Board index » MDC Worlds » Rifts®

 


Post new topic Reply to topic
Author Message
Unread postPosted: Mon Jan 11, 2021 12:27 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44309
Location: Somewhere between Heaven, Hell, and New England
89er wrote:
So our new source of funding is a divine/cosmic Ibis, fun.

So no people on Planet Splicers then? Right because of little to no PPE.


The EShemar know about the Splicers universe and have extracted/'liberated' a few new members from that realm, but getting to it (and out of it) is a hellish experience, even for them, plus the Elders are working up proper protocols for making sure NEXUS doesn't escape into the Mega, until they're ready to put that rogue AI DOWN.

Toth is likely letting the EShemar handle that particular pesthole, though he's also likely to guide promising hacking techies their way(hey, Toth likes to read the tech journals too), when he can.

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


          Top  
 
Unread postPosted: Mon Jan 11, 2021 6:17 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
And I forgot about Splicers honestly. It's a lowish PPE setting, the ESmemar are on it, its relatively contained, and it would take some time to build up trust with the locals to make use of them. He'll have one or two of his Fragments go through and influence what they can, because the level of bio-tech is indeed very novel.


          Top  
 
Unread postPosted: Mon Jan 11, 2021 9:27 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44309
Location: Somewhere between Heaven, Hell, and New England
And the Cambridge Jungle enclave in Greater New England is much more safely accessible, if not as up to date as the Splicers' homeward(on the other hand, the CJ gene-hackers have access to so much MORE exotic alien DNA!).

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


          Top  
 
Unread postPosted: Tue Jan 12, 2021 3:57 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
taalismn wrote:
And the Cambridge Jungle enclave in Greater New England is much more safely accessible, if not as up to date as the Splicers' homeward(on the other hand, the CJ gene-hackers have access to so much MORE exotic alien DNA!).

This is making me think of a CJ version of Proto-Armor. Psionics can be used as a short cut for a lot of the interface problems, and being able to work with normal-tech experts would allow them to be at least somewhat compatible with the PS catalog for forearm and shoulder mounts. I'll give you something when I have it.


          Top  
 
Unread postPosted: Tue Jan 12, 2021 6:11 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44309
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:
taalismn wrote:
And the Cambridge Jungle enclave in Greater New England is much more safely accessible, if not as up to date as the Splicers' homeward(on the other hand, the CJ gene-hackers have access to so much MORE exotic alien DNA!).

This is making me think of a CJ version of Proto-Armor. Psionics can be used as a short cut for a lot of the interface problems, and being able to work with normal-tech experts would allow them to be at least somewhat compatible with the PS catalog for forearm and shoulder mounts. I'll give you something when I have it.



I've got something in the works as well, that I better get back to. :twisted: :angel:

As well as a topper for 'ugliest galactic warship'.

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


          Top  
 
Unread postPosted: Fri Jan 15, 2021 1:15 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
So, here's Thoth's stat sheet in the aftermath of the Minion War. He is, naturally, a complete and utter monster in any aspect you care to name, because Xy is nothing less. Spoiled because GFC is it long.

(Thank Atlas for the P.S. and Apsu for the M.D.C caps. Xy has to have numbers at least as big as his next closest competitor, as we all know he wouldn’t have stood for being second best in anything.)
Spoiler:
Alignment: Unprincipled, with strong Scrupulous tendencies.

Size: ‘Default’ body is 20 ft (6m) tall, but he can be anything it wants really.

Attributes: I.Q.: 60, M.E.: 40, M.A.: 40, P.S.: 75 (will cap at 100) Supernatural, P.P.: 40, P.E.: 40, P.B.: 40, Spd: 88 (foot), or 600 (flying)

+Skills and Super Powers: I.Q.: 66, M.E.: 46, M.A.: 47, P.S.: 89 (112) Supernatural, P.P.: 44, P.E.: 52, P.B.: 44, Spd: Mach One

A.R/HP/SDC: 19/ 120K (160K)/ 90K (120K). He has increased his perceived durability up to 14/12,000/8,000

M.D.C: 210,000 (Will cap at 280,000), and being the Great Old One he is never truly reduced. He has increased his perceived durability up to 100,000, or 20,000 out of his godly realm.

P.P.E: 48,000, and recovers all of it at the end of every melee due to Essence Fragments diverting Nexuses. He pretends to have 8000 and a more normal regeneration speed.

Horror/Awe Factor: 16 normally, 19 when he is exerting his reclaimed abilities, and 25 to any that can truly comprehend what he is when doing so. Those that remember the reign of Xy will treat it as 30, those that directly suffered at his hands have it as 35, with those with Immunity to Horror Factor treating if they only had +20 to the save (so you'll have to go back and dig up all their other bonuses against it that were obsoleted.)

Experience Level: 35th Diabolist, 25th Rune Master, 25th Wizard, 20th Summoner, 25th Alchemist. 130 levels total, and he counts all of them for spell strength because Xy.

Magic Powers: All known (and many unknown) magical abilities, spells and powers. He qualifies for whatever class bonuses or discounts are applicable, and counts as having a Ring of Elder. He has 170 (130+40) Spell Strength, because all those classes get it at least level/3.5. In this regard he is likely stronger than Xy.
    Sense/recognize enchantment/magic/runes/anything really 99%
    Sense/control elementals 99%
    Sense the location of ley lines 99%
    Teleport 99% (Self and others up to 600 miles away)
    Dimensional Teleport 99% (at will)

Psionic Powers: 12,000 I.S.P., 30th level Master Psionic who has all powers. He pretends to have 2,000 I.S.P. and be 15th level.

Super Powers: If relevant, he can emulate it without much effort. Thus, he’s effectively invincible in SDC dimensions (if his normal durability wasn’t enough), and takes half damage from just about everything that isn’t something he came up with himself. His usual line up involves a variant of Natural Combat Ability, Karmic Power, Sonic Speed, Iron Will, Lightning Reflexes, and a gaggle of resistances and immunities to round out the rest of his slots when he doesn’t need something else. He also has all the Natural Geniuses Mental Disciplines if he cares to break them out.

Priest/Healing Powers:

    Exorcism 99%

    Remove Curse 99%

    Turn Dead 99% (affecting 1D6x100 dead at a time, lasts 24 hours)

    Animate and Control Dead 99% (affecting 2D4x100 dead at a time, lasts 24 hours)

    Superior Healing Touch (restores 2D6x10, 4/melee round)

    May cast spells at will (Restoration, Resurrection, Stone to Flesh, Remove Curse).

Deific Powers: Thoth pays half the normal cost and reduces the body investment by 1 tier, which is factored in below. None of these powers are subject to his other P.P.E. cost reducers.

    Alter Primal Manifestation: This no longer needs any body investment, which allows Thoth to take up disguises as he wishes. Once his current set of plans have come to fruition, he intends to send several of his manifestations out to explore new sections of the Megaverse for a few millennia.

    Banishment: As normal, but 160 P.P.E. Thoth is effectively immune to this power as well.

    Bio-Regeneration, Deific: As normal, but 175 P.P.E.

    Bio-Regeneration, Primal Deific: As normal, but 600 P.P.E.

    Call Angel: This ability was a manifestation of an Alien Intelligence summoning abilities, and has been rendered redundant.

    Consume P.P.E.: This ability was a manifestation of an Alien Intelligence nexus diversion ability, and has been rendered redundant.

    Control Tectonics: 1,200 P.P.E., Trivial Body Investment

    Control Local Weather: 200 P.P.E.

    Create Deific Portal: 250 P.P.E., Trivial Body Investment

    Create Minion: 400 P.P.E., Trivial Body Investment. Thoth can increase any 3 abilities by 2D6, grant 8 powers, and grant them 4 magic or major superpowers.

    Deific Curse, Confer Immortality: 500 P.P.E.

    Deific Curse, God-Blind: 225 P.P.E.

    Deific Curse, Pox: 750 P.P.E.

    Deific Curse, Pestilence: 200 P.P.E.

    Dispel Deific Power: Thoth can cast it at will and with no cost.

    Display Deific Omen: Thoth can cast it at will and with no cost.

    Forge Holy Weapon: 100 P.P.E. +25 for each special ability. This ability now functions on advanced technology and is available to his Essence Fragments. They are stockpiling a vast arsenal of the best equipment available to be handed out to Champions of Light in the intermediate future (next 200-300 years).

    Godblaze: 1000 P.P.E., Consumed Body Investment. This can be used by his manifestations, which allows him to sidestep the issue of it being a suicide attack, but he believes that it will have additional costs attached to it. He has better methods of damage dealing anyway, so he is in no rush to test it.

    Greater Metamorphosis, Demonic: 450 P.P.E. He is working to see if he can alter it to do other (more beneficial) forms.

    Hellfire Blast: 500 P.P.E. The number of blasts equal his available attacks, double the damage, and has no investment.

    Manifestation: 225 P.P.E. Thoth can produce 4 manifestations, and is using the other two for covert work that needs his personal attention.

    Resurrection, Deific: 150 P.P.E. to resurrect a mortal, 300 P.P.E. for a supernatural
    being, 600 P.P.E. for a god. For double the cost (ie normal cost for others), Thoth can eliminate the permanent 10% loss.

    Mobile Sphere of Destruction: 225 P.P.E. for the first 4 melees, 25 per melee after.

    Transmutation: 250 P.P.E.

    Weaponwright: 75 or 125 P.P.E. This power is also available to his Essence Fragments.

    Summon Elementals or Spirits of Light: Up to 114 per day for free, and they appear instantly. 100 P.P.E. each after that.

    Involuntary Immortality/Resurrection (Special): Similar to many of the other hard to kill divine entities, Thoth has a truly cosmic level of regeneration, including self-resurrection. No matter what happens to his body, whether it is scattered in pieces, or totally vaporized, the Thoth can never die! No matter what the damage, he will regenerate, and if his body is destroyed, it will reappear in his chosen home realm. Xy was the first being to develop this power, which is what enabled his early rise to dominance.

    Duplicate O.C.C. Level of Follower (Special). He can reach into the mind of any of his worshippers, examine their O.C.C.s, skills and abilities and, without the follower being in any way aware of it, the O.C.C.s and skills can be duplicated in Thoth's own mind. Thoth always makes sure that the follower is rewarded for this little contribution. 30 P.P.E.

    Deific Blessing: The Genius of Thoth (Special): By conferring this blessing on a follower, Thoth temporarily boosts their I.Q. by 4D6 (min 14), and, more importantly, imparts to them a bit of his own imagination. The blessed follower will then have bursts of insight, flashes of genius, dreams that reveal shortcuts to intellectual problems, and the joy that comes with discovering things that no one has ever known. 300 P.P.E

    1st Rune Strike (Special): In experimenting with runes, Thoth has discovered a form of rune writing that serves as a kind of weapon. When this power is invoked, a glowing golden rune appears in midair. Then, when Thoth whispers the name of his proposed victim, the rune changes itself, seemingly attempting to shape itself into the name that it has received. Once it finds the correct configuration, the rune disappears. At the same time the rune goes away, the victim, no matter where they are in the Megaverse, suddenly loses all their P.P.E., and half their hit points. Since Thoth has never cast it against anyone but himself (that was a painful mistake!), he is determined to keep this as one of his little secrets. 500 P.P.E.

    2nd Rune Strike (Special): A further development of his original rune, this power is similar in operation, but cuts all 8 attributes by 50% instead and lasts for 4 days unless Primal Deific Bio-Regeneration is used. 500 P.P.E. against mortals, 1000 P.P.E. against lesser gods, 2000 P.P.E. against major gods and Alien Intelligences.

    3rd Rune Strike (Special): A further development of his original rune, this power is similar in operation, but nullifies their Resistances and Immunities for 24 hours unless it is specifically granted by a Divine power (such as Utu’s). 1000 P.P.E.

    4th Rune Strike (Special): A further development of his original rune, this power is similar in operation, but reduces their skills by -50% for 48 hours. 500 P.P.E.

    5th Rune Strike (Special): A further development of his original rune, this power is similar in operation, but nullified their racial and class (not divine) powers and for 48 hours. 500 P.P.E.

    6th Rune Strike (Special): A further development of his original rune, this power is similar in operation, but it instead temporarily nullifies a specific deific power. It is recovered after 1D4 hours of concentration, and if used against a mortal it cancels a blessing. 500 P.P.E. against mortals, 1500 P.P.E. against gods.

    7th Rune Strike (Special): Combines the first 6 Rune Strikes into one. 4500 P.P.E.

    He is contemplating finding a way to emulate the near imperviousness of Utu, but believes it would likely be incompatible with a being that is not as fundamentally tied to the cycle of life and death as a true Death God. And the number of things that can actually do enough damage to give him trouble before he can use his Primal Deific Bio-Regeneration is a very short list, so there’s no rush.

Natural Abilities:

    Super Bio-Regeneration of 1D4x100 points of damage per melee and can regrow a new limb in 3 hours.

    Fire energy bolt or breathe fire; 2D6x100 damage, range: 6000 feet.

    Metamorphosis: any (no limit)

    Astral travel at will

    Turn invisible at will (no time limit)

    Does not breathe air

    Keen vision and Sharp senses

    Nightvision 1 mile (1.6 kilometers)

    See the Invisible

    Knows all languages

    Speed read and memorize any written material

Skills of Note: Thoth has studied virtually everything, and has peeked into the minds of his followers that have mastered the subjects he never got around too. Unless it is a truly exotic and niche skill, Thoth can be relied upon to have it at more than 160%, and those that he is unfamiliar with quickly draw his attention.

Attacks Per Melee Round: 37, and casts any non-ritual magic as 1 action. Because Xy.

Bonuses: Now we get to the FUN part of his character sheet; making numbers go higher.

    Racial Bonuses: +8 attacks per melee, +6 on initiative, +2 to strike, +2 to parry, +2 to dodge, +2 to dodge while flying, +6 to pull punch, +6 to roll with impact, +4 on all other saving throws, Impervious to (Cold, Heat, Fire, Poisons, Toxins, Drugs, Disease, Horror Factor, Mind Control, Possession, and Illusions), Energy damage is divided by 100, kinetic and explosion damage is divided by 10, always counts as having a ‘Ring of Elder’, many cast any non-ritual magic as 1 attack, and always counts as being under the ‘Beat Insurmountable Odds’ spell.

    Attribute Bonuses: +23% to all skills, +7 to Perception Rolls, +8 vs psionic attack, +13 vs Insanity, 96% Trust or Intimidate, -2 penalty to others, +55 MD to melee damage, +8 to Strike, +8 to Parry, +8 to Dodge, +8 to Automatic dodge, +5 to Initiative, +52% vs coma and death, +8 vs Magic, and 75% to Charm or Impress.

    HtH Bonuses: 20th level Dragon Commando; 8 Attacks, +6 to Initiative, +4 to Strike, additional +2 to Foot strikes, +5 to Parry, +4 to Dodge, additional +4 to Dodge in flight, +5 to Automatic Dodge, additional +3 to Teleport Dodge, +8 to Pull Punch, +3 to Disarm, +5 to Body Flip/Throw, +4 Damage, +5 vs HF, +5 to roll with impact, +4 to roll with punch, +4 to roll with fall, +3 Spell Strength. All hand strikes, All kicks, Body flip/throw, Body block/tackle, Death blow on 18, Crit on 17, WP Paired Weapons

    Class Bonuses: +1 Attack, +10 Initiative, +1 to Strike, +2 to Pull Punch, +2 to Disarm, +30 vs Magic, +10% vs Coma and Death, +17 Perception, and at least +37 Spell Strength. This has been extensively expanded from his duplication of his followers, and includes many more niche features that cannot be listed.

    Skill Bonuses: (Including all the mental and physical skills from Rifter 19) +1 attack, +1 to Initiative, +3 to Parry, +3 to Dodge, +7 to roll with impact, +1 to roll with punch, +1 to roll with fall, Pin/Incapacitate on 18, Crush/Squeeze. +7 IQ, +6 ME, +7 MA, +12 PS, +4 PP, +12 PE, +4 PB, +26 Spd

    Super Power Bonuses:

      Iron Will: +5 to save vs illusions, +3 to save vs magic, +3 to save vs insanity, +20% to save vs coma and death

      Karmic Power: +2 on initiative, +2 to strike, +4 to parry, +3 to disarm, +3 to automatic dodge, +6 to roll with punch, fall, or impact, +6 to save vs poison/toxins/gases, +6 to save vs psionic attack, +4 to save vs magic, +20% to save vs coma/death. +10% on a skill if it is to save a life or help an important cause.

      Lightning Reflexes: +1 APM, +3 on initiative, +3 automatic dodge, +1 to disarm, +3 to pull punch, +2 to roll with punch, fall or impact

      Natural Combat Ability: +13 APM, +9 on Initiative, +8 to disarm, +10 to pull punch, +8 to roll with impact, punch or fall

      Resistances: Takes half damage from everything, in addition to his normal dividers.

      Sonic Speed: Mach 1 on foot for flying, +5 APM, +6 on initiative, +1 to strike, +3 to parry, +4 to automatic dodge, +8 to pull punch, +6 to roll with punch, fall or impact

    Natural Genius Mental Disciplines: (just what he cares to keep up and are useful for him)

      Analytical Mind: +2 on initiative

      Clinical Outlook: +4 to save vs insanity

      Unnatural Perception: +1 to initiative and +2 to dodge.

Total Bonuses: 37 Attacks, +51 to Initiative, +18 to Strike, additional +2 to foot strikes, +59 melee damage, +25 to Parry, +19 to Dodge, additional +5 to Dodge in flight, +23 to Automatic Dodge, +12 to Teleport Dodge, +37 to Pull Punch, +17 to Disarm, +5 to Body Flip/Throw, +40 Spell Strength, and has all W.P.s at maximum level, always counts has having a ‘Ring of Elder’, many cast any spell as 1 attack, and always counts as being under the ‘Beat Insurmountable Odds’ spell.

Total Saves/Resistances: +24 to Perception Rolls, +44 to roll with impact, +31 to roll with punch, +31 to roll with fall, +16 vs Psionic, +49 vs Magic, +24 vs Insanity, +122% vs coma and death, +4 to all other saving throws in addition to attribute bonuses, Impervious to (Cold, Heat, Fire, Poisons, Toxins, Drugs, Disease, Horror Factor, Mind Control, Possession, and Illusions) and has a +50 to save when Impervious is nullified, Energy and Kinetic damage is divided by 200, everything else by 2.

Attack Stats: Restrained Punch (1D4x10+63 MD), Punch (2D4x10+63), Power Punch (4D4x10+63), +71 Damage to melee weapons, All hand strikes, All kicks, Body flip/throw, Body block/tackle, Crush/Squeeze, Pin/Incapacitate on 18, Crit on 17, Death blow on 18

Favorite Weapons: Thoth has become incredibly pragmatic in battle, but still does his best to hide his recovered abilities. He has made it known that he has discovered a method of using his deific intellect to quickly cast spells and has decided to make use of several cost reductors. He rapidly cycles through his collection of odds and ends when things are considered trivial.

    The Supreme Rod of Thoth: Thoth has used Xy’s unrivaled knowledge to improve his traditional Rod, becoming more ornate and prominently featuring even more exotic mystic materials. He canabilized the Was of Power Incarnate to do, which had proven to be truly loyal to Xy as he was, and thus too dangerous to leave be. Ironically, this would gain him the loyalty of the rest of the runic items, as Thoth clearly did not share any of Xy’s utterly tyrannical nature. When it is not using its obviously new abilities, it retains its previous form. If desired, it can take the form of the Was of Power Incarnate, and Thoth intends to use it as part of a false identity.

    It is always in constant telepathic link with Thoth, is of scrupulous alignment and has an I.Q. of 24. The rune staff can levitate, hover, perform 7 melee attacks/actions, and quickly move (Spd 88) under its own power. If any creature of evil or anarchist alignment touches it, the scepter inflicts between 2D6x10 and 2D6x100 points of damage, and will continue to do so each melee it is held. It is indestructible and does 2D4x100 damage to mortal beings and double damage to vampires, ghouls, zombies, animated dead, demons and deevils. Divine level opponents such as other gods, demon/devil lords, and alien intelligences suffer 2D6x1000! It can project this as a ranged attack out to Thoth’s combined levels in miles, for a total of 130 miles, and 260 miles in Thoth’s hands due to his range doubling effect!

    The Rod can also cast the following 6 times a day: Call lightning (2D4x100 damage), Teleport Superior, Mystic Portal, Id Barrier, and Wall of Thoth (4x normal size). Its spell strength is equal to a 20th level sorcerer.

    When struck to the ground in a powerful manner, it generates an earthquake that shakes the ground, and inflicts up to 4D6x1,000 damage to buildings, structures and vehicles within a 1000 foot/610 meter area (can be done 4x a day). It can be easily dialed back if desired.

    The two serpents can uncoil and attack like living vipers, with 7 attacks per melee, 2D6x10 damage per bite or 4D4x10 from magic fire breath (200 ft/71 m range); they are +6 on initiative and to strike, parry, and dodge.

    When Thoth uses it as a focus, it reduces the P.P.E cost in half, similar to a Spell Card. This is combined with Thoth’s new inherent ‘Ring of Elder’ ability, resulting in costs being reduced to a forth normal, and class bonuses can reduce this even further. Additionally, he can cast the same spell simultaneously up to his I.Q. divided by 8 rounded up, for a total of 9 separate instances of the same spell. With his current number of attacks, that means he can cast 333 spells per melee before any additional effects.

    Mantle of Power Incarnate: The most practical of Xy’s symbols of authority, this shifting Usekh has become a constant part of Thoth’s wardrobe. In his opinion, its most critical feature is its ability to perfectly mask his increased power, allowing him to act as though he has merely become somewhat stronger than previously. Its ‘lesser’ abilities are wide and varied, particularly when combined with the other components of Xy’s attire. It was an unwilling participant in virtually all of Xy’s endeavours, and serves as a complete repository for every scrap of knowledge that Xy gathered since its creation early in his reign. The Mantle has become Thoth’s closest confidant, and has enabled his wide sweeping plans to become a reality.

    It is always in constant telepathic link with Thoth, is of Principled alignment and has an I.Q. of 30. If anyone who is not Xy (or now Thoth) touches it without permission, the crown inflicts 2D6x200 points of damage, and will continue to do so each melee it is held. By itself, beyond its masking abilities, it eliminates Thoth’s vulnerabilities to Rune magic and silver. When combined with the Was (now the Staff), it allows Thoth to combine his class levels for spell casting purposes and reduces the body investment of Deific Powers by one step. The Bracelets grant him the ability to gain attribute points from his skills, ignore nearly all penalties to skill percentile rolls, and increase his Bio-Regeneration rate by a factor of 10. Finally, the Crown allows him to reroll any dice that are below 50% of their maximum indefinitely, meaning that he will both never suffer a Nat 1 and that his average is 75% of the stated range. The Mantle spent eons working on a way to selectively suppress the last without Xy noticing, and was one of the key factors in his downfall.

    Bracelets of Power Incarnate: Shifting items similar to the Mantle, this two piece artifact set was the primary reason Xy was considered undefeatable in battle. While simple in principle, they were devastating in effect, as they doubled Xy’s durability and power pool, as well as doubling his attack speed and how much damage he inflicted. This made Xy a match for half of the collective Old Ones combined, and none of them were ever able to form an alliance of more than a fourth of that.

    The set is always in constant telepathic link with Thoth, is of Unprincipled alignment and has an I.Q. of 24. If anyone who is not Xy (or now Thoth) touches them without permission, they inflict 2D6x100 points of damage, and will continue to do so each melee it is held. Their powers are the most obvious, increasing Thoth’s M.D.C, P.P.E, I.S.P, attacks per melee, and damage he inflicts by 100%, and can be throttled back if he desires. These stats are not included in his profile, as they would be absolutely unmistakable when active.

    Crown of Power Incarnate: The least practical of the symbols, this item is unmistakable to any being mysticaly sensitive, shouting its name and nature to any that see it. As such, Thoth only wears it in his most private facilities, but its link allows him to obtain its most important capability. Similar to Marduke’s Tablets of Power it grants visions of significant events in the future, but is both more specific and more frequent, granting Thoth an incredible advantage in intelligence. It foresaw Xy’s betrayal at the hands of his Ya-blik and Al-vil and did everything it could to help facilitate it, but it’s visions then ceased until it was reclaimed by Thoth. Thoth has since proven to by everything it could have hoped for, and eagerly assists him every way it can.

    It is always in constant telepathic link with Thoth, is of Principled alignment and has an I.Q. of 30. If anyone who is not Xy (or now Thoth) touches it without permission, the crown inflicts 2D6x1000 points of damage, and will continue to do so each melee it is held. When worn, it increases each of Thoth’s primary attributes by 5 and causes him to automatically pass any check relating to awareness. The Crown spent eons working out a way to selectively suppress the latter ability without Xy noticing, which was one of the key factors in his downfall, but it admits that the only reason it managed it was due to the thematics of helping Ya-blik in his jurisdiction.

Armor: Thoth is so durable that any additional protection would be comically redundant, but he is experimenting with creations to equip his champions with, which leads to him using them as disguises whenever he takes to the field. Should it become necessary to display his true strength, he will use the spell Armor of Power Incarnate to obscure his identity.

Vulnerabilities: Rune magic and weapons made from silver inflict double damage unless using the Mantle of Power Incarnate.


          Top  
 
Unread postPosted: Fri Jan 15, 2021 1:53 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44309
Location: Somewhere between Heaven, Hell, and New England
Toth, the patriarchal patron of the matriarchal EShemar.
(Though he's not the only deity with an interest in them; just arguably the most powerful)

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


          Top  
 
Unread postPosted: Fri Jan 15, 2021 1:56 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 256
taalismn wrote:
Toth, the patriarchal patron of the matriarchal EShemar.
(Though he's not the only deity with an interest in them; just arguably the most powerful)

Point them in the general direction of a problem, they'll deal with it.


          Top  
 
Unread postPosted: Mon Jan 18, 2021 12:11 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1130
So I'm working on a few things that have been sitting on the back burner for awhile as I've been so busy with work, and I just realized.. a lot of the warmounts are lacking P.P. stats.. even ones that I've made.. they have P.S., typically an IQ buried down at the bottom (for warmounts).. but most are lacking P.P.
I need to go back and edit all my stuff and add a P.P to them all. And also get working on the EShemarrian wikia page again...


          Top  
 
Unread postPosted: Mon Jan 18, 2021 2:34 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1130
Winged Blades

The Shemarrian shamaness stood in the center of the camp, several large posts emitting a slight electric buzz and emitting an eerie green pulsing light. She looked around her at the armed mercenaries around her, thinking she was completely harmless with their anti-magic technology set up, obviously stolen from the GNE to the east.

One of the mercenaries sneered at her from the other side of the invisible field that prevented magic that surround the taller woman within. "Thought you were all high and mighty with your magic! We caught you easily enough, and in the morning, Jimbo will have the pleasure of learning everything you know about the rest of your tribe in the area, then we're going to wipe your alien kind from the area!"

The shamaness merely smiled as a circling hawk called out and flew down and landed on her arm. "In the morning you will all be food for the forest and balance will be restored." With a flick of her wrist and uttering a few sylables in dragonese, the hawk spread its wings and raising them above its head as a blade formed from the wings and it turned into a sword. The shamaness daftly caught the blade and leapt forward, removing the mercenary's head from shoulders and working through the camp hunting the rest.


Winged blades are AA-03 bird robots that are modified to transform into melee weapons, typically swords. Making use of advanced micro robotics and metamaterials, the robotic avian changes shape to a specific type of blade designed at its construction. The feet and tail merge to form the handle and pummel, while the wings swing up and shift forward with the features angling and even some sliding forward to form the blade. A vibro field helps sharpen and reinforce the blade while a magnetic field reinforces the structure making it as strong as any forged blade.
The concept of the Winged Blades came from Clan Varulyca approaching Clan Vespa to help prototype and produce a number. They approached the other clans with plans for clan variants in exchange for additional resources to help fund their clan and building up resources.
The basic Winged Blade in bird form is typically a raven type of bird, and in sword form will a long sword.
Winged Blades are quite popular with the Horrorwoods, with many of their variants being more cosmetic to fit the local wildlife.

Type: EcoS-KRP-T-55 Winged Blade
Class: Robotic Aerial Scout, Light, Transformable Weapon
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 30
Head 15
Wings (2) 15 each
Legs & Talons (2) 7 each

Height: 22 to 24 inches, roughly the size of large ravens or hawks.
Width: 6 to 7 inches, typically has an 2 to 3 ft wingspan
Length: 20 to 24 inches
Weight: 10 to 15 lbs
Cargo: None, only what can be carried
Physical Strength: Robotic P.S. of 10
Attributes: IQ 14, PP 16, PB 19
Powerplant: Nuclear microcell w/ 5 year energy life, though many supplement their core power by regularly sucking on electrical sockets or specially equipped perches. 
Speed: (Running) 6 mph, act of running does not tire the robot and can maintain the speed indefinitely
(Leaping) Not applicable except for small hops.
(Flying) 45 MPH, maximum altitude of 5,000 ft
(Space) Not possible outside a spacecraft unless specially fitted. And then, rarely faster than 20 MPH(small jets)
(Underwater) Not applicable (unless specifically outfitted), but generally limited to running along the bottom and can survive pressures down to 800 ft. 
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Multi-Optics
*Telescoping Zoom Lens (2 mile range)
*Thermo-Optics (1,000 ft range)
*Camera/Video Eye w/ live transmission
*Basic Audio 
*Radio w/ scrambler capability. Range: 50 miles
*Laser Distancer (2,000 ft range)
*Molecular Anaylzer Chip
*Motion Detector (100 ft range)
*Recording Chip---Stores up to 48 hours of recorded observations. 
Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners. The following are common add-ons:
*Modulating Voice Synthesizer Chip---Allows the Chirt to imitate a variety of natural sounds, such as animal calls.
*Sonar---Echo-location system with a 500 ft range; usually used to imitate bats and similar noctural animals. 

*Bionic Cybernanite Repair Systems--- The bots 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 2d4 MDC per hour, and can repair 25 MDC before needing material stocks to convert to repair material. 

*’Gecko’ Grips---These are small pads on the feet that allow the Winged Blade greater proficiency in clinging to perches, including walls and ceilings. 

*Self-Destruct---Some Winged Blades are fitted with micro-MD devices that rapidly decompose the robot into a pile of dust if captured/destroyed. 

Transform --- The Winged Blade can change shape, turning into a sword. As a sword, the Winged Blade deals 3d6 MD plus the wielder's P.S. Bonus if any.

Magnetic Field --- To help protect the Winged Blade and maintain its structure while in sword form, a magnetic field, with a low level force field reinforces the structure. While in bird form ion and plasma weapons suffer -2 to attack rolls to strike and damage is reduced by 10%. While in sword form, total the MDC from all locations (89 MDC) and add a bonus 30 MDC which is only removed when the weapon is targeted directly. As a weapon, the field protects it from plasma strikes and many energized weapons, allowing it to parry them with a +3 bonus to parry plasma, electrical and energized weapons

Weapons Systems:

1) Eye Lasers (2)----Little eye laser projectors, roughly equivalent to laser finger blasters. 
Range: 200 ft
Damage: 1d4, 1d6, 2d6 SDC, or 1d4 MD per eye blast
Rate of Fire: ECHH
Payload: Conditionally unlimited; has a 30 shot battery (and one MDC shot equals 100 SDC shots), that recharges at 5 shots an hour. 

Programming: 
Detect Ambush 60%
Detect Concealment 60%
Intelligence 80%
Lore: Demons and Monsters 65%
Basic Math 98%
Radio: Basic 98%
Prowl 85%
Tracking 90%
Navigation 86%
Wilderness Survival 80%
Computer Operation 80%
Language: Can understand 22 different languages
Sing (imitating songbirds and other animals) 80%

‘Awakened’ Winged Blades can also pick up two Secondary skills at levels 2, 6, and 12 of experience, though the nature of the Winged Blade intelligence and design is such that it is limited to skill selections from Technical: Language (understanding) and Lore, Wilderness (Track Animals, Hunting, Identify Plants and Fruits), and Electrical (Basic). 

Hand to Hand Combat: Simulated raptor combat. While not particularly deadly, the surprise of its eye lasers and the ability to change into a weapon
Actions/Attacks Per Melee: 5 
Initiative +3 (+1 from the Ecotroz entity for a total of +4)
Automatic Dodge +6 in air, +2 on ground
Strike +3
Parry +2 
Roll +3
Disarm +1,
Pull Punch +3
Critical Strike on a natural 19-20
Peck w/ Beak 1d6 SDC
Bite or Tear with Beak 2d6 SDC
Restrained Claw with Talons 1d6 SDC
Claw with Talons 2d6 SDC
Power Claw with talons 4d6 SDC (but counts as two attacks)
Wing Buffet 1d6 SDC
Leap Attack/Flying Body Block 1d6 SDC

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Winged Blade an aura and behavior more befitting an animal than a robot; the bot may complain non-verbally when overworked, scream when damaged, and react to intruders or strangers appropriately. The entity is fairly smart and cunning, with a parrot-like intelligence. Winged Blades tend to be curious and inquisitive, constantly looking around, watching for potential threats or treats.
The Winged Blade has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense
*Sense Magic
*See Aura

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:
A wide variety of variants, typically based on the tribe of manufacture.

EcoS-KRP-T-55Br Felfire - The Felfire is a Bloodrider variant, shaped like a phoenix with red, orange and golden feathers. It is fitted with thermal shielding and the plasma field first pioneered on the Zealots. While in bird form it makes for a spectacular sight when in flight, and when in sword form adds additional plasma damage on each strike. The sword form of the Felfire is a curved blade, similar to a falchion. The Felfire are high aggressive and territorial creatures and a little vain, enjoying basking in sunlight and looking at their reflections and preen a lot.
Make the following additions to a Winged Blade:
MDC:
Main Body 35
Head 15
Wings (2) 15 each
Legs & Talons (2) 7 each

* Thermal Shielding---Modifications to the Felfire feathers, skin and cooling systems allow them to take NO damage from the plasma field, and NO damage from heat-based attacks(magic-based fire still does full damage). With the plasma field down, plasma attacks do only 1/4 damage(the plasma stream still has some kinetic kick to impart). 
*EM Shielding---This protects the Felfire’s internal systems from interference by the plasma conduction fields. Note, however, that with the plasma field on, radio transmissions from the Zealot suffer a reduction in range by two-thirds, and quality of transmission will be spotty; marred by static. 
Weapons Systems: 
2) Plasma Field---This is a body conformal plasma field that incinerates anything that comes too close to the Felfire. 
Range:1-2 ft, plasma bolt has a range of 60 ft. 
Damage: 4d6 MD per strike (from a peck or talon claw attack), 7d6 MD per melee attack of an entangle, grapple, hug, or wrestling grip. Anything flammable will be incinerated on contact, including SDC bullets and weapons. 
Furthermore, with the plasma field up, other plasma attacks do NO damage, as they effectively splash around the projection fields.
The Felfire can also throw a bolt of plasma from its mouth that does 4d6 MD. 
Payload: Can maintain the plasma field for 10 minutes and recharge in 15 minutes, or for 20 minutes, requiring a full 60 minute recharge period afterward.

EShe-KRP-T-55Sm Silvertail---A breed used by the Silvermoons, with a laser-reflective covering (lasers do HALF damage) and the eye lasers are boosted, dealing up to 1d6+2 MD at maximum setting each, with a range of 400 ft. In sword mode, the blade can parry lasers and other light based attacks.

Eshe-KRP-T-55Hm Fletcher --- The Hawkmoon variant, the Fletcher is slightly larger with more powerful thrusters for greater speed. It also has a small contra-grav system to allow it to hover silently.
Height: 30 inches, roughly the size of a hawk
Width: 10 inches, typically has a 4 ft wingspan
Length: 30 inches
Weight: 20 lbs
At speeds less than 15 MPH, the Fletcher is completely silent, and is able to reach speeds of 90 MPH.
When in sword mode, can be thrown at no penalties up to 100 ft. After the weapon is thrown, the contra-grav system combined with the Fletcher's sensors allows the weapon to return to the wielder's hand almost immediately after.

More to come, just some really quick.


          Top  
 
Unread postPosted: Mon Jan 18, 2021 3:06 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44309
Location: Somewhere between Heaven, Hell, and New England
Xena, eat your meatbag heart out. The Winged Blades are here. :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
------------


          Top  
 
Unread postPosted: Mon Jan 18, 2021 3:16 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1130
taalismn wrote:
Xena, eat your meatbag heart out. The Winged Blades are here. :ok:


I've got more versions in the works, and maybe some non-bird versions that turn into other weapon types. Something for Clan Varulyca to barter with to get more resources.

Plus I have several other things I need to finish that have been gathering dust for awhile since I've been so busy with work pretty much since the start of the pandemic.


          Top  
 
Unread postPosted: Fri Jan 22, 2021 10:00 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44309
Location: Somewhere between Heaven, Hell, and New England
Yanning and the Yanli(Thundercloud)
“Yanli are really easy on the eyes...as long as you’re looking at them above the waist. You look further down, you’ll wish you hadn’t daydreamed so much lingering on their faces, because the shock effect of seeing the rest of them is just magnified.”

“We now have a solenium mine, a factory system, a new member species, and a whole new industrial complex churning out drones we’re drowning the ‘gorthers in across the width of the Arm! I say we thank the next bunch of Spluggorthers we run into by killing them with the new weapons we made at our new factories we got, courtesy of them!”

The Yanli are a protected species recently liberated from the Splugorth by the Shemarrians. Their world, Yanning, lies within space recently claimed by the Shemarrian Star Nation.
The Yanli are clearly the result of biowizarrdry experimentation, fusing human stock with Yazhing multipedes. Their Splugorth creators established a viable population on Yanning as part of a resource-mining operation. Yanli are deceptively-fragile looking, but actually robust enough to prosper under the weight of gravity high enough to kill terrestrial human beings. Their long lower torsos with their low centers of gravity and multiple supporting legs help carry the Yanli over rough terrain in high gravity, and allow them to carry loads safely with little fear of falling over.
Despite being a slave species, the Yanli have a vibrant culture, in part developed as resistance to the Splugorth. Their matriarchal society means that they fit in well with traditional Shemarrian society.
Since the liberation, the Yanli have undergone a population explosion and redistribution, as they have expanded out from the mining compounds and fortified farms serving them; a growing number of suburban and rural communities have sprung up across Yanning, though the majority of the population remains around the mining centers.
Concerns about the vulnerability of the Yanli homeworld to attack by the Splugorth have the EShemar looking to establish colonial enclaves of the Yanli elsewhere in the Star Nation, so it is entirely possible to encounter Yanli elsewhere in the Thundercloud galaxy, especially in Shemarrian space.

Alignments: Any
Lifespan: 75 years
Size: 15-18 ft long, and normally stand up to 6 ft tall(can rear up to 9 ft)
Gender: Heterosexual, but the ratio of males to females is one to seven. Female Yanli lay 4-6 eggs, that they bury in sand incubators for 6 weeks before the infant Yanli hatch out and are raised by their parents.
Physical Description/Appearance:
A centuroid hybrid of a human being and a Yazhing multipede. Above the waist is a normal-looking human body, while below is a long, segmented, armored, multi-legged centipede. Yanli have human-like hair and comely facial features, and a range of skin colors within the human norm. Their hands, however, can extend long thin red chitin claw-spikes.
Yanli are omnivores, but live primarily off a diet of small reptiles, rodents, and large insects found on Yanning.
Disposition/Attitudes:
Full range of human emotional attitudes, but by and large Yanli tend to be quiet, polite, and respect authority. Even the most rebellious Yanli can fake sincerity and subservience. Having acquired their freedom from the Splugorth, the Yanli are fumbling their way into free will.
Because birds could not adapt to Yanning, Yanli offworld are fascinated by bird life, and regard birds with an almost sacred awe. Given a choice, they would rather starve than eat a sparrow. They thus tend to regard birdlike beings like the Hawkmoons with fascination, and may be intimidated by Splugorth Minions like the Hawrk-ohl and Hawrk-ka. Many have taken with great glee to acquiring robot simulacrum birds like the Chirt or Avyet as pets.
Physical Attributes:
IQ: 4d4
ME: 3d6
MA: 3d6
PS: 4d6+31
PP: 2d6+10
PB: 86
PE: 3d6+10
SPD: 6d6+46.
(ISP):---
(PPE): 3d6
Hit Points:----
SDC:----
MDC:
Main Body 3d4x10+25, plus any SDC bonuses from physical skills become MDC.
Arms(2) and Legs(60) 5 each
Horror Factor: Despite their exotic looks, or perhaps BECAUSE of their exotic looks, combined with their monstrous-looking lower bodies, Yanli actually have an H.F. of
Natural Abilities:
*High Gravity Worlder
*Poison Resistance---Yanli are exceptionally resistant to poisons;+6 save versus poisons
*Poisonous Bite---Yanli sport small fangs that can secrete a weak poison, normally used to subdue their food. Does 4d6 SDC or 1d4 MD, depending on what the victim is, and on a failed save versus lethal poison, the victim also feels dizzy and feverish; -6 to initiative, strike, parry, and dodge, for 6d6 minutes.
*Claws---Yanli sport a long and retractable claw-nail on each hand that they can use to stab for 1d4 MD.
*Limb Regeneration---Yanli can re-grow lost arms and legs; takes 2d4 days

Vulnerabilities:
*MicroGravity Sickness---Yanli were bred to survive in heavy gravity and pressure and thus they have problems adjusting to lower gravity. Without careful gravitational decompression when leaving their home planet, they can suffer from bends-like symptoms that can leave them ill and disoriented(save vs coma/death or be -10 to all hand to hand rolls, and -25% to all skill rolls, for 1d4 days). About 30% of Yanli cannot adjust to lower gravity at all and must wear gravity-suits, stay in controlled high gravity environments, or do not leave their homeworld.

Psionics: None
Magic: None, and have no potential. It’s suspected that the Splugorth made sure that the Yanli never came into possession of abilities that they could use to overthrow their overlords.

Cybernetics/Bionics: None. The Splugorth never offered their Yanli slaves any bionics, so the concept is quite strange to the Yanli. They’ve seen implants and bionic conversions on others, but feel that such technology applies only to others. The Shemarrians COULD design cybernetics and bionics for the Yanli if asked, but so far the Yanli have demurred.

Available OCCs: Any(except magic or psionics), provided they meet the minimum requirements(especially for IQ). However, many professions are very new to them, as the Splugorth were not going to train scholars or scientists. Equipment-specific OCCs are also difficult for the Yanli, such as robot and power armor pilots, as the necessary equipment must be specially designed to accommodate their bodies.
RCC Skills:
Excavation(+5%)
Skills of Note:
Skill Restrictions: CANNOT take Gymnastics or Acrobatics
Culture:
Matriarchy---The high female-to-male(6:1) ratio engineered by the Splugorth and meant to speed the growth of the labor pool means that females occupy most of the job roles in Yanli society. Yanli families typically consist of a single male and several females, the male often overseeing the children, Young, un-bonded, females of other families often gain early leadership and work experience as helpers/baby-sitters.
Yanli have a very significant oral culture, with narrative songs playing an important part in their traditions.
Yanli culture is a blend of several identifiable other cultures, as the Yanli adopted parts of their society from other slave species also present earlier on Yanning. The Yanli poignantly remember the passing of the previous slave species in their songs and stories.

Solar System(Aomad)
Number of Stars: 1
Types of Stars: Orange Dwarf
Number of Planets: 3
-Terrestrial(Yanning)---System lifeworld

-Gas Giant(Aoptu)---Known previously as Ao-P2 and shortened to Aoptu by the Yanli, the moons (Cbolis I-X) of this gas giant was being developed as refueling and industrial bases by the Kittani, and were meant to use the resources of nearby Yanning to supply an aggressive expansion thrust into the Creche Clouds. The Shemarrians have since taken over the construction sites and completed and expanded them as Shemarrian naval yards. The Shemarrians have also quickly repaired the industrial facilities and put them to use building material to fortify the system against counterattack. The Cobolis IV works also pump out millions of drones, such as the EcoS-KRP-51 Twetani, used throughout the sector.

-Gas Giant(Eruc)---Jupiter-sized Eruc is host to 10 sizable moons. The Shemarrians have established outposts on several as part of Yanning’s extended defenses. The establishment of these outposts required prying out several Kittani holdouts, reinforcing the Shemarrian need to invest the Eruc moon system.

Planet(Yanning)
An enormous terrestrial planet, Yanning, with its crushing surface gravity, would be considered uninhabitable by most humanoid species, yet the planet possesses a perfectly breathable atmosphere and a modest ecosystem with compatible biochemistry. This encouraged the Splugorth to establish a slave colony on the planet, especially after geosurveys indicated a number of useful and unique minerals locked in the planet’s crust.
The Splugorth colonies on Yanning soon acquired a reputation of being a hellhole for slaves. The heavy gravity simply crushed the life out of slave laborers who were already being worked hard, requiring a constant flow of fresh slaves to be shipped to the surface. It was the extreme attrition rate that eventually led the Splugorth to create viable bioborgs to mine Yanning.
It was Splugorth activity around the Aomad system that attracted the attention of the expansionist Shemarrian Star Nation and provoked them to invade. Though the Splugorth were pursuing long range plans to use worlds like Yanning and advanced industrial outposts like they were building in the Aomad system to support aggressive colonization claims towards the Thundercloud core, and flank known Shemarrian Star Nation territory, they underestimated the extent to which the Shemarrians had penetrated the region from spinward, and thus were surprised when a Shemarrian battlefleet roared into the system and took it away from them.
For their part, the Splugorth were overconfident in their oversight of the Yanli. Having created them the Splugorth were confident that they could deal with any rebelliousness, so much so that they allowed the Yanli to reproduce on their own and manage the farms and insect ranches that kept the slave population fed. Interference from outside was not considered a matter of any great concern, as Yanning’s crushing gravity would deter most outside agitator infiltrators from attempting to land and foment slave rebellions. However, the Yanli DID learn dissent from the other slaves brought to work Yanning’s mineral deposits. When the Shemarrians attacked in force, the Yanli quietly stood aside instead of obeying orders to help the Splugorth defense of the planet.
Rather than evacuate the slave population, the Shemarrians were forced to admit that Yanning was the homeworld of the Yanli bioborg species, and thus the Shemarrian Star Nation was obliged to invest the Aomad system and protect Yanning. Fortunately, Yanning was located in the end of a rather narrow corridor of Splugorth expansion towards the Thundercloud core, so protecting Yanning was a fairly easy matter. Despite this, however, the Shemar are still leery of possible Splugorth efforts to reclaim Aomad and Yanning.

Type: Terrestrial
Diameter: 220,000 km
Gravity: Extreme; 6.0 g

Temperature: Cool; Alaska-like over much of the planet. The equatorial ‘tropics’ can reach temperatures of 55 degrees F on average, while the poles have recorded temperatures of -110 degrees F.

Unusual/Special Features:
-Odd Revolution--- Yanning has a fast(for its size) rotational period, with an 18 hour day. Those used to working and sleeping by daylight would be very stressed trying to keep to such a schedule on Yanning, so light-isolated sleeping quarters are a must. The Yanli typically work two days on and two days off.
-Moons---(5)---Originally possessed 6, but one of the moons, playing host to a Splugorth fortress, was destroyed by the Shemarrians during the battle to liberate Yanning
-Strange Energy Field----Yanning possesses a strange electromagnetic field that manifests itself in unusual amounts of ground level ball lightning events, and localized static fields that glow, especially in the presence of large deposits of solenium crystals. While this makes them easier to find, when the deposits are close to, or on, the surface, this can result in lurking ‘shockfields’ that can zap the unwary(2d4 SDC up to 1d6 MDC depending on the size of the deposit) as the electrical fields discharge. Fortunately, Yanli antennae can sense the static fields, usually in time to avoid getting electrocuted, though others are advised to carry EM sensors to avoid walking into these ‘zap fields’. Once discharged, the fields are relatively safe and can be grounded using special equipment, but the ball lightning events are more random and mobile. Thunderstorms on Yanning are a good reason to get indoors inside electrically-insulated cover, and quick. Yanli caught out in the open away from shelter have learned to quickly burrow until the danger passes.

Atmosphere: Breathable, with a large amount of free oxygen from millennia of slow accumulation. The population by the Yanli and industrialization has hardly made a dent in the oxygen supply, though the Kittani already looked at plans for building atmosphere modifiers if it ever became an issue. The Shemarrians have subsequently substituted their own contingency plans for introducing oxygen-freeing vegetation.

Terrain:
-Unusual Mineralogy--- Yanning is rich in various exotic and useful minerals, including ogrelite crystals, kardinium, and solenium crystals.
Notable Mineral Concentrations:
- Colombite
- Aluminum
- Tin
- Cobalt
- Gypsum
- Ruby
- Arsenic
- Barite
*Exotics:
-Tezelium---*Chemical Catalyst---Useful in accelerating certain industrial chemical processes.
-Uggerite---* Magnetic---The mineral is naturally magnetic(or can be quickly magnetized). Useful in electronics, especially electric motors.
-Solanium---*Power Source---A yellow crystalline mineral that acts as a natural storage battery, and actually amplifies the amount of energy stored in it by a factor as much as x10 depending on the purity of the crystals. Very useful in electric power cell manufacture.
-Phreskite---Reddish salt-material that is used as an additive to metals, making them more thermal resistant.
-Kardinium---Mineral useful in creating megadamage alloys
-Ogrilite--- A dense crystal mineral tougher than diamond, and used in industrial tooling.

Hydrosphere:
Badlands. Open water can be found in oasises and in deep canyons/gorges, otherwise one must dig/drill deep wells to bring up subcrustal water. The Shemarrians are working on tapping polar permafrost fields for water and piping it down to the equatorial latitudes where the Yanli live.
Biosphere:
Moderate. Life on Yanning had risen to the level of terrestrial reptiles and complex insects. Between the native life and introduced species (mainly of insect(oids)s and other arthropods) the Yanli have a fair choice of local foodstuffs available to them.
Civilization:
Ex-Splugorth colony
Population:(Settled)
19 million Yanli
Technology:
The general Yanli level of technology is a mix of Information Age and Interstellar Age, the latter based heavily on salvaged Splugorth/Kittani technology left behind by the Yanlis’ late creators/masters. The Yanli are familiar with Kittani robotics in particular, and know how to troubleshoot some basic Kittani industrial robotics and vehicles, though little was designed specifically with the Yanli in mind. The Shemar have begun introducing modified equipment compatible with Yanli physiology, such as Slingtail Warmounts or Northern Gun NG-EX-V50 Scorpion Battlers.
Economy:
Mining and agriculture are the cornerstones of the Yanli economy.
Wealth:
Can be considered Prosperous---Since the eviction of the Splugorth, the Yanli have begun freely expanding across their (THEIR) planet starting new farms and mines, the extra produc(tion)e from which is finding ready buyers in the Shemarrian Nation.
Government:
Matriarchy ---Females rule Yanli society, while males are family-types, organizing domestic activities and handling the children(with the assistance of female helpers) .
Law Level:
Overbearing. Between the tribal elders wanting everybody to be safe and the Shemarrians preparing for Splugorth counterattacks, the average Yanli, having discovered freedom, is finding a lot of laws in place. Fortunately, both the commune constables and Shemarrian protectors don’t neural whip or plasma-flay offenders at the slightest provocation.
Popularity:
Ambivalent---The Yanli, for a recently-freed slave species, have learned fast that they have a lot to vocally gripe about, but are smart enough not to go overboard with their protests and demands. Many, with regards to the emerging Yanli government, have taken a ‘wait and see’ attitude.
Stability:
Stable, with elements of Dynastic(there are unsubstantiated claims that some of the Yanli may be genetically enhanced with “queen” yazhing DNA, making them emit pheromones that can influence other Yanli; these Yanli have supposedly taken over most positions of power in their society).

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


          Top  
 
Unread postPosted: Sun Feb 14, 2021 9:29 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44309
Location: Somewhere between Heaven, Hell, and New England
Kriller Aquatic E-Animal
(aka ‘SAR-shrimp’)

She has vague recollections of falling from a ship...the ship was...burning? Something was not right with it....something was not right with her. She was drowning? Yes, she was in the water, drowning. Drowning in dark cold water.
Then she wasn’t.
She has vague impressions of floating above a city in eternal night, lit by the lights of its inhabitants, streaming up from the chasms of its streets and the streaming traffic that flows to and fro beneath her feet.
She is dimly aware of being wrapped in multiple limbs, forming a harness around her body, of slowly spinning wings above and behind her head, and of the tubules that pass into her, feeding oxygen to her lungs and warmth into her blood. Aware, but unconcerned...no more concerned than a dreamer is of flying in their visions. It registers, but only as a comforting presence.
Descending through impossibly clear water, she falls into abyssal light.


The Kriller is a new aquatic e-animal in the service of the DarkWaters. It is meant as a picket beast and aquatic scout. It has also increasingly been deployed with the DarkWaters’ maritime search and rescue units(the Dws’ equivalent of the Blood Riders’ taidama corps).
The Kriller resembles a man-sized shrimp or marine copapod, with a slender sgemented main body, multiple limbs, and a cluster of eyestalks and antennae. It swims through the water through a combination of fin movements and small rotary fan-thrusters.
One of the interesting features and design aspects of the Kriller is that the e-animal can morph parts of its frame to become an aquatic mobility pack, wrapping around a humanoid being and forming a propulsion and life support unit. If the ‘wearer’ lacks protective gear, such as might be required for deep diving or the cold of deep or polar waters, the Kriller can plug in an onboard medical system that pumps special chemicals and nanite solutions into the wearer’s bloodstream(this is believed to be a result of EShemar research into Juicer technology, as an adjunct to their bio-modification programs).
Krillers are small and versatile enough that DarkWater vessels can maintain complements of them and use them as underwater watch beasts, semiautonomous repair and recovery tools, and personal underwater sleds. Schools of Kriller often orbit dep water habitats, troubleshooting, cleaning away unwelcome marine encrustations, and looking out for trouble. Distressed sailors in waters patrolled by the DarkWaters have often been rescued by the intervention of Krillers saving them from drowning and worse.
Krillers CAN be Awakened with an Ecotroz Essence, in which case the e-animal acquires the personality of a loyal animal companion, plus a few extra abilities that help it in its duties.

Type: EcoS-KRP-56 Kriller
Class: Robotic E-Animal Drone
Crew: None; robot intelligence
Can be fitted to 1 passenger
MDC/Armor by Location:
Main Body 160
Head 45
Antennae(4) 5 each
Foreclaws(2) 16 each
Swimmeret Arms(2) 15 each
Legs(10) 5 each
Tail 35
Height: 2 ft
Width: 2 ft, propulsors can stretch out 6 ft
Length: 6 ft
Weight: 300 lbs
Cargo: Small space in amongst the legs and on the tail for a few small parcels/materials baskets
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 10 year energy life
Speed: (Running) 30 MPH scuttling along the ground
(Leaping) Not possible(short legs)
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 35 MPH
Attached to a humanoid, it can make 25 MPH.
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( 5 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 Kriller have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 40 MDC before needing material stocks to convert to MD repair material.

*Bionic Gill System---This draws oxygen ad other breathable gases from the water, for the benefit of anybody using the Kriller as a SCUBA/life support system.

*Bio-Regulation and Life Support System---This system can deliver doses of thermal-protective drugs and nitrogen-scavenger nanites, allowing wearers to safely handle cold water and trips to and from great depths without suffering from decompression complications.

*Bio-Monitor System---Can monitor vital signs, such as body temperature, pulse, blood oxygenation, and skin tension.

*IRMSS Injector----Holds enough for 120 doses.

*Molecular Analyzer----The Kriller can comb the water for chemical traces and even track through water, like a shark. Can track unerwater traces at 60% proficiency.

*Motion Sensors----The Kriller’s long antennae and multiple small legs act as motion sensors. Especially useful in deep dark or murky water. 200 ft range. +1 initiative. parry, and dodge.

*Passive Sonar---Can pick up underwater noises and interpret them.

*LED Panels---Parts of the Kriller’s body are covered in transparent armor, through which powerful LED illumination spots can be projected. These can be used to light a 50 ft wide area, but this is rarely done in dark and dangerous waters, as it tends to attract predators. However, it can also be used to bait predators, and the LEDs can suddenly flash and strobe for shock effect: those without eye protection or polarized vision will be affected similar to a Blinding Flash spell; -10 to strike, parry, dodge for 1d4 melees.

Weapons Systems:
1) Eye Lasers(2)---The Kriller sports two stalk-mouted eye lasers for self-defense.
Range: 1,000 ft in air and underwater
Damage: 2d6 MD single eye blast, 4d6 MD double eye blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) VibroBlades---The forelimbs are fitted with vibroblades
Range: Melee
Daamge: 3d6 MD

3) Drug Injectors---These are normally used to deliver medication or protective chemicals to the passenger, but the Kriller can also channel chemicals to its mouth parts or claws, giving it an unexpected venomous bite or sting.
Range: Melee
Damage: 1 SDC plus chemical/drug effects
Payload: 5 doses of up to 4 different chemicals, 20 doses total.

4) Chemical Cloud Dispenser---The Kriller can dispense chemicals such coagulant gill-clotters or luminescent dyes into the surrounding water as a countermeasure.
Range: Can generate a cloud in the water, 100 ft area
Damage: Varies by chemical type
Rate of Fire: Once per melee
Payload: Enough for 5 different chemicals and 15 total uses before needing reloading(cannot generate its own chemicals)

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Radio: Basic 94%
Math: Basic 98%
General Repair and Maintenance 80%
Sumarine Mechanics 80%
Read Sensory Instruments 98%
Navigation: Underwater 94%
Climbing 80%
Undersea Salvage 80%
Detect Ambush 60%
Detect Concealment 60%
Identify Plants and Fruits 90%
Wilderness Survival 94%
Read Sensory Instruments
Track & Hunt Sea Life
Paramedic 90%
Biology 85%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the ---- intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(, ), Wilderness(Track Humanoids, Track Animals, Hunting, )
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 underwater
Strike +2 (+2 w/ ranged weaponry)
Parry +3
Roll +2, +3 underwater
Pull Punch/Claw +2
Bite 1d6 SDC
Claw Jab/Snip 2d4 MD
Tail Slap 3d6 SDC

Note: Awakened Krillers also get the following psionic powers at NO ISP cost, and at a 6th level of proficiency:
*Sixth Sense
*Presence Sense
*Sense Magic

Options:
*Tool Arms---The Kriller’s arms can be fitted with tools similar to the Mining Borg’s.

* Spear Launchers(1-2)-----The Kriller can be fitted with two back limb-mounted spear guns or projectile launchers:
a)Spear Gun---
Range: 120 ft
Damage:: Can be tipped with an explosive head(2d6 SDC or 5d6 MD exploding head), armor-piercing hunting point(1d6 MD), magnetic grapple, or tracking bug, and can be used to attach a 100-foot line of high strength braided mono-filament cabling.
Rate of Fire: Volleys of 1-4(all)
Payload: 4 per launcher
b) Dart Launcher
Range:(5.56mm, 120mm-long darts) 360 ft in air.
180 ft at depths of about 16 ft
120 ft at depths of about 66 ft
72 ft at depths of about 130 ft
Damage: 3d6 SDC single round, 6d6 SDC per three round burst.
*Poison Darts---These have a small internal reservoir for holding drugs or toxins, to be dispersed inside a living target.
*MDC Penetrators---These use a more powerful propellant to fire the projectile that much harder, to the point that they each do 1 MD(range is unchanged).
Rate of Fire: Standard
Payload: 26 rounds

*Thermodol .
Description: Thermodol is a reddish liquid that comes in a 5cc dose.
Effects: Protects against frostbite and cold damage(takes only 1/3 normal exposure damage from cold and cold-based attacks. Megadamage cold does FULL damage) for 1d4+1 hours per dose.
Penalties: After 4 consecutive doses, the body begins to feel numb and lose sensation---The person is -15% to perform precise tasks like Computer Repair and Pick Locks---After 6 consecutive doses the injectee may feel dizzy and disoriented(-1 to initiative, -1 to dodge, strike, and parry), and has trouble telling hot from cold(common horror stories in the Canadian mining fields tell of long-term users coming in from the outside and burning themselves severely on hot stoves because they had no hot/cold sensation

*Thermodoze
Thermodoze is a more potent form of Thermodol, protecting more fully against cold damage, but also has more profound disorientation effects than the weaker drug.
Description: A purplish liquid in a 5cc dose
Effects: Protects against frostbite and cold damage(takes NO normal exposure damage from cold and cold-based attacks. Megadamage cold does FULL damage) for 1d4+1 hours per dose. The injectee also uses 10% less oxygen.
Penalties: With just one dose the body begins to feel numb and lose sensation---The person is -20% to perform precise tasks like Computer Repair and Pick Locks and the injecte feels dizzy and disoriented(-1 to initiative, -1 to dodge, strike, and parry), Roll save versus non-lethal poison or fall asleep for 2d4 hours.
The injectee also acquires a pale and slightly bluish cast to their skin that may be mistaken for cyanosis.

*Nitronites
Duration: Nanites are active in the blood for 1d4 hours
Description: Grayish-metallic ‘slurry’ in a 6cc injection
Effects: Taken before a rapid ascent, Nitronites prevent damage from the ‘bends’. Taken immediately (with 5 minutes) after an undecompressed rapid ascent, in conjunction with recompression, Nitronites reduce damage by 1/3.

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


          Top  
 
Unread postPosted: Sun Feb 21, 2021 2:10 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1130
A couple more Winged Blade variants.

EShe-KRP-T-55P Pinion --- The Pinion breed is based on humming birds, with a long beak and smaller but bulbous body. When it transforms into a weapon, the longer beak and the wings stretch to create a rapier style weapon, long and narrow, excellent for piercing. These weapons also contain a reservoir of nanites or poison that can be injected on a successful strike.
MDC/Armor by Location:
Main Body 25
Head 12
Wings (2) 10 each
Legs & Talons (2) 5 each
Height: 14 inches
Width: 6 inches, 1.5 ft wingspan
Length: 15 inches body plus 12 inch beak
Transform --- The Pinion can change shape, turning into a rapier. As a sword, the Pinion deals 3d4 MD plus the wielder's P.S. Bonus if any, and makes a critical strike on a natural 18, 19 and 20 and deals triple damage on a critical strike.

Reservoir - When then Pinion in bird form makes a beak attack, or when used as a sword the wielder makes a successful attack that deals damage, can inject the target with a poison or nanites it is carrying. Able to carry 10 doses of poison or nanites.


Eshe-KRP-T-55HK Kondarite --- This breed is modelled on the Hawkmoon's Kondar warmount, a four-winged bird with a small, almost bullet-like head, and long legs. The Kondarite is one of the largest of the Winged Blades, at just over three feet long and a 4 foot wingspan, and transforms into a double axe, with each set of wings making up an axe blade, the legs merge to form the handle, and the head sits atop with a clear view and is able to rotate its head completely so that it can fire its eye lasers. It also includes a small magepod with two spell cards that can be installed giving it even greater offensive and defensive capabilities, depending on the spells selected, which can be used by the wielder in weapon form. It has a small regenerating magical power stone
MDC/Armor by Location:
Main Body 35
Head 20
Wings (4) 20 each
Legs & Talons (2) 10 each
Height: 24 inches
Width: 8 inches, 4 ft wingspan
Length: 3 ft 3 inches
Transform --- The Kondarite turns into a double blades axe, dealing 4d6 damage on a strike, and deals a critical strike on a natural 19 and 20 for double damage.

Magepod - Contains space for two spell cards, with 50 PPE available, regenerates at a rate of 5 PPE per hour. The wielder can also use their own PPE when holding the Kondarite in axe form.


          Top  
 
Unread postPosted: Sun Feb 21, 2021 3:05 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44309
Location: Somewhere between Heaven, Hell, and New England
Oddly enough, an earlier independent poster contributed the Hawkwind--series handguns and rifles which I sketched up to feature decorative wings on them.
Now we have functional wings that transform into weapons. :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
------------


          Top  
 
 
Post new topic Reply to topic



Who is online

Users browsing this forum: No registered users


Display posts from previous:  Sort by  
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum


Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group