery-engined variants would be expected to make an appearance, if they didn’t mind replacing some of the more specific anti-vermin features.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

Nice new additions!
Sorry I haven't had much to add. I've got another insect drone swarm in the works.. or two.. one semi based on exploding ants...
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Nice new additions!
Sorry I haven't had much to add. I've got another insect drone swarm in the works.. or two.. one semi based on exploding ants...



(("Hand over the picnic basket and the keys to your vehicle, meatbags, or Ant-Akira will detonate herself! And we have many more where she came from!"))
-------------
"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: 47996
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 »

(rummaging around in the spare parts bin again)

EcoS-K-142 Ormarr Warmount
(aka ‘Snake Jar’, ‘Coaxoch’, ‘Clopsis’)

“That there snake temple, it’s got more than a few guardian beasts protecting its inner secrets. The last raider who came out alive said something about six-headed snake-flowers with legs. Couldn’t get any more details about what he meant, because he expired right after telling me that. But he told me enough; don’t go in there. Nothing ain’t worth the trouble of facing fang-death like that.”

“Word is, some of our coaxach have gotten some of their acquaintances right confused; I’ve heard of some of them being refered to as ‘spawn of Cihuacoatl”. I’m as much in favor of confusing the issue for our enemies as the next Shemar, but I don’t think we want to be confused in any way with that bloodthirsty power-mad ##### unless we can use it to really -maim- her.”

The Ormarr is an odd warmount that is among those that straddle the definition between warmount and vehicle, in that it carries its passengers internally. The Ormarr is also obviously a ‘bitzer’, being made of up of components readily identifiable as being from various North American-made vehicles, but with added apparently organic parts, presumably making it a proper cyborg.
The Ormarr is based on the main hull of a Coalition States IAR-2 ‘Abolisher’ Artillery Robot. Instead of cannon, however, the Ormarr mounts six serpentine heads in a ring around the top of the warmount. The two arms are replaced with six tentacles, based on the Kittani Serpent Power Armor. Instead of two legs, the Ormarr rides lower to the ground on a carriage of six legs based on the Northern Gun EX-20 Bulldog Explorer’s. However, revised jointing and a lower center of gravity(and thus greater stability) allow the Ormarr to run faster and more smoothly than either the Abolisher or the Bulldog Explorer.
For a ‘bitzer’ assembled from odds and ends, the Ormarr has a number of advantages that set it apart from other ‘throw-togethers’; it has more actions/attacks than most Warmounts, and it has a higher degree of psychic potential. Awakened Ormarres have a multi-brain psi-neural configuration that allows them, like some of the larger Warmounts, to overcome the Ecotroz need for periodic sleep; the Ormarr can switch off portions of its ‘mind’ while other heads/brains keep watch. Thus it is almost impossible to sneak up on a Ormarr.
The Ormarres’ shortcomings are a lack of overall speed and maneuverability, and a lack of long range weaponry, compared to their Abolisher ‘ancestor’. Thus,
Ormarres are regarded as second-line Warmounts, often detailed as security patrollers or sentry-mounts. A common tactic is for the Ormarr to excavate a hole in the ground, using its feet and tentacles, then partially bury itself with only the heads and upper hatch remaining above ground, and act as a hidden pillbox for intruders to stumble across. They are also used as ‘battle taxis’, carrying warriors into the thick of battle, or evacuating wounded and refugees from danger zones.
The various parts of the Ormarr make it difficult, without an open Tribal declaration of responsibility, to ascertain the origins of the design. It is rumored that the Steel Gaians designed and prototyped the Ormarr as a gift to the Blood Riders in return for assistance fighting off a Splugorth incursion, but elements of the design suggest possible collusion with the Horrorwoods, Sapphire Cobras, and the Lost Eclipse. The Ormarr has appeared in small numbers with all those Tribes.

Type: EcoS-K-142 Ormarr
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 3 Shemarrian-sized or 6 human-sized passengers in the internal compartment
MDC/Armor by Location:
Main Body 600
Reinforced Passenger Compartment 250
Command Cupola 100
Heads(6) 230 each
Tail Tentacles (6) 200 each
Legs(6) 280 each
Height: 20 ft
Width: 14 ft
Length: 14 ft
Weight: 60 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 80 MPH
(Leaping) Can manage a meager leap of 8 ft up/across standing jump, or a running leap of 22 ft across/9 ft up. Fortunately, the Ormarr’s six-legged carriage lacks the stability problems of the Abolisher.
(Flying) Not possible
(Space) Not possible
(Underwater) Can run along the bottom at 20 MPH, maximum depth tolerance of 12,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Ormarr have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 300 MDC before needing material stocks to convert to MD repair material.

*Sub-Minds----The Ormarr has six separate brain-nodes and a central CPU/ganglion that can selectively swap off sleep cycles, allowing the psi-entity to remain awake and alert 24-7 without penalty(like a robot).

Weapons Systems:
1) Head Lasers(12, 2 each head)---Each serpent head is fitted with laser eyes.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Head Breath Weapons---Each serpent head has a mouth-mounted multimode plasma ejector cannon.
Range:(Plasma Bolt)4,000 ft
(Plasma Scattershot) 1,000 ft
(Plasma Torpedo) 5,000 ft
Damage:(Plasma Bolt) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
(Plasma Torpedo) 1d4x10 MD to 18 ft blast radius
Rate of Fire:(Plasma Bolt) ECHH or EGCHH
(Plasma Scattershot) ECHH or EGCHH
(Plasma Torpedo) Twice per melee
Payload: Effectively Unlimited
Special Features:
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the weapon. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). The reservoirs have enough pressurized gas for 50 shots per head before needing recharging.

In the alternative, the plasma projectors can be replaced with multimode ion blasters(also known as ‘snake lightnings’).
b) Ion Zone Blaster
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Ion Ball Lightning Blaster
Range: 2,000 ft
Damage: 1d6x10 MD per bolt to primary target.
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage(4d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonuses: +2 to strike metallic targets

3) Tentacles(6)---Mounted around the midsection of the Ormarr are six long, thick, tentacles(believed to originally have been scavenged Kittani Serpent Armor tails) tipped with vibroblades. The Ormarr can lash out and scythe down opponents around itself with these weapons.
Range: Melee, 20 ft reach
Damage: Tentacle Lash 2d6 MD
Tentacle Vibro-Blade 3d6 MD
Tentacle Power Strike(2 attacks) 6d6 MD
Option: The tail vibroblades can be replaced with Naruni-style ‘ripper’ blades that do 3d6+1 MD, plus are silver-plated for extra damage against supernatural foes.

4) Cupola-mount Weapon---The semi-exposed rider in the Command Cupola will frequently be manning a personal weapon, typically a scava-railgun.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the same programming as the Monstrex, plus the following:
Excavation 45%(+5% per level of experience for Ecotroz entity)
Prowl/Hide 35%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Ormarr intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 12
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +6 (+3 w/ ranged weaponry)
Roll +4
Parry +4
Bite 4d6 MD
Head Butt 1d6 MD
Tentacle Lash 2d6 MD
Tentacle Vibro-Blade 3d6 MD
Tentacle Power Strike(2 attacks) 6d6 MD
Kick 2d6+3 MD
Stomp 2d6+6 MD
Body Block 2d6+2 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Ormarr an aura and behavior more befitting a sentient being than a robot. Ormarr tend to be patient, quiet predators, though occasionally their multiple heads may growl, hiss, or snap at each other when bored. In combat, they tend to be hyper-alert and ready to savage any opposition that comes within range.

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


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

Options:
*Heat-Resistant Armor---Blood Rider Ormarres are often fitted with a sheathing of thermal-resistant armor; Heat and plasma-based attacks do 1/4 damage.

*Venom Spitters---Sapphire Cobra Ormarres can bite or spit to deliver their rightly feared nano-venoms.
Range: Melee or Spit 100 ft
Damage: 3d6 MD damage per melee, for 1d4 minutes.
If delivered in a ranged spitting attack, the nanites do slightly less damage, doing only 4d4 MD for 1d4 minutes
Rate of Fire: ECHH
Payload: 120 doses of nanites can be stored inside the Ormarr, before it needs recharging.

*Knee-Mount Guns(2-12)---A pair of weapons can be mounted straddling the knees of each leg of the Ormarr. These are equivalent to standard cyborg forearm weapons. These weapons give the warmount all-around arc of fire and diversity of firepower, but tend to be vulnerable to damage.
MDC of Each Weapon: 30 MDC
a) Machine Gun
Range: 2,000 ft
Damage: 1d6x10 SDC or 2d4 MD per 10 rd burst, x2 for both guns firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: 300 rd drum per gun
b) Laser
Range: 2,000 ft
Damage: 3d6 MD per blast, x2 for both guns firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Plasma Ejector
Range: 1,000 ft
Damage: 4d6 MD per blast, x2 for both guns firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
d) Ion Rod
Range: 1,000 ft
Damage: 4d6 MD per blast, x2 for both guns firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

Variants:
*EcoS-K-142Hw---(aka ‘Hornet-Pot’)Horrorwoods variant that does away with passenger capacity in favor of semiautonomous operation and internal storage capacity for a large supply of mini-drones based on the Northern Gun NMX-18 Stinger Anti-Flyer Mine(see Rifts Merc Ops, pg. 97-98 )
Range: 5,000 ft
Damage: Each Hornet does 5d6 MD to a 30 ft blast radius
Rate of Fire: Bursts of 1-12 Hornets
Payload: 600 Hornet missiles in the internal magazine
-------------
"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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kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

I need to get my rear in gear on producing some more stuff.. can't have you hogging all the glory :P
Also the list on the first page needs updating.. there's a large gap in the Warmounts list.. goes from 128 to 139.. I forget what all numbers we're at for everything now
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