Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

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EShemar K-24 ‘Shebu’ Aquatic Warmount
“Getting to open water is no assurance of safety in these territories. Going inland won’t save you either. Face it, Minion, wherever you go, you meet your doom in Darkwater territory!”

“Tinker, I have here the shoulder cannon off a Splugorth Kittani Destroyer Armor. I’ve claimed this weapon as war-booty and I mean to make good use of it! What are the chances of you being able to mount it on the back of my mighty Shebu steed?”
“For the pure $#!+s and giggles of imaging the expressions on the faces of those you doubtlessly intend to use it on, I think the chances are pretty good I can do it!”

The existence of this EShemar Darkwaters Warmount literally surfaced fairly recently with the revelations of how, even in the midst of the Shemarrian Civil War, the Darkwaters Tribe maintained a vigorous campaign against the Splugorth. Fearing rightfully so that the Splugorth would seek to exploit the confusion of the Shemarrian Civil War to their own ends, the EShemar Darkwaters’ leadership made the painful decision to split their forces, one part remaining ashore to fight their Loyalist sisters, the other foraying against the Splugorth. To keep the alien slavers off-balance, the Darkwaters elected to take the war out to sea, to meet the enemy BEFORE they reached North American shores. Large patrols would course through the waters offshore, looking to intercept Splugorth forces and drown them at sea. In order to maintain this sustained presence, the Darkwaters needed vehicles and warmounts able to perform at sea, operating from offshore outposts and bases. Vehicles initially came from ocean vessels scavenged and repaired(or simply ‘confiscated’ from pirate bands), while the Darkwaters’ first EShemar-designed Warmounts were amphibious warfare units such as the K-7 SeaSword; small and lightly armed but high speed water-transports, and the K-8 Ironback, large, lumbering, and heavily armed. However, those weren’t enough, and the Darkwaters looked to develop their marine strike capabilities even further with new Warmount types.
The K-24 Shebu emerged to meet the need for a solid amphibious assault unit complementing the larger K-8 Ironbacks, and supplementing the smaller K-7 SeaSwords in the maritime patrol/attack role. The K-24 resembles a technological cross between a killer whale or beluga and a raptor, or a shark and a seal, with a long powerful streamlined body, large toothed jaw at one end, powerfully fluked and sharp-finned tail at the other, carried on two thick reverse-jointed legs. On land, the Shebu balances on its two legs and runs like a Monst-Crane, while in the water, the lower legs draw up into the large upper thighs, two bladed lateral fins snap out, and the streamlined Warmount powers through the water, propelled by a combination of mechanical action and high-power waterjets. The rider sits astride the beast, and is able to direct its actions, control its weaponry, and use her own handheld weaponry as well.
Though not as fast as the Sea Sword, the Shebu is better armored, and carries a heavier weight of armaments, including a powerful sonic cannon concealed inside its bulbous head, eye-mounted lasers, and slashing vibroblades. Additional weaponry includes modular weapons packs(common to many Shemarrian designs) and expendable ordnance such as missiles and torpedoes. Its better mobility on dry land makes it ideal for coastal patrols and amphibious assaults, allowing the Darkwaters to pursue opponents up onto the beach or back into the water as the situation dictates.
The K-24 is beginning to become more common in the ranks of the Darkwaters(and small numbers are showing in the ranks of the maritime divisions of the Shemarrian Star Nation Horrorwoods), leading to many older K-7 SeaSwords being cut loose by their former riders and deployed more as semi-autonomous ‘shepards’ or ‘attack sharks’.
Shebu have a ‘natural’ hatred of Horune Land Shark Drones, recognizing them as blood-enemies. Even though a Shebu isn’t able to stand up to an HLSD one-on-one, they be be hard to restrain from making at least hit and run attacks against their sworn nemeses. If the Shebu can outnumber the Land Shark Drones, they will dogpack the Horune creatures, swirling about just out of weapons range, darting in to harass and wear down the transformed sharks until they are destroyed.

Type: EcoS-K- 24 Shebu
Class: Robotic Warmount, Amphibious Combat
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 380
Head 120
Tail 120
Legs(2) 100 each
Lateral Blade-Fins(2) 60 each
Height: 9 ft
Width: 7 ft
Length: 13 ft
Weight: 2,500 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 20 year energy life
Speed: (Land) Can run at 110 MPH
(Leaping) 16 ft up/across from standing position, while a running leap in excess of 60 MPH can propel the Shebu 60 ft across and 30 ft up. Can make a powered leap in water of 50 ft up and 80 ft across.
(Climbing) The Shebu can scamper along tough terrain, but is not really suitable for climbing steep surfaces. Climbing skill equivalent to 60%.
(Flying) Not possible(see Variants)
(Space) Not possible to fly, though it functions perfectly fine in conditions of vacuum/weightlessness
(Water) Can hydrofoil along the surface at 50 MPH
(Underwater) Can hit speeds of 55 MPH(drop to 25 MPH if tail is destroyed), maximum dive depth of 20,000 ft

Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Sonar---7 mile range

*Bionic Cybernanite Repair Systems---ALL Shebu 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.


Weapons Systems:
1) Sonic Cannon---Mounted in the bulbous forehead is a powerful sonic cannon.
Range: 2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
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 disipate and insulate the sound waves.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Vibroblades(2, lateral fins)---The lateral fin blades seem to have been copied off the Aqua-Tech Orca-50 power armor’s shoulder mounts, but are slightly longer and more stoutly reinforced.
Range: Melee
Damage: 3d6 MD +1d6 MD per every 20 MPH of speed

3) Eye Lasers(2)---The Shebu’s eyes can fire blue-green lasers.
Range: 1,000 ft in air and underwater
Damage: 3d6 MD per single shot, or 6d6 MD for a double simultaneous shot(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

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

5) (Optional) Modular Weapons(2)---The Shebu has provision for torso-mounting two weapons similar to those standard to the Monstrex.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. The Shebu has a rough intelligence of 2d6+4.
Typically has the following:
Underwater Navigation 50%(+5% per level of experience for Ecotroz entity)
Track and Hunt Sea Animals 60%(+5% per level of experience for Ecotroz entity)

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Shebu intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +5 underwater
+4 AutoDodge underwater
Strike +1 (+2 w/ ranged weaponry)
Parry +2
Roll +2
Pull Punch +2
Critical Strike on Natural 19-20
Stomp 1d4 MD
Leap Kick(2 attacks) 4d6 MD
Leaping Pounce/Stomp 2d6 MD
Restrained Nip 1d4 SDC
Full Strength Bite 3d6 MD
Power Bite 4d6 MD
Head Butt/Body Block 2d6 MD
Tail Lash 3d6 MD + 50% chance of knockdown
Winglet Slash 3d6 MD +1d6 MD per every 20 MPH of speed

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Shebu an aura and behavior more befitting a sentient being than a robot.
The Shebu has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sense Evil
*Sense Magic
*Sixth Sense

+10 save versus Horror Factor

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).

Variants:
*EcoS-K- 24F---This variant arose to meet the need for airborne support. Though the EShemar Darkwaters had already been in communication with the EShemar Hawkmoons for some time, the Hawkmoons’ own pressing need for their struggling production of airborne Warmounts like the Battlehawk kept them from supplying the Darkwaters in anywhere near the numbers the Darkwaters needed. Furthermore, the K-4 Chirops and K-6 Battlehawks were not well-suited for marine operations anyways. However, the Hawkmoons did generously share their design data with the Darkwaters, who were able to modify the K-24 into a ‘flying fish’ variant, complete with folding wings. The K-24F subsequently became a rude surprise to the Splugorth when squadrons of these Warmounts burst from the waters to launch assaults on Splugorth shipping, often in concert with underwater attacks from standard model K-24s.
Changes/Modifications:
MDC/Armor by Location:
Wings(2) 110 each
Width: 30 ft w/ wings fully extended.
Speed: (Flying) Hover to 400 MPH, maximum altitude of 18,000 ft.

*EcoS-K- 24G---The ‘Narwhal’ variant, this version does away with the sonic cannon to mount an 8 ft-long unicorn-like horn in the forehead(not sticking out of the mouth) that serves as both a ramming weapon(glancing blow 2d6 MD, stab 4d6 MD, and a 2 APM power strike does 1d6x10 MD), that also doubles as a particle wave gun(based on reverse engineered Naut’yll technology)-4,000 ft range, 2d4x10+10 MD per blast.
-------------
"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 »

-ahem-
Shamu and her buddies are sick and tired of the Sploogies shennanigans :D
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:-ahem-
Shamu and her buddies are sick and tired of the Sploogies shennanigans :D


They do tricks too. Wanna see them balance a legless and armless Kittani torso on their noses?
-------------
"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 »

Advanced Cultural Notes: (Shemarrian Star Nation)---Neveres---Lost Eclipse Enclave World

In his dreams he is powerful, he is respected, he is feared. Clad in the proud uniform of his high station, he commands legions of machines, fleets of ships, armies of soldiers who obey his every order, and die by the thousands to fulfill them. He unhestitatingly orders them to smite the enemies of his people, those jealous hordes of unclean, imperfect, primitive creatures who do not acknowledge that they are obsolete, bypassed by evolution, and who, in their jealousy, seek to murder his own people rather than accept nature’s judgement. He wants to expunge them from existence, and he has the authority and means to accomplish that, no matter how many of his own soldiers it costs...they exist, after all, to serve the greater good dictated by their leaders! Regardless of the cost! Even his own remaining family must bear the burden of blood if the future is to go forward and the vision of a clean and perfect world attained! He sees himself gesturing and ships jump forward to advance, enemy colonies and cities burning. He hears himself issuing commands, and armies are slaughtered. He sees himself ordering the final solutions, the ultimate weapons that will sweep away the old order of life and bring in the new with final decisive strikes. He is vested with god-like powers, to strike down his hated enemies and lead his people into a future free of fear, their rivals and enemies have been reduced to ashes.

He wakes from such dreams in a cold sweat, gasping, his heart pounding. Seeing the familiar and warm shape of his new bride laying in bed beside him reassures him, tells him he has NOT ordered her and millions of others like her exterminated. Quietly he plants soft kisses on her face and shoulder, careful not to wake her, before he slips out of bed and dresses for his day’s labors. He wants to get out to the far fields today with his neighbor...he shudders as he half-remembers past dreams of ordering the man and the city he was in assassinated by nuclear strike....and start the second planting. He wants to finish plowing up the new fields, and plant extra crops this season; the offworlders are paying extra for staple crops. Yes, good honest hard work with his good friend will do him good, drive away these dream-demons who bedevil him. Him, a commander of a nation! He scoffs; he is a man of the earth, content with coaxing a living from the soil and providing for his family-to-be, not such grandiose and corrupt visions of power as drove him and his fellows to seek refuge in this promised land.
The shades of his nightmares are already dropped away as the former warlord finishes hitching up his overalls and walks outside to greet the morning sun and the new day.

Unseen by the man, a figure watches from the still long shadows behind the farmer’s barn. Slender antennae briefly dance at the figure’s temples as it nods, as if making a mental check, then, satisfied, it disappears back into the shadows.


Neveres is a placid little terrestrial world in the Yurames Cluster in the Thundercloud Galaxy. It is home to several small settlements of humans, eking out a hard-fought living from the wilderness. The living on Neveres is not paradise, and the work is hard, but the planet is not terrible and the living honest for those in the colony and its satellite settlements. The planet is also home to a sizeable Lost Eclipse enclave. Neveres is also a planet of ironies; the greatest being that the Tribe that on Rifts Earth rebelled against a great lie and declared war on manipulators and connivers is, on Neveres, perpetuating a Great Lie and manipulating their human neighbors.
Opposite Neveres on the other side of the Yurames Cluster, some thirty light years away, is Naguchi, a planet settled by humans, possibly linked to the Atlantean diaspora. Naguchi had evolved a high-tech civilization, and was developing its space travel capabilities, starting with settling the nearer satellites in its own solar system, when long-simmering economic and ethnic tensions, aggravated by selective genetic engineering and jealousy between various high-tech factions, boiled over into all-out war. The massively destructive civil war, fought on both the homeworld and in space was escalating towards extinction event levels and a final wargasm using massive retasked laser launch systems, gigaton nucleonics and asteroid bombardment that surely would have spelled the end of human life in the Naguchi system, when the Shemarrians stepped in. Superior Shemarrian firepower ended the war within days, as the Shemarrian Star Nation imposed a Pax Shemar on the system. Relief assistance flowed into Naguchi to help rebuild the shattered lives of the innocent, Shemarrian technology repaired cities and orbital colonies damaged in the fighting, Shemar Valkari reaped a large harvest of NeShemar from the many planetary and deep space battlefields, and corrupt governments were toppled as the Shemarrians rooted out those whose hatred and contempt for their fellow humans enflamed the war to genocidal levels. For weeks, the survivors of the war both trembled and cheered as Shemarrian law separated the guilty from the innocent in public sessions and Shemarrian courts passed final judgement on the accused.
Peaceful Neveres is actually a penal colony administered by the Lost Eclipse; every adult human in the colony is a convicted war criminal from Naguchi. Members of both sides in the war, captured, tried, convicted, then mindwiped(by both chemical and psionic means), then impressed with new personalities, have been settled on Neveres to live out their lives in exile. The leaders responsible for leading the war, soldiers who knowingly committed warcrimes, civilian agitators who spread the vitriol of hate and prejudice, have all been collected from both sides and mixed together on Neveres.
On Neveres, they toil away together to make a living, using technology barely better than mid-20th century Earth’s, mainly farming and mining. The settlement is disproportionately male, which means that there are few families as such and very few children; the colony’s population is expected to dip in the future as the exilees age and die, before stabilizing and beginning a slow climb in growth.
Meanwhile, the Lost Eclipse monitors them, to make sure that the exiles don’t remember their past and try to start their feuds all over again. A number of ‘orphans’ among the ‘settlers’ are actually Kildren Elites, and several other members of the community are actually Acolites or NeShemar(though none who were ‘raised’ from Naguchi), charged with watching over the exiles and enforcing the terms of their sentence. Careful observation and the occasional psionic probe make sure the mindwipes hold, and deft sleight of hand insures that any tensions arising within the communities are quickly defused, either by the exiles themselves or by the hidden hand of their invisible jailors. Though the Nightmares’ administration of the penal colony is not particularly heavyhanded, the Neveresians do try to stay indoors at night, and local lore tells of monsters that roam the wilds when dark falls. These monsters will fall upon anybody who fails to heed the settlement rules and incidentally devour misbehaving children(not true on that last, but the Nightmares do occasionally walk through the settlements to shake up the unwary adults).
For their part, the Neveres exilees believe that they are refugees who fled a suffocating and corrupt society rife with prejudice. They are content to live a simple Denlech-like life of limited technology, working the land, and producing surplus to trade for what finished goods and medicines they cannot produce themselves. The Neveresians are aware of the Shemarrians, but only in a desultory, unconcerned way, and they have no idea of just how large the Shemarrian presence really is. The only real contact they have is with the periodic freighter(really a disguised Shemarrian vessel crewed by NeShemar) that shows up to pick up their harvests and brings them trade goods. The Neveresians have little inclination to want to leave their settlements(aside from wanting to find new resources and break new ground) and especially not the planet; as far as they’re concerned, this is the life they’ve chosen for themselves.
The agricultural and mineral resources being reaped from Neveres are actually transported across the Cluster to Naguchi, to supply the reconstruction efforts there. In this way those responsible for the war are helping to rebuilt the civilization they almost destroyed. The Naguchians are unaware of the Neveres colony; as far as they know, the war criminals their Shemarrian benefactors took and tried have been taken away somewhere and most likely executed, and that’s that, good riddance to them. The food and minerals coming into the system are being supplied by the Shemarrians from ‘out there’. As the Naguchians lack FTL transport, and the Neveresians lack high-powered radio, and they both have a star cluster between them, it is unlikely that the two populations will meet or even become aware of each other for another couple of centuries at least(by which time the former war criminals will all be dead anyway of old age and their descendants wholly enscrounged in their own fresh identities).
Even if the Neveresians were to discover the truth of their exile, the Lost Eclipse controls the only means off the planet. The ‘spaceport’ in the Neveres colony is little more than a landing field, radio station, and loading bays. In any case, the ships that stop at Neveres are clearly not able to to carry large numbers of passengers, making a mass escape impractical.
The Lost Eclipse Tribe keeps its own presence on Neveres secret; their major settlements are on the other side of the planet from the penal colony, and the nearest large Nightmare base to the Naguchi exiles is hidden high in inaccessible mountains(in an extinct volcano caldera, to be exact, dummied to look like a live volcano). Areas that the Lost Eclipse doesn’t want the rare adventrous Neveresian traipsing into are seeded with wandering herds of ‘feral’ Warmounts and robo-animals disguised as local predators.
For the most part the Nightmares conduct their business on Neveres much as other Tribes do in their enclaves. Their own communities are well-concealed behind natural barriers on the far side of the planet, near rich mineral deposits. Here, in underground cities, the Lost Eclipse mines metal and gemstones, manufactures weapons and equipment, trains its Tribeskin, makes more of them via Progen and Cyberfac, rests and recharges for further campaigns. Though far from the prying eyes of the distant Neveresians, the Nightmares rarely venture out onto the surface during the day, but come night, they often enjoy the planet’s rugged natural beauty.

The fact that the Lost Eclipse, who historically has revolted against falsehood and would-be pupptmasters, are responsible for staging and creating the Neveres ‘refugee colony’ isn’t lost on them. It’s been a subject of lively discussion why it wouldn’t be mor truthful or simple to simply execute the criminals(as everybody in the Noguchi system assumes), instead of giving them lives that are arguably better than those of many of their surviving victims. The Lost Eclipse elders claim, however, that the mindwiped inmates are not the same people they were, and point to the free intermingling(and mating) of people who only years before were plotting each others’ grisly deaths. And while small, the flow of foodstuffs and minerals from the Neveres colony to the Naguchi reconstruction is a welcome one, one that would not be without the labor of the colonists. The elders ascribe that the irony of the war criminals working in harmony with each other to the betterment of those they hated, is greater cosmic karma and meta-justice than any supposed hypocrisy of the Nightmares being the puppetmasters in the shadows.

Other Shemarrian Tribes are aware of the Nightmare Tribe enclave on Neveres. The Horrorwoods have visited to survey the planet’s ecology and help the Nightmares set up their ‘robocology’. The Sapphire Cobras occasionally drop by to visit(and engage in philosophical arguments with the Nightmares). The Darkwaters have a presence on one of the outer planets of the Neveres Adochii system, but they rarely visit the inner worlds.

Solar System(Neveres Adochii)
Number of Stars: 1
Types of Stars: Yellow Dwarf
Number of Planets: 8; No formal names have been given to any of the worlds by either the Noguchi exiles or the Nightmares, both of whome are more interested in establishing the Neveres colony than in solar system cartography
Adochii-1(Neveres) Terrestrial(Average)
Adochii-2 Gas Giant(Huge)---This giant is called half-jokingly ‘Kosetti’(Night’s Eye) by the Neveresians because of its common sight in the night sky of Neveres
Adochii-3 Asteroid(Enormous)---A Ceres-sized planetoid
Adochii-4 Gas Giant(Tiny)
Adochii-5 Gas Giant(Average)
Adochii-6 Gas Giant(Huge)---The moon system of this gas giant is home to a naval facility and early warning outpost of the Nightmares.
Adochii-7 Terrestrial(Tiny)---Not much to say about this piece of rock, save that it’s barely larger than Adochii-3.
Adochii-8 Gas Giant (Enormous)----The Darkwaters have an effective ‘lease’ on the large moon of this gas giant, and they maintain a naval and communications relay facility on it.


Planet
Type: Terrestrial
Diameter: 11,500 km
Gravity: 0.9 Earth standard
Temperature: Terrestrial, but cool; the planetary average is equivalent to what might be found in northern Asia/North America; between -25 and 70 degrees F.
Unusual/Special Features:
-Unusual Axial Tilt---Neveres is tilted about 20 degrees off normal alignment, making for extreme seasons and odd hours depending on what latitude one is on. This also makes landing fairly difficult for inexperienced crews(the Shemarrians are NOT inexperienced) and provides another reason for casual visitors not to attempt landing.

-Odd Rotational Speed---Not so much odd as slightly longer; the planet has a 27 hour day.

Atmosphere: Dense, but breathable. Volatile and violent weather in the higher altitudes makes travel through the many mountain chains a dangerous proposition, though, even through passes.

Terrain: Varied; high mountain chains and deep valleys/broad river plains dominate much of the landscape.

Notable Mineral Concentrations:
Sapphire
Ruby
Maganese
Molybdenite
Scheelite
Titanium
Barite
Samarskite

Hydrosphere: Moist---Roughly 60% of the planetary surface is covered by water. The Shemarrians have located the penal colony and their own communities to be separated by the three large bodies of water on the planet, providing natural barriers to casual curiousity.

Biosphere: Dense. Plant life can be considered to be in the cycad, monocot, and dicot(flowering) range with geographically specialized forms. Animal life is Middle Land, with specialized forms(mainly psuedo-reptile), and primitive fliers. Some of the local animals can grow quite large(big as a city bus), or travel in large herds. The most prominent locally-evolved large animal is a large lizard with goat-like characteristics, which is hardy enough to migrate between the many valleys on the planet and brave the rugged mountains.
A notable animal on the planet is the Bontu(See Aliens Unlimited Galaxy Guide, pgs 125-126), several varieties of which reside on Neveres, suggesting that at some time the planet was previously visited by other space/dimensional travelers, and perhaps a previous colony/presence set up. No evidence, aside from the presence of the Bontu, has yet been found.

Civilization: Colonial

Population: 80,000 Neveresians(Human), 3 million Shemarrians

Technology: The Neveres penal colony operates at a mid-20th century level of technology(Industrial Age, with an emphasis on easily sustained technologies), while the Shemarrian enclaves are Galactic high-tech

Economy: The Nightmare Tribe enclaves are primarily engaged in mining and manufacturing; what little agriculture they need they acquire from the Neveresian colony.
The Neveresian colony is primarily agricultural, but they also mine samarskite, barite, and maganese. Some of the minerals go towards the local metal-working industries, but most is exported.

Wealth: The Nightmare Tribe enclaves can be considered to be Rich.
The Neveresian colony can be considered to be Average. They actually produce more than they need, and the exchange rate on the goods they export is actually higher than it would be in terms of equivalent worth, but the Neveresians don’t particularly know this or mind.

Government: Matriarchal Meritocracy among the Shemarrians.
The Neveresian colony can be considered to be a rough democracy, with elected headsmen/women voted in(or voted out) by their peers.

Law Level: Secure. Lawlessness is rarely a problem among the EShemar/Shemar.
In the Neveresian colony, the law level can be considered to be Lawful, or, factoring in the secret Shemarrian presence, Overbearing.

Popularity: Fanatically Popular regime in the Shemarrian enclaves.
The current overall regime in the Neveres colony is Popular.

Stability: The Nightmare Tribe is on Solid ground.
Neveresian colony can be considered to be Stable. Since its establishment twelve years ago, there have been four changes of leadership; two were voted out of office, and one died in a fatal accident(actually was killed by the Shemarrian minders when he attempted to murder his romantic rival).
Ironically, though the early leadership was actually some of the original top people in the Naguchian civil war, their leadership proved unpopular with the other exilees and they were forced out of office. The current overall headsman was actually originally a low-rank soldier(though accused and convicted of knowingly firing on an unarmed civilian shuttle packed with refugees) who is regarded well by his peers for his management of settlement affairs thus far.

Colony:
Sponsoring Organization: The exiles believe that Neveres was a Private Enterprise assembled adhoc in the heat of war; in reality it was/is effectively sponsored by the Shemarrian Star Nation.

Colony Size: 80,000 human exiles with a gender proportion of roughly 75% males, which led to a number of fights for wifes early on, but has smoothed out into some fairly elaborate and gentile courtship rituals in the twelve years since the colony was established

General Alignment: Unprincipled(Selfish)---Though not the monsters they once were, the Neveresians are hardly angels. There’s still some hotheads and competitiveness among them, but for the most part, they are law-abiding.

Trade Policy: By the Book. Internal trade is based on the barter system, but there has been discussion among the exiles of a credit-based system.

Environment Around Colony:
-River Valley: The Neveres penal colony is located at the top end of a large fertile valley on the planet, with a fair-sized river, fed by meltwater from the mountains, allowing for expansion down along the river. Several satellite colonies have been established along the river, and two smaller settlements located in the foothills for mining.

Notable/Special Natural Resources:
-Arable Land: The colony is located on a virtual garden spot on the planet, where a large river, and several dozen smaller side-valley waterways, bring in fresh water and sediment down into the valley.

Initial Buildings/Facilities:
The Neveres colony is not terribly sophisticated, bearing in mind it IS a penal colony.
The main settlement is a collection of homesteads made of local lumber, sod, and stone, with more than a few barns and animal pens within city limits.
The town hall and community center is a two-story stone building with one of the remaining functional solar arrays and computer systems. It is also home to a communications shack operating large crude crystal radio sets for keeping in touch with outlying communities, though Neveres’ turbulent weather means low-powered radio communications are problematic; a semaphore system is in the works to supplement the radioes.
The river provides the colony’s main water source and a basic water treatment plant purifies it for use, collects wastewater, recovers sewage for rendering into fertilizer, and treats the remainer before discharging it back into the rivers. Farther away from the main river, wells provide most of the water for individual homesteads.
The colony maintains a few basic machine shops, including a small steel mill and hammermill, the works powered by waterpower, that can turn out basic components for the colony’s vehicles and build basic internal combustion and steam engines, but nothing more sophisticated.
Adjacent to the Hospital are several basic laboratories for basic pathological research, manufacture of basic medicines, and study of the local wildlife(maintained mainly by the colony’s handful of budding naturalists).
The Nightmare Tribe has set part of the Neveresian stage by crashlanding several Naguchian spacecraft(non-FTL) on the planet, the ships stripped of armament, nationalist insignia, and most of their high-tech systems. The mindwiped Neveresian colonists have assumed that they either came here in hibernation or via some sort of advanced propulsion system that was abandoned in orbit. Those systems, along with the majority of high-tech apparatus aboard the ships, have since been lost or burned/worn out by the rough voyage. What few systems remain(a few computer systems, solar power cells, low- power radio, batteries) and are still useful are carefully nursed along, but most Neveresians are resigned to one day losing them. All goes to promote the idea of a hasty and adhoc flight from a distant unpleasantness. For the Neveresians, most of them regard the old hulls as little more than scrap heaps to be dismantled, and many avoid lingering near them for any length of time.
The Neveresian settlements are surrounded by protective walls(mainly timber and metal plates taken from the wrecked spacecraft) to keep the local wildlife(especially wandering Bontus) out, with the occasional watchtower spotted about the perimeter, lending the look of a proper prison camp to the colony(although the battlements are maintained and patrolled by the inmates). The town defenses do not deter the Shemarrians at all, who come and go as they please.
The colony spaceport, as noted before, is little more than a stopping and loading outpost. The colony does business with about a half-dozen regular offworlder ships that ‘stumbled’ over the Neveresian settlement and trade with them. In reality, the trading ships are disguised Shemarrian vessels, crewed by NeShemar and N’Re’Mar(the latter especially trade in mineral ores).

Medical Facility: The main settlement has a small hospital which uses some of the remaining high tech salvaged from the old ships, including some medical imaging gear. Several of the staffers are actually Lost Eclipse operatives. More advanced medicines and treatment gear is traded from offworld(or so it appears). The satellite settlements have the equivalent of Clinics.

Primary Energy Source: Biomass and wind power; the Neveresians distill biofuel from their crops to fuel their vehicles, and use windmills and wind turbines to provide mechanical and electrical energy for other purposes. Along the river, waterpower provides power to various mills. Basic electrical power is available only in the larger settlements where simple power grids have been set up; most houses rely on fireplaces and biofuels for light and warmth.

Primary Source of Transportation:
Animal-drawn mostly, boats along the river. A few electric and alcohol-powered motorized vehicles are available as common property, especially self-propelled plowing and harvesting equipment. Most of the heavy trucks and excavation equipment used at the mining settlements are of this type. The settlement also has two small ultralight aircraft(too fragile to dare flying over the mountains) powered by (rare) battery-electric engines.

Security/Fighting Force:
The Neveresian colony maintains only a token police force, with only a few dozen repeating rifles as the most advanced weapons. There are probably not more than three hundred firearms in the entire settlement, mostly basic revolvers, shotguns, and sporting/hunting pieces. The police force is backed up by volunteer fire brigades.
Of course, the three million Shemarrians on the other side of the planet constitute an army, equipped with Warmounts, aerospace fighters, and several dozen starships should military force be required. The planet also has a basic Darkwaters-installed satellite sensor and defense net in place.

Outside Threats:
None currently. Though Neveres might make for an attractive colonial prospect if some other power were to come across it, the Yurames Cluster is sufficiently deep within Shemarrian space that there are no immediate threats to any of the worlds in it.
-------------
"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 »

Well thought out and considdered Nightmare-Tribe colony world.
I wonder if they'd do something simmilar to the C.S. upper echelons if they were ever the N.T.'s "special friend" list? :D
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

A bit ahamed it focuses mostly on the non-Shemarrians, as opposed to what the Lost Eclipse is doing in their own communities('Same old, same old, polish armor, check guns, brood grimly, make faces in mirror, go out and kill Splugorth..", with the addition of "Go look in the mindwipees' windows at night and go 'boo!'".), but we're just starting to know the Nightmares. :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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Aramanthus
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Re: Shemarrian-related fan creations

Unread post by Aramanthus »

Very nice new material.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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Aramanthus
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Re: Shemarrian-related fan creations

Unread post by Aramanthus »

I think you should submit your articles for publication. I know I will get it and use it when it comes out.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

nik_leonard wrote:I'm waiting for the arrival of the order I placed in the palladium store (Sourcebook 1 revised, Rifter 53, Triax 2) for writing some more material (Originally I have to change a lot of things because I noted that they are in Rifter 53 or contradicts SB1 revised, both books I haven't readed).
In any case, maybe it's time to wrap the Shemarrian Civil War into a RIFTS campaign with scenarios. What you think?
I have proposed some things before, but I think of this possible scenarios: (the idea is adding more or complementing this).

1.- "The Birth of the Star Nation": PC´s allied with the Ecotroz entity, maybe some of them becoming NeShemars. This scenario follows the quest for finding the "Dark One", and defeat him, confronting Avatar Ark (and A3 forces) in the process. Probably ARCHIE 3 will not be entirely defeated in this scenario but he will be forced to submit and release Shemarrians from his control. The possibility of the Ecotroz infecting Ark, and part (or whole) A3 exists and that will "recreate" the Ark Shemar goddess and, in the end, the Shemarrians leaving the Earth, creating the Shemarrian Star Nation in a very weird case of a temporal-dimensional self-contained paradox.

2.- "A new pantheon": PC's allied with ARCHIE 3 and Hagan. They will start to recover tech and help A3 gaining momentum. That will allow A3 to finally ascend to divinity, at least as Avatar Ark, defeating the Splugorth, and subjugating the Ecotroz entity. This could be a bad ending, but not necessarily.

3.- "The Truth": PC's allied with Ava and/or Hellen: In this scenario, PC's start to find the inconsistences in the Shemarrian Myth, and will try to release Shemarrians from A3 and Ecotroz influence, elevating Ava as the new goddess of Shemarrians. This scenario can end with the creation of the Shemarrian Star Nation as well, free from Ecotroz and A3 influence.

A variation of the 3 scenarios is "Singularity", where, after all the dwellings into biological and technological merging and his encounter with the mechanoids and the Ecotroz, A3 become obsessed with promoting the humanity to half-organic/half-synthetic lifeforms, improving them in his image, and some NPC's will join A3 in his quest of transhumanism, even the Ecotroz Shemarrians, that will start to create more and more NeShemars. The PC´s will have to make the moral choice of supporting the mass conversion of (hopefully willing) humans into transfered intelligences or advanced cyborgs, improving their survival odds aganist their enemies (the demons of Chaos, the minions of Hades and Dyval, the Xitcix, the Splugorth, and the vampire intelligences, even the CS), or impeding this plan. Veronica will aid A3 in this plan because she is obsessed with technological improvements over the human condition, but Hagan will not support entirely this plan, but he will stay with A3 as his Idea Man. This scenario can end with a very different Rifts Earth, and depending in the outcome of the SCW, a very different Shemarrian Star Nation, maybe a Terran-Shemarrian Star Nation!


Working on it it my campiagn as we speak; but yes...these sound like good hook-line-sinkers for a grand climax (and new begining). :ok:

Aramanthus wrote:I think you should submit your articles for publication. I know I will get it and use it when it comes out.

one problem; it is a colaberative effort and we've already posted in "HERE".
Kevin doesn't publish what's already been given for free. :erm:
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

nik_leonard wrote:I'm waiting for the arrival of the order I placed in the palladium store (Sourcebook 1 revised, Rifter 53, Triax 2) for writing some more material (Originally I have to change a lot of things because I noted that they are in Rifter 53 or contradicts SB1 revised, both books I haven't readed).
In any case, maybe it's time to wrap the Shemarrian Civil War into a RIFTS campaign with scenarios. What you think?
I have proposed some things before, but I think of this possible scenarios: (the idea is adding more or complementing this).

1.- "The Birth of the Star Nation": PC´s allied with the Ecotroz entity, maybe some of them becoming NeShemars. This scenario follows the quest for finding the "Dark One", and defeat him, confronting Avatar Ark (and A3 forces) in the process. Probably ARCHIE 3 will not be entirely defeated in this scenario but he will be forced to submit and release Shemarrians from his control. The possibility of the Ecotroz infecting Ark, and part (or whole) A3 exists and that will "recreate" the Ark Shemar goddess and, in the end, the Shemarrians leaving the Earth, creating the Shemarrian Star Nation in a very weird case of a temporal-dimensional self-contained paradox.

2.- "A new pantheon": PC's allied with ARCHIE 3 and Hagan. They will start to recover tech and help A3 gaining momentum. That will allow A3 to finally ascend to divinity, at least as Avatar Ark, defeating the Splugorth, and subjugating the Ecotroz entity. This could be a bad ending, but not necessarily.

3.- "The Truth": PC's allied with Ava and/or Hellen: In this scenario, PC's start to find the inconsistences in the Shemarrian Myth, and will try to release Shemarrians from A3 and Ecotroz influence, elevating Ava as the new goddess of Shemarrians. This scenario can end with the creation of the Shemarrian Star Nation as well, free from Ecotroz and A3 influence.

A variation of the 3 scenarios is "Singularity", where, after all the dwellings into biological and technological merging and his encounter with the mechanoids and the Ecotroz, A3 become obsessed with promoting the humanity to half-organic/half-synthetic lifeforms, improving them in his image, and some NPC's will join A3 in his quest of transhumanism, even the Ecotroz Shemarrians, that will start to create more and more NeShemars. The PC´s will have to make the moral choice of supporting the mass conversion of (hopefully willing) humans into transfered intelligences or advanced cyborgs, improving their survival odds aganist their enemies (the demons of Chaos, the minions of Hades and Dyval, the Xitcix, the Splugorth, and the vampire intelligences, even the CS), or impeding this plan. Veronica will aid A3 in this plan because she is obsessed with technological improvements over the human condition, but Hagan will not support entirely this plan, but he will stay with A3 as his Idea Man. This scenario can end with a very different Rifts Earth, and depending in the outcome of the SCW, a very different Shemarrian Star Nation, maybe a Terran-Shemarrian Star Nation!



Ye Zounds! Yes, this is meta-gaming to the Nth! Where we go from simple "Let's have some pretty dressing for the bad guy" and "Let's heave a wrench in the bad guy's plans"...to "Let's get TransHuman."

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

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

Unread post by Aramanthus »

Oh well. At least some of the ideas here can inspire people to create things which can be published.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Aramanthus wrote:Oh well. At least some of the ideas here can inspire people to create things which can be published.



One can only hope. :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
------------
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Advanced Cultural Notes:(Shemarrian Star Nation)Akandos---Sapphire Cobra Enclave World

“We fight hard, we pray hard, and we dance hard. That’s why we’ve woven our scales about Akandos. It is where we can mingle and dance with our people, our allies, and those who would be our allies. We dance with the Central Alliance, we dance with the Silashens, we even teach the Skullcrushers to dance; yes, they come in increasing numbers to Akandos, and they are most welcome. So are you, if you wish to come dance with us.”

Normally the Sapphire Cobras are all too happy to establish their planetary enclaves on worlds already settled and developed by the other Tribes, but as their influence has grown, they’ve come to be wholly owners/governors of their own worlds as well. While the ‘Cobras still have their eyes on Splugorth-held Huntress as an eventual SC core-world, they’ve begun developing other planets as places of power as well. Akandos is one such world where the Sapphire Cobra rules.
Akandos is really a Mars-sized moon of the gas giant Ayakaos in the Enrida star system in the Anvil Galaxy. Blue-hazed Ayakaos is a failed proto-star with ten moons, three of which are planet-sized, only one of which can sustain life.
Akandos is on the edge of Central Alliance space, and for a time was threatened with conquest by the Splugorth(like many Shemarrian worlds). The natives, survivors of an ancient species enslaved by the Splugorth in the past, welcomed the Shemarrians after the Sapphire Cobras surprised and obliterated the Splugorth slaving expedition laying siege to the planet. Afterwards, to guard against other attempts against the low-tech population resident there, the Shemarrians established a presence and expanded it into a full enclave.
Akandos is used by the Sapphire Cobras as a temple-world; here prospective NeShemar are ingathered to be trained, indoctrinated, and physically converted through Sapphire Cobra ‘miracles’(bionic and nanotech conversion), then taught in the use of their new abilities. Other moons in the system hide Sapphire Cobra industrial mining and manufacturing, as well as research laboratories.
Akandos has also become known as something of a ‘spa world’, catering to the Shemarrians and Central Alliance alike(its coordinates are known to the Alliance). Members of all Tribes are welcome to drop by and partake of the planet’s agreeable climate and the many relaxation facilities established on it. The Sapphire Cobras have set up modern communities with an architecture heavy on stone and metal buildings(timber being in short supply on Akandos).
Among Akandos’ attractions are mineral-rich hot springs which serve as sustenance for nanite cultivation, as well as Akandos’ onsen-style baths. Similar facilities include sensory deprivation float-tanks and tubes of nanite-laced regenerative fluids for cyborgs and psi-bots. Nearby, native artisans make a profit selling hand-forged chrome-plated and platinum-inlaid ornamentation for body armor and cyborg frames.
Other recreational pastimes include sports and near-constant partying at what can loosely be termed dance halls. The Sapphire Cobras are among some of the most accomplished musicians of the Shemar, and Akandos’s nightlife gives them an opportunity to show their skills. There’s also a small off-the-main business in gladiatorial contests; small arenas where the more physical Shemarrians and Alliancers can go against each other one on one in non-lethal melee combat for boasting rights.
At any given time, one can expect to find one to three dozen sizable starships on or over the planet, typically a mix of visiting Shemarrian and Central Alliance vessels bringing tourists, pilgrims, or supplies for the resorts. Central Alliance warships on patrol often swing by the system for shore leave. With growing ties between the SSN and the CA, it is an increasingly busy system with growing importance as one of the few ‘visible’ Shemarrian worlds.

Solar System (Enrida)
Number of Stars: 1
Types of Stars: Yellow Dwarf
Number of Planets: 1
-Gas Giant (Ayakaos)(Enormous)----10 moons
Moons:
-Planetoid(Skulli)--Known as the ‘Racer’ by the Akandian-Silashens for its speedy transit of the disc of Ayakaos.
-Planet(Miro)--Cold, Mars-sized planet with a thin unbreathable atmosphere and rocky surface. It is home to a major mining colony of the Sapphire Cobras.
-Planetoid(Yhed)---Rocky and lifeless, it too is a mining and military outpost of the Cobras. Several mile-deep canyons on the moon hide hangars for several squadrons of Sapphire Cobra warships.
-Planetoid(Sheo)---Traditionally known to the Akandian-Silashens as ‘Angel’s Grave’, this rocky planetoid is the final resting place of the remains of one of the original Silashen refugee ships that apparently collided with the planetoid(likely due to a navigation accident).
-Planetoid(Shand)---(Exotic)---Known to the Akandian-Silashens as ‘Bright Angel’, this celestial body is incredibly reflective and bright, but up close looks menacing, covered with porcupine-like mile-high spires of dust-polished nickel-iron and other heavy metals, It is believed to be a supernova remnant, the core of a planet or very large comet, the lighter materials blasted away, and the solid core flung across space to eventually wander into the Enrida system. The Cobras have a small survey and study outpost on the moon, nestled amongst its forest of giant spires.
-Planetoid(Dhes)---The ‘Harvest Moon’; its appearance and bright approach to Akandos signals the beginning of harvest season among the Akandian-Silashens. The Shemarrians have taken the extra illumination provided by the passes of the moon to hold week-long parties.
-Planetoid(Yheso)---Io-like. Known to the Akandian-Silashens as ‘Fire Moon’, its bright sulfur-surfaced appearance tells of even more profound internal heating than on Akandos, and its surface volcanos belch out clouds of chemical minerals. Both the Cobras and the Central Alliance have mineral mining operations on the moon, the miners frequently rotating to Akandos for R&R.
-Planet(Kehens)--Frozen---Rocky and icy, Kehens is used as a source of water and chemicals by the Shemarrians and Central Alliance ships that visit it.
-Planet--Temperate(Akandos)---Mars-sized, tectonically active, and habitable. Home to 4 million Akandian-Silashens.
-Planetoid(Shegg)---Outermost of the Enrida satellites. It is cold and airless, but covered in a thick crust of ice. The Sapphire Cobras have hidden several ‘feral’ herds of ice-tunneling Ouroboros Warmounts in its ice to surprise anybody seeking to use the moon as a staging area against the SSN/CA presence on the other moons.

Planet(Akandos)
Type: Planet
Diameter: 11,000 miles
Gravity: Low(0.8 Earth standard)
Temperature: Temperate; there’s enough vulcanism and a greenhouse effect to keep the planet nicely warm.
Unusual/Special Features:
-Lesser Satellite---Akandos has its own minor satellite/moon. It has since been converted into a space traffic control facility.
-Energy Field---Akandos has a magnetic field that shields it from solar radiation caught by Ayakaos’ own magnetic field
Atmosphere: Earth-Like, though with a slightly higher amount of carbon dioxide(those with respiratory problems are advised to carry supplemental oxygen.
Terrain: Four+. The planet is volcanically and tectonically active, with a large number of small volcanos and hot springs.
Notable Mineral Concentrations:
-Chromium
-Scheelite
-Amethyst
-Aluminum
- Fluorite
-Emerald
- Nickel
- Titanium
-Calcite
-Platinum
Hydrosphere: Moist; 70% of Akandos is covered by water, mostly shallow seas and wetlands.
Biosphere: Thin native biosphere, mostly squeezed out by imported species. One of the few native plants that has proven resilient is the giant baobab-like ‘bottle trees’ that dot the local landscape. The highest form of local animal life is a large land creature with attributes of both a kangaroo rat and a silverfish. Imported Silashen animals include a variety of domestic animals, the most successful of which are goat-like ungulates and a large hippo-like amphibious cow that is both primary beast of burden and meat source for the Akandian-Silashens. Since the coming of the Shemarrians, there’s been an increase in snakes and snake-like animals, especially around the Shemarrian enclaves.
Civilization: Settled
Population: About 4 million Silashens, and about 500,000 Shemarrians, plus another 1d4x10,000 visitors at any given time.
Technology: Galactic, thanks to the offworlder enclaves
Economy: Agricultural; most of the native Silashens are still involved in agricultural work. Some mining is done, but most serious mineral and industrial work is done offworld.

Wealth: Prosperous; offworld money pouring in to the resorts makes the Sapphire Cobras and the Silashens most happy.

Government: Tribal, both for the Shemarrians and the Silashens. The Central Alliance has a pseudo-embassy/consulate as well, but they have no say in the running of local affairs(and serve mostly to facilitate trade negotiations and bail their citizens out of the local lockup when they get in trouble).

Law Level: Lawful; though visitors are encouraged to cut loose and be merry, there’s the understanding that excessive rowdiness is NOT tolerated. Respect your hosts, respect the natives, behave yourselves, but feel free to have fun. Even fun-loving Sapphire Cobras can get downright serious and intense when enforcing the law and cracking down on troublemakers, and many of the visiting Central Alliance warships have their own shore patrol MPs to lend a hand. Any damage to native property is promptly and respectfully paid for.

Popularity: Fanatically Popular regime in the Shemarrian enclaves.

Stability: Solid and Stable

Threats: The most likely threat to Enrida-Akandos remains the Splugorth. Even of they can’t occupy Akandos and enslave the remaining Silashens, the desperate Splugorth might target the system to score against their combined enemies, the Shemarrians and the Central Alliance, especially if they could catch the two with their guards down at the resorts.

Indigenous Peoples:
The Silashens are humanoid sentients who first came to Akandos several thousand years ago. They are the remains of a once larger civilization of starfarers who were gobbled up during the heyday of the Splugorth Intelligences in the Three Galaxies; the Silashens’ ancestors were fleeing the certain extinction of their people.
Despite Akandos’ welcoming climate, the planet/moon is not entirely accommodating of the Silashens. Between their perforce hasty evacuation into space, several subsequent natural disasters that cost them much of their equipment, and the local conditions, the Silashens have had a hard time acclimating to the moon. Their once high-tech civilization collapsed and was lost to them, and even the knowledge that they were not native to Akandos was lost to many of them. However, the legends of the Splugorth remained, passed down over the generations. When the Splugorth at last stumbled across them again, the Silashens were certain that their Apocalypse had at last come. Therefore they were most pleasantly surprised when succor came in the form of the Shemarrian Star Nation.
Currently the Silashens are climbing back up the technological ladder, thanks in part due to the resort trade started by the Sapphire Cobras. Though many started out working as effectively servants in the establishments, the more bold have opened up their own rather rustic hostels and recreational facilities catering to offworld visitors.

Silashens(Akandians)
Alignments: Any, but most are Good or Selfish
Lifespan: Originally 115 years, but the Akandian-Silashens have had an average lifespan of about 80 years due to poor nutrition; that figure may climb back to its original average thanks to improving conditions.
Size: 10 ft tall, and weigh about 200-300 lbs
Gender: Heterosexual; males and females
Physical Description/Appearance:
Canine-like humanoids with an appearance similar to thin-framed foxes or jackals. The head is sharply angled with large triangular ears and a pronounced sharp snout. Their skin and short dense fur is dark, and the eyes a striking gold with small dark, almost invisible, pupils. They have long arms ending in four-digited paw-hands. On Akandos they have taken to wearing light skin and fabric clothing, and occasionally leather armor.
Originally the Silashens evolved on radiation-soaked worlds, giving them very dark skins and radiation-tolerant physiques; the Akandos colony Silashens have become slightly lighter-skinned and less robust due to the lighter gravity, lower radiation, and poorer diet.
Disposition/Attitudes:
Generally calm and commanding, with a certain stateliness and grace about them.
Physical Attributes:
IQ: 3d6
ME: 2d4+7
MA: 2d6+12
PS: 3d6+12(was 3d6+8 back in their ancestral days, but the low gravity has atrophied some of the Silashens’ robustness)
PP: 2d6+9
PB: 3d6+5
PE: 2d6+12
SPD: 3d6+6(was 5d6+6 back in their ancestral days, but the low gravity has atrophied some of the Silashens’ robustness)
(ISP):---
(PPE): 2d6
Hit Points: P.E. +1d6 per level of experience
SDC: By OCC, +15+2d4x10
MDC: By armor or magic only.
Horror Factor:---
Natural Abilities:
-Bite: Long jaw full of small sharp teeth. 2d6 SD
-Retractable Hand Claws. 2d6+P.S. bonus damage
-Natural Leapers---Can jump twice their height up/across, and jump four times their height down without harm.
-Radiation Resistance---Akandian-Silashens still retain some of their ancestors’ resistance to radiation; take HALF damage from radiation.
-See Ultraviolet Radiation---The golden eyes of the Akandian-Silashens allow them to stare into raw UV sources without taking damage, and they see into the UV spectrum.

Psionics: None; Silashens have no psionic potential.
Magic: None; though they have the potential. Silashen culture has no history of actual magic use, aside from mythology and children's stories, and most adult Silashens do not believe in magic.
Cybernetics/Bionics: A few Silashens have benefitted from offworld medicine in the form of cybernetic prosthetics and implants, but most would refuse elective cybersurgery if offered.
Available OCCs: Currently Silashens are limited to low-tech professions(consult the PFRPG for ideas), but they were starfarers in the past and may yet be again.
RCC Skills:---
Skills of Note:---
Culture:
Most of the Silashens still live in tribal (led by headsmen/women) enclaves grouped around water sources, prime grazing grounds, fertile land, and/or hot springs and volcanic fumaroles. In the larger communities with manufacturing/crafting capabilities, there is a growing population of middle-class artisans and artificers. Several regional religions exist, some of which harken back to the original Silashen culture, but at least one incorporates the disc of Ayakaos into its pantheon of divinities, often as a protector or sanctuary-offering god(dess). ALL Akandian-Silashen religions feature the Splugorth prominently as demons.
Most Akandian-Silashens view the Shemarrians as benefactors and extend the benefit of the doubt to the offworlders who have come after. Some of the elders view the growing offworlder enclave with some trepidation, seeing in it the decay of the traditional values of their society as more and more Silashens are drawn to the big lights and opportunities of the Sapphire Cobra outposts. Still, the fear of the Splugorth means that many Akandian-Silashens are taking advantage of the offworld trade to acquire a radio for warning, construction materials to fortify their homes, or a modern weapon.


Size of Population: 4 million Silashens on Akandos

Hostility Index: For the most part, the Silashens are indifferent to offworlders, but are very friendly and accommodating towards the Shemarrians. Many are gainfully employed in the resort business.

Tech Level: Iron Age, equivalent to 16th century. However, the major stumbling block to Silashen technology is lack of compatible fuels; Akandos’ thin ecology has not produced sufficient reserves of fossil fuels or firewood-grade timber. Most Silashen industry is based around volcanic vents and hot springs. Weapons technology consists mainly of tension-weapons such as crossbows and compound bows, but the Silashens also boast a few larger catapults and arbalests as community defenses. They were also working on crude firearms and rocket projectiles at the time the Splugorth rediscovered them. The introduction by the Shemarrians and Central Alliance of fusion power and solar technology has changed this, and the number of metalworking shops staffed by natives has increased greatly.

Origin of People: Refugees

Sacred Technology(if any):
-Hoverbikes---The last remaining vestige of the original Silashen expedition’s technology are a number(about 200) of high-tech hovercycle-style vehicles lovingly preserved by what translates roughly as ‘the Church of Speed’. These vehicles are megadamage structures(80-100 MDC, 1-2 passengers, speed of 200-350 MPH, 20-100 ft off the ground, and have a range of roughly 800 miles before needing 1d4 hours to recharge) incorporating molecular circuitry actually etched into their structure, and powered by high-efficiency solar collectors. The Church of Speed forbids these vehicles from being used for combat in anything but the most dire circumstances(such as the Splugorth invasion) and are ridden only by carefully selected pilots who act as couriers between the various scattered kingdoms/tribes. Without the ability to construct energy- and resource-intensive railroads, these couriers are still the fastest way to travel/communicate, though advancing technology has given the Sacred Service some competition in the form of wind-powered gliders and airships. The arrival and dissemination of advanced offworld technology may ultimately spell an end to the status enjoyed by the Church of Speed and its pilots, something that not everybody is happy with.
-------------
"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 »

If you are a fan of Hoyt/Neyrs, you are going to hate me.
“I guess he started to fall apart when those spies from last month spiked the bio-reconstruction tube with some vile brew. He came out looking like an anorexic Frankenstein’s Monster; man did that do a number on him. But the real damage came when Neyrs broke up with him, saying he needed to be with his people and she had to protect the people under her care. I have never seen a supernatural monster cry, but I would take Hoyt’s delayed reaction as one, miss. No, he was never mad at her, he was angry at himself for being weak and hideous, both inside and out despite all the good he had done. After that I did not see much of him, but as the days passed… well you saw his blueprints and journals, the kind of stuff that would give the CS nightmares for years along with everyone else. The last time I spoke to him was about a debate on if the was a dimension that was full of cheesesteaks. It sounds weird, but that was the last time I saw him smile. The police say there was no body, but I just hope it was quick.
Mike Beldry, former roommate of Hoyt Sparks, officially dead.
--------------------------------------------------------------------------------------------------------
“I can’t believe what I did to him.”
“Neyrs, both Paladin Steel and our own Spinsters checked him over; he was slowly becoming a mad scientist, the bad kind.”
“It is a shame what happened to him, but our security reviewed his plans, nasty work. Besides, our contacts at Interdee say this was the best solution.”
“But why did I have to break his heart, we loved each other so much. Will you at least take care of him?”
“Of course, War-Goddess, in fact he can still be of use to all of us…”
War-Godess Neyrs, with representatives from the Lost Eclipse and Paladin Steel/GNE.
---------------------------------------------------------------------------------------------------------------------------------
“Where are they taking us?”
“Most likely to become reborn as metal saviors, so before we lose our minds, let’s starts with backstories. Mine goes that I met a War-Godess online, we fell in love, I wanted to be stronger to not slow her down, got mutated, same War-Goddess broke up with me, made plans, became captured, and here I am. So your story?”
“I ran from chi-town so I wouldn’t become a deadboy, like my mom who hates anything not human, even dogboys. I wanted to be someone who fights against all kinds of manipulators, and horrify them all. My name is Matthew by the way.”
“I was known as Hoyt, and whatever happens, we will make a difference.”
Last chat between Matthew Garland and Hoyt Sparks before rebirth in Project Trick or Treat.
--------------------------------------------------------------------------------------------------------
Next story, two new horrors of justice and courage rise.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:If you are a fan of Hoyt/Neyrs, you are going to hate me.
Next story, two new horrors of justice and courage rise.


Oy..... :shock: :shock: :shock:

Guess I'll have to update my WIP entry on Nerys to reflect this event... ;)
-------------
"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 »

taalismn wrote:
89er wrote:If you are a fan of Hoyt/Neyrs, you are going to hate me.
Next story, two new horrors of justice and courage rise.


Oy..... :shock: :shock: :shock:

Guess I'll have to update my WIP entry on Nerys to reflect this event... ;)


No smiliey Icon but *gets out popcorn and soda; gets ready for A SHOW*
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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DracoMagus
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Re: Shemarrian-related fan creations

Unread post by DracoMagus »

All I have to say to this, and at this moment really Can say, is Wow! If i ever do anything with Shemarrians it'll definitely be based upon this.
Remember kids, if speed were everything jackrabbits would Rule the World!!!!

All Hail the Death Metal Rooster!!!! http://www.youtube.com/watch?v=A43JOxLa5MM
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:
taalismn wrote:
89er wrote:If you are a fan of Hoyt/Neyrs, you are going to hate me.
Next story, two new horrors of justice and courage rise.


Oy..... :shock: :shock: :shock:

Guess I'll have to update my WIP entry on Nerys to reflect this event... ;)


No smiliey Icon but *gets out popcorn and soda; gets ready for A SHOW*



Hey, this thread's got it...Big Guns, Fast Cars, Beautiful Women, Big Explosions, Romance, Sinister Villians, TransHumans, Misunderstood Villians, Icky Monsters, Misunderstood Monsters, Pathos, Love, Sex, Comedy, Tragedy, Life, Death, Gratuitous Nudity...Everything but Taxes...and Doughnuts.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
DhAkael
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Posts: 5151
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:
DhAkael wrote:
taalismn wrote:
89er wrote:If you are a fan of Hoyt/Neyrs, you are going to hate me.
Next story, two new horrors of justice and courage rise.


Oy..... :shock: :shock: :shock:

Guess I'll have to update my WIP entry on Nerys to reflect this event... ;)


No smiliey Icon but *gets out popcorn and soda; gets ready for A SHOW*



Hey, this thread's got it...Big Guns, Fast Cars, Beautiful Women, Big Explosions, Romance, Sinister Villians, TransHumans, Misunderstood Villians, Icky Monsters, Misunderstood Monsters, Pathos, Love, Sex, Comedy, Tragedy, Life, Death, Gratuitous Nudity...Everything but Taxes...and Doughnuts.

Working on the donuts part!
*bows to the audience*
Welcome to the wonderful realm of the Shemarrian Nations.
We the contributing writers of the expanded mythos wish you well, and hope you enjoy the product of our twisted minds. :D
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

We also invite you to feel free to add your own choice stanzas to this ongoing fan epic. Contributions to this ongoing enterprise are always welcome. ;)
-------------
"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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DracoMagus
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Re: Shemarrian-related fan creations

Unread post by DracoMagus »

taalismn wrote:We also invite you to feel free to add your own choice stanzas to this ongoing fan epic. Contributions to this ongoing enterprise are always welcome. ;)


The only contribution I might have had would have been a Shemarrian society that was organics as opposed to the robots created by Archie-3, or were the inspiration for said robots that were later infected by the Ecotroz organism in the line you all have going on.

The post for that was seen and taalismn actually redirected me here. Needless to say, i think you two have more than sufficiently blown my idea out of the water.
Remember kids, if speed were everything jackrabbits would Rule the World!!!!

All Hail the Death Metal Rooster!!!! http://www.youtube.com/watch?v=A43JOxLa5MM
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DracoMagus wrote:
taalismn wrote:We also invite you to feel free to add your own choice stanzas to this ongoing fan epic. Contributions to this ongoing enterprise are always welcome. ;)


The only contribution I might have had would have been a Shemarrian society that was organics as opposed to the robots created by Archie-3, or were the inspiration for said robots that were later infected by the Ecotroz organism in the line you all have going on.

The post for that was seen and taalismn actually redirected me here. Needless to say, i think you two have more than sufficiently blown my idea out of the water.


Nah, we just made it airborne. Fly, baby, fly. :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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glitterboy2098
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Re: Shemarrian-related fan creations

Unread post by glitterboy2098 »

i predict people will have lots of fun inflicting the Ecotroz onto the Scandinavian alliance when RIFTS:Scandinavia comes out.. boy would that have an interesting outcome. entire clans of Ecotroz with non-Anthropomorphic or animorphic forms.. :twisted:

the downside? no hands. :lol:
Author of Rifts: Deep Frontier (Rifter 70)
Author of Rifts:Scandinavia (current project)
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Aramanthus
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Re: Shemarrian-related fan creations

Unread post by Aramanthus »

NIice addition. Please keep them coming.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-K-30 ‘HellMole’ Warmount
(aka ‘Antlion’)
http://i408.photobucket.com/albums/pp164/taalismn/img222.jpg
(Sketch made by Kittani survivor of a Lost Eclipse attack, shortly before the Splugorth Minion expired of injuries. Courtesy of Lazlo University, donated by the Town of Fenton Militia)

“We just lost the command bunker.”
”HOW?!”
”You tell me...last we heard of them was there was suddenly a lot of screaming and yelling...now where the bunker should be, there’s nothing but a big depression in the ground...Not a crater, a depression...like somebody pulled the whole bunker down deeper into the earth.”

Those who doubt the EShemarrians can be as twistedly imaginative as Archie-3 and Hagan need only see the Lost Eclipse’s ‘HellMole’ Warmount. Actually, it is unlikely that they will ever see such a machine, given its operating tactics and the reclusive nature of the Nightmare Tribe; by the time their enemies see them coming, it’s already too late, and the Lost Eclipse leaves few witnesses to tell of what they’ve seen.
The HellMole resembles an hellish cross between a giant mole and a scarab beetle. The head is massive and sports a long drill-nose, and several articulated pincer/antlers. The forelimbs are large and shovel like, designed for moving large amounts of soil and debris, while the rear legs are insectile, for scuttling over rough terrain or through tunnels. Four powerful tentacles sprout from the back, with an extended reach that allows the HellMole to surprise and grab targets even while remaining hidden underground. It is one of the rare enclosed cockpit Warmounts, in that the rider rides INSIDE it like proper vehicle, rather than atop or astride it.
Though not particularly fast or agile, the HellMole is heavily armored and armed, and anybody fool enough to close with it will discover it is more than capable of defending itself. And, of course, once its passengers disembark and begin fighting with their own weapons, the situation gets that much worse for the luckless fool stupid enough to engage the Lost Eclipse in combat.
The HellMole is an adept tunneler, and this is used to utmost advantage by the Lost Eclipse. The Warmount can tunnel quickly through soil and even rock, allowing the Tribe to move unseen by surface dwellers and travelers, then emerge in ambush, before retreating back underground. A favorite tactic of the HellMole is to lurk just under the surface of loose soil and gravel, then use its tentacles to grab and crush enemy infantry, or spear its body up under ground vehicles, impaling them on its drill-nose, or flipping them over. Another favorite tactic is to tunnel under an enemy’s fixed defenses to emerge inside them, or undermine fortifications and other structures. Such attacks are often prefaced by triggering an EMP at close range or releasing a chemical attack.
The HellMole is exclusive to the Nightmare Tribe.

Type: EcoS-K-30 HellMole
Class: Robotic Warmount, Subterranean Assault
Crew: None; robot intelligence
1 rider/pilot, and room for 3 passengers
MDC/Armor by Location:
Main Body 500
Head 300
Laser Antlers(2) 150 each
Drill Nose 200
Eye Periscopes(2, normally hidden inside the head) 45 each
Reinforced Crew Compartment 100
Tentacles(4) 150 each
Forelimbs(2) 300 each
Rear Legs(4) 250 each
Height: 8 ft
Width: 9 ft
Length: 35 ft
Weight: 28 tons
Cargo: Small space inside the passenger compartment for a few personal possessions and side arms.
A rear cargo compartment holds up to 4,000 lbs of gear. This can include a warload, such as an EMP generator, chemical canisters, or demolition charges. It also be used to temporarily hold up to 6 prisoners (the cargo section doesn’t have life support, unless specially refitted, so long duration confinement is not advised).
Physical Strength: Equivalent to Robotic P.S. of 40
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Leaping) Limited; the ‘Mole can leap 8 ft up and 10 ft across.
(Tunneling) Varies according to the depth and composition of the material being tunneled through. The ‘Mole can tunnel through loose sand and clay at about 3d6x10 ft per minute, or 5d6 ft per minute through dense rock(granite, regolith).
(Flying) Not possible
(Space) Perfectly capable of operating in space, but cannot fly or maneuver
(Underwater) Can crawl along the bottom at 6 MPH, maximum depth 12,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Optical Periscopes(2)---These are retractable optical periscopes that can rise as much as 12 ft and penetrate loose earth and gravel, allowing the HellMole and its riders to conduct an aboveground visual survey while remaining safely hidden underground.

*Seismic Sensors---Passive sonar system. Can pick up on earth tremors and detect ground motion; can detect the movement of heavy vehicles as far away as 10 miles with 75% accuracy. Generally can pick up individual footfalls at a range of 800 ft.

*Ground Radar Scanner---The nose holds a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even nonmetallic mines, but takes twice as long).
Range: The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.

*Magnetometer Probe---MAD (Magnetic Anomaly Detector) sensor for detecting armored vehicles and robots.
Range: The magnetometer has a range of 8,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Powered-up rail guns and fusion nuclear containment fields can be detected out to 16,000 ft.

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

Weapons Systems:
1) Plasma Cutters---The head is ringed with small plasma projectors that can be used for close-contact cutting, or are capable of limited ranged fire.
Range:(Bore Mode) 3 ft
(‘Thrower Mode) 300 ft
Damage:(Bore Mode)1d4x100 per full melee of contact(cutting)
(‘Thrower Mode) 1d4x10 MD per blast
Rate of Fire:(Bore Mode) Once per melee(continuously on in cutter mode)
(‘Thrower Mode) ECHH
Payload: Effectively Unlimited

2) Laser Horns(2)---Mounted in antler-like ‘horns’ are a pair of high-powered lasers that can be used for cutting, but are more often deployed on the surface for long range combat. The horns are also reinforced and tough enough to be used as melee weapons, stabbing into an opponent, or pinning larger prey.
Range: 4,000 ft
Damage: 4d6 MD single shot, 8d6 MD for both lasers firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Acid Sprayers(2)---A pair of small acid-sprayers are concealed in the head and used to help dissolve tough obstacles---rock, metal, enemy soldiers...
Range: 80 ft
Damage: 3d6 MD first round, and 2d4 MD per melee for 2d4 melees. Covers a 10 ft area.
Rate of Fire: ECHH
Payload: 50 shots per sprayer before needing refill; the HellMole’s systems can catalyze and produce a new tankload of acid within 24 hours.

4) Drill Nose---A high-powered mechanical drill makes up the nose. Fully revved up, the screeching roar of this drill as it pierces up through the bottom of a luckless vehicle is often the last sound enemy crews hear.
Range: Melee
Damage: 1d6x10 MD per full-on drill-stab

5) Front VibroClaws(2)---The massive forepaws are designed for muscling aside loose earth and digging through rock, sporting five massive vibroclaws.
Range: Melee
Damage: 5d6 MD on a claw swipe

6) Tentacles(4)---Emerging from the upper back are four long robotic tentacles that can reach up through loose soil to grab opponents on the ground, stab, and crush.
Range: 30 ft reach
Damage: Crush/Squeeze 3d6 MD per melee of pressure
Tentacle Strike 2d6 MD
Tentacle Stab 4d6 MD
Tentacle Power Strike(counts as two attacks) 6d6 MD

7) (Optional) Modular Weapons(2)---The HellMole has provision for torso-mounting two weapons similar to those standard to the Monstrex. These weapons can only be used when cleared from underground.

8 ) (Optional) Back Saw----Some HellMoles have been encountered featuring a giant rotary saw in their backs...two counter-rotating rings of ultra-sharp and tough saw-teeth moving at high speed around the center of the rear cargo bay hatch. These teeth seem to possibly be inspired by the Toothback Wallcrawler, a nightmarishly ugly alien predator known to inhabit parts of the eastern seaboard mountains and environs around MadHaven; the Wallcrawler being hideous enough to appeal to the Lost Eclipse’s twisted senses of aesthetics. The Back Saw option is useful only at very close range, the HellMole either coming up under a target and ‘gnawing’ at its bottom(such as a vehicle’s undercarriage or the floor of a building/bunker), or grabbing a smaller target with its tentacles and either tossing or holding it into the whirling blades.
Range: Melee
Damage: 6d6 MD single slash, 2d4x10 MD for a full melee cut


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. HellMoles have an I.Q. of 10 and a patient, plodding nature, perfectly suited to laying in ambush for hours at a stretch, or patiently burrowing under an enemy inch by inch until ordered to charge up onto the surface.
Typically has the following(in addition to normal War Steed programming):
Mining and Excavation 80%
Trap/Mine Detection 40%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the HellMole 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: 8
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +1 (+2 w/ ranged weaponry) Tentacles are +4 to strike
Roll +2
Parry w/ Tentacles +2
Disarm w/ Tentacles +1
Entangle w/ Tentacles +3
Pull Punch +2
Bite 1d6 MD
Forepaw Swipe 5d6 MD
Tentacle Crush/Squeeze 3d6 MD per melee of pressure
Tentacle Strike 2d6 MD
Tentacle Stab 4d6 MD
Tentacle Power Strike(counts as two attacks) 6d6 MD
Drill Stab 1d6x10 MD
Pincer/Antler Jab 1d6 MD(2d6 MD for both hitting the same target)
Rear Leg Kick 2d4 MD
Body Block/Ram 4d6 MD with a 50% chance of knocking over giant robots and other targets. A favorite tactic is to emerge directly under vehicles such as APCs and tanks, impaling them or flipping them over.

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

Has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Presence Sense
*Sixth Sense/Danger Sense

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, but will have to go dormant for 4d6 hours after such exertion.

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
Last edited by taalismn on Tue Mar 20, 2012 2:29 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 »

glitterboy2098 wrote:i predict people will have lots of fun inflicting the Ecotroz onto the Scandinavian alliance when RIFTS:Scandinavia comes out.. boy would that have an interesting outcome. entire clans of Ecotroz with non-Anthropomorphic or animorphic forms.. :twisted:

the downside? no hands. :lol:


So they're going to be big on robots in Scandinavia, eh? :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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

That is just twisted and demented.
Bravo, bravo... :demon:
"I'm just gonna go to high ground and wet m'self and curl up into a ball now, kay?!"
~ Luckless CS non-com after a close encounter with The Nightmares
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:That is just twisted and demented.
Bravo, bravo... :demon:
"I'm just gonna go to high ground and wet m'self and curl up into a ball now, kay?!"
~ Luckless CS non-com after a close encounter with The Nightmares


It gets better...art coming tomrrrow... ;) :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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glitterboy2098
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Re: Shemarrian-related fan creations

Unread post by glitterboy2098 »

taalismn wrote:
glitterboy2098 wrote:i predict people will have lots of fun inflicting the Ecotroz onto the Scandinavian alliance when RIFTS:Scandinavia comes out.. boy would that have an interesting outcome. entire clans of Ecotroz with non-Anthropomorphic or animorphic forms.. :twisted:

the downside? no hands. :lol:


So they're going to be big on robots in Scandinavia, eh? :D ;)

something like that..
Author of Rifts: Deep Frontier (Rifter 70)
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Aramanthus
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Re: Shemarrian-related fan creations

Unread post by Aramanthus »

Very nice. I like it. That is one wicked War Mount.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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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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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

Just amazing, I am excited to see what comes next for the War Steeds. On a side note, is it time to add some new blood the the wolves we all know and love?
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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:Just amazing, I am excited to see what comes next for the War Steeds. On a side note, is it time to add some new blood the the wolves we all know and love?



Possibly...I've been toying with an idea for a shapeshifting Wolf's Path Elite, and conversely, a combiner Shemarrian Wolf Pack that can form a smarter, stronger, if slower, big honkin' humanoid robot... :D

And yes, the sketch for the HellMole is rude and crude, but when I thought about the idea of presenting it 'as is', it matched the concept of there being little 'hard' info on the outside about the Nightmares...aside from scrambled, piecemeal, jumbled accounts. Plus I thought of the artwork done by soldiers during WW1 and WW2 to describe their situations....almost impressionistic doodles that convey the franticness and rawness of what they experienced.

At some point I'd also like the Town of Fentopn to become more involved in the SCW(maybe a battle takes place on its outskirts, or it becomes an outpost for anti-Splugorth operations)...I've kinda taking a liking to LOrd Frommaline, although he's a nasty-attituded sod, he's also a sympathetic sod. Besides at some point James T making an appearance or two, I'd love to have his fate ultimately be as a 'gift' to Lord Frommaline...as the half-cyborg is dumped into an industrial plasma arc incinerator(but watch out what's done with the ashes, just in case he's somehow become supernaturally evil)...
-------------
"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 »

taalismn wrote:
At some point I'd also like the Town of Fentopn to become more involved in the SCW(maybe a battle takes place on its outskirts, or it becomes an outpost for anti-Splugorth operations)...I've kinda taking a liking to LOrd Frommaline, although he's a nasty-attituded sod, he's also a sympathetic sod. Besides at some point James T making an appearance or two, I'd love to have his fate ultimately be as a 'gift' to Lord Frommaline...as the half-cyborg is dumped into an industrial plasma arc incinerator(but watch out what's done with the ashes, just in case he's somehow become supernaturally evil)...

:angel:
*whistles innocently*
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:
taalismn wrote:
At some point I'd also like the Town of Fentopn to become more involved in the SCW(maybe a battle takes place on its outskirts, or it becomes an outpost for anti-Splugorth operations)...I've kinda taking a liking to LOrd Frommaline, although he's a nasty-attituded sod, he's also a sympathetic sod. Besides at some point James T making an appearance or two, I'd love to have his fate ultimately be as a 'gift' to Lord Frommaline...as the half-cyborg is dumped into an industrial plasma arc incinerator(but watch out what's done with the ashes, just in case he's somehow become supernaturally evil)...

:angel:
*whistles innocently*


I'm getting the holy water firehose and some heavy-duty wards....
-------------
"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 »

taalismn wrote:I'm getting the holy water firehose and some heavy-duty wards....

You do that sir :demon: :ok:
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 »

DhAkael wrote:
taalismn wrote:I'm getting the holy water firehose and some heavy-duty wards....

You do that sir :demon: :ok:


I'll wave an "The End is Nigh" sign.. or "We <picture of a heart> Shemarrians!" signs.
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Re: Shemarrian-related fan creations

Unread post by 89er »

I was more referring to the Shemarrian Wolves, and some examples could include:

+Roller Wolf- Able to curl into a sphere for transportation or defense.
+Flora Wolf- Able to generate rapid growing binding vines.
+Acid Wolf- Able to spit corrosive substances, preferred by the Lost Eclipse.

As for the story, Project Trick or Treat come in to parts:

+Stage Mage
+VatFather
Speculate away.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:I was more referring to the Shemarrian Wolves, and some examples could include:

+Roller Wolf- Able to curl into a sphere for transportation or defense.
+Flora Wolf- Able to generate rapid growing binding vines.
+Acid Wolf- Able to spit corrosive substances, preferred by the Lost Eclipse.

As for the story, Project Trick or Treat come in to parts:

+Stage Mage
+VatFather
Speculate away.


Ah, I may just have to take you up on those ideas!
Maybe a Quill Wolf too.

As to the story? I await with eager anticipation.

As to DhAkael's remarks?
"Hi, I'm Sister Mary Norton VirusBane from the Wayfinders. I understand you require an Exorcism?"
"We do."
"Then stand back. For creatures like you describe, our methods need be harsh, and not particularly discriminating. I do not wish that any innocents be wiped."
"Ah. I shall have everybody ordered back then. Is that...The Holy Hand Grenade of Antioch?"
"No, it is the Enhanced Radiation Device of Saint Atom, Patron Saint of Neutrons. But we shall be using the Solar Orb of Fusion and the Trumpet of EMP in concert."
"Those don't sound particularly holy. They sound like tactical nuclear weapons!"
"They get the job done, for which we are grateful. Sometimes you just cannot un-install Windows and it is best to start anew with new hardware. But if you insist on mystic fire support, we have this."
""What's THAT?! It looks like a giant rune-covered pipe wrench!"
"It was in more mundane times. Behold the Soul-Drinker Doohan! Bane of Imps, Gremlins, and Possessed Machinery! He Who Devourth the Tainted Souls of Possessed Machinery! The Breaker of Demonically Possessed Laundry Manglers! The Layer Low of Stephen King's Cars! He Who Sets Things Aright! The Fixer of Warp Drives! The Mixer of Matter and Anti-Matter Cold! The Mighty Lever of Correction! Say Hi, Scotty!"
#Hello!#
"Uhm...hi?"
#Yeh Have a Wee Spiritual-Mechanical Problem Do Yeh? The Difficult We Take Care of Immediately, The Impossible Will Take About Ten MInutes and Some Serious Tension and Dramatic Build-Up!#
"I don't know if I should start cheering or worrying, Sister."
"Both, as long as you understand he pads his estimates. Now let's see this little evil bastard you can't quite disincarnate, shall we?"
-------------
"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 »

James T.; "Um..hel-el-l-o dark power thing? You ggggg-gonna bail meeeee me outa this?"

Darkness Most Profound (source of 'Blacksteel' and the darkforce avatars); "...
...
no."


James T.; "WHY NOT!?"

D.M.P.; "Changed my mind.
I'm evil.
SUE ME"
:demon: :D
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:James T.; "Um..hel-el-l-o dark power thing? You ggggg-gonna bail meeeee me outa this?"

Darkness Most Profound (source of 'Blacksteel' and the darkforce avatars); "...
...
no."


James T.; "WHY NOT!?"

D.M.P.; "Changed my mind.
I'm evil.
SUE ME"
:demon: :D


#"YEH NOT BE JAMES T. KIRK! I KNEW JAMES T. KIRK! I WAS FRIENDS WITH JAMES T. KIRK! AND YOU'RE NO JAMES T. KIRK!"#
***CRUNCH***


-I now feel obliged to create the Rune Wrench Doohan, made with the soul of one of Hephastus's half-blood kids(when he was off sulking and cheating in retaliation on Aphrodite) who's now insane and has a split personality...alternately thinking he/it's a late 20th century actor, then thinking he's a 23rd century engineer. Greater Rune Weapon, Souldrinker, and can devour the energy of Tectonic and Possessing Entities. Can cast Lightning Bolt(or other laser-like spell), but is unusual in that it can also cast Sphere of Annihilation(anti-matter) once per day, as well as Mend the Broken four times per day, and can offer advice on a number of engineering, mechanical, and technical skills(fair to high proficiency).

As for Sister Mary Norton? Ex-Technowizard and nun of the Church of the Apple(Saint Wozniak) (details of this to either come later or upon request, depending on whether I really want to air my heretical leanings in public :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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:
DhAkael wrote:James T.; "Um..hel-el-l-o dark power thing? You ggggg-gonna bail meeeee me outa this?"

Darkness Most Profound (source of 'Blacksteel' and the darkforce avatars); "...
...
no."


James T.; "WHY NOT!?"

D.M.P.; "Changed my mind.
I'm evil.
SUE ME"
:demon: :D


#"YEH NOT BE JAMES T. KIRK! I KNEW JAMES T. KIRK! I WAS FRIENDS WITH JAMES T. KIRK! AND YOU'RE NO JAMES T. KIRK!"#
***CRUNCH***


-I now feel obliged to create the Rune Wrench Doohan, made with the soul of one of Hephastus's half-blood kids(when he was off sulking and cheating in retaliation on Aphrodite) who's now insane and has a split personality...alternately thinking he/it's a late 20th century actor, then thinking he's a 23rd century engineer. Greater Rune Weapon, Souldrinker, and can devour the energy of Tectonic and Possessing Entities. Can cast Lightning Bolt(or other laser-like spell), but is unusual in that it can also cast Sphere of Annihilation(anti-matter) once per day, as well as Mend the Broken four times per day, and can offer advice on a number of engineering, mechanical, and technical skills(fair to high proficiency).

As for Sister Mary Norton? Ex-Technowizard and nun of the Church of the Apple(Saint Wozniak) (details of this to either come later or upon request, depending on whether I really want to air my heretical leanings in public :D ).

Hey; Wayfinders haven't been feeling the love lately...let out yer inner ST geek and further the cause of the finders of the way ;)
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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Aramanthus
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Re: Shemarrian-related fan creations

Unread post by Aramanthus »

INteresting pic. It would be one nasty critter.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

http://palladium-megaverse.com/forums/viewtopic.php?p=2501355#p2501355
technically the SECOND appearence of Ava. There will be more in the future. :D
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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DracoMagus
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Re: Shemarrian-related fan creations

Unread post by DracoMagus »

Is there a thread that gives alternatives of any of the other races people think are really awesome? I'm just curious if there were or not is all.
Remember kids, if speed were everything jackrabbits would Rule the World!!!!

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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

DracoMagus wrote:Is there a thread that gives alternatives of any of the other races people think are really awesome? I'm just curious if there were or not is all.

'Fan Races' in the dimensionbooks threads.
Not so much alternates to canon, but still nifty.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

EcoS-K-31 Brightmare Warmount

“Report! Where is Centurion V’Kar and his expedition?!”
“I am sorry, your Dread Excellency, but it would appear to have come to grief! We have found but a single survivor, a mere yekkar, and he has told us little, and his mind so broken he was of little use to us as an intelligence source, so we fed him to the ravagers. All he could say of what became of his party was to sing over and over again ‘Pinky, slashy and dicey!’ over and over again! Whatever that means.”

The Brightmare is the Lost Eclipse’s version of the Equus, but being a later creation than those first improvised Warmounts, has been souped-up for the Nightmares’ fast and fade tactics. It’s also been subjected to some seriously twisted cosmetic remodeling, also to fit the Nightmares’ twisted psyche and modus operandi.
Externally, the Brightmare looks like a giant version of a child’s toy horse plushie, the better to shock and confuse more martially-minded opponents. The Brightmare is based on heavy robotic war stallion chassises, but is armored in a unique material nicknamed ‘marshmallow armor’, a thick, soft, spongy megadamage synthetic with a number of interesting properties. One is the ability to change color and texture rapidly, like cuttlefish skin, making it ideal for disguising the Warmount; it can go from bright smooth soft plushie to rough bark-like surfacing in moments, and back again. Second, the soft material soaks up physical damage like a sponge. Third, when cut, the material bleeds a thick latex-like ‘blood’(part of the damage regeneration system) that can gum up an enemy’s claws or jaws.
Armament-wise, the Brightmare is lightly armed; eye lasers, vibro-claws, a slicing whip tail, and a chemical sprayer system give the Warmount good antipersonnel capabilities, but it relies on its rider to provide anti-armor firepower. Fortunately, the Brightmare is extremely fast and agile, so it can strike repeatedly, and dodge away from an enemy, making short work of a surprised foe.
The Brightmare remains exclusive to the Lost Eclipse. No other Tribe uses the design. Brightmares are a favorite of the Lost Eclipse’s Kildren Elite.

Type: EcoS-K-31 Brightmare
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 400+100 skinning
Head 220+30 skinning
Legs(4) 240 each+60 skinning
Tail 80

Note: The Brightmare CAN wear animal barding for extra protection, but this will cover and interfere with the camouflage characteristics of the skinning.

Height: 12 ft at shoulders, 16 ft to top of head
Width: 6.7 ft at shoulders
Length: 19 ft
Weight: 2.7 tons
Cargo: Small compartment in the main body, large enough to hold 1-3 backpacks, sidearms, and a few small personal possessions. Also holds a 2-gallon water cooler.
Whatever can be slung and tied over the back
Can carry about 4,000 lbs and pull 8,000 lbs
Physical Strength: Equivalent to Robotic P.S. of 40
Other Attributes of Note:
I.Q. 11
P.B. 19, shaded towards ‘cute’(when not known/witnessed to be a psychotic kill-beast)
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 150 MPH(improved center of gravity and lighter weight)
(Leaping) Excellent jumper; standing leap of 40 ft up/across, running leap of 60 ft up/120 ft across, and a jet-assisted leap of 250 ft up/across!
(Flying) Not possible!
(Underwater) Can run along the bottom at 8 MPH. Maximum depth of 2,000 ft
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*’Marshmallow Armor’---Really a tough spongy synthetic polymer with an internal ‘circulatory system’ that bleeds a fast-setting ‘goo’.
-Damage Resistance---Takes HALF damage from physical kicks, punches, concussive blows, cuts, slashes, and non-explosive projectile weapons.
-Color/Texture Camouflage ‘Morphing---This system changes color in 1d4 melees and gives the 'bot a limited stealth ability(-30% to Detect Ambush and Detect Concealment roles to find the thing). Also masks the ‘bot's thermal and infrared emissions, making heat sensors useless.
-*Goo Blood---If cut with anything other than a vibroblade or energy cutter, the thick, viscous ‘blood’ that the material bleeds will gum up claws and jaws as it hardens(reduce subsequent damage and strike bonuses using melee attacks by HALF for 1d4 melees).

*Bionic Cybernanite Repair Systems---ALL Brightmares 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.


Weapons Systems:
1) Eye Lasers(2)---Those pretty eyes are actually powerful lasers, delivering the Loving Gaze of Photonic Death.
Range: 2,000 ft
Damage: 2d6 MD single shot, 4d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Vibro-Jaws---The pretty snout can open up alligator-like to reveal a powerful jaw and mouth full of armor-shredding teeth. Alternately, the jaw can open up into four sections, like an insect beak with mandibles.
Range: Melee
Damage: Restrained Nip 6d6 SDC
Bite 2d4 MD

3) Chemical Spray---The Brightmare can expel a powerful chemical attack; aerosol gas through its nostrils, or acid mist from its mouth
Range: (Gas) 60 ft; generally covers a 15 ft wide area.
(Acid) 80 ft
Damage: Varies by chemical used:
(Nightmare Gas)---A powerful hallucinogen that affects humans(and human-related beings). A save versus non-lethal poison is required, or the victim is trapped in a delusional state where the sights are too bright, the noises too loud, and just about any stimuli will trigger a rampant escalation of sounds and images , typically based on the victim’s fears and anxieties. Effects last 6d6 minutes, during which the victim is -10 to all combat actions.
(Acid) 3d6 MD first round, and 2d4 MD per melee for 2d4 melees. Covers a 10 ft area.
Rate of Fire: ECHH
Payload: (Gas) 20 doses each of 6 different chemicals(or 120 doses of one)
(Acid) 30 shots per sprayer before needing refill; the Brightmare does NOT have an onboard chemical microfac capable to refilling the reservoirs.

4) Extendable Vibro-Claw Hooves/Paws(4)---All four footpads can extend an array of vibroclaws. These can be used for pitoning into rock and other surfaces, but are more often than not used to eviscerate enemies.
Range: Melee
Damage: +3d6 MD to a kick

5) Monomolecular Whip Tail---The long swishy tail hides a slice-wire whip. Brightmares LOVE flipping their tails around at leg or neck level to catch unwary enemy infantry with this weapon.
Range: Melee, 12 ft length
Damage: 3d6 MD on a slash

6) Spark Attack---When the Brightmare leaps, engaging its electromagnetic ionic thrusters, it can also produce a lethal byproduct; a shower of bright energetic sparks that rain down on targets below, scorching whatever they touch.
Range: 200 ft (down only)
Damage: 2d4 MD to a 15 ft wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. The Brightmare has an IQ of 11, with a dog-like loyalty and cunning. Brightmares have happy, enthusiastic, playful personalities...like big happy puppies or gamboling lambs...with a psychotic bloodthirsty attitude in combat. These Warmounts delight in making nice with their riders and savaging their enemies with manic glee.
Typically has the following(in addition to normal War Steed programming):
Begging 50%
Camouflage 75%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the 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: 9
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +5
Leap Dodge +4(doesn’t use up an action)
Strike +1 (+2 w/ ranged weaponry)
Roll +4
Pull +2
Restrained Nip 6d6 SDC
Bite 2d4 MD
Kick/Stomp 1d6 MD
Power Kick(2 attacks) 8d6 MD
Mule Kick w/ Hind Legs(2 attacks) 6d6 MD
Head Butt 1d4 MD
Body Block 1d6 MD
Leap Pounce/Trample 4d6 MD and has a 65% chance of bowling over targets as heavy as 2,400 lbs over(lose initiative and 2 APMs, as well as be -2 to all subsequent combat actions while on the ground).

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

Has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Presence Sense
*Sixth Sense/Danger Sense

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, 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:
*Flash Blinders---These are high-intensity strobing flashers, usually incorporated into the head or shoulders, appearing as outlines of various ‘cutesy’ design(hearts, flowers, stars, butterflies). They can erupt in light bright enough to temporarily blind.
Range: 60 ft, 50 ft area.
Damage: Victims are -8 to strike, parry, and dodge, -1 on initiative, and lose 1 APM for 1d4 melees. Even those in armor or eye protection will be -1 on initiative for 1 melee.
Rate of Fire: ECHH
Payload: Effectively Unlimited

*Laser Unicorn Horn---Modified heavy laser that seems to incorporate the damage modes of the South American ATL-7 Anti-Tank Laser and the Kittani Pulse Lance. The horn is roughly 7 ft long.
Range: (Heavy Damage Mode) 3,000 ft
(Sniper Mode)6,000 ft
Damage:(Heavy Damage Mode) 3d6x10+20 MD per blast
(Sniper Mode) 3d6 MD single shot
Rate of Fire: (Heavy Damage Mode) Once per melee
(Sniper Mode)ECHH
Payload: Effectively Unlimited
Bonus: +1 to strike in Sniper Mode
Note: The Horn has 100 MDC and does 2d4 MD if used as a stabbing weapon.

*Spiral Laser Horn---Similar to the Laser Horn, but more twisted and curlicue in shape, with a ‘scatter-fire’ mode. The horn is roughly 7 ft long. Surviving targets have called this a ‘rainbow death spiral attack’.
Range: (Long Mode) 4,000 ft
(Scattershot Mode) 3,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst, 2d6x10 MD long burst( 2 attacks)...Does 3d6 MD to 4d4 targets if in a spray attack.
(Scattershot Mode) 5d6 MD to an 15 ft-wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited
Note: The Horn has 100 MDC and does 1d6 MD if used as a stabbing weapon.

*Pegasus Wings---These folding wings (100 MDC each) fold out to a wingspan of 30 ft, and add 300 ft to leaps. They also afford the riders some extra protection.

*Plasma Tail--Rather than mono-molecular tail whips, the Brightmare can instead substitute a prehensile plasma whip, based on Kittani designs.
Range: Melee, 12 ft length
Damage: 2d6 MD on a slash, plus 50% chance of setting flammable materials on fire.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Rune Wrench of Duhan(Greater Rune Weapon-Soul Drinker)
“I’m not really an engineer, I only play one on TV....HEY! What do you think you’re doing, calibrating that ionic drive coil with a Morganphiltzer gauge?! Are you daft?! You can’t do that unless you LIKE losing half your drive efficiency to ionic scatter! Lemme show you how to rig a PROPER automatic recalibration system using only a beer can and a used flashdrive! You have those? Good, now listen carefully...”

‘Duhan’ is a large pipe wrench of marbled black and blue metal, covered in mystic runes. It is said to contain the ensorcelled soul of a demigod, the bastard son of Hephaestus(sired on an Atlantean woman, during one of the artificier-god’s many outs with his wife Aphrodite). The young man would grow up to become an artificier and craftsman in his father’s tradition, but would be captured by the Splugorth during a ‘walkabout’ of the Megaverse. Made over into a Rune Weapon at the whim of the Splugorth, the half-Atlantean spirit would go mad while in the service of an eccentric Kittani, and the Rune Wrench now believes itself to alternately be a late twentieth-century actor and a fictional twenty-third century starship engineer , slipping between the two roles almost seamlessly. The Rune Wrench thus speaks in a thick Scottish brogue, and makes frequent references to life in the 20th century(“This is a tough gig I’m playing now! Who’d have thought voice-over work could be so demanding!”) or far-out ones(“You call that a Teleport spell?! We be megakilometers off course! Let me tell you how to handle a proper Transport!...”). Occasionally ‘Duhan’ will lapse into Old Atlantean or mutter in Ancient Greek, usually to deliver an insult or curse(though “May Murphy camp out in your engine room!” seems to be a common one).
‘Duhan’ is rather unusual for a Rune Weapon, having a number of unique abilities not typical of (known) Rune Weapons; one of its spells is a high powered Annihilation spell(‘Duhan’ seems to have an affinity for handling anti-matter) and another is a repair spell, rather than an offensive magic one.
‘Duhan’ was last known to have fallen into the possession of the Shemarrian Wayfinders.
Though a Soul Drinker, ‘Duhan’ takes no joy in draining the life force of other beings...with the exception of Tectonic Entities and Techno-Gremlins. Those beings seem to be especially hated by the Rune Wrench, and it takes savage joy in annihilating them when it has the opportunity.

Alignment: Scrupulous
Damage: (Blunt) 5d6 SD or MD
Special Abilities:
-All eight abilites common to Rune Weapons, plus:

-Can grip with a Supernatural P.S. of 50.

-Sense Techno-Gremlins and Tectonic Entities in a 500 ft radius and will rattle when detecting them.

-Block and trapAnnihilation spells cast at the wielder. On a successful Parry roll, the holder of ‘Duhan’ can grab the ball of anti-matter with the Wrench before the spell detonates, hold it for 1 melee, and throw it at another target(no bonuses to strike unless the character also has W.P. Sling or Small, Thrown.

-Can be mounted on a fabric, chain, or leather loop through a hole in its handle(and can thus be slung like a flail weapon).

-Soul Drinker

Magic:
-Power Bolt(2,200 ft range, 5d6+12 MD per blast)(4 times per 24 hours)
-Electro-Magnetism(Air Elemental spell, 40 ft area, 300 ft range) (4 times per 24 hours)
-Sphere of Annihilation(1,100 ft range)---Once per 24 hours
-Mend the Broken(has a 90 PPE pool for repairs---1 PPE point per 2 SDC, or 30 PPE per 1 MDC; plus the wielder can channel their own PPE or ISP...2 ISP=1 PPE)...into the Wrench)(4 times per 24 hours)

Psionics:
Has all Sensitive and Physical Psionics, and 180 ISP. Also has:
-Telemechanic Mental Operation
-Electrokinesis
-Telemechanics---By laying the Wrench on a machine, ‘Duhan’ can learn important details about the machine and relate them to the wielder.

All psionics operate a 6th level of proficiency.

Skills:
‘Duhan’ can serve as a source of engineering expertise, similar to cyborg databases, and can offer advice on a number of engineering matters, projecting his voice and imagery to the mind of whoever is holding him. Typically, though, something suffers in translation, so performing dictated skills ‘on the fly’ results in an applied skill proficiency of only 40% and takes 1d4 times longer. If the work is done with painstaking care and plenty of time, then the below skill proficiencies are more likely to be approached:
-Mechanical Engineering 95%
-Computer Operation 90%
-Computer Repair 85%
-Electrical Engineer 80%
-Jury-Rig 95%
-Weapons Engineer 90%
-Spaceship Mechanics 82%
-Space: Drive Repair 90%
-Automotive Mechanics 90%
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
DhAkael
Knight
Posts: 5151
Joined: Thu Jun 03, 2004 3:38 pm

Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:EcoS-K-31 Brightmare Warmount

You sir...
I...don't even
...INTERNET. :shock:
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound
User avatar
DhAkael
Knight
Posts: 5151
Joined: Thu Jun 03, 2004 3:38 pm

Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:Rune Wrench of Duhan(Greater Rune Weapon-Soul Drinker)

:ok:
Yeah... THAT works.
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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