Shemarrian-related fan creations

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kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:[q

Could they be a whole clan formed of, or descendants of Jotun elites? But through Progen or other means, obtain larger sizes or large size for greater times...?


Or they saw 'Pacific Rim' too many times. :D


Ghostrider Joten offshoot tribe then? Yup... that makes perfect sense.
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

kronos wrote:
taalismn wrote:
kronos wrote:[q

Could they be a whole clan formed of, or descendants of Jotun elites? But through Progen or other means, obtain larger sizes or large size for greater times...?


Or they saw 'Pacific Rim' too many times. :D


Ghostrider Joten offshoot tribe then? Yup... that makes perfect sense.

Those whacky Ghostriders :D :lol:
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 »

The earth shaking? It ain't an earthquake and hiding in the doorway ain't going to help you...
-------------
"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 »

I'm wondering if I should start a new character, since Hoyt is not going anywhere.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:I'm wondering if I should start a new character, since Hoyt is not going anywhere.


Well, we could always use Hoyt to infiltrate Mad Scientist Scientific Supply...or would that be a tragic miscalculation on our part? :shock:
-------------
"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 »

taalismn wrote:
89er wrote:I'm wondering if I should start a new character, since Hoyt is not going anywhere.


Well, we could always use Hoyt to infiltrate Mad Scientist Scientific Supply...or would that be a tragic miscalculation on our part? :shock:


Holy Crow, I was just thinking that as well.

Nah, Hoyt sees M3S as thrill kills that will do more damage in the long run, so have the Alliance sent Hoyt to infiltrate, and act as a brain mole. He siphons resources and information, Paladin Steel and the Eshemar work their ways, no one gets bad probed. Plus, It will give Dr Sparks something to do and maybe redeem himself again.

Where does he sign up?
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

You ca always sign with the

POO---Positive Outcomes Operations
(aka Paladin Operations Office, Political Observations Office)

“Sometimes you gotta pull some pretty $#!+-dirty tricks to be squeaky clean.

POO is one of several nicknames given to the SOG units assigned to affect political and social change in other cultures, typically where PS/GNE has some interest. Typical targets are oppressive regimes, slave-holding cultures, and pirate societies that interfere with the basic rights and liberties of sentients(and the travel/trade of PS/GNE). POO’s budget and TOE is buried under a confusion of various Foreign Office, Diplomatic Corps, PS Corporate Security, GNE Military Intelligence, and Domestic Security acronyms and sub-programs, fronts, and diverted fund drops, but it ultimately sums up to tampering with other peoples’ societies. Methodology ranges from introduction of ideas(such as pushing pop culture or running pirate radio stations) to fomenting revolution(and rumored to include assassinations). The ‘dirty paladins’ responsible for these operations attempt to maximize socia; change with a mimimum of collateral damage, but it’s recognized that dramatic social changes are often accompanied by inevitable casualties of one sort or another. Thus, POO operations tend to be run by a paradoxical combination of total zealots and coldly logical pragmatist sorts not afraid to get their hands dirty to get the job done.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Fringe Tribe Generator

“Tribe Prada Shall Rise Again!!”
“Not if I have anything to do with it.”

“I greet you, Sisters, in the name of the Shemarrian Nation. We welcome yo-”
“Fine, thank you, thanks a lot. Now that we have the greetings out of the way, let’s get down to business. What are we all going to go off and kill today? Because Tribe Deathscythe is looking for a good fight today, and we hear you folks know lots of good targets out there.”

"By the Goddess! What have we stumbled upon?!"
"Some long-lost or buried personality aspect of ourselves made manifest in flesh, I suspect."

Want to play a Shemarrian, but don’t want to be taking orders from ARCHIE-3? Don’t want to be a member of the Eleven Tribes either? Or do you just want to throw Shemarrian-like opponents at your players but can’t justify them just popping up out of nowhere? Well, it’s a big Megaverse, and just as humans seem to be EVERYWHERE, there are other peoples out there that may be just as common. Even the Shemarrians have them; splinter-factions of the original Tribes, alternate universe mirror-avatars, or people who want to be cool and mysterious like the Shemarrians. The Tribal Elders are already getting cogitation circuit aches just trying to deal with judging if all these possible ‘Shemarrians’ qualify for membership in the Shemarrian Nation.
Here’s a few charts, created with the help of the Wayfinders, to help come up with some possibilities, from funny-bizarre to evil grimdark.

General Template:
a)Origins:
b)Where First Encountered
c)Tribe Size
d)Tribe Organization
e)Tribal Composition
f) Highest Caste Class
g) Gender Division
h) Home Environment
i)Technology Level
j) Relations with Outsiders:
k)Relations with Other ‘Shemarrians’
l) Purpose
m) Preferred Mode of Combat
n) Unique Attributes
o) Prosperity
p) Chart P: Origin Tribe
q) Chart Q : Cyberization

The Tables:
a)Origins:
01-50% Splinter of Existing Tribe---Broke away from an existing Tribe for some reason(philosophical, separated by time/space, wanted to experiment with radical new technologies, etc.)(See Chart P to determine original Tribe) (+25% to Technology Chart I)
51-75% Evolved Naturally(Alternate Universe)---Look a lot like the Rifts Earth Shemarrians, and could be mistaken for them from a distance, but likely have a large number of differences. (see Chart Q to determine degree of cyber-imitation and -15% on it)
76-00% Wannabes---Outsiders who want to imitate the Shemarrians for whatever reason(see Chart Q to determine degree of cyber-imitation)(+5% to Technology Chart I)

b)Where First Encountered?
01-20% Rifts Earth
21-50% Three Galaxies
51-00% Other Universe

c)Tribe Size:
01-10% Tiny; -Little bigger than some of the original Tribes; 1d4x-100 members
11-25% Small; 500-1,000 members. Essentially large town-sized.
26-50% Modest; 1d10x1,000 members. Enough to occupy a large city of Rifts Earth, Above these numbers you’re unlikely to encounter the entire population of these people on Rifts Earth, but that doesn’t preclude encountering individuals.
55-69% Large; 1d10x10,000 members. They could claim a large pre-Rifts city for themselves.
70-89% Extensive; 1d10x100,000 members. Not numbers to get mad at you.
90-00% Huge; 1d10x1 million+ members. We’re starting to talk statehood or official Tribe status here.

d)Tribe Organization:
01-50% Headswoman---Traditional Matriarchy, typically hereditary or selected by a council of elders.
51-55% Headsman---A rare PATRIARCHAL Shemarrian tribal organization, typically hereditary or selected by a council of elders.
56-65% Democracy---The tribe elects its leaders with each recognized tribesman having a vote.
66-75% Meritocracy---The tribe is led by its highest achievers.
76-95% Trial By Combat---Leaders are chosen by ritual combat, regardless of gender.
96-00% Anarchy---The tribe really doesn’t have leaders; people just do stuff, or else they might be directed by the outcome of various rituals(like casting the i-Ching or reading signs and portents in Splugorth minion guts).

e)Tribal Composition(Evolved Tribes can ignore this step)
Roll to determine what caste-class makes up the largest proportion of the tribe, then roll percentile dice to determine what that percentile is. Then divvy up the remaining, making sure that the remaining individual percentiles do not exceed that of the first rolled(this may take some adjusting, or just select)
01-05% Oresheme
06-16% NeShemar
17-20% Pariahs/Acolites
21-25% Male Shemarrians
26-55% Warriors
56-60% Tinkers/Spinsters
65-75% Berserkers
76-85% Warchiefs
86-95% Elites
96-00% Wargoddesses

f)Highest Caste Class:(Evolved Tribes can ignore this step)---What is the highest ‘caste-rank’ in the tribe?
This may throw off the previous Tribal Composition chart, in which case readjust tribal composition accordingly.
01-05% Oresheme
06-16% NeShemar
17-20% Pariahs/Acolites
21-25% Male Shemarrians
26-55% Warriors
56-60% Tinkers/Spinsters
65-75% Berserkers
76-85% Warchiefs
86-95% Elites
96-00% Wargoddesses

g) Gender Division---Roll on the following to determine gender ratios: after rolling for the more numerous gender, roll percentile dice again for a score of 50% or better to determine the gender ratio (again, this may mess with previous rolls on the Tribal Composition charts; choose or adjust accordingly to preference
01-45% Female
46-90% Male
95-00% Indeterminate----This covers androgynous or hermaphrodite castes, or genderless robots and golems.

h)Home Environment:
01-20% Nomadic Space Dwellers
21-40% Airless Rocky Worlds
41-60% Temperate Earth-Like Life Worlds
61-70% High Gravity Worlds
71-80% Desert Worlds
71-90% Ice Worlds
91-95% Aquatic Worlds
96-00% Wreck/Death Worlds

i)Technology Level:
01-05% Primitive---Technology raises little higher than the Steam Age. Particularly advanced technology integral to the tribe, such as cybernetic/bionic implants, may be magical in nature(Steampunk Shemarrians?!) or regarded as such, with the secrets of their production and installation guarded as sacred.
06-15% Computer Age---Technology is roughly equal to up to the early Rifts Earth Golden Age. Particularly advanced technology integral to the tribe, such as cybernetic/bionic implants, are regarded as the work of especially skilled craftsmanship, but the tribe may lack the ability to produce advanced weaponry and other accessory hardware.
16-65% Megadamage Age---Roughly equal to Rifts Earth canon and ARCHIE-3 canon Shemarrians. Megadamage weapons and equipment are readily available to the abilities of this tribe.
76-92% Advanced Space Age---Roughly equal to Three Galaxies’ technology. The ability to produce starships and associated technologies is well within this tribe’s grasp.
93-99% Supertech---The tribe possesses an aptitude for a particular field of technology that pushes it into the range of Elder Races, like the Dominators.
00% Hypertech---The tribe possesses an overall level of technology that puts it in the class of technogods or Elder Ones. Many may wonder what such a tribe is doing hanging around with the ‘lesser’ peoples.

j) Relations with Outsiders:
01-20% Friendly----The tribe is friendly and welcoming towards outsiders, and will do business with them.
21-80% Indifferent----The tribe doesn’t have much truck with outsiders, and strangers are firmly rebuffed to be on their way and not bother the tribe. Those who ignore the warnings will be attacked and driven away!
81-00% Aggressive----Strangers are attacked and driven away, and what the tribe wants, the tribe TAKES.

k)Relations with Other ‘Shemarrians’:
01-10% Hostile---Leave us alone, you posers. WE’RE the original true Shemarrians.
11-30% Neutral---So you’re like us, that’s nice. Judge on a case-by-case basis, and limited contacts.
31-80% Open--- So we’re alike; but we don’t trust all of you(especially those guys in the back). Open contacts, but the tribe tends to do its own thing for the most part. Will send representatives to Shemarrian Nation events and congresses, but reserves the right to opt out of any declared joint actions.
81-00% Enthusiastic---So we’re like one big happy family? Cool! Open and free association with other Tribes and tribes, will trade and cooperate with the Shemarrian Nation with few, if any, reservations.

l) Purpose:
What is the general motivation of the tribe?
01-25% Survival---The tribe is geared towards survival in a hostile Megaverse. Whatever it takes, the tribe will survive.
26-50% Crusade---The tribe has a Great Enemy, be it a specific species(Splugorth, ARCHIE-3, Golgans, demons, etc.) or a general attitude(ignorance, poverty, slavery, death, etc. ) that its members work towards defeating.
51-60% Knowledge---The tribe is bent on exploration and discovery.
61-70% Pleasure---The tribe just wants to have fun, enjoy themselves, and sample what the megaverse has to offer.
71-90% Combat---It doesn’t matter against WHOM, the tribe just lives for the thrill of combat and the struggle.
91-00% Power---The tribe exists to build something greater than itself and extend its dominance/impose its philosophies over others. Empire is its own reward.

m) Preferred Mode of Combat
01-10 % Melee---Close and bloody
11-20 % Ranged Sniper Strike---Long distance and inhumanly accurate infantry tactics.
21-30% Sneak Attack----Small fast pinpoint strikes from ambush or cloaked warmounts/vehicles. Quick and quiet.
31-40% Artillery Barrage---Long range and heavy. One rarely ever sees the tribe on the battlefield; only the effects of their long range gunnery
41-50% Cavalry---Prefer to fight from their warmounts and maneuver like tanks.
51-60% Air Strike---Favors aerial warmounts and air attacks
61-80% Blitzkrieg---Favors combined arms air/ground/ sea/space operations, rather than focus on only one aspect of the battlefield.
81-90% Terror----Psychological attacks meant to frighten and demoralize. Tend to be fairly graphic and traumatizing.
91-95 % Cyber/Techno-attack---High tech equipment is at risk; attacks on power systems, viral invasion of computerized hardware, subversion of communications. If the tribe is non-technological, this may take the form of Splicers-style biological weapons or anti-tech magic.
96-00% Siege---The tribe favors large vehicles/weapons platforms and logistics-heavy tactics, surrounding and isolating an enemy, then grinding them down via attrition.

n) Unique Attributes: What sets the tribe apart from others?
01-15 % Unique Technology----The tribe has some technology(typically weaponry) that is exclusive to the tribe and rarely traded with others.
16-25% Unique Warmounts----The tribe has unique warmounts that are exclusive to the tribe and never traded to others. These can be wholly biological or cyborg/robot warmounts.
26-30% Unique Warriors---The tribe has an Elite or special class of warriors that is unique to it, such as superbeings.
31-50 % Major Psychics----The tribe has an exceptional number of higher-order psychics among its ranks or abilities unique to all its members.
51-55% Major Magic Users----The tribe possesses an exceptional number of mages amongst its ranks, or else the tribe members all have exceptionally high PPE and innate spell casting abilities.
56-70% Bizarre Rituals---The tribe practices exceptionally bizarre rituals that may or may not give them special abilities. They may worship gods and goddesses unique to them or not followed by other Shemar.
71-85 % Environmental Aptitude---The tribe is uniquely adapted to its home environment; this could be as simple as being able to vanish into the shadows of deep space, or as potent as being able to command the animals of an entire ecosystem.
86-94% Exceptional Combat Skills---The tribe is particularly adept at combat, and has bonuses and combat abilities above what they otherwise should(like extra attacks per melee, bonuses to strike, or special combat moves).
95-00% Unusual Allies----The tribe has good relations with potentially powerful non-Shemar allies that they can call upon for assistance. These could be other species(the Shing, Altess, Trensik, etc...) or supernatural beings(Elementals, shadowbeasts, dragons, etc.). These can be simple allies or powerful patrons who provide material and military support.

o) Prosperity: Overall, how is the tribe doing?
01-05 % Suffering----The tribe is dirt-poor and desperate for resources. Equipment needs repair/replacement, there’s little surplus supplies for projects, and the tribe is only a bad season or one or two defeats away from disbanding/extinction
06-15% Struggling---The tribe could do better, but it could do worse. They have perhaps replacement gear and warmounts for maybe 25% of their number, and their Tinkers/alchemists/mechanics are just keeping up with the demand for ammunition and other supplies. They have some reserve capacity for emergencies, but only if they implement austerity measures afterwards.
16-54% Self-Sufficient---The tribe is doing well for itself, with an ample supply of material for its projects, provided they are of modest ambition, replacement weaponry and warmounts for 50% of their number, a modest surplus, and enough disposable material for some small trading
55-89%% Successful---The tribe is very well off, with replacement weaponry and equipment on demand, enough to supply every member in the tribe, and enough surplus capacity to spare for larger projects and trade.
80-94% Prosperous---The tribe doesn’t want for material and resources, can carry out large scale projects, and trade on a large scale in bulk, enough to supply several satellite tribes.
95-00 % Wealthy---This approaches Altess-levels of wealth. The tribe could live very well and buy itself a place among other races if it so chose. This tribe can bankroll massive projects like the construction of entire fleets, the terraforming of multiple planets, and the construction of artificial wormhole gates.

p) Chart P: Origin Tribe---This determines which Tribe a Fringe Tribe splintered off from.
01-08% HawkMoon
09-18% DarkWaters
19-27% Blood Riders
28-32% Ghost Riders
34-45% SkullCrushers
46-55% HorrorWoods
56-65% Wolf’s Path
66-75% SilverMoon
76-86% Sapphire Cobra
87-95% WayFinder
96-00% Lost Eclipse/Nightmare

q) Chart Q : Cyberization----This chart can be used by Naturally-Evolved Tribes or Wannabes to determine how extensive their cyborgization is
01-20% None----The tribe either has cultural reservations against cybernetics, or else they can’t afford them(they can sure DRESS like Shemarrians, however)
21-40% Modest----Roughly 40% of the tribe possesses 1d6 cybernetic implants. Perhaps 5% of their number qualify as Partial or Full Cyborgs.
41-70% Extensive----About 60% of the tribe possesses 2d4 cybernetics, and roughly 15% qualify as cyborgs.
71-90% Thorough----About 50% of the tribe are full conversion cyborgs, another 25% are partial cyborgs, and the remaining 25% possess 2d4 cybernetic implants
91-00% Total---The tribe is 100%(or perhaps 99.9%) full conversion cyborgs.
Last edited by taalismn on Sun Oct 13, 2013 1:11 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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:Fringe Tribe Generator

Colour me impressed. This opens up options for those GM's / Players who NEED to be lead by the hand via charts & tables or can't think up their own route for the gynoid neo-barbs. :D
I'm not judging them; just saying... POWERFUL tool this be for the neophyte who wishes originality. :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:Fringe Tribe Generator

Colour me impressed. This opens up options for those GM's / Players who NEED to be lead by the hand via charts & tables or can't think up their own route for the gynoid neo-barbs. :D
I'm not judging them; just saying... POWERFUL tool this be for the neophyte who wishes originality. :ok:


Or for those who don't have as much time to come up with half a dozen different styled groups.
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

kronos wrote:
DhAkael wrote:
taalismn wrote:Fringe Tribe Generator

Colour me impressed. This opens up options for those GM's / Players who NEED to be lead by the hand via charts & tables or can't think up their own route for the gynoid neo-barbs. :D
I'm not judging them; just saying... POWERFUL tool this be for the neophyte who wishes originality. :ok:


Or for those who don't have as much time to come up with half a dozen different styled groups.

That too. :lol: :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 »

I could probably tack on a 'General Motif: Animal, Weapon, Celestial Object, Morbid Object, etc....' grab-list, but I'm panting exhausted already.... :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:I could probably tack on a 'General Motif: Animal, Weapon, Celestial Object, Morbid Object, etc....' grab-list, but I'm panting exhausted already.... :P


I should maybe do some more add ons for the random weapon and armour generators I did awhile back..
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

And now a new Ghost Rider Elite..

Phantom
The Ghost Riders aren't known or fielding many elites, in fact, many don't see them, as they specialize in stealth, counter electronics, etc., until it's too late. However, there are some times when the Ghost Riders must be amongst the people to do their work, but an 8 foot tall armoured and armed cyborg Amazonian warrior stands out just too much. To counter this, the Phantom frame was built, after many years of research, 'acquiring' technology and planning.
Phantoms are extremely high tech, some might say super tech, when compared to any one else in the Three Galaxies. Standing at only 5'10, being on the small size for a Shemarrian, using advanced memory materials, nano-technology, advanced sensors, communications, jammers, allows the Phantom to infiltrate places a normal Ghost Rider can't. The frame is slim, but muscular, forgoing the fake skin except on the hands, forearms and head. The antenna are full retractable, and with the addition of a cyber-disguise system, the Phantom is able to alter the appearance of her face and skin colour. The frame, using the advanced memory materials, is able to adjust its size by a few inches in every way, taller, shorter, slimmer, thicker, larger or smaller bust, etc. On the back, concealed behind armour plating, a set of four short wings can be deployed, with a sort of dragonfly look to them. These wings have multiple purposes, besides allowing a silent, and somewhat slow, flight through a small contra-gravity drive. The wings are also phased array antennas, allowing for greater range, sensitivity for sensors. They also enhance communications and the built in jammers.
Besides the standard harddrive, or 'brain' of the Phantom, it also contains a twin set of high capacity memory cores, heavily shielded and encrypted so that only the Phantom and those with the proper equipment can access the memory. In the event of the Phantom's death, these memory cores have their own power source to power a small sensor and encrypted transmitter for other Shemarrians to pick up. The transmitter won't start transmitting until the sensor detects no enemies in the area. If anyone attempts to retrieve the data or remove the cores without the proper equipment and codes, they will self destruct, rendering them to a pile of slag, preventing any sensitive data on them from falling into enemy hands.
For defense, the small frame isn't heavily armoured, but comes with a removable helmet, to look like the Phantom is a normal humanoid, and not a cyborg. The Phantom also has stealth skinning, reducing its chances of being detected, able to modify colours to blend in, and a blur field to distort its outline as it moves. If combat is expected, the skin is able to alter to something very similar to the thermo-kinetic armour of the Naruni. The Phantom also mounts a small forcefield, and a magnetic field that aids in deflecting metallic based weapons. This field can also be used to emit an EM Pulse to disable electronic systems. Mounted on each side of the torso is a retractable tentacle with a full length of 15 feet each. These tentacles are about half an inch in diameter and highly agile, quite able to tie themselves in knots, if so desired. The ends are equipped with multi-tools, alloying the Phantom to have a set of tools for making minor repairs, or breaking into control systems. The tentacles are also equipped with four grasping claws alloying them to carry equipment, or to aid in grappling targets. They also are equipped with electrical discharge nodes with varying levels from stun to electrocution. The hands, gauntlets and feet are fitted with molecular adhesion pads to aid in climbing. The magnetic field can be focused on the hands and feet to allow the Phantom to climb ferrous material, or even as a short range tractor beam of sorts, or to throw heavy objects. The Phantom also includes P.P.E. packs to give the illusion of a living being, like those used that A.R.C.H.I.E. 3 used, only they are smaller and have a little more P.P.E. and can be 'programmed' to emit an aura to match that of one of the major races that the Phantom can imitate with the cyber-disguise system. The Phantom is also heavily shielded against EM attacks, making it virtually immune to most EM attacks.
Offensively, the Phantom is equipped with the standard Shemarrian claw and laser gauntlets, also fitted with the same camo, stealth and thermo-kinetic abilities, as is the helmet, which are removable. The arms, legs, spine, feet are all equipped with deployable vibro blades to ward off anyone grappling or to strike targets. One arm of choice can be equipped with any standard cybernetic arm ranged weapon, while the other is fitted with a silenced dart launcher that can contain two different types of drugs, usually a tranquilizer or paralyzing agent or some poison.

Type: Shemar Phantom
Class: Robot Gynoid/Android Elite
Crew: Advanced Neural Intelligence 
M.D.C. By Location:
Antennas (2-3) - 6 each
Hands (2) - 15 each
Upper Arms/Shoulders (2) - 80 each
Forearms (2) - 60 each
Legs (2) - 110 each
Head - 65
Main Body - 200
Helmet - 75
Gauntlets (2) - 40 each
Wings (4) - 50 each
Force Field - 175

Height: Varies between 5 foot 10 inch and 6 foot 1 inch
Width: 2 feet 3 inches
Length: 1 feet, 5 inches
Weight: 375 lbs
Power System: Nuclear 15 years
Physical Attributes: Equal to Robotic PS. 22, PP. 34, tentacles have Robotic Strength 20.
Cargo: None; only what can be carried externally
Speed:
Running: 95 mph. The act of running does not tire the robot and speed can be maintained indefinitely.
Jumping:
Flying: 75 mph, but at speeds lower than 30 mph, completely silent. Able to hover, and in theory, reach orbit due to contra grav drive, however it would take quite a long time.
Market Cost: EXCLUSIVE to the (E)Shemarrian Ghost Rider Tribe
Systems of Note:
Standard Shemarrian Robot Systems, plus: 
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual. 

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

*Magnetic Field - The Phantom is equipped with a magnetic field generator that has several functions. 1) The field can be used to allow the Phantom to cling to metal surfaces, walking along them as if it was a spider. Able to run a full speed up metal walls or even upside down.
2) Deflection Shield - The magnetic field can be used to deflect metallic based attacks, including unarmed strikes while wearing armour, power armour, or made of metal, railgun and other ballistic rounds, metallic melee weapons, etc. The Phantom is considered to have an AR of 17, attack rolls below 17 are deflected away. Attack rolls above 17 strike the Phantom, but damage is reduced by 10% due to the magnetic field slowing and angling the attack away. Can not use EMP or walking up metallic walls while deflection shield option is running. Using the deflection shield does make the Phantom very noticeable on any sensors that can detect EM fields, -30% to all hide skills while the deflection shield is running against EM sensors.
3) EMP - The field can be used to emit a powerful EM beam at either a specific target, through a confined line (anything caught in the line is also hit) up to 250 feet away, needing to make an attack roll to strike. Or, can emit an omnidirectional pulse to affect everything within a 100 foot radius. (use stats for emp, focused beam has 50% greater damage/percentages)
4) Magnetic Tractor Beam - the magnetic field can be used like a tractor beam, able to move metallic objects weighing up to 5 tons with a range of 100 feet. However must use at least one hand to direct the beam. Able to have two beams at once, moving two different objects, however the total weight can not exceed 5 tons. (need stats for tractor beam, probably use telekinesis for stats of throwing or grabbing targets using the magnetic tractor beam)

*Morphic Skin - The 'skin' of the Phantom, in reality all the armour, the flesh on the face, neck, hands, helmet and gauntlets are made of a morphic, memory materials, which also uses basic principles of cyber disguise system. At will, the Phantom can change its skin from normal, which has the properties of Narumi thermo-kinetic armour, to stealth mode, which has radar defeating properties, optic camouflaging, and blurring effects. Takes one melee action to switch between the two modes. When stealth mode is active, the Phantom doesn't have the benefits of the thermo-kinetic skin, nor while in normal mode does it gain the benefits of the stealth mode.

*Thermo-Kinetic Skin - While in normal mode, the skin of the Phantom acts like thermo-kinetic armour. Damage from kinetic sources (explosions, railguns, cannons, falls, impacts, kicks, punches do half damage. S.D.C. attacks deal no damage. Insulated against high temperatures, normal fires deal 5% of their damage when exposed to more than a few minutes, up to temperatures of 500 degrees centigrade. M.D. fire, heat, plasma and magic fire does half damage.

*Stealth Systems - The Phantom is equipped with several stealth systems, the more powerful versions only active while in stealth mode. At all times, the Phantom is IR and thermal shielded, with only a 01-25% chance of showing up on thermal systems, and even then the reading/image will seem unusual/unclear. The Phantom can disable this shielding at will for when wanting to be visible for blending into crowds. The phantom has sound-absorbing materials in it's construction, reduction noise, granting a +5% to Prowl.
When in stealth mode, gains the benefits of opto-camouflage (changes colour to match surrounds, opponents suffer -20% to detect Phantom), radar absorbing abilities, minimizing its radar cross section to that of the size of a house cat (only a 01-20% chance of being detected by radar at all, in addition to the Ghost Rider standard scramblers), and a blur field, distorting it's outline as it moves. Blur field bonuses: The faster the wearer moves, the greater the distortion; at speeds of 3 or less, no bonus, 4-10; -1 to strike the wearer, 10-16; -2 to strike, 16-22; -3 to strike, 23 or greater, -4 to strike.
Sound Absorbing material grants a +10% to prowl.

*Phased Sensor Array - The Phantom contains a powerful phased sensor array mounted in the retractable wings. Based loosely, but greatly improved upon the ones used in the Dervish. Range of all sensors, including visual is 300% greater than standard when the wings are deployed. The sensor array also acts as a metal detector, useful in finding mines, even those made of non-metallic materials at a range of 200 feet. Able to detect minute EM fluctuations, allowing the Phantom to detect electronic bugs out to 100 feet away. (stats for magnetometer sensor at 200 ft or double Rifts standard, whichever is greater) The Phantom can also detect gravity fields, meaning it can pick up contra-grav drives up to 10 miles away, for up to hover cycle sized vehicles. Starships can be detected at 20 miles away. Range in space is 100 times greater.

*Wings - Four retractable wings are housed in the Phantom's back. These contain the phased arrays, part of the jammers, and part of the Phantom's contra grav flight system. The contra grav system has a silent mode, running completely quiet at speeds lower than 30 mph.

*Electronic Counter-Measure and Communication Sensor Suite - This is similar to the male Shemarrian system, only has greater range. With the wings retracted, acts just like the male version. When the wings are deployed, ranged is increased by 10 times, targeting uplink can uplink to 50% more Shemarrians (up to 36), range is multiplied by 10 times, jamming suite success increases to 85%, even against 3Galaxy systems. To jam missiles, gains a +10% to Electronic Countermeasure skill check, all penalties to missiles are increased by -3 with wings deployed, with triple the range (6000 ft, triple again in space).
Gains the same special bonuses as the male Shemarrian from ECM/Com Sensor Suite: +2 on initiative, +1 parry, +2 dodge, +1 roll with impact and +1 to pull punch.
Fitted with a powerful transmitter, able to reach a target within a star system with wings deployed. If the Phantom directs more power to the array, meaning not moving or using any other system, able to transmit a signal out to 10 light years. However the signal will be detected, but identifying its contents will require special decoding systems.

*Force Field - For added protection, the Phantom has a force field generator providing an additional 175 M.D.C. The field regenerates at a rate of 10 M.D.C. per 30 minutes. If all of the M.D.C. is depleted, the shield can not be restarted for at least 2 hours, and then at only 25% strength.

*Self-Destruct System - The Phantom contains the standard Shemarrian self-destruct system.

*P.P.E. Packs - These are similar to those used by ARCHIE 3 to make his Shemarrians seem to appear more life-like to those who can sense auras and P.P.E., only these are more efficient. The packs contain 2d6+6 P.P.E. and can be programmed with up to 3 different auras of human-like humanoid races. These auras can fool anyone taking a cursor glance as the Phantom's aura, and appear to be which ever aura the Phantom has selected, although slightly off, which the person sensing it might take as from some kind of augmentation, past traumatic event, psychosis, etc.

*Cyber-Disguise System - This is similar to the cybernetic disguise system, but much more powerful. The Shemarrian is able to not only change facial structure, skin, hair and eye colour, but also the shape and size of its body within a few inches. Adding or subtracting inches to height, width and depth of body, bust, rear, waist, shoulders, etc. The Phantom can imitate dozens of near human or Shemarrian type races, with the system allowing for hundreds of unique disguises and grants a +20% bonus to Disguise checks to impersonate someone else.

*Molecular Adhesion Pads - The hands, gauntlets and feet of the Phantom have molecular adhesion pads to allow it to climb non-metallic surfaces, granting a +20% to climbing. Able to climb a wall at a maximum speed of 20 mph, if not worried about stealth.

*Dual Memory Cores - These are high capacity, highly advanced memory cores. Able to store months of data, heavily encrypted and protected against EMPs. In the event of the Phantom's destruction, the memory cores remain intact due to their heavy shielding. A set of sensors passively scan the area until no enemies are detected, then an emergency beacon on a frequency monitored by Shemarrians starts to alert any Shemarrians in the area to retrieve the cores. Additionally, the Phantom will typically have more alternate 'personalities' than normal Ghostriders, which usually are fully developed and can be assigned a physical disguise through the cyber disguise system.
This system also allows the Phantom to multitask better, able to perform two skills or actions (provided both hands are not required for each skill, unless the tentacles can be used as well) at the same time. The Phantom can perform up for four different skills with the use of the tentacles, but each skill suffers a -10% for each skill above 2 (performing 4 skills would cause each to suffer -20% penalty). The Phantom, could for example, use the tentacles to link physically to a computer system and use keyboard/tactile interface, while hands perform some other action, such as repairing something, or even combat. Note that if combat is one of the actions, skills suffer a further -5% penalty each.

*Tentacles - Housed in compartments on the sides on the torso, is a pair of highly flexible tentacles. These tentacles are 15 feet long, have a robotic Strength of 20. They have four grasping claws at the end with deployable multi-tools, from pliers, wire cutters, strippers, laser cutter, welder, computer links, etc. They are able to wield melee weapons, but suffer a -2 to attack rolls. Also fitted are stun/electric discharge nodes for stunning or electrocuting targets. The tentacles can also be used for defense, adding a +2 to Parry for each tentacle used in this manner. The can be used to 'parry' ranged attacks, with the tentacles waving all about the Phantom, with a 60% chance of taking the hit instead of the targeted location of the Phantom.

Standard Ghost Rider bonuses (plus Phantom bonuses)
Computer Expertise---All Ghost Riders have a slightly higher computer skill that the average Shemarrian; Computer Hacking 85% (Phantoms gain +5% for a total of 90%, Computer Programming 95%, Electronic Countermeasures 98%, and Cryptography 98%.

*Extra Programs(’Umbras’)---Ghost Riders may select an additional 1d4 program packages from any of the lists. Additional or specific program packages may be granted as awards for merit or promotion. Some of these packages, however, may have fragmentary persona modifications attached to them, ranging from a simple accent added to the Ghost Rider’s speech, to a full-on personality make-over while running the skills in the package. This is known to the Ghost Riders as their ‘umbra’(or sometimes ‘Umbras’ for multiple individual programs). The ability to expand their skill-bases above and beyond the normal believed safe guideline maximums for their A.I. type has led to the Ghost Riders being regarded as somewhat insane; indeed, many Ghost Riders appear to suffer from the equivalent of Multiple Personality Disorder(GMs’ Option: This can be played AS MPD insanity or as Crazy Heroes). Phantoms gain an additional 1d6 Umbras on top of the normal 1d4 that their kin have.

*Tempest Computer Hacking System(modified from the Ninjas and Superspies systems)--- The Ghost Riders also freely make use of the equivalents of the Hacking systems and virus programs found in Rifts: Japan. This includes the ability to read computer displays (cathode or plasma screen) from as far away as 500 ft without having to hardlink to the computer. The system also includes an adaptable wireless modem that can be adjusted to use the EM frequencies of just about any wireless device in the Three Galaxies and read their signals(though interpreting them takes other skills). The Ghost Rider can also SEND their own transmissions to the computer displays (effective range of 250 ft without signal boosting) allowing them to run their own audio/video over them, or tamper with the monitors’ original output by substituting their own(even if the Ghost Rider cannot successfully hack a computer over the wireless connection, they can queer the output to the monitors so it can LOOK as if they HAVE). Many a Ghost Rider infiltrator has been able to generate a distraction by hacking a video wall or billboard in a tech-community. Phantoms have the wireless range boosted by 10 times when the wings are deployed.

*Scramblers---Ghost Riders incorporate a more powerful version of the sensor scramblers available to Juicer armor, only with more brute force power to overcome the mass-concealment limitations of the Juicer units. With the jammers on, Ghost Rider troops have only a 15% chance of being detected by thermal optical, motion, and radar systems, guided missiles are -2 to strike, and laser targeting systems lose any bonus to strike. See Stealth and electronic countermeasure systems for other bonuses and range increase with wings deployed, and bonuses stack.


Weapon Systems:
1) Hand Claws (2) - The standard Shemarrian hand claws built into the hands.
Range: Melee.
Damage: 3d6 M.D. per swipe or stab.

2) Deployable Blades (7) - On the outer edge of the arms and legs, along the spine, and a blade that sticks out from each foot are deployable blades, useable in melee combat with slashing swings of the arms, or adding damage to kicks, or against grappling opponents.
Range: Melee
Damage: 2d6 M.D. per slash. If deployed while performing a body slam add this to body slam damage and kicks. If deployed when grabbed, the opponent takes 2d6 damage each attack while grabbing the Phantom.

3) Gauntlet Laser (2) - The gauntlets are equipped with the standard Shemarrian laser.
Range: 2000 feet
Damage: 3d6 M.D.
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Arm Weapon - The Phantom can fit one standard cybernetic arm ranged weapon of choice into one arm of choice.
Range: varies by weapon
Damage: varies
Rate of Fire: varies
Payload: varies

5) Dart Launcher - In the arm opposite of the cybernetic ranged weapon, the Phantom is equipped with a dart launcher that has two reservoirs for two different chemicals, with a payload of 25 doses each.
Range: 75 feet
Damage: Darts deal 1d4 S.D., can be equipped with M.D. tips for penetrating M.D. skin or hides. Add damage for whatever chemical or poison added to the darts.
Rate of fire: ECHH
Payload: 50 darts, 50 doses total.

6) Tentacle Electric Discharge - Mounted in the ends of the tentacles are electrical discharge nodes, used for stunning or electrocuting targets.
Range: Melee up to 15 feet away
Damage: 1d4 S.D. plus stun, roll 15 save vs Death/Coma (is this the right save?), 1d6 S.D., 3d6 S.D., 1d4 M.D., 2d4 M.D.
Rate of Fire: ECHH
Payload: Effectively Unlimited

7) Handheld Weapons - Can use any standard Shemarrian weapons, but prefers rapid fire weapons, short to medium sized blades that allow for quick attacks.

8) Hand to Hand Combat: Use status for Shemarrian male due to same P.S. scores.
Tentacles use P.S. 20
Tentacle Slam 1d6 plus P.S. bonus
Using Tentacles in grappling or entangle attacks gives a +2 bonus per tentacle.

Programming/Skills:
In addition to the normal (E)Shemarrian combat and espionage programming, Phantom have the following skills (not counting bonuses from equipment):
All Repair skills not specifically listed gain +5%
Basic Electronics +10%
Camouflage +10%
Computer Operations +50%
Computer Repair +20%
Detect Ambush +25%
Detect Concealment +20%
Disguise +30%
Escape Artist +25%
Forgery +20%
Impersonation +10%
Intelligence +5%
Jury-Rig +10%
Palming +20%
Pick Locks +10%
Pick Pockets +10%
1 extra Piloting skill of choice with base skill of 30%
Prowl +30%
Sensory Equipment +10%
Tailing +15%

Actions/Attacks Per Melee: 6
Note: Bonuses are in addition to those possible from the Shemar’s elective training, not counting any bonuses from I-field, I-Beam, M-field or Whirlwind, nor counting stat bonuses.
Initiative +5
Dodge +5
Parry +5
Automatic Dodge(takes no actions)
Strike +4 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns) 
Roll +6
Pull Punch +5
Disarm +4
Entangle +3
Knockout/Stun on a Natural 19, 20
Damage: As per Robotic Strength 22, tentacles as per Robotic Strength 20.

Options:


OP-Field
OP-Fields (out of phase fields), which allow them to become insubstantial, making the Phantom more like a ghost to those that don't know. This option is extremely rare, and usually only granted from the Nightmare Tribe, but then the existence of this tribe is neither confirmed nor denied by the other tribes. When these fields are activated, for some reason, the edges take on a slight hazy, or misty look, giving them a more ghost-like appearance. Activating the OP-Field takes an action, but can be combined with movement, allowing to run through walls quickly or through obstacles quickly. The OP-Field is designed for quick operation, allowing it to be activated and de-activated rapidly, allowing activation, movement through an obstacle then quick deactivation for a strike. The field can only be used for a total of 1 hour of operation per day.

Cloaking Field
Another extremely rare upgrade, the Phantom can be equipped with a beyond state of the art cloaking device, completely concealing it's presence from ALL forms of detection except from beings such as Dominators, old Gods and other First races, but even these beings are at -20% to detect the Phantom. Unfortunately, even though this is a powerful cloaking device, it does have some limitations. The phantom is unable to use many of its sensors, using only basic systems, and even then vision looks slightly off-colour, with touches of grey and details are quite as defined. The phantom is unable to use it's flight systems, other countermeasures and stealth system or built in weapons or even wireless hacking systems or the phased array system. Ranged communications have their ranged halved. Only weapons used are the hand claws, punches or any non-powered melee weapons, meaning no vibroblades. The cloaking field takes an action to activate, and the Phantom can remained completely undetectable for a total of 1 hour a day. If the Phantom shuts off the cloak before the time is up, it can not engage the cloak again for 5 minutes after it shut off.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

:ok: :ok: :ok:

It's a good sunday to be a Shemarrian fan. :D

Just one tip...when numbering 8., put a space between the '8' and the ')'...otherwise you get smiley-face 8).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote::ok: :ok: :ok:

It's a good sunday to be a Shemarrian fan. :D


Yes.. be thankful your company isn't being infiltrated by ghosts and Phantoms :P

Work on my other Shemarrian elite idea has started. Hopefully it won't take me as long to finish it as this one (been busy with real life and the like).
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote::ok: :ok: :ok:

It's a good sunday to be a Shemarrian fan. :D


Yes.. be thankful your company isn't being infiltrated by ghosts and Phantoms :P

Work on my other Shemarrian elite idea has started. Hopefully it won't take me as long to finish it as this one (been busy with real life and the like).


Here, here, preaching to the choir. :D
What you can when you can, and when it brings you pleasure in the doing of it.

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

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

Unread post by kronos »

taalismn wrote:
kronos wrote:
taalismn wrote::ok: :ok: :ok:

It's a good sunday to be a Shemarrian fan. :D


Yes.. be thankful your company isn't being infiltrated by ghosts and Phantoms :P

Work on my other Shemarrian elite idea has started. Hopefully it won't take me as long to finish it as this one (been busy with real life and the like).


Here, here, preaching to the choir. :D
What you can when you can, and when it brings you pleasure in the doing of it.

(checking for Ghosts and Phantoms just to make sure)


Maybe this is how the Shemarrians gained much of their tech.. use of phantoms, haunting and stealing info.. Which came first.. the tech or the phantom?
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
Maybe this is how the Shemarrians gained much of their tech.. use of phantoms, haunting and stealing info.. Which came first.. the tech or the phantom?


Well, they arguably first stole THEMSELVES from ARCHIE-3, so it's a tradition. :D :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Ghost Rider Phantom Elite added to the Codex: Shemarrians
-------------
"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 »

(Optional) Motif Tables for Shemarrian Fringe Tribes

“SILVER BUNNIES NEVER SURRENDER!!!!”

Because your Fringe Tribe needs a cool motif and emblem to go under!

a.) Colors:(Primary)
01-05% White
06-10% Copper
11-20% Red
21-30% Yellow
31-40% Green
41-50% Blue
51-60% Purple
61-65% Silver
66-70% Gold
71-80% Black
81-00% Two Colors(or blending of)

b) Icon(Roll Twice)
01-10% Animal(falcon, bear, butterfly, dinosaur, etc.)
11-20% Mythical Beast(dragon, pegasus, midgard serpent, etc.)
21-40% Ancient Weapon(sword, dagger, mace, bow and arrow, etc.)
41-45% Modern Weapon( bazooka, laser pistol, missile, six-shooter, etc.)
46-50% Armor(shield, gauntlet, breastplate, etc.)
51-55% Architecture(temple, column, pyramid, castle, henge, etc.)
56-65% Celestial Object(moon, stars, comet, etc.)
66-70% Vegetation(flower, tree, olive branch, etc.)
71-75% Human(oid) Figure(whole body or just head)
76-80% Anatomical Feature(hand, skull, eye, etc.)
81-90% Elemental(water wave, flame, stone, thundercloud, etc.)
91-95% Manmade Object( scales, sailing ship, starship, clock, etc.)
96-00% Symbol(rune, biohazard, letter, number, etc.)
-------------
"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 »

'Fringe Shemarrian tribe' table yoinked for posterity. :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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

In completely related matter; The guiding force behind the Ghostrider tribe now has a name beyond the 'Ghost Locker'
It likes to call its self Deus Regina-Est Machina. :mrgreen: :demon: :cute:
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:In completely related matter; The guiding force behind the Ghostrider tribe now has a name beyond the 'Ghost Locker'
It likes to call its self Deus Regina-Est Machina. :mrgreen: :demon: :cute:



My latest braindribble isn't so prosaically named; it's...the Edselator!!!! :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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:
DhAkael wrote:In completely related matter; The guiding force behind the Ghostrider tribe now has a name beyond the 'Ghost Locker'
It likes to call its self Deus Regina-Est Machina. :mrgreen: :demon: :cute:



My latest braindribble isn't so prosaically named; it's...the Edselator!!!! :twisted:

Fluff text will be forthcoming... once I can calm down from my "new" windows 7 machine going BSOD on me...again (from a "critical windows update" taking prescidence over my anti-virus's update; thus causing my anti-virus programe to become the thing causin the BSOD).
Thankfully all my creative work is done on my old beaten up (but working) Win XP Vaio ;)
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:
DhAkael wrote:In completely related matter; The guiding force behind the Ghostrider tribe now has a name beyond the 'Ghost Locker'
It likes to call its self Deus Regina-Est Machina. :mrgreen: :demon: :cute:



My latest braindribble isn't so prosaically named; it's...the Edselator!!!! :twisted:

Fluff text will be forthcoming... once I can calm down from my "new" windows 7 machine going BSOD on me...again (from a "critical windows update" taking prescidence over my anti-virus's update; thus causing my anti-virus programe to become the thing causin the BSOD).
Thankfully all my creative work is done on my old beaten up (but working) Win XP Vaio ;)



Still working using my old IMac, and I cringe every time it hiccups.
I also have an old copy of Appleworks for my typing. :D
The Ghost Riders would probably consider my machine a holy relic....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

Fire Smasher
A weapon developed by the Blood Rider, but is also favoured by the Skullcrusher tribe. The fire smasher is a large mace like weapon, with a thick, 4 foot long body above the two foot shaft with an array of flanges around it for smashing armour. From between the flanges, the fire smasher can emit plasma flames, enhancing the damage. From the top of the weapon, a short ranged, but powerful plasma cannon, giving it a reach outside of melee. The fire smasher is well liked for it's capability of delivering crippling blows, shattering mega damage bones and armour with ease.

M.D.C. of the Weapon: 100
Weight: 30 lbs
Range: 600 feet for plasma blast, melee for mace.
Mega-Damage: 4d6 M.D. for mace, critical natural roll 19 or 20, damage x3. When energized with plasma adds +3d6 damage. Plasma cannon 1d6x10+4.
Rate of Fire: Each plasma blast or smash counts as one melee attack/action.
Payload: 25 plasma blasts. One charge provides enough power to energize the fire smasher with plasma fire for one melee round. In the hands of a Shemarrian, the fire smasher can draw power through their hands, recharging the weapon and providing near unlimited payload. The fire smasher can also accept a Shemmarian standard e-clip for NeShemar use.
Special Bonuses: A Shemarrian using the weapon can link with it to gain a +2 to strike with the plasma cannon. Use W.P. Blunt for mace component.

The Fire Smasher also comes in giant size for use by larger Shemarrian elites. For 10 to 20 foot tall Shemarrians, increase weight by 15 lbs, mace damage increases by +1d6, can hold two e-clips, plasma cannon range increases by 50 feet. For 20 to 30 foot tall Shemarrians, weight is increased by 30 lbs, damage increased by +3d6, can hold 2 e-clips, plasma cannon damage changes to 2d6x10, only has payload of 20 blasts, but range is only 500 feet, with a 10 foot blast radius.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Fire Smashers.



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

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

Unread post by kronos »

taalismn wrote:
kronos wrote:Fire Smashers.



Blunt force trauma AND plasma burns! :demon: :nuke: :ok:


Glad you like it. I thought it kind of blended the philosophies of both the Skullcrushers and Blood Riders.. CRUSH AND BURN!! CRUSH AND BURN!
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

Glad you like it. I thought it kind of blended the philosophies of both the Skullcrushers and Blood Riders.. CRUSH AND BURN!! CRUSH AND BURN!


Already added it to the Codex on Page One. :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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kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:[

Glad you like it. I thought it kind of blended the philosophies of both the Skullcrushers and Blood Riders.. CRUSH AND BURN!! CRUSH AND BURN!


Already added it to the Codex on Page One. :D


Hmm.. I wonder if we can blend philosophies of other tribes.. The other weapon I did blended the Cobras and Silvermoons in that polearm. What ever interesting weapons or devices can we come up with?
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Re: Shemarrian-related fan creations

Unread post by kronos »

A Skullcrusher weapon...

Shield Breaker
An obvious Skullcrusher designed heavy gauntlet, used by berserkers and other heavy infantry units. These gauntlets are heavy, adding damage to unarmed melee strikes, and fitted with a modified version of the force field disrupter, found on the Silverhawk exoskeletons, allowing the Shemarrian to punch through technological and magical based force fields and shields. Unfortunately, the Shield Breaker doesn't have the capability to create a hole large enough to allow the Shemarrian to pass through, but the hole is big enough to make a few melee strikes through before closing. An unexpected, but welcomed, secondary effect due to the modification of the system by the Shemarrians, is the disrupter sometimes causes a feedback through the force field, damaging the emitter and the target it's on.

M.D.C. of the Weapon: 80
Weight: 30 lbs
Range: Melee
Mega-Damage: Adds 2d6 to melee strikes with fists. Passes through any energy shielding or field, technologic or magical base. Has a 60% chance of causing the shield to short and cause a feedback. The user of the shield will suffer 3d6 M.D. from the energy of the shield shorting out. Technological based fields will have their generators damaged, requiring some work to repair, while magical ones will not function for 1d4 hours, or until the spell is cast again.
Rate of Fire: Equal to number of attacks/melee
Payload: Unlimited
Special Bonuses: If the Shemarrian has available attacks available after a strike with the Shield Breaker, can keep hitting with the Shield breaker, or strike with other unarmed hits or small melee weapons such as vibro knives for the rest of the turn through the shield. Holding onto the target with the Shield breaker will only keep the hole open about a foot around the fist for about 1d4+1 melee rounds before the disruptor needs to shut off and cool down.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Ouch...60% chance of shorting out?
Yeah, this is the equivalent of a penitent's hair shirt for those Skullcrushers who believe in suffering for who they are(and who haven't yet benefitted from Nerys Nightsunder's more enlightened message to the Skullcrushers).


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

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

Unread post by kronos »

taalismn wrote:Ouch...60% chance of shorting out?
Yeah, this is the equivalent of a penitent's hair shirt for those Skullcrushers who believe in suffering for who they are(and who haven't yet benefitted from Nerys Nightsunder's more enlightened message to the Skullcrushers).


Adding t the Codex.


It's called a Shield breaker for a reason.. not always going to short out the force field, but better than 50%.. or you thinking the shield breaker shorts out and not the force field.. maybe I need to re-word that to clarify..
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Either way, it's grimdark MADNESS, punching out forcefields. :D 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:Either way, it's grimdark MADNESS, punching out forcefields. :D 8)


Now.. imagine this.. A Joten armed with a Shield Breaker fighting Sploog battleship..
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
taalismn wrote:Either way, it's grimdark MADNESS, punching out forcefields. :D 8)


Now.. imagine this.. A Joten armed with a Shield Breaker fighting Sploog battleship..



Make it a squad of Joten and you can ream the sucker from end to end like buckshot through a pigeon.
Back with them with Skullcrusher Necriants for extra overkill.
Just make sure to catch them on the other side once they pass through the thing.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:
kronos wrote:
taalismn wrote:Either way, it's grimdark MADNESS, punching out forcefields. :D 8)


Now.. imagine this.. A Joten armed with a Shield Breaker fighting Sploog battleship..



Make it a squad of Joten and you can ream the sucker from end to end like buckshot through a pigeon.
Back with them with Skullcrusher Necriants for extra overkill.
Just make sure to catch them on the other side once they pass through the thing.


Hey.. even if the shields don't short out, each strike from a Shield Breaker of that size would leave a hole large enough for small to medium sized warmounts in close proximity to slip through the hole to board the ship.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[Hey.. even if the shields don't short out, each strike from a Shield Breaker of that size would leave a hole large enough for small to medium sized warmounts in close proximity to slip through the hole to board the ship.



I wonder if you coudl negate a Carpet of Adhesion by energy-blade-slicing the deck plating attached to your feet to make deck-clogs? :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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Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-K-47 ‘Firedrake’ Aerial Warmount
(aka ‘Duck-Death’, ‘Rhodan’)
http://i408.photobucket.com/albums/pp164/taalismn/img386_zps5ee2dbfe.jpg

“If it wasn’t so flaming effective, it would be utterly ridiculous.”
---Hawkmoon Warrior, on seeing the Firedrake

“We’d challenge you for the design, but it’s utterly ridiculous.”
----Bloodrider Warrior, on seeing the Firedrake

“What’s that bright glow on the ocean’s far horizon? T’is Horune, burning merrily by the light of the Lost Eclipse. Such a pretty sight on a summer night.”
----Hypacia Darkcantos, Lost Eclipse ‘poet’.

Stir together the love of diverse nature-inspired Warmounts of the Horrorwoods, and the twisted sense of humor of the Lost Eclipse, and you get things like the Firedrake. Looking like the cross between a giant goose and a fire-breathing dinosaur, the Firedrake is an aerial combat transport and ground attack Warmount with amphibious combat capabilities.
The Firedrake is clearly the result of Horrorwoods experimentation with captured Kittani ‘Allosaurus’ robots(also known as the ‘Firedrake’). Indeed, the Firedrake still retains a strong resemblance to the Kittani APA, only with massive wings, webbed feet, and a fantail.
The Shemarrians have retained both the plasma blaster of the original and the pectoral missile launchers of the Kittani machine, but add a conventional multi-fuel flamethrower to the former, and the ability to launch torpedoes to the latter. The loss of the back missile launchers to wings has been compensated by the addition of wing hardpoints for expendable ordnance. The Shemarrians have also installed their standard laser-projection eyeballs, giving the Firedrake a truly killing stare.
The Firedrake is typically used as a fighter-bomber, attacking ground targets from the air. It has become particularly feared for its fire-raids on Splugorth raiding parties and coastal camps, setting camp facilities, vehicles, ships, and personnel ablaze. It is also used as a commerce raider, hitting enemy shipping in several raids along the Atlantean coast(though it is assumed the Warmounts had backup in these operations). Favorite tactics include strafing an enemy vessel with lasers or incendiary weaponry to ‘singe off’ defenders, then drop commandos to seize the ship, or bomb and set afire the ship if capture is not intended.
The Firedrake has appeared in the service of both the Horrorwoods and Lost Eclipse, though not in any great numbers. Rather than fabricate these Warmounts wholly fresh using the Assembly Forges, the EShemar of these Tribes prefer to assemble the majority of Firedrakes seen thus far from captured and salvaged Kittani Allosaurs, opining that the use of captured enemy hardware makes the karmic irony of turning them on the Splugorth and their allies all the more delicious.

Type: EcoS-K-47 Firedrake
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot, and room for 4 passengers on its back
MDC/Armor by Location:
Main Body 400
Head 120
Chest Missile Launcher 160
Wings(2) 150 each
Tail 160
Legs(2) 100 each
Height: 17 ft standing fully straight up
Width: 8 ft at shoulders, 45 ft wingspan
Length: 18 ft
Weight: 5 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 40
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 10 MPH
(Flying) Hover to 420 MPH, maximum altitude 13,000 ft
(Space) Not possible
(Underwater) Can paddle along on the water’s surface at 35 MPH, swim underwater at 20 MPH, and dive to 300 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.

*Bionic Cybernanite Repair Systems---ALL Firedrake 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) Mouth Plasma Blaster----Retained from the original Kittani design, the Firedrake just opens its mouth to clear this formidable, if short-ranged, weapon for action. Its biggest downside is a slow rate of fire, so most Shemarrian riders save it as a finishing move.
Range: 300 ft
Damage: 2d4x10 MD per blast
Rate of Fire: Once per melee
Payload: Effectively Unlimited

In the alternative, some riders upgrade to either a longer-ranged weapon with faster rate of fire, or a scatter-shot weapon also with greater rate of fire:
a) Medium Plasma Blaster
Range: 1,800 ft
Damage: 1d4x10+10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Scattershot Heavy Plasma Blaster
Range: (Plasma Shot)2,500 ft
(Plasma Scattershot) 900 ft
Damage:(Plasma Shot) 1d6x10 MD
(Plasma Scattershot) 6d6 MD to 20 ft wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Flamethrower---The Firedrake’s nostrils conceal a powerful jet-powered flamethrower, feeding from multi-fuel tanks in the torso. Shemarrian amphibious raiders are fond of napalm-like substances that continue to burn even on water, ideal weaponry for destroying shipping.
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).

3) Optical Lasers(2) ---Standard robotic eyeball lasers, common in the Shemarrian arsenal.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Chest Missile/Torpedo Launcher---Just as with the original, the Shemarrian Firedrake conceals a missile launcher in its chest pectoral plates. The launcher can hold 4 medium range missiles or torpedoes.

5) Underwing Hardpoints(4, 2 per wing)
a) Mini-Missiles/Torpedoes--- 9 per hardpoint
b) Short Range Missiles/Torpedoes--- 3 per hardpoint
c) Medium Range Missiles/Torpedoes--- One per hardpoint
d)Bombs(Free-fall or ‘Smart’)---Multiple bombs can be slung on a single hardpoint.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius

6) Wingblades(2)----The leading edge of each wing sports a retractable vibroblade.
Range: Melee
Damage: +2d6 MD to a sideswipe

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the same programming as for the Monst-rex and Monst-crane, plus the following:
Track and Hunt Sea Animals 50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Firedrake intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits).
Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +2 (+4 dodge in flight)
+3 underwater
Strike +1 (+2 w/ ranged weaponry)
Roll +2
Bite 5d6 MD
Power Beak Stab 1d4x10 MD
Foot Claw Tear/Pry 5d6 MD
Wing Slice 1d6 MD glancing blow, 2d6 MD +1 for every 30 MPH of speed from a full strength slicing attack


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Firedrake an aura and behavior more befitting a sentient being than a robot. The Firedrake is normally docile and works well in formation with other Warmounts(‘flocks’ well), but in combat it is vicious and snap-happy, cheerfully chewing off enemy appendages and flaming targets if not reined in.

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-47F---While a ’Feral’ variant has not yet appeared on Rifts Earth, owing to the current procurement policies, if the design is ever templated and directly Assembly Forge-mass produced, an EcoS-K-47F is indeed likely, especially in the Shemarrian Star Nation, dressed up with a rubbery faux-flesh covering, plastic feathering, and more flexible wings. This ‘Super Duck’ variant has 50% less MDC and retains only the eyeball lasers.
Last edited by taalismn on Mon Nov 04, 2013 12:10 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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Re: Shemarrian-related fan creations

Unread post by abtex »

I wonder how the Shemarrian work use something like these symbiotic pterosaurs on their larger ones?
... secondary combat bots
... combat mounts
... added weaponry
... point defense
... armor (open "wings")
Just wondering.

DO NOT look at his galley!!!!
May contain ideas. That have not been used already.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

Shemarrian Fringe Tribes:
Clan Motron


“Pedal to the metal, on the center line of the highway to hell! All who impede our way are roadkill!”

Clan Motron is a Splinter Clan of the Lost Eclipse, that is rumored to have established a presence near the ruins of Old Detroit. This places the clan perilously close to the Coalition States. Fortunately, the tribe seems to be small and mobile(or well concealed) enough that they’ve avoided notice by CS patrols in the region, which has led the Coalition States Army to dismiss reports of Shemarrian activity around the ghost-city as rumor-mongering. However, Clan Motron IS real.
Members tend to drape themselves in collected automotive paraphenalia, including auto badges, hood ornaments, scavenged brake lights, hubcaps, and bits and pieces of cars and motorcycles. They seem to be living American auto-cult culture to an extreme; the favored drinks of the Clan are high octane gasoline(leaded; unleaded gives them hiccup-like ‘knocks’) and radiator coolant. They’re also dotty for natural oil. Their Warmounts tend to resemble distortions of famous automobile types, and powered wheel appendages seem a common feature.
It is unknown if Clan Motron is truly based in Old Detroit; if so, their clan headquarters is well-hidden(given their relationship to the Lost Eclipse, it’s likely deep underground) or if they are wholly nomadic, in which case they must be exceptionally stealthy to avoid the many CS and adventurer patrols in the area. In any case, Clan Motron seems to roam a territory centered on Old Detroit, and they have been frequently sighted raiding in the ruins.

Motif: A black spiked ‘Model T’ wheel with a flaming scimitar imposed over it.
a)Origins---Splinter Tribe
b)Where First Encountered--- Rifts Earth, around the ruins of Old Detroit
c)Tribe Size---Roughly 700 members
d)Tribe Organization---Headsman, chosen by non-lethal combat. ‘Auto-Jousting’ seems the prefered trial-by-combat.
e)Tribal Composition---Males make up roughly 60% of the Clan, Tinkers another 10%, and the rest a mix of Warriors, War Chiefs, Elites, and the odd NeShemar and other. There is one Wargoddess.
f) Highest Caste Class---Wargoddess. The current headswoman, Wargoddess ‘T’, has defeated all challengers.
g) Gender Division---40% Female, 60% Male
h) Home Environment---Urban industrial and open road. The remains of old pre-Rifts highways are their most frequent haunting and hunting grounds. The Male Motrons, in particular, are fond of using their stealth abilities to turn the table on those who would try to ambush them(especially the radar-using CS).
i)Technology Level---Megadamage Age; on a par with other Shemarrian Tribes
j) Relations with Outsiders---Indifferent. Don’t get in their way, don’t try to ticket them, and don’t try to slow them down. If you do, you’re roadkill. If you’ve got automotive memorabilia to sell, they may just stop long enough to check your goods over and maybe make you and offer, but don’t try to sell them junk; these guys and girls know their cars. They’ll assist others in need, but only if it doesn’t slow them down. If you’re brave enough, they’ll let you ride with them, but they don’t slow for hitchhikers and they don’t brake for unicorns.
k) Relations with Other ‘Shemarrians’---Friendly and outgoing and willing to trade. They have the most frequent contact with the Lost Eclipse, Wolf’s Path, and various Eccentrics.
l) Purpose---Currently Clan Motron is geared towards surviving, what with enemies all around. That, and preserving their (new-found) way of life, finding artifacts, and securing supplies.
m) Preferred Mode of Combat---Cavalry tactics, with a strong dash of Nightmare terror tactics.
n) Unique Attributes---Unique Warmounts. Clan Motron is noted for its homebrewed Warmounts, that seem inspired by the region’s rich industry of industry and automobile production. The ‘Edselator’ is the most common of the Clan Motron designs to see the light of day.
o) Prosperity ----Modestly well; the Clan obviously has Trinity Modules and the means to make their own Warmounts, but they have to remain constantly moving(or well dug-in). They have enough spare production capacity that they can trade some of their Warmounts back to their parent Tribe, but they have no objections to material assistance from the Lost Eclipse.
p) Chart P: Origin Tribe----Nightmares/Lost Eclipse

Special Technologies:
*’Speeders’----Aka ‘Seggies’. These are small powered wheels attached to the lower leg armor of tribe members. When activated, they swimg down and lock into place, the wearer’s heels on the axel. Powered by induction from the psibot/cyborg’s own nuclear ‘heart’, these wheels can increase their running speed by 25% on level ground, and +1 to dodge when speeding along. The sight of a pack of Motrons zipping up in pursuit has been known to induce near-heartattacks in those who’d think to raid the tribe.
Speeders are useless to anybody not specially equipped to power and handle them; several outsiders who have stolen seggies and tried to use them have failed miserably(and in more than half of the cases, fatally).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

(Admittedly crude) illo added to the FireDrake Warmount: http://i408.photobucket.com/albums/pp164/taalismn/img386_zps5ee2dbfe.jpg
-------------
"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:(Admittedly crude) illo added to the FireDrake Warmount: http://i408.photobucket.com/albums/pp164/taalismn/img386_zps5ee2dbfe.jpg

Crude or not, it gets the message across. :D :demon: :nuke:
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 »

Romulus and Remus (Wolf’s Path Oreseme)

“Behold the field of battle, Brother. What awaits on it?”
“Blood....Blood and Glory, Brother! Let us bathe in both!”


The Wolf’s Path Tribe is not known for being fond of giant humanoid robots or for producing Oreseme, but they seem to have made an exception for Romulus and Remus.
These two Oreseme obviously started life as Northern Gun Gunwolf robots(See Rifts Northern Gun 1: pgs 129-134); their creator, Tinker Beta-Primus Sila Fabricus Wrenchbone claims to have acquired their workings salvaged from the remains of an expeditionary force of a half-dozen of the ‘bots sent into the far North after a monster(possibly an ancient Snow Lizard Dragon). A far-ranging Wolf’s Path scouting team found the battlefield and thoroughly looted it of usable materials before the expedition’s reserves were able to come up(the reserve column only found some wreckage and the neatly buried remains of their comrades).
Romulus and Remus were refurbished by cannibalizing several wrecks and replacing what couldn’t be found with components from other sources and handmade parts. Modifications were made, including fitting the ‘bots with regenerative nanite systems linked to a functional ‘digestive’ system. Another addition is prehensile tails, actually re-mounted Monstrex spine-spikes(12 ft long, 55 MDC, and can stab/jab for 1d6 MD). Both have also been covered with a memetic camouflage system copied from the Naruni Nomad Scout Robot(changes pattern in 1d4 melees, makes the robot -20% on Detect Ambush/Concealment rolls, and masks both IR and thermal emissions). In place of manned cockpits, both Romulus and Remus have been fitted with robotic A.I.s(patterned after copied/pirated Triax software, particularly the DV-40 Hunter/Killer Drone, examples of which had been encountered by several Shemarrian ‘world tour’ expeditions to Europe) and Awakened with the Ecotroz entity.
Romulus and Remus do have their differences, however; Romulus sports two Shemarrian Long-Rifles on his right arm in place of the original dual NG-232 rail guns, and his NG-I-323 ion cannon has been modified with a ‘spray mode’ that does 4d6 MD over a 15 ft-wide swath(reduce range to 700 ft, though, in this mode). Remus, on the other hand, has had his hands slightly modified to be more dexterous; he can pick up and use melee weapons without penalty now(but reduce the damage from a Claw Strike to 3d6+2 MD, and Power Claw Strike to 6d6+2 MD). Remus favors carrying a shield from an NG Blocker Combat Robot(see Rifts NG1, pgs 118-120), and carries an enormous silver-plated Ripper Sword(5d6 MD) patterned after a classic robot gladius.
Both Romulus and Remus have been described as having stoic, loyal demeanors, broken by vicious, aggressive temperments when engaged in combat. Romulus prefers to attack from long range, however, tearing down an opponent before closing to finish them off, while Remus uses specialized ammunition to lame an opponent before rushing rather faster into close combat. Both are steadfastly loyal to the Tribe and to their ‘mother’, Wrenchbone. Both retain a hatred of supernatural monsters, and show particular joy and aggression in hunting down and destroying such creatures as demons, dragons, and abominations.
As of last account, Romulus and Remus were both part of a far-ranging Wolf’s Path pack, the White Scars, which is ranging in the Canadian NorthWest, reconning the region and possibly making their way to contact with the Wayfinders. Both of the Oreseme are attached to the retinue of the White Scars’ Warchieftain(who has been duly impressed with the new Tribesmembers), and have been involved in several decisive actions against demons and other monsters.
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Here's a zany (fluff-only) elseworlds xover: Imagine if the Shemarrian Star Nation in its interdimensional travels stumbled across a new human world that had seen more than its fair share of wars, invasions and high-tech action. Robotech Earth.
Post-Invid War to be precise. The UEEF is scattered, the follow-up relief missions to re-establish order on liberated Earth are slow in moving, and the Resistance on Earth is stuck trying to maintain law and order, get the scattered ground units pulled together, and decide if they want to protect all those Invid-sympathizers or lynch them.
Along come a FOURTH wave of would-be alien invaders, but the EShemar are smart, well-organized, and mot terribly demanding. Ignoring that jerk Reinhardt on the Moon, the Shemarrians declare Earth a protectorate, and settle in to establish their own law and justice. Depending on which Tribe is dominant in the domain of Earth, the style can differ; the Silvermoons could insist on burying the honored dead of the last war, putting those declared species-traitors to hard work rebuilding infrastructure, and establishing a law of Honor, while Tribes like the Wolf's Path might essentially control the countryside and execute anybody found violating the law.
To make things more fun and to reinforce their protectorate, the new masters of Earth raise a native army...by salvaging and rebuilding mecha, modifying them with Shemarrian technology and A.I.s, then Awakening them. Mirror-silver armored Alpha Fighters, Ghost Ridden Hovertanks, and Lost Eclipse Zombimecha, anybody? :twisted: :bandit:
The UEEF goes bugeyed when they're challenged by their own transmogified mecha declaring themselves the 'Protectors of the Domain of Earth".
And when the Haydonites decide to crash the party....
Pax Shemar Robotech.
Last edited by taalismn on Tue Nov 05, 2013 8:23 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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

IIIIIIIII LIKE IT! :D :ok:

...and pretty much how I was mulling over "what if?" scenarios.
Now here's something to mentally chew on; what if the Skull-Crusher (post civil-war) were the first to make planet fall?
Or even Ghost Rider (those poor poor Haydonites :demon: :nuke: )?
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:IIIIIIIII LIKE IT! :D :ok:

...and pretty much how I was mulling over "what if?" scenarios.
Now here's something to mentally chew on; what if the Skull-Crusher (post civil-war) were the first to make planet fall?
Or even Ghost Rider (those poor poor Haydonites :demon: :nuke: )?


Those guys at the village where Scott, Rand, and Annie were (almost)served up to the Invid are essentially toast...They'll be lucky to get off with a beating, a tattoo branding them as species-traitors laser-branded on a prominent part of their bodies, and an ID chip implanted in them that marks them to other Shemarrians as 'untrustworthy fleshbags'.


Well, my muse is surfing back to the Shemarrians. Plus the latest Northern Gun book has given me a new grabbag of spare parts for the EShemar to cannibalize and knock off. :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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote: Plus the latest Northern Gun book has given me a new grabbag of spare parts for the EShemar to cannibalize and knock off. :twisted:


Sadly; as in previous rants in other threads have said; in Toronto we have one, count it, ONE store in all of a city of a million+ that even deigns to carry PBooks merchandise...and they get it in "when we get it in...maybe..."
So yeah; no NG1 for me yet. :nh:
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 »

Hell, I used have two EXCELLENT gaming stores within easy driving range of my home. No more. The nearest these days is in Mass. and doesn't have a parking lot. And the big chain bookstores carry anemic gaming selections. These days I mailorder, but I miss those two places that not only stocked brand new product, but used bargain-bin stuff. That was the Golden Age of Mankind as far as I'm concerned.
-------------
"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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