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Unread postPosted: Mon Sep 16, 2013 8:00 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
kronos wrote:
I need to get my butt in gear and finish the two elites I've got going right now. One is mostly just finishing a few stats and coming up with another feature. The other is still just concept of idea and list of basic abilities.



No worries, 'mate, fine wine and cheese take time, and even the Spitfire and P-51 Mustang had long development times before the iconic war-winning designs finally emerged.


True true. I also gotta find the previously established equipment that has the stats I need for a few items, so when I have time to sit and hunt, I can get 50 to 75% of what's left of the one done.


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Unread postPosted: Mon Sep 16, 2013 8:35 pm
  

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kronos wrote:
taalismn wrote:
kronos wrote:
I need to get my butt in gear and finish the two elites I've got going right now. One is mostly just finishing a few stats and coming up with another feature. The other is still just concept of idea and list of basic abilities.



No worries, 'mate, fine wine and cheese take time, and even the Spitfire and P-51 Mustang had long development times before the iconic war-winning designs finally emerged.


True true. I also gotta find the previously established equipment that has the stats I need for a few items, so when I have time to sit and hunt, I can get 50 to 75% of what's left of the one done.


Yep, it's nice to have a body of established components and stock parts you can pull from, which allows you to focus on the new stuff. :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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Unread postPosted: Fri Sep 20, 2013 3:35 pm
  

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Included here is the Wraith-Squad; named after famous female soldiers / warriors or just general kick-a$$ women in vid-games & movies. :D

The Wraith-Squad.
-War-Chefiteness: Kusanagi Motoko of the Lance (purple haired and speaks like she's reading from a grocery list even in the middle of pitched combat.)
-Co-Leader: Duenen Minion-Slayer (Blonde haired and rather excitable...cocky and boastful, but she really IS that good.)
-Warrior: Trudy Rayne (Raven-haired and wears a long pontail, speaks with a california hispanic accent. Tends to get shot-up a lot by being in the vanguard postion [by choice].)
-Warrior: Argentum Vulpæa (White haired, has a eastern European accent [Russian maybe?]. Tends to preffer sniping at targets with a custom rigged Shemarrian rail-lance.)
-Warrior: Vazquez Stormbolt (Black-haired & wears bandana around forehead, also speaks with hispanic accent. Very aggressive and tends to preffer "More Dakka!" in her combat style.)
-Warrior: Jhadia (Lady) (Mismatched eyes [one red, one blue] and tends to be more stand-offish in comparrison to typical Shemarrians. Uses modified SHE-PB20 with; bayonet, grapple-gun w/ whinch & line and single-shot concussion mini-missile tube. Wears a skirt made of E-clip holders. )

_________________
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


Last edited by DhAkael on Sat Sep 21, 2013 3:53 am, edited 1 time in total.

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Unread postPosted: Fri Sep 20, 2013 3:51 pm
  

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DhAkael wrote:
Included here is the Wraith-Squad; named after famous female soldiers / warriors or just general kick-a$$ women in vid-games & movies. :D

The Wraith-Squad.. [/i])
[/quote]

Yep....Any enemy with an esoteric knowledge of Terran pop culture is REALLY gonna be confused and shocked by this...up until they get sliced open and blown apart. :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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Unread postPosted: Sat Sep 21, 2013 9:49 pm
  

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So besides being watched by Interdee and ZOT as a "hazard of value", how would Hoyt get out of his cage, aside form getting over his own depression, remorse, and fear of himself?

Do the Eshemar bring him out on any occasion?

Speaking of which, something that keeps Hoyt occupied is rediscovering the magic/science of the Three Galaxies Elder races.


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Unread postPosted: Sat Sep 21, 2013 10:24 pm
  

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89er wrote:
So besides being watched by Interdee and ZOT as a "hazard of value", how would Hoyt get out of his cage, aside form getting over his own depression, remorse, and fear of himself?

Do the Eshemar bring him out on any occasion?

Speaking of which, something that keeps Hoyt occupied is rediscovering the magic/science of the Three Galaxies Elder races.


They bring him out on Bastille Day. :

_________________
-------------
"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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Unread postPosted: Mon Sep 23, 2013 9:47 pm
  

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taalismn wrote:
89er wrote:
So besides being watched by Interdee and ZOT as a "hazard of value", how would Hoyt get out of his cage, aside form getting over his own depression, remorse, and fear of himself?

Do the Eshemar bring him out on any occasion?

Speaking of which, something that keeps Hoyt occupied is rediscovering the magic/science of the Three Galaxies Elder races.


They bring him out on Bastille Day. :


What is that and what role does he serve? It it tag with a orbital sniper or run from the angry raptor ladies?


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Unread postPosted: Mon Sep 23, 2013 10:09 pm
  

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89er wrote:
taalismn wrote:
89er wrote:
So besides being watched by Interdee and ZOT as a "hazard of value", how would Hoyt get out of his cage, aside form getting over his own depression, remorse, and fear of himself?

Do the Eshemar bring him out on any occasion?

Speaking of which, something that keeps Hoyt occupied is rediscovering the magic/science of the Three Galaxies Elder races.


They bring him out on Bastille Day. :


What is that and what role does he serve? It it tag with a orbital sniper or run from the angry raptor ladies?


Sorry; different culture and pop reference...Bastille Day is a French holiday commemorating the storming of the old Bastille Prison in Paris. It's generally regarded as the ignition point of the French Revolution.
In Saturday Night Live's 'The Coneheads' skits, the alien Coneheads pass themselves off as being from France, During a parody of 'Family Feud' when asked by FF's actual host Richard Dawson, Dan Ackroyd, as the Conehead patriarch, answers the question 'Name a National Holiday', "Bastille Day'. Other answers, 'Name something you chew on?' "A trapeze', 'Something you eat with eggs', 'Fiberglass', 'A popular vacation place', 'The moons of Mur".

_________________
-------------
"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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Unread postPosted: Sun Sep 29, 2013 7:25 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Fringe Tribes:
Clan Megalilith

(aka ‘Gia-Striders)

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

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

_________________
-------------
"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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Unread postPosted: Sun Sep 29, 2013 8:44 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
Fringe Tribes:
Clan Megalilith

(aka ‘Gia-Striders)

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

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


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


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Unread postPosted: Sun Sep 29, 2013 8:53 pm
  

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kronos wrote:
[q

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


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

_________________
-------------
"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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Unread postPosted: Sun Sep 29, 2013 8:57 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
kronos wrote:
[q

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


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


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


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Unread postPosted: Mon Sep 30, 2013 12:59 am
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
kronos wrote:
taalismn wrote:
kronos wrote:
[q

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


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


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

Those whacky Ghostriders :D :lol:

_________________
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound


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Unread postPosted: Mon Sep 30, 2013 10:42 am
  

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

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

--------Rudyard Kipling
------------


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Unread postPosted: Wed Oct 02, 2013 7:45 pm
  

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Joined: Wed Nov 12, 2008 8:33 pm
Posts: 535
I'm wondering if I should start a new character, since Hoyt is not going anywhere.


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Unread postPosted: Thu Oct 03, 2013 5:40 pm
  

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


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

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

--------Rudyard Kipling
------------


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Unread postPosted: Thu Oct 03, 2013 9:09 pm
  

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Joined: Wed Nov 12, 2008 8:33 pm
Posts: 535
taalismn wrote:
89er wrote:
I'm wondering if I should start a new character, since Hoyt is not going anywhere.


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


Holy Crow, I was just thinking that as well.

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

Where does he sign up?


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Unread postPosted: Fri Oct 04, 2013 7:24 pm
  

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You ca always sign with the

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

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

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

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

--------Rudyard Kipling
------------


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Unread postPosted: Sat Oct 12, 2013 7:23 pm
  

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Fringe Tribe Generator

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

_________________
-------------
"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
------------


Last edited by taalismn on Sun Oct 13, 2013 1:11 pm, edited 1 time in total.

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Unread postPosted: Sun Oct 13, 2013 1:17 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
taalismn wrote:
Fringe Tribe Generator

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

_________________
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound


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Unread postPosted: Sun Oct 13, 2013 10:37 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
DhAkael wrote:
taalismn wrote:
Fringe Tribe Generator

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


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


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Unread postPosted: Sun Oct 13, 2013 11:53 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
kronos wrote:
DhAkael wrote:
taalismn wrote:
Fringe Tribe Generator

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


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

That too. :lol: :D

_________________
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound


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Unread postPosted: Sun Oct 13, 2013 1:10 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43147
Location: Somewhere between Heaven, Hell, and New England
I could probably tack on a 'General Motif: Animal, Weapon, Celestial Object, Morbid Object, etc....' grab-list, but I'm panting exhausted already.... :P

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

--------Rudyard Kipling
------------


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Unread postPosted: Sun Oct 13, 2013 1:35 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
I could probably tack on a 'General Motif: Animal, Weapon, Celestial Object, Morbid Object, etc....' grab-list, but I'm panting exhausted already.... :P


I should maybe do some more add ons for the random weapon and armour generators I did awhile back..


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Unread postPosted: Sun Oct 13, 2013 1:36 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
And now a new Ghost Rider Elite..

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

Options:


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

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


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Unread postPosted: Sun Oct 13, 2013 1:48 pm
  

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:ok: :ok: :ok:

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

Just one tip...when numbering 8., put a space between the '8' and the ')'...otherwise you get smiley-face 8).

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

--------Rudyard Kipling
------------


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Unread postPosted: Sun Oct 13, 2013 1:50 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
:ok: :ok: :ok:

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


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

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


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Unread postPosted: Sun Oct 13, 2013 1:52 pm
  

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

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


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

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


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

(checking for Ghosts and Phantoms just to make sure)

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

--------Rudyard Kipling
------------


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Unread postPosted: Sun Oct 13, 2013 1:59 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
kronos wrote:
taalismn wrote:
:ok: :ok: :ok:

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


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

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


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

(checking for Ghosts and Phantoms just to make sure)


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


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Unread postPosted: Sun Oct 13, 2013 2:27 pm
  

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


Well, they arguably first stole THEMSELVES from ARCHIE-3, so it's a tradition. :D :bandit:

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

--------Rudyard Kipling
------------


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Unread postPosted: Sun Oct 13, 2013 3:15 pm
  

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Ghost Rider Phantom Elite added to the Codex: Shemarrians

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

--------Rudyard Kipling
------------


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Unread postPosted: Thu Oct 17, 2013 10:07 pm
  

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(Optional) Motif Tables for Shemarrian Fringe Tribes

“SILVER BUNNIES NEVER SURRENDER!!!!”

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

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

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

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

--------Rudyard Kipling
------------


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Unread postPosted: Fri Oct 18, 2013 9:32 am
  

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Joined: Thu Jun 03, 2004 3:38 pm
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'Fringe Shemarrian tribe' table yoinked for posterity. :D

_________________
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound


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Unread postPosted: Fri Oct 18, 2013 9:35 am
  

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

_________________
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound


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Unread postPosted: Fri Oct 18, 2013 7:48 pm
  

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



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

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

--------Rudyard Kipling
------------


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Unread postPosted: Fri Oct 18, 2013 11:35 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
taalismn wrote:
DhAkael wrote:
In completely related matter; The guiding force behind the Ghostrider tribe now has a name beyond the 'Ghost Locker'
It likes to call its self Deus Regina-Est Machina. :mrgreen: :demon: :cute:



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

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

_________________
Bind the body to the opened mind
Bind the body to the opened mind

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


~Dream Again By Miracle of Sound


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Unread postPosted: Sat Oct 19, 2013 7:14 pm
  

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



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

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



Still working using my old IMac, and I cringe every time it hiccups.
I also have an old copy of Appleworks for my typing. :D
The Ghost Riders would probably consider my machine a holy relic....

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

--------Rudyard Kipling
------------


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Unread postPosted: Sun Oct 20, 2013 9:10 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
Fire Smasher
A weapon developed by the Blood Rider, but is also favoured by the Skullcrusher tribe. The fire smasher is a large mace like weapon, with a thick, 4 foot long body above the two foot shaft with an array of flanges around it for smashing armour. From between the flanges, the fire smasher can emit plasma flames, enhancing the damage. From the top of the weapon, a short ranged, but powerful plasma cannon, giving it a reach outside of melee. The fire smasher is well liked for it's capability of delivering crippling blows, shattering mega damage bones and armour with ease.

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

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


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Unread postPosted: Sun Oct 20, 2013 9:19 pm
  

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kronos wrote:
Fire Smashers.



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

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

--------Rudyard Kipling
------------


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Unread postPosted: Sun Oct 20, 2013 9:21 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
kronos wrote:
Fire Smashers.



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


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


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Unread postPosted: Sun Oct 20, 2013 9:23 pm
  

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kronos wrote:
[

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


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

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

--------Rudyard Kipling
------------


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Unread postPosted: Sun Oct 20, 2013 9:27 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
kronos wrote:
[

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


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


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


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Unread postPosted: Mon Oct 21, 2013 9:59 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
A Skullcrusher weapon...

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

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


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Unread postPosted: Mon Oct 21, 2013 10:38 pm
  

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


Adding t the Codex.

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

--------Rudyard Kipling
------------


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Unread postPosted: Tue Oct 22, 2013 4:30 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
Ouch...60% chance of shorting out?
Yeah, this is the equivalent of a penitent's hair shirt for those Skullcrushers who believe in suffering for who they are(and who haven't yet benefitted from Nerys Nightsunder's more enlightened message to the Skullcrushers).


Adding t the Codex.


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


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Unread postPosted: Tue Oct 22, 2013 5:27 pm
  

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

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

--------Rudyard Kipling
------------


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Unread postPosted: Tue Oct 22, 2013 6:22 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
Either way, it's grimdark MADNESS, punching out forcefields. :D 8)


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


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Unread postPosted: Tue Oct 22, 2013 6:29 pm
  

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


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



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

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

--------Rudyard Kipling
------------


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Unread postPosted: Tue Oct 22, 2013 6:48 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1084
taalismn wrote:
kronos wrote:
taalismn wrote:
Either way, it's grimdark MADNESS, punching out forcefields. :D 8)


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



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


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


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Unread postPosted: Tue Oct 22, 2013 6:54 pm
  

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



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

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

--------Rudyard Kipling
------------


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