Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Oh Yeah, thanks to CyCo for being a good sport and allowing me to use his handle in the intro fluff.... :D

Although what some of the Shemarrians do with their prisoners guests, he may wish he was simply running away to hide.... :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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CyCo
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Re: Shemarrian-related fan creations

Unread post by CyCo »

:eek:

Err,.....honking hell.

Then again....maybe I'm into some hot robot lovin......!!

:shock: :?
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Eureka!
I Want Rifts : Australia II & III...!!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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

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

Unread post by kronos »

Horrorwoods and NekoMeki are uploaded.. spent a lot of time trying to fix some links that ended up not working properly.. and Vine Missiles.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Horrorwoods and NekoMeki are uploaded.. spent a lot of time trying to fix some links that ended up not working properly.. and Vine Missiles.



Gotta love botanical explosives....Green and Deadly.... :mrgreen:
-------------
"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 »

Clan Motron gets an enimal.. I didn't give it a designation yet since we're still waiting to find out what's going on with the catalog :twisted:

Rozrezard
http://i408.photobucket.com/albums/pp16 ... xxiuok.jpg
"If you thought the Motron's warmounts were bad.. Wait until you see what they use instead of wolves.. Rolling balls of death!"

*Sounds of metal grinding growing in the distance, the look out looks through binoculars from atop the stopped APC,* "Uh.. Lieutenant.. We got company."
"What is it, private?"
"Uh.. giant tumbleweeds.. Lots of them."
*The sound of metal grinding turns to screams of metal and men as a couple dozen rolling forms overrun the Coalition convoy, spinning and shredding armour like tissue paper, some unfurling exposing teeth and spines, climbing onto taller vehicles to rip and impale those trying to escape.*

*Hours later a Coalition scout party surveys the location of the lost convoy, seeing nothing but piles of rent metal and body parts with dozens of tracks that look like a large grinder made them.* "What in the Emperor's grace makes tracks like these?"
*Screaming from behind the crouching trooper as he turns to see what was originally a tumbleweed spinning towards him with sharp edges shining as dirt and blood fly off them.*

Clan Motron was impressed with the Trogladilium's mobility once rolled into a ball, and the destruction it could bring, but lacked the facilities to build the large warmount and resources for its specialized systems. Also when not rolled up, it didn't fit their style. While the clan has managed to acquire a couple for heavy assault purposes, and have been used in their form of roller derby with war mounts as obstacles, Clan Motron needed something they could produce on their own.

The Rozrezard looks like a near skeletal combination of a giant rat and lizard with several spines similar to the Monst-Rex, with all edges gleaming with sharp blades. The spindly legs are built like lizards common to desert areas, but able to keep the body off the ground, and move at surprising speeds, with a body more like a rat with surprising flexibility, with four spines that stick out to the sides from the mid point of the back. Along the back, starting from the wide, somewhat flattened rat-like head with wide mouth, and running down the back to the tip of the tail is a line of short, but strong saw-like blades. These blades also line the edges of the spines and legs.
The Rozrezard is able to roll into a ball, with the tail hooking just under the chin, the legs and spines forming the sides and linking to the tail, creating a spherical framework, with sharp blades lining the outer surfaces. Concealed casters along the legs, back, tail and spines aid in the Rozrezard's ability to roll.

Between the legs, tail and neck a metal mesh can be extended which helps keep debris from getting jammed inside, and when leaping extends the distance covered as it can glide, which is particularly useful for jumping off cliffs before rolling into a ball and shredding anything below. The feet and spines are equipped with magnetic and adhesive pads to allow the Rozrezard to hitch a ride on larger warmounts or transports for long hauls, or to cling to large vehicles as it chews and stabs with the spines. Armed primarily with just its fangs, claws and spines and its body blades as it rams vehicles, which is its primary method of attack. Some have been upgraded with two deployable gyro-stabilized lasers that can be fired while in ball mode, and others with a special magnetic grapple to allow it to hug to the side of a warmount while in ball mode and spin with a magnetic cushion between the two. This allows the larger warmount to use the Rozrezard as an additional melee weapon and form of defense before it detaches to engage in combat itself.

Rozrezards are Clan Motron's alternatives to Shemarrian wolves, used in the same manner and also allowed to roam areas in packs, picking off intruders as they roll around the roads and paths. A group of Rozrezards are sometimes used to clear paths through light forests and underbrush as their spinning bodies shred the vegetation allowing larger warmounts to follow with less obstacles slowing them. They can also be used in digging trenches and similar fortifications as their spinning can kick up a lot of dirt and gravel. A favoured ambush tactic is for a small pack to dig in lose dirt, hiding under a light layer before bursting out at the approach of a target.

Type: Eco-KRP16
Class: Robotic Animal
Crew: None; robot intelligence and Ecotroz Fragment
MDC/Armor by Location:
Main Body 175
Head 70
Legs (4) 75
Tail 60
Spines (4) 55
Height: 3.1 feet
Width: 2.8 feet at shoulders
Length: 8 feet to rump, plus 8 feet of tail.
Weight: 760 lbs
Cargo: None
Attributes: PS 30 robotic for feet and tails, 40 for jaws, PP 22, IQ 10, PB 8
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 100 mph, 210 mph rolling
(Leaping) 20 feet across or high from a standing position, at speeds greater than 65 mph can leap an incredible 90 feet across and 30 feet high, usually done after rolling.
(Climbing) Can climb with a proficiency of 75%
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 20 mph, but prefers warm, drier climates.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

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

*Molecular Adhesion & Magnetic Pads - Special sections of the skin on the feet allow for sticking to various surfaces. Besides allowing the cyborg to climb like a gecko, on virtually any surface. Especially useful for climbing on large vehicles or creatures to allow it to bite and stab with its spines.

*Retractable Stability Pads - First used on the Monst-Crane, the Rozrezard has an improved version built into its feet that allows it to traverse mud, swamps, sand and deep snow quickly. Instead of the discs, like the Monst-Crane, webbing and extra 'toes' deploy and spread the weight of the Rozrezard, allowing it to travel at 70 mph over such terrains.

*Roller System - This allows the Rozrezard to roll into a ball, deploying casters along the back, legs, tail and spines to allow it to roll about. A mesh deploys from the legs and torso that helps keep debris from getting snagged between the legs, spines and tail. This also allows the Rozrezard to carry up to 400 lbs, filling an area bout 4.5 ft spherical area. The pads on the feet and a few on the stomach help secure anything within this area, but not recommended for any living creatures due to the spinning causing anything carried to suffer from severe nausea and disorientation. The Rozrezard can switch from normal walking like a lizard to a ball incredibly quickly that it can easily roll, unfurl and bite and stab with its spines then leap off and roll away again. Unroll and rolling can be done as part of an attack (unroll and make a single melee attack, or attack then roll up as part of the same action).

*Camouflage Skin - The scales of the Rozrezard can shift colours to allow it to blend into its environment, which they use for ambushes. Camouflage skill 60%, a colour change can take place in 1d6 melees.

*Spherical Vision - Although the Rozrezard has two primary, large eyes, which close while it is rolling, the limbs, back, stomach and tail have several concealed, armoured cameras that allow it to see in all directions, making it virtually impossible to sneak up on the Rozrezard. This also provides the Rozrezard the ability to notice many details especially within 100 feet, giving it a +4 bonus to visual Perception checks.

Weapons Systems:

1. Vibroclaws (4) - The feet are fitted with vibroclaws, excellent for tearing rock, metal and flesh alike.
Range: Melee
Damage: 3d4 MD

2. Bite: The wide mouth is designed for biting and tearing armour plating.
Range: Melee
Damage: 3d6 MD, 6d6 MD power bite, 2 attacks.

3. Spines (4) - Four wicked spines, similar to those of the Monst-Rex, protrude from the Rozrezard's sides. These spines add stability while rolling and for climbing.
Range: Melee 12 feet
Damage: 1d4 MD each
Rate of Fire: Each spine uses one attack.

4. Shredder Ball - While rolled up into a ball, the Rozrezard uses its whole body and the blades that line it to shred anything it comes into contact with.
Range: Melee
Damage: Glancing hit (attack roll successful by less than 5) 5d6 MD. Full hit (attack roll successful by more than 5) 8d6 MD.
Note: Against organic targets, the wounds inflicted by this attack are horrendous and difficult to heal, bleed profusely and are incredibly painful. Target suffers -2 to attack, dodge and initiative due to the pain. If the wounded target moves at full speed, or performs strenuous actions (makes more than 2 melee attacks) suffers 1d4 points of damage from loss of blood, until bandaged or healed.

Programming:
The Ecotroz have installed robotic dog AIs, then infected the matrix with a low-level Ecotroz sentience. 
Typically has the following: 
Basic Math 98%
Radio: Basic 98%
Prowl 72%
Tracking 65%
Land Navigation 86%
Language: Can understand 22 different languages
Climbing 75%
Detect Concealment 60%
Camouflage 60%
Trap & Mine Detection 40%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Kintori 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: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +4, +8 rolling
Strike +5
Parry +4
Roll +10

Limb Blades 1d6 MD to anyone striking the Razrezard with unarmed melee strikes (punches, kicks, claws, etc), and 3d4 MD to anyone grabbing, holding and entangling the Rozrezard per melee.
Tail Slap - 2d4 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Kintori an aura and behavior more befitting a sentient being than a robot. Kintori are programmed to act puppy-like; curious, playful, and dumb, getting into trouble, chewing on things they’re not supposed to, and generally blundering around like happy, dumb, dogs. 

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).

Options

Deployable Gyro-Stabilized Lasers - Mounted to the belly of the Rozrezard is a pair of multi-jointed arms with a short ranged laser mounted to them. These can fire in virtually any direction. While rolled into a ball, the Rozrezard doesn't deploy the mesh to keep debris out, and removes the ability to carry cargo, but can use these lasers while rolling, able to fire in any direction, with the lasers tucked safely within the ball as it rolls about.
Range: 500 ft
Damage: 4d6 MD
Rate of Fire: ECHH
Payload: Unlimited
Penalties: If the Rozrezard is rolling through any terrain other than relatively flat and clear (grass lands are fine), the Rozrezard is limited to speeds of only 120 mph while rolling to use the lasers. When the lasers are not used, the mesh can be deployed (which take an action to deploy or retract) and full speed can be resumed.

Magnetic Grapple - Mounted on the belly is a low profile pod that deploys a receiver pod onto a surface, usually the side of a vehicle or larger war mount, that secures itself via molecular adhesion and magnetic pads. The two pods are linked by a powerful magnetic field that keeps the Rozard at a fixed distance from the attached surface, with three inches of space. This allows the Rozrezard to be used as a melee weapon on the larger war mount in rams or anything striking the war mount. The magnetic field will keep the Rozrezard while in ball mode from touching the attached war mount except from a force of a collision greater than 300 mph. The attached war mount can use the Rozrezard's Shredder Ball attack as bonus damage for a melee attack (if the Rozrezard is attached to a limb) or as a means of defense when several are attached against melee strikes or grapples from others.

Chromed - The Rozrezard is covered in laser resistant armour. Removes the Camouflage skin, but gains +15% MDC to all locations, increase weight 10%, and lasers deal only 50%.

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

Smog Dispenser---The Rozrezard can spew a dense, choking, corrosive vapor from two tail-pipe like pods added to its rear hips, to inconvenience pursuers and cover its retreat. 
Range: Each blast covers a 100 ft area.
Damage: Anyone caught in the cloud of thick, obscuring smoke is unable to see, except with thermal optics. Inhaling, or exposure through unprotected soft tissues like the eyes, the vapor does 1d6 SDC/Hit Points per melee of exposure, and victims are -4 to dodge, strike, and parry, even for 1d4 melees after being removed from the cloud.
Smoke persists for 1d4+3 melee rounds. 
Rate of Fire: ECHH
Payload: Has enough smoke-matrix for 12 clouds. Regenerates them at a rate of 1 every six hours(1 hour if fed petrochemicals).

Flame Thrower - The mouth can be equipped with a flame thrower for burning out the inside of a vehicle.
Range:(Direct-Stream Mode) 100 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD. 
Rate of Fire:(Direct-Stream Mode) Standard 
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Last edited by kronos on Fri Mar 04, 2016 12:28 pm, edited 2 times in total.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Clan Motron gets an enimal.. I didn't give it a designation yet since we're still waiting to find out what's going on with the catalog :twisted:

Rozrezardl).



Hell....I may just grandfather the existing ones and any/all new ones follow a new SCRIP. :D
But this looks fun....
Just as I was coming off the image of a Horrorwoods' version of Col. Kilgore, after an enemy outpost's been bombarded by vine missiles...
"Ah, honeysuckle....smells like...victory!"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:
kronos wrote:Clan Motron gets an enimal.. I didn't give it a designation yet since we're still waiting to find out what's going on with the catalog :twisted:

Rozrezardl).



Hell....I may just grandfather the existing ones and any/all new ones follow a new SCRIP. :D
But this looks fun....
Just as I was coming off the image of a Horrorwoods' version of Col. Kilgore, after an enemy outpost's been bombarded by vine missiles...
"Ah, honeysuckle....smells like...victory!"


I'm trying to still thinking of a War Chieftess/Goddess upgrade for the Horrorwoods.. I'm thinking some plant based stuff, which of course is infused by nanites (armour which regenerates, sprouts megadamage thorns, vine/whips, and chemical system for influencing local wildlife/insects and a compliment of vine missiles of course) but i think needs something else..
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
I'm trying to still thinking of a War Chieftess/Goddess upgrade for the Horrorwoods.. I'm thinking some plant based stuff, which of course is infused by nanites (armour which regenerates, sprouts megadamage thorns, vine/whips, and chemical system for influencing local wildlife/insects and a compliment of vine missiles of course) but i think needs something else..



You're reading my mind....I started a sketch about eight months ago of a Horrorwoods Warchieftain with bark armor, vine tendrils, and a cape of leaves that could sprout branches/fronds to act as solar collectors...but never got around to finishing it or starting on any statted description.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:
kronos wrote:[
I'm trying to still thinking of a War Chieftess/Goddess upgrade for the Horrorwoods.. I'm thinking some plant based stuff, which of course is infused by nanites (armour which regenerates, sprouts megadamage thorns, vine/whips, and chemical system for influencing local wildlife/insects and a compliment of vine missiles of course) but i think needs something else..



You're reading my mind....I started a sketch about eight months ago of a Horrorwoods Warchieftain with bark armor, vine tendrils, and a cape of leaves that could sprout branches/fronds to act as solar collectors...but never got around to finishing it or starting on any statted description.


a leaf cape that sprouts branches/fronds as solar collectors...hmmm...
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Yep; my idea was starting to look like a Shemarrian Ent, or a more botanical version of the Male Preservers.
-------------
"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:Yep; my idea was starting to look like a Shemarrian Ent, or a more botanical version of the Male Preservers.


Hmm.. I was thinking the bark armour was deployable when needed.. otherwise would have some vines and flowers kind of present on their arms, legs and hair at almost all times, but could be dismissed/retracted/removed at any point and regrown as necessary. OOOOH!!! And using nanites in a similar way to how the Necromancer/Arch-Mages would create zombies only it works on plants.. well maybe not trees (except maybe with a lot of time and nanites) but shrubs, vines, other smaller plants that don't have as strong a structure as a tree to allow for quick mini ent/plant-like "creatures" to be animated.
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Re: Shemarrian-related fan creations

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Shemarrian Codex Renumberation Index (SCRI)

“Is that a KBSS4 or is it an EcoS-KRP07LE ? Or maybe a KG47 ?!”
“AGGGHHH!!!! ALPHANUMERIC BRAINCRASH!!!!”

The Shemarrian Codex Renumber Index Project is an initiative undertaken by the University of New Lazlo to set up a comprehensive numerical code to designate new Shemarrian animals, equipment, and vessels as they are seen and identified. The Shemarrian Codex Renumberation Index Project Taskforce(SCRIPT), composed of xenoanthropology and xenotechnology students, is seeking to streamline the ID process by assigning a simpler indexing system name to each new discovery.
Prior to this initiative, such items were assigned arbitrary codes depending on individual sources or on contacts of dubious authenticity claiming the Shemarrians’ ‘true’ names/designations for the objects in question. The situation came to be much like the ID lists of World War II(with regards to Japanese aircraft being assigned names like ‘Zeke’ or ‘Jake’ or ‘Betty’) or the Cold War NATO designations of Soviet missiles(such as SS-N-18 ‘Stingray’. This welter of source designations has led to considerable confusion for cataloguers, and the SCRI is an effort to clear that up for future reference and categorization.
Despite initial high hopes for a quick resolution to the cataloguing problem, the SCRIPT has run into numerous difficulties, with problems ranging from differences over how long and descriptive the codex number code sequences should be, to whether the existing known ID codes should be grandfathered into the system, and new codes assigned only to new discoveries, or whether all existing types should be re-coded. Some of those cataloguers assigned to the SCRIPT have wondered if the entire purpose of the exercise is punishment for speaking back to their professors at Lazlo University....

Shemarrian Castes:
Shemarrian Castes are known by NAMES, and have no numerical code attached to them. Unlike ARCHIE-3, who assigned production model codes(A-SHE-2, A-SHE-3, A-SHE-8, etc.), the Shemarrians REFUSE to call themselves by numerical codes.

Warmounts:
The existent Warmount codex system is retained under the SCRI, the ‘K’ in the ‘EcoS-K-’ sequence, standing for ‘Kaisaraze’, or ‘New Animal’ in Shemarrian, dating to the first new Warmounts introduced by the Ecotroz Shemarrians.

E-Animals:
The designation of e-animals, those creatures too small or borderline to act as effective large Warmounts, has proven much more complicated to make sense of, and favoring one system over another unexpectedly fraught with both cultural and political bias. Furthermore, additional pressure was placed on the SCRIPT with the discovery of several new types of e-animals, forcing the hand of the task force, lest the new discoveries languish in academic taxonomic limbo while the classification team set order to filed note chaos. Originally, they too were assigned the K- designation, for ‘New Animal’, followed by a sequence code that was arbitrarily assigned according to individual sources or gleaned from conversations and intercepted communications of the Shemarrians. For the sake of clarity, the SCRIPT has chosen to use the prefix ‘KRP’, for ‘Kaiseraze Renoa Pyanas’- which translates roughly as ‘lesser new beasts of utility’, followed by a letter designation(as follows below) designating type, a number, and finally a Tribal code suffix(if necessary).
What was ultimately decided(after Lazlo constabulary responded to a University call that a Rulian taxonomist was dangling a colleague from a fifth story window, threatening to drop him if he didn’t quit mixing languages for ID codes) was that known pre-SCW animals would be known by their existing codes. The #AA-10SW/A-009 Shemarrian Wolf and AA-03 Avian Spy/’Avyet’ , and their variants, would be known by their existing codes, but new e-animals would be assigned the new ‘KRP’ designation in order of reporting, similar to the ‘K’-system for Warmounts.
Under the new reporting system, existing filed e-animals would be coded as follows:
Eco-KRP01---*EcoS-AAR-01 Chirt
Eco-KRP02---*EcoS-SRA-03 Peeper
Eco-KRP03---*EcoS-KBSS4 ‘Gekker’
Eco-KRP04---*EcoS-KaSSc-01 CyperCyper Cybersnake
Eco-KRP05---*EcoS-D09LE Boresnake Unmanned Semi-Autonomous Utility Drone
Eco-KRP06---*EcoS-KRPX2001 Selen
Eco-KRP07---*EcoS-D07LE Chitterling Drone
Eco-KRP08---*EShe-AA31 ‘Shyger’
Eco-KRP09---*EcoS-Hw-R/e-027 Shagoon War Drone
Eco-KRP10---*EcoS-KaG1KD-02 Cyvern Robotic Warbeast
Eco-KRP11---*EcoS-K-D11LEx Liquidus Robotic Animal
Eco-KRP12---*EcoS-KRP07LE ‘Bursk’ Robotic Warbeast/Watchbeast
Eco-KRP13---*EcoS-MCRD-01Sm Mooncalf
Eco-KRP14---*EcoS-KMCPRD02 ‘Ovidar’
Eco-KRP15---*EcoS-KRP3036 VBS Vorpal Bunny Slippers


Even this vastly simplified system, however, has drawn controversy because of its lack of comprehensive information and its many exceptions(starting with the Shemarrian Wolves of course).
Notable among latter exceptions is the EcoS-Kcvsp-01 Vespina MicroRobot Assistant, which many initially wanted to classify as a ‘lesser new beast of utility’, until several examples appeared at a diplomatic function in Lazlo. Subsequently, both Lazloites and Shemarrians took exception to the tiny AIs being classed as ‘animals’, and the ‘KRP’ designation was quietly axed(and some advocates in the University are seeking to have even the ‘Kcvsp’ designation, which supposedly stands for ‘Kaiseraze Cebeus Vespa’---’New Animal Mind of the Vespa’ removed as well).

A recent move to amend the submitted SCRI would further add an ‘environment code’ to the designation, as follows:
*Aa/AA---Aerial Animal
* Ka---Ground Animal
* Uw---Aquatic Animal
* St---Spaceborne Animal
* MCRD---Specifically ‘factory beasts’ or ‘utility critters’ deliberately bred/designed to carry out factory or resource harvesting tasks. ‘MCRD’ stands in part for ‘Miesen Cryal Rostat Demar’, or ‘Producer Wilderness Mechanism of Utility’.

-EcoS-KRP-AA-01, for example, would be the extended SCRI designation of the Chirt mini-aerial e-animal.

Drones
Obvious robotic drones, such as the EShe-R207Gr Foci Scout Drone and EShe-R210Wf Altilium Foci Support Drone, are assigned an ‘R’ code rather than a ‘KRP’, the solitary ‘R’ standing for both ‘robot’ in the American Standard and ‘rostat’(or ‘mechanism’) in Shemarrian.
Newly-minted taxonomist ‘purists’ already take exception to this arbitrary designation, wondering aloud why the Eco-KRP07(EcoS-D07LE) Chitterling, EcoS-KRPX2001 Selen , *EShe-AA31 ‘Shyger’ , EcoS-Hw-R/e-027 Shagoon War Drone and EcoS-KRP3036 VBS Vorpal Bunny Slippers, all obvious drone machines, aren’t classified as ‘D’s; they’re typically told to take it up with the senior (and tenured) taxonomist assigned to the SCRIPT(the same Rulian in the aforementioned attempted defenestration incident and named defendant in several threatening-with-megadamage-weaponry complaints).

Tribal Variant Codes:
These are affixed as part of the Shemarrian Codex Renumberation Index Project(a Wayfinder/Lazlo University project to identify and catalogue known Shemarrian equipment) to equipment designations, such as Warmount numerical codes, to identify variants specific to those tribes:

#HawkMoon (Hm)
#DarkWaters (Dw)
#Blood Riders (Br)
#Ghost Riders (Gr)
#SkullCrushers (Scr)
#HorrorWoods (Hw)
#Wolf’s Path (Wp)
#SilverMoon (Sm)
*Sapphire Cobra (Spc)
*WayFinder (Wf)
*Lost Eclipse/Nightmare (Le)

*Shadowblades (Sb)


The Lollipops (Lp)
The SkyeKlad (Sk)
Ghezo Guards (Gg)
The IronHearts (Ih)
Clan Pantheron (Cpan)
Clan Motron (Cmo)
Clan Megalith (Cmeg)
Clan Immensis (Cim)
Clan Shinden (Cshin)
Clan Shelley (Cshe)
Chromites(Chro)
Thousand Dragons (1kd)
Clan Armorand (Carm)
Clan Vespa (Cvp)
The Radiant Edge (Re)
The IceFlames (Icf)
The Steel Gaians (Sg)
The Obsidian Dawn (Od)
Clan Scelptor (Csc)
The FlameWings (Fw)
Clan Alecia (Cal)

In final, the SCRI would cost the University of Lazlo some 850 man-hours and over 75,000 credits in medical bills(not counting material costs for snacks, meals, drink, facility repair costs, and both campus security and city police charges and individual bail and fines from several brawls responded to). The final SCRIPT group-photo celebrating the official submitted report has drawn its own controversy for obvious attempts to ‘retouch’ the image, notably to digitally airbrush-out the numerous minor injuries apparent on the staff in the original image, that several members are using ‘death grips’ on their colleagues, and that the senior Rulian professor is apparently hiding a sawed-off shotgun behind his back.

Privately, some at the University of Lazlo are placing bets and giving the SCRI a couple weeks at best before it begins breaking down again, and ‘free-for-all taxonomy’ asserts itself.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:Shemarrian Codex Renumberation Index (SCRI)

“Is that a KBSS4 or is it an EcoS-KRP07LE ? Or maybe a KG47 ?!”
“AGGGHHH!!!! ALPHANUMERIC BRAINCRASH!!!!”

The Shemarrian Codex Renumber Index Project is an initiative undertaken by the University of New Lazlo to set up a comprehensive numerical code to designate new Shemarrian animals, equipment, and vessels as they are seen and identified. The Shemarrian Codex Renumberation Index Project Taskforce(SCRIPT), composed of xenoanthropology and xenotechnology students, is seeking to streamline the ID process by assigning a simpler indexing system name to each new discovery.
Prior to this initiative, such items were assigned arbitrary codes depending on individual sources or on contacts of dubious authenticity claiming the Shemarrians’ ‘true’ names/designations for the objects in question. The situation came to be much like the ID lists of World War II(with regards to Japanese aircraft being assigned names like ‘Zeke’ or ‘Jake’ or ‘Betty’) or the Cold War NATO designations of Soviet missiles(such as SS-N-18 ‘Stingray’. This welter of source designations has led to considerable confusion for cataloguers, and the SCRI is an effort to clear that up for future reference and categorization.
Despite initial high hopes for a quick resolution to the cataloguing problem, the SCRIPT has run into numerous difficulties, with problems ranging from differences over how long and descriptive the codex number code sequences should be, to whether the existing known ID codes should be grandfathered into the system, and new codes assigned only to new discoveries, or whether all existing types should be re-coded. Some of those cataloguers assigned to the SCRIPT have wondered if the entire purpose of the exercise is punishment for speaking back to their professors at Lazlo University....

Shemarrian Castes:
Shemarrian Castes are known by NAMES, and have no numerical code attached to them. Unlike ARCHIE-3, who assigned production model codes(A-SHE-2, A-SHE-3, A-SHE-8, etc.), the Shemarrians REFUSE to call themselves by numerical codes.

Warmounts:
The existent Warmount codex system is retained under the SCRI, the ‘K’ in the ‘EcoS-K-’ sequence, standing for ‘Kaisaraze’, or ‘New Animal’ in Shemarrian, dating to the first new Warmounts introduced by the Ecotroz Shemarrians.

E-Animals:
The designation of e-animals, those creatures too small or borderline to act as effective large Warmounts, has proven much more complicated to make sense of, and favoring one system over another unexpectedly fraught with both cultural and political bias. Furthermore, additional pressure was placed on the SCRIPT with the discovery of several new types of e-animals, forcing the hand of the task force, lest the new discoveries languish in academic taxonomic limbo while the classification team set order to filed note chaos. Originally, they too were assigned the K- designation, for ‘New Animal’, followed by a sequence code that was arbitrarily assigned according to individual sources or gleaned from conversations and intercepted communications of the Shemarrians. For the sake of clarity, the SCRIPT has chosen to use the prefix ‘KRP’, for ‘Kaiseraze Renoa Pyanas’- which translates roughly as ‘lesser new beasts of utility’, followed by a letter designation(as follows below) designating type, a number, and finally a Tribal code suffix(if necessary).
What was ultimately decided(after Lazlo constabulary responded to a University call that a Rulian taxonomist was dangling a colleague from a fifth story window, threatening to drop him if he didn’t quit mixing languages for ID codes) was that known pre-SCW animals would be known by their existing codes. The #AA-10SW/A-009 Shemarrian Wolf and AA-03 Avian Spy/’Avyet’ , and their variants, would be known by their existing codes, but new e-animals would be assigned the new ‘KRP’ designation in order of reporting, similar to the ‘K’-system for Warmounts.
Under the new reporting system, existing filed e-animals would be coded as follows:
Eco-KRP01---*EcoS-AAR-01 Chirt
Eco-KRP02---*EcoS-SRA-03 Peeper
Eco-KRP03---*EcoS-KBSS4 ‘Gekker’
Eco-KRP04---*EcoS-KaSSc-01 CyperCyper Cybersnake
Eco-KRP05---*EcoS-D09LE Boresnake Unmanned Semi-Autonomous Utility Drone
Eco-KRP06---*EcoS-KRPX2001 Selen
Eco-KRP07---*EcoS-D07LE Chitterling Drone
Eco-KRP08---*EShe-AA31 ‘Shyger’
Eco-KRP09---*EcoS-Hw-R/e-027 Shagoon War Drone
Eco-KRP10---*EcoS-KaG1KD-02 Cyvern Robotic Warbeast
Eco-KRP11---*EcoS-K-D11LEx Liquidus Robotic Animal
Eco-KRP12---*EcoS-KRP07LE ‘Bursk’ Robotic Warbeast/Watchbeast
Eco-KRP13---*EcoS-MCRD-01Sm Mooncalf
Eco-KRP14---*EcoS-KMCPRD02 ‘Ovidar’
Eco-KRP15---*EcoS-KRP3036 VBS Vorpal Bunny Slippers


Even this vastly simplified system, however, has drawn controversy because of its lack of comprehensive information and its many exceptions(starting with the Shemarrian Wolves of course).
Notable among latter exceptions is the EcoS-Kcvsp-01 Vespina MicroRobot Assistant, which many initially wanted to classify as a ‘lesser new beast of utility’, until several examples appeared at a diplomatic function in Lazlo. Subsequently, both Lazloites and Shemarrians took exception to the tiny AIs being classed as ‘animals’, and the ‘KRP’ designation was quietly axed(and some advocates in the University are seeking to have even the ‘Kcvsp’ designation, which supposedly stands for ‘Kaiseraze Cebeus Vespa’---’New Animal Mind of the Vespa’ removed as well).

A recent move to amend the submitted SCRI would further add an ‘environment code’ to the designation, as follows:
*Aa/AA---Aerial Animal
* Ka---Ground Animal
* Uw---Aquatic Animal
* St---Spaceborne Animal
* MCRD---Specifically ‘factory beasts’ or ‘utility critters’ deliberately bred/designed to carry out factory or resource harvesting tasks. ‘MCRD’ stands in part for ‘Miesen Cryal Rostat Demar’, or ‘Producer Wilderness Mechanism of Utility’.

-EcoS-KRP-AA-01, for example, would be the extended SCRI designation of the Chirt mini-aerial e-animal.

Drones
Obvious robotic drones, such as the EShe-R207Gr Foci Scout Drone and EShe-R210Wf Altilium Foci Support Drone, are assigned an ‘R’ code rather than a ‘KRP’, the solitary ‘R’ standing for both ‘robot’ in the American Standard and ‘rostat’(or ‘mechanism’) in Shemarrian.
Newly-minted taxonomist ‘purists’ already take exception to this arbitrary designation, wondering aloud why the Eco-KRP07(EcoS-D07LE) Chitterling, EcoS-KRPX2001 Selen , *EShe-AA31 ‘Shyger’ , EcoS-Hw-R/e-027 Shagoon War Drone and EcoS-KRP3036 VBS Vorpal Bunny Slippers, all obvious drone machines, aren’t classified as ‘D’s; they’re typically told to take it up with the senior (and tenured) taxonomist assigned to the SCRIPT(the same Rulian in the aforementioned attempted defenestration incident and named defendant in several threatening-with-megadamage-weaponry complaints).

Tribal Variant Codes:
These are affixed as part of the Shemarrian Codex Renumberation Index Project(a Wayfinder/Lazlo University project to identify and catalogue known Shemarrian equipment) to equipment designations, such as Warmount numerical codes, to identify variants specific to those tribes:

#HawkMoon (Hm)
#DarkWaters (Dw)
#Blood Riders (Br)
#Ghost Riders (Gr)
#SkullCrushers (Scr)
#HorrorWoods (Hw)
#Wolf’s Path (Wp)
#SilverMoon (Sm)
*Sapphire Cobra (Spc)
*WayFinder (Wf)
*Lost Eclipse/Nightmare (Le)

*Shadowblades (Sb)


The Lollipops (Lp)
The SkyeKlad (Sk)
Ghezo Guards (Gg)
The IronHearts (Ih)
Clan Pantheron (Cpan)
Clan Motron (Cmo)
Clan Megalith (Cmeg)
Clan Immensis (Cim)
Clan Shinden (Cshin)
Clan Shelley (Cshe)
Chromites(Chro)
Thousand Dragons (1kd)
Clan Armorand (Carm)
Clan Vespa (Cvp)
The Radiant Edge (Re)
The IceFlames (Icf)
The Steel Gaians (Sg)
The Obsidian Dawn (Od)
Clan Scelptor (Csc)
The FlameWings (Fw)
Clan Alecia (Cal)

In final, the SCRI would cost the University of Lazlo some 850 man-hours and over 75,000 credits in medical bills(not counting material costs for snacks, meals, drink, facility repair costs, and both campus security and city police charges and individual bail and fines from several brawls responded to). The final SCRIPT group-photo celebrating the official submitted report has drawn its own controversy for obvious attempts to ‘retouch’ the image, notably to digitally airbrush-out the numerous minor injuries apparent on the staff in the original image, that several members are using ‘death grips’ on their colleagues, and that the senior Rulian professor is apparently hiding a sawed-off shotgun behind his back.

Privately, some at the University of Lazlo are placing bets and giving the SCRI a couple weeks at best before it begins breaking down again, and ‘free-for-all taxonomy’ asserts itself.


Nice, now just a matter of keeping this all straight :P And I just realized the Rozrezard doesn't have a designation yet :-x
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[\
Nice, now just a matter of keeping this all straight :P And I just realized the Rozrezard doesn't have a designation yet :-x


Hence the last line about taxonomic anarchy re-asserting itself. :P
And it would be Eco-KRP16.

And we get to see that Rifts Earth academics are even more extreme and hair-splitting than our own era's.
Though I did have an absolutely USELESS graduate school academic advisor who was more interesting in writing and publishing an academic paper on 'lyonization' in a New England state than in taking the time to ADVISE the students in the teacher preparation program...so I've had some exposure to the petty politics, self-interest, and pissant desk-domain carving that prevails in academia...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:[\
Nice, now just a matter of keeping this all straight :P And I just realized the Rozrezard doesn't have a designation yet :-x


Hence the last line about taxonomic anarchy re-asserting itself. :P
And it would be Eco-KRP16.

And we get to see that Rifts Earth academics are even more extreme and hair-splitting than our own era's.
Though I did have an absolutely USELESS graduate school academic advisor who was more interesting in writing and publishing an academic paper on 'lyonization' in a New England state than in taking the time to ADVISE the students in the teacher preparation program...so I've had some exposure to the petty politics, self-interest, and pissant desk-domain carving that prevails in academia...


Lovely.. makes me a little glad I never did post secondary..

Eco-KRP16 it shall be.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Of course, bear in mind that in post-Rifts academia, there's a very REAL possibility that that peculiar professor you have may indeed be possessed, a pod-person, an AI, an alien, or something seeking to own your soul... :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

EShe-PMW-07 Plasma Polearm
(aka ‘Hot Stick’)

“I’ve seen this weapon used with tactics from classic cavalry lanciers like the Silvermoons to pool cue barrrom brawl moves in the hands of a Wayfinder. The only thing in common was that the moves were all deadly for those on the receiving end of the stick. The Shemarrians may love their rail guns, but I’d assert that their next favorite weapon is anything that allows them a riding high-speed blast and slash, and this slicer’s perfect for them.”
---Sergeant Pascali Rembrandt, Lazlo Guardsman and Military Scholar

“Blood Riders fighting at night with these bastards are #####ing scary. You know those fire dance moves that are so spectacular in their ceremonies? ‘Circle of Fire’, ‘Flash Burn’, ‘Incenado’? They’re not just dance moves, they’re combat kata, and they can cremate you while you’re still gawking at the pretty whirling plasma .”

This weapon, upon quick study, is readily identifiable as little more than an adaptation of Paladin Steel’s PSPSR-1 ‘Saber Rifle’ Multi-Mode Plasma Carbine attached to a sturdy polearm staff. Given their proximity to and inside Greater New England, it’s hardly surprising that this weapon first appeared in the ranks of the Steel Gaians(who thought of the idea first) and Blood Riders, who have subsequently sold the weapon to other tribes.
The PMW-07 has proven very popular with cavalry riders, as it allows them to perform both ranged attacks on approach, and slashing melee lance attacks on a charge. Berserkers also like the versatile weapon, and the ability to use it as a parrying weapon in close combat. Lighter than the Power Halbard knockoffs coming in from the Three Galaxies(Shemarrian Star Nation), the PMW-07 can be handled more adroitly in the hands of an experienced polearm fighter.
As with the Shemarrian knockoff of the PSIP-2 Smasher pistol, Paladin Steel has elected to remain silent on the blatant copying, though they are considering marketing their own version.
Weight: 25 lbs
MDC: 75
Range:(Heavy Bolt) 1,000 ft
(Light Bolt) 2,000 ft
(Plasma Saber) 3 ft
(Plasma Lance) 18 ft
Damage:(Heavy Bolt) 5d6 MD
(Light Bolt) 2d6 MD
(Plasma Saber) 2d4 MD
(Plasma Lance) 6d6 MD
(Blunt Instrument) 2d6 SDC
Rate of Fire: ECHH
Payload:(Heavy Bolt): 10 shots per standard E-clip. Each shot takes 10 minutes off the saber mode duration,
(Light Bolt) 20 shots per E-clip(1 Heavy Bolt =2 Light Bolts)Each shot takes 5 minutes off the saber mode duration
(Plasma Saber) E-clip can power the saber mode for 2 hours.
(Plasma Lance) E-clip can power the lance mode for 1 hour
Held by a Shemarrian gynoid or cyborg, the weapon can be powered by induction and has effectively unlimited shots.
Cost: Would cost 29,000 credits if made available for sale; rarely available outside the Shemarrian Nation, though Paladin Steel is considering marketing their own version of the weapon.

Options:
*Vibroblade---A regular vibroblade can be attached under the plasma emitter: 1d6+1 MD on a cut, Add any P.S. damage bonus to a full jab.

*Haft Vibroblade---Another, retractable, vibroblade can be added to the other end of the pole arm haft. Typically 2d6-3d6 MD. The Silvermoons like to silver-plate theirs
Last edited by taalismn on Sat Feb 20, 2016 8:30 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:EShe-PMW-07 Plasma Polearm
(aka ‘Hot Stick’)


Nice. Only which tribe produced it first? Steel Gaians or Blood Riders? (Just for when I add it to the wikia I can put in the parent tribe)
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:EShe-PMW-07 Plasma Polearm
(aka ‘Hot Stick’)


Nice. Only which tribe produced it first? Steel Gaians or Blood Riders? (Just for when I add it to the wikia I can put in the parent tribe)



Steel Gaians(and text has been added to reflect this).
Codex updated with the new e-animal numbers. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Clan Vespa Suzuhachi Elite
(aka ‘Z-Girls’, ‘Suzus’ )

“It’s not ‘float like a butterfly, sting like a bee’ with these little bantamweights, it’s more ‘zing like a midge, sting like a wasp’. Them Suzus are VICIOUS little aerial predators!”

“Don’t worry; you aren’t going to be harmed. Far from it; you’re going to be reborn again, only THIS time it won’t be as the slave of a nasty self-centered Swarmy-Queen. It will hurt a bit, I admit, but birth is always like that.”
---Vespa Cybermedic Noyuri Springgreen, to a Swarmy prisoner about to undergo Suzuhachi conversion-therapy.

“Ironic that in order to save their mental humanity, we have to strip them of their remaining physical humanity.”

“I’m rather curious to see these people, when they make it to the Three Galaxies, will deal with a theat like the starwasps. Should be interesting, to say the very least.”
---Celestii Marco Einstein-WarpWalker, Wayfinder Explorer, observing Clan Vespa Suzuhachis in circum-lunar orbit, assembling one of their hive-arks.

The Suzuhachi is a Clan Vespa effort to outfit new recruits to their cause with the same physical advantages as the original hostile Swarmy bio-conversion, as well as to provide badly injured or aging ex-Swarmy with new bionic bodies, allowing them to make the transition to NeShemar in the new order of things.
Suzuhachis are small and light for Shemarrian cyborgs, with something of the pixie in their design; many observers joke that the Suzuhachi is simply a scale-up of the Vespina. The light weight is in part due to the advanced nanotech construction system used to create the Suzuhachi. Rather than use a more conventional cyborg cut-weld-graft construction frame, Suzuhachi candidates are dropped into a bath of programmed nanites and mineral salts, which simultaneously disassemble and rebuild the candidate.
Queen-Matriarch Kusunoki Masako attempted to duplicate as much of the original Swarmy abilities as possible, in part to ease the transition for former Swarmy from biological to bionic, but came up short on many points, yet excelled in others.
Suzuhachi look like normal people/cyberhumanoids, but they are ‘hidden cyborgs’ even more so than conventional CH frames. The nanite self-repair systems common to the EShemar have been modified to work in conjunction with a skin-integral chemical sprayer system, allowing the cyborgs to pull off a partial full-body transformation between a normal human appearance and their full NeShemarrian form, characterized by antennae, shiny skin, chitinous body armor, and wings.
Suzuhachis are also WINGED, with four translucent, filmy, yet tough, wings that can instantly unfold from the cyborgs’ backs. Once airborne, Suzuhachis demonstrate incredible agility in flight, zipping about with the grace and control of hummingbirds or wasps. Though the wings are too small to provide actual lift, it is believed that the Suzuhachis are actually held aloft by small antigravity systems reverse-engineered from several alien devices (antigravity medallions) scavenged by Doctor Kusunoki’s front company Vesparii Technologies, under the guise of ‘site cleanup’. Regardless of their origin, these implanted devices give the cyborgs powerful lift, while their wings act as maneuvering control. However, like other aerial combatants of the Shemarrian Tribes, Clan Vespa Suzuhachis tend to avoid carrying heavier weapons like Shemarrian Long-Guns in aerial combat, owing to weight and recoil issues. Aerial fighters like the Suzuhachi usually favor recoilless energy weapons or smaller caliber weaponry such as assault rifles.
Compared to other winged Elites deployed by other Tribes and even baseline cyberhumanoids, Suzuhachis are smaller, lighter, less durable, overall weaker, and not as fast in raw speed. On the other hand, they are INCREDIBLY agile, especially in close quarters.
Thus far, no EShemar gynoid Suzuhachis have been created, only cyborg conversions, either of ex-Swarmy or new recruits to the Vespa ‘cult’.

Type: Shemar Suzuhachi
Class: Cyborg Gynoid
Crew: One transplantee
M.D.C. By Location:
Hands(2) 25 each
Arms(2) 30 each
Legs(2) 45 each
*Wings(4) 30 each
**Head 50
Antennae(2) 20 each
***Main Body 125

*Destroying the wings will NOT automatically cause the cyborg to fall from the sky, but will cause Dodge bonuses to be reduced by HALF
**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 cocoon and 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: Suzuhachi tend to avoid wearing Shemarrian-style body armors, or armor at all, as it interferes with their disguise appearance and with the deployment of their nano-armor. Suzuhachi will wear body armor if entering heavy combat, or for ceremonial purposes, and then will lean towards light- or medium-weight armors that don’t encumber their maneuverability.

Height: 5-6 feet
Width: 1.3-1.5 feet at shoulders
Length: 12-18 inches
Weight: 180 lbs
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 25, PP. 24, PB.
Cargo: None, except what can be carried.
Speed:
Running: 60 MPH
Jumping: 6 ft up/12 ft across, increase by 25% with a running start
Flying: Hover to 250 MPH, maximum altitude of 20,000 ft
Space: Suzuhachi can fully fly and maneuver, using their antigravity propulsion, in space/zero-gravity, at 700 MPH.
Underwater: Can survive down to 1 mile’s depth, and can swim at about 10 MPH.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Molecular Adhesion Pads---The cyborg can cling to just about any surface like an insect, thanks to these pads in the feet and hands.

*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.

*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 works in conjunction with the chemical sprayer system. When deployed, special nanites pour out onto the Suzuhachi’s skin and link up to form tough, buckyball, composite armor. When not needed, the armor disassembles itself and is drawn back into the cyberhumanoid’s body to be regenerated(though the cyborg’s base systems get first priority).
Hands(2) +10 each (+1 per level of experience)
Arms(2) + 30 each (+5 per level of experience)
Legs(2 ) + 40 each (+6 per level of experience)
Wings(4) +20 each(+5 per level of experience)
Head + 40 (+3 per level of experience)
Main Body + 80 (+10 per level of experience)

*Pheromone Communications System---Doctor Kusunoki worked also to duplicate the Swarmy pheromone system to not only communicate mood, but carry more substantial information as well. Using a combination of airborne chemicals and nanites, Suzuhachi can silently pass large amounts of information on the wind. Depending on atmospheric conditions, the cyborgs can even ‘cache’ data-laden nanites in eddies in the air or lingering in an area for others to come across.

*Coordination Networking--- Clan Vespa has taken a page from the Wolf’s Path in using both training and neural networking to establish closer coordination between tribe members. In teams of five or more Clan Vespans, they enjoy a +1 to Initiative, +1 to strike, +2 to Perception, and a +15% to joint aerobatic/acrobatic maneuvers, as long as they are in line of sight of each other.

*Optical Projector----The translucent, filmy, wings also act as holographic projectors; the Suzuhachi can project up to four ‘ghost’
images of herself up to 200 ft away, hopefully confusing opponents. This system works best in conditions of high humidity or where there is enough particulate matter in the atmosphere to give the laser-arrays something to project onto. However, this also means that the projection beam may also be visible, connecting the projector to the ‘ghost’ image. Still, at the GM’s prerogative, this allows the Suzuhachi to befuddle an opponent(-2 to initiative and -3 to strike the real NeShemar) for 1d4 melees before they figure out they’re fighting mirages. Even after the fakes are revealed, opponents will be -1 to initiative because of the seemingly real cyborgs flying at them will cause them to flinch.

*Psionic Scramblers(NeShemar)---Because of her prior experience with being mind-controlled, Doctor Kusunoki was quick to incorporate psi-scrambler protections into her new body design as soon as she became aware of the existence of such technology. Suzuhachi come standard with mental-scrambling gear that protect them from further malign influences. +2 save versus possession, +1 save versus magic illusions and mind control, +1 save versus all psionic attacks.

Weapons Systems:
1) 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

2) Venom Stingers(4, 2 each hand)
Range: Contact
Damage: Pinprick(or 1 SDC, 1 MD for vibroneedles) + Drug effects
Rate of Fire: ECHH
Payload: 60 doses of up to 10 different chemicals/drugs

3) Laser Fingers(4, 2 each hand)
Range: 400 ft
Damage: 1d6 MD per single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Chemical Sprayer System----Suzuhachi can spray various chemical agents from vents in their arms, or special conduits in their wings(using the air currents generated by the wings’ actions to further distribute the aerosol agents).
Doctor Kusunoki has also been experimenting with using this system to deliver various nanite agents.
If the Vespa have advance warning of what sorts of opponents they will be facing, this system will be filled with chemical agents specifically to counter them. Against Swarmy, for example, the chemical line up is typically pesticide-based nerve agents, sedative gases, and aerosol enzymes that specifically weaken the bee-girls’ chitinous armor.
Range:(Spray) 50 ft, covers a 10 ft area
(Skin Mist) Typically 5-10 ft around the android, depending on local air conditions
Damage: Varies by chemical used. Irritant gases are the most common. Anti-laser aerosols(reduce damage by lasers by HALF and negate laser targeting bonuses) are also proving popular.
Rate of Fire: ECHH
Payload: 50 doses of up to 5 different chemicals

Programming/Skills:
(NeShemar) Varies by the convert’s original skill-set; or can use the Cyber-Humanoid OCC, plus the following skills:
Acrobatics(+10% where applicable)
W.P. Hand to Hand Expert(if a HtH skill is not already possessed)-Can be changed to Martial Arts or HTH: Assassin or Commando for the cost of two ‘other’ skills.


Actions/Attacks Per Melee: +1
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative +4
Dodge +6, +8 in flight
Automatic Dodge(takes no actions) +4
Strike +4 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Parry +5
Roll +2, +4 in flight
Pull Punch +3
Disarm +2

Options:
* Stinger Pod---This is actually a modular appendage that be attached/detached from the base of the Suzuhachi’s spine. Doctor Kusunoki wanted to make it nano-deployable like the wings and armor, but couldn’t figure out how to reliably do it, so instead she redesigned it as an attachable accessory.
The pod is roughly 2 ft long, but can extend to 4 ft, weighs about 30 lbs, and has 50 MDC. The pod incorporates an extendable vibroblade and a coaxial energy weapon, the specific type of which can vary. Detached, it can be used as melee weapon or energy rifle(including a stun blaster copied from the Japanese AT-23 Stun Rifle), but in this mode its shots are limited to its battery capacity. Attached to the host Suzuhachi, it has more flexibility and can draw on the cyborg’s own powerplant for effectively unlimited shots. It has, however, been compared rather crudely by observers, to a ‘strap-on’.
Range:(Vibroblade)(integrated) Melee
(Laser) 2,000 ft
(Ion) 1,200 ft
(Plasma)1,100 ft
(Particle Beam) 1,000 ft
(Stun Blaster) 800 ft
Damage:(Vibroblade)(integrated) 1d4 MD blunt strike, 2d6 MD powered slice, 4d6 MD energized ‘sting’.
(Laser) 2d4 MD single shot, 6d6 MD per triple-shot pulse blast
(Ion) 4d6 MD per blast
(Plasma) 4d6 MD per blast
(Particle Beam) 6d6+6 MD per blast
(Stun Blaster)(Setting One) ‘Soft’ setting; used against children, weak, elderly, sickly. 1d6 SDC.
(Setting Two) Moderate: 2d6 SDC. Teens, adult in poor to average condition, small to medium-sized animals.
(Setting Three) Heavy; 3d6 SDC. Adults in good condition
(Setting Four) Extreme; 6d6 SDC, recommended against Juicers, Crazies, large animals.
(Setting Five) Maximum power, anti-Juicer: 1d6 MD, crazies, partial/full-con cyborgs, and non-humans
Each setting , the target must save versus non-lethal poison(16 or better; children and small animals need an 18 or better). On a successful save, the target is
-1 APM from the jolt, plus takes damage. On an UNsuccessful save, they are -9 to initiative,
-7 strike/parry/dodge, and reduce Speed, APMs, and skill performance by HALF. Duration of stun is 2d4 melee rounds, and duration is cumulative with successive hits. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes.
Being struck by a too low setting for one’s body type means the character suffers little or no effect(+4 to save per level below the appropriate setting). Being struck with a HIGHER setting runs the risk of a +15% chance per level above one’s recommended tolerance setting of being rendered unconscious, provided the target isn’t fatally electrocuted already.

Rate of Fire: (All) ECHH
Payload:(Vibroblade)(integrated)
(Laser) 30 shot internal battery.
(Ion) 24 shot internal battery.
(Plasma) 20 shot internal battery.
(Particle Beam) 15 shot internal battery.
(Stun Blaster) 40 shot internal battery.
(All) Effectively Unlimited linked to the cyborg’s power supply
Bonuses: +1 to strike, attached to the gynoid
As an extra limb, the stinger is +1 strike in melee combat, +2 parry, and +1 dodge. Attackers are -3 to strike the moving appendage.

*Laser-Reflective NanoArmor---Again, in a nod to the Quicksil, some Suzuhachi have upgraded their nano-armor to incorporate a high-gloss surfacing that reduces laser damage by HALF.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:Clan Vespa Suzuhachi Elite
(aka ‘Z-Girls’, ‘Suzus’ )


Looking good. I'm working on a few insect bots right now.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Meganna---Clan Alecia Elite

“GGYYYAAAHHHHHH!!!!#phorpf!#”
*zzzarphhh*
“Huh! That’s one less werecreature with an attitude!!! ‘Superior blood of the moon’ indeed! Wasn’t feeling so superior when I went Meg-form and sliced his heart out! You think?”
“...uh-huh...”
“What are YOU looking at?”
“...you know you’re naked when you shift back like that?”
“...tell me about it! I can’t wear ANYTHING I like unless I want to lose it when I change. I quit having favorite clothes LONG ago.”

“...meggy...mind telling me when you’re going to turn OFF the low-grav field and give me a chance first to put the engine block down....?”
“Oops! Sorry! I got distracted!”

“So one moment I’m in the hot tub doing some heavy petting with this INCREDIBLE-looking lapdancer who’s doing things that- well, full moon comes up over the trees, and the next thing I know I’ve got this giant metal monster straddling me, ready to decapitate or gut me if I don’t give it what it wants. OF COURSE I handed over the blueprints! Who wouldn’t?!”
You should have chosen the decapitation, Mister Oron. Your odds of survival would have been better than handing out company secrets...”

The Meganna is a Clan Alecia Elite class that is based on Alecia’s companion Megarea, who could shift forms between a human(oid) one and a Monstrex-based giant cyborg tiger. The Alecians haven’t, even with their advanced technology, been able to duplicate the stupendous feat of shifting from a human-sized form to a multi-ton truck-sized Warmount, but they’ve still done amazing things with their Meganna. Using advanced nanotechnology, the Meganna is able to shift from a perfectly normal-seeming (cyber)humanoid form to that of a scaled-down half-sized mini-Monstrex cyborg.
These ‘were-monstrex’ are faster and tougher in their were’ed form than in their humanoid form, but the humanoid form is more agile, graceful, has full use of her hands, and finds it easier to move around amongst other humanoids. The humanoid form is based on the Pariah/Acolite form, with Warrior Upgrades(indeed, a good number of Clan Alecia’s Megannas are reformed Pariahs who have redeemed themselves and ‘earned back’ their tribal status, ostensibly by following the ‘way of Alecia and Megarea’). Though both forms mass the same, the mini-monster form is both bulkier and more durable, owing to the nanite reconfiguration of the humanoid body’s softer outer ‘tissues’ into a more rigid and damage resistant armor on the mini-monster form.
The Meganna remains exclusive to Clan Alecia, although they have also been sighted in the company of the Wolf’s Path, Blood Riders, and Wayfinders. However, these are more likely due to visiting Alecians, rather than shared-template Elites of these Tribes.

Type: Shemar Meganna
Class: Robot Gynoid
Crew: Advanced Neural Intelligence
M.D.C. By Location:
(Humanoid Form)
Antennae(2)8 each
Hands(2) 15 each
Arms(2) 45 each
Legs(2) 85 each
Head 45
Main Body 200
(Mini-Monstrex Form)
Lasers(2) 45 each
Spikes(4) 30 each
Legs(4) 90 each
Tail 30
Head 60
Main Body 360

Note: Any armor /clothing the Elite is wearing in humanoid form must be discarded during transformation, unless it is specially modified to shift around the gynoid(and serve as barding in mini-Monstrex form).

Height: (Humanoid Form)6-8 ft tall
(Mini-Monstrex Form) 4 ft standing on all fours. It can rear up to 6 ft tall
Width: (Humanoid Form) 2.5-3 ft at shoulders
(Mini-Monstrex Form) 5 ft at shoulders
Length: (Humanoid Form) 2 ft
(Mini-Monstrex Form) 7 ft
Weight: 480 lbs.
Power System: Nuclear
Physical Attributes:
P.S. :(Humanoid Form)Equal to Robotic PS. 36
(Mini-Monstrex Form) Equal to Robotic PS. 40
P.P. :(Humanoid Form) 28
(Mini-Monstrex Form) 24
P.B.: (Humanoid Form only)14+2d4(varies)
Cargo: Only what can be carried in the arms or strapped to the body
Speed:
Running: (Humanoid Form) 90 MPH
(Mini-Monstrex Form) 180 MPH
Jumping: (Humanoid Form) 20 ft up/across, +10 ft with a running start in excess of 40 MPH
(Mini-Monstrex Form) 20 ft up/across, +80 ft across/+20 ft up with a running start in excess of 60 MPH
Flying: Not possible without a jetpack or other flight assistance device.
Underwater: (Humanoid Form) Can swim at 30 MPH, maximum depth tolerance of 800 ft.
(Mini-Monstrex Form) Can swim at 18 MPH, maximum depth tolerance of 2 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 as Gifts of Upgrade or at the behest of the individual.

*Molecular Analyzer---Works equally well in either form. Track by Smell 84%, Recognize Scent 84%.


*PPE Sensor---This is identical to the SNARLSystem deployed as a gunsight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.

*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.

Weapons Systems:
1) Forearm Lasers(2)----The Meganna conceals a set of Shemarrian gauntlet lasers inside its forearms. In mini-Monstrex form, these migrate to the shoulders where they are more evident.
Range: 2,000 ft
Damage: 3d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Claws---The standard gauntlet-mount melee weapon, now integrated into the Meganna’s forearms and usable in both forms. Some Megannas Upgrade to ‘ripper’-style vibroblades with silver plating for use against supernatural foes(such as werecreatures).
Range: Melee
Damage: 3d6 MD per swipe or stab

3) Back Spines(4)---Smaller versions of the Monstrex’s prehensile back spikes.
Range: Melee
Damage: 1d4 MD

4) Bite----The mini-Monstrex bites like a Shemarrian Wolf.
Range: Melee
Damage: Restrained Nip 1d6x10 SDC/1d4 MD
Full Strength Bite 3d6 MD
Power Bite(2 APMs) 6d6 MD

5) Tail---The prehensile tail can lash like a whip. The tail can also be carried over into the humanoid form if the gynoid so desires.
Range: Melee
Damage: 1d6 MD

6) (Optional) Shoulder Mounts(2)---If the Shemarrian is carrying any rifles or similar ranged weapons in slung position when transforming, these can be locked into special hardpoint mounts on the back of the mini-Monstrex and used in a fixed-forward firing position.

7) Gravity Shifting---The Meganna can use an internal gravitic generator to manipulate gravity around herself. Though not powerful enough to convey true CG flight, the Shifting can increase leaping ability, and can effectively INCREASE the gynoid’s virtual mass to anchor her more securely to the ground or, if already in leap/freefall, land with a LOT more force on top of a target.
Range: Melee
Effects: (Gravitational Decrease) Increase leaping distance by x10.
On the minus side, the Meganna is going to be knocked back by concussive attacks an additional 1d4x100% in distance.
(Gravitational Increase) Adds +1d8 MD to a Body Block/Tackle/Leap Attack
Reduce chance of being knocked off feet by concussion/kinetic attacks/strikes by 25%.


8 ) Gravitational Projector---The Meganna can shift the focus of its gravitic generator to OUTSIDE itself, to create, at short range, an area of manipulated gravity. The effect is short range, and isn’t powerful enough to crush or explode an opponent, but it can slow-trap or throw an opponent off balance. In the former state, this may explain why many enemies suddenly feel ‘stuck in place’ and unable to move when facing a charging Meganna.
Range: 150 ft and covers a 20 ft area.
Damage/Effect:
(Increased Gravity) Those caught in the field suddenly find their weight x50 what it should be; speed, lifting/carrying capacity and leaping distance is reduced by 99%, and endurance is reduced to one-sixteenth of what it should be. Those without superhuman or supernatural strength will be -8 to initiative, strike, parry, and dodge.
(Decreased Gravity) Those caught in this effect will find themselves moving faster and feeling lighter on their feet, even buoyant. Carrying/lifting capacity is increased by x50! However, unless they have microgravity training and can adapt quickly, the sudden change in local gravity may cause them to over-stretch or overcompensate. 60% chance of tripping, and are -1 to initiative and to strike/dodge/parry because of a tendency to overcompensate. A leap(x10 normal distance) that suddenly takes them high and out of the field’s area of effect may cause them injury upon crashing to the ground outside the field.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Penalty: Externally projecting the gravity field taxes even the gynoid’s advanced power systems; the Meganna cannot be running or otherwise in motion while projecting a grav-attack, and the field can only be maintained for 12 melees(3 minutes) before needing 5 minutes to cool down/recharge.

9)Anti-Monster Growl---Trade with the Wolf’s Path gained Clan Alecia data on Northern Gun’s ‘Wolf’s Howl’ Anti-Monster System(see Northern Gun Book One, pgs 133-14).
Range: 900 ft
Damage: 1d6 MD, plus targets are struck by painful sonic sidebands. Reduce speed by 10%. -1 attack per melee, -3 to perception rolls, -2 on initiative, -1 to parry/dodge/pull punch, and -15% on performance of ALL skills for 1d4 melees. The attack also has an EM aspect to it, so ELECTRONIC systems will be temporarily fazed; -15% to Sensory Equipment and ALL Radio communications rolls/attempts for 1d4 melees while the targets struggle to reset or readjust their equipment.
Rate of Fire: ECHH
Payload: Effectively Unlimited

Programming/Skills:
Same as for the Warrior, Berserker, or Acolite, depending on what the Alecian Shemar was before being Upgraded to an Elite.
Meganna Training/Programming also adds the following:
Movement: Zero Gravity


Actions/Attacks Per Melee: +2 APM
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 4
Dodge +7, +5 in Mini-Monstrex form
Parry +7, +5 in Mini-Monstrex form
Automatic Dodge(takes no actions) +3, +1 in Mini-Monstrex form
Strike + 7, +5 in Mini-Monstrex form(+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4, +5 in Mini-Monstrex form
Pull Punch +2
Disarm +2
Entangle +1
Knockout/Stun on a Natural 18-20
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 D
Kick 1d6 MD
Leap Kick (2 attacks) 3d6 MD
Body Block/Tackle 1d6 MD
Mini-Monstrex Restrained Nip 1d6x10 SDC/1d4 MD
Mini-Monstrex Full Strength Bite 3d6 MD
Mini-Monstrex Power Bite(2 APMs) 6d6 MD
Mini-Monstrex Spine Strike 1d4 MD
Mini-Monstrex Kick 2d4 MD
Mini-Monstrex Claw +3d6 MD
Mini-Monstrex Body Block/Tangle 2d6 MD
Mini-Monstrex Pounce(2 attacks) 1d4x10 MD
Tail Lash 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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Meganna---Clan Alecia Elite


Clan Alecia gets an elite!
I can see the Wolf's Path using these, although not in large numbers, since they have their own were elite.. and probably Lost Eclipse and Shelley as they can be seen as monstrous beings.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Well, now that I about reached the end of my current Warmount WIPs, I can focus on clearing the deck of my Elite WIPs, and then on to starships and e-animals and illos(I'm already working on one for your latest), so I'm tearing up to speed on various Elites and NeShemar. Just getting back into that fugue-groove is proving a happy time.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:Well, now that I about reached the end of my current Warmount WIPs, I can focus on clearing the deck of my Elite WIPs, and then on to starships and e-animals and illos(I'm already working on one for your latest), so I'm tearing up to speed on various Elites and NeShemar. Just getting back into that fugue-groove is proving a happy time.


Happy time is good time.
Yeah to new art! Oh.. I gotta finish the fighter/interceptor I was working on..

Also I have a new microbot to post.... now!
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Re: Shemarrian-related fan creations

Unread post by kronos »

Fiery Wing Swarm

With the success of the Carrion Fly and Carapace Beetle Swarms being adapted by Clan Shelley, Lost Eclipse and the Necromancer units, Clan Vespa developed the Fiery Wing Swarm.
The Fiery Wing Swarm is a large group of two inch long robotic insects that resembles a firefly, which usually fly or crawl about their assigned controller, or contained within a container to recharge their power cells. Fiery Wings are used for offensive and some defensive purposes. Individual Fiery Wings can be used as surveillance bugs to record a few hours of audio and video, their abdomens can light up and be used as lights or when attached to a target can aid in targeting. They are equipped with a small plasma blaster in their abdomens. These blasters can also act as welders or torches for utility uses. When flying in a swarm, they can be quite dangerous, creating a field of plasmic fire with which they can engulf targets with, burning anything the swarm moves around. Defensively, the swarm can create a wall of plasma which can absorb plasma fire, or destroy other weapons fire aimed at anything they are protecting. Fiery Wings can be used to form armour, although with its fiery plasma field, this is dangerous to the user, unless they are protected from such abilities, such as the Blood Rider Zealots. Some zealots have used the Fiery Wing swarms in anti-undead fighting. Clan Shelley Necromancers and a few Shamanesses have used the swarms to simulate fire based spells.
The robotic intelligence of the Fiery Wing is about equivalent of fairly intelligent animals, but are connected together as a hive intelligence, increasing the intelligence when grouped together in large swarms.
Fiery Wing drones are completely AI robots and are never Awakened, seen as tools and weapons. The helmets and communications of the Necromancer can easily control and give instructions to the swarm, especially when grouped together for a higher hive intelligence, allowing the swarm to act independently for a few hours, reporting surveillance intelligence the swarm gathers.
The swarm is usually kept in a specially designed container that looks like a wicker basket, about 1.5 ft diameter by 2 feet deep, holding 100 Fiery Wings. This container can recharge the flies and gets power via induction with the Shemarrian carrying it, or power hook up from a vehicle or war mount. An e-clip can be inserted near the bottom, recharging a full swarm in about an hour, but completely drains the e-clip. The container has 15 MDC and weighs 30 lbs. empty. A larger container measuring 2 feet wide by 2.5 feet deep is available that holds 150 Fiery Wings, weighing 35 lbs empty and has 20 MDC has gained more popularity as it allows the user to use the normal 100 beetles.

Type: Eshe-R63Cvp Fiery Wing
Class: MicroRobot
Crew: None; robot intelligence
SDC/Armor by Location:
Main Body 15
Head 7
Legs(6) 3 each
Wings(2) 2 each
*Fiery Wings are incredibly small and difficult to notice, attacks suffer -3 to strike, if the opponent is even aware of it. However, if light up with their plasma powers, only -2 to strike.

Height: 0.5 inches
Width: 0.75 inches at shoulders , 3 inch wingspan
Length: 2 inches
Weight: 0.5 lbs
Cargo: Only what can be carried in the ‘bot’s arms 
Physical Strength: Equivalent to human P.S. of 3
Each Fiery Wing has an effective IQ of 6, but when in groups of 20 or more, gain +1 IQ for the group per 20 additional bots, allowing a large swarm to operate independently quite effectively with missions of spying. The bots must be within 30 feet of each other for this additional boost in IQ.
Powerplant: Electric battery providing 6 hours of operation before requiring recharging.
Speed: (Running) 5 MPH
(Flying) 30 MPH, maximum altitude of 100 ft
(Space) Not possible
(Underwater) Not applicable
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Multi-Optics
*Thermo-Optics (100 ft range)
*Camera/Video Eye w/ live transmission
*Basic Audio
*Radio, range: 20 miles
*Motion Detector (500 ft range)
*Recording Chip---Stores up to 8 hours of recorded observations. 
*Modulating Voice Synthesizer Chip---Allows the Carrion Fly to imitate a variety of natural sounds, such as animal calls.

Plasma Proof Construction - Using ceramics and EM fields, Fiery Wings are immune to plasma based attacks. Magical plasma attacks deal 50% damage, particle beam weapons deal only 50% damage due to the EM fields used to control and protect against plasma. Immune to normal fire, MD and magical fire deals 50% damage.

Distraction - Similar to the Carrion Fly ability, a group of 10 or more Fiery Wings will fly about and on a target causing as must of a distraction as possible, getting in the way of optics, nipping at bare skin, buzzing, getting in the way of triggers, etc. The target must make a save vs insanity 12 (+1 for every 10 fiery wing over the initial 10 to maximum save of 18) or suffer -1 attack, -2 to strike, dodge and parry, and can not make use of auto dodge.

Plasma Field - A group of 40 or more Fiery Wings can emit plasma from their abdomens, combined with their containment fields to create a cloud of plasma fire approximately 10 feet in diameter, dealing 2d6 MD every round. For every 10 fiery wings added to the group, the diameter of the field can be increased by 5 feet, OR increase the damage by 1d6 MD. The field can be maintained 5 minutes +1 per 10 bots over the initial 40 bots.

Plasma Force Field - A group of 40 or more Fiery Wings can create a force field with a strength of 50 MDC, +5 MDC for every 10 over the initial 40, that can regenerate at a rate of 5 MDC per minute. The swarm can maintain the field for 5 minutes +1 minute per 10 bots over the initial 40. The force field covers a 10 foot diameter area, which is usually centered on the controller or an ally the controller designates. The bots fly around the perimeter of the area with the force field energy flowing between and around them. Since the force field is infused with plasma, plasma weapons deal no damage, and actually replenish any damage the field has suffered. Kinetic attacks, such as railgun rounds, bullets and missiles will only deal half damage as the projectile is partly burned away before it strikes the field itself. Anything striking the field suffers 2d6 MD, this includes unarmed melee strikes (fists, claws, kicks). The constant movement of the bots makes it difficult for anyone to get a clear shot shooting into the area, suffering a -2 to strike. Anyone inside the field can fire to strike targets outside the field, the bots, especially while protecting the controller easily move out of the way so they don't get hit.

Protective Armour - Developed first for the Carrion Flies, and not as powerful as the armour from the Carapace Beetles, but with the added benefit of encasing the wearer in a plasma field. 50 bots are required to cover the main body of a humanoid up to 8 feet tall, with another 15 for each limb and 10 for the head, granting 60 MDC to the main body and 30 MDC to limbs or the head. Each additional 5 bots adds 5 MDC to any location they cling to. This armour can be maintained for 10 minutes and can only regenerate with the addition of more flies as the MDC is depleted, the bots are being destroyed. Additionally the wearer is covered in a plasma field, plasma and fire attacks deal no damage, and unarmed strikes deal additional 2d6 MD from the plasma fire. Anyone striking the wearer suffers 2d6 MD.
This armour can be maintained for 120 minutes and can only regenerate with the addition of more bots as the MDC is depleted, the robotic beetles are being destroyed. For creatures larger than 8 feet tall, +10 bots are required (this is distributed to all locations) for every foot over 8 feet, and increases MDC by +10 per additional foot. This does allow one to protect even small warmounts, if there are enough bots.

Enhance Melee Weapon - The fiery wing can attach to the base of a melee weapon's striking surface and coat it in plasma. Daggers and small blades require 2 bots and deal an extra 1d4 MD; swords, axes and most polearms require 4 bots to deal 2d4 MD; great swords and similar large weapons require 6 bots and deal 2d4 MD. An additional 2 bots can increase damage by a farther 1d4 MD to a maximum of 6d4 MD bonus plasma damage. The Fiery Wings can maintain this ability as long as they have power.

Flash-Blinder - The abdomen can act as a high-powered illumination source that can light up a 30 ft area, but can also produce a strobing effect similar to a Blinding Flash spell (has enough battery power for 12 such flashes, recharges at a rate of 12 flashes an hour).

Ignitor----A modified soldering iron, that can be used to inflict a severe burn or set materials on fire. Can also act as a welder or cutting torch. Dealing 1d6, 2d6 or 4d6 SDC, or 1 MD per melee. Groups of Fiery Wings can be used to cut or weld larger areas faster, making them quite useful around Tinker workshops or during battlefield salvage operations cutting pieces to more manageable pieces.

Weapons Systems:
Bite - The heads are equipped with little mandibles, which can be used to hold wires or very small objects, but generally used in their distraction ability.
Range: Melee
Damage: 1d4 S.D.C. Technically ineffective against MDC creatures, but due to the design of the mandibles, when used as part of the distraction ability, they irritate the skin of MDC creatures, including creatures with scales, such as reptiles and even dragons.

Plasma Blaster - The abdomen of the Fiery Wing is fitted with a plasma blaster, giving it a ranged attack. This blaster is also what fuels its plasma abilities.
Range: 100 ft
Damage: 2d6 SDC, 1d4 MD.
Payload: 10 shots, recharges at a rate of 1 shot per 5 minutes of inactivity. The power source will recharge the capacitor until it runs out of power. If the Fiery Wing is out of power but still has charges in the plasma blaster, it can transfer power from the blaster to its power cell, with each shot providing 5 minutes of power.

Fiery Aura - The Fiery wing can coat itself in plasma fire, which it can use as a tracer, or to deal a target. This can also be used as part of its Distraction ability.
Range: melee
Damage: 1 MD
Payload: As long as the bot has power. When using the Distraction ability, each bot used deals 1 MD, with a minimum of 10 MD, and doubles the penalties and increases the save by +1.

Self-Destruct - The fiery wing can overload its power cell and plasma blaster to deal a larger amount of damage in a suicide attack. This can also allow the bot to be used in demolitions work and sabotage. This destroys the bot completely. This is also used in case the bot can not return to its controller with a quick transmission to the controller with the query of pickup possible or not.
Damage: 6d6 MD to a 10 foot area.

Options:
*Extended Abdomen - Fiery Wing can be fitted with an extend abdomen/thorax which can contain extra systems. The mini-pod adds extra drag (reduce maximum speed to 26 MPH) but allows the microrobot to carry extra systems such as the following based on the Vespina, although smaller: 
a) Drug Needle and Injector---Stinger needle does 1 SDC damage, plus chemical effects. Can carry enough chemical for 3 doses. In armour mode, the beetles can be programmed to inject the drug anytime the user is grappled or attacks with an unarmed, or a carapace beetle formed weapon.

b) Acid Sprayer---Can spray an area (3 ft wide) with a corrosive that, depending on the specific agent involved, does 1d6 SDC for 1d4 melees, or 1 MD per melee for 1d4 melees. Has enough for 2 applications. In armour mode, the beetles can be programmed to inject the drug anytime the user is grappled or attacks with an unarmed, or a carapace beetle formed weapon.

c) Tracer Chip Dispenser---The Fiery Wing can attach (via adhesive or injection under the skin) a small micro-tracer to a target. The chip can act as a passive transponder or as an active ‘pinger’(3,000 ft range, 48 hour battery life). Can carry up to 5 chips.

d) Micro-Explosive(s)---The Carapace Beetle can deposit a small explosive device, ranging from a detonator chip(does 1 SDC and useful for destroying circuitry or setting off larger explosives....up to 10 can be carried) to larger explosive devices. Also consult the following for other micro-explosives:
Weight:(.22) 1.9 grams
(5.56mm/.22 ‘long’) 2.8 grams
(7.62mm) 8 grams
(9mm) 115 grams
(15mm) 120 grams
(20mm) 130 grams
Damage:
(.22) 2d6 SDC to eight inch ft blast radius
(5.56mm/.22 ‘long’) 6d6 SDC to 1 ft blast radius
(7.62mm) 1d6x10 SDC to 1.5 ft blast radius
(9mm) 9d6 SDC to a 2 ft blast radius
(15mm) 2d4x10 SDC to a 2 ft blast radius
(20mm) 4d6x10 SDC to a 3 ft blast radius

(MD)
(.22) 1d4 MD to six inch ft blast radius
(5.56mm/.22 ‘long’) 1d4 MD to 1 ft blast radius
(7.62mm) 1d4 MD to 1.5 ft blast radius
(9mm) 1d4 MD to 2 ft blast radius
(15mm) 3d6 MD to 2 ft blast radius(*uses more recent chemical technology)
(20mm) 4d4 MD to 2 ft blast radius
Features:
-Exploder Chip---A multi-mode detonator that be set for as little as a fifteen second count to as long as five minutes, or can be radio detonated. 
In armour mode, the beetles can be programmed to inject the drug anytime the user is grappled or attacks with an unarmed, or a carapace beetle formed weapon. The beetles will deposit one explosive per successful hit.
Payload: The Carrion Fly can carry up to 90 grams of micro-explosives

e) Neural Stinger - Improved version of the Neural Stinger described in the Rifts Bionics Sourcebook(pg. 47). Targets are -8 to strike, parry, and dodge, plus reduce Speed and APMs by HALF. Four or more stings means that the victim must roll to save versus unconsciousness, a failed save meaning the victim is knocked out for 2d4 melees. The neural-stinger has enough power for 4 stings, then recharges at a rate of 1 sting per hour. The Beetles are programmed that they can use this while in armour mode when the user makes an unarmed strike or is being grappled, or while in weapon form.

f) Extra Battery - This extends the operational time of the Fiery Wing to 14 hours. The battery can be used to power the force field, increasing the recharge rate to 5 MDC per melee round, and the swarm and maintain the field for 10 minutes, +2 minutes per 10 bots, if at least 50 bots are fitted with the extra battery.

Programming:
Detect Ambush 60%
Detect Concealment 60%
Intelligence 80%
Basic Math 98%
Radio: Basic 98%
Prowl 85%
Tracking 90%
Navigation 86%
Wilderness Survival 80%
Computer Operation 80%
Language: Can understand 5 different languages 80%

Actions/Attacks Per Melee: 3
Initiative +3
Dodge +5 , +8 in flight
Automatic Dodge +3
Strike +2 (+3 w/ ranged weaponry) 
Roll +6
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Lost Eclipse Varaxa Elite
(aka ‘Shemar Neuron Beast’, ‘Lady of the Flies’, ‘Lady of Poisons’, ‘Dark Destroyers’, ‘Monoliliths’)
http://i408.photobucket.com/albums/pp164/taalismn/img560%20copy_zpsq0lvkgac.jpg

“Yeah, you’re not the only one to spot a similarity between those big monster-witches and the Shemarrians. And I can tell you something; you can tell right off that something’s off about them. Whoever or whatever did that to a Shemarrian...maybe they DID mean to make them monsters, or maybe they underestimated just what they were doing. Whatever; there’s more hatred in them now, waiting to be unleashed, and best you try not to draw their attention to yourself, lest they give you a taste of that hatred.”

“To fight monsters, we build monsters.”

<<Wargoddess Soultearer, Darksister Rotsky reports something most interesting and disturbing.>>
@Indeed? What is so important that she risks breaking communications cover?@
<< She reports being recently approached by an alien faction calling themselves the ‘Mechanoids’. Their description matches those encountered on Earth. They apparently want to recruit her to assist them in an endeavor of theirs.>>
@This is indeed disturbing. Mechanoid ‘endeavors’ seldom mean anything good...@

The Lost Eclipse seem determined to push the envelope when it comes to creating the most monstrous body forms, yet still be considered to be ‘Shemarrian’. The Varaxa sets new levels of monstrosity. Obviously out to outdo themselves after the Mirva Elite, the Nightmares have created what looks like either an airborne Yaldasha Terror-Tree, or the unholy union of a Shemarrian and a Volute Metzla(or, alternatively, a Neuron Beast). The Varaxa is a towering mass of warped ceramic, metal, and composite, wrapped around the body of a giant humanoid female, her arms and legs merging into the mass of eldritch biotech around her, before branching off into articulated tentacles, claws, fins, and wings. The head has only limited movement, although the face is fully articulated. The traditional Shemarrian headdress is also represented, but is far more elaborate, thickening and widening down the spine and body, and sprouting various extra sensory organs, antennae, and tubing (some observers have called the overall visual presentation ‘gigeresque’). The Varaxa can crawl along the ground quite well on its many spidery lower limbs, but they prefer to hover and fly along on their internal contragravity systems.
Compared to the Volute Metzla they imitate, Varaxa are not as durable or strong, but they tend to be faster and possess better ranged attack capabilities. Varaxas are heavily armed with technological weaponry, faux magic, and true technowizardry, making them deadly in combat. They have to be; being so big and operating as they do in environments where they are likely to be SURROUNDED by monstrous enemies, the Shemarrian Elite have to be combat-monsters themselves.
Varaxa are drawn from the same pool of essence-candidates as the Mirva, so their mindsets and skills are very similar. Varaxa, however, tend to be even more powerful psychics, which plays well into the monster hierarchies they infiltrate, as they give the impression of being ‘superior beasts’.
Like the Mirva and other monstrous-form EShemar, the Varaxa can be personally as individualistic, humorous, passionate, and personal as any other sentient, but they tend to cultivate a cold, cruel(or coldy, impersonally, pragmatic) persona to inculcate fear and respect in others, the better to strike fear into enemies and fearful regard among potential monstrous acquaintances.
Like the Mirva, the Varaxa is used for infiltrating monster-enclaves, though not as often, due to certain obvious Shemarrian features. The Varaxa is more commonly used as a coordinator for Lost Eclipse drone forces and swarm attacks. When acting overtly as part of the Lost Eclipse, it is not unusual to see Varaxi heading up ‘roosts’ of Tisiphonii. In some Lost Eclipse tribal groups, especially in the Three Galaxies, the Varaxa has become the preferred form of Tribal War Goddesses.

Type: Shemar Varaxa
Class: Robot Gynoid
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Finger/Toe Tendrils(20) 55 each
Stinger Tendrils(4) 120 each
Razor Fins(6) 100 each
Blaster Clusters(2) 150 each
Evil Eye (1) 250
Laser Eyes(10) 40 each
Sensor Eyes(8) 50 each
Stinger Tail 300
Main Body 960
Forcefield 200
Height: 30 feet
Width: 10 feet
Length: 13 feet
Weight: 32 tons
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 45, PP. 24, PB 18 (looks monstrous and exotic).
Cargo: What can be carried in the limbs.
Also has several (4) concealed internal closet-sized compartments large enough to hold a person.
Speed:
Running: Can crawl awkwardly using its various appendages at a slow 5 MPH
Jumping: Not possible
Flying: Hover to 300 MPH, no altitude limit.
Space: Perfectly capable of flying through space at 800 MPH(Mach 1)
Underwater: Can propel itself through the water at 25 MPH, maximum depth of 2.5 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 300 MDC before needing material stocks to convert to MD repair material.

*Radar---Long range radar sensor( 60 mile range).

*Sensor Eyes---The Varaxa mounts multiple sensor eyes, giving it all-around panoramic vision, and making it nearly impossible to sneak up on the cyborg-entity.

*PPE Sensors---The Varaxa borrows from the Wayfinders’ ‘third eye’ implants, with the ability to detect PPE and see kirilian-style auras at a range of 600 ft.

Weapons Systems:
1) Eye Lasers(10)---Besides the regular humanoid facial eyes, the Varaxa mounts lasers in its other optical sensors, giving it all-around laser point defense.
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) ‘Evil Eye’---Mounted high in the Varaxa’s headdress is a cyclopean projection eye, copied from another Lost Eclipse design, the Ghouldar Warmount. The Evil Eye mounts both a long range laser and a microwave cannon.
Range: (Laser) 14,000 ft
(Microwave) 5,000 ft and can affect a 15 ft wide area
Damage: (Laser) 1d6x10 MD per blast
(Microwave) (Varies)
At its lowest setting, it does 1d4 SDC per melee, through clothing and protective gear(but not through MDC armor), though even targets in MDC EBA will complain of a tingling or burning sensation similar to sunburn. This mode is typically used for crowd control and as an irritant.
Low power does 4d6 SDC per blast, through nonmetallic shielding and armor. There is a 30% chance of knocking cybernetics such as cyberoptics and radio comms off-line for 1d4 minutes.
Medium Power does 1d6x10 SDC/HP per blast, through nonmetallic shielding and armor. There is a 70% chance of knocking cybernetics such as cyberoptics and radio comms off-line for 1d4 minutes.
High Power does 4d6 MD to everything in the area of effect. 65% chance of combustibles catching fire and volatiles boiling into steam explosions. Beings in standard(especially nonmetallic) body armors take 1d6 SDC THROUGH their armor. Metal armor and ‘bots will spark and external communications/sensor systems may be (50% chance) knocked off-line for 1d4 minutes.
Rate of Fire: (Laser) ECHH
(Microwave) ECHH
Payload: Effectively Unlimited

3) Blaster Clusters(2)---Sprouting from where the hands would be beside the hips are two combination triple-barrel gun-mounts bundling a double-barreled rapid fire rail gun with a heavy ion blaster.
Range: (Rail Gun) 4,000 ft
(Ion Projector)4,000 ft
Damage: (Rail Gun) MD single round, 1d6x10 MD short 30 shot burst,
The rail gun magazine can also be loaded with specialized ammunition types, such as wood or silver rounds, for use against specific paranormal threats. Given the company Veraxi often keep or attract, this is seen as a wise precaution.
(Ion Projector)1d6x10+10 MD per blast
Rate of Fire: ECHH
Payload: (Rail Gun) round drum per rail gun.
(Ion Projector) Effectively Unlimited

4) Stinger Tail(1)----Concealed in the lower body and emerging from a housing between the lower tendril-arms is a long prehensile combat tail lined with razor-sharp blades and tipped with a vicious vibroblade. The tail end also features a short range plasma torch and blaster
Range: (Melee Tail) 20 ft reach
(Plasma Torch) 20 ft
(Plasma Blast) 100 ft
Damage: (Melee Tail) 1d6x10 MD swat/slash
(Plasma Torch) 1d4x10 MD per melee-long cutting blast
(Plasma Blast) 6d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) Stinger Tendrils(4)---Concealed in the upper body are long high-speed tentacles armed with venom injectors. Varaxas usually pack sedatives(for capturing prisoners for later interrogation), psychotropics, or deadly poisons(Some Varaxas have acquired reputations as quite imaginative poisoners).
Range: Contact
Damage: Pinprick(or 1d4 SDC, 1d4 MD for vibroneedles) + Drug effects
Rate of Fire: ECHH
Payload: 90 doses of up to 10 different chemicals/drugs

6)(False Magic)---Inspired by ARCHIE-3’s Spell Approximation systems, the Varaxa can seemingly cast various spells. Rather than use a PPE generator and technowizardry system, most Varaxa use technological systems, cunningly formatted to look like magic(though, as can be seen under the Technowizardry abilities, they can be said to use ACTUAL magic). The advantage of using both faux magic and technowizardry is that the former can often operate under conditions that thwart regular magic(such as low ambient PP environs or anti-magic clouds), giving the illusion of some SERIOUSLY potent magic being wielded by the Varaxa.

*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.

*Summon and Control Insects---What look like a swarm of 2d8x100 gnats summoned by the Varaxa(and housed within it) are really the flying equivalent of RMK button drones. The tiny robots can do little other than buzz around, land on objects and people, and generally behave as pests. They can bite, but their bite does no real damage and is more like a horsefly’s stinging bite(though some Yashis have experimented with envenoming the bite). They can land on targets and act as tags(show up as passive reflectors to an active radio ‘ping’). Have a flying speed of 20, and a battery life of 20 minutes before needing to land on the Varaxa and recharge via induction. Other variants include ‘fireflies’ with LEDs, ‘squitos’ with blood-drawing capability(does minimal damage, but can acquire blood samples), and ‘buzzers’ which emit a harsh buzzing sound. More recently, Varaxas have been observed holding and deploying EcoS-D61cv Carrian Fly MicroRobots and EcoS-D62cv Carapace Beetle MicroRobots(these, because of their prtective qualities, are sometimes referred to as the ‘Varaxas’ Blessing’), as well as other robo-insectoids that have entered Shemarrian service. It is believed that the Nightmares have been deploying these new types in advance of other Tribes courtesy of Clan Vespa, possibly thanks to gratitude on the part of the Vespans for the Lost Eclipse supplying much-needed starship parts to the fringe tribe.
Note: Drone swarms under the direction of a Varaxa get a +1 to Initiative/Strike.

*Windrush----Actually accomplished through high-pressure air fans hidden in the hull.
Range: 100 ft
Damage: 1d4 SDC on impact, and roll an 18 or better or be knocked off one’s feet 1d4x10 ft downwind. Lose initiative and 2 APMs getting back up. Even on a successful save, the targets will be unable to advance against the wind blast. Characters of 300 lbs weight or heavier have only a 45% chance of being knocked down, but will have trouble making headway(reduce speed by HALF). Small light objects may be scattered up to 150 ft away.
Rate of Fire: ECHH
Payload: Effectively Unlimited

*Miasma Cloud---A cloud of acidic vapor generated by the Varaxa.
Range: 100 ft, and covers a 50 ft area. Cloud can persist for up to three minutes depending on local wind conditions
Damage: Acidic vapor does 1d6 SDC/Hit Point damage per melee of exposure. DOUBLE damage if inhaled.
Rate of Fire: Once per melee
Payload: 100 applications.

*Cloud of Smoke/Ash----The Varaxa can breath out a thick cloud of dark particulate vapor. Range of 100 ft, and covers a 100 square ft area. Depending on local air/wind conditions, the cloud persists for 1d6 melees. Those caught in the cloud are -8 to strike, parry, and dodge, and -1 to initiative, while the grit component will do 1d4 Hit Point inhalation damage per melee to those without respiratory protection. 100 applications.

*Cloud of Protection---The Varaxa can belch out a thick cloud of white ash that seems to catch and reflect light like a very thick fog. In reality it is a very fine laser-reflective chaff cloud made up of fine mica-like flakes suspended in the air. Range of 100 ft, and covers a 100 square ft area. Depending on local air/wind conditions, the cloud persists for 1d6 melees. Those caught in the cloud are -8 to strike, parry, and dodge, and -1 to initiative, while the grit component will do 1d4 Hit Point inhalation damage per melee to those without respiratory protection, and lasers will do HALF damage in the cloud. 60 applications.

*Forcefield Generator----The Varaxa incorporates a technological forcefield generator that supplies a meager 200 MDC. Some Varaxa, however, have been known to upgrade this to 3G starfighter-rated shielding, affording up to 1,200 MDC (200 MDC per side).

Technowizardry Systems:
The Volute Metzla do not possess magic powers nor study the mystic arts, but are powerful psychics. The Varaxa do not possess the full set of psionic abilities the Volute have, but instead have been given powerful technowizardry systems to compensate. Most observers assume the magic powers are a result of the biowizardry hybridization, or abilities inherent to the Varaxa ‘species’.
*Powerstone Power Matrix----300 PPE capacity, -Recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.
-Protective Energy Field(50 MDC and 10 minutes per 10 PPE)
-Chameleon(5 PPE per hour)
- Impervious to Energy(20 PPE per 5 minutes)
- Magic Flight(15 PPE for 15 minutes, 30 MPH, maximum altitude of 10,000 ft)
-Horror Factor/Horrific Illusion---Shock/Awe/Horror Factor of 14. Duration 80 melees(20 minutes). Activation PPE/ISP: 5 PPE/10 ISP

*Note that additional TW systems may be added by request of the Shemar in question.

Psionics:
Baseline Ecotroz Shemar powers(NO ISP cost):
Psionic Abilities: Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation
ISP: 2d4x10+ME+1d6 per level of experience, and has the following psionic powers:
-Six Sensitive powers of choice at level one, plus an additional Sensitive or Healing power at levels 4, 8, and 12.
-Aurodefense Mindblock
-At levels 6 and 12, can select one Super psionic power of choice
-Unlike the baseline Ecotroz powers, these powers DO require ISP to function
-Saves as a Master Psionic


Programming/Skills:
Standard; same as for the Female Shemarrian WarGoddess, plus:
Barter 75%
Public Speaking 75%
Lore: Demons and Monsters 98%
Lore: Magic: 40%(+5% per level of experience for Ecotroz entity)
Language/Literacy:
Gobbley 98%
Demongogian 98%
Underwater Navigation 40%(+5% per level of experience for Ecotroz entity)

Actions/Attacks Per Melee: 11(!)
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative +4
Dodge +2 on ground, +8 flying
Parry +5
Strike +5 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4
Pull Punch +2
Disarm +3
Entangle +4
Knockout/Stun on a Natural 18-20
Tendril Slash/Stab 1d6 MD
Stinger Tentacle Punch 3d6 MD
Stinger Tentacle Jab/Power Strike(2 attacks) 1d4x10 MD
Stinger Tail Lash 2d6 MD
Stinger Tail Blades 3d6 MD
Stinger Tail Punch 6d6 MD
Stinger Tail Power Strike(2 attacks) 1d6x10 MD
Wing Blade Slash 1d6 MD +1d4 MD per every 20 MPH of speed over 50 MPH
Body Block/Ram 2d6 MD +1d4 MD per every 20 MPH of speed over 50 MPH
Body Stomp---The Varaxa can loom over a target below her, fold back her foot-tendrils, pull in her stinger, and drop like a piledriver. This takes 4 attacks in a melee and does 1d6 x10 MD, 3d6x10 MD from altitudes of 100 ft or more.

Options:
*Grab-Hand---Rather than the finger-tentacles, some Varaxa sport a four fingered hand similar to the right arm of the Kittani Creax Armored Rover. The hand has 100 MDC and can do a restrained punch of 4d6 SDC, or a full strength punch of 2d6 MD.

*Missile Launch Tubes(1-8)---The Varaxa can mount missile launchers in the form of organic-looking ‘respiratory tubes’ protruding from the back. Up to eight such launch-tubes can be fitted, each with 100 MDC, and each having the following capacity:
Payload: 20 mini-missiles OR 10 short range missiles OR 5 medium range missiles OR 1 long range missile per launcher.

*Hornet Hives(1-8)---These look like fatter versions of the missile tubes described above, but are 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.
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: 100 Hornet missiles per launcher
Note: Drone swarms under the direction of a Varaxa get a +1 to Initiative/Strike.

*Heavy Cannon----The Varaxa, if anticipating heavy combat(and not polite party conversation), can be fitted with a pair of heavier weapons turrets, normally stowed slung on the giant gynoid’s ‘back’, but rotating to either side of the body, ready to fire. These are obvious implants and not an organic part of the Varaxa’s monstrous body.
a) Twin Laser Cannon
Range: 8,000 ft
Damage: 2d4x10 MD per blast, 4d4x10 MD per dual blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Quad Plasma Cannon
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: ECHH
Payload: Effectively unlimited

c) Particle Beam Cannon
Range: 11,000 ft(double in space)
Damage: 4d6x 10 MD single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Heavy Ion Cannon
Range: 6,000 ft
Damage: 3d4x10 MD per shot
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

e) Heavy Rail Gun---Adapted BoomGun
Range: 11,000 ft
Damage: 3d6x10 MD per shot
Sonic shock effects remain unchanged.
Rate of Fire: ECHH
Payload: 180 rd drum

f) Heavy Massdriver Cannon---More like an artillery piece
Range: Effective direct fire is 9,600 yards, 14,600 yards in a ballistic role, 29,800 feet in antiaircraft mode.
Damage:
(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
(Flare)Burns for 1d4 minutes, illuminating a 2,000 ft area
Rate of Fire: 20 rds per minute(5 shots per melee) .
Payload: 60 rds

g) Skullshatter Cannon---If being DEFINITELY identified as part of the Shemarrian Nation isn’t a problem, then the Varaxa can mount these overkill machine guns.
Range: 6,000 ft
Damage: 2d6x10 MD per round, 6d6x10 MD for a three shot burst, 1d6MDx100 for a six shot burst(!)
Rate of Fire: ECHH
Payload: 820 shot drum per cannon.

*EW Suite---Some Varaxa like to mount integral electronic warfare suites that can jam local communications and radar systems. 5 mile range. Jams radars and radar targeting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Can jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius.

*Sensor Eye-Drones(1-16) ---These look like extra eyes mounted all over the body, but they lack the lasers, and instead have the ability to detach and fly free as remote scout drones. Each has 30 MDC, and can fly at 100 MPH, and maximum altitude of 2,000 ft. They carry a standard optical configuration of basic optics, with zoom lens, low-lite, ultraviolet/infrared, and thermal imaging. They have an effective energy life of 48 hours, after which they must return to the Varaxa to recharge. They incorporate a self-destruct charge that does 1d4x10 MD to a 5 ft radius, completely vaporizing the drone.
Last edited by taalismn on Thu Feb 25, 2016 6:46 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Random Fringe Tribe Revival(Choose or Random Roll)
Hey, who sez you have to join (or be found and adopted by) one of the Eleven Tribes? Join the Fringe! Seriously, the Fringe Tribes are even more eager to recruit up their numbers and are looking for a few new good members to bolster their enrollment.

01-05 The Lollipops----You don’t wanna grow up, you wanna just play, you wanna be a Lollipop. You’re hopelessly immature , or maybe persistantly innocent. But remember, children can be so cruel sometimes.

06-10 The SkyeKlad---Throw off the straitjackets of conformity and clothing and be free!!!! You’re proud of your body and not afraid to show it off! You’re also very confident and unafraid of the world so much so that you’re not going to hide behind concealing heavy armor.

11-15 Ghezo Guards---It’s a man’s world and your masculinity demands reassurance by going out and being the best badass you can.

16-20 The IronHearts----You don’t want to be constrained by a short lifespan that cuts you off just as you’re learning to truly LIVE. You don’t want to be the candle that burns brightly for a short time, you want to be the Eternal Flame!

21-25 Clan Pantheron---Does it really need to be said again? Yes. Cats are incredible.

26-30 Clan Motron---Hey, evolution has brought us the wheel, quit it with the beasts of burden already! Putting the rubber to the road and the pedal to the metal is what life is all about!

31-35 Clan Megalith----You find mystery and beauty in the truly massive. You’re turned on by BIG Metal and epic scales.

36-40 Clan Immensis---Big is Beautiful and you have so much of yourself to share.

41-45 Clan Shinden----Love that East Asian culture; ancient traditions and cutting edge modernity. You feel equally at home going through the motions of ancient samurai swordsmanship with a plasma blade or conducting martial arts kata interfaced with a giant robot.

46-50 Clan Shelley---Because you wish it was Halloween all the time.

51-55 Thousand Dragons---Dragons are Cool! ‘nuff said.

56-60 Clan Armorand---It’s you and yours against the world. You like being part of the Wall and Shield that protects against the evils of the universe.

61-65 Clan Vespa---Bugs are fascinating! And so very beautiful! Insects are Nature’s original mecha, and you just love studying and learning from them. Having many of their powers and features would be just so cool! And being part of a communal organism ain’t bad either; never being truly alone is a plus in your book.

66-70 The Radiant Edge---You’re drawn to tragedy and disaster, either to try to salvage something good from the ruins, or to preserve what remains as a memorial to what was lost.

71-75 The IceFlames----You run hot and cold, and you’re not happy with a comfortable temperate medium. You prefer extremes, and you’re likely given to wild mood swings.

76-80 The Steel Gaians----You’re an engineer at heart, and you like taking other people’s stuff and improving on it, or at least finding new uses for it. You’re not into flash for flash’s sake, and you’d be happy driving a drab, military-surplus, utility vehicle as long as it WORKS.

81-85 The Obsidian Dawn---You hate vermin, you hate disease-carrying, filth-spreading, ever-encroaching vermin, and you especially hate those that are bold enough to attack and eat sentient beings.

86-90 Clan Scelptor---Because you live to create, to mold, to shape, and you see the whole universe as your canvas, your clay, and your studio.

91-95 The FlameWings---Creation requires destruction, and you are the instrument that clears the way for the former. Enemies must be destroyed, completely, totally, and the slate swept clean. You believe in total war, no quarter, no mercy, no end.

96-97 Clan Alecia---Why not the best? You idolize over-achievers, or at least people who are Big, Loud, and OUTRAGEOUS, no matter how ridiculous or implausible.

98-00 Chromites--- You’re into the whole cyberpunk thing so hard, and you believe in the merging of Man and Machine as just the first step to the Singularity.
-------------
"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:Lost Eclipse Varaxa Elite
(aka ‘Shemar Neuron Beast’, ‘Lady of the Flies’, ‘Lady of Poisons’, ‘Dark Destroyers’, ‘Monoliliths’)


Ooh.. what about instead of the Hornet Hives filled with the Stinger Anti-flyer mines.. filled with insect bots..??
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:Lost Eclipse Varaxa Elite
(aka ‘Shemar Neuron Beast’, ‘Lady of the Flies’, ‘Lady of Poisons’, ‘Dark Destroyers’, ‘Monoliliths’)


Ooh.. what about instead of the Hornet Hives filled with the Stinger Anti-flyer mines.. filled with insect bots..??


The Varaxa already starts with a minimum complement of insect bots, but if you want to load up on more...Figure that the bigger insect bots of yours are 1/4 the size of a Stinger mine? That's at least 400 there....Eight hives? 3,200 'bots + 200-1,600 standard Summon Insects bots?
That's pure pestilence..., :twisted: :wink:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:
taalismn wrote:Lost Eclipse Varaxa Elite
(aka ‘Shemar Neuron Beast’, ‘Lady of the Flies’, ‘Lady of Poisons’, ‘Dark Destroyers’, ‘Monoliliths’)


Ooh.. what about instead of the Hornet Hives filled with the Stinger Anti-flyer mines.. filled with insect bots..??


The Varaxa already starts with a minimum complement of insect bots, but if you want to load up on more...Figure that the bigger insect bots of yours are 1/4 the size of a Stinger mine? That's at least 400 there....Eight hives? 3,200 'bots + 200-1,600 standard Summon Insects bots?
That's pure pestilence..., :twisted: :wink:


Give Obsidian Dawn headaches if they didn't know it was a Shemarrian.
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taalismn
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Re: Shemarrian-related fan creations

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The Varaxa gets a quick illo: http://i408.photobucket.com/albums/pp164/taalismn/img560%20copy_zpsq0lvkgac.jpg

And here's an image that made me think of EShemarrians(or a splinter group there of)
http://unflujodefotones.tumblr.com/image/139857924698
-------------
"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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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

Grand work with the elites, now a few questions for the Shemarrian people as a whole.
Some info first, August is living with his father, a not godmind Hoyt Sparks, now Gavin Bradbury in a Heroes Unlimited adjacent timeline. Gavin works as an activist in super science regulation and responsibility.

+How would the Shemar react to August's existence and "past life"?

+How much should they be involved in August's life?

Side note, if the Shemar version of chibiusa ever developed a crush on August, what would happen?
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taalismn
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Re: Shemarrian-related fan creations

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Well, if you grant that the Shemarrians are aware of at least two separate worldlines...one in which they are THE dominant power of the NorthEast American Seaboard, another where they co-exist with Greater New England/Paladin Steel, then they're aware that just about anything can exist,,,,Good Splugorth, evil Shemarrians, Rift-less Earths, Coca-Cola that extends your life, etc... they might buy that a GOOD version of Archie-3 in some incarnation might exist...
On the other hand you've got the combination of an A3 avatar and Hoyt Sparks....The higher-ups in the Shemarrian High Council might brand the discovery TOP TOP SEcret, and quietly arrange for a few really powerful and trustworthy operatives to watch the situation to see what they can learn, and act as a safeguard if little August ever showed signs of suddenly morphing into a malign AI entity(which can mean either Artificial Intelligence or Alien Intelligence). n which case a small corner of the megaverse will go POOF! courtesy of some nasty little WMDs the High Council's been sitting on(Indeed, if they were ever used Hoyt Sparks' last words might very well be 'Oh good, they were actually paying attention to m-'.).
Tribes like the Ghost Riders might also figure that it's possible for selected sections of the Dark One's code might have been copied off, and might safely be contained and studied, and even recoded to their advantage. It's a controversial thought, and not all Tribes might give their consent to such an undertaking, but when it comes right down to it, the Ghost Riders figure we're all just code, and a lot of the outcome of that code depends on the hardware and the operating system.
-------------
"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:Well, if you grant that the Shemarrians are aware of at least two separate worldlines...one in which they are THE dominant power of the NorthEast American Seaboard, another where they co-exist with Greater New England/Paladin Steel, then they're aware that just about anything can exist,,,,Good Splugorth, evil Shemarrians, Rift-less Earths, Coca-Cola that extends your life, etc... they might buy that a GOOD version of Archie-3 in some incarnation might exist...
On the other hand you've got the combination of an A3 avatar and Hoyt Sparks....The higher-ups in the Shemarrian High Council might brand the discovery TOP TOP SEcret, and quietly arrange for a few really powerful and trustworthy operatives to watch the situation to see what they can learn, and act as a safeguard if little August ever showed signs of suddenly morphing into a malign AI entity(which can mean either Artificial Intelligence or Alien Intelligence). n which case a small corner of the megaverse will go POOF! courtesy of some nasty little WMDs the High Council's been sitting on(Indeed, if they were ever used Hoyt Sparks' last words might very well be 'Oh good, they were actually paying attention to m-'.).
Tribes like the Ghost Riders might also figure that it's possible for selected sections of the Dark One's code might have been copied off, and might safely be contained and studied, and even recoded to their advantage. It's a controversial thought, and not all Tribes might give their consent to such an undertaking, but when it comes right down to it, the Ghost Riders figure we're all just code, and a lot of the outcome of that code depends on the hardware and the operating system.


I could see the Skullcrushers as either keeping a hand near a weapon, as having been used by Archie the longest out of the tribes.. but also possibly very willing to give August a chance of seeing what good will come. What with them needing to redeem themselves in their own eyes, they'd be sympathetic..
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Re: Shemarrian-related fan creations

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Clan Motron Auto-Mutations

“When her chest started blinking like that, I shoulda taken the hint that a VICIOUS right hook was coming my way...But yah know, it was TOTALLY worth the broken jaw.”

Like their parent Tribe, the Lost Eclipse, Clan Motroners display personal aesthetic mutations/disfigurements, only theirs are automobile-related. About 60% sport one of the following:

01-10 Forehead Icon---The Motroner possesses the sigil-badge of a pre-Rifts auto company (such as Ford, VW, Honda, Toyota, Acura, BMW, Rolls-Royce, etc.) embedded in their forehead(alternatively the icon may be mounted on the chest, breasts, or stomach). Among the carkulture-happy Motrons, when manifested in the Progen-born this sign of being ‘touched by the auto spirits’ is worth a bonus of +1 to M.A. It’s also led to jokes like “What’s your sign?””Lincoln-Mercury”.

11-20% Headlight Eyes----The Shemar’s eyes more closely resemble the headlights of a car(01-50% classic round headlights, 51-00% LED ‘bar’). The eyes act as functional spotlights, with a light beam range of 200 ft.

21-25% Chrome Skin---High-gloss or metallic skin that even a Silvermoon would envy. Lasers do HALF damage, but expect to spend a lot of time washing, polishing, waxing or oiling that skin.

26-30 % Pneumatic Feet----The Motroner can go barefoot and alter air pressure in bladders in the feet(which may look badly swollen as a result) which allow for better traction on slick, soft, or slippery conditions(reduce the penalties for crossing such surfaces by -25% if the Shemarrian can spend a melee round beforehand altering the foot pressure).

31-35% Shoulder-stacks----Exhaust stacks, like those of a tractor-trailer rig, or off a ‘chopper’ motorcycle, sprout from the Shemar’s shoulder blades. 20% chance of being able to spew a smokescreen(15 ft range, effects similar to the Cloud of Smoke spell, lasts 1d6 melees, and can produce 12 clouds per hour), 10% chance of being able to spout flames(5 ft range and does 4d6 SDC or 1d4 MD per strike).

36-40% Grillwork Mouth---The Shemar’s mouth resembles the radiator grill off an automobile. It can sometimes look like dental braces(-1d4 to P.B.), and is often confused with the Fender-Face mutation. The grillwork actually helps handle heat better and the Shemarrian runs cooler; -10% to efforts to detect the Shemarrian using heat sensors.

41-45% Motorback---The Motron looks like they’re a hunchback, with a big high performance motorcycle or car engine sticking out of their back. Adds 25% more weight, has the same MDC as the Shemarrian’s head, and reduces the PB by 25%, prowl by -15%(engine noises; quieter than a normal ICE, but still pretty noisy), but increases the maximum running/skating/swimming speed by 25%.

46-50% Fender-Face---The face possesses a fender-like bar(looking like a football helmet facecage or a large dental brace) that can drop down to protect the face from impacts(increase head MDC by 5d6 ).

51-55% Windshield Eyes----In place of eyes, the Shemar has a wide windshield-like visor. 25% chance of having little windshield wipers in lieu of eyelids. Enjoys a slightly wider angle of vision(+1 to perception and +1 to initiative with regards to events/attacks from the sides).

56-60% Rearview Mirrors---The Shemarrian has an extra set of antennae appendages; small paddle-like metallic protrudances from the upper corner of the eyes that allow the Motron to see , in reflection, increased arcs of vision behind them. +1 to initiative and +1 to dodge when responding to attacks from behind.

61-65% Tire Skin---The overall skin is thicker and tougher, with a gray/black color, and cracked-looking or grooved rubbery surface. Even the fingerprints resemble tire tracks in miniature. Reduce PB by HALF, but increase overall MDC by 25%, and incomig kinetic impact strikes like punches, kicks, falls, and blunt force weapons, get their damage reduced by -25%.

66-70% Blinkers---The Shemar has signal blinkers in their chest or ribcage(not always obvious if covered by armor). About 25% also possess similar blinker bars on their back/posterior. At close range (15 ft) the blinkers can become flashers and act like a Blinding Flash spell(cue ‘flasher’ or ‘bright moon’ jokes).

71-75% Spare Tire Compatibility---The Shemarrian has quick-change arms and legs; rather than wait for repairs or regeneration, the Shemarrian can unbolt a inoperable limb and exchange it for a suitably-sized robot, power armor, or cyborg limb as easy as changing a tire, even without the help of a Tinker. The shoulder and pelvis, however, sport rather obvious nuts and bolts.

76-80% Retractable Antennae---The Shemar possesses a telescoping whip antennae that sprouts from one side of the head. Has the same MDC as the regular antennae, but extends up to 3 ft. Increase radio communication range by 10%.

81-90% Horn---The Shemar’s vocal apparatus can produce an automobile-like horn sound, up to 80 decibels. At close range(50 ft) it can act like a Thunderclap spell.

91-00% Odd Skin Color---The Shemar has a skin color more appropriate to a car than a living being, with colors like robin’s egg blue, dirty silver, stark white, dark blue, metallic, etc. About 25% of Motrons with this mutation will also possess chromed trim(+1d4 MD) somewhere on their bodies(forearms, legs., neck, shoulders, etc.), and 5% will have faux-wood inlays in their skin(+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

Unread post by taalismn »

kronos wrote:[
I could see the Skullcrushers as either keeping a hand near a weapon, as having been used by Archie the longest out of the tribes.. but also possibly very willing to give August a chance of seeing what good will come. What with them needing to redeem themselves in their own eyes, they'd be sympathetic..


The Ghostriders essentially OWE their existence to 'hot boxed' computer viruses and programs, so they might feel quite confident in handling any copied ARCHIE-3 code they came across. Of course. A3 is more than just code, because his neural matrix has been soaking in high ambient PPE for over a century, so the code' s likely completely harmless, but other EShemar would be leery of dealing with it. The revelation that the 'riders might be messing around it would be yet another thing that would keep the other Tribes from getting TOO close to the Ghostriders....like being neighbors with snake charmers or workers at a virus lab or nuke plant.
-------------
"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 »

Clan Pantheron Simba Male Elite
(aka ‘Vincents’)

“Yeah, the Pantherons typically form prides with a Simba being centerpiece to a gaggle of a half-dozen or more females, but they’re not harems as you’d think of them, and they’re not cat-orgies. They’re working teams, well-coordinated combat squads, be it in business or on the battlefield. When you’re watching the big guy, the girls are circling around behind you, but if you pay attention only to the fast movers, you take your eyes off the hammer slowly coming to bear.”

“When their manes start standing out stiff like that, and shaking, and they start getting that glowing aura thing going, LOOK OUT!!!! Those are signs some SERIOUS hurtin’s about to go down. You got that?”
“Okay, so if the big cats go Son Goku, vamoose, right.”

Simbas are a Male Elite originated in the Clan Pantheron fringe tribe. In lieu of the Preservers maintained by many Tribes, the Pantherons developed the Simba in keeping with their feline theme.
Simbas are big, muscular male frames more akin to, and slightly larger than, a Warchief in terms of size, mass, strength, and natural body armor. Their heads are bigger, with powerful jaws, and a distinctive beard and mane. Their hands sport larger vibroclaws, and their throats conceal powerful sonic weaponry. The Simba’s wire-hair mane may look simply decorative, but in fact it is part of their defensive systems, generating a close-quarters energy field that partially shields the Elite from energy weapons fire.
Though slow and lumbering (compared to the faster female Pantherons, but definitely faster than the average human), Simbas can drop to all fours for high speed sprints or charges(they’ll have to shoulder any handheld weapons they’re carrying, but given the great physical strength of a Simba, this doesn’t pose any problems). Simbas will typically use this ability to quickly reposition themselves, out of sight of an enemy, to a more advantageous location from which to spring an ambush, or to charge and bodyblock an opponent(a half-ton of android catman moving at over a hundred miles per hour packs a LOT of kinetic knockdown). Anything that strays into grappling range of a Simba will discover that the EShemar are deadly brawlers, armed with both inhuman strength and skill able to tear targets apart, or pound them into submission.
Despite their greater strength and armor, Simbas are typically relegated to rear echelon guard duty, protecting vital facilities, or leading follow-up attack formations, while the females perform rapid raids or tear holes in enemy defenses. Simbas also frequently form the nucleus of combat squads and defensive positions. They are also often part of hunting and monster-wrangling parties. Many like to carry heavy weapons(such as Shemarrian long-guns or grenade launchers), and an increasing number have taken to training in and carrying shields(trading for them from Clan Armorand or the Silvermoons).

Type: Shemar Simba
Class: Robot Android
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2)25 each
Arms(2) 110 each
Upper Arms/Shoulders(2) 130 each
Legs(2) 130 each
Head 100 .
Antennae(2) 10 each
Main Body 350
Tail 72
Forcefield 160

*Simba can wear up to Heavy Cyborg Armor

Height: 10 feet
Width: 4.4 feet
Length: 3 feet
Weight: 1,300 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 45, PP. 22, PB 14+1d8.
Cargo: Only what can be carried in the arms or in attached web-belting.
Speed:
Running: 75 MPH
(All Fours) 120 MPH
Jumping: Standing jump of 20 ft up/ ft across; increase by 50% with a running start.
Flying: Not possible without a jetpack or other accessory flight device
Underwater: Can swim (at 13 MPH) or run along the bottom at 9 MPH, maximum depth of 800 ft. Tend to not like getting wet, however.

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

*Molecular Analyzer--- Track by Smell 84%, Recognize Scent 84%.

*Electronic Countermeasure and Communications Sensor Suite ---Identical to that in the Shemarrian Males.

Weapons Systems:
1) Laser Eyes(2)---Though not as powerful as some Shemarrian eye lasers, the Simba’s ‘gaze of death’ is still painful to be glared at with.
Range: 1,000 ft
Damage: 2d6 MD single blast, 4d6 MD from both eyes simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +2 to strike (in addition to any other bonuses)

2) Sonic ‘Lion’s Roar’ Blaster---Simbas can let loose with a powerful sonic attack that can stun and stop opponents in their tracks.
Range: 200 ft in air
Damage: (Variable power settings) 4d6 SDC, or 4d6 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE all penalties). Cyborgs and those with baffled hearing implants will NOT be affected by this.
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance. Roll under P.E. or fall unconscious for 1d6 melees.
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves.

Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Laser Vambraces---Simbas can wear the same claw-and-laser gauntlets as other Male and Female Shemarrians, but also have integral retractable claws in their fingers. Simbas, however, prefer ripper-blades that leave more jagged wounds and are silver-plated for extra utility against supernatural opponents, and many swap the lasers out for particle beams(as in the Shemarrian Puls-Gauntlet), trading range for raw damage.
Range:(Claws) Melee
(Lasers) 2,000 ft
Damage:(Claws)4d6 MD
(Lasers) 3d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) ThunderPunch---The knuckles of the Simba’s fists are fitted with a short range plasma discharger based on the Gargoyle Empire’s Blaster Knuckle Duster; on contact it blasts the target with extra damage.
Range: Melee
Damage: +2d4 MD to a punch. Target loses initiative and is -2 to roll with the shock/impact.

5) Forcefield---Simbas have an integral forcefield that affords them added protection. The field has 160 MDC, equal to a Naruni Super-Heavy Personal Forcefield.
Furthermore, Simbas can expand the field to cover nearby targets. The field loses some strength in the expanded coverage, but the effect is still enough to over some protection to bystanders. In this mode the forcefield only affords 75 MDC, but can cover a 10 ft radius area. The Pantherons would like to enter into negotiations with Clan Armorand with an eye towards tapping their expertise in forcefield systems and upgrading the protection values and capabilities of the Simba-field.

6) Energy Disruption Field---Simbas also generate a scrambling field that causes ion, plasma, and particle beam weapons to do HALF damage. This can be used in conjunction with the forcefield.

7) Overcharge ----By ramping up power to their forcefield, Simbas can form a body-conformal barrier that amplifies their attacks, doubling the damage of melee attacks, and increasing the chances of the android being able to deflect attacks. The downside to this is that the overcharge taxes the android’s systems and builds up an overburden of heat that temporarily weakens the Simba.
In Overcharge mode, the Simba’s melee attack damage, roll and parry bonuses are DOUBLED for 1d6 melees, and the Simba gets a Horror Factor of 12(because he glows menacingly as hell and looks ####-ass POWERFUL), after which the android must recharge/cool down for 1d6 MINUTES. During this period, reduce maximum speed by HALF, and -1 to Initiative, Strike, Dodge, and Parry.
In the aftermath of an overcharge, the Simba fairly glows with heat energy, making detection and targeting with heat sensors a fairly easy mater(+15% to Read Sensory Instruments if using heat sensors).
It is POSSIBLE to reinitiate a new overcharge attack before the android has finished the cooling/recharge cycle from the last attack, but doing so will cause damage(2d6 MD) per additional overcharge attack. This damage is repaired as normal by the Shemarrian’s regeneration systems, but it can be quite disturbing to see the android’s fur burn and artificial skin bubble and crack from the heat damage.

Programming/Skills:
Standard Shemarrian Combat skills, plus the following:
Boxing
Wrestling
2 additional Ancient W.P.s of choice

Actions/Attacks Per Melee: +2
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 2
Dodge +6
Parry +6
Strike +4 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +1+1
Pull Punch +2
Disarm +2
Entangle +2
Knockout/Stun on a Natural 18-20
Pin/Incapacitate on a Natural 18-20
Restrained Punch 1d6 MD(+4d6 MD from hand-claws)
Full Strength Punch 3d6 MD(+4d6 MD from hand-claws)
Power Punch(2 attacks) 1d6x10 MD(+4d6 MD from hand-claws)
Crush/Squeeze 1d4 MD
Kick 2d6 MD (+3d6 MD from foot-claws)
Leap Kick 4d6 MD (+3d6 MD from foot-claws)
Body Block/Ram 2d6 MD+1d4 MD for every additional 25 MPH over 25 MPH
Power Pounce(2 attacks) 8d6 MD
Head Butt 1d4 MD
Bite 2d4 MD
Tail Lash 1d4 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

Unread post by taalismn »

Ewww....Can't wait for Haunted Tech to come out...New goodies for the EShemar to plunder from Archie's black box of tricks? :D :bandit:
-------------
"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:Ewww....Can't wait for Haunted Tech to come out...New goodies for the EShemar to plunder from Archie's black box of tricks? :D :bandit:


Wwho doesn't want more? Also maybe some more ARCHIE 3 stuff in general.
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

Somebody is stealing the Ghsotriders bit...or the Eshemarr ;)
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

This was born of a comment in the Robotech Ice Guard (parody) thread of the Ice Guard girls qualifying as a small Shemarrian tribe....

Aurora Warriors
(aka ‘Aurora Walkers’, ‘Frost Maidens’, ‘Icers’)

“We are the Heavenly Light in the Cold Darkness.”

A new fringe tribe, the Aurora Warriors are often confused as a faction of the Darkwaters or the IceFlames, given the Aurora Warriors’ proclivity for freezing environs. In fact, they are a creation of the Silvermoons.
The Aurora Warriors have their origins when a party of Silvermoons, exploring a Rift in the frozen wastes of another world, encountered a dimensionally-wandering group of soldiers encamped on an ice cap, possibly on an alternate Earth. Together, the two groups had to join forces to fight off an incursion of an eldritch Elder Race intent on using the dimension and polar region as a staging area for an invasion of several adjacent worlds. In the course of defeating the superior alien threat, the Silvermoons found themselves impressed with the courage and tenacity of their allies. So much so that when they parted ways due to Rift activity, the Silvermoons decided to build a splinter-chapter of their Tribe, based on their allies, to act as a permanent safeguard and watch against any possible future return of the belligerent Elder Race. Using several Progen-born offspring, gene samples, persona-sims, and technologies traded/copied from their allies as the basis of the new tribe, the Silvermoons established the Aurora Warriors as cold-climate specialists.
Aurora Warriors are experts at arctic survival and the management of heat. They are most at home in subzero and cryogenic environments. Some claim the Aurora Warriors actually function more efficiently the colder it gets, and still others claim the ‘Warriors are even more stoic, arrogant, and uptight than their parent Silvermoons. Sometimes called the ‘poets of the white wastes’ for their eloquent descriptions of life in permanent winter, the Aurora Warriors are just as often called ‘monochrome maniacs’ for their often uncompromising black-and-white views of the world and merciless persecution of evil in the Deep Cold.
Aurora Warriors can often be distinguished by their white, blue, and gray color schemes, white or blue hair, and cold-themed equipment. Many sport pale white, blue, or stone-gray skin. Their names often allude to cold weather and polar-associated phenomena.

Motif: Shemarrian five-pointed star, white on black, with blue icicles hanging from it, and an aurora in the center pentagon. The center often uses optical refraction or ‘smart’ materials to create the illusion of shifting aurora activity.
http://i408.photobucket.com/albums/pp164/taalismn/aurora%20warriors%20sigil_zpsf2spq1gg.jpg

SCRI Code: (ArW)

a)Origins:
Splinter Tribe of the Silvermoons

b)Where First Encountered
Three Galaxies, on a planet in the Thundercloud. They have since begun to appear elsewhere, most notably Rifts Earth and Cryochar(IceFlame homeworld).

c)Tribe Size
Small; 1,000 members at the time of founding, and have been growing slowly since. Some 300 Aurora Warriors are on Rifts Earth. Another 50 are known to have traveled to the IceFlame homeworld to survey conditions there on the cold dark side.

d)Tribe Organization
Meritocracy; achievements speak louder than chassis-caste.
The current leader is Borea Deth-Klench, a Berserker born of a Progen-union between a Silvermoon and one of the original allied cyborg soldiers. Her adjutant is the Warchief Sisuuk Jonesar who appears to have (gratefully) ceded her initially Silvermoon-assigned position as head of the tribe to the more dynamic Deth-Klench, at least for the time being.

e)Tribal Composition
Warriors constitute 60% of the tribe, followed by 12% male NeShemar, 8% Male Shemarrians, and the remaining 20% evenly divided between Warchiefs, Berserkers, Tinkers, Acolytes, and female NeShemar. Of late, the Aurora Warriors have begun to attract a few Valkari and Prism Warrior Elites from the Silvermoons.

f) Highest Caste Class
Warchief, but as mentioned above, traditional caste hierarchy has given way to a meritocracy.

g) Gender Division
80% Female, 20% Male.

h) Home Environment
Prefer freezing/frozen environments; polar ice caps, ice-moons, outer planets. The Aurora Warriors maintain an encampment on the ice-cap of the original Silvermoon-claimed world where they encountered the Rift and their allies, against any possible return of the Elder Race threat.

i)Technology Level
Megadamage Age, equal to canon Rifts Earth Tribes in most regards. The Aurora Warriors use modified versions of the following existing Warmounts in their operations:
#A-001/002 Monst-Rex
#A-003 Monst-Rex “Pack Mule”
* EcoS-K-4 Chirops(modified to resemble a giant Snowy Owl)
* EcoS-K-9 Steel Claw
*EcoS-K-10 Tusker
*EcoS-K-11 Cybear(Polar Bear edition)
* EcoS-K-56 Mantazee
* EcoS-K-88 Sphyrn
* Robo-RhinoBuffalo
The Aurora Warriors cannot build their own spacecraft as yet, and are reliant on other Tribes to supply them with long distance/offworld transport.

j) Relations with Outsiders:
Indifferent. The Aurora Warriors tend not to go out of their way to seek relations with outsiders, but have been known to assist lost travelers or those in need on the ice. The Aurora Warriors remain adamantly watchful and opposed to the Elder Race that they were founded to watch out for. Their polar/cryogenic affinities have also brought them into contact and conflict with the Klia/Arzhur, and the tribe has taken many Klia as bondsmen/slaves/NeShemar in their skirmishes. On Rifts Earth the Aurora Warriors are on generally good terms with the local arctic nomads such as the Inuit.

k)Relations with Other ‘Shemarrians’
Enthusiastic. The Aurora Warriors perhaps get along best with their parent Tribe, the Silvermoons, but they have been quick to befriend the IceFlames(the two tribes sharing an interest in cold-based weaponry). The Aurora Warriors also trade extensively with the Wayfinders, trading their assistance in exploring polar regions for technowizardry.

l) Purpose
Survival----Just surviving in the Deep Cold is easy enough for the Aurora Warriors, but keeping guard against the threats that emerge from the Cold Dark is tough enough for any Tribe. The Aurora Warriors show they’re made of the tough stuff facing these threats.

m) Preferred Mode of Combat
Blitzkrieg----The Aurora Warriors use a combined arms doctrine to hit targets from land, air, and sea, often from positions of ambush under thermal camouflage, snow/ice, or rolling cold fronts accompanied by sleet, hail, freezing fog, and whiteout conditions. If geography, climate, and time permit, they may also surprise opponents with avalanches and glacial barriers.

n) Unique Attributes
Unique Technologies---Though, like the IceFlames, the Aurora Warriors like to use thermal weapons to capitalize on thermal shock, they are much more proficient with super-cold weapons or weaponry that improves with super-cooling.
* Cold/Ice Projectors, including large-scale weather modification.
* Thermal Camouflage
* Thermal Resistant/Absorbent Armor and Shielding
* Regenerating Allotropic Ice Armor
* Crystalline Armor(some claim the Aurora Warriors acquired the ability to manufacture shaped megadamage diamond armor from the Atorians).
*Cryogenic Munitions
*Enimals---The Aurora Warriors also deploy an increasing number of e-animals, based on arctic fauna they’ve encountered, as force-multipliers.
Aurora Warrior Warmounts have typically been modified for greater mobility through snow and ice(snowshoe feet, ski-knees, attached tread drivers).

Aurora Warriors also possess an affinity for cold climates and seem to be able to hold their balance on slippery ice condition, instinctively avoid thin ice or avalanche situations, and find their way unimpeded through whiteout conditions. They take NO damage from cold-based attacks, and only HALF damage from projectile attacks like Hail or Shards of Ice spells.

o) Prosperity
Successful; the Aurora Warriors have done quite well for themselves

p) Chart P: Origin Tribe
Silvermoons. The Aurora Warriors maintain close ties to their parent Tribe, so much so with the Silvermoons using their substantial connections to acquire(among other things) Warmount templates for the Aurora Warriors, that some on the High Council of the Shemarrian Nation have opined that the Aurora Warriors aren’t a tribe proper, but a specialized sub-sect of the Silvermoons, much as the Deep Watch is for the Darkwaters Tribe. Both the Silvermoons and the Aurora Warriors maintain otherwise that the latter have a independent chain of command and significantly different tribal society. It is theorized by some in the Wayfinders that the Silvermoons have taken to using the Aurora Warriors as a safety valve for some of their more eccentric members, granting them leave to join the fringe tribe, or allowing them to do a tour with the ice watchers, before returning to the main Tribe.
Last edited by taalismn on Thu Mar 03, 2016 5:06 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

DhAkael wrote:Somebody is stealing the Ghsotriders bit...or the Eshemarr ;)


Wouldn't be the first idea of mine I've had snitched.... :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

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

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

Unread post by DhAkael »

SWEET!
Oh and in campaign; the hunt is on for the ORIGIN of Progen.
Who will find it first;
Our hero's?
The Omegan Order (and/or Infernals or Daemons)?
...or the Black-steel infected splinter group of the Skullcrusher tribe?

Tune in later for more plot threads-hanging on Reign of the Firebird: Phoenix Force & the Minion Wars
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 »



YES! That is really damn good! Pretty much almost exactly what I was imaging! You reading my mind?
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:


YES! That is really damn good! Pretty much almost exactly what I was imaging! You reading my mind?


You're welcome; it was a fun little ripper....


Oh, and claiming Warmount designations K-103 and K-104 for WIPs. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Fringe Tribes:
Clan Megalilith

(aka ‘Gia-Striders)
http://i408.photobucket.com/albums/pp164/taalismn/Clan%20Megalith%20copy_zps8e7s1vji.jpg

They...from....depths! Mud oceans do----They follow! They follow! We’re barely holding on! (muffled sounds of banging equipment, heavy activity)-ull retreat from the envirodomes! Main compound is fully in flames, can still see it from here! All surviving mobile units rallying- (crackle of heavy weaponry)-coming closer! (sounds of heavy activity, shouting over vocal membranes) -pov Es’trob attempting...his cruiser....-tract us! Show them no--- (sound of rising engines? Heavy naval weapons fire?)Coming in no---(screech of engines. Sudden concussion)-ssynthyth’s teeth! They’re flying?! Gods of darkness! Pull up! Pull up! (massive explosion) Port engin-(muffled thunder) -it’s ripped away the entire -IT’SCOMING DOWNGETOUTGETOUTGETOUT!!!(rolling explosions)”
----Portion of intercepted Splugorth datastream from the Thundercloud Core.

Information on this ‘tribe’ is scant, surprisingly, given the reported dimensions of its members. Fist , and primary, information comes from a number of intercepted communications from a Kydian fleet on a coreward incursion in the Thundercloud Galaxy and their efforts to colonize(settle with slaves and exploit) a heavy-gravity ‘superEarth’-type planet, when they were attacked by ‘giant Shemarrian warriors’. Additional reports are fragmentary, but depict the Splugorth force’s utter annihilation at the hands of their giant opponents. Several blurry images in the datastreams show hints of giant humanoids savaging a Splugorth ground force, as well as a close-up of an insignia showing what appears to be a Shemarrian warrior outlined on a giant claw or paw. Gauging from the Minions’ own hurried estimates and what few visual images show any sort of scale, the giant humanoids that attacked the Splugorth group(s) were in the range of some two hundred human feet tall(or between sixty and eighty meters tall).
The Shemarrians encountered by the Splugorth Core expedition have been dubbed ‘Clan Megalilith’ by the CCW. It is unknown exactly where the planet(or planets; the Splugorth message stream mentions several planets they were invested in when they were hit) the tribe claims are located.
Motif: A dark silhouette of a female Shemarrian warrior superimposed on a giant hand/gauntlet.
Numbers: Unknown; based on the Kydian report anywhere from 50-200 ‘giants’ were identified
Composition: The Kydian reports seem to depict a tribe of fairly standard Shemarrian composition, judging from the ratio of ‘female’ and ‘male’ giants encountered. It is unknown if Clan Megalilith has corresponding castes and which, if any, castes are represented.
Society: Again, scant information hints at a standard Shemarrian arrangement, with females predominant.
Notable Technology:
Obviously Clan MegaLilith’s giant bodies and the means to construct them. Whether they constructed them themselves or with the aide of found xenotechnology is unknown. What can be gleaned from the Splugorth datastream suggests massive armor and flight capabilities akin to the CCW’s Battleram robot, mounting capital starship-class weaponry.


Update:
The initial run-thru of Fringe Tribes included Clan Megalith, but not a great amount of detail about them thanks largely to their enigmatic nature and isolated location in regions of the Thundercloud not yet thoroughly charted and traveled by the EShemar. However, thanks to the persistence of Wayfinder scholars in their efforts to compile a comprehensive picture of the Shemarrian sept, we now have more information:
It was widely believed, from early reports intercepted from Splugorth expeditions into the core regions of the Thundercloud Galaxy, that Clan Megalith Shemar could be expected to be oversized giants on a much larger scale than the existing Necriant and Jotan Elites. While some individual Megalithians DO exceed the normal humanoid size range, the true giants in the tribe are their combination Warmounts/Caravansers. Clan Megalith Warmounts range in size from Behemoth Explorer-sized giants to huge mountain-scaled constructs able to carry small cities on their backs. Some of these monstrosities are even capable of space flight and FTL travel, allowing them to travel between worlds. The largest of these constructs are easily the equivalent of a Three Galaxies battleship in terms of firepower.

Clan Megalith(Expanded)

Motif: A dark silhouette of a female Shemarrian warrior superimposed on a giant hand/gauntlet.

SCRI Code: (Cmeg)

a)Origins:
Wannabes----The background story of the Megalithians is still emerging, but they appear to be an early colonial group of humans who somehow have fixated on the Shemarrians as a model for their society. Some of their revealed cultural texts suggest that their ancestors may have been a group of ex-Splugorth slaves who were liberated by a small group of Shemarrians and led to safety through a random rift that carried them through space AND time, in similar fashion as the founders of the Shemarrian Star Nation, and to a new homeworld where they uncovered some of the alien technology that started them as Megalithians. The original Shemarrians who liberated them apparently expired centuries ago, but their influence remained, impressed on the psyche of the people they rescued and the civilization they helped to create.

b)Where First Encountered
Three Galaxies, Thundercloud Galaxy. The Splugorth first encountered Clan Megalith deep in the Crèche Clouds coreward of the Desslyth territories. Later, Wayfinder explorers skirting the Annach Gulf made contact with Clan Megalith.

c)Tribe Size
Huge; 7 million members. Sub-communities may have from 250-10,000 residents living in the same mechano-ark.

d)Tribe Organization
Meritocracy---The tribe is led by its highest achievers, but with a tendency towards matriarchal favoritism. Women, more often than not, tend to dominate administrative positions( 65%) and spiritual leadership(80%).

e)Tribal Composition
Not applicable; Megalithians do not have castes as such.

f) Highest Caste Class
Not applicable; Megalithians do not have a structured caste system.

g) Gender Division
21% Female, 79% Male, but Megalithian society holds women to be sacred, and women hold a (admittedly slight) majority of the high administrative positions and a higher percentage of the high religious posts, in Megalithian society.

h) Home Environment
Prefer Earth-like worlds, but their massive mechano-arks allow them to live just about anywhere. By their own accounts, their original homeworld was less than hospitable, and REQUIRED their giant mechano-arks to move about its surface, but even after finding more welcoming worlds, the Megalithians continue to use their giant mobile home-fortresses. Unverified reports claim that the Megalithians have at least two human colonies/communities under their protection in the contested region of the Crèche Clouds.

i)Technology Level
Supertech---The tribe possesses an aptitude for a particular field of technology that pushes it into the range of Elder Races, like the Dominators. In this case, it’s constructing massive mobile robot structures that defy conventional material sciences and motive engineering. These technological giants tend to be each different from one another, no two alike, although they may share many traits and features in common.
Clan Megalith possesses advanced bionic augmentation/replacement and robotics technology. The Megalithians do not possess many of the arms and equipment standard to Shemarrian Tribes, although Wayfinder Pathfinders do report seeing a handful of smaller robotic vehicles that may have been based on the Monstrex and Monstr-Crane. They have evinced an interest in both new Warmount designs and Progen technology.

j) Relations with Outsiders:
Indifferent. The Megalithians just haven’t had much contact with outsiders in their territories in the Crèche Clouds, and they tend to deal with new contacts on a case-by-case basis. From what scant reports have emerged, they’ve had tense, but brief, encounters with the TGE and Justicene Exiles, and a smattering of contacts with independent scouts and explorers. They have reacted most violently to the intrusion of the Splugorth towards the galactic core.

k)Relations with Other ‘Shemarrians’
Open. Contacts with outsider Shemar have been few, given their rather isolated location, but the Megalithians have displayed no objection to meeting with their cousins, though their attendance of the Low Council is intermittent at best. The Wayfinders first encountered them in the flesh, and introduced them to the Shemarrian Star Nation, and the recent information on their history has brought them to the Silvermoons’ particular interest. Some Silvermoons are both intrigued and frightened about what would happen if the Megalithians ever met Clan Scelptor and began trading with each other. Or the Chromites for that matter.

l) Purpose
Crusade; the Megalithians have turned from simply surviving to ridding their sector of space of the Splugorth. Given the most common account of their past as descendants of escaped slaves of the Splugorth, their animosity towards the Splugorth is understandable. Such a past would also explain why they idolize the Shemarrian model for their society, seeing them as an example of another ex-slave species (or at least one severely persecuted by the Splugorth) rising and turning on their tormentors.

m) Preferred Mode of Combat
Blitzkrieg; most notably hordes of fast airborne attackers supported by the massive artillery supplied by their oversized warmounts and mechano-arks.

n) Unique Attributes
*Massive Warmounts/Cyborgs---The most prominent aspect of Clan Megalith is their massive mobile arcologies and giant warmounts. Each one observed so far has been different from each other, but all are massively armored and armed, and VERY imposing. Some resemble giant humanoids, others monstrous animals, and still others look like walking castles or city skylines. The administration/crews of these giant constructs apparently cyberlink themselves to supervise and monitor various operations, often with a somatic feedback component that allows the crew to ‘feel’ problems and address them accordingly.


o) Prosperity
Successful---The tribe is very well off, with replacement weaponry and equipment on demand, enough to supply every member in the tribe, and enough surplus capacity to spare for larger projects and trade.

p) Chart P: Origin Tribe
There is some suggestion that the Shemarrians of legend that helped liberate the ancestors of the modern Megalithians were Silvermoons, making Clan Megalith arguably an offshoot of the Silvermoon Tribe.

q) Chart Q : Cyberization
Thorough----About 50% of the tribe are full conversion cyborgs, another 25% are partial cyborgs, and the remaining 25% possess 2d4 cybernetic implants. Cybernetic antennae and tendrils are a common feature of Megalithian bionics and seem another shout-out to their ancestral Shemarrian benefactors. Clan Megalithians often loan their minds through cyberlinkage to help run the massive mobile robotic constructs they call their homes.
Last edited by taalismn on Thu Mar 10, 2016 1:59 pm, edited 3 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Clan Megalith gets an illlo:
http://i408.photobucket.com/albums/pp164/taalismn/Clan%20Megalith%20copy_zps8e7s1vji.jpg
(actually a repurposed photo of a waterspout off Oak Bluffs, Martha's Vineyard)
-------------
"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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