Woke up early this morning; got an early start:
EShemar Lost Eclipse Kildren Elite(aka ‘Killer Munchkins’)
“Hey, Gruz! Chief’s signaling recall already! Come on and bring that little piece of meat with you...unless you started eating her already! Gwa-hahaahaha! Hey, com’on Gruz! Time’s a-wasting! Hey, Gruz, where’s the brat!? Gruz? Hey, Gruz...what happened to your face...?!”
“I ate it.” (cue screaming)
The Kildren are Elites of the Lost Eclipse/Nightmares. Rather than giant fierce gynoid warriors. the Lost Eclipse has chosen to make its first Elite class over into the image of small, innocent-looking human children, typically little girls of 8-12 years old, the better to shock and surprise their enemies.
The Kildren are certainly the SMALLEST of the full-sentient EShemar ever encountered, and it is suspected that the Lost Eclipse may have patterned aspects of the design after stolen data ARCHIE-3 acquired on the Mechanoid Grunt robot, However, the Lost Eclipse has since done things to the design that even ARCHIE-3 may not be capable of. The Kildren are among the most compact and powerful terrestrial robots in their weight/size class, being little larger than a small child, yet still capable of superhuman performance.
However, Kildren are still restricted by their size; they lack the raw speed and physical armoring of their larger sisters and brothers, due their reduced mass and shorter legs. They also cannot incorporate the same number of powerful internal weaponry that larger Shemar classes can. Their disguises are also not COMPLETELY perfect; they still mass much more than an equivalent child of their size should weigh.
To their advantage, though, most(80%) Kildren are Psi-Shamanesses, possessing powerful psionic abilities. Combined with careful skill, Kildren can use this to their advantage in stealth and combat. Because they cannot rely on soaking up damage and openly hefting around heavy firepower, Kildren must be careful to avoid getting trapped in combat, instead using the element of surprise to strike hard and fast, then dodge and escape follow-up retaliation.
As noted above, Kildren externally resemble small children and are trained to behave accordingly, and they will typically use this disguise to convey helplessness and innocence, often posing as lost children, orphans, and child-slaves, the better to lure their opponents into lowering their guards. In combat, however, the Kildren can quickly make a transformation, their eyes glowing, hands growing claws, and their mouths distending to reveal jaws full of fangs and sharp teeth. Together with their psionic abilities, encounters with Kildren have been often confused with the Haunting Children entities(see Rifts Dinosaur Swamp, pgs 28-30), a misidentification the Lost Eclipse have taken shameless advantage of to mask their own movements and operations.
Kildren are most often used to bait would-be slavers and bandits in the wilderness into traps, the gynoids posing as lost children separated from their homes, caravans, or refugee bands. They are also occasionally used to infiltrate enemy strongholds to open them up from within, or communities to spy on them(several groups of children who have been attacked by monsters have discovered that their new playmates are more than they seemed when they turned to attack marauding monsters). The Lost Eclipse has also used this approach at least once to sidle up and assimilate a Loyalist Pariah(
#GLOMP# “MOMMY! I FOUND YOU!” ), which raised more than a few questions among onlookers and added a few more lines of rumor to the stories surrounding the Shemarrians. On those few occasions when the Kildren have been openly associated with the Lost Eclipse/EShemar, the contrast has been played to the hilt for shock value; the sight of a little ten-year-old child sitting atop a Warmount and blasting away with a railgun carbine has paralyzed many a shocked enemy in their tracks, and been the last sight they would ever see.
Note: Kildren possess the telltale antennae of Shemmarians, but the antennae are smaller than normal and can be retracted into the head when not in use, or disguised in the Kildren’s hair(pigtails and long bangs are popular).
Note2: Kildren are divided about 75% female (little girls) and 25% male (little boys).
Among the EShemar, the psychology of the Kildren has aroused some debate; some Tribal philosophers see the Kildren as a visible sign of the Lost Eclipse using the imagery of an innocent childhood denied them to inflict their vengeance on their enemies. Others see the Kildren as the Lost Eclipse leadership attempting to recapture a lost innocence by assuming its outward physical form. Still others simply believe the Lost Eclipse is toying with the fact that they’re the youngest Tribe. Most agree, however, that trying to get a straight answer on the matter from the Nightmares is as futile as using a laser pointer on the sun.
“Dorfman, I really have to ask this. I know you’re reluctant to talk about what you encountered out there in the Buggerwoods, but this is really starting to affect your behavior. This is like the fifth time you’ve freaked out on seeing a tricycle and I’m getting rather concerned for you...”
Type: EShemar LE- Kildren
Class: Energy Lifeform/Robot Fusion Self-Sufficient Combat Infantry/Espionage Robot
Crew: Ecotroz Intelligence
MDC/Armor by Location:
Main Body 80 (rarely wears armor. Typically, most will only wear child-sized ‘Plainclothes’ armor w/ 8-20 MDC, or wilderness leather/skin clothing w/ 5-10 MDC)
Head 60
Antennae(2) 5 each
Arms(2) 30 each
Hands(2) 8 each
Legs(2) 60 each
Height: 4 ft
Width: 2.2 ft
Length: 2 ft, 6 inches
Weight: 300 lbs
Attribute Equivalents of Note:
IQ: 4d6
ME: 5d6
MA: 4d6
PB: 10+1d6
P.P.: 30
Physical Strength: Equivalent to Robotic P.S. of 30
Hit Points: (Energy Form) 1d6x10+M.E.
P.P.E.: 8
Psionic Abilities: (EShemar baseline psionics) Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation
also have the following ADDITIONAL psionics:
-Sixth Sense(2)
-Mask ISP and Psionics(7)
-Telekinetic Leap(8)
-Presence Sense (4)
-Two additional powers of choice at level one, plus an additional Sensitive or Healing power at levels 4, 8, and 12.
-1 Super Psionic power of choice at levels 3, 6, and 12.
-EShemar Kildren are considered to be MAJOR Psychics, with 1d6x10 ISP +M.E. +1d6 per level of experience
-Unlike the baseline Ecotroz powers, these powers DO require ISP to function
-Saves as a Major Psionic
Horror Factor:(Optional) 8 when instantly ‘morphing into full-blown combat mode.
Cargo: What can be carried strapped to the person
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 45 MPH
(Leaping) 10 ft up/across; a running leap in excess of 40 MPH adds 10 ft to the jump
(Flying) Not possible without a jetpack
(Swimming/Underwater) 30 MPH
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the attending Spinsters or at the behest of the individual.
*Bionic Cybernanite Repair Systems---A modified 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.
*Double Jointed---Similar to the Yurei, Kildren Elite have incredibly flexible skeletal structures, specialized joints, and specialized myomer musculature that allows them to bend in ways that would put strain on even their larger sisters’ battle-chassis, such as being able to flex their arms and shoot behind themselves without penalty. This is further reflected in their high agility and bonuses. They also get a +5% to Escape Artist.
Weapons Systems:
1) Laser Eyes)2)---Those large innocent eyes conceal vaporizing lasers
Range: 500 ft
Damage: 1d6 MD per single blast, 2d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: + 2 to strike(+4 to strike total)
2) Finger Claws---The Kildrens’ hands feature retractable vibroblades
Range: Melee
Damage: 1d6 MD +P.S. damage
The vibroclaws also serve as drug injectors; + the effects of injected drugs/toxins. The Lost Eclipse is particularly fond of incapacitating agents, especially hallucinogens(the most commonly used will put the victim, on a failed saving throw, into a full-blown hallucinatory state lasting 1d6x10 minutes ), and are avidly researching to find similar chemicals that work on the various Minion species(they’ve identified at least one that works on Kydians).
Payload: The Kildren have reservoirs in the forearms for up to 10 doses each of up to three separate drugs(30 doses per forearm, 60 total), before needing their supplies replenished.
3) Vibro-Garrote---Actually a specially braided mono-molecular wire saw that be reeled out of the forearms. Can also be used as a climbing cord(can support up to 60 tons weight, and the internal reel has 200 ft of line).
Range: Melee
Damage: 1d4 MD used as a cutting tool.
4)(Optional) Accessory Systems---Depending on the circumstances and individuals involved, Kildren can be modified with additional systems. Generally, Kildren avoid any augmentations that are too bulky, showy, or interfere with their ability to move quickly and quietly, and disguise themselves.
Programming/Skills:
The EShemar shares all the basic Shemarrian programming, basic combat and espionage/reconnaissance. They also have the Pariah’s DOMESTIC programming and the following skills:
-Pilot Bicycle/Tricycle(50%+5% per level of experience)
-Disguise(50%+5% per level of experience)
-Begging(50%+5% per level of experience)
Note: Remember, EShemar can also learn additional skills similar to a Neural Intelligence; many Kildren put their additional skills towards Domestic, Espionage, Rogue, or additional Weapons Proficiencies.
Actions/Attacks Per Melee: 7
Note: Bonuses are in addition to those from the Ecotroz Shemar’s training
Initiative +2
Dodge +4
Parry +4
Automatic Dodge(takes no actions) +3
Strike +1 (+2 w/ ranged weaponry)
Roll +3
Pull Punch +2
Entangle: +2
Knockout/Stun on a Natural 18-20
Bite 3d6 SDC or 1 MD
Restrained Punch 4d6+15 SDC
Punch 1d4 MD
Power Punch 2d4 MD(counts as two attacks)
Head Butt 4d6+10 SDC
Kick 1d6 MD
Leap Kick 2d6 MD
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).