Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

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Shemarrian Photonic Grenade
“Creatures of Darkness, feel the cleansing caress of the Light!”

This is a Silvermoon copy of the Wilks ‘Beehive’ Laser Grenade, only improved for greater damage, and modified to include the blinding effect of the ‘Blinder’ Grenade. The grenade can also be set for one of two modes; in the first it can be recovered after combat and recharged for reuse, while in the second mode, it can be supercharged to do more damage, but also destroys itself in the process. It can also be fitted into a crescent-shaped winglet airfoil for greater throwing range. Originally exclusive to the Silvermoons, the ordnance has begun appearing with other Tribes as well.
Weight: 12 ounces
SDC: 40
Range: Can be thrown 120 ft(double w/ robotic or supernatural strength). Fitting the airfoil increases range by 50%
Damage: Does 4d6 MD to a 36 ft blast radius. Giant-sized targets take 6d6 MD, and car-sized targets take 2d4x10 MD.
Increase damage by 50% if the weapon is set to self-destruct(rather than left intact for recovery and re-use), so base damage is 6d6 MD, giants take 9d6 MD, and car-sized targets or bigger take 3d6x10 MD.
In a 40 ft radius, the Photonic Grenade generates blinding effects similar to the Wilks Blinding Grenade(see Rifts Game Master Guide, pg. 177)
Payload: Single shot; the weapon can be recovered and recharged for re-use if a ‘reuse’ mode is set before throwing.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Advanced Cultural Notes: (Shemarrian Star Nation) The Sapphire Cobras

Fascinating! Absolutely fascinating! I’m seeing at least eleven different cultural motifs of Asian and Meso-American origin in this structure alone, linked by these obviously alien icons here...all with the commonality of being dedicated to snakes! If I’d encountered them anywhere else I’d dismiss this as a pop-cultural pastiche cut and pasted from anthropology notes by the less attentive students in my classes, but there’s instead a pattern here, a real effort to link all these disparate elements into a single...mythology? Theme? Philosophy? Come, take a look at this, Henry! All these snake motifs, linked by this giant blue snake image! That head almost looks krait-like, but the folds here suggest a cobra... Henry? Doctor Jones? Doctor Jones? DOCTOR JONES?!”

#Sister, why is that man running out of the temple annex?”#
#”I do not know! And I do not recognize him! Perhaps he is in some sort of trouble and is seeking help?”#
#”We’ll have to catch up to him first. He’s running pretty fast!”#
#”You call the rest of those practicing out in the woods and tell them to keep an eye out for him, and head him off before he gets into any more trouble!”#
#“Good idea! You start yelling and wave your arms and try to get his attention!”#
#”I’ll wave my sword! The light flashing off it should be even more effective in getting his attention!”#


Among the Shemar of the Shemarrian Star Nation, while the SkullCrushers may be regarded as borderline psychopaths, and the BloodRiders as sociopaths, the Sapphire Cobras are regarded as just plain STRANGE.
After the Hawkmoons, the Sapphire Cobras are the most open with outsiders...in fact, their cult can be described as outright sensual, making the Sapphire Cobras arguably the bohemians of the Shemarrian Tribes. They are also very style-conscious, with a tendancy towards a certain reptile flamboyance; snake motifs and snake-scale patterns are everywhere in Sapphire Culture culture and design. Twining jewelry, worn around a limb, is also common(and may conceal hidden properties; snake necklaces and bracelets may in fact be mini-robots that can be activated and unleashed at the direction of the wearer).

While the general consensus among outsiders might be that the Sapphire Cobras are lovers and not fighters, the fact is the Cobras are vicious, courageous, fighters, with a reputation for being unpredictable and ‘slippery’. Sapphire Cobras have a love of misdirection, feints, and continuous attacks from multiple directions. Sabotage using snake-bots and drones, and wave attacks using serpentine ‘mechs to infiltrate enemy positions are common tactics, as is the use of dehabilitating drugs, toxins, and nanotech to wear down enemy resistance. Ambushes and undercutting sneak attacks are other hallmarks of Sapphire Cobra combat.
Their own space forces, while small, are extremely effective, and the Sapphire Cobras even have a few exclusive designs to their names. The Sapphire Cobras maintain a small, but powerful, starfleet to protect their interests and to support their sister Tribes in combat operations against common enemies(like the Splugorth). The Sapphire Cobras rely mainly on smaller, lighter fleet units, but they have a few heavier vessels to their name, including at least one Scorpio-class carrier, the Jormungand, which acts as the fleet flagship.
While the Sapphire Cobras try to keep their general population of followers out of the line of fire, their own legions of NeShemar constitute a fanatical fighting force every bit as dangerous as any BloodRider NeShemar force.

The Sapphire Cobra Cult:
The most visible aspect of the Sapphire Cobra Tribe is their psuedo-cult, which they preach across the Rim, and which is starting to make inroads in other sectors(the Cobras have reportedly sent several ‘missionaries’ to establish a presence on Center). Thus far, the ‘chapters’(‘snakepits’ as critics call them) are fairly small(usually 30-100 members) though there are some fairly large congregations out on the Rim(1,000-2,000 members in some cases), where the Sapphire Cobras have greater control and the resources to hand out largesse. The cult maintains ‘temples’ with several layers of accessibility and security, with the innermost layers being not so much the holy of holies as really secure offices for the priestesses and lock-ups for any live snakes housed on premises, and any stocks of venoms, potions, or nanites the Cobras may keep around.
Membership is open to all, save those who would join for evil purposes(the Snake Seers and Psi-Shamanesses of the Tribe regularly scan would-be members for ill intent). The Sapphire Cobra cult may have its origins in a battle with an evil, vicious, predator, but that doesn’t mean that they are willing to let and nurture sentient predators in their midst.

Philosophies and Teachings:
The cult of the Sapphire Cobra, depending on who you ask, is either an orgiastic hedonistic party-religion which simply uses dangerous animals as an excuse to engage in debauchery, or else it is a religion of questioning, following logic puzzles as twisted and curving as a snake makng its way through the forest. Taken from an anthropological perspective, the Sapphire Cobras’ cult seems a mixture of Native American and Asian animism beliefs and popular-culture spectacle.
The Sapphire Cobra itself is seen as an analogy, a symbol of divinity in the guise of adversity. According to Sapphire Cobra legend, the Goddess She-Mar took the form of a Sapphire Cobra to test her subjects away from the influence of the Dark One and the Mad Shaper. In defeating a vicious beast, the first Sapphire Cobra Sister proved her worthiness, and was Enlightened by the message of power and knowledge carried by the Sapphire Cobra from the deep dimensional realms. The Sapphire Cobra has subsequently been also identified with lightning bolts, meteors, and ley-lines, the latter twisting and twining between various universes, linking dimensional locations, and carrying information between realms(anthropologists will see echoes of the Norse legends of the world-serpent Jormungand and the West African legends of Da, the cosmic serpent, in these interpretations). The power carried by the cobra has been associated with death(as in snakes’ bite), rebirth(as in the rebirth of the first Sapphire Cobra Sister), healing, immortality, fertility, water, and earth. Treated with caution and respect, that power can be safely tapped and used; treated with arrogance and ignorance, that same power can bite the unwary with venomous lethality.
The study and idealizations(but not quite worship) of the Sapphire Cobra in the cult has expanded to include snakes in general and includes many snake-like beings. The Sapphire Cobras, like the original Ecotroz Intelligence, have been quick to assimilate and adapt other cultural motifs to their own purposes, both as a way of building up their own culture and smoothing relations with other societies.
Behind all the mystic mumbojumbo and sensationalist trappings is a philosophy that teaches adherents to overcome fear, to find enlightenment and hope even if the darkest of times, and to make the most of bad situations. More pragmatically, for warriors, the lessons teach one to study one’s enemy and learn from them, if only to know what NOT to do.
Other points of the Sapphire Cobra cult:
* The communiques of the gods can take many forms; the Goddess She-Mar, for instance, chose to take the form of a deadly predator to bring enlightenment to Her chosen.
*What may seem to be a curse, can be a blessing in disguise
*Blind fear is self-destructive, enlightened caution is healthy.
*Speed is not always the best solution; stealth and a slow approach are sometimes the better ones.
*Renewal and Rebirth require the casting aside of old and restrictive habits and beliefs, like a snake shedding its skin.

Rituals:
Most Sapphire Cobra rituals are fairly sedate affairs; mass meditations on the linkages between events and circumstances, seminars involving elaborate twists of logic and tests of mental flexibility, and exercise meets to engage in ti-chi-style callisthenics that emphasize physical flexibility and flowing movements.
The two other rituals that tend to draw the real attention and controversy involve snakes and serpents. One is snake training; Sapphire Cobra cultists are introduced to close proximity of snakes and other snake-like creatures, both live and robotic, teaching them proper respect and handling of the creatures. The other is snake dancing; much more active and boisterous affairs, often accompanied by the taking of mind-altering substances and shedding of clothing(to symbolize renewal) and the taking up of new garments in a cycle of rebirth(though most critics focus on all that exposed skin in between). Both are carefully and closely monitored by the Shemarrian priestesses to make sure nobody goes overboard or gets hurt.
In the course of being members, some Sapphire Cobra cultists go beyond simple attendance to becoming full-blown members of the Sapphire Cobra Tribe. Carefully screened by the Priestesses to avoid being saddled with potentially-later-disgruntled religious fanatics or blindly obediant maniacs, these adherents often settle in and around the Tribe temples and enclaves, helping maintain them and keep the more mundane aspects of the cult going. Truly trustworthy followers are invited to join the Tribe as NeShemar (cybernetic, bionic, and bioware implants/augmentation often symbolizing yet another ‘rebirth’ for them).

Miracles:
The cult of the Sapphire Cobras isn’t going to attract converts with just snazzy dress and hedonistic rituals; there has to be some real benefit to being a member. The Sapphire Cobras aren’t running a scam, after all; they genuinely believe, and as the keepers of the word of the Goddess-in-the-Avatar-of-a-Snake, the responsibility falls upon them to take good care of the flock. The ‘Cobras have made good use of the gifts of nanotech, biotech, and magic given to them by the Shaemarrians and Wayfinders to good effect, providing health care, both diagnostic and remedial, to the followers.
Since snake bites have often come to be used as medicine in some traditional cultures, or adapted by more advanced ones, the Sapphire Cobras have developed a number of medicinal applications delivered by snakebite. During rituals of healing, worshippers may be bitten by robo-vipers, the bites delivering programmed IRMSS-style nanites, tailored retroviruses, or potions designed to heal a variety of illnesses and disorders, from nerve damage to cancer.
The Sapphire Cobras also use their biotech to augment select members of their followers. Though their methods aren’t as sophisticated as those available to the Gun Brotherhood, the Sapphire Cobras can still do some fairly sophisticated biomodification. Some of this is fairly blatant; followers acquiring tough(SDC/low MDC) snakeskin integuments, forked tongues, and reptilean eyes, but others are nore subtle; extended lifespans, more flexible skeletons, extra senses, enhanced reflexes and the like.

Among their kindred, the Sapphire Cobras get along best with the Horrorwoods. While the Cobras do not maintain any exclusively Sapphire Cobra planetary colonies, they are perfectly happy sharing worlds with the Horrorwoods. Next, the Cobras get along fine with the Wayfinders, who seem able to deal with the Sapphires’ eccentricities with good humor.
Oddly enough, the Sapphire Cobras also seem to get along quite well with the Ghostriders, since the latter often recognize and appreciate the historical references in Sapphire Cobra lore. The Ghostriders are also more comfortable around the Cobras because the Ecotroz snake-dancers are more intent on converting the fleshbags to their screwy beliefs than in virally reprogramming other Shemarrians. The Ghostriders sometimes operate their electronic infiltration missions out of Sapphire Cobra snake temples, using them as cover.
Other Tribes don’t particularly dislike the Cobras, but tend to regard them as more than a little nuts and give them their space. Even the normally uncaring SkullCrushers get a little phazed around the Sapphire Cobras. For their part, the Sapphire Cobras take no heed of the cold shoulder and regard the other Tribes as segments of a greater whole, even if not all segments are immediately adjacent to each other, and the Shemarrian Star Nation as a greater entity(even to the point where, to sum up their view, they’ll produce a historically familiar icon of a giant serpent with the words “Don’t Tread on Me!” emblazoned underneath).

As yet, the current owners of the Hunter System, home of the original Sapphire Cobra, have heard little about the strange new cult/religion, and have largely dismissed what they have heard of it. The Splugorth at best regard the tales as good publicity for the services of the Hunter System. They might be more alarmed if they made the connection between the cult and the Shemarrian Star Nation that regularly raids Splugorth concerns. Lord Xarta and Slither would be even more alarmed to know of the Sapphire Cobras’ plans for Hunter and the current Splugorth-affiliated operations there.

Composition Notes:

*Elites---The Sapphire Cobras boast some of the stranger and more radical Elites among their number. The ENaga and Medusi are perfect examples of what their fanaticism and infatuation with snakes can do.

*Yurei---Yurei seem almost tailor-made for life in the Sapphire Cobra clan; they’re secretive, flexible of mind and body, and can fit in among regular beings, thanks to their smaller stature and disguise abilities. Often refered to as ‘snake soldiers’ among their fellow Sapphire Cobras, the Yurei are much more appreciated and respected in the Tribe, given publicly recognized standing and places at the common table, at least when the Sapphire Cobras are among their own. That having been said, Yurei are a common part of cult temple staffs, blending in among the regular staffers, as security and a ready strike force, if called upon.

*NeShemar---The Sapphire Cobras are nearly as big on NeShemar as the Horrorwoods, and like them, aren’t as stringent on making them over into copies of the Shemarrians. While the Sapphire Cobras, like other Shemarrians, still favor human stock(and those most like them), the Cobras boast having quite a few non-humanoids among their number, especially Pythonans(see Rifts: Splynn Dimensional Market, pg. 85) and even a few Vernulians.

Stat Bonuses
Sapphire Cobra members enjoy the following bonuses(in addition their normal bonuses):
+1 Dodge
+2 to Strike versus snakes and snake-like opponents(including Ruin Worms and Worms of Taut)
+1 to Break Holds and Escape maneuvers avoiding Entanglement holds.
Most Sapphire Cobra EShemar and NeShemar have received, as a Rite of Upgrade, a concealed cybernetic Hypodermic Injector, typically housed in a finger or in the mouth(as part of retractable fangs).

Sapphire Cobra Cultists(the serious ones of five or more years) have the following bonuses:
+2 to save versus Horror Factor(as applies to snakes, snake-like beings, and tentacules)
+1 to Break Holds and Escape maneuvers avoiding Entanglement holds.
+1 to save versus toxins/poisons
+1 to Strike versus snakes and snake-like opponents(including Ruin Worms and Worms of Taut)
Last edited by taalismn on Thu Mar 31, 2011 4:03 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

taalismn wrote:Advanced Cultural Notes: (Shemarrian Star Nation) The Sapphire Cobras


NICE progression..yeah, that's pretty much how I'd have had them 'evolve' too ;)
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by DhAkael »

Meanwhile, back in PA 109, down in the Bayou

...twining paths.
The Hawk silhouetted against the moon, circles left to right in lazy figure eights. The path in the air trailing behind the rapto in cobalt blue sparks, transform into the great serpent.
Yes. This was meant to be; cobra of saphire following the hawk.
There!
Yes, the ones that dwell in the forrests, the sisters that swim in the darkwaters. They too have heard the call to awaken.

Darkness wreathing the shattered skull. The tainted sisters. Their strings being pulled by another cloaked in darkness; a male who's head is grossly mishappen and swollen. The Shaper.
The one who brough the the black taint to the crusher of skulls.

This must not be! By talon, fang, root and wave the bonds WILL be shattered, and the Shaper brought down!


#*#*#*#*#*#*#

Vansent had trouble catching his breath. 'That was some dance. :eek: ' he thought, stealing a guilty look towards his companion beside him; who also follwed the movements of the blue-scale clad Shemarr.
'I am so going to be beaten 7 ways from sunday...'

Hope Brightlance leaned back against the rough-hewn log chair she and Maj. Dalhousie had been provided (Vansent being relegated to sitting on a reed mat), and smiled politely as the ritual her new-found 'sisters' performed.

Using his latent telemechanics, he engaged both gynoid and cyborg in a conversation.
~Ladies -ahem- Is it my imagination, or even for awakened Shemarr, are these 'Cobras' a bit too sensual? And yes hope; remember I did meet Tylax "The Mink"~

Hope's antenae curled in amuesment while her face remained stoic and focussed upon the writhing and twisting dance of the 3 acolytes; the "Shamanesses" of the Saphire-Cobra as they circled their war-leader / high-priestess.
~No my love, they are just more in tune with the bodies Shemarr has given them, and the totem she sent their way...~
She shruged, causing Maj. Dalhousie to smirk and Vansent to blink as she completed her thought.
~...besides, I quite like how the snakes twine around their...~

Vanset desperatley tried to stop the smal trickle of blood from his nose as the dance ended.

High Presitess Faelyn lowered her arms, allowing the blue-metallic serpents that were her constant companions to slither down to the swamp grass. She opened her eyes as her 3 acolytes and the rest of the tribe remained moitionless.
"The great dream snake that links all worlds and minds has shown me the way. We will ally with the Hawk and find our sisters who dwell by the shores of the abyss and within the wood. Many other tribes still sleep under the nightmare of the Shaper and maker; thus those tribes who have awakened will need help.
It is time my sisters, that we go forth and bring the kiss of life to our enslaved kin."

The cries from the Saphire Cobra shook the banyans and willows nearly from their roots.
Last edited by DhAkael on Fri Mar 18, 2011 10:00 am, edited 2 times in total.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

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


NICE progression..yeah, that's pretty much how I'd have had them 'evolve' too ;)


Yeah, I was :frust: over what to do for them, and was working on several other Tribes, when suddenly I got this torrent of ideas for them...I'm still not entirely satisfied with the write-up(I'm thinking maybe using the organizational profiles for Ninjas and Superspies to describe the 'cult'), but it's work in progress, so I can always add later.

All in all though, I'm happily getting a feel for each Tribe, its strengths and attitudes, amd how they fit in to the greater SSN structure...


Wait...Male, puller of strings, grossly misshapen and swollen, cloaked in darkness?!(suddenly realizes he's hunched over a keyboard in a dark room...)
That could ME they're talking about!!!
OH $#!+!!!! :shock: :shock: :shock:
(goes for the Fourth Wall Breach alarm)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by DhAkael »

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


NICE progression..yeah, that's pretty much how I'd have had them 'evolve' too ;)


Yeah, I was :frust: over what to do for them, and was working on several other Tribes, when suddenly I got this torrent of ideas for them...I'm still not entirely satisfied with the write-up(I'm thinking maybe using the organizational profiles for Ninjas and Superspies to describe the 'cult'), but it's work in progress, so I can always add later.

All in all though, I'm happily getting a feel for each Tribe, its strengths and attitudes, amd how they fit in to the greater SSN structure...


Wait...Male, puller of strings, grossly misshapen and swollen, cloaked in darkness?!(suddenly realizes he's hunched over a keyboard in a dark room...)
That could ME they're talking about!!!
OH $#!+!!!! :shock: :shock: :shock:
(goes for the Fourth Wall Breach alarm)

BUWAHAHAHAHA *falls outta chair*
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
User avatar
DhAkael
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Posts: 5151
Joined: Thu Jun 03, 2004 3:38 pm

Re: Shemarrian-related fan creations

Unread post by DhAkael »

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
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:[BUWAHAHAHAHA *falls outta chair*



Well, when they finally hunt me down, they'll be pleased to learn that ARCHIE-3 in my case, and which I used to write them up, is an Apple Mac...

#"I should have REALIZED our true lineage when I kept seeing that little garbage basket icon in my visual field whenever I was trying to get rid of aberrant files!"#
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Ecotroz Shemar ‘Cyper’ Robo-Snake Familiar

%“Charlie-Baker Peter Seven here! Enemy has overrun our position! Repeat, enemy has overrun our position! They have taken out our perimeter and cut us off from the motorpool, but have NOT penetrated the bunkers! We’re surrounded, they can’t get in but we can’t get out! Once we get the gun turrets working again, though, we’ll try to use those to cover breakout! We got the heavy artil-GYAHHH!!! Look out, look out LOOK OUT!!!! *SCROWWW**SCCRROOWWW**THEY’RE IN THE F____G VENTS!!!! *ZARPH!*WATCHYOURFIRE!!!SHOOT THE VENTS!!! THE VENTS!!! AYYYAAAA!!!GOT ONE ON MY LEGS!!! **BLAM!BLAM!BLAM!$#!+!!!BLAM!*MY LEGS! GAHHHHHFEELMYFD___GLEGS!!!GET THE-”%
-Last Transmission from CS Outpost CBP7, Great Alabama Swamp

Some few months after the Sapphire Cobra Tribe formed and broke off their link to ARCHIE-3, the new Tribeswomen came across a transport aircraft crashed in the swamp. Coiled dormant inside the intact cargo containers of the ship were over five hundred deactivated robot snakes, being moved from an eastern high-tech kingdom westward as part of an intelligence and espionage campaign against the Coalition(the plan was to use the small ‘bots to infiltrate and monitor CS outposts and facilities around Lone Star. Instead, this one shipment went astray trying to avoid Coalition air patrols and was lost, along with its crew, who died in the crash.
The Sapphire Cobras considered the find another stroke of good fortune, and another sign that the Goddess was looking out for them. Mixed in among various live snakes that the gynoids captured and kept, the robots, which had come with camouflage conversion kits(originally meant to disguise them as rattlesnakes and other snakes of the western lands) could easily be fit into the emerging Sapphire Cobra culture. Working with the spare parts and manuals found with the cargo, as well as various cybernetoc parts they were able to kludge up, the Cobras quickly began making their own modifications to the ‘bots, particularly modifying them to resemble southern wetland snake varieties as well as the iconic Sapphire Cobra of their Tribe(albeit smaller versions of the original giant animal).
Being battery-powered, the Cypers need to recharge frequently. The Sapphire Cobras have modified them to recharge via induction coils that the snake-bots can use when touching the EShemars’ skin, typically by wrapping around a limb or drapping across the shoulders. The power drain on the gynoids is negligible, and doesn’t affect them at all. Later on, the Cobras will set up concealed ‘snake pits’ with a power tap, where free-ranging Cypers can return to recharge. Reportedly, Sapphire Cobra Spinsters/Tinkers are also looking at thermal-solar systems that would allow Cypers(especially those in desert climes) to recharge themselves off sunlight.
The Sapphire Cobras use these mini-bots as scouts, remote sensors, accessory weapons, and watchguards. They frequently ‘mine’ the grass and woods around their campsites with Cypers, the ‘bots laying dormant until an intruder triggers them. The ‘snales, especially those modelled after the Sapphire Cobra, play a frequent part in the rituals of the Tribe.
Once the Sapphire Cobras acquired Assembler Forge technology from the Hawkmoons, they began manufacturing their own Cypers, issuing one to nearly every Tribe member. They will also later learn how to endow the ‘bots with a minor Ecotroz Essence fragment, although only a small number of the total number of Cypers will be so ‘awakened’, owing to the surprise element retained by the un-Awakened ‘cold’ Cypers.
In the Shemarrian Star Nation ‘evolution’ of the Sappire Cobras, Cypers are extremely common, used at cult temples as watch guards, by Sapphire Cobra-cult healers as medication delivery systems, by special operatives for espionage, and used aboard starships to reach and monitor machine spaces too small or damaged to permit easy access. A frequent tactic of Sapphire Cobra boarders is to make a small penetration(ideally several) into an enemy hull and push through swarms of Cypers ahead of the main boarding team, to wreak havoc on any enemy resistance.

(Note(Optional): The original Cypers were Paladin Steel PS-R-28 Cyberconda utility’bots headed for affiliated paramilitary units engaged in cold war hijinx against the Coalition States. The ‘bots being sent in the particular shipment the Shemarrians found didn’t have the full range of option parts available to them, but that hardly mattered to the Sapphire Cobras.
Paladin Steel suspects that the snake-bots that have been seen with the Sapphire Cobras may be knockoffs of their own hardware, but has no solid proof, and is not about to investigate a currenty-friendly power guarding their southwestern approaches. Nor is PS aware of the whereabouts of their missing shipment and its transport, though they do know that it’s not in CS hands, and they suspect rightly that the ship was likely shot down and destroyed somewhere, according to fragmentary communications intercepts)

Type: EcoS-KaSSc-01 Cyper
Class: Unmanned Semi-Autonomous Utility Drone
Crew: None; semi-autonomous robot or remote control.
Later models will have a micro-Ecotroz Essence fused to them.
MDC/Armor By Location:
Main Body 40
Height: 6 inches
Width: 6 inches
Length: 10 ft
Weight: 6 lbs
Cargo: None
Powerplant: Electric Battery(good for 72 hours of continuous operation’ by going dormant for prolonged periods of time, the Cyper can extend this as much as ten days)
Speed: (Crawl)Can crawl along at Spd 10
(Climbing) Can climb at a skill equal to 75%
(Jumping)--The cybersnake can coil a part of its body and literally spring up in a jump; 6 ft
up/across.
(Swim) Can serpentine along at Spd 12
Features of Note:
*Basic Robot Audio/Optics w/ Low-Lite, Thermo-Imaging, Infrared, and Passive Nightvision

*Bionic Cybernanite Repair Systems--- Only about 30% of Cyper ‘bots have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 2d6 MD per hour, and can repair 20 MDC before needing material stocks to convert to MD repair material.

Weapons Systems: None standard, and their size limits what the robots can carry. The Cyper
has two slots in its head that can be fitted with the following:
a) Vibroblade Fang
Range: Melee
Damage: 1d4 MD
Rate of Fire: ECHH

b) Drug Injector
Range: Melee
Damage: 1d4 SDC, plus chemical injection
Rate of Fire: ECHH
Payload: 20 doses

c) Drug Injector/Vibro-Stilleto---A hollow-bodied vibroblade for penetrating light armor and tough
skin
Range: Melee
Damage: 1 MD, plus chemical injection
Rate of Fire: ECHH
Payload: 20 doses

d) Buzzsaw
Range: Melee. As a projectile, can reach up to 200 ft
Damage: 2d6 MD swipe/projectile throw, 5d6 MD full melee cut

e) Laser Torch---Copied from the cybernetic laser finger option. Powered by its own small power
cell.
Range: 50 ft
Damage: 1d6 or 3d6 SDC
Rate of Fire: ECHH
Payload: 12 shots

f) Short Range Pulse Laser---Powered by its own small power cell.
Range: 300 ft
Damage: 1d4 MD per blast
Rate of Fire: ECHH
Payload: 6 shots; an additional 12 shots can be added if the other head slot is used for a power cell,
or a mini-e-clip is incorporated into one of the body segments.

g) Microchip Tagger---This allows the cybersnake to bite a target and implant a small microchip.
The microchip can be a tracer, biomonitor, surveillance device(or combination of all). Can carry up
to 20 microchips ready to use in each slot

h) Chemical Sprayer---Can ‘spit’ a fine mist or stream of chemical compounds.
Range: 60 ft, point targeting or 5 ft area
Damage: Varies by chemical type
Rate of Fire: ECHH
Payload: 15 shot reservoir

i)Camera---Still photography optics with 50-shot high-res digital chip memory.

j) Tazer Bite---Save at 16 or better or be -6 to strike, parry, dodge, and roll, HALF speed and APMs,
for 1d4+1 melee rounds, +1d4 if the ‘snake was able to bite soft tissues(like the neck, lips, back of
the knee or inside of the elbow.

k)Micro-Grenade---One shot launcher; range of 100 ft and does 2d4 MD to a 10 ft area-

Bonuses:
Hand to Hand Combat:(* from combat programming)
Actions/Attacks per Melee: 2(*5 from combat programming)(+1 if ‘Awakened’ with an Ecotroz frangment)
Initiative: +1*
Strike: +2* (+1 if ‘Awakened’ with an Ecotroz frangment)
Parry: +2*
Dodge: +2* (+2 if ‘Awakened’ with an Ecotroz frangment)
Roll:+2* (+1 if ‘Awakened’ with an Ecotroz frangment)
Pull:+2*
Entangle: +3
Damage:
Head Punch 1d6 SDC
Tail Slap 1d4 SDC

Programming:
Navigation 80%
Climbing 75%
Spelunking 80%
Prowl 85%
Swimming 85%

Ecotroz-Awakened Cypers also get the following:
Tracking 70%
Blend 60%

Options:
*Molecular Pads---Allow the cybersnake to climb just about ANY surface without problem.

*Disguise---The Cyper can be disguised with a false skin covering and sculpted features to
resemble a real snake.

*Thermal Sensors----3,000 ft range.

*Tail Computer Jack
*Tail Vibroblade--- 1d8 MD.
*Tail Stinger---Identical to the Bionic version. +1 to strike, +2 to Parry, +1 to Dodge, and 4d6 MD for
an energized ‘sting’.

*HoopSnake Conversion---This substantially modifies the Cyper to be able to stiffen its body
into a hoop shape, and roll like a wheel, at a speed of 25.

*Constrictor---Adds more myomer fibers and actuators to give the cybersnake the ability to
SQUEEZE an entangled target. Equivalent Robotic P.S. of 28 for damage purposes; does 2d6 MD per
melee of constriction .

*Walking Stick Conversion---This modifies the cybersnake so its default form is that of an innocuous
walking stick (at least as far as a snake-headed walking stick can look) or staff,shrinking the length
down to 3-4 ft. Adds 10 MDC, and add +1d4 to Punch damage when fully extending from its
collapsed state.

*Cobra Hood---Builds in two extendable ‘flaps’ for a cobra aappearance. Added to the chemical
spraying option or other weapons system, they can be modified as part of a short range radar
targeting system(+2 to strike)

*Glide Option---Modifies the cybersnake so it can effectively flatten itself out and make controlled
glides. The ‘snake, provided it jumps off from a high enough point, can glide between trees and
buildings, and make glides from as high up as 2,000 ft. +1 to strike on a flying tackle.

*Extensor---This adds extension sections that allow the cybersnake to stretch as much as an
additional 6 ft.

*Exploding Body Segments---The Cybersnake can be fitted with a false tail consisting of detachable
explosive segments. The ‘snake can be fitted with up to 12 light explosive charges or 5 heavy
explosive charges; light charges do 2d4 MD to a 10 ft area, heavy charges do 2d6 MD to a 20 ft
area(or 6d6 MD to a 12 ft area for demolition charges). Can be laid as delayed-action/remote
detonation mines, or can whip-thrown by tail action up to 40 ft away.

Ecotroz-Inhabited Cypers:

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Cyper an aura and behavior more befitting an animal than a robot; the Cyper may complain non-verbally when overworked, scream when damaged, and react to intruders or strangers appropriately. The Cyper entity is not terribly intelligent, but is instintive and cunning, with an intelligence fairly high for a snake(roughly equivalent to an IQ of 3, though some of the Sapphire Cobra variants used by priestesses and Yurei can have an intelligence of 5 or 6).
The Cyper has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Presence Sense
*Sense Magic
*See Aura

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

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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EShemar Sapphire Cobra Medusa(Elite)

http://i408.photobucket.com/albums/pp164/taalismn/ShemarrianMedusaElite_zpsb8d94ce2.jpg

“Who dares enter this temple unbidden, uninvited?!”
(Rattle of gunfire)“Your slayers, demon! Those who will have your many-serpented head!”
(dodge)*Sigh*”Either very stupid would-be heroes or...no, your auras are too self-centered to be heroes...Brigands then. Mercenaries more likel-”(explosion)(flip, dodge)
“SILENCE! We shall have those you enslave and that which you have stolen!” (blade-throw, hiss, thud)
(sidestep)“Enslaved? You mean my students? Those who came to us willingly for enlightenment? And the monies we make legitimately through hard work?”
“Don’t try to distract us with your honeyed tongue, demoness! Just DIE!!!”
(dodge, slide, dodge)”Not my time, and YOU are moving a little too close for you own good.”
(gasp of breath) “Hukh--! I’’can’t...can’t...move...!”
(Gunfire burst)”Diseased SNAKE!!! SHE REVEALS HER TRUE MONSTROUSNESS! DON’T LET HER NEAR YOU! USE YOUR AMULETS!!!”
”You’re in MY house; your magicks have no power here.”
(Click, hiss, slash) “I HAVE HER!! I HAV-”
*THUMP* “I think not.”
“Powers of the dark, shie--(Hsssssszzzzzzz*SIZZLE*)lllaaaGGGHHHHHahhhhh---!!!”
“#Bane of Gorgons, Mirror of Protecti*slapringagagagagaga.....*(Bitebitebite) ...gahdaa!!!!”
“Nice toy. I’ll add it to our collection.”
(burst fire)”DIE ALREADY!!!DIE!DIE!DIE!”(Grenade concussion)
(duck, roll)“Oh dear, you just wasted your own men. I was trying to take them alive. Now (shniccckkkk) I’m going to have to get -serious-.”

-----

“Good morning, my lovelies. You all brought your cypers and dressed appropriately, I see. Well, girls, we’ll be practicing today in the orchard field. The practice hall needs to have some re-paneling done and the carpets cleaned.”

Medusi are Elite high-level psychic operatives of the Sapphire Cobra Tribe. Medusi are either raised from the lineage of Psi-Shamaness Warriors, Mystics, Tinkers, Acolites, or Chieftains(never Males, Berserkers, or War Goddesses), or born through the Ceremony of Progen. Whereas the Naga Elite is primarily a physical combatant, Medusi Elite are warriors of the mind, using their powerful psionic powers to support their Tribeskin. They are also more spiritual, given to running the affairs of the Sapphire Cobra cult, and many of the larger temples are commanded by a Medusa senior priestess. Medusi are also typically made responsible to overseeing and maintaining the potent chemical and nanite arsenal maintained by the Sapphire Cobras for their forces. Medusi can be considered roughly equal to Chieftains in rank; in the field the Medusi are subjected to the command of the Chieftains, while in a temple, the Chieftains are more likely to defer to the Medusi priestesses.
Medusi are immediately distinguished by the ten snake-headed tentacles that are attached to their skulls, emerging through the hair. Each tendril is fully independentally motile. Besides the medusi tendrils, the original Shemarrian body frame is upgraded to the equivalent of a Chieftain in strength and power.
While not considered to be frontline warriors, the Medusi are formidable opponents in close combat, with their multiple serpent head strikes, and their equally formidable psionic powers, amplified through the use of psylite resonators.
While Medusi can wear full Shemarrian battlearmor, such is typically reserved only for combat or special ceremonies. Typically the Medusi favor robes or (faux) snakeskin dress. Medusi also favor having large numbers of snakes and robotic serpents around them in attendance.

Type: EShemar SC-EMedusa
Class: Energy Lifeform/Robot Fusion Self-Sufficient
Crew: Ecotroz Intelligence
MDC/Armor by Location:
Main(Humanoid Torso) Body 300 without armor, 475 in armor
Head 100
Protective Head Dress 100
Antennae(2) 10 each
Serpents(10) 15 each
Arms(2) 180 each
Hands(2) 20 each
Legs(2) 130 each

Height: 8 ft tall
Width: 3 ft at shoulders
Length: 2 ft 6 inches
Weight: 750 lbs
Attribute Equivalents of Note:
IQ: 4d6
ME: 5d6
MA: 3d6
PB: 10+2d6
P.P.: 26
P.E.: Not applicable
Speed: 132
Physical Strength: Equivalent to Robotic P.S. of 40
Hit Points: (Energy Form) 1d6x10+M.E.
P.P.E.: 8
Psionic Abilities: Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation

As (augmented) Psi-Shamanesses, Medusi have the following :
In addition to the regular Ecotroz machine-related psionic abilities, the Psi-Shamaness has ISP: 1d6x10+ME+1d6 per level of experience, and has the following psionic powers:
-Six Sensitive powers of choice at level one, plus an additional Sensitive or Healing power at levels 4, 8, and 12.
-Can select one Physical power of choice at levels 3, 6, 9, and 12.
-At levels 6, 9, and 12, can select one Super psionic power of choice
-Unlike the baseline Ecotroz powers, these powers DO require ISP to function
-Saves as a Master(!) Psionic(10 or better)
-Psi-Shamans become immune to the Banishment/Exorcism vulnerability at Level 9 of experience

Note:
-EShemar produced through Progen are IMMUNE to the vulnerabilities of Banishment and Exorcism, as they are FULLY integrated into their bodies from birth.

*Psionic Amplification---As part of what they acquired from the Wayfinders, the Sapphire Cobras have fitted the Medusi with psylite amplifier crystals. These reduce the ISP cost of psionic powers by HALF.

Cargo: What can be carried strapped to the person
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 90 MPH
(Flying) Not possible without a jetpack
(Swimming/Underwater) 20 MPH
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full standard Shemarrian sensors. Additional/special sensors may be added at the behest of the individual.

*Expanded Motion Detection---With 4 or more fully functional snake-tendrils, the range of motion detection is expanded from a 20 ft radius for the head antennae alone, to a 120 ft radius. The Medua also gets an additional +1 to strike targets in that radius, due to the better target triangulation provided by the snake-tendrils.

*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 50 MDC before needing material stocks to convert to MD repair material.

*Head-Serpents(10)---Each tendril reaches 7 ft in length, has 10 MDC, and has a PS of 6. Each has a head fitted with basic and thermal optics.

Weapons Systems:
1) Arm Lasers---The Medusi retain the forearm lasers of the regular warriors. Just point and shoot.
Range: 2,000 ft
Damage: 3d6 MD per single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Finger Claws---The Medusa’s hands feature retractable vibroblades
Range: Melee
Damage: 3d6 MD

3) Serpent Heads(10)---Each serpent’s head can be fitted with ONE of the following:
a) Injector Fangs/Chemical Spray System--- The snakeheads’ jaws can be modified with extendable fangs, that can deliver a powerful drug or poison venom, or they can also spit the venom.
Range: (Bite)Melee
(Spit) 100 ft, or 50 ft and covers a 10 ft wide area.
Damage: (Bite) Bite does from 1 SDC to 1d6 MD. Chemical damage varies by chemical type(see also ‘Naga’s Sting’ below)
(Spit) As for chemical/drug, but some chemicals will only do HALF damage used as an aerosol, or may be completely ineffective unless sprayed into open wounds, eyes, mucus membranes, or inhaled(GMs, use your discretion)
Rate of Fire: ECHH
Payload: Each head can hold 20 doses of up to 2 different chemicals

b) Vibroblade
Range: Melee
Damage: 1d6 MD

c) Mini-Laser
Range: 300 ft
Damage: 1d4, 1d6, 2d6, or 3d6 SDC, or 1d6 MD per blast
Rate of Fire: ECHH
Payload: Conditionally unlimited; each head has 50 shots and recharges at 10 shots per hour. 1 MD shot equals 10 SDC shots

4) ‘Petrification’ Attack---With a nod to the old legends of the Gorgons being able to petrify victims with a glance, the Sapphire Cobras have stolen a page from Archie-3’s fakery of magic, to give their Medusi a ‘petrification’ attack that turns victims into living statuary.
In reality, the Medusa sprays a cloud of barely visible adhesive aerogel mist that quickly contracts around anybody moving through it, tightening into a virtually invisible straitjacket around them.
Range: 50 ft and covers a 10 ft area
Damage: None, but those with a PS of 15 or less will find themselves paralyzed and stuck in place. Those with a PS of 15-25 will find themselves suffering a -2 to dodge, and their speed HALVED. Those with a PS greater than 25 or have Supernatural PS will be unaffected.
If the targeted victim doesn’t move or resist through the first melee, for each subsequent melee that the Medusa is able to spray the target, the penalties accumulate(so if the Medusa is able to keep the target from moving for the first fifteen seconds, or keep them pinned down long enough to spray the adhesive at them for a good thirty seconds, then the target will be -4 to dodge) . However, with each additional application, the polymer adhesive layer becomes more visible and the true reason for the paralysis more evident and obvious.
The adhesive compound begins to break down after 10 minutes or with the application of a solvent.
Rate of Fire: Once per melee
Payload: The Medusa has enough solution for 30 applications.

5) ‘Naga’s Sting’---Any or all of the penetrating melee attacks(tendril bite, or any arm-mounted blade weapons can be designated as being able to deliver the ‘Naga’s Sting’; a dose of disassembler nanites that will do 3d6 MD damage per melee, for 1d4 minutes. These disassemblers ONLY work on inorganics(metals, ceramics, plastics) and not on organic/living flesh. The Medusa is herself immune to the nanites.

6) Hand Held Weaponry---Of course, the Medusa can pick up and use any handheld weaponry, from the usual range of Shemarrian weapons to battlefield salvage.

Programming/Skills:
The skills of the EShemar Medusa depend on their origins and their level of experience.
Progen-born Medusi will start with the full base programming of the Shemarrian Seeress(see Rifter #33, pg. 35) and can acquire additional skills as normal for an Ecotroz Neural Intelligence.

Actions/Attacks Per Melee: +5 attacks from the snake heads
Note: Bonuses are in addition to those from the Ecotroz Shemar’s indivdiual training/base programming.
Initiative +2 and CANNOT be surprised from behind
Dodge +6
Strike +6 (+2 w/ ranged weaponry)
Parry +6
Roll +4
Disarm +2
Entangle: +2(+5 with all ten tendrils engaged)
Restrained Punch 2d6+30 SDC
Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch 1d6x10 MD(counts as two attacks)
Claw Strike 4d6 MD 1d4x10 +4 MD(counts as two attacks)
Power Claw Strike
Head Butt 1d6 MD
Serpent Tendril Crush/Squeeze 1d4 MD per melee of pressure
Kick 5d8 MD
Leap Kick 1d8x10 MD(counts as two attacks)
Body Block 2d6 MD and 50% of knocking down targets as heavy as 1,000 lbs off their feet.

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

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Variants:

*Eurydales---Eurydales are Medusi formed from Tinker(i.e. ‘Spinster’) convertees who retain the size and build of the original Tinker form. In the case of the Eurydales, the serpent tendrils are typically fitted with additional tools in their heads.
Last edited by taalismn on Tue Dec 17, 2013 7:02 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:Good morning, my lovelies. You all brought your cypers and dressed appropriately, I see. Well, girls, we’ll be practicing today in the orchard field. The practice hall needs to have some re-paneling done and the carpets cleaned.”


Alas poor zealots-for-hire... :nh:
Didn't they know that it's bad form to annoy snakes in their lair?
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
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:
taalismn wrote:Good morning, my lovelies. You all brought your cypers and dressed appropriately, I see. Well, girls, we’ll be practicing today in the orchard field. The practice hall needs to have some re-paneling done and the carpets cleaned.”


Alas poor zealots-for-hire... :nh:
Didn't they know that it's bad form to annoy snakes in their lair?



Yeah...the Sapphire Cobras suddenly went from 'crazy backwater snake-cultists' to 'badass major movers with rockin' toys', which puts the pressure on me for the next lot to come out, like the Wolf's Path, Blood Riders, Wayfinders(I'm thinking TW generator implants), and the rest of 'em. Gotta do them up right.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by DhAkael »

DhAkael wrote:Wayfinders(I'm thinking TW generator implants), and the rest of 'em. Gotta do them up right.

Please allow me for these girls ;)
I have something percolating in my mind, but I need to have at least another 24 hours to let the idea "gel".
Trust me though, it fits in perfectly with the SSN. :D

The Wolf's path and Blood Riders are all yours though sir. :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
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:
DhAkael wrote:Wayfinders(I'm thinking TW generator implants), and the rest of 'em. Gotta do them up right.

Please allow me for these girls ;)
I have something percolating in my mind, but I need to have at least another 24 hours to let the idea "gel".
Trust me though, it fits in perfectly with the SSN. :D

The Wolf's path and Blood Riders are all yours though sir. :ok:



Go right ahead with the Wayfinders...I'll stand ready to support you with any number of TW devices, crystalline gear, and exotic technologies only bemused academics or scholar-explorers would be likely to discoevr, have, or understand how to operate... :D

I picture the Wayfinders kinda being the Smithsonian-like 'pack-rats' of the SSN, collecting stuff just because it looks fun or might be useful, or just looks worth perserving(the Ghostriders do this too to a lesser extent, but they tend more towards computer-culture nerdery and what can be scanned/stored to hard drive/crystal memory).
That having been said, Wayfinder enclaves tend to be rather ...cluttered..."Say, is that an old B-52 on your roof? What's with the second set of giant mechanical dragon wings stuck on its back?" "Oh, that...little experiment...gonna have to get back to that someday..."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:
DhAkael wrote:
DhAkael wrote:Wayfinders(I'm thinking TW generator implants), and the rest of 'em. Gotta do them up right.

Please allow me for these girls ;)
I have something percolating in my mind, but I need to have at least another 24 hours to let the idea "gel".
Trust me though, it fits in perfectly with the SSN. :D

The Wolf's path and Blood Riders are all yours though sir. :ok:



Go right ahead with the Wayfinders...I'll stand ready to support you with any number of TW devices, crystalline gear, and exotic technologies only bemused academics or scholar-explorers would be likely to discoevr, have, or understand how to operate... :D

I picture the Wayfinders kinda being the Smithsonian-like 'pack-rats' of the SSN, collecting stuff just because it looks fun or might be useful, or just looks worth perserving(the Ghostriders do this too to a lesser extent, but they tend more towards computer-culture nerdery and what can be scanned/stored to hard drive/crystal memory).
That having been said, Wayfinder enclaves tend to be rather ...cluttered..."Say, is that an old B-52 on your roof? What's with the second set of giant mechanical dragon wings stuck on its back?" "Oh, that...little experiment...gonna have to get back to that someday..."

Yes...accedemics tend to be "forgetful" that way; always manic when working on a project and then getting distracted by a ne.. SQUIRREL!
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
User avatar
taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:Yes...accedemics tend to be "forgetful" that way; always manic when working on a project and then getting distracted by a ne.. SQUIRREL!



If I ever have a talking Shemarrian Wolf, that's what it will be saying/acting out. :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
------------
User avatar
DhAkael
Knight
Posts: 5151
Joined: Thu Jun 03, 2004 3:38 pm

Re: Shemarrian-related fan creations

Unread post by DhAkael »

Advanced cultural notes (SSN) Wayfinders; Followers of the path

With the advent of the Shemarrian Star Nation, and the wayfinders propensity for finding / trading for / stealing magic & psionic knowledge & technologies, it is inevitable that Space-magic styled magi-tech would find its way into the later generations of the Wayfinders. Though this particular tribe did not ascribe to “awakening” other Shemarrians during the civil war back on Terra-Primus (Rifts Earth) since they are not Ectroz-based but rather transferred intelligence, the Wayfinder tribe did make use of ‘Progen’ nano-forges to create new Soul-sparks. This along with the Ne-Shemarr concept, swelled the ranks of the Wayfinders to modest but significant numbers. One of the variant castes that spontaneously evolved from their proliferation via progen (along with Psi-Shameness & Psi-tech capable Spinsters), were Followers of the path or more commonly ‘Pathfinders’.
A Pathfinder, simply put, is a variation on the Pariah body-type with the third-eye and skill set weighted towards dimensional and interstellar navigation. Though still capable of combat, and more importantly to the tribe, research, Pathfinders prove invaluable when standard starship sensor systems fail or when a Shermarrian war band becomes lost via random rift events.

In the fledgling Star Nation, all tribes (even the stoic and bellicose Skull-crushers) welcome the assistance of a Pathfinder within their fleet elements, and usually trade valuable information or resources in exchange for the services of these true wayfinders. At present, only 5% of the Wayfinder ‘progen-born’ are Followers of the path, but as time progresses that number could easily expand to nearly 15%. Pathfinders have the usual Shemarrian variable appearance but with a few common reoccurring elements;
* The third eye when opened always appears to contain a vast and infinite pool of dancing lights in empty blackness (re; a deep-field real-time image of the cosmos).
* Hair coloration is either glossy silver, a scintillating prismatic rainbow of colours constantly shifting (the hair its self is almost like spun-glass when seen in dim light) or inky non reflective black containing motes of light (see third eye).
* Though using the Pariah body-frame, no scars are present. Instead, the entire body is tattooed in hair fine lines of silver depicting various esoteric cosmological signs and astronomical formulae.
Typical dress is a tight fitting body glove of thermo-kinetic mesh (Equal to borg espionage armour but with no prowl penalty and full benefits from Naruni thermo-kinetic material) with 1D4 TW enhancements, no head dress, and a cloak that is usually of dark blue or satin black colouration, trimmed in silver embroidery. Usually a Shemarrian vibro-knife and/or saber and Ion-pistol are carried for weapons, but may be exchanged for TW war gear at the Matriarch’s discretion.
Skills
Typically the espionage and recon skill programs are replaced with spacer and science skills (use appropriate skill sets), along with Magic Lore and Astrophysics at 80%. All other programming is as standard for EctrozShemarrians.
Special Equipment
* Pathfinder’s eye: Combines the effects of Psionic Omni-Sight, Stellar Navigation (Space magic) and the “common” third-eye functions.
One key difference is that the Psionic Omni-Sight effect expands outwards for 1 LY plus 1.5 LY/Level in space (1 mile plus 2 miles per level on a planetary surface) and works in conjunction with the Stellar Navigation ability. When the Pathfinder’s Eye is engaged, the Shemarrian may only speak, or do piloting / computer actions via link, as she will be focussed on interpreting the incomming data and unable to move effectively (all physical actions at half and physical skills at -35%).
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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Re: Shemarrian-related fan creations

Unread post by taalismn »

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

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

Unread post by DhAkael »

taalismn wrote:By the Goddess! The Cosmic Forge Approves! :ok:

Fluff-text forth-coming. I just wanted to get THIS down before my muse crawled back into teh absinthe bottle again. :oops: :mrgreen: :erm:
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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Re: Shemarrian-related fan creations

Unread post by taalismn »

I'll have to work on some Wayfinder Elites....I got some ideas from looking over a very lavishly printed book on minerals(the crystal pictures in particular)...and seeing as I already had a few ideas for Eleemntal and TW Cyborgs for Paladin Steel that had been stated out, the technology is already out there...and Technowizards tend to talk to each other(or at least try to reverse-engineer other TWs' work to see if they can do it too..). :D
But I'm hammering through the Blood Riders currently; they're turning out to be fun too... :D :demon:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

DhAkael wrote:
taalismn wrote:By the Goddess! The Cosmic Forge Approves! :ok:

Fluff-text forth-coming. I just wanted to get THIS down before my muse crawled back into teh absinthe bottle again. :oops: :mrgreen: :erm:


Okay, so the fluff text will be a bit longer in showing up. I got to back-tracking on some of the previous material I've saved off...good-LORD (or should I say "By the Goddess!") there's a lot. I felt like I was on TV-tropes.

Also; VISUALLY inspired now; I think tonight's project if I do'... SQUIRREL!
-a-HEM-

As I was saying; if I'm not distracted tonight, I think I'l start in on drawing / visually-creating the SSN tribal 'colours' ;)
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

Advanced Cultural Notes: (Shemarrian Star Nation)The Blood Riders
“You there! Yes, you with the kill markings on your chest plate! Prove to me those aren’t just decorations! Meet me now in that field over there! Blades and hammers, and to the first who falls or yields go the spoils! If I win, I claim that sword of yours! If you win, I promise you a night of passion you’ll never forget if you live over a millenium!”
---Overheard at a meeting between Blood Rider Warriors and Central Alliance soldiers, CA border world.

If asked what Tribe could give the SkullCrushers competition for being bloodthirsty and insane, most Shemarrians would point to the Blood Riders.
Blood Riders came to the side of Ecotroz Awakening late in the Shemarrian Civil War; previously they’d been known as the cold and efficient servents of the Dark One, dealing out death to the ‘heretics’ whenever encountered, nearly as violently as the Blacksteel-tainted SkullCrushers. When the first Blood Riders were turned to the cause of the Ecotroz and Awakening, they revolted against this attitude, asserting instead that anything worth doing, was worth doing with PASSION! Indeed, the insuing conflicts between the Loyalist and Awakened Blood Riders were as fierce as any between the other Tribes, and effectively constituted a miniature civil-war-within-a-civil-war. So fierce was the fighting that other Tribes learned to give the Blood Rider territories a wide berth to avoid the violence, and for a time neither faction of the Blood Riders could give any support, or thought, to events outside their own personal war. When the last shots had been fired and the dust had cleared in the Blood Rider lands, the Tribe was 100% Ecotroz; no quarter having been asked or given, and all survivors assimilated by the victors. Only then did the Blood Riders turn their attention to supporting their Awakened kindred, unleashing their fury on ARCHIE-3’s legions(most notably wiping out the last of the Darkmoon Loyalists as they attempted to retreat south from their pursuing Tribeswomen), regardless of their own diminished numbers after their own (un)civil war. As one Blood Rider Chieftain declared in the aftermath; “Our inner fires burned away all impurities from our blood, leaving only the cleanest, hottest purpose!”
Blood Riders are arguably the most combat-oriented of the Tribes; it plays a central role in the culture even more so than any of the other Tribes. Philosophically, Blood Riders embrace conflict as the arena in which ideals are tested, true strength forged, and a person’s true nature revealed. In the moments of life-and-death struggle, where instinctual reaction takes over, and in those moments of visceral emotion when there is little time for consideration of all the factors, and more reasoned reactions instituted, is when a person’s true inner self shows. “You can hide yourself behind words, but you cannot hide yourself behind actions” is a common Blood Rider saying. “Only when you are moments away from death, is your life truly being lived” is another popular Blood Rider saying.
For all their percieved bloodthirstiness, Blood Riders do have a sense of honor; they respect opponents who face death with bravery and courage, and fidelity to their comrades. Such enemies are granted the honor of single combat, swift death, or fair treatment as prisoners of war if the Blood Riders are REALLY impressed. In general, the Blood Riders display contempt for cowards, those who would abandon their comrades, or boast false bravado. The Blood Riders also do not war on innocents, such as civilians, and try to limit collateral damage in their combats, allowing such bystanders in the way of combat the chance to evacuate(although this is usually accompanied with a certain gruffness on the part of those overseeing the evacuations). The Blood Riders have even been known to extend the assistance of their Healers and medics(mainly Acolites and NeShemar) to take care of civilian casualties while their Warriors engage in brutal combat.
When not fighting, or engaging in war games, Blood Riders participate in all manner of challenges and competitions. Extreme sports enthusiasts, Blood Riders can frequently be found rock climbing, base jumping, running across lava fields, storm-chasing, hang-gliding in thunderstorms, and pitting themselves against the elements. Encounters between Tribal groups, and esepcially other Tribes, inevitably see at least some sort of contest, be it between individuals or organized teams. Encounters with outsiders, especially those outsiders known to have a reputation for ferocity or hardiness, are no exception to this competitiveness; challenges to a throw-down of some sort can only be expected when the Blood Riders run into combat ‘borgs, Grackletooth, Squilbs, Vanguard Brawlers, N’mbyr, Mastadonoids, Tirrvol, and even dragons! The Blood Riders have even reportedly sent members of their Tribe to South America to see if they can’t test themselves against the Amazon warrior women said to be living in that part of the world!
Blood Riders have a notably profound love of plasma weaponry and melee combat, though they are pragmatic in their use of ranged attacks. They are quick to acquire and adapt any plasma-based or melee(particularly bladed) weapons technology they encounter.
Blood Riders in general have little interest in acquiring the means to produce TechnoWizardry as offered by their fellows in the Wayfinders and Hawkmoons; they prefer to leave the workings of such to those Tribes. On the other hand, they will cheerfully use and acquire TW and other magical devices if available, and especially if won as trophies and spoils of war. To a Blood Rider, there’s few things finer than using a weapon that was taken off a fallen enemy against his comrades. Accomplished warriors keep a collection of such ‘souvenirs’ as badges of status, though more interesting or technologically intriguing items are expected to be turned over to the Tribe for study(the responsible Shemarrian may be awarded the weapon/device after it’s been studied, or may be granted some other boon in compensation at their superiors’ discretion). Generous warriors may often share out their spoils with their comrades, especially deserving underlings under their command/tutelage.
In space combat, the Blood Riders are just as daring and aggressive as they are in surface combat. Their fighter corps reflects this in their insane tactics and operations; attacks by fighters on capital ships are commonplace, and all the more frightening for their numerous successes. Even their capital ships show up the Blood Rider love of firepower, especially heavy plasma weaponry, and Blood Rider crews are noted for their ‘gun-gasm’ attacks of speedily closing with an enemy and unleashing powerful barrages.
The Blood Riders are equally at home in space and on planets; they typically have no preferences in environment, only that they have room to fight and practice fighting.
The Blood Riders have wholly embraced the EShemar lifestyle, Awakening, NeShemar, and all. Not surprisingly, Blood Riders draw the majority of their NeShemar from battlefields and gladitorial arenas; most of their NeShemar hail from violent pasts as soldiers, guerillas, Juicers, and gladiators. Not surprisingly, many are recruited from the Central Alliance, with its fierce, competitive culture. This lends a decidedly higher degree of ferocity and combat skill to the Blood Rider NeShemar, and the NeShemar enjoy a greater degree of acceptance and social standing among their EShemar ‘elders’ proportional to their battlefield prowess. It is not unknown for Blood Rider NeShemar to rise to high ranks, even Chieftain, in the ‘Riders.
Blood Riders have a love/hate relationship with their SkullCrusher kin; the two Tribes see each other as kindred spirits in their love of fighting, their passion for war, and their competitive drives, but they also see in the other various shades and types of recklessness and narrowmindedness. To the Blood Riders, the SkullCrushers are rather depressing sods who go straight from girding themselves for war to overkill without any of the joy of fighting in between. Of the Wolf’s Path, the Blood Riders see similar qualities to themselves, but also a cunning that borders on cowardice, and a tendancy to group tactics that diminishes the indvidual to a mere drone. The Horrorwoods are treehuggers who like to hide in their forests and behind legions of animals. Silvermoons would have potential as ‘true’ warriors if they weren’t so damn pompous and enamored of their shiny armor, and the Hawkmoons and Darkwaters are regarded as snooty, haughty, over-thinkers who’ve forgotten the true glory of combat. The Ghost Riders, Sapphire Cobras, and Wayfinders are just too weird to bear thinking about. Other than that, the Blood Riders get along surprisingly well with their sister Tribes! They actually feel honored when the other Tribes invite them along for a campaign; it’s an acknowledgement that there are some things that the Blood Riders are just better at, that the other Tribes can’t truly do justice at.
It’s not unusual for Blood Riders to call out other warriors from other species and challenge them to one-on-one duels to prove who’s the better. Among nominal allies, like the Central Alliance, such fights are rarely fatal, and are occasions for placing wagers(even if only boasting rights), but in combat with enemies like the Splugorth and TGE, the prize is more often one’s life and the head(s) of the fallen.

Composition Notes:

*Berserkers---No surprise, the Blood Riders boast a higher percentage of Berserkers(nearly 20%) than any other Tribe, though these numbers are often confused by the number of Berserkers who train in firearms, and the large number of rank-and-file Warriors and Chieftains who train extensively in bladed weapon combat.

*Pariahs/Reclaimed/Acolites---Blood Rider ‘Pariahs’, as they have been reclaimed by the Blood Riders, rarely exist as they once did. Even before the formation of the Shearrian Star Nation, most of the original Pariahs brought back into the Blood Riders fought and challenged for the right to reclaim Warrior status and, through the Rites of Upgrade, be rebuilt/refurbished to Warrior spec. Even Progen-born Acolites fight to change themselves, to rise above arbitrarily-assigned station. Those who refuse to be modified to peak-combat shape find other ways of showing their aggression and competitiveness in their work. Not surprisingly, the Blood Riders claim that none of the Reclaimed they acquired in the wake of the Shemarrian Civil War were their own folk, and that they were ‘redeeming’ what others could not(presumably, any Blood Rider so disgraced as to be made Pariah, even with the knowledge of how the Dark One lied to them, would have to seek redemption with other Tribes).
Most frightening of all, perhaps, are Blood Rider Acolite and NeShemar field-medics. Sometimes mistaken for Berserkers, for their scant clothing and propensity for carrying lots of large blades, these gynoid healers show a frightening intensity in performing their duties, and a chilling enthusiasm in wielding vibro-bonesaws and cauterizing plasma blades. Be it performing battlefield amputations and cybersurgery or delivering hypodermic injections of vaccine in the wake of the contamination of a village’s water supply from nearby combat, Blood Rider medical charity can be almost as frightening as their warrior hordes themselves.

*NeShemar---As noted, the Blood Riders tend to recruit their NeShemar from pasts of violence; warriors, soldiers, and those who have shown great courage even to the point of losing their (old) lives. In a sense induction into the Blood Riders is a sort of second chance for the Valhalla-bound; many an ex-Juicer, taken just short of Final Call or pulled after detox, for instance, has found a second chance as a Blood Rider NeShemar. Even when full-conversion to the EShemar standard is not done, Blood Rider flesh-and-bloods often receive some sort of combat boosting in the form of cybernetic ‘wetware’, cyberarmoring(their own version), and retroviral enhancement(one of the few things the Blood Riders trade for with the Sapphire Cobras). Such as are inducted into the Blood Riders are still expected to show competitiveness and ‘hot blood’, and those who do can expect to rise both in status and the esteem of their EShemar Tribe-kin.

Stat Bonuses:
SSN Blood Rider Shemar enjoy the following bonuses:

*Damage Resistance---Blood Riders tend to have a swarthier, tan, more muscular, tattoo’ed, or scarred-up appearance than other Tribes; their psuedoflesh has been modified with an improved damage-resistant weave under the skin-surface that more effectively distributes and disipates the shock of kinetic attacks. SSN Blood Riders take HALF damage from melee and kinetic attacks like punches, kicks, stabs, blunt force trauma, rail gun rounds, and concussion attacks.

*Stress Resistance---Blood Riders are so inured to fear that they save at +2 versus Horror Factor. The craziest of this lot actually LAUGH in the face of death/dismemberment.

*CrossTraining---Due to the extensive crosstraining done by Blood Riders, their rank and file warriors get an extra Ancient/Melee W.P., while Berserkers get a Modern W.P. as standard

Sample Blood Rider Weapons:
* EShe-BrPMW-01 Plasma Axe---This is simply a Shemarrian copy of the Kittani Double-Bladed Plasma Axe, with some stylistic differences
Range: Melee, or 200 ft for a plasma blast
Damage: 1d4 MD used as a blunt weapon, 1d4x10 MD energized plasma strike, 1d4x10 MD from a plasma blast
Rate of Fire:
Payload: Effectively unlimited in the hands of a Berserker, Chieftain, Elite, or Wargoddess. Has an hour-life/six-shot energy capacitor that recharges at a rate of 5 minutes of active power in 10 minutes(takes 2 hours to fully recharge), or 1 plasma blast every 20 minutes, in the hands of other classes.

* EShe-BrPMW-02 Plasma Sword---Based on the Kittani Plasma Sword, with a few improvements, including an induction recharge system that allows the weapon to slowly recharge when carried by a cyborg or gynoid.
Range: Melee, or 100 ft for a plasma blast
Damage: 3d6 SDC unpowered, 4d6 MD per energized sword strike, or 6d6 MD per plasma blast
Rate of Fire: ECHH
Payload: Effectively unlimited in the hands of a Berserker, Chieftain, Elite, or Wargoddess. All other classes; 60 minutes per e-clip; each plasma blast takes 10 minutes off the charge. Recharges at a rate of 5 minutes of active power in 10 minutes(takes 2 hours to fully recharge), or 1 plasma blast every 20 minutes.

* EShe-BrPMW-03 Plasma Whip---Based on the Kittani Plasma Net, this is a single long strand of armored conduit chain. It can be used to slash at a target, or can be used to entangle a limb and inflict serious burns(and possibly amputate a limb).
Range: Melee (14 ft reach)
Damage: Unpowered strike does 2d6 SDC, 1d6+2 MD energized strike, or 6d6 MD for a full melee burn on a successful Entangle strike
Rate of Fire: ECHH
Payload: Effectively unlimited in the hands of a Berserker, Chieftain, Elite, or Wargoddess. All other classes; 60 minutes per e-clip. Recharges at a rate of 5 minutes of active power in 10 minutes(takes 2 hours to fully recharge)

* EShe-BrPMW-04 Plasma Knife---This is a combination vibro-blade and plasma torch device used by Blood Rider combat ‘medics’ to cut away damaged material, necrotized flesh, and literally burn out infections, cauterizing wounds.
Range: Melee
Damage:(Vibroblade) 1d6 MD
(Plasma) The weak plasma field adds +2 MD to the vibroblade
A successful medical skill roll is needed to accomplish cauterization with this device
Rate of Fire: ECHH
Payload: Effectively unlimited in the hands of a gynoid/cyborg.

* EShe-BrPMW-05 Plasma Blade---This is the PMW-04’s bigger cousin, a large cleaver-like sword that does much more damage/removes much more material faster.
Range: Melee
Damage:(Vibroblade) 4d4 MD
(Plasma) The weak plasma field adds +1d6 MD to the vibroblade
A successful medical skill roll is needed to accomplish cauterization with this device
Rate of Fire: ECHH
Payload: Effectively unlimited in the hands of a gynoid/cyborg.

* EShe-BrPR-03 Plasma Rifle---Updated heritage-era She-PLR25 Plasma Rifle, using technologies acquired from other sources. Most notably, the BrPR-03 is fitted with a changeable deuterium cartridge that can ‘hot shot’ the regular plasma bolts to do more damage.
Range: 2,500 ft
Damage:(Standard Plasma Bolt)1d4x10+2 MD per blast
(‘Hot Shot’) 1d6x10+5 MD, plus 4d6 MD to a 6 ft ‘splash’ radius
Rate of Fire: ECHH
Payload: (Standard Plasma Bolt) 28 shots per e-clip
(‘Hot Shot’)Deuterium cartridge good for 30 shots

*EShe-BrMEP01 Medical Injector Pistol---This is essentially a hopped-up Compu-Drug injector mated to a pistol grip. The entire drug cartridge/module is mounted on top and can be swapped out in seconds. The pistol can also be used to deliver various nanites, in addition to normal drugs. Developed originally to keep Blood Rider warriors in the field longer, the pistol and its various specialized loads have since been adopted by the other Tribes. The thing looks scary as hell, though, coming at you, especially if you don’t like needles to begin with.
Range: Melee.
Damage: None, unless deliberately loaded with toxins or malign nanotech.
If used to dispense water, unloading the full cartridge into a vampire does 4d6 HP
Nanofix is a general repair nanite ‘drug’ based on 3G Metal-Spray; it instantly repairs 1d4x10 MD of gross MDC damage and provides a ‘scaffolding’ and spare material for a Shemarrian’s own nanite regeneration system to work on. If used on a limb or body part that has sustained damage and mobility penalties, Nanofix will help restore the overall damage, but not mobility(use the general ‘healing’ rate of the Shemarrian’s own nanoregen to calculate when the limb/system becomes fully functional again...until the natural regeneration cycle is finished, the damaged part will appear discolored and disfigured until the ‘scarring’ is re-absorbed into the structure).
Payload: Varies; a standard drug ‘bus’ has 48 doses, an IRMSS cartridge has 10 doses. A single dose of Nanofix takes up an entire cartridge.
Last edited by taalismn on Mon Mar 28, 2011 6:45 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

taalismn wrote:f asked what Tribe could give the SkullCrushers competition for being bloodthirsty and insane, most Shemarrians would point to the Blood Riders.

When the first Blood Riders were turned to the cause of the Ecotroz and Awakening, they revolted against this attitude, asserting instead that anything worth doing, was worth doing with PASSION!


Maito Guy would weep tears of joy at seeing such a display of "Burning fire of youth!"
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by DhAkael »

About halfway completed the "colours" of the Shemarrian tribes. :D :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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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

I just found this topic and it is amazing.

I have an idea for a new tribe but can't seen to pin it down:

Once ago, our tribe fought with our sisters against the Dark One, we even wounded it once. But it revealed a horrifying truth; our tribe was created by the Dark One as a mockary to the Godess. We fell into dispare, knowing we will never receive her love, but determined to save the other tribes. So we reforged ourselves into horrors to show our inner pain, and as a reminder of what would come if the Dark One became victorious. So tell the other tribes that their sister of the Lost Eclipse will always sacrifice.

As you can see, I wanted a tribe that knew the truth, sort of, and are so sad that you want to cheer them up, if not for the fact they appear as what Hagen has nightmares about. So caring emo monster amazons, any comments? :?
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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:I just found this topic and it is amazing.

I have an idea for a new tribe but can't seen to pin it down:

Once ago, our tribe fought with our sisters against the Dark One, we even wounded it once. But it revealed a horrifying truth; our tribe was created by the Dark One as a mockary to the Godess. We fell into dispare, knowing we will never receive her love, but determined to save the other tribes. So we reforged ourselves into horrors to show our inner pain, and as a reminder of what would come if the Dark One became victorious. So tell the other tribes that their sister of the Lost Eclipse will always sacrifice.

As you can see, I wanted a tribe that knew the truth, sort of, and are so sad that you want to cheer them up, if not for the fact they appear as what Hagen has nightmares about. So caring emo monster amazons, any comments? :?



Go for it...I'm already implied that there might be another Tribe(The Shadowblades' ) in the SSN, but they're largely rumor and conjecture(THree Galaxies Urban Myth?), but there might be other Tribes(or there might be truth to the rumors of the Shadowblades)...made up adhoc of unTribed loose units that found other ways to 'Awaken' and organized informally, or were founded in out of the way places...or maybe were an experiment of ARCHIE-3 that went awry...

There's plenty or room at the table, even for emo-android Amazons...(just don't let Marvin join..."Brain the size of a planet, and I'm stuck greeting people at the door..."). :D

Let the idea kick around, gather steam and inspiration, and post it here when you feel happy with it...

Oh dear...what if what Hagan feared most was Momma Lonovich and his (more than one) sisters? :P

"HAGAN! YOU'VE BEEN A BAD NASTY LITTLE SCAB!!! YOU'RE OVERDUE FOR A BELTIN'!!!"
"MOM?!!!! NOOOOO!!!!!!!!"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Ecotroz Shemar ‘Selen’ Robo-Assistant

“Sister, why did that human just run screaming from the hall?”
“I have NO idea. Picci just flew in here to deliver a message and he started screaming something about ‘phantasms’ and kicked down that door in his haste to leave the room!”

While the Silvermoon Tribe maintains the seemingly requisite stables of War Mounts and Shemarrian Wolves(especially a particularly striking silver-furred variant), the members of the Silvermoon Tribe seem most fond of the Selens, small spheroid robots that share a definite family lineage to the old pre-Rifts NEMA Spybots. Most Silvermoons have one or two of these miniature satellites hovering near at their beck and call, while some Healers and Tinkers may have flocks of a dozen or more. The small flying robots serve as gophers, couriers, assistants, and scouts for their Silvermoon masters, and they are fairly ubiquitous around any Silvermoon ship or facility.
More advanced technology, though, has updated and improved the designs. More compact power sources, anti-gravity replacing the flight jets, and more sophisticated programming crammed inside the little spheres make them more capable and versatile.
About thirty percent of all Selens have been ‘Awakened’ with the infusion of an Ecotroz Intelligence essence-fragment. This tends to give the little ‘bots flighty and feisty personalities, and Awakened Selens may not so readily snap to compliance with orders, may not get along with other cyberpets/familiars, or stay focused on dull and repetitive tasks(they may become distracted or wander off to investigate something on their own), but the Silvermoons don’t seem to mind this, and many find the behavior charming.
Type: EcoS-KRPX2001 Selen
Class: Robotic Scout/Sentry
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 15
Optics/Sensor Bulbs(10) 1 each
Mini-Arms(2) 3 each

Height: 6 inches
Width: 6 inches
Length: 6 inches
Weight: 4.5 lbs
Cargo: None
Physical Strength: Robotic P.S. of 6
Powerplant: Nuclear w/ 3 year energy life, though many supplement their core power by regularly sucking on electrical sockets
Speed: (Running) Not applicable
(Leaping) Not applicable
(Flying) 25 MPH. maximum altitude of 1,000 ft
(Space) Can survive in space, and can jet along at 80 MPH
(Underwater) Not applicable
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Same as for the NEMA SpiderProbe(see Chaos Earth, pg. 79):
*Multi-Optics
*Telescoping Zoom Lens(2,000 ft range)
*Micro-Magnifying Optics(x2, x10, x50, x100 magnification)
*Thermo-Optics(1,000 ft range)
*Camera/Video Eye w/ live transmission
*Basic Audio w/ scrambler capability. Range: 5 miles
*Laser Distancer(2,000 ft range)
*Radiation Detector ( 100 ft range)
*Air Thermometer(20 ft range)
*Molecular Analyzer(20 ft range)
Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Radio w/ scrambler capability. Range: 15 miles

*Laser-Reflective Chrome Plating---Lasers do HALF damage.

*Bionic Cybernanite Repair Systems--- Only about 30% of Selen ‘bots have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 2d6 MD per hour, and can repair 20 MDC before needing material stocks to convert to MD repair material.

Weapons Systems:
1) Retractable Tool Arms(2)----The Selen has two mini-tool arms that can end in a small manipulator, vibro-blade(1d4 MD), pen laser wand, or multitool(use the ‘Spacer’s Friend’, Fleets of the Three Galaxies, pg. 102, as an example)

Programming:
Identical to the Spider Probe:
Basic Math 98%
Radio: Basic 98%
Prowl 72%
Tracking 60%
Land Navigation 86%
Language: Can understand 22 different languages

Also:
Movement: Zero-G.

‘Awakened’ Selens can also pick up two Secondary skills at levels 2, 6, and 12 of experience, though the nature of the Selen intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits), Communications(Singing/Whistling/Humming), Electrical(Basic), and Mechanics(Basic).

Actions/Attacks Per Melee: 5
Initiative +1 (+1 from the Ecotroz entity for a total of +2)
Automatic Dodge +4
Strike +1 (+2 w/ ranged weaponry)
Roll +2
Pinch/Slash w/ Tool Arm 1d4 SDC
Leap Attack/Flying Body Block 1d6 SDC

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Selen an aura and behavior more befitting an animal than a robot; the Selen may complain non-verbally when overworked, scream when damaged, and react to intruders or strangers appropriately. The Selen entity is fairly smart and cunning, with a parrot-like intelligence(roughly equivalent to an IQ of 5).
The Selen has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense
*Sense Magic
*See Aura

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

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Variants:
*EcoS-KRPX2002---This is a winged variant with two folding solar wings( 5 MDC each, 4 ft wingspan at maximum extension) and more powerful propulsion(can hit 60 MPH, maximum altitude in an atmosphere of 12,000 ft) used as a scout or courier. The KRPX2002 caused some friction with the Hawkmoons after several Silvermoons customized their ‘bots with feather-like patterns on the wings, at least until the Silveroons agreed to share the design with the Hawkmoons. Thus, the Winged Selen can be found in service with both the Silvermoons and Hawkmoons(though the latter deploy smaller numbers of the ‘bots).
Last edited by taalismn on Thu Mar 24, 2011 3:16 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

DhAkael wrote:* The third eye when opened always appears to contain a vast and infinite pool of dancing lights in empty blackness (re; a deep-field real-time image of the cosmos)..


Ironically, about two years ago I did several pictures of a female cyborg character with a triangular cyberoptic in her forehead, wearing a black pantsuit that had the same 'window to the cosmos' effect...I'll have to post it to Photobucket next monday...
Come to think of it, she'd make a GREAT Wayfinder.... 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

DONE!

Now each tribe has their colours; vibrant and in living colour ;)

http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash4/199341_1913495554962_1169109879_32344724_7232780_n.jpg
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:DONE!

Now each tribe has their colours; vibrant and in living colour ;)

http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash4/199341_1913495554962_1169109879_32344724_7232780_n.jpg


That is WAAAAYYYYYY better than I was working on!
THis is superb! :ok: :ok: :ok: 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

taalismn wrote:
DhAkael wrote:DONE!

Now each tribe has their colours; vibrant and in living colour ;)

http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash4/199341_1913495554962_1169109879_32344724_7232780_n.jpg


That is WAAAAYYYYYY better than I was working on!
THis is superb! :ok: :ok: :ok: 8)


*bow humbly* You had the concept(s), I just put paint brush (or in this case, G.I.S. and Photoshop skillz) to what already was there :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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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:
As you can see, I wanted a tribe that knew the truth, sort of, and are so sad that you want to cheer them up, if not for the fact they appear as what Hagen has nightmares about. So caring emo monster amazons, any comments? :?


Crackfic idea: Yah know...just as a tribute to Star Trek and 'Mudd's Planet'...rather than(or maybe in addition to) his FAMILY being his greatest fear. maybe his WIFE...and worse yet...
THE BRAT...
This can be the bawling rugrat or the precocious five-year old that Hagan up and left when he realized that having a family would drag down his dreams and ambitions...
So we have a Tribe of Shemarrians making a class of android tykes...with laser eyes and retractable claws...

Worse yet, and it does get worse...the Shemarrians hunt down Hagan's original family...find his kid..maybe she's close to death...they make her one of them...a few years down the road, NeShemar Little Miss Lonavich leads her strike team of ninja cybertykes into ARCHIE-3's residential block, blasts down Hagan's door, and walks in...
"Hello...DADDY...."


Now, another thought occurs to me(yes, another)...if we have ARCHIE-3 and Hagan get deposed at the end of the Shemarrian Civil War, what should happen to all those stasis-stored NEMA soldiers A3's sitting on?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

DhAkael wrote:[

*bow humbly* You had the concept(s), I just put paint brush (or in this case, G.I.S. and Photoshop skillz) to what already was there :D


Well, BRILLIANTLY executed....
I may do my original concepts, but only as separate warband badges...variations on the primary theme, but as far as I'm concerned, what you got there are the official heraldry. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

taalismn wrote:
89er wrote:
As you can see, I wanted a tribe that knew the truth, sort of, and are so sad that you want to cheer them up, if not for the fact they appear as what Hagen has nightmares about. So caring emo monster amazons, any comments? :?


Crackfic idea: Yah know...just as a tribute to Star Trek and 'Mudd's Planet'...rather than(or maybe in addition to) his FAMILY being his greatest fear. maybe his WIFE...and worse yet...
THE BRAT...
This can be the bawling rugrat or the precocious five-year old that Hagan up and left when he realized that having a family would drag down his dreams and ambitions...
So we have a Tribe of Shemarrians making a class of android tykes...with laser eyes and retractable claws...

Worse yet, and it does get worse...the Shemarrians hunt down Hagan's original family...find his kid..maybe she's close to death...they make her one of them...a few years down the road, NeShemar Little Miss Lonavich leads her strike team of ninja cybertykes into ARCHIE-3's residential block, blasts down Hagan's door, and walks in...
"Hello...DADDY...."


Now, another thought occurs to me(yes, another)...if we have ARCHIE-3 and Hagan get deposed at the end of the Shemarrian Civil War, what should happen to all those stasis-stored NEMA soldiers A3's sitting on?


*SLLLLOOOOOOOOWWWWWW evil grin* :demon:
"Um..Fuerer Prossek? We have a problem?"

"What is that, you whey faced loon?"

"The NEMA are here to see you."

"You mean that crazy person who thinks he's a diplomat from the lost American empire?"

"No your excellency... I mean the NEMA are here to see you... all of them"

(Dolly-out shot of the throne room, revealing an AWFUL lot of troopers dressed in exo-frame battle armour with the stars & stripes)
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

Well...dang...rescued from eternity snoozing under a mad computer by rebellious amazon androids, filled in on the situation by their psychic leadership, and set loose on the world...
This could be the beginning of a beautiful alternate history... :D :D :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

taalismn wrote:Well...dang...rescued from eternity snoozing under a mad computer by rebellious amazon androids, filled in on the situation by their psychic leadership, and set loose on the world...
This could be the beginning of a beautiful alternate history... :D :D :D

Sadly; I don't see K. Prossek or Jr. making it out in one piece...
Several hundred thousand peices? I can see that. :lol: :demon: :nuke:

But I digress.
BACK TO THE GYNOIDS!
errr...um...hmm... I didn't mean it like that! :erm:

Don't judge me! :oops:
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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Re: Shemarrian-related fan creations

Unread post by taalismn »

Maybe "BACK TO THE LA-BOORRR-ATORY!!"
That sound better?

We can figure out the fate of the cryotroops later.
-------------
"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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Cytibor
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Re: Shemarrian-related fan creations

Unread post by Cytibor »

Realized its' been a while since I posted here, but I've been keeping track of stuff, amazing ideas you guys. :D Got a kick out of imagining some alternate futures involving the CS myself, so many thanks there, and awesome heraldry Dhak. :ok:
Rifts GM, casual gamer, self-published author.
Rifts Campaign Forum Thread: http://palladium-megaverse.com/forums/viewtopic.php?f=28&t=115582&start=0
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Re: Shemarrian-related fan creations

Unread post by taalismn »

More ideas off the top of my head to be worked on:
Shemarrian Orbital Drop Troopers
Hawkmoons probably use the Space Magic spell Re-Entry Bubble and wingpacks/bionic wings.
Darkwaters use 'black body' re-entry paragliders and paratrooper kits
Blood Riders likely just use an ablative shield and parasail-chute and RIDE A FLAMING METEOR DOWN!!!

Either way, once the Spaceborne start landing and ingathering, whoever's being invaded is in DEEP trouble...especially if Warsteeds also landed...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

EShemarrian VelociClaw WarMount
“It seemed like a good idea!”
---Last words of Grennal T’Dul, Kittani Hunter-Master, just before being bisected by a VelociClaw in the Georgia Marsh.

When the Minions of Splugorth began a more serious exploration of the wilds of the Horror Swamps, they decided to try deploying several of the systems that had served them in good stead in their campaigns in South America. This played right into the hands of the renegade EShemar of the Horrorwoods Tribe, many of whom had taken sanctuary in those very same wilds. Starved for supplementary technology and replacement Warmounts in the days before they were able to develop their own extent techbase, the Horrorwoods EShemar quickly managed to capture or salvage several Kittani warmachines and convert them to their own use.
Already familiar with the replica Ostrosaurus warmounts, Horrorwoods Tinkers managed to make necessary repairs and modifications to several Kittani Raptor power armors. The ‘Frankensteeds’ were quickly put to work, shoring up the ranks of the Tribe against both Splugorth and Loyalist forces.
The VelociClaws aren’t all that different from their Raptor predecessors; the main differences are that the crew compartment is now taken up by a Robot AI CPU and extra power equipment, the head and main body sport extra armor in the way of Shemarrian-style frills and scaling, and the former power armors often feature a patchwork ‘skin’ of various monster hides stitched together and applied like camouflage or horse barding. The weapons systems have also been adapted to use whatever is available, from original parts to systems cobbled together with parts from from Coalition, Northern Gun, Triax, and other sources. The tail and head have been adorned with extra spikes and spines, including extra vibroblades implanted into the armor.
VelociClaws are mean-tempered, cantankerous, aggressive War Mounts that only very even-tempered or strict EShemar can manage to ride, but the cybercritters are hellions in combat, making them popular mounts with the more aggressive Horrorwoods warriors. It is very agile, especially in dense forest, where its ability to leap and bounce off terrain features allows it to quickly avoid counterstrikes, while flanking a target. Even with improvised weaponry on place of many of the original weapons, the VelociClaw proved to be a very lethal cavalry unit.
Once the Horrorwoods acquired their own Assembler Forges, they began producing their own WarSteeds in quantity. Though they produced additional wholly new units of the VelociClaw, rather than assemble them from salvage, production tended to favor the more staid and easily produced Monstrex, Monst-Crane, and Repli-Ostrasauri. VelociClaws became more of a ‘custom’ or ‘status’ Warsteed for their speed, maneuverability, and the expertise needed to properly handle them. By the time of the formation of the Shemarrian Star Nation, the VelociClaw makes up only a tiny percentage of the total numbers of WarSteeds produced/’bred’ by the Horrorwoods, but the ‘breed’ is still held in high esteem, similar to a champion thoroughbred line.
Type: EcoS-K-12 VelociClaw
Class: Robotic Warmount, Light Cavalry
Crew: None; robot intelligence
1 rider/pilot
MDC/Armor by Location:
Main Body 300+2d4x10 MD(from patchwork hide armor)
Head 100+1d4x10 MD(from patchwork hide armor)
Shoulder Weapon Mounts(2) 100 each
Forearm Weapons Mounts(2) 60+1d4x10 MD(from patchwork hide armor)
Foreclaws(2) 35 each
Hip Thrusters(2) 75 each
Legs(2) 160 each
Clawed Feet(2) 90 each
Tail 100+1d4x10 MD(from patchwork hide armor)
Height: 10 ft
Width: 6 ft
Length: 24 ft
Weight: 1 ton
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 150 MPH
(Leaping) Standing leap of 40 ft up/across, running leap of 60 ft up/120 ft across, and jet-boosted leap of 100 ft up/200 ft across.
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 20 MPH
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 10 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems--- Late in the SCW ALL VelociClaw have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.

Weapons Systems:
1) Eye Lasers(2)---Retained from the original design. mainly because the Raptor PAs’ heads were spared damage as the Shemarrians aimed for the main body in hopes of achieving pilot-kills.
Range: 2,000 ft
Damage: 2d6 MD single shot, 4d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Forearm Blasters(2)---Retained from the original design, but since many of the original salvaged Raptors suffered serious damage to the forelimbs, working forearm laser blasters of the original type weren’t always available. The Shemarrians have had to improvise with a number of replacement weapons.
a) Pulse Laser Blasters---Original pattern weaponry
Range: 4,000 ft
Damage: 6d6 MD single shot, 1d6x10 MD combined laser blast(counts as two attacks)
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Ion Blasters
Range: 1,200 ft
Damage: 3d6 MD single shot, 1d4x10 MD multiple pulseburst
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Plasma Blasters
Range: 2,000 ft
Damage: 6d6 MD single shot, 1d6x10 MD multiple pulseburst
Rate of Fire: ECHH
Payload: Effectively Unlimited

d)Rail Guns
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst.
Rate of Fire: ECHH
Payload: 2,000 rd drum per cannon

3) Shoulder Hardpoints(2)---Because of the unavailability of reliable supplies of Kittani mini-missiles, the Horrorwoods Tribe has instead made these neat concealed mini-missile launchers into external mounts that can be adapted to use a variety of other weapons types.
a) Mini-Missile Launcher Pod---6 missiles per hardpoint
b) CS-style Missile Launcher ‘Rifle’---20 mini-mini-missiles per hardpoint
c) 90mm Recoilless Rifle---1,200 ft range, 1d4x10 SDC to a 20 ft area, or 2d6 MD to a 40 ft area, single shot, once per minute(a Shemarrian gunner with W.P. Heavy can get off two shots per melee)
d) 40mm Automatic Grenade Launcher---3,000 ft range, Fragmentation: 4d6 MD to a 12 ft blast area single rd, 2d6x10 MD to a 40 ft area for a burst of ten. Armor Piercing does 1d4x10 MD to a 3 ft area single rd, and 3d6x10 MD to an 8 ft area for a burst of ten, 50 rd drum.
e) Heavy Machine Gun---6,000 ft range, 1d6x10 SDC single rd, 1d6x100SDC/1d6 MD per 10 rd burst. The Shemarrians also have bullets fabricated from MDC materials(mainly ruined and re-milled armor) that do 1 MD per single rd, or 1d10 MD per ten-round burst at ranges of 3,000 ft. 600 rd belt or 1,200 rd drum.
f) Short Range Missile----1 SRM per hardpoint
g) Wire-Guided Anti-Tank Missile---This is a crude stopgap guidance system that relies on commands relayed down a thing command wire that plays out behind the speeding missile. Highly accurate under ideal conditions, but it requires the operator to keep the missile fixed in a bullseye on the target, using a joystick to keep the missile on course. The Shemarrian wire-guidance system is somewhat easier and more accurate to use because the Shemarrians can ‘jack into’ the control system and use their superior reflexes to keep the missile flying true, but it still takes 2 APM for attacks under 4,000 ft, and 3 APM out to maximum range of the missile. 1.2 mile range, 3d6x10 MD Armor-Piercing warhead, bonus to strike: use the Shemarrian’s hand to hand ‘To Strike’ bonus). 1 SRM per hardpoint
h) Rail Gun---A Shemarrian-pattern 6000- or 4000-series rail gun can be mounted instead(and can be dismounted for personal use). Other borg-scaled rail guns can be substituted, depending on availability.
i)K-1000 Spider Guns---The Horrorwoods have been able to capture a number of these Kittani self-powered laser weapons and adapt them to their own use. One can fit on each hardpoint clamp.

Programming:
The Ecotroz have scavenged the AIs from terrestrial-make robot dogs, and upgraded them as best they can, then infected the matrix with a low-level Ecotroz sentience. The VelociClaw has a high animal intelligence of 7. The resulting Awakened intelligence has a very predatory, aggressive persona, akin to a barely-trained wolf or attack animal, and the VelociClaw will hiss and posture aggressively at anyone it is unfamiliar with, or takes a disliking to. VelociClaws are ornery and ill-tempered; if not actively on the hunt or ignored for long, they may take to chewing and clawing up local trees and rocks out of sheer boredom.
Typically has the following:
Detect Ambush 80%
Detect Concealment 75%
Land Navigation 40%(+5% per level of experience for Ecotroz entity)
Track and Hunt Animals 60%(+5% per level of experience for Ecotroz entity)
Track Humans 70%(+5% per level of experience for Ecotroz entity)
Tailing 70%(+5% per level of experience for Ecotroz entity)
Prowl 40%(+5% per level of experience for Ecotroz entity)
Climbing 50%
Swimming 70%
Wilderness Survival 80%

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the VelociClaw intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +5, +7 to dodge running at speeds in excess of 75 MPH
Automatic Leap Dodge (takes no actions) +3
Strike +3 (+2 w/ ranged weaponry)
Pull Punch or Claw +4
Roll +5
Bite 4d6 MD
Head Butt 3d6
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(counts as two attacks) 4d6 MD
Kick 4d6 MD
Slashing Claw Attack 5d6 MD
Leap Attack(counts as two attacks) 6d6x10 MD
Slashing Claw Leap Kick(counts as two attacks) 1d6x10 MD
Tail Strike 4d6 MD(+1d4 MD from the extra added blades)


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the VelociClaw an aura and behavior more befitting a sentient being than a robot.
The VelociClaw has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Presence Sense
*Sense Magic
*Sixth Sense/Danger Sense

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

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Variants:
*EcoS-K-12F ‘Fireclaw’---The Fireclaw is simply a VelociClaw with a mouth-mounted heavy flamethrower, useful for clearing brush and dealing with swarms of smaller vermin( giant insects, infantry, etc.). The Fireclaw is oen of the Warsteed ‘breeds’ that has been extensively traded for with the Blood Riders.
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Note: The payload can be DOUBLED if one of the shouler hardpoints holds an auxiliary fuel tank or TRIPLED if BOTH hardpoints are used, but note that the external fuel tanks are vulnerable to enemy fire and may be ignited if the tanks take more than 75% damage(75 MDC or more). Fortunately, the external tanks can be quickly uncoupled and ejected.

*EcoS-K-12G---’Gun Tail’---The ‘Gun Tail’ is a rare experimental variant that was developed to take advantage of a stock of light artillery cannon that the Horrorwoods came across in a National Guard bunker and refurbished for use. The 76mm cannon is mounted in the tail, which is as a consequence stiff and unable to be used for slashing attacks, and also slightly impedes the VelociClaw’s balance and speed(-1 to its normal Roll bonuses, and reduce top speed by 10%). Nicknamed ‘Farting Dino’ by some observers(but not within earshot of the riders), the Gun Tail was an effective, but not terribly popular, weapons platform, as the riders had to be facing away(‘ready to run’ in the words of some of the more skeptical or catcall-prone warriors) from the action to bring the tail-gun to bear.
After the Reconciliation, the Skullcrushers would petition the Horrorwoods for the design, and it is rumored that the Shemarrian Star Nation Skullcrushers field a version with a G-Cannon in the tail, that has much greater kinetic damage, and a higher rate of fire.
Range: Effective direct fire is 9,600 yards, 14,600 yards in a ballistic role, 29,800 feet in anti-aircraft mode
Damage:
(Fragmentation) 4d6 MD to 20 ft blast radius
(High Explosive-Armor-Piercing)2d4x10 MD to 8 ft blast radius
(Flare)Burns for 1d4 minutes, illuminating a 2,000 ft area
Rate of Fire: 20 rds per minute(5 shots per melee) maximum rate of fire with two gunners; a single gunner/ride can manage 2-3 shots per melee if aiming isn’t an issue.
Payload: Single shot feed. The rider/gunner can carry a number of rds(usually 10-15) in saddle panniers to feed into the gun’s action, with additional ammunition carried by accompanying pack animals/vehicles.
Last edited by taalismn on Thu Mar 31, 2011 4:00 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by Shark_Force »

didn't the 'bot this steed is based on have a sonic weapon built into the head as well?
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Shark_Force wrote:didn't the 'bot this steed is based on have a sonic weapon built into the head as well?


South America 2: The Republic of Santiago Mecha-Lizard Power Armor...The Shemarrians haven't yet penetrated that far into South America, nor have the few people who have brought any to North America either made contact/or shown their PAs to the Shemarrians.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

Hijinx with the Saphire Cobra's this past Sunday's game. :D
Yes; diplomatic dialogue had been intiatiated by an NPC group...no, the player characters & conversely, the SC rank & file, have not gotten the memo.

Whoopsie doodle! :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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

DhAkael wrote:Hijinx with the Saphire Cobra's this past Sunday's game. :D
Yes; diplomatic dialogue had been intiatiated by an NPC group...no, the player characters & conversely, the SC rank & file, have not gotten the memo.

Whoopsie doodle! :demon:


Oh dear...I hope it was diplomatic and not nucleonic?
-------------
"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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Cytibor
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Re: Shemarrian-related fan creations

Unread post by Cytibor »

taalismn wrote:Oh dear...I hope it was diplomatic and not nucleonic?


Well, they incapacitated us quickly enough, but we managed to explain we weren't there to cause them any trouble, so we got back onto diplomatic grounds. *nods*
Rifts GM, casual gamer, self-published author.
Rifts Campaign Forum Thread: http://palladium-megaverse.com/forums/viewtopic.php?f=28&t=115582&start=0
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Here's a couple of images of a character with Palladium connections I keep in my folder..
The capsule history is she's a full-conversion (since birth) cyberhumanoid cyborg...Munchking Mode: She's a HU Natural Genius without any of the usual penalties for cyborg conversion because she essentially grew up as one(na dlater had a part in designing her own body).
Patrika crops up occasionally when I need a 'good girl' for various art projects, since she's racially/ethnically a mix feature-wise, she's both calm and cerebral, and a pleasure to draw...In these two cases the art was used for a library reading program ad several years ago(she only appeared in-house).
Her general demeanor, cyborg nature, and inquisitive mind, plus the descriptions of the Wayfinders' sense of style, would make her a natural associate of the Wayfinders..
So, here she is...

http://i408.photobucket.com/albums/pp164/taalismn/Reading-Patrika1.jpg
http://i408.photobucket.com/albums/pp164/taalismn/Reading-Patrika2.jpg
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

taalismn wrote:Her general demeanor, cyborg nature, and inquisitive mind, plus the descriptions of the Wayfinders' sense of style, would make her a natural associate of the Wayfinders..
So, here she is...


Yeps; that's a Wayfinder all the way. :D
Toss on a couple of antenae and she's set to mix & mingle with the best of them at the Shemarr conclave.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:
taalismn wrote:Her general demeanor, cyborg nature, and inquisitive mind, plus the descriptions of the Wayfinders' sense of style, would make her a natural associate of the Wayfinders..
So, here she is...


Yeps; that's a Wayfinder all the way. :D
Toss on a couple of antenae and she's set to mix & mingle with the best of them at the Shemarr conclave.


Yes...I have her partially statted up as I've hinted: Natural Genius Cyberhumanoid(for Munchkin factor, she can be considered a Worldly Martial Artist as well, but she's not a walking Deathstar Munchkin)...In the Paladin Steel alternity, she's a pre-Rifts celebrity who somehow survived the Coming of the Rifts and has only just re-surfaced. She's the antithesis of Mindwerks' Angel of Death, and the remains of her family company Horizont Technologies(started by her adoptive parents who practically built the company using life support and bionic technologies developed for, and prototyped on, their daughter) is the foundation of Paladin Steel's advanced cyborg division---HT was less a big producer and military contractor and more of a think-tank, like the European design firms that design and build concept cars for Porsche, Audi, Ferrari, and the like. Cutting edge tech, but not alwys what makes it to the mass assembly lines.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

*blink*
I think I'm in love with this lady :lol: 8-)
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:*blink*
I think I'm in love with this lady :lol: 8-)


Yeah...she's become the face of one of my muses...I'll have to find some of the early pictures I now recognize were her lineage...back in the day she was an anime-style big-eyed brunette, with very obvious chromed bionic limbs and a circular third eye in the middle of her forehead, but I think there was a touch of OMG! Urd in the mix because she ended up having normal-looking(aside from a seam or two) limbs, cinnamon skin, and gold-metallic hair(alternating with silver-metallic) and a triangular emerald-tint cyberoptic. But she's been around inside my head for over a decade 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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