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Unread postPosted: Mon Nov 15, 2010 7:17 pm
  

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Knight

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taalismn wrote:
DhAkael wrote:
taalismn wrote:
DhAkael wrote:
*BUMP*
((seriously guys..vampires??? MDC meat? WTH?!))


Hey, when you consider that EShemar nanite-regeneration systems just MIGHT be able to utilize MDC hide and bone as raw materials, a "Shemarrian Triple-Decker Dagwood"( two slabs of aged thunderbeetle, two thick slices of megadamage polymer, MDC bonemeal-and-lubricating grease sauce, and several slices of MDC tire rubber between three disc plates of armor-ceramic) might be on the menu... ;) :-D

LOL :lol:
I was making comment on some of the other threads which, honestly..do they NEED debate? -sigh-
However, with one of my GMPC's (based loosely on Kos-Mos), she actualy CAN eat, and her advanced nanites can break down organics into workable elements. 8) :D


Still, picture the shock on the PCs' faces as the petite(for a seven foot gynoid) dislocates her jaw to fit in a STACK of crumpled up machine parts, spiced with chemical solvents, then downs it with a sound like a garbage compactor...
Giving the PCs another new piece of information you won't find in Josh's book: Shemarrians are pretty to look at, but they are NOT dainty eaters...

Got that right... they ARE barbarian nomads ;) Niceities are for the tribal camps.
On the road / trail / hunt?
Needs as must, and politeness and "daintyness" take a back seat to expediency. :D :lol: :eek:

_________________
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 Nov 15, 2010 7:21 pm
  

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DhAkael wrote:
Got that right... they ARE barbarian nomds ;) Niceities are for the tribal camps.
On the road / trail / hunt?
Needs as must, and politeness and "daintyness" take a back seat to expediency. :D :lol: :eek:


Hance the campfire scene with the Shemarrians sitting around the solar-charged LED display, chowing down on handfuls of nits and bolts and glass, one of them calling dibs on the vehicle axle, and wiping her greasy hands on her cloak...

_________________
-------------
"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 Nov 15, 2010 11:51 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Eshemar Kumo-rodosha Cruiser

“Get the main tractor on that piece in quadrant 21-b! That’s the entire stern of a Bindas Heavy cruiser! Even if we can’t get usable engines or a disruptor cannon out of it, we should be able to pull some superconductor from the remains! Now hurry and gather those sections in quadrant 23 into the rock-net! I want to have this region swept before Hour Octal! Just because we can take any Golgan force that might come sniffing around here doesn’t mean we an afford to be spotted by them! I’d rather not let them know we’re here in their space!”
-Gera Electrax, Chieftain-Captain, SSNS Treasure Seeker

This ship design was first observed by Bushido Confederation scouts who recorded several ships of the type cleaning up battlefield debris and repairing other Shemarrian ships in the aftermath of the Shemarrians’ obliteration of the Crimson Buzz Star Wasp splinter-hive. The ships’ appearance and actions earned them the nickname Kumo-rodosha---’worker-spiders’, and the name stuck in reporting, although it is not known what the Shemarrians call them.
The Kumo-rodosha is an older design that shares much in common with Splugorth-designed large surface watercraft and cargo ships; a large globular body suspended between three or four pylon-nacelles that double as landing gear. Compared to other Shemarrian Star Nation designs of comparable class, the Kumo-rodosha is slower, but more heavily armored. The Kumo-rodosha acts as a combination warship and fleet tender; it has enough armor and firepower to engage in heavy combat. To facilitate its role as a fleet tender and support vessel, the Kumo-rodosha mounts multiple tractor beams and a massive docking coupler on the bottom of its central hull, between the pylons, allowing the ship to act as a superheavy tug. Besides hauling disabled starships and prizes of war, the coupler can also be used to tow ‘trains’ of giant cargo pods and other structures, provided that they can fit between the trailing pylons. If not, the coupler mounts a heavy tractor beam. Large cargo bays inside the cruiser carry a variety of ships’ stores and repair equipment, and additional space can be converted for hangaring work’bots and utility shuttles. Docking points on the pylons and central hull can be used for docking up to eight light transports or heavy fighters.
If the Kumo-rodosha has a major weakness, it’s that it is among the slowest sub-capital ships of the SNN; despite the Shemarrians’ high tolerance for acceleration-gees, the cruiser is only capable of middling overthrust, which can lead to the ship being outraced or overrun by faster opponents. At least one variant has emerged to address this issue, but at the expense of other capacities.
It has been suggested that the Kumo-rodosha is a rival design to the ubiquitous Remora design; both ships carry out many of the same functions and both ships have been seen modified for a variety of other roles. However, if there ever was any sort of design competition among the Tribes of the Shemarrian Star Nation, it has since disappeared; both ships appear in large numbers in the fleets of the various Tribes, and formations consisting of both Remoras and Kumo-rodoshas are fairly common. Kumo-rodosha can also be seen acting as the core of a group of Unipelta corvettes, or as escorts for Hitode transports and other larger craft.
The Kumo-rodosha is common to all SSN tribal fleets but seems especially ubiquitous in the forces of the Darkwaters and Skullcrusher clans. The Silvermoons use theirs mainly to move and protect their asteroid mining operations and microgravity processing factories. The Horrorwoods clans use theirs to support landing operations, the ships, once landed on their engine-pylons, serving quite adequately as artillery support firebases. Other variants known to exist include Kumo-rodoshas outfitted as flying workshops and laboratories for Spinster/Tinkers, dorm/training ships for NeShemar, hospital ships(often towing additional accommodation modules), and tanker craft towing gas harvesting and storage gear.

Type:ESheMar-C(M)03 Kumo-rodosha
Class: Medium Cruiser
Crew: 1,000 +4,500 troops/passengers/work crew
MDC/Armor by Location:
Main Body 32,000
Bridge 3,000
Pylon-Nacelles(4) 4,000 each
Long Range Missile Launchers(6) 800 each
Medium Lasers(12) 250 each
Point Defense Rail Guns(8) 250 each
Plasma Torpedo Launchers(8) 700 each
Tractor Beam Stations(4) 1,000 each
Tow Coupler/Heavy Tractor Beam 1,500
Variable Forcefield 10,000 per side ( 60,000 total)
Height: 500 ft
Width: 850 ft
Length: 850 ft
Weight: 325,000 tons
Cargo: Up to 35,000 tons
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.0% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not surprisingly, given its design lineage, the Kumo-rodosha CAN operate underwater, surviving depths of down to 2,000 ft and able to move at 40 MPH .
Market Cost: Unique to the Shemarrians and not for sale. If made available, a fully-equipped and functional Kumo-rodosha might bring 1 billion credits or more
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-70% to detect while stationary, -30% when moving)

*Tractor Beams(7)---- The Kumo-rodosha sports seven tractor beams, six light (four mounted one to a station, around the ‘waist’ of the ship, and two foward) and one heavy. The light tractor beams are each rated for 800 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. The heavy tractor beam is rated for 75,000 tons and can be used to tow small starships.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

Weapons Systems:
1) Long Range Missile Launchers(6)---These are the primary long range anti-ship weapons. When the Kumo-rodosha is landed, the missile batteries also act as long-range artillery in support of the disembarked troops.
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-12
Payload: 120 missiles ready to launch; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)

2) Medium Lasers(12)----These powerful lasers are equally effective against warships and fighters,
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d6x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

3) Point Defense Rail Guns(8)---Backing up the lasers are eight rapid-fire rail guns.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per burst per single barrel
Rate of Fire: EGCHH(4-6)
Payload: 100 bursts per cannon

4) Plasma Torpedo Launchers(8) --- These unusual weapons fire volleys of plasma bolts like missiles, and are even able to ‘curve’(up to 90 degrees) the shots somewhat to skip around ships and obstacles to envelope a target, but this control seems ballistic in nature, rather than active control(though there is evidence that the Shemar are able to actively direct the bolts within tractor beam range). The bolts themselves seem to have been endowed with a weak magnetic field that contains the plasma in a tight’packet’, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(likely how the EShemar manipulate their energy projectiles at short range and correct their course....each of the launch arms’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-8 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited


Auxiliary Craft:
4 shuttles
Provision for 8 light transports or Goshawk Attackers
OR 24 fighters
A troop carrier will typically have provison for Warmounts for 50% of the troops.
Work-ships will have provision for modified Warmounts for 30% of the passengers/workers, and a contingent of 200-600 work drones or ‘E-Animal’ android servitors.

Variants:
*ESheMar-C(M)03KvCQ---This variant takes advantage of the Kumo-rodosha’s resemblance to common Splugorth/Kittani vessels to deceive and infiltrate. Details are scant on the C(M)03KvCQ owing to its mission profile, and knowledge of its existence only came about when a captured CCW ship, held in a Splugorth orbital impound, inadevertantly recorded imagery of a supposed Kittani vessel approaching the asteroid-moon station, then opening fire on the surprised slavers. When the liberated CCW crew managed to regain their ship and escape, they found the video of the ‘Kittani freighter’ disgorging a horde of Shemarrian warriors. Since then several other incidents in Splugorth space have taken place that have been attributed to such tactics. The C(M)03KvCQ is largely believed to be a Ghost Rider Tribe development, though occasionally it’s been attributed to the so-called ‘Shadowblades’.
Besides bearing the external hardware and markings of Splugorth craft(these are presumed to be fake, and easily altered), the C(M)03KvCQs presumably carry extensive scanner and sensor-spoofing gear, false ID transponders, and communications hacking equipment. To make the most of successful deception, the ships mount four concealed cruise-missile launchers(volleys of 1-6 missiles, 24 each) in addition to their normal armaments, the better to surprise enemy defenses and capital ships with a barrage of missiles.

*ESheMar-C(M)03Dw---A Darkwaters clan variant that carries a large sensor dish-array on its upper hull(has 2,000 MDC). The sensor array allows the ship to detect ships in normal space at up to a light year away and FTL wakes at 28 light years’ distance. This system is based on CAF sensor arrays, but is slightly more powerful due to its larger size and mounting. It can also be deployed on the move under full acceleration, but is relative fragile compared to the rest of the ship.

*ESheMar-C(M)03Sc---The Skullcrushers field a variant that emphasizes firepower above all else; the plasma torpedo launchers are upgraded to 10-shot arrays, the missile launchers upgraded to volley up to 20 missiles at a time. Four heavy particle beam turrets(900 each) have been added for extra firepower.
Two massive extendable armored airlock arms(1,800 MDC each) with the ends fitted with powerful maglock heads and plasma cutters(10 ft range, do 1d4x100 MD per melee of cutting) are also added for slicing accessways into enemy ships and spacestations to allow warriors and warmounts direct access.
The Skullcrushers have also been known to use the Kumo-rodosha’s towing capability to sling massive payloads of metal scrap or asteroid rock at opponents in artificial meteor showers. They have also used the same tow capability to launch mines and remote control missile launcher satellites into the thick of battlefields.
1) Heavy Particle Beam Cannons(4)---Mounted atop the main hull, these cannons give the ship a serious punch against larger capital ships.
Range: 12 miles in atmosphere, 45 miles in space
(Kitsune Values: 45 miles in atmosphere, 45,000 miles in space)
Damage: 1d6x1,000 MD single blast
Rate of Fire: 2 shots per melee
Payload: Effectively Unlimited

*ESheMar-C(M)03Br---This variant has only shown up in the ranks of the Blood Riders, and attempts to address the relatively slow speed of the Kumo-rodosha by replacing the tow coupler at the bottom of the main hull with another engine bloc, and beefs up the pylon engines. The resulting vessel can hit speeds of Mach 14, but loses its heavy tow capacity and about half of its cargo capacity.

_________________
-------------
"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 Nov 16, 2010 4:58 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
Hope Brightlance

“This is the last time Tylax. You can not just keep on walking up to flesh-beings and cyborgs wanting to ‘progen’ all the time.”

Hope’s travelling companion picked her self up from the pile of unconcious and moaning juicers, flicking bits of broken pool-cue and glass from her armour.

“It would not be so bad if these outsiders weren’t so defensive. It is like they live in mortal dread of pair-bond…even temporary ones.”

Hope just breathed in and out a few times like she had seen her flesh bodied human and humanoid friends do.

“We are guests within these towns. We need to adapt ourselves to their ways, not the other way around. The sooner you and the rest of the sisters can learn this, the easier MY life will be. Now, let us get you fixed up. We can not very well show up to the Kingsdale city council meeting with half your synthskin falling off.”

Hope Brightlance was one of the first of the EctrozShemarr to be created via the rite of progen. Despite being ‘born’ a warrior caste, her personality and mental template are that of a diplomat; something that most people would think impossible among the prideful and aggressive gynoids. Her manner is more in keeping with the Parriah of the Hawkmoon; gentle and compassionate, but she also contains the fire and effciency in battle of her mothers. Hope is also one of the first of the tribe to ride a battle-hawk (named Stormglider); one of the newly created riding beasts exclusive to the Hawkmoon tribe.

Appearance; like all Shemarrian warriors, Hope has the pointed ears and twin antenae. Her hair is a combination of bluewhite and blonde, while her eyes are pale silver darkening to blue near the pupils. The war-gear Hope Brightlance wears is more streamlined plating, forgoeing the spines and baroque accents that most Shemarr warriors use. Her head-dress / helmet is modeled after a hawks-head, while her robe is silver-grey syn-leather embroidered with beads of silver to create wing patterns on the fabric.


Relevant stats & Skills:
All MDC by locations are standard as per Shemarrian Warrior.
Fully Advanced Nerual Net A.I. with learning capabilities, along with fully integrated Ecotroz life-force.
Present Level: 1 (Use Nerual Net Robot OCC from HU2 for experience points per level, and skill advancement / learning)
Minor Psionic: 22 ISP and Empathy & Telepathy powers.

IQ = 17
ME = 16
MA = 18; 50% trust or intimidate.
PS (Robotic) = 36
PP = 24
PB = 18; Charm & impress by appearance.
Spd = 132

At present all combat bonuses are as per standard, though her WP bonuses will increase as she levels.
As a minor psionic being, Hope Brightlance saves Vs. psionics at 11+ on D20.
Perception is +2


Camouflage: 85%
Climbing: 98 / 90%
Land Nav: 94%
Basic Math: 98%
Military Etiquette: 98% (among most tribes & other para-miltary groups)
Pilot Jet-Pack: 94%
Ride Exotic Animals / War-Steeds : 80%
Basic Radio: 98%
Swimming: 94%
Wilderness Survival: 94%
Computer Operation: 98%
Computer Programming: 90%
Cyberjacking: 70%
Detect Ambush: 65%
Detect Concealment: 60%
Escape Artist: 85%
Intelligence Gatheting & Analysis: 95%
Imitate Voices & Sounds (also, universal translation): 83% after 1D4 rounds (15 seconds to 1 minute) listening.
Prowl: 75%
Read Sensors (primarily own internal sensor suites): 98%
Streetwise: 50%
Surveilence: 90%
Tracking (all inclusive): 85%
Understands all languages as listed in the Shemarrian programming listing (98%) and can universally translate at roughly 60% comprehension.

All skills listed above may increase +2% per level as per Neural Net A.I. from HU2.


Additional non-standard skills as follows
Public Speaking: 57%
Dancing: 42%
First Aid: 57%
Anthropology: 52%
Xenology: 42%
Research: 62%
Demon / Monster Lore: 37%
Magic Lore: 37%
Law: 47%
Philosophy: 52%
Mythology & Religion: 52%

Secondary skills learned while on diplomatic mission
Tri-galactic Lore: 27%
Space Navigation: 42%
Zero G Movemnt: 98%

Personal Weapons of Choice
Twin vibro-sabres with hawks-head pommels and finger guard shaped like wings.
She-IP30 Ion Pistol for “close encounters”

Brightlance Laser Weapon: based at least outwardly on the Shemarrian railgun-lance albeit streamlined and without external magazine, this weapon was custom built for Hope by Spinster Goodbones. It still uses the micro fusion power cell and targeting sight of the railgun, but instead of a mass-driver, this weapon uses a retrofitted Wilk 457 Pulse Laser. Installed into the head of the Brightlance is a vibro-blade (same stats as the vibro-bayonet).
Weight: 50 lbs. due to micro-fusion powercell
Mega-Damage: 3D6+2 M.D. per pulse, or 1D6X10 per 3-pulse burst. Baynoet / spearhead does 2D4 MD + punch damage.
Effective Range: 3,000ft.
Rate of Fire: Aimed (single shot), or tripple burst.
Bonus: +2 to strike on aimed shots, +1 to strike with bursts.
Payload: Effectively unlimmited.

_________________
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: Tue Nov 16, 2010 10:39 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Okay, this draws from a number of contributers to this thread, and has been expanded since DhAkeal saw it last:

Advanced Cultural Notes: EShemar in the Three Galaxies
This ACN entry covers what is known(So far) about the Shemarrian Star Nation in the Three Galaxies.

“Some believe that we arose from a refugee ecosystem that, in order to flee some great catastrophe, translated itself into energy and cast itself into the void to seek some unknowable refuge, and found it in the soulless puppets of a deranged machine and a power-hungry madman. If so, then we have exceeded the expectations of both sets or progenitors. We have risen from our dubious origins to embrace the stars, spread our homeworlds across galaxies and dimensions, and acquired power to shake the heavens. We have turned a forlorn hope into a force of salvation, turned from being tools of darkness to being masters of our own destinies, made a malicious lie into a shining truth, and made our names, given in smug jest, into our own, in our own fashion, by our own efforts. What lies ahead for us from here? I know not the details of what is to come, but we will face it with the experience we have lived, the knowledge we have earned, and what we make of the future, this I do know: it will be GLORIOUS.”
-Ameyin StarSearcher, Psi-Shamaness, Darkwaters Tribe

The attack had come unexpected. The harvesters were finishing off the resistance of the (cattle) below, the processing was proceeding apace, and the next round of targets for reaping had been chosen. Then the warning had been flashed, of fresh attacks, not from the planet below, but from above, from the very depths of space that had spawned their own kind. The reaper(its function, for its duty was to oversee the harvesting and processing of the (cattle)) had listened with incredulity to the web-murmurs as the overfleet callers had described multiple attackers falling upon them from the dark. Attackers who had burned and blasted and crushed vessels. Some damage was well within the ability of the ships to repair; radiation weapons that only burned, but worrying voices told of other weapons, that dissolved the very substance of hulls, and those who strayed too close to the affected areas. Then had come the worrying reports from harvesters in the atmosphere, that they too were under attack.
The reaper had been making its way from the harvesting decks to go to its emergency station, as its own vessel had begun to maneuver, when it had felt the ship shake and quaver. It had felt the concussions batter the hull and pound the atmosphere within. But the ship had suffered worse; the reaper was confident that the vessel and crew would prevail in whatever confrontation was to come.
Thus the reaper was most shocked when it had been thrown into the opposite wall as a section of hull burst open. The howl of atmosphere and violated systems shorting out told of a serious injury to the ship. The squawl of the (cattle) waiting in the adjacent processing abbatoir was ignored as the reaper pulled itself back to its feet, shunting side the discomfort from its minor injuries(though it made note of itself to help itself to some of the harvest afterwards) to attend to more pressing matters.
Such as the fact that it was no longer alone.
A form had come quickly into the corridor the reaper was in. An intruder that did not belong here. It could not be a coincidence that this stranger arrived so soon after the harvester had been attacked. The reaper could immediately tell; too small, too few limbs, and the dim emergency lighting glinted wrong off its metallic integument. It did not move or act as one of the reaper’s own kind. This was an enemy, and an enemy that had to be stopped.
The newcomer noticed it wasn’t alone either. It turned to face the reaper, and brought those limbs of its not devoted to locomotion up in what could only be an aggressive posture-
The reaper tried to bring its superior mass to bear, to crush the intruder under its weight. Instead, it found itself crashing into the wall as the newcomer deftly sidestepped the charge. Something sparked in the intruder’s thing forelimbs, something that left a swath of burning pain in the reaper’s flanks. The reaper leaped back as best it could, and used the opportunity to scrutinize its opponent more carefully now.
The reaper was perplexed; it could sense the hint of life force in its attacker, but not the delectable organics of harvestable living flesh. It was clearly facing an automaton of some sort, but whose? Surely not the (cattle) below. It knew not of any enemies fo its kind that utilized machines of this type.
So busy with its ruminations was the reaper that the attacker again struck, moving with unexpected speed, the massive blade in its forelimbs slicing through the reaper’s mouthparts and into its forelegs, sending it crashing to the deck.
As the reaper struggled to right itself, screeching in protest of its physical dismembering, its opponent approached again and began speaking in a deep resonant voice in a language the reaper could not understand, but the tone of which was clear in its threat.
#”You thought that in the absence of the Champions who normally protected this region of space while they dealt with other threats that your kind was free to fall upon those worlds left vulnerable, that your kind could finally slay and eat to your content, feasting on the ignorant innocents who know not that the universe is a dangerous place.
You thought wrong! This space, this world, is under OUR protection. And for every innocent life you have taken ten of your despicable species shall fall to water their soil! The Goddess demands such price for your crimes!!!
SHHHEEMMAARRRRR!!!!!”#
With that the attacker brought its axe down to cleave the reaper through its skull, the deadly scream/hum of the giant blade the last thing it would know as it was split fore to back.



The Shemarrian Star Nation would come as a shock to those residents of Rifts Earth familiar with the Shemarrians. To earlier period, or unenlightened, natives of Rifts Earth(of whatever alternate time period), the existence of the Shemarrian Star Nation would seem to confirm that the Shemarrians of Rifts Earth are indeed d-bees(rather than natives of Rifts Earth). To those more intimately familiar with the Shemarrians, their true history, and the real causes of the Shemarrian Civil War, they would be both stunned and amazed at what is both new and old in these proud people, translated into the Three Galaxies.
Though the Tribes have clear delineation of traditions and designs, there is little if any animousity or friction between the clans. Hardware and resources are shared freely between the Tribes, and differences are solved reasonably and equitably by due process. If necessary, a matter ofconcern will go to a vote of the SSN Congress of Tribes for judgement.
The Shemarrian Star Nation has risen to prominence among the backwater worlds of the Anvil Galaxy as both the Forge War and the Minion War have shaken up the established powers of the Three Galaxies. As other powers have rangled for influence, or shifted their forces to deal with more immediate concerns, leaving many of the less powerful worlds vulnerable to attack by malicious forces, the Shemarrian Star Nation has begun to step up to protect some of these worlds left out in the cold.
Traditions New and Cold:
NeShemar: Many of the traditions established on Earth continue into the culture of the SSN. Even with the widespread use of Progen and other means of reproduction, the EShemar still practice the ingathering of NeShemar into their ranks. These are mainly drawn from worlds that the Shemarrian Star Nation holds reign over, and come from refugees and orphans with no other recourse, or warriors who have sworn fealty to the SSN and met with the Shemarrians’ approval. Some tribes, such as the Hawkmoon, Darkwaters, and Blood Riders, still loot battlefields of freshly dead worthies who can be salvaged and reborn as NeShemar. Though still generally regarded as ‘second echelon’(as opposed to ‘second class citizens’), NeShemar continue to play an important part in SSN society, giving the Shemarrians a large labor and talent pool, and providing an inflow of fresh ‘blood’, ideas, and abilities.

Colonies: It is unknown where the SNN’s homeworlds are, if they have any. The prevailing theory is that, aside from a few reported enclaves and colonies, the Shemarrians are a nomadic people, living on their ships(and as-yet-unsighted mobile community vessels) and asteroid colonies off the beat and track. However, while tribes such as the Darkwaters and Ghostriders prefer to dwell in the Deep, the Horrorwoods, Wolf’s Path, and Wayfinder tribes prefer ‘living and breathing’ worlds. The Sapphire Cobras also like warm oxy-water worlds and, if they had their druthers, would probably conquer the Hunter system, home of the original Sapphire Cobra, in the Corkscrew Galaxy, and take it away from Safari Inc. to run as their own, if they could.

Starships: Each tribe maintains its own fleet of starships, some larger than others, according to their respective resources and focus. Early model Shemarrian starships can be seen to have been based on existing designs; mainly Splugorth, Kittani, and Kydian designs, but also CCW and Golgan designs. Smaller ships have distinctive Naruni influences. However, as the power and affluence of the SSN grows, newer vessels are emerging that show an original Shemarrian aesthetic. All Shemarrian spaceforces have a common stable of designs and classes, but each Tribe has modified its ships to meet its own particular needs and philosophies.
In addition, the SSN maintains a large number of auxiliaries; vessels acquired by various means or assembled from salvaged components. These vessels are typically crewed by younger Warriors and NeShemar and fill various support and specialized roles. However, they are NOT second-class or ‘throwaway’ vessels, but are the equal of any equivalent ship-type in the fleets of the major powers of the Three Galaxies. The SSN often deploys these ships and their crews when and where more obvious Shemarrian warships would be unwelcome or unnecessary.

Hawkmoon Tribe---”Spread Your Wings to Encompass All the Sky, Day and Night, To the Very Edges of Creation.”
The Hawkmoon is arguably the most powerful of the Tribes, having benefitted immensely from their close relations with their Shaemar patrons. Their space forces are among the most powerful in the Star Nation; the StormDragon Battleship first appeared in their ranks thanks to their shipbuilding program, as well as many other vessels. As the first of the original Awakened Tribes, originators of Progen, and founders of the Shemarrian Star Nation, the Hawkmoon continue to hold the highest racial ‘memory’ of the goals and objectives of the original Ecotroz Intelligence, and remain arguably the most spiritual of the Tribes. The members of the Hawkmoon also exhibit some of the highest rates of psionic manifestation among the clans, suggesting that the Ecotroz is not yet finished in its evolution. The Hawkmoon are also the most likely envoys and ambassadors of the SSN to other peoples, and are the Tribe most often associated with the Shemarrian Star Nation in the public eye.
Symbol: A winged lunar disc, the open horns of the moon facing downwards
Signature Technologies:
The Hawkmoon philosophies have led to them investing in the development of flight technologies, both personal and vehicular. Concealed flight systems and more obvious ones like bionic wings are common Gifts of Upgrade among their numbers. The Hawkmoons have also embraced the technowizardry developed by the Wayfinders, more so than any other Tribe.

Ghost Rider Tribe---”Every advanced civilization is surrounded by the ghosts of their own past, coccooned within the ghosts of their present, in their spheres of expanding radio noise and in the networks of data they build into themselves. We like to listen and talk to those ghosts.”
The Ghost Riders have quickly established themselves as an evasive, elusive, thoroughly eccentric Tribe with a perchance for stealth and electronic trickery. They are the intelligence gatherers of the Tribes, tapping in on supposedly secure communications, ferreting out information, and winning battles withiut firing a shot. It’s said that the Ghost Riders like being digital voyeurs, quietly hacking and listening into system computer networks, or sitting between the stars eavesdropping on the ancient radio signals wandering through the void. This is not to say that the Ghost Riders are not brave; their warriors are as fierce as any other Shemarrian; it is only that they see not just one plane on the battlefield, but many, and the battles they fight are as much about information control and deception as about bringing firepower to bear. The Ghost Riders also tend to favor pure A.I.s for their NeShemar; it is said that Machine People refugees and Network Intelligences are numbered among the NeShemar beholding to the Ghost Riders.
Symbol: A skull in profile, the interior filled by stylized printed circuitry lines
Signature Technologies:
The Ghostriders LOVE electronic jamming, hacking systems, remote probes, and viral intelligence systems.

Blood Rider Tribe---”Only when eye to eye with Death, does one truly know Life.”
Like the Wolf’s Path, the Blood Riders are a relatively small clan, but they have a reputation as ferocious fighters. Their distinctive crimsoned starships and fighters strike fear into those they encounter, for the gynoids are fearless and aggressive. Unlike the Skullcrushers who fight out of rage, or for redemption, the Blood Riders fight for the pure exhilaration of proving their prowess, of dancing on the edge of oblivion, and of cheating death. The Blood Riders have also acquired a reputation of being Valkyrie-like, searching battlefields and warzones for their NeShemar candidates among the nearly dead and close-to-dying. They have evolved a powerful warrior ethos among their number that holds personal courage and honor paramount, although that honor may not always apply to enemies.
Symbol: A crimson-streaked sword depicted upright
Signature Technologies:
The Blood Riders are believed to have been the driving force behind the develpment of the Plasma Torpedo, which has since been adopted by all other Tribes. They also look to perfect various plasma technologies, including the energized plasma weaponry of their Kittani foes. Plasma blades are a favorite signature weapon of the Blood Riders

SkullCrusher Tribe---”Show No Fear, Show No Mercy, Show No Weakness. Crush That Which Would Destroy What is Right and Good.”
Even though Tribal history records that the Skullcrusher clan was forgiven for their actions under the influence of the Dark One and the Metal of Corruption, and the Skullcrushers invited back in with Rites of Reconciliation during the Reunification, the members of the Skullcrushers have long felt themselves laboring under a dishonor and taint. Some Skullcrushers have even gone so far as to revive the despised title of Pariah, and have shorn themselves of their Warrior status and hardware, until such a time as they can redeem themselves through actions without the benefit of their Shemar wargear. Those who have kept their titles as Warriors, and their weapons, are among some of the fiercest fighters in the Shemarrian Star Nation, with a reputation for fearlessness and brutal aggression against their enemies, such as the Splugorth. Many are the tales of Skullcrushers wading into the thickest combat, unmindful of the danger, and holding their ground against all comers. Such courage and rage have cost the Skullcrushers heavily; they suffer some of the highest casualties of the Shemarrian Star Nation, so much so that many of the leaders of other Tribes have feared that the Skullcrushers might run themselves into extinction in their pursuit of redemption on the battlefield. The Skullcrushers’ campaigns have hurt them in other sectors as well; their shipbuilding program and NeShemar recruitment have suffered, and the Skullcrushers often must acquire ships and hardware from more prosperous tribes. The Skullcrushers seem reluctant to induct new NeShemar into their ranks, apparently out of concern that the newcomers not suffer the ‘crusher ‘taint’ , even though the Skullcrushers’ maniac courage and crusading against such enemies as the Splugorth, Kreeghor, Atorians, demons and monsters has attracted such people as the Manaar, Rotharr, Nattereris, Chrome Warriors, Malvoran, Vintex and Kremmin, who’d join their ranks in droves in a heartbeat if so allowed.
Symbol: A cracked skull in the palm of an enormous armored black gauntlet
Signature Technologies:
The Skullcrushers have adopted heavier than average personal body armor with shoulder-mounted missile launchers. Their spacecraft tend to be heavy on massdriver and missile weapons, with an emphasis on heavy firepower.
*Skullcrusher Heavy Assault Armor
This is essentially the equivalent of MI-B2 Medium Infantry Borg Armor sized and styled for Shemarrian frames. The armor is heavy and bulky(-15% to prowl, climb, and swim) but offers 310 MDC of protection.
A heavier and even more cumbersome suit, based on HI-B3 Heavy Infantry Borg Armor, with similar penalties(-20% to speed, -2 to strike, dodge, and parry, no prowl ability, and -25% to physical skills), offering a wooping 450 MDC of protection is also available.
Mobility and agility are of little consequence in the boarding actions for which this armor is typically donned. Suited up in these heavy armor carapaces, Skullcrusher warriors have been known to walk right up through blistering enemy fire to engage them directly in hand to hand combat.
Besides the heavy armor, these suits feature enlarged forearms with heavy vibrobuzzsaws(6d6 MD per slash, 1d6x10+10 MD per full melee cut), or plasma cutters(Range: 600 ft, 4d6 MD per slashing cut or 4d6x10 MD per full melee burn). The back and shoulders also mount a pair of folding missile launchers that can hold ten mini-missiles each(20 total for both shoulders) or 2 short range missiles each(4 total for both launchers). They can be fitted with zero-gravity maneuvering packs.

Horrorwoods Tribe---”Life Grows, Life Fights, Life Overcomes, Life Prevails. The indvidual may die, many individuals may die, but Life continues, the process lives on.”
The Horrorwoods Tribe seems to have turned away from building a spacefleet(though they have at least one Hitode-class carrier-cruiser to their name, and presumably other transports) to concentrate on ground forces. They field more different types of Warmounts and Elites than any other Tribe, and their recruitment of NeShemar has led to them having a large and formidable pool of seasoned warriors trained and equipped in planetary combat. In fact, many of those prospective NeShemar who get turned away by the Skullcrushers frequently end up with the Horrorwoods Tribe.
The Horrorwoods are arguably the ‘Greens’ of the SSN; their love for ecosystems and recognition of their NeShemar population has led to the gynoids having a surprisingly vast knowledge of ecological management, agriculture, and animal husbandry. HWers have an almost spiritual appreciation for living worlds and ecosystems, all the more ironic given their physical nature as androids.
Not surprisingly, the majority of actual planetary colonies established by the SSN are populated, or at least were started by, Horrorwoods members.
Symbol: A monster skull in profile, jaws open, superimposed over a green fern
Signature Technologies:
The Horrorwoods have invested heavily in environmental technologies; ecological monitoring, animal husbandry, and terraforming technology. Combat technology-wise, they field some of the best camouflage and terrestrial cloaking equipment around, and, if they have time to prepare, battlefield-wide sensor nets. They also count among their ranks more specialized Warmount types and E-animals than any other Tribe. Signature weapons include high-tech energy versions of various melee and primitive weaponry, such as energy-firing bows and crossbows.

Wolf’s Path Tribe---”Be like the Pack. Many senses, many legs, many individuals, one purpose, one path.”
Though apparently small in numbers, the Wolf’s Path has established themselves as expert fighters, especially in small ship and starfighter operations. They are also expert scouts, both on planetary surfaces and in space, and can give even veteran Horrorwoods scouts a run for their money when it comes to expertise as rangers. It is not unusual for SSN combat operations to begin with the covert insertion of WP scouts or commandoes ahead of the arrival of the main force. Wolf’s Path Warriors form close-knit extended ‘families’ or ‘packs’ under an Alpha-leader that fight with uncanny coordination, both on the ground and in the air. To fight one is to fight the many, as many a late enemy has discovered to their dismay. NeShemar of the Wolf’s Path can expect a more regimented society and lifestyle with a clear and vigorously maintained heirarchy (trials and tests by combat or adversity are commonplace in the Wolf’s Path, though such rarely if ever prove fatal) that would seem to discourage individual initiative, but the Wolf’s Path meritocracy does more thoroughly reward those who do good by the Tribe, regardless of their origins.
Symbol: Two wolf’s paws, placed diagonally
Signature Technologies:
Wolf’s Path Warriors make extensive use of advanced personal sensor and sensor-spoofing gear, including personal jammers and variable optical camouflage. Advanced fire control and manuevering systems are incorporated into many of their spacecraft, including systems that allow fire control and aiming to be ‘slaved’ to a single warrior or command station to make use of the best bead/firing solution.
*Personal Jammers---Improved versions of technologies acquired on Rifts Earth; while on, these systems, built into the body armor, give the warrior only an 18% chance of being detected by thermal, radar, and motion detection sensors, and guided missile systems are -2 to strike.
*Fiber Optic Pre-Programmed Camouflage Scheme Surfacing----Wolf’s Path body armors feature fiber optic/nano-cell camouflage. Can switch the overall color scheme of the armor to match their surroundings. Though not true optical invisibility, it does give the wearer a -20% chance of being spotted visually(-60%) if standing completely still). Changeover takes 30 seconds(2 melees) to take place.
*Laser Designator----Wolf’s Path firearms have a clip-on laser-designator package that allow them to double as illuminators for laser-guided weaponry(deployed by either other Pack mates, or by other Tribes) Range: Varies, but the standard rifle illuminator has an effective range of 30,000 ft.


DarkWaters Tribe---”Infinite depth, infinite possibility.”
The DarkWaters have done very well for themselves translating their experience in deep water to the Deep Dark, positioning themselves as major space combatants, and establishing a space fleet that is as numerous and powerful as that fielded by the Hawkmoons. Indeed, many ship designs first fielded by the Hawkmoons, including the Storm Dragon, have been subsequently modified and improved by the DarkWaters. The output of DarkWater shipyards is enough that they can supply production to other Tribes such as the Skullcrushers. The Darkwaters are one of the two clans who dwell almost entirely in deep space, prefering the far reaches of space to planetside enclaves. While the Hawkmoon may be considered to be the public face of the Shemarrian Star Nation, it is the DarkWaters who are the force in the stars backing them up.
Symbol: A circle split by a thin horizontal white line, the lower half dark blue, the upper half matte black and dotted with silver stars.
Signature Technologies:
The Darkwaters have invested heavily into developing, acquiring, or stealing new starship technologies. Among the projects they are working on are reverse-engineering various Kittani weapons systems, perfecting faster FTL communciations, and adapting the Shemarrians’ own nanotech regenerative systems to larger scale and harsher environ large vessel self-repair.
*Repulsor Tethers---One Upgrade that is unique to the Darkwaters is the Repulsor Tether. Darkwater members are modified with implants that allow them to fly effortlessly inside and around their spacecraft when in zero-gee without the need of kicking off surfaces or wasteful reaction jets, but by alternate attraction/repulsion between their own bodies and the structures of their ships. With the RT system, Darkwaters crewmembers can flit about their ships at running speed, effortlessly. The RT system also provides a safety net when performing EVAs; the crewmembers can fly about (at up to x4 times their maximum running speed) their spacecraft like orbiting satellites(effective range; 12-15 ft for ships of 15 tons mass or less, up to 50 ft for ships of up to 6,000 tons mass, and up to 200 ft for ships of 50,000 tons mass or more), making them deadly adversaries in close combat about their spacecraft.

Silvermoon Tribe---”Pure is Our Purpose, Bright is Our Light.”
The Silvermoons number nearly as many as the Hawkmoons and DarkWaters, both in troops and ships, though they are generally regarded as a middling-powerful Tribe. Along with the Darkwaters and Ghost Riders, the Silvermoons have taken to space, prefering to settle various moons and asteroids. They are also among the most accomplished harvesters of spacial resources in the SSN; their deep space mines and foundaries provide much of the raw materials of the space fleets and weaponry of theri kindred EShemar. Their mindset can be summed up as paladin-like; the Silvermoons see themselves as crusaders against the darkness, shedding light at night and providing a comforting presence in the skies of those who fear the darkness. Silvermoon ships routinely patrol those territories that the SSN sees as ‘theirs’, affirming the SSN’s pledge to protect those who cannot protect themselves. They are avid prosecuters of the campaign against the Splugorth and delight in defeating their traditional enemies.
Symbol: A silver crescent moon with radiating moonbeams
Signature Technologies:
Almost all of the Silvermoon’s warriors and Warmounts are fitted with laser-reflective armor-chrome. They are also accomplished laser crafters, creating powerful laser weaponry.
*SilverMoon Laser Lance---This weapon looks superficially like the standard Shemarrian Rail Gun, but is a powerful long range laser based on studies of Kittani power armor weapons. It can be powered by standard E-clips, E-Canisters, or by a power link to a vehicular or warmount powerplant. It is essentially a cyborg-portable laser cannon.
Weight: 130 lbs +325 lbs per e-canister, 200 lbs for super E-pack
Range: 9,000 ft
Damage: 4d6 MD light blast, 2d4x10+20 MD per heavy blast
Rate of Fire: Single shot, ECHH
Payload: 4 light shots/1 heavy shot per standard E-clip, 8 light/2 heavy shots per long e-clip, 32 light/16 heavy shots per e-canister, 400 light/100 heavy shots a super E-pack, unlimited if tied to a dedicated nuclear power source. The Silvermoons also have a regenerating e-canister that has 30 light/ 15 heavy shots and regenerates 4 shots per hour, up to seven times.
Bonuses: Integral laser targeting and computer sight adds a +2 to strike
Note: The Laser Lance CANNOT be fitted with a bayonet.

Sapphire Cobra Tribe---”One Being’s Monster is Another’s Heavenly Messenger, One Being’s Poison is Another’s Medicine. Look Beyond the Surface and See the Truth; Even in Darkness One May Find Light.”
These snake-happy Tribals are nearly as eccentric as the Ghost Riders. Though derided by some outsiders as ‘just another snake cult’, the Sapphire Cobras have evolved a strange, convoluted set of beliefs and traditions that even leaves other EShemar shaking their heads. The SC’s cult seems to incorporate aspects of American Indian legend(where snakes are often seen as messengers from the heavens) with aspects of ancient Greek snake myth(where they are often associated with the healing arts), along with parts of a dozen other religions and mythologies. Sapphire Cobras often like to pose riddles or traps that ultimately have a message of enlightenment, encourgaging participants to look beyond illusions and preconceptions. Many of their NeShemar come to them through their small, but growing, number of missions and temples established on various Fringe worlds, attracted by teachings both deadly and sensuous, deceptive yet educating, and at the same time frightening and calming.
As noted above, the Sapphire Cobras would love to take over the Hunter System in the Corkscrew Galaxy, since it’s home to their totemic beast. The fact that it’s currently owned by a Splugorth associate has some in the Tribe seeing a justification for such an action. Such a blatant action is still years, if not decades, away, but the EShemar have started sending a few scouts to the Corkscrew to check the situation out and study the feasibility of a takeover.
Symbol: A stylized blue cobra’s hooded head, with star eyes.
Signature Technologies:
The Sapphire Cobras are known to use Cybersnakes(a Rifts Earth observer would recognize a knock-off of the Paladin Steel Cyberconda) that they unleash on boarded ships; the cybersnakes can worm their way through access ways and service trunks that larger beings cannot negotiate, and spread havoc throughout a ship. They are also known to have larger serpentine roboids as watch-guardians and Warmounts.
The Sapphire Cobras have also continued to develop their nanotech-based ‘Serpent’s Kiss’, incorporating it into rail gun and missile ammunition. These nanites can be programmed to be selective in what they disassemble, or indiscriminate, and were they to become common knowledge, would certainly draw parallels between them and the T’zees’ ‘Piranha’ line of weapons(and face similar censure).

WayFinders Tribe---”We wish to know: What’s beyond the farthest star?”
Ships of the Wayfinders have been sighted across the width and breadth of the Three Galaxies, suggesting that they are living up to their names, acting as the explorers of the Star Nation. Their ships can also be found sniffing around magic-rich regions and magic-using civilizations. Knowledge is power, and the Wayfinders recognize it. They could be considered the research arm of the Tribes, working in more esoteric realms of pure research, especially in the mystic arts. The Wayfinders also produce quite a few of the SSN’s emissaries and diplomats. While arguably more pacifistic than other tribes, the old fire that motivated the original Wayfinders still burns in them, and they will not stand by and see injustice done to others, especially if the oppressors are supernatural in nature. “Observation in research, participation in life” would sum up the Wayfinder way.
Symbol: Compass rose with an open book imposed on it.
Signature Technologies:
Technowizardry; the Wayfinders extensively use TechnoWizardry and Psi-Mechanics throughout their technology.
-Third Eye Implant---The 3rd Eye implant that is the distinguishing physical characteristic of Wayfinders has evolved to be more than simply an extra optic; the SSN Wayfinders have refined it until it has the properties of the ARS-500 Arcane Scanner, with the following powers:
-Sense Ley Lines---3 miles(rifts at 6 miles)
-Sense Supernatural---450 ft
-Sense Magic---120 ft area
-Decipher Magic---72%
-Presence Sense---120 ft area
-See Aura
-Eyes of Thoth
-Sense/See Dimensional Anomaly

Shadowblades Tribe---Little is known about this eleventh tribe; in fact the only evidence of their existence has been a sighting of a Scorpio-class battleship bearing their black sword emblem. Some outsiders have suggested that the Shadowblades are formed from outcasts of other Tribes.

Relations: The CCW: The CCW knows of the Shemarrian Star Nation in only the more general terms; they’re apparently a race of cyborg amazons, they’re affiliated with several other races of cyborg amazons, they prowl the rim territories, and they’ve been known to come to the aide of planets being attacked by the likes of the Splugorth. Good for them. As long as they don’t make trouble or ask for handouts, the Star Nation is welcome to come trade with the CCW and apply for membership.
However, if the CCW ever learned that the core of the Star Nation was really made up of sentient robots, they might well change their tune and take a harsher view of this developing power out in the Fringe.

The TGE: The Transgalactic Empire has not yet had any real dealings with the Shemarrian Star Nation, aside from a few skirmishes in border areas. For now, the Star Nation is just another minor annoyance in the distance, a bunch of upstarts among many who have taken the Empire’s preoccupation with more important matters to be weakness and have taken license to trumpet their own misplaced self-importance. Once the Empire has dealt with more immediate concerns and the manifest destiny of conquest back on schedule, the Star Nation, and the many other annoyances will be ground under the unstoppable Imperial juggernaut.

The Free Worlds Council---The FWC would LOVE to have the Shemarrian Star Nation on their side, but they’d like to have a whole lot (and they do mean LOT) of independent star nations on their side. But unless the SSN steps forward and offers to join them, the FWC will ignore them to pursue their more pressing war with the TGE. For now, the SSN has no plans to openly assist the FWC, though they will protect their ships and help them by more covert means(like passing along any tidbits of information the Tribes or the NeRe’Mar come across, or helping smuggle refugees) when they can. For now, the Shemarrians are intent on pursuing their vendetta with the Splugorth.

United Worlds of Warlock: No formal contact as yet, but the Wayfinders are likely to formally introduce themselves at some point. The UWW and SSN aren’t likely to have much in common as political entities; the UWW is largely a defensive coalition, while the Shemarrian Star Nation is decidedly aggressive and expansionist. They are, however, likely to agree on cutting down the Splugorth and protecting the lesser worlds, and thus informal military agreements are to be expected between the two powers with regards to defying the Splugs and patroling the Rim. For their part, the mages of the UWW will be FASCINATED by pyschic self-replicating sentient androids with life auras and the ability to use magic!

The Altess: The Altess would be momentarily interested to meet these pretty new faces on the block, but would regard them as pretty much everybody else. If the SSN ever threatened the Dynasty, they would be bought off or have prices put on their heads like a hundred other hot sensations who tried to throw their weight around before they learned who was REALLY in charge. Just like always.
Of course, considering that the Altess depend heavily on robot-manned weapons and starships for a substantial portion of their security, and given the Ecotroz ability to infect/Awaken sufficiently sophisticated robot systems, the Altess might not be so complacent if they only knew...
Fortunately, the SSN currently has no interest in these Corewards high-pockets, though at some point they are likely to cross paths; a touring Altess yacht, or the SSN might save or interfere with some Altess-backed/owned colony or operation out on the Rim.

The Golgan Republik: Like the TGE the Republik regards the Shemarrians as another group of overly-ambitious and overly-aggressive meddlers who could be trouble down the road, but for now are too distant and too small to concern the Republik. That might change for the worse if the SNN ever made contact with the robots of Mekanik.

The Central Alliance: The Shemarrian Star Nation has assisted the Central Alliance in part because it’s easy to fit in with the cyborgs. The Shemarrians’ bionic/robotic nature grants them immediate status among the cyberpunks. Thus, the Star Nation is on very cordial terms with Noldek’s regime. They’ve fought the Splugorth together on several occasions, and more joint military actions seem likely in the future.
Not surprisngly, a good number of NeShemar come from the violent and impoverished worlds around the Central Alliance.

The Splugorth: The Shemarrian Star Nation has a long-standing grudge with the Splugorth, and they are constantly launching raids and attacks on Splugorth concerns. Even supposed ‘good’ Splugorth are subject to this animousity; Network Omni News reporters are treated with suspicion, if not outright attacked and roughed up(or worse) as ‘enemy spies’ on account of their network being owned by a Splugorth. The popular theory is that the Shemarrians are a former Splugorth slave-race that’s managed to get rid of their Splugorth overlord, and have now turned their anger on all Splugorth in general.

Naruni Enterprises---The Naruni are NOT happy with the appearance of these upstarts. Worse yet, they seem to favor knockoffs of Naruni designs. All would be forgiven, though, if the Star Nation signed a few big armaments deals with NE and stayed forever after in Naruni’s pocket. Whatever gods they hold sacred help them if the Star Nation signs up with Hartigal.

The Shemarrian Star Nation and the Forge War
Claws speared out, vampire-tubules seeking to suck the life-stuff out of the enemy. Instead, they found nothing but a greasy liquid that tasted of machine lubricant. With an angry screech, the demon-warrior, not to be denied, settled instead for extending its dagger-claws and tearing at his enemy’s flesh, sinking deep into the right shoulder, ripping away chunks of synthetic skin and black muscle myomer, exposing honeycombed subcutaneous armor and gray metal bone.
The Blood Rider screamed her own anger and jammed her barely functional arm into the muzzle of the Blood Bane’s Blood Rifle. With a blast of sparks and eldritch energy, the half-charged weapon discharged prematurely, vaporizing the limb, but also melting itself useless.
Freed of her crippled limb, the Blood Rider was already in motion, leaping inside the Blood Bane’s arms, the plasma sword in her remaining hand igniting, the star-hot shockwave of its expanding energy blade already reaching hungrily for the demonic power armor’s helmet...

When the true powers behind the Forge War erupt into the open, initially the SSN will not be involved directly in fighting the Deevils and Demons. Instead, as powers like the CCW and UWW contend with the Infernals, the Splugorth will seek to take advantage of the distraction and strike at their vulnerable backsides. The threat to vulnerable worlds will galvinize the Shaemarians and the Templars to come forward to defend helpless communities, while the activity of their traditional enemies will bring the Shemarrians to the fore to intercede against Splugorth slavers and strike the Splugorth while THEY’RE distracted.
Eventually, though, the Shemarrians will likely be pulled into combat against the Infernals, either because of the Wayfinders getting attacked or an Infernal force cruising into the territories the SSN claim, looking for easy prey. Since there’s also a small ‘embassy’ on Phaseworld in Center, the Shemarrians will likely make at least an effort to get a ship or two in to rescue their kinsmen and any dependents who survive. Though ill-prepared to fight demons, the resilient gynoids and androids will stand and fight against the Infernal tide.
The SSN’s protection of the worlds of the Rim will help anchor the CCW and many independent worlds, and protect them from being weakened by attacks on their exposed flanks.

_________________
-------------
"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 Thu Nov 18, 2010 4:49 pm, edited 2 times in total.

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Unread postPosted: Tue Nov 16, 2010 11:36 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
At 10-point font size and only taking select posting from both my own and Tallismans material; 24 pages and counting on just cultural notes.
Hollee crap! :eek:

_________________
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: Wed Nov 17, 2010 12:01 am
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
At 10-point font size and only taking select posting from both my own and Tallismans material; 24 pages and counting on just cultural notes.
Hollee crap! :eek:



Hey, it's not like Gibbon's 'Rise and Fall of the Roman Empire'(how may volumes was that?)...
Yet.... :P

But yeah, I got a growing pile of hardcopy...add in other folks' stuff, and Josh's book (like the cherry on top of the crust underneath), and we got a nice little confection going.

Let's see...
I got in the works; Two more ship designs, a robot WIP, and two new Shemarrian sub-classes; the rumored Shemarrian 'ninja' and the Valkira---Choosers of the Slain, Hunters of NeShemar; they're more than just bodysnatchers.

_________________
-------------
"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 Nov 17, 2010 10:33 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
EShemar Goshawk Attacker
“The Shemar may be fond of big guns, but they’re also terribly fond of fast strikes in numbers, though that’s usually just the opening act for the main event. If you’re getting hit by hit-and-fades from multiple directions by those damned fast little ships of theirs, you can also count on a cruiser or a landed war band sneaking up you, ready to unleash some SERIOUS artillery on your ass. Sometimes they come in the same package; a lot of people forget the line in the tech-profiles about those raiders also carrying troops. So while you’re trying to swat at the half-dozen raiders ripping around your triple-a perimeter, there could be another half-dozen hovering just under sensor range, dropping off commando teams that will come sneaking up under your attention to come knocking on your command bunker door.”

The ‘Goshawk’ is a small starship that seems to fill the role between a heavy fighter and a light transport for the Shemarrian Star Nation. Larger than a Scarab, but much more maneuverable and longer ranged, the Goshawk is typically used as a scout ship and as a light raider. It can carry small amounts of cargo, or light attack teams for pinpoint strikes, providing both transport and close air support.
The Goshawk is incredibly fast, as its crews can handle bonecrushing accelerations and multiple gees. This lends well to the role of fast attack and recon roles. It also carries an FTL drive, allowing it to act quite adequately as a courier and long range interstellar transport.
The Goshawk was first sighted in the forces of the Hawkmoon Tribe, and its folding raptor-like wings earned it its reporting name. Those experts who’ve managed to get a close look at the craft have noted a number of aesthetic and design configuration similarities between the Goshawk and the Kittani KY-HSS, lending further credence to the theory that the Shemarrians are a former Splugorth slave race that has risen up against their former masters. In particular, Goshawk crews seem to enjoy any opportunity to confront their Splugorth opposite numbers flying KS-TAS Raider Shuttles, and thumbing their noses with the superior performance of their ships. Clashes between forces of Goshawks and Raiders have become legend among those who have witnessed them.
The Goshawk has the advantage of being large enough to mount fairly heavy weaponry more becoming a frigate or light destroyer, while having the agility and response time of a smaller fighter. However, in straightout combat against capital units, the Goshawk has far less staying power(it mounts only a single-planar forcefield for energy screening protection, rather than a variable forcefield), and must rely on its mobility to avoid becoming pinned down and ripped up by the heavier batteries mounted on larger ships.
The Goshawk first appeared in the forces of the Hawkmoon tribe, but was quickly adopted by all the other Shemarrian Star Nation tribes in short order. Besides the standard model presented below, each Tribe has its own variant(s).
Type: ESheMar-AuxCv04 “Goshawk”
Class: Corvette
Crew: 25 +1-75 troops/passengers
MDC/Armor by Location:
Main Body 3,000
Bridge 700
Cannon Turrets(4) 150 each
Medium Range Missile Launchers(2) 120 each
Aerobraking Wings(4) 500 each
Engines 1,000
Forcefield 1,200
Height: 55 ft
Width: 70 ft ( 250 ft w/ wings fully extended)
Length: 225 ft
Weight: 6,000 tons
Cargo: 500 tons +an additional 200 tons if not carrying troops
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 17
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 0.0% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Not Possible
Market Cost: Unique to the Shemarrians and not for sale. If made available, a fully-equipped and functional Goshawk might bring 290 million credits or more
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-70% to detect while stationary, -30% when moving)

*Aerobrakes---The wings on the Goshawk are not so much for lift(though they contribute to in-atmosphere maneuvering) but for aerobraking maneuvers. +10% to piloting rolls when maneuvering in atmosphere.

Weapons Systems:
1) Medium Triple-barrel Laser Turrets(4, two forward dorsal, one aft dorsal, one forward ventral)
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 2d6x10 MD single barrel firing, 4d6x10 MD for two barrels firing, 6d6x10 MD for all three cannons firing simultaneously(counts as one attack).
Up to three turrets can fire on the same target in the forward arc, while all four turrets can fire in the lateral arc at the same target. Only one turret can fire in the rear arc.
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Medium Range Missile Launchers(2, 1 forward, one aft)
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-16
Payload: 64 missiles each launcher. Reloading the launchers takes about an hour(1 ton of cargo per 24 missiles).

3) Bomb Bay---The Goshawk has an ordnance bay for conventional freefall weapons(or mines in zero-gravity). The bay has capacity for 10 tons of ordnance; additional ordnance can be loaded from the cargo bays, but it will take an hour to reload moving through the interior passage ways from the cargo bays.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius
*5,000-lb Bomb----4d4x100 MD to 100 ft blast radius
*10,000-lb Bomb----4d6x100 MD to 120 ft blast radius
Note: The bomb bay can also deploy ‘smart bomb’ versions of the above.


Variants:
Almost as soon as it began appearing in the aerospace wings of the other Tribes, variants of the Goshawk began appearing, complementing the standard model.

*ESheMar-AuxCv04Br---The Blood Riders have modified their Goshawks to carry additional weaponry on the wings; a set of heavy lasers. The bomb bay has also been modifed with a rotary launcher to fire Plasma Hunter Killer Torpedoes.
1) Medium Laser Cannons(2, wing mounted)
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 1d4x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

2)Plasma Hunter Killer Torpedoes
MDC of Projectile: 60
Range: 1,800 miles in atmosphere, 7,200 miles in space
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d6x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-6
Payload: 48 missiles. Additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
Note: Projectile anti-missile point defense systems are unable to penetrate the plasma shell, rendering them useless, and energy-based laser and plasma systems do only HALF damage due to interference from the plasma containment fields. Ion and Particle Beams suffer no such problems.

*ESheMar-AuxCv04Sc---The Skullcrushers have copied the Blood Riders in mounting additional weaponry on the wings of their Goshawks, but have gone with large-caliber massdrivers and missile pods instead, and have replaced the forward main hull MRML with a cruise missile launcher;
1) 100mm Medium Massdriver Cannon
Range: 36,000 ft (7.2 miles) in atmosphere, 14.4 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage:High Explosive(HE)---- 1d6x10 MD to 20 ft radius
High Explosive Anti-Tank(HEAT)---- 2d6 x10 MD to 10 ft radius
Fragmentation--- 2d6x10 MD to 30 ft radius
Plasma-----3d6x10 MD to 35 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 4d6x10 MD out to 11,000 ft, 2d6x10 MD out to maximum range
Rate of Fire: Four per melee
Payload: 240 rds per cannon (additional relaods can be carried and reloaded from cargo; 1 ton of cargo per 80 shots)

2) Medium Range Missile Launchers---Identical to those mounted on the main hull, only these cannot be easily reloaded from within the ship
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-16
Payload: 64 missiles each launcher.

*ESheMar-AuxCv04Dw---The Darkwaters, too, have added wing weaponry to their Goshawks, and have fitted the ordnance bays of their ships with rotary LRM launchers OR Cruise Missiles. The Darkwaters have also added variable forcefield technology to their ships.
1) Wing-Mounted Tachyon Scatter Cannon(2)--- These are typically used to create a ‘firebreak’ in front of the ship for destroying incoming missiles, mines, and other projectiles.
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 3d6x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Rotary Missile Launcher
a) Long Range Missile Launcher
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 80 missiles ready to launch; additional missiles may be carried and loaded from cargo, but will take at least 1 hour(1 ton of cargo per 12 missiles)

b) Cruise Missile Launcher
Range:Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-4 each launcher
Payload: 50 ready to fire. Additional missiles may be stored in the cargo hold and loaded, but will take at least 1 hour(1 ton of cargo per 6 missiles)

3) Variable Forcefield---- 2,000 per side ( 6,000 total)

*ESheMar-AuxCv04Hm---Having introduced the Goshawk to the SSN, the Hawkmoon quickly saw the other Tribes developing theirown versions to meet their own particular styles, and thus had to create a variant of their own. The Cv04Hm variant replaces the forward MRM launcher with a two-barrel Plasma Torpedo Launcher. Hm Goshawks also possess extra maneuverability, having additional verniers and thrusters. Finally, their ships are accomplished dive-bombers, able to add to the accuracy and damage of any gravity-freefall ordnance with a power dive(they are arguably the largest aerospace craft to use this tactic). .
1) Plasma Torpedo Launcher(2x1)---A direct line of sight energy weapon firing a bolt of plasma that ‘splashes’ on target. Unlike those weapons on larger warships, which use tractor beams to direct the plasma bolts, these smaller weapons are direct fire weaponry.
Range: 10 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 5,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-2, twice per melee
Payload: Effectively Unlimited

2)Enhanced Maneuverability---Enjoys a +3 to dodge

3) Dive-Bombing---The Goshawk can engage in divebombing maneuvers; doing so means that the spacecraft approaches the target in a dive(45-degrees or better), releases its bomb(at 5,000 ft or less distance from the target), and then pulls out. A successful dive-bombing attack requires a Piloting roll at -10%, but the dropped ordnance is +2 to strike, and gets a +2d4 MD for the extra speed assist in penetration.

*ESheMar-AuxCv04Sm---The Silvermoons field a variant armored in laser-reflective armor(lasers do HALF damage).

*ESheMar-AuxCv04Hw---The Horrorwoods Goshawk variant carries light disrupters copied from the Golgans, for improved performance in ground assault missions. They also feature several electronic countermeasure systems and decoy launchers.
1) Light Disrupter Cannon 8(2x4)
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 4,000 miles in space)
Damage: 2d4x10 MD single barrel firing, 4d4x10 MD for two barrels firing, 4d6x10 MD for all three cannons firing simultaneously(counts as one attack), at point of impact, then 25% of that in a 20 ft radius
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Countermeasure Launchers---The Horrorwoods Goshawks have two dispenser countermeasure systems:
a)Chaff Launchers(2)
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 72 bundles each (additional reloads can be carried as cargo; 1 ton of cargo per 20 bundles)

b) The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range:25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 25 swarm packs(additional reloads can be carried as cargo; 1 ton of cargo per 12 bundles)


*ESheMar-AuxCv04Wp---Wolf’s Path Goshawks replace the laser turrets with particle beam cannons and add a more powerful suite of sensors and fire control systems, improving detection range and accuracy. Another feature unique to their Goshawks are added maneuvering verniers and thrusters that give the ships an added degree of agility. The reasoning seems to be that with better fire control and a better chance to dodge opposing fire, the Wolf’s Path crews can close the range more effectively for their more powerful PBCs to come into play.
1) Particle Beam Cannons(12, 3x4)
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 3,000 miles in space)
Damage: 3d6x10 MD single barrel firing, 6d6x10 MD for two barrels firing, 1d6x100 MD for all three cannons firing simultaneously(counts as one attack).
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Advanced Fire Control----Wolf’s Path fire control systems add a +1 to strike in addition to any other bonuses. Wp starships can also ‘tag’ targets for other units in direct fire weapons range, allowing the one with the best Strike bonus to share it with any ‘packmates’, provided communciations are uninterrupted, and the units have a clear line of fire.

3) Advanced Sensors---Slightly better than the military grade sensor systems common to most CCW and TGE military craft: can pick up incoming craft in normal space at 300,000 miles, and craft traveling through FTL space at 12 light years’ distance.

4) Enhanced Maneuverability---Enjoys a +2 to dodge, and a +2 to roll in atmospheric combat.


*ESheMar-AuxCv04Scb---The Sapphire Cobras replace the lower forward laser turret with a double-barrel G-cannon firing explosive penetrator shells which contain nanomachines. If the shells can successfully penetrate armor, the nanites go to work breaking it down. These shells are most effective in an atmosphere, as nanites are susceptible to cold and radiation, and do not work well in space.
1) Light G-Cannon(2x1)
Range: 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 6,000 miles in space)
Damage: 2d6x10 MD for a single barrel firing, 4d6x10 MD for both cannon firing simultaneously.
On a Natural 19-20(18-20 if in atmosphere), the rail gun strikes does critical damage(DOUBLE damage) plus nanites are successfully embedded in the structure of the target. These nanites proceed to do an additional 4d6 MD for 2d4 melees(double damage and duration if in atmosphere)
Unlike the original ‘Serpent’s Kiss’, the nanites work on organic and inorganics alike
Rate of Fire: EGCHH
Payload: 1,000 blasts per cannon(2,000 per turret)

*ESheMar-AuxCv04Wf---Wayfinder Goshawks feature technowizardry
1) PPE Generator(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus

2)TW Enhancements:
-Impervious to Energy---10 minutes per 40 PPE
- Invisbility: Superior--- 6 minutes per 40 PPE
- Shadow Cloak----30 minutes per 12 PPE

3)Magical Sensors
-•See the Invisible Sensors: The ship has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere.
•Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere.
•Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere.

4) TW Drive Enhancement--DOUBLE speed on a ley line

*ESheMar-AuxCv04Gr---The Ghostrider Goshawks carry powerful jamming suites and extensive countermeasure gear
1) Electronic Cloaking---The AuxCv04Gr enjoys a -50% to enemy detection rolls, and a -6 to strike with sensor-guided weaponry.

2) Communications Jamming---A powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 600 mile radius.

3) Sensor Ghost Projection---The AuxCv04Grs have the ability to project multiple sensor ‘ghosts’(up to five) up to 10,000 miles away, giving false readings on their numbers and exact position. These projections can fool most long range sensors(-70% to Read Sensory Instrument rolls).

4) Countermeasure Decoy Launcher---This system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 30 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3. (additional reloads can be carried as cargo; 1 ton of cargo per 10 bundles)

_________________
-------------
"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 Thu Nov 18, 2010 2:47 pm, edited 1 time in total.

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Unread postPosted: Thu Nov 18, 2010 12:22 am
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
*applause*
: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: Thu Nov 18, 2010 2:53 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
*applause*
:ok:



Thanks..nice to see what Hope Brightlance is capable of. :D

Updated Kumo on the Starships thread, for now.

_________________
-------------
"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 Nov 18, 2010 3:41 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
taalismn wrote:
DhAkael wrote:
*applause*
:ok:



Thanks..nice to see what Hope Brightlance is capable of. :D

Updated Kumo on the Starships thread, for now.

hehe
YUP
No need to get into 'Tylax'; she's a standard Shemarrian Warrior who just LOVES these new inputs like "sense of touch" and such ;)
Eventually Tylax "the mink-souled" will calm down...once she gets a good "partner" that is :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: Thu Nov 18, 2010 4:03 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
[hehe
YUP
No need to get into 'Tylax'; she's a standard Shemarrian Warrior who just LOVES these new inputs like "sense of touch" and such ;)
Eventually Tylax "the mink-souled" will calm down...once she gets a good "partner" that is :lol: :D



Probably after having broken the pelvises and minds of more than a few folks.
"Okay, when we were calculating expected structural strains on those components, we weren't expecting THAT sort of activity."
"That activity has a name now."
"Indeed? What's it called NOW?"
"Tylax."
"...kids, these days..."

_________________
-------------
"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 Nov 24, 2010 8:37 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
EShemar Valkaris Elite---The Choosers of the Slain
(aka ‘Vultures’, ‘Head Stealers’)

The Samson power armor lay on the edge of the field of battle, victorious.
Unfortunately, only a little more than half of the power armor remained. One arm was gone, both legs were gone, and a fearfully large spray of crimson drained from the shattered lower part of what remained.
With a groan and screech of protesting metal, the upper torso acess seals were wrenched open, daylight surging inside, to meet the wisps of smoke and reek of blood and viscera surging out.
A pained rattle of breath came from within, channeled through charred lips. Then the inarticulate sound ceased.
A large hand reached down, stroked a gore-streaked temple and matted hair.
Then another hand with pale skin and long fingers reached in and by, touched the neck, ran down the exposed chest.
Over the ruined Samson and its unfortunate occupant stood a tall gray-cloaked figure, a folded scyth beside it. Standing next to it was another figure, tall, thin, and clad in dark, somber, working clothes. They both regarded the dying power armor pilot.
“A brave girl.”
“Indeed, quite brave.”
“She will be remembered for generations for her courage here in my community.”
“She will rise to new glories in my Tribe.”
“You’ve come, for this one, I take it?”
“The visions told of a brave one to be found here, one whose path both ends and begins again on the field of battle.”
“A hero, one might say.”
“Yes, she saved many lives.” The cloaked figure gestured at one end of the field where an unspeakable abomination lay quite dead, its eldritch flesh already rapidly decomposing into ash.
“The hero’s remaining lung and liver could save additional lives.” The thin darkclad figure looked over at the other end of the battlefield, where other figures, small in the distance, ran to and fro and shuttled stretchers towards hastily erected tents and open buildings at the edge of a small town.
“Since the hero won’t be needing her old lungs in her new life, you may have them. I just require the brain and spinal cord.”
The thin darkclad woman and the tall cloaked woman both nodded in understanding to each other, turned, got out their tools, and went to work.


The Valkaris are a very specialized Elite class that emerged from the Psi-Shamanesses, who, themselves, can arise from any of the EShemar. Valkari are not born, but they arise from the existing classes; as Elite they find their way to their profession; the task of finding and collecting those to be reborn as NeShemar.
While any of the EShemar may select and sponsor outsiders to become adopted NeShemar, the Valkari specialize in choosing those unfortunates whose circumstances prevent their worthiness from being witnessed by enough of the lay-EShemar to be selected for admission into the Tribes. Valkaris, like the Valkyries, prowl battlefields and disaster areas looking for freshly dead and near-dead to salvage and send to a more fitting place; in this case to made over into NeShemar. Guided as much by visions sent them by their expanded psionic abilities, as by their sensors, the Valkaris hunt for fresh prospects. Once they do find a prospect, they will prepare them for transport to the Tribe for induction. If the prospect is wounded, the Valkari seeks to stabilize their injuries using both psionic and technological means, then arrange for their transport. If the prospective NeShemar’s condition is terminal, or has just recently deceased, the Valkari will quickly work to extract the prospect’s brain and as much else as can be salvaged, keeping the organs viable with psionic infusions, nanite injections, and placement in stasis containers.
Valkaris may select and ‘harvest’ the slain for conversion into NeShemar, but they rarely have any hand in raising them. Once they’ve turned their sorry collections of broken flesh and bone over to the Spinster/Healers to be remade, the Valkaris are off again to seek new prospects or carry out other missions at the behest of their Chieftains and War Goddesses. Sometimes those they choose do not survive the conversion process, or their conversion is delayed because the Tribe lacks the available resources( a fairly common occurance in the early days of the EShemar emergence and the Shemarrian Civil War) to devote to creating NeShemar cyborgs, requiring the jarred brains to be ‘put on ice’ until better times. In some cases, the Valkari may step forward and serve as the disembodied’s advocate, making the case that conversion and induction of the prospective NeShemar, even in lean times, is in the best interests of the Tribe.
Among the EShemar, Valkaris possess a particularly powerful array of psionic powers, though they are decidedly limited and ‘fixed’ in regard to selection, and focus on Sensitive and Healing abilities that help in their work. In fact it is this blossoming of psionic abilities that often signals the original EShemar’s decision to become a Valkari. Valkaris are arguably in greater tune with both their own inner visions and with the life forces of others, and are better able to feel the pain and suffering of others, as well as their attitudes and thoughts, and this helps draw them to prospective NeShemar.
Valkaris typically work alone, as they are rarely more than a handful in each Tribe anyway(not many are needed). They work closely with the Male Shemarrians(who help them find battle sites and communities) and with the Spinster/Healers(who are responsible for the conversion work). However, the Valkaris are as adept as any other Shemarrian in the arts of war, and will readily join with any war party and fight alongside their sister gynoids if and when needed. Indeed, their blurr-cloaks and viciously sharp vibroscythes make them nearly as feared and effective as Berserkers.
Despite their decidedly morbid specialty, Valkaris can be surprisingly sociable in a strange, awkward, way. If they have the time, and are not pestered, they will help others at a site deal with proper burial and disposal of the dead. They will distribute any salvage they do not claim for their Tribe to other bystanders. They will also help administer medical attention to those who need it. They typically will not accept any repayment for these deeds and will leave as soon as their services are no longer needed. Valkaris also get along well with the Posluznik D-bees(indeed, the Posluzniks have shared their embalming concoctions and much of their knowledge of funerary rites with the Valkaris, and the two peoples can be found amicably working side by side to turn death into a fighting chance for life). Valkaris do NOT get along with ghouls, of both the human and supernatural sort, and many a fallen hero or fresh corpse has been the scene of a SECOND battle between those fighting over the still warm remains. AS of yet, the Valkaris have not yet encountered any of the Nordic Valkyries, so there’s no telling what might happen if the two forces tried to claim the same fallen hero to add to their number.
In addition to their more arguably altruistic objectives, Valkaris also scavenge for usable cybernetic and bionic parts, taking such from the dead to be be recycled by the Tribal Spinster-Tinkers. Unfortunately, those who have been observed doing this have been equated with Body Choppers, and the tales have spread that the Valkaris use their scythes and blades to finish off still-living cyborgs, in order to steal their machine parts. This is utterly untrue, but the morbid rumors still continue to spread.
Because of the highly specialized role of the Valkari, they are rare among the EShemar(and entirely missing from the Ghost Riders, though reportedly they aren’t above imitating the ‘Grim Reaper’ look of the Valkari). There are minor variations between the Tribes with regards to equipment(the Wayfinders incorporate TW systems for instance), but all typically follow the same general profile and mission.

Modifications:

Psionics:
In addition to the normal EShemar psionics, Valkaris have the following:
*Clairvoyance(4 ISP)
*See Aura(6 ISP)
*Telepathy(4 ISP)
*Empathy(4 ISP)
*Sixth Sense(2 ISP)
*Object Read(6 ISP)
*Psychic Diagnosis(4 ISP)
*Suppress Fear(8 ISP)
*Induce Sleep(4 ISP)
*Deaden Pain(4 ISP)
*Healing Touch (6 ISP)
*Life Preservation(Special) ---This is not so much a healing ability as it is a sustaining ability, keeping the spark of life alive in a person or in tissues and organs, extending the amount of time they have to reach medical aid. Note that this is NOT a healing power, but a form of bio-stasis, keeping the person’s condition, from deteriorating any further over the fatal threshold, until help can be reached. This power also keeps severed limbs and appendages viable for transplant or re-attachment by staving off necrosis. The Valkari can preserve viability for 1 hour per 10 ISP.

Note: Valkaris count as MAJOR Psychics and have a base ISP of 1d6x10 +M.E. + 2d4 per level of experience
-Valkaris become immune to the Banishment/Exorcism vulnerability at Level 9 of experience

Special Systems:
Valkaris are not BORN via Progen with their special modifications, but receive them as part of the Rites of Upgrade/Rites of Mod that they undergo to become an Elite.

*Bio-Monitor Hands---The Valkaris’ hands can gain a wealth of medical information from touch; pulse, respiration, blood oxygen level, body temperature, electro-cardiac activity, brain wave activity(if placed on the head), even the presence of certain chemicals on the skin).

*Tool Arms---The Valkaris sport forearms that incorporate three auxiliary machine-arms/tendrils, with an array of scalpels, clamps, retractors, and other medical instruments/tools.
Range: (Utility Laser) 50 ft
(Blades) Melee
Damage: (Utility Laser) 1d6, 3d6 SDC, or 1 MD
(Blades) 1d4 SDC or 1d4 MD
Note: The fine precision of these tools gives the Valkari a +10% to Pick Locks, Pick Pockets, or Safecracking if she possesses any of those skills.

*Laser Eyes---Because the forearms can no longer sport combat lasers, the Valkaris have multi-mode lasers in their eyes that can double as highly accurate laser scalpels or as combat weapons. Those bystanders who have seen these lasers in action speak of the Valkaris’ ‘burning gaze’.
Range: 1,000 ft
Damage: 2d6 MD single blast, 4d6 MD from both eyes simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +2 to strike (in addition to any other bonuses)

*Drug Injectors(2)---One of the Valkari’s fingers on each hand has a retractable drug injector needle and drug reservoir, identical to the cybernetic system.

Special Equipment:
Valkari, in addition to their normal war gear, typically carry vibroscythes(great for clearing brush around a crash site or prying open robots and power armor), and wear an armored cloak with several large pockets in it for holding stasis sacks and jars. Other tools of their trade include a tool kit and field surgery kit, RMK and IRMSS systems, and a folding stretcher. Their vehicle of choice is a beast of burden, such as a Monstrex or Monstrex Pack-Mule(though it is rumored that the oldest known Valkari, of the Hawkmoon Tribe, has a winged Warmount patterned after a Black Vulture).
Many Valkari have a robotic, bionic, or E-animal ‘familiar’, such as a Shemarrian Wolf(or more), avian, or other as companion, watch-beast, and scout.

Special Skills:
In addition to the normal (E)Shemarrian combat and espionage programming, Valkaris have the following:
General Maintenance and Repair(50%+5% per level of experience)
Paramedic(70%+5% per level of experience)
Field Surgery(40%+5% per level of experience)
Bioware Mechanics(40%+5% per level of experience)(Note: the EShemar’s Telemechanics psionics offset any other prerequisite skill requirements for this field)
Biology(Human/iod)(50%+5% per level of experience)
Chemistry(60%+5% per level of experience)
Lore: Funeral Rites(40%+5% per level of experience)---This is an arguably lesser form of the skill Mortuary Sciences in that it covers a general knowledge of the cultural customs of death and its aftermath; interment, mummfication, cremation, etc. While a person possessing this skill wouldn’t be able to do a body reconstruction with any great skill, they would know the rites and procedures associated with a number of cultures and societies, including who to consult/inform, and basic services for the departed.

W.P. Bonuses: Valkari gain an extra +1 to strike and parry with their vibrosycthes.

Valkari Robe:
This is an armored cloak or robe worn over the Valkari’s regular armor. About half of them incorporate Blurr-Mesh(copied from a Paladin Steel design they bought)
MDC: 80
*Blurr Mesh---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. Takes 10 MDC before being degraded sufficient to stop operating.
*Large Pockets/Sheaths---A Valkari robe typically has four large padded pockets on the inside that can hold a stasis sack or sample case. Two smaller pockets and several external ones hold additional surgical supplies, medical kits, knives/scalpels, e-clips, and other items.

_________________
-------------
"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 Nov 25, 2010 1:35 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
taalismn wrote:
EShemar Valkaris Elite---The Choosers of the Slain

My my my my...
*grin* I am quite liking this latest addition. It will slot in nicely for later reference once my group deals with the situation on Motavia.

It also kicked in an idea I've had for a while... my muse is being quiet for the moment, but her unconcious mummblings are inspiring me :D
Stay tuned for further developments.

_________________
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: Thu Nov 25, 2010 6:54 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
taalismn wrote:
EShemar Valkaris Elite---The Choosers of the Slain

My my my my...
*grin* I am quite liking this latest addition. It will slot in nicely for later reference once my group deals with the situation on Motavia.

It also kicked in an idea I've had for a while... my muse is being quiet for the moment, but her unconcious mummblings are inspiring me :D
Stay tuned for further developments.


Thanks...I figured that if nothing else it provides people with a way of 'second life-ing' PCs, recycling them in an unexpected way.
They're also an elite group of moody altruists(sorta...some folks might object to being resurrected, possibly mind-wiped, as additions to a bunch of Amazon gynoids).

_________________
-------------
"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 Nov 26, 2010 12:07 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
Good week to be an EShemar for some reason:

EShemar Yurei Elite
(aka ‘Stalker’)

“I go where my sisters cannot, I see what my sisters cannot, I do what my sisters cannot or will not do. I go into the dark places so my sisters do not have to, I face the evil in its lair so they do have to, and I lie and dissemble so my sisters need not to. I do not share my sisters’ glories, but it is enough for me to know they CAN because of my efforts.”

So-called the ‘Shemarrian Ninjas’, the Yurei Elite has only recently come to be known among the ranks of the EShemar in the aftermath of the Shemarrian Civil War. To those who are most familiar with the EShemar/Shemarrians, the Yurei seems to be a late development of the SCW, appearing some time after Progen technology had spread among the Ecotroz Tribes, and possibly soon after the Ghost Riders broke their self-imposed sequestration away from the other Tribes. Other possible sources of the evolution of the Yurei Elite may have been several EShemar expeditions to Japan and elsewhere, where specialized cybernetic/bionic assassins and special ops soldiers are known to exist and operate. Certainly the name given to them- Yurei-(‘ghost’ in Japanese) would suggest a Far Eastern connection or inspiration.
The Yurei would appear to be a fusion of Male Scouts and Berserkers in terms of physical capabilities, though all thus far observed have been female in gender. Yurei have been variously ascribed to extreme Rites of Upgrade, or the Progen offspring of Berserkers and EShemar Males, Berserkers and Pariahs/Reclaimed, or of Ghost Riders and Ecotroz Shemar. It is equally unknown if Yurei are modified from existing Shemarrians or are ‘born’ as is. Physically they are optimized for covert operations; recon, infiltration, intelligence gathering, assassination, and sabotage, and their core programming emphasizes espionage and unconventional warfare.
Yurei are shorter than their Shemmarian/EShemar Warrior sisters, but more slender than Spinster/Healers. Their head antennae are more slender and more easily concealed in their hair. They eschew the heavier armor favored by most Shemarrians in favor of special skintight bodysuits of molecular-bond micro-plate. They also favor such weapons as vibro-katanas, vibro-garrotes, wire-traps, crossbows, and other silent assassination or sniper weapons. They are not as strong or as durable as their larger kin, but the Yurei are more agile, possess faster reflexes, and are faster. While a Shemar Warrior or Chieftain may prefer a loud, powerful, intimidating weapon that can knock out a tank or power armor in one shot, Yurei prefer weaponry that is quick, silent and accurate, able to remove a head from the rest of the body in one motion, or pierce armor and take out a heart with one trigger-pull.
Yurei rarely use Warmounts, another sharp departure from their fellow Tribeswomen, but often use transportation acquired from other sources(however, they will avoid large cumbersome forms of transport like robots), and rarely become attached to a vehicle(typically they’ll steal or use a vehicle for a single mission, then dispose of/abandon it) or mount. Yurei have nothing against Shemarrian Wolfs or other ‘pets’, and indeed many possess symbiotic ‘animal familiars’ to assist them in their duties, but eschew anything that hinders their ability to move quickly and (optimally) quietly.
With more details coming out about the Shemarrian Civil War, revelations of the Yurei Elite has led to rampant speculation about their role in a number of incidents late in the conflict. Yurei are now suspected of having infiltrated several Titan Works facilities prior to their capture by the EShemar, and the effective neutralization, in several cases, of forces mobilizing against the EShemar, including the Republicans’ abortive effort to seize a Hawkmoon-held Titan Works factory in the wilds of Pennsylvania territory. Several efforts by the CS and other nations to acquire material intel on the Shemarrians have also mysteriously ended in failure, attributed to Yurei preemptive action. Farther afield, Yurei have been blamed for suspicious mishaps befalling other Shemarrian enemies, including guerilla activity and assassination attempts on Atlantis and in Europe.
While recognized as an Elite class, the Yurei are not always accorded full honors due their station by their kinsmen and kinswomen. Many more traditional Warriors and Berserkers find fault with the ‘dishonorable’ tactics used by the Yurei, and regard the aloof and mysterious attitude cultivated by the Yurei as unjustifiably arrogant.
In part, this is due to the fact that the nature of most of their missions keeps them apart from their Tribes(wo)men, and away from the eyes of witnesses to their valor. Rarely do the Yurei have the opportunity to join in battle on the field alongside their sisters and kindred where their courage can be witnessed and better appreciated, so for many EShemar, ignorance of what the Yurei really do has bred in many a mild disdain and contempt for the secretive Yurei. Many Male Shemarrians are also distrustful of the Yurei, seeing them as competition for the same espionage roles that the original ARCHIE-3 Males were arguably intended for, and which many EShemar men regard as their own specialty. The wiser and more experienced War Chiefs and Goddesses, however, DO appreciate what an Elite Yurei or two can do, and the sort of invaluable asset they represent.
Ironically, though generally aloof among their own kind(though it is NOT unknown for Yurei Elite to have true friendships among other EShemar), Yurei have had arguably the most social contact with outsiders, either as unseen observers and spies, or as infiltrators. Many acquire specific skill sets to blend into specific societies (like CS Ironheart, the Relic, Free Quebec, MercTown, etc.), the better to blend in and acquire information, or perform strike operations. Though few go as deep cover as the original Pariahs(or, as it is claimed, some of the Reclaimed continue to do), the Yurei are as capable as any Spybot in the recon role.
In the advanced Shemarrian Star Nation of the Three Galaxies, it is rumored that the Yurei make up a Tribe of their own, the mysterious Shadowblades. In fact, Yurei are part of every Tribe and have no interest in forming their own. Though they might not be as appreciated as other classes and Elites, the Yurei are proudly loyal to their Tribes, and will serve the Shemar to their own destruction, if necessary.

The following represents the common stats for the Yurei cyborg/gynoid. Like all EShemar, the Yurei are eligible for Rites of Upgrade and may request modification(subject to the approval of their Tribe superiors). Indeed, many Yurei have themselves modified to include substitute or additional weaponry added(See Options, under Weapons Systems).

Type: EShemar SC- Yurei
Class: Energy Lifeform/Robot Fusion Self-Sufficient Combat Infantry/Espionage Robot
Crew: Ecotroz Intelligence
MDC/Armor by Location:
Main Body 200 without armor, 275 in armor
Head 90
Antennae(2) 5 each
Arms(2) 125 each
Hands(2) 13 each
Legs(2) 80 each
Height: 6 ft
Width: 2.2 ft
Length: 2 ft, 6 inches
Weight: 400 lbs
Attribute Equivalents of Note:
IQ: 4d6
ME: 5d6
MA: 3d6
PB: 10+2d6
P.P.: 30
Physical Strength: Equivalent to Robotic P.S. of 25
Hit Points: (Energy Form) 1d6x10+M.E.
P.P.E.: 8
Psionic Abilities: (EShemar Yurei only) Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation
Yurei also have the following ADDITIONAL psionics:
-Sixth Sense(2)
-Mask ISP and Psionics(7)
-Telekinetic Leap(8)
-Presence Sense (4)

-EShemar Yurei are considered to be MINOR Psychics, with 1d4x10 ISP +M.E. +1d6 per level of experience

Cargo: What can be carried strapped to the person
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 120 MPH
(Leaping) 25 ft up/across; a running leap in excess of 40 MPH adds 15 ft to the jump
(Flying) Not possible without a jetpack
(Swimming/Underwater) 40 MPH
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
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 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.

*Double Jointed---Yurei Elite have incredibly flexible skeletal structures, specialized joints, and specialized myomer musculature that allows them to bend in ways that would put strain on even their larger sisters’ battle-chassis, such as being able to flex their arms and shoot behind themselves without penalty. This is further reflected in their high agility and bonuses. They also get a +5% to Escape Artist.

*White Noise Generator---When the gynoid is moving at speeds of 10 of less, this system neutralizes any sounds in the immediate vicinity(10 ft radius) via an active ‘white noise’ projection system.

*EM Detector---The Yurei can sense the presence of EM systems, such as wiring, electrical apparatus, and surveillance bugs in a 20 ft radius.

*Molecular Adhesion Pads---Concealed under folds of synth-flesh in the hands and feet are molecular adhesion pads to assist the Yurei in climbing up sheer surfaces.

*Facial Disguise---The Yurei can alter her facial features to mask her real appearance, including facial structure, hair color and length, and even voice alteration. The characteristic Shemarrian antennae can even be withdrawn into special sheaths in the head.

*Body Morph Disguise---The Yurei can alter her body form through the activation of special myomer musculature systems; she can appear more buxom, flatter and more muscular, or even androgynous.
This system can even alter the cyborg’s height by as much as 8 inches in either direction.
Another added feature of this system is the ability to alter their fingerprints; the Yurei can change fingerprints simply by matching hands with the individual whose prints are to be duplicated. The nanotech ‘smartskin’ of the Yurei’s hands can instantly reconfigure to duplicate the pattern(though the data will be transmitted through the gynoid’s CPU to the appropriate hand).

*Electronic Countermeasure and Communications Sensor Suite ---Identical to that in the Shemarrian Males.

Weapons Systems:
1) Finger Lasers(4, two each hand)---Yurei lack the forearm lasers of their larger sisters(unless they have been otherwise modified by their Tribe’s Spinsters), but have smaller lasers in their fingers.
Range: 400 ft
Damage: 1d6 MD per single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Finger Claws---The Yurei’s hands feature retractable vibroblades
Range: Melee
Damage: 3d6 MD +P.S. damage

3)) (Optional) Accessory Systems---Depending on the circumstances and individuals involved, Yurei can be modified with additional systems. Generally, Yurei avoid any augmentations that are too bulky, showy, or interfere with their ability to move quickly and quietly, and disguise themselves. Among individual customizations:
-Several Yurei have had internal pockets concealed in their musculature for hiding small items
-A Blood Rider Yurei has a flame-thrower built into her mouth/throat, doing 2d4 MD to an 10 ft area at a range of 60 ft, with enough fuel for 8 blasts.
-One Yurei has had the following installed: laser eyes, laser digits built into her toes, laser emitters built into her breasts, a small laser fitted in her abdominal cavity(the emitter disguised as a jewel in her navel), a chemical spray system in her skin to dispense both incapacitating agents or synthetic pheromones, and several strands of braided monomolec-filament ‘Atlas wire’ woven into her, that could serve as both emergency line and as cutting tool. Nicknamed ‘Death Dancer’ or ‘Mata Hari’ by CS/FQ military intelligence, this particular Yurei supposedly single-handedly laid waste to an entire pirate group operating out of the Pirate Kingdom of Montreal and has eluded both CS and FQ intelligence operatives.

The various Tribes have their own unique additions to their special operatives:
-The Ghost Riders are suspected of outfitting their Yurei with computer-hacking interface and viral upload capabilities, similar to Japanese systems.
-The Wayfinders include PPE sensors and TW enhancements in theirs.
-The DarkWaters clan Yurei have webbed hands and feet for amphibious operations.
-The Sapphire Cobras had added their ‘nano-venom’ weaponry to the claws of their Yurei, and supposedly also feature venom fangs and forked tongues.
-The Silvermoons have had their claws silver-plated, similar to Naruni’s new line of vibro-weapons, giving them potential use against supernatural foes susceptible to silver poisoning. The Silvermoons are also reportedly interested in rumors originating with the expeditions to Japan of cyborgs using crescent-shaped throwing blades(see Rifts China: Heroes for details on Geofront cyborgs).

Programming/Skills:
The EShemar shares all the basic Shemarrian programming, basic combat and espionage/reconnaissance. They also have the following skills:
-Disguise(50%+5% per level of experience)
-Gymnastics at 90% or Acrobatics at 85%

Note: Remember, EShemar can also learn additional skills similar to a Neural Intelligence; many Yurei put their additional skills towards Espionage, Rogue, or additional Weapons Proficiencies.

Actions/Attacks Per Melee: 10(!)
Note: Bonuses are in addition to those from the Ecotroz Shemar’s training
Initiative +2
Dodge +1
Automatic Dodge(takes no actions) +3
Strike +1 (+2 w/ ranged weaponry)
Roll +3
Entangle: +2
Knock-Out/Stun on a Natural 18-20
Controlled SDC Punch 2d6+15 SDC
Restrained Punch 1d4 MD
Punch 1d6 MD
Power Punch 2d6 MD(counts as two attacks)
Head Butt 1d4 MD
Kick 1d6 MD
Leap Kick 2d6 MD
Karate Kick 2d6+6 MD (counts as two attacks)


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).


Special Equipment:
While Yurei have access to the arsenal of their Tribe, most Yurei prefer not to be encumbered with a lot of gear, and will try to ‘live off the land’ with regards to acquiring additional weaponry and equipment as they need it(this has the further benefit of not revealing their Shemarrian origins when they use weaponry that is not associated with the Shemar). They prefer light body armor that doesn’t encumber movement, and frequently wear disguising clothing to conceal their Shemarrian nature. Among their Tribesfolk, away from the prying eyes of outsiders, many Yurei emulate the Far East in wearing dark robes(MDC Plainclothes-type if they can acquire them) and a favorite melee weapon or two for ceremonial appearances. Depending on the mission and their circumstances, Yurei CAN and will use specialized equipment developed specially for them by the Shemar Spinsters/Tinkers, but will be especially careful not to let this gear be seen or fall into enemy hands.
One notable exception to regular-use hardware is the Stalker Bodysuit.

Stalker Bodysuits
These are highly specialized suits of personal body armor that are exclusive to the EShemar Yurei. The suits incorporate multiple stealth technologies acquired/stolen from other sources such as Naruni Enterprises and the Republicans. The Yurei can interface directly with the bodysuit, effectively managing their stealth systems(anybody else trying to wear the suits and use them would be unable to, without psionic talents like Telemechanics).
Weight: 12 lbs
MDC: 85
Systems of Note:
*Optical Invisibility---Identical to the Naruni Systems: -20% to others to detect ambush/concealment, and only a 20% chance of showing up on thermal sensors.

*Blurr Camou---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

*Molecular Adhesion Pads---Larger than those integrated into the Yurei themselves, these pads on the arms, hands, feet, legs, and back, allow the Yurei to scale seemingly impossible heights, and even ‘park’ themselves on sheer surfaces.

*Gyro-Stabilized Armature---Mounted on a shoulder and controlled by direct link, this is a powered armature that holds and stabilizes a weapon(such as a rifle or rocket launcher) for firing. +2 to strike on a called shot in addition to any other bonuses. Folds across the back/shoulders when not in use.

_________________
-------------
"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 Nov 26, 2010 1:42 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
This weekend is gonna be a bloody nightmare :frust:
HOWEVER, I will be doing a contribution sometime early next week.
Should be good ;)

BTW; the Yurei definately rawk hard-core! :ok: I especially like the fact that, though they are NOT Parriah / outcast, a number of their sisters really don't like the "Sneaky honourless backstabbers" going and messin' with the male-shemarr's mojo. :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 Nov 26, 2010 9:08 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
This weekend is gonna be a bloody nightmare :frust:
HOWEVER, I will be doing a contribution sometime early next week.
Should be good ;)

BTW; the Yurei definately rawk hard-core! :ok: I especially like the fact that, though they are NOT Parriah / outcast, a number of their sisters really don't like the "Sneaky honourless backstabbers" going and messin' with the male-shemarr's mojo. :D


Can hardly wait... :D
And yeah, I got a 'lone wolf' vibe while fleshing these ladies out...sorta how Klingons are big on honor and hate dishonorable assassination, but regularly employ assassins...Eventually the Males will either realize they're Army Rangers to the Yurei's CIA black ops, or Males will start getting to Upgraded and Modded that some of them will be up to Yurei spec(could see a Yurei/Male Progen coupling , a Missus and Mister Smith team-up).

_________________
-------------
"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 Nov 26, 2010 9:31 pm
  

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D-Bee

Joined: Wed Nov 24, 2010 5:48 pm
Posts: 9
(First post so I hope no one minds my lack of 'up to date' ness on Rifts, still need to rebuild my book collction)

In looking at the Shemarrions, and modifications to same, be they societal or whatever, I personally would look into tribal cultures, Amazons (The real ones, not the mythical ones) and computer tech. Also, I would explain the inability to efect otyher machines 'At Range" as a bandwidth problem. To do the infection, they need a secured and interference-free signal to and from the target, otherwise they just crash the other AI with conflicting system routines. Sort of like reformmating a computer from Windows to Linux. You'd need a hard-wired connection or you'd stand a decent chance of having a chaotic jumble of code that would get worse the farther the signal traveled. As for potential robot wars, while I haven't gotten the Shemrrian book yet (I hope to next month or in my surprise package) I would look to the 'why' they exist. The ones working for Archie-3 are essentially spies and conqurers so I would say there's a real possibility of a war there. The 'free' ones most likely (I'm anthropomorphising here) just want to be left alone, be militant about their safety, or along those lines.

_________________
Guns don't kill people, the laws of Physics do.
As long as there are nerds, there will be jocks. Because nerds need someone to do the grunt work
That's not a Dragon. That's a very large Aviatic Alligator with Chipotle Breath.


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Unread postPosted: Fri Nov 26, 2010 11:53 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
Ariel wrote:
(First post so I hope no one minds my lack of 'up to date' ness on Rifts, still need to rebuild my book collction)

In looking at the Shemarrions, and modifications to same, be they societal or whatever, I personally would look into tribal cultures, Amazons (The real ones, not the mythical ones) and computer tech. Also, I would explain the inability to efect otyher machines 'At Range" as a bandwidth problem. To do the infection, they need a secured and interference-free signal to and from the target, otherwise they just crash the other AI with conflicting system routines. Sort of like reformmating a computer from Windows to Linux. You'd need a hard-wired connection or you'd stand a decent chance of having a chaotic jumble of code that would get worse the farther the signal traveled. As for potential robot wars, while I haven't gotten the Shemrrian book yet (I hope to next month or in my surprise package) I would look to the 'why' they exist. The ones working for Archie-3 are essentially spies and conqurers so I would say there's a real possibility of a war there. The 'free' ones most likely (I'm anthropomorphising here) just want to be left alone, be militant about their safety, or along those lines.

FIRST...Welcome to the party!!! 8)
Secondly...just read the Shemarrian Nation Worldbook/sourcebook (whatever it is; don't have it beside me at moment ;) ) when you get it. Believe me, all that Taalisman and I have written will make sense.
Honest.
See :demon: , don't I have an honest face?
Your questions & ponderings on the tribal structures? If you feel like going that route, please feel free to do so. Tal & I have decided to stick with 'canon' (I can't believe I just said that) on the original programming of the Shemarr.
Haagen was a pervo who read FAAAARRRRRRR too many "adult" sci-fi magazines & completely neglected history books/vids and decided THAT was how an Amazon'esque culture from another planet would act.
Again, read Josh S.'s sourcebook. Just try and look past his writing "IT IS ALL A LIE" every 3 paragraphs. :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: Sat Nov 27, 2010 1:58 am
  

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D-Bee

Joined: Wed Nov 24, 2010 5:48 pm
Posts: 9
Soon as I get the Shemarrion sourcebook, consider it read :) As for Hagan and his influeces, well, I would like to point out the newly old truism, The internt is for (Adult subject matter) :D
As for it all being a lie, well, at leas the cake is, I'm sure of that :P
Depending on how my XMas finances go, I might stock up on books. Problem is, I am hoping to get a new monitor, and they aren't cheap lol.
As for my ideas, well, I tnd to over-think things lol. Helps when I'm doing source data for my books, but otherwise, I usually crash into the centipede's dilema.

BTW, Yahoo seems to be filing forums notification EMails from the site under Spam. Luckily I know Yahoo files things badly so I always look at the header's in the Spam folder.

_________________
Guns don't kill people, the laws of Physics do.
As long as there are nerds, there will be jocks. Because nerds need someone to do the grunt work
That's not a Dragon. That's a very large Aviatic Alligator with Chipotle Breath.


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Unread postPosted: Sat Nov 27, 2010 10:20 am
  

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The thing is, Hagan's BIG LIE is so good that an impressionable alien intelligence witha swiss-cheesed memory bought into it, lock stock and barrel to the point that the TRUTH(that the Shemarrians are robotic puppets) is seen as the lie...Like telling somebody that unicorns exist and having the dupe you just lied to start finding unicorn tracks and seeing pink and blue unicorns out of the corner of their eyes(even though you never told them what color they are), then, while chasing chasing said unicorns, stumbling over a fortune in abandoned gold(thus becoming CONVINCED that unicorns are real and looking after the dupe).
As for overthinking some of your ideas and crashing, Ariel?
Sometimes crashes make some of the NEATEST surrealist sculpture. :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: Tue Nov 30, 2010 12:28 am
  

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Location: Somewhere between Heaven, Hell, and New England
Advanced Cultural Notes: EShemarrian Trinity Modules
The large cavern hums with energy as the Spinster-Tinkers who call this place their workshop and temple of wonders watch carefully the power gauges and feed conduits that service the three large blocks of machinery that dominate the center of the room. There is great expectation in the air, a sense of great things in the offing around each of the three devices.
The first apparatus unfolds like a flower, metallic petals dropping and slidding away to reveal an inner glow that illuminates a tall, lithesome humanoid form. Two tall figures rise from their places around the perimeter and step forward to greet and embrace the new arrival, wrapping her in her first Tribal robes, exchanging affirmations of identity and affection as they welcome their daughter into the world.
The second, larger, chamber splits open like an enormous egg. Steam rises from the open housing, clamps side away, and a large, four-legged shape stumbles out, its large feet ringing on the stone. A handler steps forward, hand upon its gleaming optical plate, stopping the metal beast from indulging its newborn curiousity and stomping about the chamber.
With a hiss of evaporating coolant gel, the final chamber opens like a coffin in reverse. Cuffs and straps click open, feed lines pop loose, and telemetry pads fall away. A smaller nude form, skin shining with dampness and just-cured synthflesh, half-rolls and half-falls out, to be caught up in the grasp of an attendant, who immediately begins wrapping the newborn in metallic swaddling.
The first figure turns, sees the second creature, lets out a girlish exclamation of glee, and walks over to it, at first with tentative and unsure steps, but then with increasing confidence, until she is at its side. Hands reach out to touch the shining flanks of the newborne Monstrex. Spinal appendages tentatively unfold and wave around the EShemar as she playfully tussles with the Warsteed as it engages its play protocols.
Then she looks over the neck of the new warmount and spies the third figure, clasped in the arms of a Healer. The EShemar leaves the side of her new friend to step over to the cyberhumanoid. Uncertain, the cyborg girl looks up at the taller gynoid.
“And you are?” The question rings of innocent curiousity.
Realizing she has been asked a question, the cyborg struggles to search her memory, her antennae twitching nervously as she gropes in her muddled recollections for an answer. Finally she tentatively puts out what seems to be appropriate: “I am Ajidae.”
“Ajidae. I am Selex WhiteSky.” She reaches down and hugs the newly decanted NeShemar. ”We are all three born this day, so I would know you as sister....and together we will do great things!”


When the EShemar (including those technically not E(cotroz)Shemar such as the Ghost Riders) speak of the ‘Trinity’, they’re speaking of a religious trinity, though Trinity Modules are as vital to their society as religion is to others. The Trinity refers to the three technological apparati that the EShemar consider key to their continued survival and prosperity; the Progen Chamber, the Assembly Forge, and the Cybofab. All of these are advanced technological wonders; nanotech(and arguably technowizardry) autofacs and assemblers that produce the greatest achievements in EShemar society; the EShemarrians themselves.
Progen Chambers produce new EShemar from the scanned and collated mental and physical parameters of their parents. They require input from two participants who provide the ‘DNA’, both physical data and mental templating, fed into an optimizer/randomizer that creates a new being. Progen Chambers can produce a fully formed and cognizant sentient EShemar in one week.
Assembler Forges are a cruder, less sophisticated, form of Progen Chamber that is typically larger. Assembler Forges are used to produce Warmounts and E-Animals, though they are also capable of limited production of armor, weapons, and vehicles. They can also be used to produce cruder robot bodies and spare parts for the less sophisticated members of the Tribes. When being used to produce Warmounts and E-animals, Assembler Forges require an operator or handler on hand to impart the Ecotroz Awakening to the newly created robeast, making it more than a mere machine. Typically, a well-stocked Assembler Forge cell can produce a Monstrex-sized construct inside of 48 hours. Production rates are faster for lesser automatons or hardware, such as spare parts and components; part of the Assembler Forge is a memory bank that contains templates of hundreds(or rather thousands) of possible products and their construction specifications.
CyboFabs are used to produce new NeShemar in the EShemar mold. A combination of life support system and cyborg assembly jig, CyboFabs rebuild shattered and broken bodies into sleek new NeShemar to bolster the ranks. While NeShemar may be created without a CyboFab, it is much easier, faster, and safer(for the prospective NeShemar) if a CyboFab is used. CyboFabs require a brain(and nervous system, plus whatever internal organs can be salvaged) and bionic components(often created by an Assembler Forge), as well as various life support substrates to keep the patient alive. Depending on the degree of cyberization required, the starting condition of the organic components, and the sophistication of the end-product cyborg, a CyboFab can take anywhere from one to two weeks to produce a full-conversion NeShemar(some EShemar prefer to keep the newborn NeShemar in the CyboFab while conducting virtual reality indoctrination/rehabilitation/training, before fully awakening them for decanting).
While Trinity Modules may differ in size and construction, they tend to require dedicated powerplants to provide the massive amounts of power used up in production. Installed separate or together, Trinity Modules are a key part of every EShemar community, and will either be mounted in a high mobility vehicle or concealed in a heavily protected hidden enclave. Among the spaceborne of the Three Galaxies’ Shemarrian Star Nation, Trinity Modules require a cruiser at least for their safe transport.

_________________
-------------
"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 Nov 30, 2010 2:19 am
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
-sigh-
I've been so remiss in my work lately :P
My muse wanted me to work on visual stuff...not text today.

...

>.>
<.<

>_- maybe next time. :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: Tue Nov 30, 2010 8:40 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
-sigh-
I've been so remiss in my work lately :P
My muse wanted me to work on visual stuff...not text today.

...

>.>
<.<

>_- maybe next time. :D


Yeah, I feel obliged to balance fanfiction writing, RPG writing, and art, so no worries...I got enough clutter in my brain to regularly post...

Advanced Cultural Notes: EShemar Cuisine
“You’re not going to eat all of that, are you?”
(looking at twenty pounds of scrap metal, plastic, monster hide, and lubricant dressing on an EShemar’s plate)

Since the EShemar Upgraded themselves across the board with nanite repair systems capable of scavenging material stocks for repair MDC, the EShemar have found themselves developing a true sense of taste, and with it a sense that food is more is more than just refueling.
While the NRS can ‘metabolize’ just about anything, and converting it into MDC, it works best with certain forms of MDC materials, so the EShemar have been careful to vary their intake of various materials to meet the needs of their regenerative mechanisms for optimal rapid healing and systems maintenance. Fortunately, their reinforced jaws and polyceramic teeth are more than up to the task of chewing up and grinding down everything from wild grapes to carbon fiber bones. A mechanical digestive tract that is part kitchen garbage grinder, chemical digester, and nano-disassembler, further breaks down the material into usable molecules and substrates. The system is remarkably waste-free, what little material that cannot be used easily and cleanly ejected from the system.
Though their taste buds are arguably less sensitive than a true organic’s(their molecular analysis systems can pick out the constuents of an ingested foodstuff, but is not known how this translates into the sensations associated with eating that irganic evolution has given other lifeforms) EShemar can gleefully partake of normal food(as humans know it) and indeed have cheerfully taken to sampling the foodstuffs of other cultures(in part to be diplomatic, but mostly out of curiousity). Some EShemar, since acquiring material intake tacts and artificial tastebuds, have become addicted to trying new foodstuffs for the sensations of eating. However, among themselves, the EShemar have developed their own crude ‘cuisine’. When not having to worry about appearing diplomatic or pay consideration to others’ metabolisms, the EShemar go directly for MDC foods, tearing into monster carcasses without the ‘softening up’ processes used to render such foodstuffs safe for consumption, or skipping organic assimilation and going directly to munching down scrap metal and plastics. While most EShemar don’t think much about consuming the culinary equivalent of a mineral brick or vitamin pill buffet, some EShemar are slowly developing a sense of cuisine, even if it’s simply salting a plate of trashed circuit boards with chopped up carbon fiber and drizzling it with WD-40. Others won’t touch a cut of Devilfish without first searing it with plasma, and other EShemar find that laser-cooked monster meat barbecue is a great way to finish up a battle.
Thus, there is emerging the rudiments of a distinctive EShemar cuisine. The Darkwaters Tribe has supposedly acquired a love of steamed-in-the-shell Metzla, the Blood Riders like a plate of nice raw Splugorth Slaver tartar, the Wolf’s Path a hankering for flayed peryton, the Horrorwoods tribeswomen have been known to nosh on dinosaur jerky, and even the Ghost Riders are said to profess a liking for Madhaven-style Devilfish chowder. Rumors that a Skullcrusher EShemar once confessed to a love of raw Kittani brains fresh out of the can remain unsubstantiated. Likewise stories that Wayfinders find chewing on Coalition-issued handheld data pads remain unconfirmed as to their truth.
Unfortunately, as many EShemar still regard consumption of material nourishment as more a matter of refueling or restocking, rather than a cultural (arguably spiritual) udertaking, EShemar table manners have yet to really develop. This has caused some good natured ribbing between those EShemar who have spent enough time among other peoples to have acquired some dinner etiquette and those who haven’t. Also, because of the nomadic nature of many EShemar tribes, there isn’t a lot of tableware involved; one or two plates or vessels and accompanying knife, fork, or spoon, and many EShemar have taken to carrying their own(increasingly customized and personalized) ‘mess kit’.
NeShemar continue to need to eat not only for their biosystems but for their own nanite repair systems(those that have them) as well, which sometimes requires some care at the buffet table, since inadvertantly digesting a foodstuff meant for the wrong regenerative system can lead to problems(like choking on a handful of metal nuts or metal shavings). This has sometimes led to some derogatory ragging by the less couth EShemar; “Do you need somebody to cut your food for you?”, as well as the occasional emergency technical servicing of a lacerated esophagus. Still, the physical nature and martial culture of the EShemar means that the Tribes frequently dine on megadamage creatures that most communities can only bring down and properly prepare a few times a year, mainly because the EShemar can dig into a rhino-buffalo without having to wait four months for slow simmering to soften the meat up enough.
So, if invited to an EShemar banquet, bring your appetite, but also be careful what you eat(EShemar have no problems spicing their food with metallic salts and substances like arsenic and powdered lead)...have a stomach pump or chelating kit on hand, and don’t mind the table manners(be careful when accepting a hunk of meat served on the end of a vibroblade, though). When entertaining outsiders, most EShemar are considerate enough to provide a selection of ‘safe’ foods set apart from those meant for Shemarrian consumption, but mistakes have been known to happen(test that slice of dinomeat with a fork first to make sure you can actually bite into it without breaking your jaw).

_________________
-------------
"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 Dec 01, 2010 2:45 am
  

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Dungeon Crawler

Joined: Sat Sep 30, 2000 1:01 am
Posts: 273
Location: currently...Earth
loved the ninja amazon bots, but the foods post is awsome. :D

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Lunaryoma


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Unread postPosted: Wed Dec 01, 2010 1:39 pm
  

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Monk

Joined: Tue Jul 06, 2004 1:59 pm
Posts: 12964
Location: Snoqualmie, WA
I'm almost sorry you posted this stuff. :( Isn't PBs stance that they can't publish anything that has been posted on the message board? This could have been an excellent new book either a sourcebook or the actual start of an alternate dimension series.

_________________
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper

BEST IDEA EVER!!! -- The Galactus Kid

Holy crapy, you're Zer0 Kay?! --TriaxTech

Zer0 Kay is my hero. --Atramentus

The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)


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Unread postPosted: Wed Dec 01, 2010 2:44 pm
  

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Thanks, but I'm afraid this thread is so off the deep end, it wouldn't make it as a book... :D
And we'd have to coordinate with so many contributers who in spirit if nothing else added to it.

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

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


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Unread postPosted: Wed Dec 01, 2010 2:49 pm
  

Palladin

Joined: Fri Jun 26, 2009 4:11 pm
Posts: 7137
Zer0 Kay wrote:
I'm almost sorry you posted this stuff. :( Isn't PBs stance that they can't publish anything that has been posted on the message board? This could have been an excellent new book either a sourcebook or the actual start of an alternate dimension series.

at the rate PB publishes books, this would have come out about 5 years from now if it was being officially published. assuming PB actually decided another shemarrian book is needed.

on the other hand, now you have this "book", free of charge, and you have it in your hands *now*. you don't have to rely on anyone else deciding it's worth publishing, and you likely don't even have to worry about conflicting with canon since, as i just pointed out, you've likely got a bare minimum of several years before anything else on the subject gets published.


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Unread postPosted: Wed Dec 01, 2010 2:55 pm
  

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Shark_Force wrote:
Zer0 Kay wrote:
I'm almost sorry you posted this stuff. :( Isn't PBs stance that they can't publish anything that has been posted on the message board? This could have been an excellent new book either a sourcebook or the actual start of an alternate dimension series.

at the rate PB publishes books, this would have come out about 5 years from now if it was being officially published. assuming PB actually decided another shemarrian book is needed.

on the other hand, now you have this "book", free of charge, and you have it in your hands *now*. you don't have to rely on anyone else deciding it's worth publishing, and you likely don't even have to worry about conflicting with canon since, as i just pointed out, you've likely got a bare minimum of several years before anything else on the subject gets published.



And who knows? If they do, they may be hard put upon to keep up with what's going on here. ;)
Yeah, one day I might regret not trying to make a buck off this, but sometimes it's more important to share in the present. :heart:

_________________
-------------
"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 Dec 01, 2010 6:40 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
taalismn wrote:
Shark_Force wrote:
Zer0 Kay wrote:
I'm almost sorry you posted this stuff. :( Isn't PBs stance that they can't publish anything that has been posted on the message board? This could have been an excellent new book either a sourcebook or the actual start of an alternate dimension series.

at the rate PB publishes books, this would have come out about 5 years from now if it was being officially published. assuming PB actually decided another shemarrian book is needed.

on the other hand, now you have this "book", free of charge, and you have it in your hands *now*. you don't have to rely on anyone else deciding it's worth publishing, and you likely don't even have to worry about conflicting with canon since, as i just pointed out, you've likely got a bare minimum of several years before anything else on the subject gets published.



And who knows? If they do, they may be hard put upon to keep up with what's going on here. ;)
Yeah, one day I might regret not trying to make a buck off this, but sometimes it's more important to share in the present. :heart:

Amen to that ;-)

_________________
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: Wed Dec 01, 2010 7:02 pm
  

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Location: Somewhere between Heaven, Hell, and New England
So, toss in your two cents, your wild Shemarrian ideas, your takes, your thoughts...help make this a hard to beat class act that you can enjoy NOW, and drive the quality of any official second Shemarrian book LATER.


That sounds like I'm shilling for Public Television....

_________________
-------------
"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 Dec 01, 2010 10:55 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
taalismn wrote:
So, toss in your two cents, your wild Shemarrian ideas, your takes, your thoughts...help make this a hard to beat class act that you can enjoy NOW, and drive the quality of any official second Shemarrian book LATER.


That sounds like I'm shilling for Public Television....


And if you call now and donate $100, we'll stop Goldie from crying at you for another 45 minutes... :demon:

_________________
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: Wed Dec 01, 2010 11:26 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
taalismn wrote:
So, toss in your two cents, your wild Shemarrian ideas, your takes, your thoughts...help make this a hard to beat class act that you can enjoy NOW, and drive the quality of any official second Shemarrian book LATER.


That sounds like I'm shilling for Public Television....


And if you call now and donate $100, we'll stop Goldie from crying at you for another 45 minutes... :demon:


If you call now and donate 100 credits, the Skull Crushers won't come camp in your neighborhood for the next week while they work through their psychological problems... :evil: :badbad: :thwak:

_________________
-------------
"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 Dec 02, 2010 2:09 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1086
taalismn wrote:
DhAkael wrote:
taalismn wrote:
So, toss in your two cents, your wild Shemarrian ideas, your takes, your thoughts...help make this a hard to beat class act that you can enjoy NOW, and drive the quality of any official second Shemarrian book LATER.


That sounds like I'm shilling for Public Television....


And if you call now and donate $100, we'll stop Goldie from crying at you for another 45 minutes... :demon:


If you call now and donate 100 credits, the Skull Crushers won't come camp in your neighborhood for the next week while they work through their psychological problems... :evil: :badbad: :thwak:


Hell, they can come camp near my neighbourhood! They'll probably help clean the area up nicely of the problem people we have here. My street is good, but I go around the corner and not so good. Hell, there was a shooting about 1000 ft direct line from my place several months back. Having a few Shemarrians around would stop that and be entertaining to watch too!


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Unread postPosted: Thu Dec 02, 2010 8:22 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
taalismn wrote:
DhAkael wrote:
taalismn wrote:
So, toss in your two cents, your wild Shemarrian ideas, your takes, your thoughts...help make this a hard to beat class act that you can enjoy NOW, and drive the quality of any official second Shemarrian book LATER.


That sounds like I'm shilling for Public Television....


And if you call now and donate $100, we'll stop Goldie from crying at you for another 45 minutes... :demon:


If you call now and donate 100 credits, the Skull Crushers won't come camp in your neighborhood for the next week while they work through their psychological problems... :evil: :badbad: :thwak:


Hell, they can come camp near my neighbourhood! They'll probably help clean the area up nicely of the problem people we have here. My street is good, but I go around the corner and not so good. Hell, there was a shooting about 1000 ft direct line from my place several months back. Having a few Shemarrians around would stop that and be entertaining to watch too!


Okay..that's bad when the prospect of having a tribe of ten foot tall warrior gynoids and their wardroid beasts work out their differences and psychological issues after being used by a demented AI and possessed by evil spirits with some old fashioned shooting with armor-piercing weaponry, ritual combat, and random property damage is PREFERABLE to the status quo. :( :erm: You have my sympathies.

_________________
-------------
"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 Dec 03, 2010 12:53 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1086
taalismn wrote:
kronos wrote:
taalismn wrote:
DhAkael wrote:
taalismn wrote:
So, toss in your two cents, your wild Shemarrian ideas, your takes, your thoughts...help make this a hard to beat class act that you can enjoy NOW, and drive the quality of any official second Shemarrian book LATER.


That sounds like I'm shilling for Public Television....


And if you call now and donate $100, we'll stop Goldie from crying at you for another 45 minutes... :demon:


If you call now and donate 100 credits, the Skull Crushers won't come camp in your neighborhood for the next week while they work through their psychological problems... :evil: :badbad: :thwak:


Hell, they can come camp near my neighbourhood! They'll probably help clean the area up nicely of the problem people we have here. My street is good, but I go around the corner and not so good. Hell, there was a shooting about 1000 ft direct line from my place several months back. Having a few Shemarrians around would stop that and be entertaining to watch too!


Okay..that's bad when the prospect of having a tribe of ten foot tall warrior gynoids and their wardroid beasts work out their differences and psychological issues after being used by a demented AI and possessed by evil spirits with some old fashioned shooting with armor-piercing weaponry, ritual combat, and random property damage is PREFERABLE to the status quo. :( :erm: You have my sympathies.


Thanks. It's just kind of weird how it is here. I haven't seen any of the problems, but they're here. Nothing on my street itself, nothing happens on my street. But as I said, I don't have to go far to find the bad area, but it always seems to happen when I'm not around. Which I'm glad for. The police do their best, but I'm sure 10 ft tall warrior gynoids just present would scare the crap out of anyone trying anything. Could be a good deterrent for other areas of the world too.


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Unread postPosted: Fri Dec 03, 2010 2:01 pm
  

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Just in case you need a Random Tribal Encounter Generator for what Shemar Tribe you run into/get accosted by:

1 Horrorwoods
2 Blood Riders
3 Ghost Riders
4 Wolf's Path
5 Hawkmoons
6 Darkwaters
7 Silvermoons
8 Sapphire Cobras
9 SkullCrushers
10 Wayfinder

Alternately, a more demographic chart for the Three Galaxies:
1-20 Horrorwoods
21-25 Blood Riders
26-30 Ghost Riders
31-40 Wolf's Path
41-53 Hawkmoons
54-65 Darkwaters
66-72 Silvermoons
73-79 Sapphire Cobras
80-89 SkullCrushers
90-00 Wayfinder

_________________
-------------
"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 Dec 03, 2010 2:58 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
taalismn wrote:
Just in case you need a Random Tribal Encounter Generator for what Shemar Tribe you run into/get accosted by:

1 Horrorwoods
2 Blood Riders
3 Ghost Riders
4 Wolf's Path
5 Hawkmoons
6 Darkwaters
7 Silvermoons
8 Sapphire Cobras
9 SkullCrushers
10 Wayfinder

Alternately, a more demographic chart for the Three Galaxies:
1-20 Horrorwoods
21-25 Blood Riders
26-30 Ghost Riders
31-40 Wolf's Path
41-53 Hawkmoons
54-65 Darkwaters
66-72 Silvermoons
73-79 Sapphire Cobras
80-89 SkullCrushers
90-00 Wayfinder


With the ammount of butt-draging' my crew is doing lately...it's gonna take years REAL-time to get to the point I need this :frust:
-sigh-
Anyhoo...I'll be along later with my newest contribution

_________________
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 Dec 03, 2010 4:35 pm
  

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DhAkael wrote:
With the ammount of butt-draging' my crew is doing lately...it's gonna take years REAL-time to get to the point I need this :frust:
-sigh-
Anyhoo...I'll be along later with my newest contribution



Don't push'em. Stopping to smell the daisies(or pick your way through the minefield) often yields returns as rewarding as going hyperspace in the express lane.
Besides, there's always Random Cameo Punch-In-The Face or Oddball-Appearance-Just-To-Insult-You-Then-Leave.

_________________
-------------
"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 Dec 05, 2010 7:28 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Advanced Cultural Notes: EShemar Holidays and Celebrations

“It is the Day of Wings you wish to return to see! On that day, as the morning sun starts its journey over the horizon into the sky, all that can take wing among the Hawkmoon take to the sky to celebrate the freedom of flight! They dance upon the winds until the sun is well up and on its way. And again, at night, when the moon rises, the fliers again take flight, to celebrate the moon in its course! And all through the day and well into the night there is music and revelry! Oh yes, you cannot miss that!”

“What’s with all the naked ladies with snakes wrapped around them, dancing around that big snake lady?”
“Shhh! Those are NeShemar acolytes of the EShemar Naga Priestess, paying homage to the Ecotroz, who appeared among the First in the form of a great blue snake! It came to Earth as a lightning bolt, then made itself manifest as flesh, and appeared before one of the Unawakened to show her the True Way! And from that, what we now know as one of several Beginnings, the Awakening spread, as lightning in stormfronts across the land, or as snakes upon it! They celebrate the messengers of the Goddess with their dance!”
“You don’t really believe that, do you?”
“It doesn’t hurt to believe, so why not? It makes as much sense as anything else to me, but then I am only a simple Male. Besides, I may have a chance with one of the acolytes later when the dance spreads out into the crowd!”


Originally ARCHIE-3 and Hagan programmed a few vague ‘cultural rituals’ into the Shemarrians to further the illusion of the Shemarrians having a culture. These programmed imperatives would have the Shemarrians drop into random dancing(very crude dancing, it should be noted, amounting to little more than prancing around in a circle, as the Shemarrians were not originally programmed with dance as a skill) and extra self-decoration on command or at specific times of the year, so that any observers who happened to be passing by Shemarrians might notice them engaging in a tribal dance or painting ceremony, or bowing towards some distant point in apparent prayer. ARCHIE and Hagan gave no real structure beyond a few vague and basic motions, but it is interesting to note that the dates chosen for these observances corresponded to pre-Rifts holidays, particularly the Fourth of July, plus two new ones; the date of ARCHIE-3’s activation and Hagan Lonovich’s birthday. The direction that the Shemarrians ‘pray’ is very roughly the direction of the Cyberworks facility(a calculated risk on Hagan and ARCHIE’s part, but one they feel confident will never blow up in their faces). The more advanced neural-intelligence Shemarrians began to add their own twists and rituals to these basic ceremonies, but generally there was no real sense of tradition behind these clockwork ceremonies.
With the Ecotroz Awakening, the EShemar have begun to develop their own culture in earnest. Since the EShemar sensed that many of the observances programmed into them seemed more imposed than anything else, they associated them with the Dark One, and thus discarded them as part of the conspiracy to enslave them. However, they began casting about for replacements.
The EShemar have since begin to develop their own traditions and holidays, and ways of celebrating. Dance and musical skills could be learned(singing, thanks to the ability of the Shemarrians to imitate sounds and voices with their modulated voice synthesizers, was the first pural cultural skill to emerge). Interesting enough, with their skills in the harvesting and processing of animal hides, the Male Shemarrians emerged as the early musicians, creating skin-drum and gut-string instruments. Redrawing the Shemarrian calender and establishing new days of celebration took longer. Some would appear to be informed by vague Ecotroz racial memory, while others are borne of a synergy of various Rifts Earth elements.
Some of these celebrations are quite functional; the Rites of Upgrade and Modification are fairly flexible, and can be individually celebrated/applied, or Tribe-wide, depending on the degree and importance of the modification. Rites of Upgrade can be called whenever an individual requests, or when the tribal leaders decree, and are considered part of the everyday rituals of EShemar society. Similarly, Tribal leaders may choose a day to honor Tribe members(including NeShemar) and award them advances in rank and status, gift them with a token of appreciation(a weapon, warmount, choice piece of battlefield booty, or other such ornament), and declare a night of feasting and revelry(especially after a battle or other great achievement/event).
Others are more religious in nature; the Rites of Shemar, dedicated to the ‘ancient’ Shemarrian Mother-Goddess, typically happen around the summer solstice and have, since contact with the Shaemarians, begun to incorporate elements of the latter’s matriarchal pantheons, including the worship of She-Mar. The more bloodthirsty Tribes, such as the Blood Riders, Wolf’s Path, and SkullCrushers may use these occasions to sacrifice Splugorth minions(and other traditional enemies) to the Goddess and dedicate their kills in battle on the days to the Goddess. The Hawkmoons started also celebrating the Ecotroz Awakening, generally associated with the Winter Solstice, and treated as Shemarrian Independence Day; it has since been adopted by the other Tribes as well.
Others appear to be adapted versions of the ancient American calender; the EShemar celebrate a version of Memorial Day, where the Tribes quietly honor those warriors who have fallen and gone beyond the pale. Thanksgiving, programmed into the Shemarrians on a lark by ARCHIE-3, is typically celebrated with contributions of food and skins to the communities under the Shemarrians’ protection, and feasting among the Shemar themselves. The Eighth of July is generally celebrated as Nation Day, with representatives of the Ten Tribes meeting to commemorate the (re)establisment of the Shemarrian Nation after the Shemarrian Civil War.
Other emerging cultural celebrations are confined to each individual Tribe, though some have been spread to other Tribes as well. The Blood Riders have a number of occasions to celebrate the lives of great warriors of their Tribe, with much ritual dancing, contests of martial prowess, and prayers for success in battle; outsiders are welcome to participate(as longa s they are respectful). The Sapphire Cobras’ snake-cult has an increasing number of rituals and forms, many involving snake dancing and deep, almost hallucinatory, meditation. The SkullCrushers traditionally celebrate great battles, accompanied with challenges of strength and daring, as well as a day called the Day of the Sword, dedicated to melee combat practice. The Wayfinders most notably celebrate Christmas(though they know it differently) and the Founding of Tolkeen(as well as honor its fall, with the admonition of ‘never again’ with regards to their own communities). The Silvermoons traditionally celebrate full moons with late night meditation and prayer in the light of the full moon. The Hawkmoons have their Day of Wings, celebrating flight and freedom. The Ghost Riders appear to celebrate their own version of the Day of the Dead, listening to the ‘ghosts in the machines’. The Horrorwoods Tribe celebrates their own version of Earth Day, equating the Goddess Shemar with the energies of living worlds and environs; nature-motif masks and camouflage factor into Horrorwoods celebrations. The Darkwaters have their Oath of the Waters, a day on which they renew their Tribe oaths to protect the lands and waters of their homeland.
Individually, EShemar and NeShemar may celebrate their Awakening(birth) Day and pray to ancestors, the Ecotroz, and/or the Mother Goddess. Other celebrations commemorate a step in a Shemarrian’s life advancement; the First Battle, the First Hunt, admittance as an equal to the Circle of Women or the Tribal Council, with an accompanying skin mark, braid, or token, depending on the Tribe.

Shemarrian Music is emerging as well. Most original Shemarrian music is a largely choral in nature, the Shemarrians’ modulating voice synthesizers allowing them to provide a wide range of sounds(and replacing many instruments), accompanied by percussion instruments(skin drums, bone/teeth-and-skin tamborines, and simply banging on/together armored gauntlets and the stamping of feet). Sometimes gunfire from rail guns or energy weapons adjusted for maximum atmospheric disruption provides percussive effect(and fireworks; a plasma discharge can light up the night quite well). Some Tribes have begun to experiment with gut-string or wire instruments like violins or shepards’ harps, and many NeShemar, with their own memories and remembered talents, are introducing their own knowledge and instruments to the mix. Shemarrian music doesn’t incorporate any sort of instrument that can’t be easily packed up and transported on beast-back(no pianos or tubas, for instance) or use materials better used elsewhere.

_________________
-------------
"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 Mon Dec 06, 2010 6:17 pm, edited 1 time in total.

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Unread postPosted: Mon Dec 06, 2010 1:37 am
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
taalismn wrote:
Advanced Cultural Notes: EShemar Holidays and Celebrations



:ok: WIN.

-ahem-

And it's spelled Shaemarian :D

Otherwise, see begining of reply post :wink:

_________________
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 Dec 06, 2010 6:19 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
taalismn wrote:
Advanced Cultural Notes: EShemar Holidays and Celebrations



:ok: WIN.

-ahem-

And it's spelled Shaemarian :D

Otherwise, see begining of reply post :wink:



Thanks...fixed it.
And of course, let's not forget: FRIDAY NIGHT FOOTBALL, SHEMARRIAN STYLE!

_________________
-------------
"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 Dec 07, 2010 7:44 pm
  

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Location: Somewhere between Heaven, Hell, and New England
EShemar Aureale Destroyer
“Rapier Wings Two and Three, engage the secondary target vessels! Engage their attention, destroy them if possible, while the -Goddess Spear- takes out their main ship!”
“What sort of armaments are the secondary vessels carrying?”
“We have no solid information on that. You’ll be the ones to find out.”
“Oh, GOOD. For a moment there I thought this was going to be an UNINTERESTING mission. “

While it is abundantly clear that that the Shemarrians have freely copied Naruni fighters, it is not known how much ELSE of Naruni’s copyrighted hardware the Shemarrians have duplicated. More than anyone suspected, it turns out. The Shemarrians have gleefully been copying NE propulsion systems, especially high-efficiency drives like those installed in ships like the Espandon Frigate. Together with the Shemarrians’ tolerances for high-gees, this means that the Shemarrian Star Nation typically builds its ships insanely fast; the Aureale-class destroyer is a good example of this.
The Aureale is a pure warship dedicated the role of hunting other space assets and destroying them. It is more akin to the TGE Berserker than the CCW Hunter in this respect. As such, the Aureale lacks any onboard fighter capacity, carrying only a single shuttle for liaison duty, and its troop contingent is small. Creature comforts on the Aureales are slim to non-existent; the crew quarters are small and cramped by the standards of CCW (and even TGE) designs, but as the android and cyborg Shemarrians need little in the way of life support, this isn’t considered a problem. When not on duty, most Shemar rack themselves and go into ‘hibernation’, plugging into a shared VR sim environment until their shift comes up again.
The Aureale has a broad, flying wing configuration, with a large afterhull and a crescent prow, the horns curving forward to support the main direct fire armament. Two large ordnance bays are embedded in the wings, and multiple point defense turrets cover the approaches. Like most Shemarrian designs, the Aureale is capable of bone-breaking accelerations, lending well to pursuit, interception, and raiding missions. Three large engine banks at the rear provide propulsion; any one of the three engines could power a standard destroyer or fast corvette of any other galactic power by itself. Extensive automation and direct interfacing throughout the ships reduces the overall manpower needs.
The Aureale first appeared in the ranks of the Hawkmoon aerospace wings, and then in short order in the Darkwaters and Blood Rider forces, and from there to the other Tribes. Several variants have arisen, mainly Tribal custom configurations, but the standard model remains the most common.
Type: ESheMar-DD07 Aureale
Class: Destroyer
Crew: 21+a 10-man warrior contingent(or passengers)
MDC/Armor by Location:
Main Body 4,200
Bridge 1,500
Engines(3) 1,200 each
Forward Cannons(2) 700 each
G-Cannon Turret(1) 700
Missile Bays(2) 1,000 each
Point Defense Turrets(5) 160 each
Variable Forcefield 1,000 per side ( 6,000 total)
Height: 65 ft
Width: 120 ft
Length: 260 ft
Weight: 6,700 tons
Cargo: Small cargo bay with 150 tons capacity
The missile bays can be converted into cargo holds with some work, each bay so refitted capable of carrying 100 tons
Powerplant: Nuclear Fusion w/ 30 year energy life
Speed:
(Atmosphere) Hover to Mach 5; transatmospheric.
(Sublight) Mach 19
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.9% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not Possible
Market Cost: Unique to the Shemarrians and not for sale. If made available, a fully-equipped and functional Aureale might bring 32 million credits or more
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-70% to detect while stationary, -30% when moving)

Weapons Systems:
1) Heavy Lasers(4, 2x2)---Mounted in the ‘horns’ of the forward hull are four powerful laser cannons.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 1d4x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

2) Heavy G-Cannon Turret(1)---Mounted ventrally is a large twin-barrel G-Cannon turret.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d4x100 MD per burst per single barrel, 4d4x100 MD per dual burst
Rate of Fire: EGCHH(4-6)
Payload: 2,000 bursts per cannon. Additional drums can be brought up from cargo and reloaded; process takes 20 minutes)

3) Ordnance Bays(2)---Embedded in the wings are two large-capacity ordnance bays that can be configured as missile bays or mine launchers.
a) Medium Range Missiles---Volleys of 1-10, 160 missiles each bay
b) Long Range Missiles---Volleys of 1-8, 80 missiles each bay
c) Cruise Missiles---Volleys of 1-6, 60 missiles each bay
d) Plasma Hunter-Killer Torpedoes
MDC of Projectile: 60
Range: 1,800 miles in atmosphere, 7,200 miles in space
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: 2d6x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-6
Payload: 60 missiles per launcher. Additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
Note: Projectile anti-missile point defense systems are unable to penetrate the plasma shell, rendering them useless, and energy-based laser and plasma systems do only HALF damage due to interference from the plasma containment fields. Ion and Particle Beams suffer no such problems.

4) Point Defense Turrets(5, two each wing, over and under, and one dorsal tail)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 MD per blast
(Laser) 3D6x10 MD per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

Auxiliary Craft:
1 Shuttlecraft

Variants:
*ESheMar-DD07Dw01SSN---A Darkwaters variant capable of landing in(and taking off from) water, and operating underwater, proving that while the Three Galaxies Darkwaters have taken up deep space, they haven’t entirely given up their expertise in deep water operations. The G-Cannon has been fitted with supercavitating ammunition, and the lasers all adjusted for blue-green frequencies. The missile bays can be outfitted to fire torpedoes or dual air-sea rocket-powered torp-missiles similar to those used by the Kittani.
1) Underwater Operations: Can hit speeds of 55 MPH, and survive depths of 2.5 miles.

2) Long Range Air/Sea Torpedoes---
Range: 1,800 miles in air, 500 miles underwater
Damage: Varies by Missile Type(Long Range)
Rate of Fire: Volleys of 1-10
Payload: 160 missiles each bay

3) Sonar---100 mile range

*ESheMar-DD07Dw02---A second Darkwaters variant that has begun appearing recently, apparently as a test bed of adapted Kittani Gravimetric Disruptor weapons technology. The weapons do superior damage but have a slow recharge rate.
1) Light Slicer Cannon(2)
Range: 3 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 6,000 miles in space)
Damage: 2d4x100 MD per shot, plus do critical(DOUBLE) damage on an unmodified Natural 19-20.
Rate of Fire: Once every other melee
Payload: Effectively Unlimited

*ESheMar-DD07Br---The Blood Rider variant replaces the forward laser cannons with Plasma Torpedo Launchers and two nose-mounted tractor beams to control them.
1)Plasma Torpedo Launchers(2) --- These unusual weapons fire volleys of plasma bolts like missiles, and are even able to ‘curve’(up to 90 degrees) the shots somewhat to skip around ships and obstacles to envelope a target, but this control seems ballistic in nature, rather than active control(though there is evidence that the Shemar are able to actively direct the bolts within tractor beam range). The bolts themselves seem to have been endowed with a weak magnetic field that contains the plasma in a tight’packet’, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(likely how the EShemar manipulate their energy projectiles at short range and correct their course....each of the launch arms’ mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-8 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited

2) Tractor Beams(7)---- The DD07Br sports two tractor beams, meant primarily for guiding the plasma torpedoes, but which can be used to grab small spacecraft and other objects. The light tractor beams are each rated for 800 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).

*ESheMar-DD07Hm---The Hawkmoon boast their own variant, which carry more powerful shields and have beefed-up engines for slightly higher speed.
1) Enhanced Speed:
(Atmosphere) Hover to Mach 7; transatmospheric.
(Sublight) Mach 20
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 2% of light speed per melee)
(FTL) 6 light years per hour

2) Enhanced Shields: Variable Forcefield 1,800 per side ( 10,800 total)


*ESheMar-DD07Scb----The Sapphire Cobra variant adds the capacity to fire nanotech ‘Serpent’s Kiss’ munitions to the G-Cannon
Damage: 2d4x100 MD per burst per single barrel, 4d4x100 MD per dual burst
On a Natural 19-20(18-20 if in atmosphere), the rail gun strikes does critical damage(DOUBLE damage) plus nanites are successfully embedded in the structure of the target. These nanites proceed to do an additional 1d4x10 MD for 2d4 melees(double damage and duration if in atmosphere)
Unlike the original ‘Serpent’s Kiss’, the nanites can work on organic and inorganic materials alike

*ESheMar-DD07Wf---Wayfinder ships mount technowizardry augmentation, including an advanced hull regeneration system that allows this ship to engage in extended voyages/patrols away from repair support.
1) PPE Generator(‘Sorcerer’)--- 800 PPE battery capacity; recharges at 25 PPE per hour, 75 PPE/hour at a leyline, 150 PPE/hour on a nexus

2)TW Enhancements:
-Impervious to Energy---10 minutes per 40 PPE
- Invisbility: Superior--- 6 minutes per 40 PPE
- Shadow Cloak----30 minutes per 12 PPE

3)Magical Sensors
-•See the Invisible Sensors: The ship has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere.
•Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere.
•Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere.

4) TW Drive Enhancement--DOUBLE speed on a ley line

5) Hull Regeneration---75 PPE per 5% of hull MDC rebuilt/regenerated, up to 75% of hull total(the rest will need to be repaired normally)

*ESheMar-DD07Wp---Wolf’s Path ships sacrifice some speed for increased shielding, and add additional point defense armaments, adding to their versatility as screening pickets for their comrades.
1) Enhanced Shields: Variable Forcefield 2,400 per side ( 14,400 total)

2) Point Defense Turrets---Increased to six

3)Reduced Speed:
(Atmosphere) Hover to Mach 5; transatmospheric.
(Sublight) Mach 17
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.7% of light speed per melee)


*ESheMar-DD07Sm---The Silvermoons field a variant armored in laser-reflective armor and deploying longer-ranged lasers on them.
1) Extended Range Medium Lasers
Range: 16 miles in atmosphere, 24 miles in space
(Kitsune Values: 24 miles in atmosphere, 24,000 miles in space)
Damage: 1d4x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

2) Laser-Reflective Armor: Lasers do HALF damage

*ESheMar-DD07Gr---The Ghostriders carry powerful jamming suites and extensive countermeasure gear
1) Electronic Cloaking---The DD07Gr enjoys a -50% to enemy detection rolls, and a -6 to strike with sensor-guided weaponry.

2) Communications Jamming---A powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 600 mile radius.

3) Sensor Ghost Projection---The DD07Grs have the ability to project multiple sensor ‘ghosts’(up to five) up to 10,000 miles away, giving false readings on their numbers and exact position. These projections can fool most long range sensors(-70% to Read Sensory Instrument rolls).

4) Countermeasure Decoy Launcher---This system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a pre-set pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 40 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3. (additional reloads can be carried as cargo; 1 ton of cargo per 10 bundles)

*ESheMar-DD07Hw---The concentration of the Horrorwoods tribe on ground combat means that their destroyers tend to be of the stock type. Still, for planetary raids and defense operations, the Horrorwoods have done some tinkering with their destroyers. The missile bays can be refitted to deploy long endurance atmospheric flier-drones in support of planetary attack/infantry support.
1)Enhanced Atmospheric Manuevering Capability---Additional control surfaces and manuevering engines give the DD07Hw a +1 to dodge in atmosphere

2)’Aviary’ Modules---The wing missile launchers can be modified to deploy multiple free-flying recon drones. The most common of this sort is similar in size and design to the ARCHIE-3 ‘Hawk’ drones described in the Shemarrian Nation sourcebook. Up to 650 bird-drones can be deployed per wing-pod.


**ESheMar-DD07Sc---The SkullCrushers have sought to refit older destroyers of this class, to maximize the forward firepower with no less than six cannon in the forward arc; four particle beam lances and two heavy G-cannon. A sixth point defense turret has been added to the (ventral) tail, giving more overall PDS coverage, and extra armor has been added. The ships are slightly slower, but carry heavier firepower.
1) Increased Firepower
a) Particle Beams
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d4x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited
b) G-Cannon---Identical to the belly cannon, only firing foward
2) Point Defense Turrets---Increased to six
3) Hardened Armor---Increase Main Body MDC to 4,900 , Bridge 1,800, Engines(3) 1,800 each
4)Reduced Speed:
(Sublight) Mach 16
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.6% of light speed per melee)

_________________
-------------
"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 Dec 08, 2010 11:10 am
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
Flying wings is it?
*shrug*
Sure, I can work with that :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: Wed Dec 08, 2010 9:01 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Flying wings is it?
*shrug*
Sure, I can work with that :D


I figure some tribes have more a design aesthetic than others....Ghostriders have lots of aerials and antennae, Darkwaters are sleek and streamlined and cold-looking, and whether sharp or blunt, Skullcrushers look like they HURT.

_________________
-------------
"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 Dec 11, 2010 9:52 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
Really Dumb Xovers:
Shemarrians Versus Cylons:

#SPPPHHUUUTTT!!!#
*HACK*GASP!PANT!"
A Cavil sits up in a download tank on a Resurrection Ship.
"Damn, but those alien robot women can hit! I musta gone through a wall when she hit me! Well, no matter how hard they hit, we'll just have to nuke them from a distance! It's God's Will that the Cylon is the superior form of life!"
"The Goddess She-Mar would beg to differ with that opinion."
"Who-?! Oh frak---" A large armored figure leans over the tank. The long hair, generous bosom, and antennae immediately show that this is NOT a Centurion.
"Besides hitting hard, we're very good at tracking transmissions...and stealth."
"But we prefer hitting hard."

The Cavil suddenly realizes he's naked, laying in a shallow, slippery box, and totally without armor or weapons.
"Oh triple frak meeeeeee...." :shock:
*WUNNNCHHH*
*SPLUUNNNGGGHHHHH*
---
#SPPPHHUUUTTT!!!#
*HACK*GASP!PANT!"
"Welcome back."
"...oh feldercarb...."
#SQWUNCHHH#
*BLLLOOORCCCHH*
---
#SPPPHHUUUTTT!!!#
*HACK*GASP!PANT!"
"Hello again."
",,,not again..." :erm:
*KA-PLAMP!*
*SQWWUOOORSSCHHH*
---
#bubble, bubble, bubble."
"You gotta come up sometime."
:?

_________________
-------------
"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 Dec 12, 2010 1:49 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
More silly X-overs

Dalek Soldier; "Ex-ter-mi-NATE! Ex-ter-mi-NATE! Ex-ter-mi-NA... ...WHAT IS THIS?

Shemarr Chiefteness (holding rail-lance in one hand, The Doctor slung over one shoulder bound & gagged); "I find this flesh-male to be pleasing to me. You wish to exterminate? Please, do try. I haven't had a good challenge in days."

D.S.; "Records show you are the inferior android race kno..."

-KRA-KOOM-

S.C.; "THAT'S GYnoid, you miserable excuse for a mobile trashbin" said to the Daleks still steaming lower half

Doctor; *thinking to self* "Oh this is just rich. One minute chased by the scourges of space-time, and the next to be love-slave to a randy cybernetic lifeform. Okay; very -ahem- well endowed cybernetic lifeform but still... I LIKE this regeneration!"

_________________
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 Dec 12, 2010 2:18 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
"John Connor? Come with me if you want to live!"

_________________
-------------
"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 Dec 15, 2010 12:21 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5190
Vashtak Slayer-of-Horuuns, Darkwaters Tribe; "Now remember sisters, when attacking the port... Pillage THEN Burn...!"

_________________
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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