Shemarrian-related fan creations

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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

Technical write-up on the Hawkwind class coming soon.
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:Technical write-up on the Hawkwind class coming soon.



Happiness is going over an as-yet-unposted refit of an old design, and discovering that by published canon precedent, the systems can be improved and rate of fire QUADRUPLED. :P :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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:Happiness is going over an as-yet-unposted refit of an old design, and discovering that by published canon precedent, the systems can be improved and rate of fire QUADRUPLED. :P :D 8)


Well, yes... :angel:
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:Happiness is going over an as-yet-unposted refit of an old design, and discovering that by published canon precedent, the systems can be improved and rate of fire QUADRUPLED. :P :D 8)


Well, yes... :angel:



Yep...the Bloc II Storm/Abyssal Dragon is going to be...well...STELLAR... :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

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Random Skullcrusher ectrozShemarr; "What is the meaning of this human celebration? They wave peices of cloth on a stick and launch technically non-lethal incendiaries into the sky... this makes no sense."

Vala the Sunheart (Bloodrider); "It is an ancient tradition lost to antiquity, but I have heard the old American empire did it to celebrate their throwing off the shackles of their slave lords... or so the human archivisits say."

RSC; "Ah. Now I understand. It is simmilar to when we became free of Maker & Shaper. Very well then. I too shall celebrate 'Independence'!"

Vala; "...oh no...this is going to have too much passion...everyone, COVER!" *ducks under scrap steel plate*

RSC: *fires off medium plasma missile into air and remote detonates* -Wu---BOOM!-
"Glorious!"


Happy Boomies day to all our cousins to the south of canuckleville; may your fireworks be awsome!
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 »

Thank you. 8) 8) 8)
Smell of gunpowder smoke throughout the neighborhood last night...smelled like an ammo dump had gone up. Expect the same tonight again(but I intend to out cruising the town watching the displays).

Have fun, folks, and if you're celebrating with pyrotechnics...leave it to the professionals, okay? It's a lot harder typing without the full set of digits and working senses.
-------------
"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

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viewtopic.php?p=2385939#p2385939

ALMOST done... darned muse wilted in the humidity last few days.
Well that and being paranoid of having every minor glitch on my machine having me reach to the anti-virus & mal-ware scanners and hitting "seek & destroy". :badbad: :frust:

Should be finished, spell-checkered and posted by early eveninks tonight. :D
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:http://palladium-megaverse.com/forums/viewtopic.php?p=2385939#p2385939

ALMOST done... darned muse wilted in the humidity last few days.
Well that and being paranoid of having every minor glitch on my machine having me reach to the anti-virus & mal-ware scanners and hitting "seek & destroy". :badbad: :frust:

Should be finished, spell-checkered and posted by early eveninks tonight. :D



Would have posted some already, but doing a knock-down-drag-out house cleaning job(some of the dust bunnies have FANGS), but hope to get back into the swing of things for the sake of the girls.
-------------
"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

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SSN Hawkwind Strikeship

Technically a frigate, the Hawkwind Cruiser is a small, nimble, fast-attack vessel with much heavier aerospace & ‘marine’ support than most vessels its size. Using the Kittani Mantis hull as a base, the EctrozShemarrian Hawkmoon tribe modified the design to fit more in keeping with the gynoids aesthetic; smoothing out some of the more escoteric frills, replacing the sensor head with one shaped to resemble a bird of preys’, and removing the side-shields and installing a pair of variable geometry wings resembling featherd wings.
The final touches being a pair of troop-carrier pods on the ventral hull, loosely resmembling the folded legs of a gryphon, where up to 16 (8 per pod) Shemarrian warriors and their warsteeds wait for deployment. Also the weapon ‘arms’ have vibro-blade enhanced hydrualic claws that may be used to grapple larger vessels or space staitions during boarding actions.

Besides its speed and agility, the Hawkwind also carries a large compliment of fighters or aerospace cabable war-steeds for its size. It does this by keeping the light interceptors (typically modified NE Crescent-Moon fighters) in specially designed racks on the top of the craft on either side of the dorsal hull with wings folded. Alternatively, special pods may take the place of the fighter racks; each pod containing an Ectroz-Shemarrian and Battle-Hawk warsteed in low-level stasis.

For armaments, the Hawkwind keeps the two heavy plasma cannons in the fore-part of the ‘arms’, replaces the laser turrets with Shemarr pattern railguns, moves a pair of lasers in to the ‘head’s eye area and removes the short range missiles but keeps the long-range missiles tubes. The ship is light on armor, relying on its speed and agility, numbers and fighter support. To compensate, the Shaemarian Shem-Rahn Templars assisted the Hawkmoon spinsters in installing PPE batteries and a number of TW enhancements into the first of the vessels production run. In later years, these techno-wizard enhancements would become refined and standard issue with most Hawkwinds in active service. Only those vessels flown by the Skullcrusher & Ghostrider tribes forego having these systems; instead replacing them with heavier weapons & force-fields or (in the Ghostriders case) better electronic warfare & sensor systems.

Type: SSN Hawkwind Strike Crusier.
Crew: 8 officers & 42 crewmembers for a total of 50. Additional warriors; 6 aerospace pilots and 16 ready-action warriors & mounts.
MDC by location
Wings (2) – 2,000 each
Heavy Plasma cannons (2) – 1,000 each
Eye-Lasers (2) – 250 each
Railgun Turrets (6) – 250 each.
Long-range missile launchers (2) – 700 each
Ventral Troop-Pod & Landing Gear “Legs” (2) – 1200 each
Battle-Hawk Pods (Optional; 6) – 500 each
*Forward Sensor Cluster (eagle-head shaped structure) – 600
** Engines (3) – 2,000 each
***Main Body – 3,500
Variable Forcefields – 1,500 per side (6)
*Destroying the forward sensor cluster will destroy long-range communications, primary sensors and firing control. Communications will be limited to .5 astronomical units, and the ship will rely entirely on gravity sensors with a 5,000-mile range (in space, that's effectively blind). Plasma cannons and long-range missile launchers are –6 to strike.
**Destroying an engine will reduce the ship’s speed by 2/3. Destroying all three will immobilize the vessel.
***Depleting the main body will leave the ship adrift and in tatters, with multiple hull breaches, failed life support and secondary explosions that will likely kill or space 90% of the crew. However the fighters can still launch. Reducing the vessel to below –500 MDC will result in a 2D4x100 MD explosion to a 600 foot radius.

Speed:
Sublight: The Hawkwind has a speed of Mach 16 in space (note that speeds in Phaseworld do not represent true groundspeed, but are relative to one another and more representative of comparable rates of acceleration. In truth the Hawkwind can reach up to 0.65c with constant acceleration). Utilizes contra-gravity impellers for propulsion.
INATMO Propulsion: The Hawkwind can operate in a limited fashion in atmosphere, with a top speed of Mach 4.5. Unlike its Mantis cousin, the Hawkwind can land on planetary surfaces and the exterior of space-stations & larger capital ships, using the troop carrier pods on the ventral hull as landing pads.
Stardrive: Uses an FTL gravity drive with a top speed of 5 lightyears per hour. See later for TW enhancements and/or alternate drives.

Statistical Data
Length: 500 feet
Width: 120 feet, 360 feet with wings at full spread.
Height: (main body) 110 feet
Mass: 40,000 tons
Power system: Anti-matter powerplant with a 15-year lifespan. Also typically has Cosmic ley-line PPE siphons for techno-wizard devices; 250 PPE/hr. and magicite-crystal storage cells with 1,000 PPE capacity.
Cargo: 500 ton cargo capacity, making it a servicable light transport or light raider.
Range: The Hawkwind generally has provisions for six months. This can be extended to 2 years depending on misson parameters.
Market Cost: 480 million credits, not including fighters. This reflects production costs; no Hawkwind has been known to be sold outside of the Shemarrian Star Nations.

Weapon Systems
Note: This is the typical weapon load-out for the stock Hawkwind model. Other tribal varients may replace the listed weapons with alternate systems. See later for tribal modifications.

1. Heavy Plasma Cannons (2): Two heavy plasma cannons make up the arm-like structures on the vessel’s underside. They can fire independently or in tandem and have a 60 degree arc of fire.
Damage: Each cannon does 2D6x100 M.D. Both firing at the same target do 4D6x100 M.D.
Range: 2 miles in atmosphere, 6 miles in space.
Rate of fire: Each cannon can fire four times per melee.
Payload: Effectively unlimited.
Capitol Ship scale= -10 to strike small targets.

2. Long-range missile launchers (2): Two long-range missile launchers are placed on the bottom section of the wings and are used for long-ranged assaults. Hawkwind groups often open up with a storm of long-range heavy plasma smartbombs, or Armour Peircing warheads. Destroying a wing will disable the corresponding launcher.
Damage: Typically 5D6x10 MD for heavy plasma missiles, but varies with missile type.
Range: Varies with missile type, but generally 3,600 miles, 1,200 miles in atmosphere.
Rate of fire: Each launcher can fire missiles individually or in volleys of 2,4,6,8, 10 or 20.
Payload: Each launcher has 200 long-range missiles which are fed from the main hold.

3. Eye-Lasers (2; in sensor head): A pair of high-intensity lasers are located in either ‘eye’ of the Hawkwinds’ sensor head. These are mostly used anti-turret & fighter combat. Forward firing with 90 degree arc.
Damage: 2D6x10 M.D. per pulse burst (single eye), 4D6X10 M.D. per dual pulse.
Range: 1 mile in atmosphere, 3 miles in space.
Rate of Fire: as per gunners actions.
Payload: Effectively Unlimited

4. Point-Defense Railgun Turrets (6): These Shemarrian pattern railgun turrets are the vessels main anti-starfighter defense with two located on the ventral and dorsal hulls and two on the port and starboard hulls just forward of the wings, giving the ship complete coverage.
Damage:) 4D6x10 M.D. per blast.
Range: 2 miles in atmosphere, 4 miles in space.
Rate of Fire: as per gunners number of attacks, or 3 shots if set for automated fire
Payload: Rail Gun 2,000 rd drum per gun. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
Note: The rotating turrets give a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved).

5. Grapple Claws (2; arms): The forward ‘arms’ are equiped with vibro-field enhanced claws; functioning as a crude grappler system. Rated for 5000 tonnes, and does 1D6X10 MDC per 'claw' (minimal damage in relation to capitol ships). Roll to strike is D20 plus targeting bonuses only; Pilot skill check may add additional +2.

6. Auxilary vehicles: 6 carrier modified NE Cresent-Moon fighters carried dorsally, 3 per side. May replace the fighter racks with Battle-Hawk storage pods. Also carries 8 war steeds with riders in the ventral carrier pods for a total of 16 ready action ground assault / boarding party units.

Other systems
Standard starship systems: as listed in ‘Fleets of the 3 galaxies’, plus: Advanced Sensor Package. Geologic Sensors. Targeting and combat computer (+2 to strike, +1 to dodge). Auto-pilot & Supernavigation computer (60% skill).

Technowizard Systems
1. Ley-Line Speed Doubler: 75 PPE / activation. Draws directly from the storage batteries, but can be activated by others from the bridge. Effectively doubles atmospheric, sub-light and FTL speeds while traveling along a ley-line. The effect ends when the vessel leaves the ley-line, or the line ends.

2. Impervious to energy: 20 PPE / 20 minutes. Draws directly from the storage battery, but can be activated by others from the bridge. Equal to 8th level power.

3. Spaceflight superior: 38 PPE / 10 hours. Draws directly from the storage batteries, but can be activated by others from the bridge. Used when / if primary power is disrupted to the main engines. Equal to 8th level power = 24,000mph

4. TW Sensors: Ley-line sensor, Sense Dimensional Anomaly, See Dimensional Anomaly. Draws directly from the storage batteries. See Carl Gleba’s ‘Rifts: Three Galaxies’ Pg. 108-109 for descriptions, though ranges are based on the ’normal’ sensor suite (tied directly normal sensors).

Special Systems
*Onboard Nanofacs: The Hawkwinds carry a central axis nanofac assembly line that allows the ship to draw in space debris(including battlefield wreckage), break it down, and convert it into usable material, including rail gun ammunition, new missiles, ship repairs, and crew components.

*Robotics/Bionics Bay: The vessel come with a complete robotics/bionics ‘sickbay’ able to diagnose and repair just about any complaint or damage a SheMar is likely to suffer. The biomechanics bay also has the ability to manufacture and Awake new SheMar and NeSheMar bionic full conversions.

*Command Linkage: Cyber-psionic command and control exercised by the EShemar give them faster response times: +1 to Initiative and +1 to strike.

*Trans-Dimensional Drive Generator: A trans-dimensional gateway device incorperated into the FTL drive,. This allows the vessel to rift into other dimensions. A pilot / navigator must cyber link with the computer (psi or mind-impulse link helmet) and then roll their dimension lore skill or astrophysics (@ -15%) to travel to a new dimension. Then after 1D10 minutes (if successful) , the ship will dive into another dimension / reality. A failed skill-roll wil result in a dimensional syphon (Pg. 160-161 AU:GG), sending the ship & crew randomly through space-time.
Up to 5 dimensions can be saved into memory without recalibrating. Due to the enormous power drain, the TDG shuts down for 12 hrs. after each jump, and all weapons, shields, active sensors and engines will be off-line for 20 minutes. Copied from the Shem-Rahn Winged Justice.

Bonuses
+2 Initiative, +3 to dodge Exatmo & Inatmo, +15% to combat piloting rolls and +10% to weapon systems lock-ons.
This is in addition to already listed bonuses and / or crew abilities.

~**********~


Authors note: Tribal varients will be listed at a later time.
Last edited by DhAkael on Thu Jul 07, 2011 1:53 am, edited 1 time in total.
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 »

(Does the Mister Burns tented fingers and drawl)... Excellent...
-------------
"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:(Does the Mister Burns tented fingers and drawl)... Excellent...


I'm a bit dispappointed in m'self for not getting the varient notes done today but *shrug* at least I have a decent base-unit to play with.
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:(Does the Mister Burns tented fingers and drawl)... Excellent...


I'm a bit dispappointed in m'self for not getting the varient notes done today but *shrug* at least I have a decent base-unit to play with.



Trust me, I'm still working on the Abyssal Dragon variant...I really want to accompany it with pictures, but I've misplaced my half-side view, and the end-on picture really doesn't catch it fully(besides making it look like Rhodan...).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

New material, plus I've updated the Shemarrian Codex at the beginning of the thread to add the Hawkwind Strikeship to Spacecraft, and two new sections: Shemarrian Weapons(minus the vibro weapons because there's hardly anything exceptional there) and Miscellaneous Vehicles and Vessels...please let me know if I've missed anybody's new material.

Hawkmoon Raptor-Pack

“It’s sort of like riding a War Steed, only you’re in the front, not sitting on top, and you have to do all the thinking.”

“Those of our number who use jet packs, rather than sit astride WarHawks, or have wing implants, are no less warriors of the air! We all fight, we all fly, we all SOAR!”

The Raptor-Pack is a combination jetpack/robot vehicle used by those warriors of the Hawkmoon who have not bonded to an aerial War Mount, nor earned or chosen to take bionic wings. Early Raptor-Packs were improvized from cannibalized Titan Works Flying Titan power armors found in several captured Dark One supply caches, but the lightweight Flying Titan thruster packs proved too underpowered to afford the large Shemarrians more than short hops. EShemar Tinkers instead took to studying and copying the heavier engines available to Coalition State SAMAS armors, several examples having been recovered during patrols along the Eastern Seaboard and expeditions along the former warzones around Free Quebec.
The Raptor Pack features two large folding articulated wings similar to oversized bionic wings, attached to a large thruster unit(later models would make this a contragravity propulsion pod). A folding raptor head-shaped canopy drops down over the Shemarrian’s head, providing additional protection and streamlining, while a fan-articulated rear rudder plate acts as both a ‘tail’ and to provide some additional protection to the legs from below and behind. The pilot straps it on as any jetpack, and pulls the large visor-like headpiece down over her head and shoulders, affording extra protection in flight.
Taking a cue from the Icarus Flight Pack, the Raptor can, when not being worn, be set to fly semi-autonomously on its own to act as a surveillance platform or close air support. The drone intelligence is exceedingly simple, with basic navigation and combat tactics programmed into it. The early models are believed to have been programmed from Coalition and GNE UAVs captured/acquired in Shemarrian territory, but later models benefitted from young Tinkers’ experiments in programming ‘e-animals’.
Raptor-Packs are typically issued to younger Warriors who haven’t yet been bonded to a WarMount, NeShemar, and Male Scouts. In Hawkmoon formations, thse warriors typically fill out a second-echelon or aerial line, taking out any targets that slip past the faster and heavier aerial WarMounts in the forefront, providing heavy backup for the bionic-winged warriors, and close air support for the ground forces(if any).
While originally created by the Hawkmoons, raptor-packs would later be adopted by other Tribes in the Shemarrian Nation, and later the Shemarrian Star Nation. The Hawkmoon still continues to make the most use of the design, but the Wayfinders, Bloodriders, Horrorwoods, and Skullcrushers deploy their own variants(often only cosmetically altered) of the Raptor-Pack. The Darkwaters, Silvermoons, Sapphire Cobras, Wolf’s Path, and Ghostriders have relatively few of these personal vehicles, prefering other modes of transportation.

Note that the robot drone intelligence of the jet pack is too limited and ‘dumb’ to be ‘Awakened’, even as a cyberanimal.

Type: EShe-JPP02 Raptor
Class: Combat Jet Pack/Drone
Crew: 1 Shemarrian or full-conversion cyborg
MDC/Armor by Location:
Main Body 150
Head/Canopy 80
Wings(2) 60 each
Height: 6 ft
Width: 14 ft w/ wings fully extended, 4 ft w/ wings folded
Length: 3 ft
Weight: 200 lbs by itself
Cargo: Only the wearer/operator
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:(Flying-Atmosphere) 600 MPH, maximum altitude of 16,000 ft
(Space) Mach 3
Market Cost: Exclusive to the Shemarrian Nation. If made available on the Black Market, an intact and operational example would cost 4-6 million credits.
Systems of Note:
*Mini-Radar---5 mile range
*Laser Targeting---+1 to strike w/ ranged weaponry
Weapons Systems:
1)Pulse Lasers(2)---These are pulse lasers, based on the Juicer Pulse Laser
Range: 4,000 ft
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Wing Hardpoints(6)----Each wing sports three hardpoints, each of which can be fitted with ONE of the following:
a) Light Machine Gun---Similar to the Cyborg Forearm Weapon, w/ 400 rd drum.
b) Light Automatic Weapon---Essentially the Shemarrian Assault Rifle in a vehicle fire clamp, with an extra-large magazine(360 rds) attached.
c) Laser Cannon---Essentially the Shemarrian She-LPP80 Laser Pulse Rifle in a vehicle fire clamp, with an extra-large magazine-battery(160 shots) attached. Recharges from the main powerplant at 1 blast every 5 minutes.
d) Particle Beam Cannon----Essentially the Shemarrian She-PB20 Particle Beam Rifle in a vehicle fire clamp, with an extra-large magazine-battery(40 shots) attached. Recharges from the main powerplant at 1 blast every 15 minutes.
e) Plasma Cannon----Essentially the Shemarrian She-PLR25 Plasma Rifle in a vehicle fire clamp, with an extra-large magazine-battery(50 shots) attached. Recharges from the main powerplant at 1 blast every 10 minutes.
f) Mini-Missiles---3 per hardpoint

3) Wing Razors---The ends of the Raptor-Pack’s wings can fan out into arrays of razor-sharp blades, allowing for vicious high speed side-swipe attacks. This feature was shamelessly copied after Hawkmoon observations of the Free Quebec Violator SAMAS in action.
Range: Melee
Damage: 1d6 MD passing blow, 3d6 MD+1 for every 20 MPH of speed in a full-on slicing attack.

Flying Bonuses:
Use the operator’s Pilot Jetpack skill for trick maneuvers(+5% from the auto-assist drone AI) and use hand to hand bonuses for dodging/rolling, due to the responsiveness of the flightpack.


Programming:
Navigation: (air) 90%
Read Sensory Instruments 90%

Autonomous Combat Mode gives it the following bonuses:
Attacks per Melee: 5
+2 Strike
+3 Dodge
+2 Roll
+1 Initiative


Variants:
*EShe-CGP02---Contra-Gravity propulsion variant of same; same performance statistics but no altitude limit, and in space it can reach speeds of Mach 5.

*EShe-P03---A heavier version, based more on the ‘Super SAMAS’ flight system with 50% more armor to all locations, and 50% heavier. Speed is slightly slower (500 MPH), but the hardpoints can now carry heavier weaponry(six-shot mini-missile pods, or 2 short range missiles per hardpoint), and the pack now has articulated leg sleeves that give an additional 80 MDC each leg, add +1d6 MD to kicks from robotic strength alone, and end in large claws that can be used to grab and pick up objects (Robotic P.S. of 32 for lifting/carrying purposes), or slash with large vibro claws(3d6 MD each).
This variant earned a reputation for the daring antics of its users in darting close to ground-based enemies and flipping over vehicles, or snatching up personnel/minions/robots and dropping them from altitude(usually to their deaths/destruction). The Skullcrushers of the Shemarrian Star Nation would wholeheartedly adopt the ‘Heavy Raptor’, though the all-black variant they used would (predicatbly) be nicknamed the ‘Vulture’ or ‘Carrion-Flier’.
Last edited by taalismn on Thu Jul 07, 2011 2:43 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
------------
User avatar
DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:Hawkmoon Raptor-Pack

“It’s sort of like riding a War Steed, only you’re in the front, not sitting on top, and you have to do all the thinking.”


Ahhhh... :ok:
A nice new addition to the EctrozShemarr air-cav divisons.
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:Hawkmoon Raptor-Pack

“It’s sort of like riding a War Steed, only you’re in the front, not sitting on top, and you have to do all the thinking.”


Ahhhh... :ok:
A nice new addition to the EctrozShemarr air-cav divisons.



Yep; given their programming, having a variety of different vehicular and transport options available to them can only help. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

*BUMP* It'd be REAL nice if some other forum goers would contribute. :badbad:
...so sick of having to do this. :thwak:
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 »

EShemar ‘Nautika’Deep Space Warmount
“BLAST THOSE CORVETTES!!!”
“Never mind the corvettes! KILL THOSE OTHER THINGS!!! Several dozen just dropped next to the station! BLAST THEM BEFORE THEY CAN GET UNDER THE GUNS!!!”
“What the HELL are those things?! I just blasted one of them with the Demolisher Guns and it kept coming!”
“What things?! I can’t see them!!!”
“THAT’S BECAUSE THEY’RE ALREADY UNDER OUR TURRET ARCS!!!! THEY’RE -CRAWLING- ALONG THE OUTER HULL!!”
“##--##!!!##--##!!!Just lost Turret Eighteen!!!”
“That’s next to the main hangar hatch!!!Get me visuals on it!”
“We’ve got red lights across the board there! Breach imminent!”
“WHAT WAS THAT??!!”
“---ozen just came in! #@@-ring in the central ba---”
“That’s it, then! Attention!! All security troops, draw heavy weapons and converge on the main docking bay tunnel! Prepare to repel boarders!”

The ‘Nautika’ is another strange Warmount, one meant for space operations, but also adapted for marine operations(it’s unclear which came first). It first appeared in the ranks of the DarkWaters.
The Nautika is a spinoff design of the ‘Octas’. Like the Octas, the Nautika Warmount is actually controlled from a cabin INSIDE the vehicle/roboid, rather than from an external saddle. Like the Octas, however, the Nautika is known to be possessed of an animalistic Ecotroz Entity essence.
The Nautika resembles a chambered nautilus mollusc, or perhaps a Murex Metzla(a known Minion species of the Shemarrian’s detested and racial enemies, the Splugorth). The main body is a heavily armored shell, with an armored cockpit buried in the front end. Immediately in front of the cockpit bulge are six retractable tentacles and four claw manipulators. Unlike the Octas, the Nautika is propelled by a contra-gravity engine, so it can actually fly in atmosphere, albeit somewhat awkwardly. In space, the Nautika is prefectly capable and highly maneuverable, and can serve as a fighter or light gunship.
Heavily armored and capable of carrying quite heavy armaments, the Nautika is however primarily used as a utility vehicle, asteroid mining craft, and hazardous environment exploration ‘mule’. Its combat capabilities allow it to conduct its work relatively unmolested. However, when called upon, the Nautika is a potent combatant, frequently used a gunboat picket, defense escort, and as a weapons platform in support of station assaults and boarding actions.
Thus far, the Nautika has appeared only among the DarkWaters and SilverMoons.
Type: EcoS-K-26 Nautika
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot, and room for 1-2 passengers
MDC/Armor by Location:
Main Body 960
Reinforced Crew Compartment 250
Sensor ‘Eyes’(2) 160 each
Tentacles(6) 50 each
Claws(4) 80 each
Heavy Laser Cannon(1) 180
Forcefield 400
Height: 30 ft
Width: 12 ft (20 ft w/ lateral weapons arrays)
Length: 50 ft
Weight: 30 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 45
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) Not possible
(Flying) Hover to 300 MPH, no altitude limit.
Can make atmospheric re-entry without assistance, but has difficulty climbing back OUT of a gravity well.
(Space) Mach 8
(Kitsune Values: 20 % of light speed; Accelerates/decelerates at 0.8% of light speed per melee)
(Underwater) Fully operational underwater; can hit speeds of 50 MPH, and dive to depths of 5 miles
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 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 Nautika 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 200 MDC before needing material stocks to convert to MD repair material.

*Molecular Clamps---Used to attach the Warmount to a parent carrier spacecraft, asteroid, or enemy spacecraft/space station.

Weapons Systems:
1) Pulse Laser(1)---The main weaponry of the Nautika is a single medium(by starship standards) pulse laser mounted in the nose.
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 6d6x10 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Claw Armatures(4)---These powerful robotic claws can nip through a spacesuited arm or leg, or pry open an airlock or hull panel with ease. Each claw also mounts a small pulse laser in it, that can be used as a cutting tool.
Range:(Claw) Melee
(Laser) 2,000 ft in atmosphere, 6,000 ft in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage:(Claw) Restrained Claw/strike/punch 1d6 MD
Full Strength Claw/strike/punch 4d6 MD
Power Claw/strike/punch(2 attacks) 1d6x10 MD
(Laser) 2d6 MD per blast
Rate of Fire: (Claw)ECHH
(Laser) ECHH
Payload:(Laser) Effectively Unlimited

3) Tentacles(6)---Each of these extremely flexible tendrils can reach out 20 ft.
Range: Melee
Damage: 3d6 MD slash, 6d6 MD squeeze

4)(Optional) Lateral Weapons Rings(2, 2 hardpoints each)---The Nautika sports two revolving axial ring-points, each fitted with two articulated hardpoints that can be used to mount weapons. Each hardpoint can hold ONE of the following:
a)Mini-Missile/Laser Launcher
Range:(Mini-Missiles) Varies by Missile Type (x4 in space)
(Kitsune Values: 2 miles in atmosphere/ 100 miles in space)
(Laser) 2,000 ft, 6,000 ft in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited

b) Short Range Missile Launcher---6 shot pod

c) Medium-Range Missile Launcher---3 shot pod

d) Rail Gun
Range: 6,500 ft, double in space
(Kitsune Values: 200 miles in space)
Damage: 2d6x10 MD per single shot
Rate of Fire: ECHH
Payload: 840 rd drum per gun.

e) Pulse Laser
Range: 8,000 ft, 16,000 ft in space
(Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
Damage:2d4x10 MD per blast
Rate of Fire: EGCHH
Payload:Effectively Unlimited

f) Ion Cannon
Range: 4,000 ft in air and underwater
Damage: 1d6x10 MD per blast
(Ion Scatter-Shot Mode) Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
Rate of Fire: EGCHH
Payload:Effectively Unlimited

g) Plasma Cannon
Range: 4000 ft in atmosphere, 8,000 ft in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

h) Particle Beam Cannon
Range: 4000 ft in atmosphere, 8,000 ft in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

i)Electronic Cloaking Pod---Integrates with the Nautika’s own aeroshield/forcefield to electronically mask the ‘steed from detection. A single ECP adds +20% chance of eluding detection(or -20% to enemy Read Sensory Instrument rolls). A second pod will only add an additional +15%

j)Plasma Torpedo Pod
Range: (Palladium) 3 miles in atmosphere, 6 miles in space
(Kitsune Values)6 miles in atmosphere, 600 miles in space
Damage: 2d6x10 MD to 15 ft blast radius
Rate of Fire: Three times per melee
Payload:Effectively unlimited

Programming:
The Ecotroz have installed robot AIs into the Nautikas then infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Navigation: Space 85%
Movement: Zero Gravity 98%
Math: Basic 98%
Radio: Basic 90%
Basic Maintenance 75%
Underwater Navigation 40%(+5% per level of experience for Ecotroz entity)
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 Nautika intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)

Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 underwater
Strike +1 (+2 w/ ranged weaponry)
Roll +2
Entangle +4
Bite 1d6 MD
Restrained Claw/strike/punch 1d6 MD
Full Strength Claw/strike/punch 4d6 MD
Power Claw/strike/punch(2 attacks) 1d6x10 MD
Tentacle Slash 3d6 MD
Tentacle Crush/Squeeze 6d6 MD

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

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

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-26Dw2---Submarine version used by the DeepWatch. It has slightly better handling and speed underwater, accoustic stealth, better underwater sensors, and a range of specialized underwater weaponry. Moving underwater or hovering over the water, it is frequently mistaken for a Murex Metzla.
- Improved Underwater Handling---- Maximum speed of 60 MPH, depth limit of 10 miles
-Sonar---200 mile range
-Magnetic Anomaly Detector
-Anechoic Stealth
-Blue Green Lasers---Any and all lasers are modified to the blue-green frequency.
-Underwater Armaments---In addition to the aforementioned lateral array accessory weapons, the K-26Dw2 can mount the following:
a)Mini-Torpedos---20 shot pod
b)Short Range Torpedos---6 shot pod
c)Medium Range Torpedos---3 shot pod
d)Long Range Torpedos---One per hardpoint
e)Sonic Cannon
Range: 3,000 ft in air, 6,000 ft underwater
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater)
Rate of Fire: ECHH
Payload: Effectively Unlimited

*EcoS-K-26Sm---Silvermoons version with laser-reflective chrome plating(lasers do HALF damage), and laser systems have 25% more damage and range.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

-ahem- time to step it up a notch in my campaign...
Enter N.E.M.A. stage left ;)
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:-ahem- time to step it up a notch in my campaign...
Enter N.E.M.A. stage left ;)


#"Oh. you're fighting the Dark One and the Obnoxious Male too?"# :-D
Republican:(looking up. up, and UP past some BIG armor-encased assets)"...ah...yes?" :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
------------
User avatar
DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:
DhAkael wrote:-ahem- time to step it up a notch in my campaign...
Enter N.E.M.A. stage left ;)


#"Oh. you're fighting the Dark One and the Obnoxious Male too?"# :-D
Republican:(looking up. up, and UP past some BIG armor-encased assets)"...ah...yes?" :shock:
:angel: :D
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:
taalismn wrote:
DhAkael wrote:-ahem- time to step it up a notch in my campaign...
Enter N.E.M.A. stage left ;)


#"Oh. you're fighting the Dark One and the Obnoxious Male too?"# :-D
Republican:(looking up. up, and UP past some BIG armor-encased assets)"...ah...yes?" :shock:
:angel: :D



Face it; the Republicans have received scant attention thus far in the SCW(aside from being attempted techno-vultures), but they could be played for some serious yuks. :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Advanced Cultural Notes: (Shemarrian Star Nation) The Shadowblades
“Beware the Eleventh Tribe of the Spawn of Shemar.”
“Why? Do they have better ships?”
“No; nobody has seen their ships.”
“Do they have better weapons?”
“Nobody knows if their weapons are any better.”
“Is their armor tougher?”
“None can say, for none have touched them.”
“Do they have greater numbers?”
“Nobody knows how many they are.”
“Then why beware them, if they cannot be seen, cannot be touched, and are as unprovable as to even existing?!”
“Because when they cannot be seen, they cannot be touched, and others have scoffed at the existence of such as they, others have DIED, usually in places thought safe, far from the Shemar, in the shadows, the mark of the Dark Sharpness upon or near them! Just because you cannot see something does not mean it does not exist! Try seeing the wind! Yet it exists! And it blows ill for those who ignore it! So keep you to your watch, and keep an eye for the signs, and beware the Shadowblades!”



Those Rifts Earth residents familiar with the Shemarrian/EShemar Tribes of Rifts Earth would be surprised to learn that among the Tribes of the Three Galaxies there is rumor of an ELEVENTH Tribe, known only as the Shadowblades. Little is known of this tribe, and they have only been identified by sightings of EShemar starships and glimpses of fighter craft bearing a black sword emblem.
It is suspected that the Shadowblades formed from unaffiliated convertees and members of known ‘Shemarrian’ d-bee species like the She-Ma, She-Marr, and Cy-Mr, who have been lending assistance to the EShemar in building their Star Nation, though to what end they would create a new Tribe is unknown. Other suspicions are that the Shadowblades are a ruse perpetuated by the existing Star Nation tribes to give the appearance of a larger and more diverse Nation than it really is.
Yet another theory is that the Shadowblades are made up of those EShemar who have split with Eshemar tradition to pursue a path of more covert warfare(beyond that already practiced by the Ghost Riders); the so-called and suspected ‘Shemarrian Ninja Caste’. Other rumors include the Shadowblades being made up of monstrous beings or cybernetic and bionic experiments that have no place in any of the other Tribes, including supposedly bionic vampires(!), techno-ghouls, cyberdragons, and demon-borgs.
The most common theme among those who ardently believe in the existence of the Shadowblades is that they are Shemarrian ‘boogiemen’, elusive, omnipresent, shadows who strike at the enemies of the Shemarrian Star Nation without warning and then vanish without a trace. Whether or not the Shadowblades really do exist as a separate Tribe or they are the special forces units of existing Tribes remains unknown. The Shemarrians of the known Tribes neither confirm nor deny the existence of the Shadowblades, adding further fuel to ALL the rumors.

Rumors about the Shadowblades:
*Outcasts---The Shadowblades are made up of Shemarrian outcasts, misfits, and ronin who fit nowhere else in the other Tribes. Criminals, dissidents, and the insane are effectively exiled to the Shadowblades where they can still be of use, while allowed to do their own thing.

*Ninja---The Shadowblades are made up of super-secretive ninja-chassis/class Shemarrians from all the Tribes, organized as a super-strike force able to operate far and away from the SSN’s usual stomping grounds. They get the best stealth equipment, the best infiltration programs, and the most important deep-op missions.

*Experiments---The Shadowblades are made up of failed experiments; new cyborg/robot designs, NeShemar, Oresme, and the like, who are too radical, deformed, or defective to be accepted into the Tribes, but which the Shemarrians don’t have the heart to humanely put down. This rumor is also expanded to include the so-called ‘Monster Tribe’, of Shemarrians who have deliberately chosen body designs of particularly monstrous appearance, in order to strike terror into the hearts of the Shemarrians’ enemies.

*Legitimate Clan---The Shadowblades are a new and legit Tribe(likely of a new ‘She-Mar’ race/species) that haven’t yet ‘proven’ themselves or, for some reason, have been told by the other Tribes to ‘lay low’ in order to conceal the true strength and numbers of the Shemarrians.

*Mind-Game---The Shadowblades are little more than a smokescreen perpetuated by small units of the Shemarrian Star Nation deliberately to play with the minds of the Shemarrians’ enemies(and allies). The actions of a handful of Shemarrian special operatives blown all out of proportion, the better to keep opponents and neighbors guessing.

*Wannabees---The Shadowblades are the result of a group of outsiders who want to cash in on the notoriety of the Shemarrians by committing actions in the name of a mysterious ‘Eleventh Tribe’. There isn’t any real cohesion to this supposed Tribe, and the rumors tell of more than one group, with more than one agenda, pulling pranks and atrocities, and making it look like the Shemarrians. Some of these groups genuinely want to be accepted into the Shemarrian Star Nation and use their actions in efforts to prove themselves, while other groups are just using the identity of the Eleventh Tribe as a cover to carry out their crimes. The Shemarrians secretly hate the Eleventh Tribe groups, and are quietly trying to hunt them down, to deal with the disgrace and dishonor brought by those using the Shemarrian name as an alibi.

*Cover-up---The Shadowblades are an excuse cooked up by the Splugorth and others burnt by the Shemarrian Star Nation to explain away their incompetence or shift attention away from their own crimes. What were supposedly hit jobs and raids carried out by the ‘invisible’ Eleventh Tribe were really embarassing accidental deaths, ignoble assassinations(a lone slave going berserk and killing their master), embezzlement, or rivals quietly snuffing each other out. The excuse just took on a life of its own and now the Shemarrians have a long list of crimes and actions attributed to a phantom tribe of theirs.

*Demonically Possessed----The story goes that the Eleventh Tribe consists of alternate reality 'evil' Shemarrians or ones who were demonically possessed or hauled off to a hell-dimension to be corrupted. The Shemar have escaped/returned/come to this universe/galaxy and have been struggling to return to their former selves, but do not trust themselves enough to return to the company of their Tribeskin. In the case of the alternate reality evil-Shemar, the Darkblades are scouts of an attempted invasion, but they have become corrupted by the ideals of the Tribeswomen they found in this universe. They now seek to do right in their own fashion, starting with turning on their sisters still attempting to push through into the Three Galaxies, fighting a secret war against their own people.
-------------
"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:Advanced Cultural Notes: (Shemarrian Star Nation) The Shadowblades


All right allright allright!
I get the message...
I'll start to work on the advanced cultural notes of the Hawkmoon soon as I can :P
re; after the heatwave nailing Toronto dies off. :nh: :frust:
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:Advanced Cultural Notes: (Shemarrian Star Nation) The Shadowblades


All right allright allright!
I get the message...
I'll start to work on the advanced cultural notes of the Hawkmoon soon as I can :P
re; after the heatwave nailing Toronto dies off. :nh: :frust:



Small children exploding on the asphalt here, so understand the problem.
-------------
"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 »

DhAkael wrote:
taalismn wrote:Advanced Cultural Notes: (Shemarrian Star Nation) The Shadowblades


All right allright allright!
I get the message...
I'll start to work on the advanced cultural notes of the Hawkmoon soon as I can :P
re; after the heatwave nailing Toronto dies off. :nh: :frust:


I didn't know you lived in Toronto. I'm in Mississauga/Malton. Only way I'm surviving heat wave is basement is cold and work at night. Also look forward to Hawkmoon cultural notes!
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
DhAkael wrote:
taalismn wrote:Advanced Cultural Notes: (Shemarrian Star Nation) The Shadowblades


All right allright allright!
I get the message...
I'll start to work on the advanced cultural notes of the Hawkmoon soon as I can :P
re; after the heatwave nailing Toronto dies off. :nh: :frust:


I didn't know you lived in Toronto. I'm in Mississauga/Malton. Only way I'm surviving heat wave is basement is cold and work at night. Also look forward to Hawkmoon cultural notes!



Unusual stretch of workdays for me(I work part-time), so tis going from air conditioned oasis to AC oasis.
Problem is, my car's started to act funny(flashed the battery light and almost stalled on me twice) just before I have another stretch of workdays, and I can't get it to shop before Monday(the garage sleeps over the weekend), which of course is when I need it.
Shemarrian Spinster/Tinker: "Well, I'm going to have to order parts and that will take a coupla days."
Warrior: "But...but...I need my Warmount for the big raid tonight!"
Tinker: "Can't be rushed. But I can loan you a bicycle..."
Warrior: "... :-( :( :-( ..."
-------------
"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 »

(modified from DhAkael’s original text)

Abyssal Dragon Battleship
http://i408.photobucket.com/albums/pp164/taalismn/img148.jpg
http://i408.photobucket.com/albums/pp164/taalismn/img149copy.jpg

“We are registering multiple impacts on the enemy facility....ah, we are detecting a cessation of electromagnetic activity at the target site. Multiple short-lived gravitic spikes consistant with the collapse of gravitic forcefields and implosions of singularity powerplants! At least one megaton radiation event.”
“Any drive signatures?”
“None on the planet. All ceased at the same time as the second plasma bombardment. The only technological activity we’re picking up are two of the cruisers, damaged, and attempting to limp out-system.”
“Pursue and finish them off at long range.”
“Very good, War-Captain. Shall we scan and finish off any lifepods?”
“Standard scans only. If any of the brain-eaters have survived, they will know the consequences of raiding in our territory. Let them carry the word to their fellows, if they can, that they are NOT the alpha predators in this Arm!”


The Abyssal Dragon is the Darkwaters’ variant on the Storm Dragon battleship, first introduced by the Hawkmoon clan. Positioning itself as the ‘deep space’ clan, the DarkWaters were pleased with the main firepower of the Storm Dragon, but felt that for such a large ship, its secondary armaments, especially its missile and point defense armaments, were badly lacking, rendering the ship a target to overwhelming swarm tactics. The Abyssal Dragon sought to remedy those shortcomings with a substantial overhaul and refit of the design, meant to increase the original design’s firepower.
The original missile armament has been beefed up; the launchers moved from their positions at the top of the hull to the lateral ‘wing’ nacelles, and both their rate of fire and magazine capacity greatly expanded. The secondary laser armament has been doubled and additional point defense systems have been added. The hangars have also been expanded to carry additional shuttles or fightercraft, depending on available manpower and mission needs.
All the added armament comes at a slight decrease in overall speed in normal space manuevering speed, but the Darkwaters apparently have no problems with that; favoring using the greater missile barrage capacity to hamstring fleeing opponents, then close in for the kill.
The Abyssal Dragon also features an improved FTL drive, allowing for faster supra-light deployments, in keeping with the far-ranging Darkwaters’ deep space doctrines.
Abyssal Dragons have thus far appeared only in the aerospace forces of the Darkwaters. Currently the numbers of Abyssal Dragons to the original Storm Dragon is on the order of one Abyssal for every six Storm Dragons in the Darkwaters’ ranks, but that is expected to change as the Darkwaters gear up for larger-scale production of the improved warship.
Model: ES-SD MK2.0Dw
Class: Battleship
Crew: 400 (10 Warchiefs and 360 Naval trained Warriors, plus 30 Spinsters)
Troops: Standard; 1700, Maximum; 3000. Mixed Warriors (50%), Berserkers (20%), with Male scouts (10%) and NeShemarr (10%); warsteeds are included in the numbers given.
Other combinations may occur dependant on available EctrozShemarr / NeShemarr.

Vehicle Complement:
1 warsteed (varies) for every 3 warriors; appoximately 560+ warsteeds.
6 Scarab Assault-Shuttles (Typically troop-transport model).
24 Fighters(or an additional 8 assault shuttles)

M.D.C./Armor by Location:
Head / Forward 3rd.: 40,000
Hvy. Plasma-Torpedo Ejector (“Mouth” area): 7,500
Antiship Laser Batteries (12): 1,200 each
Heavy Railcannons (4; 2 in each “leg” pod): 2,500 each
Point Deffense Railguns (24): 180 each
Point Defense Turrets(20) 200 each
Long Range Missile Launchers (3; main body): 1,200 each
Launch Bays (2; underside): 2,000 each
Wings (2) 9,000 each
[1] Bridge (between the “shoulders” / Dorsal region) : 20,000
[1] Emergency Bridge(Located in main body): 15,000
[2] Main Body: 100,000
[3] Engineering Section: 50,000
[4] Ventral Leg-Pods (2) 15,000 each
[5] Variable Force Field: 8,000 a side (48,000 Total)


Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor. This ship also has an auxiliary bridge. Even if both bridges are destroyed, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge.
[2] Depleting the MDC of the main body will put the vessel out of commission. All internal systems will shut down, including life support. The ship itself will be an unsalvageable floating wreck.
[3] Destroying the engineering section means that ship FTL propulsion systems are destroyed and maximum sublight acceleration is reduced to ten percent of normal (using navigational thrusters).
[4] Destroying the two pods will prevent the vessel from landing and destroy the railcannon batteries.
[5] Shield positions are variable and can be combined into one shield. The shields regenerate at a rate of 5% (400 MDC) per melee round.

Speed:
Flying: Mach 10 combat speed. 0.4 sublight speed. Star Ship can accelerate/decelerate at the rate of 1 percent of light per melee. INATMO flight speed is a crawling Mach 1.3 maximum, except for an orbital insertion boost of Mach 9.
FTL: 6 LY / Hr. using CG drive
Range: 10 years at optimal conditions, using both conventional and magical life support. If no organics are present the vessel can operate for three times as long (30 years).
Statistical Data:
Height: 600 feet (183 meters).
Length: 4,000 feet (1,220 meters)
Width: 800 feet (244 meters), with wing span adding an additional 10% when wings unfurled.
Weight: 58 million tons
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 50,000 tons of Cargo in addition to standard compliment of supplies and ammunition
Drive Type(s): Primary; Type-E CG drive rated for factor 500 FTL (5LY / hr.), sublight and atmospheric maneuvering.
Power System: matter/anti-matter reactor with 30 years at maximum output.
Market Cost: Unknown. Estimated at 10 billion Tri-galactic credits if ever sold.

Weapon Systems
1) Heavy Plasma Torpedo Ejector(1)--- Located in the “mouth of the 'dragon is a capitol ship scale version of the plasma torpedo batteries used by the Eshemarr navies. When activated, the forward section of the ‘head’ opens up like a set of jaws and the firing gate is revealed; filled with compressed plasma. A few seconds later the plasma is expelled as a sphere almost 250ft. wide!
This weapon remains unchanged from the original Hawkmoon configuration.
Range: 100 miles in atmosphere, 500 miles (800km) in space; X10 range when in strategic combat.
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space(1 million miles in strategic/planetary bombardment combat!))
Damage: 2D4X1,000 to a 500ft. (152.4m) radius area! Damage is inflicted to all exposed areas, and in the case of capitol ships, the blast will damage at least 2 shield facings (GM‘s call).
Rate of Fire: 3 per round.
Payload: effectively unlimited, but total of 30 per hour. Recharges at rate of 1 shot every 2 minutes.
Capitol Ship scale= -14 to strike small targets.

2) Concealed Antiship Laser Batteries (12): Located port & starboard (4 dorsal, 4 ventral) with another four mounted in the tail quarter, and covered by folding armour plates are concealed medium laser batteries. Each battery has a 180º arc of fire to either side. Only called shots may damage the guns, and they are -25% to detect closed.
The DarkWaters have TRIPLED the number of these weapons from the original Hawkmoon design. The updated weapons also have a higher rate of fire in keeping with 3G medium laser batteries, while improved targeting reduces the penalties for striking smaller targets.
Range: 20 miles in atmosphere, 55miles (88km) in space;X10 range when in strategic combat
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space( 200,000 miles in strategic/planetary bombardment combat!))
Damage: 3D6X100 per laser battery shot.
Rate of Fire: 4 shots per battery per melee round
Payload: Effectively unlimited.
Capitol Ship scale= -5 to strike small targets.

3) Heavy Railcannon Batteries (2): 1 battery of 2-guns is located in the front of each leg pod, resembling twin toe-claws.
The Shemarrians have an apparent love of heavy projectile weaponry, as almost all of their ships feature, or have been refitted with, a forward battery of heavy rail guns or gravitic cannon. The Stormdragon is no exception, mounting four weapons of roughly GR-3000 class.
These weapons remain unchanged from the original Hawkmoon configuration.
Range: 60 miles in atmosphere, 120 miles in space; X10 in strategic combat.
(Kitsune Values: 60 miles in atmosphere, 60,000 miles in space(600,000 miles in strategic/planetary bombardment combat!))
Damage: 1d6x1,000 MD per round, or can fire a fragmenting anti-missile/fighter shell that does 1d4x100 MD to a 100 ft wide area
Rate of Fire: Four shots per melee, per gun.
Payload: 100rd. magazine per gun, ready to fire. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
Heavy Ship scale= -11 to strike small targets.

4) GR-100 Grav Autocannon turrets (24): These point defense gravity-guns are spaced evenly across the Stormdragons’ hull to protect from enemy fighters and incoming missile strikes. The turrets may be manually operated or set to auto-fire.
The DarkWaters TRIPLED the original number of these turrets.
Range: 3miles (4.8km) in atmosphere, 6 miles in space.
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1D6X10 per 10 round burst.
Rate of Fire: 1 burst per action or 4 attacks automated.
Payload: 1000 bursts each.
Light Ship scale= No penalties.
Note: The rotating turret gives a +1 to strike (plus any WP, weapon system lock-ons and sensor bonuses). If set for auto-fire, the guns are +4 to strike (+6 if lock on has been achieved).

5) Point Defense Turrets(20)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret. The Darkwaters added these weapons for additional coverage as they become available and commonplace on Shemarrian warships; they are normally concealed under hull panels
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 M.D. per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited


6) Vertical LRM / Torpedo Launchers (3; 1 each wing, one dorsal)---- The original three-tube launchers have been replaced with larger fifteen-tube bateries with larger magazine capacity. Typically these launchers are loaded with plasma or gravitic warheads.
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-15
Payload: 150 missiles per launcher ready to launch(450 total); additional missiles may be carried and loaded from cargo, but will take at least 1 hour(1 ton of cargo per 12 missiles)

Other Systems [In addition to standard starship systems as listed in ‘Fleets of the 3 galaxies’]
ECM generators. Advanced Sensor Package. Geologic Sensors. Targeting and combat computer (+2 to strike, +1 to dodge). Auto-pilot & Supernavigation computer (60% skill). Atmosphere recycling system. 40 staterooms & 360 basic accommodations (troops are housed in barrack style areas). 2 Launch-bays. Artificial gravity. 3 Recreation facilities. 300 Stasis pod facilities. Medical Facility (200 patients). 70 FTL life-boats. FCE pod (bridge unit). Auto-Breach sealing. FTL communications system.

Special Systems
*Onboard Nanofacs---The Stormdragons carry a central axis nanofac assembly line that allows the ship to draw in space debris(including battlefield wreckage), break it down, and convert it into usable material, including rail gun ammunition, new missiles, ship repairs, and crew components.
*Robotics/Bionics Bay----The Stormdragons come with a complete robotics/bionics ‘sickbay’ able to diagnose and repair just about any complaint or damage a SheMar is likely to suffer. The biomechanics bay also has the ability to manufacture and Awake new SheMar and NeSheMar bionic full conversions.
*Command Linkage---The cyber-psionic command and control exercised by the EShemar give them faster response times: +1 to Initiative and +1 to strike.
-------------
"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:Abyssal Dragon Battleship

Yeah... she be a beast allright :eek:
-a-hem- Reason why the weapons originally were like that was well... pretty much taking from HU:GG whole cloth.
Once advanced technologies could be obtained though... oh most definately they could stack on the firepower.

Well, that and the Hawkmoon preffer aggility and SPEED-in-combat. :D
Firepower is secondary.

Now, the Skullcrushers of the SSN on the other hand... :demon: :nuke: :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
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:
taalismn wrote:Abyssal Dragon Battleship

Yeah... she be a beast allright :eek:
-a-hem- Reason why the weapons originally were like that was well... pretty much taking from HU:GG whole cloth.
Once advanced technologies could be obtained though... oh most definately they could stack on the firepower.

Well, that and the Hawkmoon preffer aggility and SPEED-in-combat. :D
Firepower is secondary.

Now, the Skullcrushers of the SSN on the other hand... :demon: :nuke: :ok:


Well, what can I say? Limits are meant to be pushed, rules to be broken, and galactic domination to be achieved. :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

(thumpthumpthumpthumpthumpthumpthump)
(SnarlgrowlripsnortsnarlGGarararagghhhhhhh!!!!!!!)
(Taalismn comes pelting by at top speed, a pack of snarling Shemarrian Wolves in close pursuit. As he passes by, he tosses out a bump-placard)

Revised Random Roll Encounter for Shemarrian Star Nation Tribes:
01-20 #HawkMoon
21-34 DarkWaters
35-39 Blood Riders
40-44 Ghost Riders
45-49 SkullCrushers
50-60 HorrorWoods
61-70 Wolf’s Path
71-84 SilverMoon
85-89 Sapphire Cobra
95-00 WayFinder

"Love to stay and chat---"
"GRRRAARRWQQWAARRGGHH!!!"
"..but gotta go!"

(Dashes off, wolves still nipping at heels)
-------------
"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 »

-grrrRRRrrrrRRRrrr-
DhAk = :? :eek:

"Gottagowritesomestuffupsohopeyoudon'tmindifIrunsoyoudon'teatmekthanxbai!"
*Runs off from Shemarr wolf*
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 »

Hmmm...Do robot wolves salivate?

Or...
"Grrrrrrrrrrrrrr...."
"Damn, that thing looks RABID!"
"Yeah, it has a virus all right."
"Canine distemper?"
"No. Fun.exec. We'll have to feed that big boy some Norton protection."
"I can never tell when you Ghost Riders are being serious and when you're using Golden Age references to make fun of me..."
-------------
"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 »

:nuke: <<40 Mega-tonne F-Bomb>> :nuke:

Okay... I have bits & peices of my next project in mind...but I can't get it into text.
ARRRRRRRRGGGHHICK! :frust:
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::nuke: <<40 Mega-tonne F-Bomb>> :nuke:

Okay... I have bits & peices of my next project in mind...but I can't get it into text.
ARRRRRRRRGGGHHICK! :frust:


And I'm losing writing time and money over the next few days because I have to walk just about everywhere(and rent, at the last minute, a set of wheels) 'cause my car done stalled three times today before giving out(ever coast across two lanes of 60 MPH traffic, trying to find safe harbor on the shoulder? Don't try it unless you LIKE feeling like your heart's stopped beating and your intestines have been packed with ice). :frazz: :ugh:
-------------
"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 »

And I'm losing writing time and money over the next few days because I have to walk just about everywhere(and rent, at the last minute, a set of wheels) 'cause my car done stalled three times today before giving out(ever coast across two lanes of 60 MPH traffic, trying to find safe harbor on the shoulder? Don't try it unless you LIKE feeling like your heart's stopped beating and your intestines have been packed with ice). :frazz: :ugh:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

taalismn wrote:And I'm losing writing time and money over the next few days because I have to walk just about everywhere(and rent, at the last minute, a set of wheels) 'cause my car done stalled three times today before giving out(ever coast across two lanes of 60 MPH traffic, trying to find safe harbor on the shoulder? Don't try it unless you LIKE feeling like your heart's stopped beating and your intestines have been packed with ice). :frazz: :ugh:

I don't drive, but I've done the mountain biking equivalent going downhill and having the front tire blow out and the brake lines go loose...
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:And I'm losing writing time and money over the next few days because I have to walk just about everywhere(and rent, at the last minute, a set of wheels) 'cause my car done stalled three times today before giving out(ever coast across two lanes of 60 MPH traffic, trying to find safe harbor on the shoulder? Don't try it unless you LIKE feeling like your heart's stopped beating and your intestines have been packed with ice). :frazz: :ugh:

I don't drive, but I've done the mountain biking equivalent going downhill and having the front tire blow out and the brake lines go loose...


The icing on the cake is my mechanic, who after nine hours(spread over two days) of poking and trying it, still couldn't get it to fail, so he tells me "it could be one of a hundred things...You wouldn't want me to lie to you...it's going to be expensive....I need it to fail first before I can tell you what's wrong with it....so far it hasn't....you're trying put a deadline to me..."
(Well, hell yes...I need to know if I should rent a car for a week, cancel my vacation plans, figure on missing a few days of work because I'd lose less money that way if I had to rent a car to get there. I need some small certainties so I can lay definite plans with some buffer for the inevitable %^#%ups...)
(So after ten minutes of yaddayaddayadda " I want to give you certainty, we're still uncertain, don't push me bro,,,,"
"Fine, you have a week. Fix the car and I'll shovel money at you. I got things to do(like eat, sleep, plan for the next contingency aided and abetted by idiots)."
:badbad: :badbad: :badbad: :frust: :frust: :frust:

Things are so much simpler when you can just hit them with a rail gun.
-------------
"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 »

Well, seeing as the pre-Rifts island of Martha's Vineyard has temporarily phazed back into place off the post-Rifts remains of Cape Cod, and the Darkwaters' recent campaign of raids and strikes against the Splugorth and Horune have cleared the coastal waters for now, I'm taking the next few days off to take a little vacation time starting Tuesday...should be back the following Sunday(hopefully to finish some of the Shemarrian stuff I started THIS weekend). 8)
Make sure the ladies don't shake things up TOO much before I get back, eh?
-------------
"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 »

will try sir..will try.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by Aramanthus »

This was one of those threads that had so much juicy info! Thank you for the delicious material.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

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

Unread post by taalismn »

Aramanthus wrote:This was one of those threads that had so much juicy info! Thank you for the delicious material.



Plenty of contributors, both canon and non-canon, and more are always welcome. :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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Aramanthus
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Re: Shemarrian-related fan creations

Unread post by Aramanthus »

I have to get my mind wrapped around what has already come before. It is truely fantastic works by all of you.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

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

Unread post by DhAkael »

-sigh- I STILL have to get my muse lashed to the desk so I can ge the Hawkmoon SSN cultural notes finalized.
ugh :frust: :puke: Late summer colds suk!
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by Aramanthus »

Take your time. And get better first. We can wait until you are healthy.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

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

Unread post by taalismn »

I am back and once I get my car back I'll be on the road to full normalcy...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

taalismn wrote:I am back and once I get my car back I'll be on the road to full normalcy...

Realtively speaking :lol: :clown:
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:I am back and once I get my car back I'll be on the road to full normalcy...

Realtively speaking :lol: :clown:



Yeah, they had it for a week, couldn't get it to stall, so they took an educated guess and replaced, with my permission, a relay. 230 bucks of work.
Worked fine today...for about 2 hours, Then she stalled twice. :-(
That ain't it. :badbad: :frust: :frust: :frust:
Don't know WHAT I'm going to do at this point. Keep going until it breaks down conistantly and hope I don't get maimed in the process, then run her in again. Argh.
THAT seems to be my new "normal".
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Aramanthus
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Location: Racine, WI

Re: Shemarrian-related fan creations

Unread post by Aramanthus »

I hope that they can get your car fixed.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

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

"As you will it, your Grace."

HH....FIE
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taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Advanced Cultural Notes: (Shemarrian Star Nation) Leysan System---Wolf’s Path Enclave System
“We haven’t even begun to exploit the richness of this system! It will be the work of centuries to thoroughly explore the mysteries of this great system! Our people will be wandering its worlds for many more centuries before we even begin to feel crowded! It’s perfect for us! This pack of worlds is a perfect fit for the Wolf’s Path packs! Truly, She-Mar has smiled upon us!”

With eighteen inhabitable Mars-sized worlds, several large and mineral-rich asteroid belts, and multiple sites of high-tech ruins doting its worlds, Leysan System would be a fabulous find for a colonizing star empire; Leysan could easily serve as the central sector hub of an expanding advance into the galactic region. Why it wasn’t is the least of its mysteries, because in the last known recorded galactic survey of the region some 3,000 years ago, Leysan System didn’t exist; its coordinates show only its two suns, and a large thin nebular ring roiled by internal gravitational anomalies. However, geological dating of the planets shows that they are at least 1.3 billion years old; they could NOT have formed spontaneously in the intervening centuries between the ancient survey and the system’s rediscovery some forty years ago.
Second, the planets of the Leysan system are all apparently of a standardized and uniform size, though deformed and misshapen in defiance of physical astrogeological law. All of them show signs of having been connected by massive land bridges into one massive structure, possibly a giant ring, sphere, or helix. Some of the planet(oids) are still joined together like dumbbells, while others sport giant continent-sized blisters or atmosphere-piercing super-mountains. While evidence suggests that all of the remaining planets shared a common atmosphere and ecology, some of the planets have become nearly uninhabitable on account of their new orbits, becoming either blisteringly hot or extremely cold to the point of their atmospheres beginning to freeze.
Wayfinder scientists have speculated that the worlds of Leysan may have been part of a massive artifical construct (dubbed ‘panLeysan’) that somehow was teleported to the current star system(as part of an experiment gone bad? A giant planetary drive system? A weapon?), or else that the super-construct originated in an alternate dimension with different physical laws, and that the structure was torn apart upon transiting into the Thundercloud Galaxy as a result of incompatibility with the local physical values. They point to the fact that the many asteroid belts show evidence of having been planetoid components of the giant structure that were torn apart and pulverized. The original megastructure may have had as many as thirty or forty planet-nodes as part of itself. The fact that any of the remaining planetoids are intact in their peculiar shape, let alone remain habitable, suggest that the system may retain some of the strange physical laws that ‘bled over’ from their universe of origin.
The fact that the ruins on many of the worlds point towards a fairly advanced humanoid civilization, and that most of them show signs of warfare, suggests to examining scholars that a possible cause of the Leysan megastructure’s demise may have been some sort of apocalyptic war.
In any case, Leysan was discovered and settled by the Wolf’s Path, who use the multiple worlds and environs of the system as their sector enclave stomping grounds. Habitable worlds are being settled by largely nomadic tribal groups, while the rocky and lifeless worlds are being prospected as resource worlds(the unique composition of the planets’ cores, which exhibit certain properties similar to neutronium, intrique Shemarrian metallurgists).
The lack of any gas giants to act as ‘wardens’ for stellar debris is problematic; many of the planets of the Leysan system are subjected to regular meteor collisions. While this doesn’t pose a ‘planet-cracker’ threat for most of the affected planets, or for those worlds most densely populated by the Wolfriders, it has necessitated them keeping a large portion of their aerospace forces on constant ‘rockwatch’, monitoring debris drift and diverting or destroying the larger rocks. The Wolf’s Path have been considering entering into negotiations with either the Silvermoons or the Darkwaters to establish a presence in-system to better police the asteroid problem.
For the most part the Wolf’s Path wander the wildernesses and wastes of the various worlds of Leysan, practicing their nomadic ways and growing in their fashion, leaving the ruins alone for the most part(or using the ruins as practice in urban combat). Several fortified communities have been established on each settled world, to act as defensive posts and to provide industrial bases. A few (heavily armed) Wolfrider and Wayfinder archaeological teams have descended into the ruins to find clues as to Leysan’s unique nature, and to find salvageable artifacts and technology.

Solar System---Leysan
Number of Stars: 2
Types of Stars: Yellow Dwarf, Orange Dwarf.
Number of Planets:
18 habitable planets
12 rocky planets
17 separate and distinctive asteroid belts.

*Inhabitable Planets: ----The inhabitable planets of the Leysan system have not yet officially been given ‘proper’ names; currently the Shemarrians refer to the inhabitable planets as ‘Wolfrons’ with individual numbers:
-Wolfron 1----Nicknamed ‘Icecream Cone’ because of the prominent ice cap covering most of its once heavily-urbanized spheroid section, while its 3,000 mile long ‘stalk’ remains largely ice-free. ( Water coverage: Moist)(Life: Sparse)(Former Habitation/Ruins: Crowded---the wreckage of dozens of cities dot its surface)(Climate: Frigid--Earth polar)

-Wolfron 2---Wolfron 2 was apparently a one-time sprawling spaceport facility serving thousands of ship berths and moving lots of cargo and people. Now, frequent snows and a few hardy plant and animal species drift through the silent gantries and wrecked termini. ( Water coverage: Badlands)(Life: Thin)(Former Habitation/Ruins: Busy)(Climate: Frigid--Earth polar)

-Wolfron 3---An abandoned world, dotted by the scars of some past conflict and past asteroid collisions. Thin forest has returned to the lands. ( Water coverage: Soaking Wet)(Life: Sparse )(Former Habitation/Ruins: Skeleton...perhaps a dozen small communities/outposts left abandoned)(Climate: Cold---roughly equivalent to northern Canada/Europe)

-Wolfron 4----Possibly a former urban center, Wolfron 4 sports a scattering of densely-settled, but now war-ruined, communities. Life has slowly returned to reclaim the deserted planetoid, assisted by the regular cycle of rain storms that irrigate the land. The remains of its two ‘stalks’ have become frost-capped polar ‘mountains’. ( Water coverage: Soaking wet)(Life: Thin)(Former Habitation/Ruins: Settled)(Climate: Cool)

-Wolfron 5 ----Wolfron 5 is really two planets joined by a cylindrical ‘earth bridge’ some 5,000 miles long and miles in 2,000 miles diameter, in a variation on the ‘Rocheworld’ companion planetoids. The planet is rich in life with thick forests covering it. It has become something of a favorite world of the Wolf’s Path. ( Water coverage: Soaking wet)(Life: Verdant)(Former Habitation/Ruins: Colony---the remains of about a dozen town-sized communities have been found)(Climate: Temperate)

-Wolfron 6--A mainly grasslands-covered planet, apparently completely unsettled by the panLeysans. Increasingly refered to as ‘Triland’, on account of the three broken connector stalks sticking out at angles, decribing a polar ‘valley’ between them. ( Water coverage: Moist)(Life: Thin)(Former Habitation/Ruins: Uninhabited)(Climate: Warm)

-Wolfron 7---Surprisingly, Wolfron 7 has a THRIVING desert ecosystem with multiple lifeforms well-adapted to its arid conditions. This has suggested to some that war indeed was responsible for the disaster that overcame panLeysan, with the majority of the destruction and subsequent ecological ruin taking place in the more densely inhabited regions of the superplanet. ( Water coverage: Desert)(Life: Cornucopia)(Former Habitation/Ruins: Colony---the remains of about a dozen town-sized communities have been found)(Climate: Hot)

-Wolfron 8----This planet is covered in thin forest and grasslands, as the wilderness slowly reclaims the scattering of ruins across its surface. It is also the site of several planting experiments by the Wolf’s Path to accelerate the ecological recovery. ( Water coverage: Balanced)(Life: Sparse )(Former Habitation/Ruins: Settled)(Climate: Warm)

-Wolfron 9---Wolfron 9 may have been once heavily settled in the panLeysan era, but possible near collision with another planet-node and subsequent asteroid bombardment have swept the planet clean of most all signs of former habitation. Life has sprung back and reclaimed the wastes with a thin covering of scrub forest and bushland habitat.( Water coverage: Badlands)(Life: Moderate )(Former Habitation/Ruins: Uninhabited)(Climate: Frigid--Earth polar)

-Wolfron 10---Once a heavily settled section of panLeysan, Wolfron 10 has since become arid and hot, with deserts starting to form and push into former urban zones, overwhelming what feral plant life has tried to establish itself.( Water coverage: Badlands)(Life: Thin)(Former Habitation/Ruins: Busy---ruins of about a dozen fair-sized cities with surrounding satellite communities can be found on the planet)(Climate: Hot)

-Wolfron 11----Thick forest has reclaimed this former heavily urbanized zone, and the ruins have been claimed by a new ecosystem of plants and animals.( Water coverage: Soaking wet)(Life: Verdant)(Former Habitation/Ruins: Crowded)(Climate: Temperate)

-Wolfron 12---Almost entirely covered by water, save for the end portion of the 3,000 mile ‘high’ stalk deforming the otherwise perfect sphere. The Wolf’s Path mainly keep to the ‘top’ of this super-plateau, occasionally sending amphibious expeditions to investigate spottings of floating ruins on the main sphere. ( Water coverage: Water World)(Life: Moderate )(Former Habitation/Ruins: Outpost)(Climate: Cool)

-Wolfron 13---Another formerly urbanized planet, wilderness has reclaimed much of Wolfron 13. The planet has been nicknamed ‘wing’ on account of the two broken stalks sticking out from almost opposite sides of the planet.( Water coverage: Balanced)(Life: Moderate )(Former Habitation/Ruins: Busy---ruins of about a dozen fair-sized cities with surrounding satellite communities can be found on the planet)(Climate: Temperate)

-Wolfron 14----This former panLesyan urban area is now covered in decaying cities sitting in swamplands, linked by waterways, under a hot atmosphere and frequent violent thunderstorms. ( Water coverage: Soaking wet)(Life: Sparse)(Former Habitation/Ruins: Busy---ruins of about a dozen fair-sized cities with surrounding satellite communities can be found on the planet)(Climate: Hot)

-Wolfron 15----Wilderness now reclaims the former cities of the panLeysan era, and the Wolf’s Path have taken to hunting the predators that now call many of the former habitations home. ( Water coverage: Moist)(Life: Moderate)(Former Habitation/Ruins: Busy---ruins of about a dozen fair-sized cities with surrounding satellite communities can be found on the planet)(Climate: Temperate)

-Wolfron 16---Wolfron 16 is frozen more or less solid, but is still inhabitable( Water coverage: Water World)(Life: Sparse)(Former Habitation/Ruins: Colony--the remains of several small cities have found frozen into glacial ice or buried under the heavy snowfall )(Climate: Frigid--Earth polar)

-Wolfron 17---Wolfron 17 shows signs of having been an agricultural region, with the cultivated species running wild when panLeysan was destroyed. The ruins of a few plantation farms and harvesting/warehousing centers remain, overrun by the local ecology.( Water coverage: Balanced)(Life: Cornucopia)(Former Habitation/Ruins: Skeletons)(Climate: Warm)

-Wolfron 18----Wolfron 18 also shows signs of having been an agricultural region, or possibly a wilderness preserve, that has since gone feral and returned to the wild.( Water coverage: Balanced)(Life: Cornucopia)(Former Habitation/Ruins: Uninhabited)(Climate: Temperate)

*Rocky Planetoids---These are former ‘nodes’ that have been rendered uninhabitable due to their distance from the binary stars, catastrophic collisions, or gravitational shear. These rocky bodies have been numbered and named as ‘Magon’ by the Wolf’s Path, who have designated these worlds as resource planetoids, with an eye towards mining them:

-Magon 1---Apparently once a massive agricultural area, this planet lost its water to flash evaporation when panLeysan broke up. Now only a few remains of plantation farms dot the surface, and frequent dense dust storms choke the atmosphere. ( Water coverage: Bone dry)(Former Habitation/Ruins: Outpost)(Climate: Hot)

-Magon 2----With no remaining water, and the atmosphere on the verge of precipitating into a solid, there’s little of interest on Magon 2.( Water coverage: Bone dry)(Former Habitation/Ruins: Skeleton)(Climate: Frigid)

-Magon 3---Another ‘dumbbell’ planet configuration, Magon 3 is showing signs of its two planetary ‘bells’ shearing apart; the central connecting stalk is wracked by increasingly violent earthquakes, and internal torsion heating is causing outbreaks of volcanic activity across the two bells. Shemarrian astrophsyicists give the planet another two thousand years at the current projected rate before the two bells separate and become independently-orbiting bodies. There is talk about launching an extensive exploration of the ruins on the planet before Magon 3 becomes too dangerous to safely investigate. ( Water coverage: Bone dry)(Former Habitation/Ruins: Busy)(Climate: Warm. increasing greenhouse effect)

-Magon 4---Apparently once a heavily settled region, Magon 4 is now a freeze-dried ruin. Adding to the dangers is the curious fact that despite its size, its gravity has reverted to something more akin to a far smaller asteroid. Combined with the unexpected collapse and splintering of its ‘stalk’, this has resulted a low-level ring or ‘overcast’ of debris slowly tumbling around the planet, and even rolling across its surface, treating visitors to the danger of being crushed by giant slowly-tumbling mountains of debris. This has the added effect of slowly grinding away the ruins on the planetoid. ( Water coverage: Badlands)(Former Habitation/Ruins: Settled)(Climate: Freezing)

-Magon 5---Another heavily settled planet, but now a planetary ghost town, sand dunes starting to bury the abandoned cities.( Water coverage: Desert)(Former Habitation/Ruins: Settled )(Climate: Hot)

-Magon 6---In its panLeysan days, this planet was a rather more temperate habitat and modestly settled. Today, only scattered ruins remain. ( Water coverage: Balanced)(Former Habitation/Ruins: Colony)(Climate: Frigid)

-Magon 7---Another ‘dumbbell’ planet configuration, Magon 7 is stable, but lifeless. Onlya few scattered ruins dot its surface, and the remains of what may have once been planetoid-wide forests suggest the misplaced node was once much more verdant. ( Water coverage: Badlands)(Former Habitation/Ruins: Outpost )(Climate: Hot)

-Magon 8----This node was evidentally very sparsely populated in the past, likely owing to its desert origins. The Shemarrians have investigated a few habitation sites, but have found no survivors, but plenty of evidence of massive battles found on the ever-shifting sands. A thinning atmosphere and dangerous levels of UV during the day cycle render the planet ill-suited for organic colonization. ( Water coverage: Desert)(Former Habitation/Ruins: Skeleton)(Climate: Warm)

-Magon 9---Magon 9 was heavily urbanized as panLeysan, but is now orbiting dangerously close to the two suns, its atmosphere virtually boiled away and its cities slowly melting under the onslaught of solar radiation ( Water coverage: Bone dry)(Former Habitation/Ruins: Busy)(Climate: Scalding)

-Magon 10---- Locked in ice and snow, this planet shows no signs of having been colonized in the past. Currently the Wolfriders have settled a few nomadic packs on its surface. ( Water coverage: Moist)(Former Habitation/Ruins: Uninhabited )(Climate: Cold)

-Magon 11--Magon II shows signs of having been a massive industrial zone, covered by factories and automated industrial complexes. However, apparently during panLeysan’s catastrophic breakup, the planet was flooded and much of the factory infrastructure damaged or destroyed. While liquid water still exists on Magon II’s surface, the rusting factories and breached refineries laying in the swamp-like water bodies have created a toxic brew that is deadly to anything that might consume the water. ( Water coverage: Moist)(Former Habitation/Ruins: Crowded )(Climate: Cool)

-Magon 12---Magon 12 is locked in a miles-thick crust of ice, its atmosphere frozen solid. ( Water coverage: Waterworld)(Former Habitation/Ruins: Uninhabited)(Climate: Freezing)

Planet(typical Leysan planetoid)
Type: Rocky Planet
Diameter: 4,250 miles
The ‘stalks’ emerging from/connecting the panLeysan spheroids were roughly 2,000 miles in diameter and 5,000 miles long/apart
Gravity: Earth normal
Temperature: Varies
Unusual/Special Features:
-Apparently artificial, or part of some massive structure evolved naturally under different laws of physics. Gravity behaves strangely around the planetoids, possibly due to a postulated neutronium-like ‘superfluid’ magma core running through the planets and their ‘stalks’.
Atmosphere: Apparently formerly terrestrial oxygen-nitrogen mix
Terrain: Varies, but roughly terrestrial
Hydrosphere: Varies, but terrestrial salt/brackish/fresh water.
Biosphere: Varies, but most of the life appears carbon-based and terrestrial-compatible.
Civilization: Apparently panLeysan played host to a highly advanced humanoid culture. Whether they were the original builders of the megastructure, or later settlers, and what role they played in its destruction, remains unknown.
Population: PanLeysan was apparently quite densely populated, with estimates ranging as high as 30 billion, but evidence in the asteroid belt composition suggests that many of the more densely populated planetary ‘nodes’ were obliterated outright, whether in the initial breakup of the panLeysan mega-structure or after its transition into the Three Galaxies.
Currently some 3 billion Wolf’s Path tribesmembers(about 20% of them Ne-Shemar) call the Leysan system home.
Technology: PanLeysan was apparently quite advanced, with evidence of interstellar travel.
Economy: PanLeysan’s economy seemed to be based on either trade or conquest.
The current Wolf’s Path economy is modest, as the Tribe settles in to colonize and exploit its find.
Wealth: PanLeysan society was apparently quite wealthy at its height, judging from the vast developments and what few opulent structures remain in the urban zones.
The Wolf’s Path are less materialistic, and would rate as modest in their wealth, their resources going to maintain their military power.
Government: Little is know of the panLeysan civilization’s government. Evidence suggests a possible military government.
The current post-panLeysan government is the Wolf’s Path tribal structure, with multiple tribal bands sending delegates to a heirarchy of councils ultimately reporting to an elected Alpha Female Elder/Wargoddess.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:Advanced Cultural Notes: (Shemarrian Star Nation) Leysan System---Wolf’s Path Enclave System

T.L.D.R. :lol: :D
Seriously though, saved this off in my archives and will read through it when I have time. :ok:
Well done sir. You at least weren't sitting idle like m'self these past few weeks. :frust:
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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