Board index » MDC Worlds » Rifts®

 


Post new topic Reply to topic
Author Message
Unread postPosted: Mon Apr 11, 2011 1:24 am
  

User avatar
Dungeon Crawler

Joined: Thu Mar 06, 2008 10:44 pm
Posts: 240
And just you wait till my character [Tech/Thomas Carmichael] gives the masters of bayou-stealth some toys made with his special expertise. :D Those Sploogies ain't never seen THIS much voltage.

And yes, he's a TW and as a player, I'm DYING for him to meet up with the Wayfinders. Oh the fun we'll have. :wink: :D :angel:

_________________
Rifts GM, casual gamer, self-published author.
Rifts Campaign Forum Thread: http://palladium-megaverse.com/forums/viewtopic.php?f=28&t=115582&start=0
Smashwords profile: http://www.smashwords.com/profile/view/MatthewJones


          Top  
 
Unread postPosted: Mon Apr 11, 2011 1:28 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
taalismn wrote:
EShemar Darkwater Asrai Elite
(aka ‘DeepWatch’, ‘DarkBaywatchers’, “Cyber-Selkies’)

Nicely done.
*nods* Yeah, the Horune be treading them waters REAL careful. :lol:

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

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


~Dream Again By Miracle of Sound


          Top  
 
Unread postPosted: Mon Apr 11, 2011 5:15 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
Cytibor wrote:
And just you wait till my character [Tech/Thomas Carmichael] gives the masters of bayou-stealth some toys made with his special expertise. :D Those Sploogies ain't never seen THIS much voltage.

And yes, he's a TW and as a player, I'm DYING for him to meet up with the Wayfinders. Oh the fun we'll have. :wink: :D :angel:


Looking forward to it...I'm more than happy to see others contribute their ideas to this. Plus I imagine it gives Josh a happy glow too. :D

And yes, while I was struggling to come up with unique aspects to the Darkwaters, I realized that instead of looking ahead, I could concentrate for a while on coming up with how they got there...cue deep water combat and a run to both Rifts: Underseas and the naval section of my reference library. Then it all starts coming together in ways that should satisfy some of the other commentors around here. :bandit:

Plus there's something about a tall dripping-wet android-gal in a dark swimsuit poking out the eyes of a Horune pirate that helps me shake off the lingering winter doldrums...

On the subject of other upcoming projects, I got three Warmounts stalled because I'm pussling over how to properly depict syntehtic spiderwebbing(I'll have to check if I can adapt my goop guns or molecular monofil to the purpose).
And I was considering a smaller, child-like sub-caste of Tinkers, like Shemarrian 'children', and then I saw this:
http://bar1scorpio.deviantart.com/art/Rifts-Chibi-Shemarrian-196634787

I may have ask the guy's permission to use that as a reference... ;)

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

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


          Top  
 
Unread postPosted: Mon Apr 11, 2011 9:30 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
taalismn wrote:
I was considering a smaller, child-like sub-caste of Tinkers, like Shemarrian 'children', and then I saw this:
http://bar1scorpio.deviantart.com/art/Rifts-Chibi-Shemarrian-196634787

I may have ask the guy's permission to use that as a reference... ;)


Ah yes, one of the contributing artists for the VERY NSFW 'Peter is the wolf'
LOL! I luvs it. Mini-mite shemarr :mrgreen:

_________________
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


          Top  
 
Unread postPosted: Mon Apr 11, 2011 10:49 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
[

Ah yes, one of the contributing artists for the VERY NSFW 'Peter is the wolf'
LOL! I luvs it. Mini-mite shemarr :mrgreen:


Give them multi-mode nanotech reconfiguring arms like the cybersword arms of the Oni Cyberai, and we got some serious freaky kids....

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

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


          Top  
 
Unread postPosted: Tue Apr 12, 2011 12:11 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
viewtopic.php?p=2345103#p2345103
Prelude. :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


          Top  
 
Unread postPosted: Tue Apr 12, 2011 7:46 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
http://forums.palladium-megaverse.com/viewtopic.php?p=2345103#p2345103
Prelude. :D


...excellent.... 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
------------


          Top  
 
Unread postPosted: Wed Apr 13, 2011 3:33 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
Advanced Cultural Notes: (Shemarrian Star Nation)The Wolf’s Path

“Well, they’re moving down there.”
“Uh-huh.”
The observer’s observation, as it left her lips, immediately sounded foolish and unnecessary. Crouched prone behind the ridge of a small hill overlooking a river, tucked under a tent of optical cloaking sheet, they both still had an excellent view of the landscape below them, especially as both possessed enhanced optics and senses.
Nearly two miles away, down the river, a reinforced metal and concrete bridge spanned the waterway, power lines and fiber optics towers straddling it. Even from this distance, the observer could easily see that the bridge was crowded with military vehicles crossing the river via the roadway. Ant-like figures teemed on the access to the other side of the river, moving with martial purpose.
Beside her, the Wolf sniper calmly checked her long-barreled weapon, then pushed its snout slightly through the folds of the optical blind. The sniper’s antennae caressed the scope of the long rifle, making unseen psychic connection as weapon and warrior became one, the sniper making minute adjustments and movements to bring her weapon into perfect alignment with some target far distant.
“You’ve spotted an officer?”
“No.”
“What?! You’re just going to shoot and hope you hit somebody important?”
“No.”
“Wait! You planted explosives under the bridge earlier? Spotted a fuel tank?”
“No.”
The observer wisely shut the hell up. She’d just have to see what the professional was up to, for better or worse.
One-two-three, the sniper’s finger brushed the trigger of her weapon.
The high voltage powerlines over the river and the bridge suddenly parted, dropped to the earth, drapping across the bridge. Even at this distance, the observer could see sparks fly from the metalwork of the bridge, figures on it suddenly start dancing convulsively, and several small fires break out among the vehicles. Even those vehicles that were no doubt sufficiently shielded and insulated, suddenly came to a halt.
The sniper immediately pulled back her rifle and began folding it, while sliding back from her position. Once below the ridge line, she and the observer pulled down the optical blind and started skittering back down to a shielded culvert to make their escape.
“There. That ought to hold them for a while. They’ll be at least a half-hour clearing up that mess. More to restore power through those wires. With any luck they’ll pull a few of their troopers to check all the lines for further signs of sabotage. Much more inconveniencing than if I’d just whacked some random officer. They’d have beat the bushes for the obvious assassin, bagged the body and kept moving. This way they have more of a headache and delay. Let’s move! I have a few more places I think I can sting them today!”


During the Shemarrian Civil War, the Wolf’s Path was generally regarded as Loyalist, but were honorable in that they gave captured rebels a sporting chance to escape. Generally, the Wolves did not go out of their way to hunt down the rebels unless the latter trespassed on their territory. Due to some sort of programming anomaly, ARCHIE-3 could not reliably enforce his directives to the Tribe, much to his vexation, so the Wolf’s Path were of uncertain reliability as soldiers in his service against the Ecotroz rebellion. This changed when ARCHIE-3 built up greater numbers of ‘unattached’ Shemarrians and the corrupted Skullcrusher Tribe, and unleashed them on any Shemarrians who didn’t instantly respond to his call to obedience. When it became obvious that more than a few Wolf’s Path tribeswomen met the criteria for being considered ‘enemy’, the Wolves welcomed the rebels and Awakening, joining the rebellion. The joining of the Wolf's Path to the rebels effectively denied ARCHIE-3 access to the south, and put a hostile force on the loyalist Skullcrushers' southern territorial border.
The warriors of the Wolf’s Path are often confused with the Horrorwoods Tribe, as both tribes subscribe to a ‘green’ philosophy and both prefer planetary enclaves on worlds with established life. However, the Wolf’s Path have a more pared-down take on survival. Where a Horrorwoods band might settle on a planet rich in life, establish themselves in the deepest, most crowded, ecosystems on the world, and surround themselves with all manner of robotic animals, the Wolfs prefer to live off the land, with few extra(beyond variants on the original pre-SSN types) War Mount types to their name. The ancient Mongolians, especially the continent-conquering Mongolian hordes, would be an apt model of Wolf’s Path society. Like the Horrorwoods, the Wolf’s Path may establish a few towns or cities on their worlds, the communities mainly settled with NeShemar, offworlders, and the necessary static castes and their work, while the majority of the Tribe wanders freely about their territory.
The Wolf’s Path Tribe has an exceptional number of Shemarrian Wolves in their territories and warbands; no other Tribe has as many in the same ratio to Shemarrians as does the Wolf’s Path, nearly three Wolves for every Tribesbeing. Among them, the Wolves are known as ‘kantaran’, and the creatures are treated akin to family members. The Wolf’s Path warriors are adept at handling and directing the beasts, sometimes even refering to them as ‘our little sisters/brothers’. Shemarrian Wolves serve as scouts, flankers, and communications runners in the forces of the Wolf’s Path, and may have minor modifications, such as laser designators and communications boosters to aid them in these tasks. When combat situations don’t require the kantaran to appear as mere feral beasts, they may be dressed in light armor vests equivalent to light horse barding. Some are also fitted with special mine- or satchel-charge-dropping vests, or the wolves may carry explosive devices in their mouths(the kantaran are intelligent enough to recognize enemy units and drop the explosives near/on them and get clear without blowing themselves up). Other kantaran, drilled in close combat, may wear harnesses with slashing blades extending out from the sides, and head pieces with additional blades, for getting among enemy infantry and slicing them up while running them down.
In the overall scheme that has emerged in the Shemarrian Star Nation, the Wolf’s Path are the commando-scouts; stealthy and self-reliant, able to physically infiltrate and recon a planetary target weeks, even months, in advance, and not be noticed. When their larger units arrive, they are highly mobile, rarely staying in one place for long, denying the enemy static beachheads to counterattack. Wolf’s Path warriors practice fast, mobile, hit-and-fade combat tactics that would be familiar to any cavalry officer or special forces operative. Hit and run, sniping, camouflaged positions, ambushes, and coordinated strikes at dozens of points to distract and expose an enemy are all trademarks of Wolf’s Path forces. They don’t encumber their forces with a lot of specialized War Steed types or exotic weapons; most of their hardware dates back to the old Shemarrian Nation days, only modified to keep up with the times. They do have a few special weapons, though, mainly long range, low signature, and high efficiency weaponry in keeping with their nomadic low-logistics philosophy. The Wolves have also been known to make extensive use of captured weaponry and transport(hovercraft are popular) to stretch their own ordnance supplies and to help sew confusion amongst an enemy(especially when infiltrating enemy-held territory; the better to keep the enemy in the dark as to the identity and numbers fo their attackers).
Despite their more spartan outlook, Wolf’s Path warriors are nevertheless just as tech-savvy as their kindred in other Tribes. They maintain concealed caches of hardware and hidden factory complexes on their worlds, as any other planetary Shemarrians, but are also adept at mobilizing and moving their tech-assets. They have a larger space presence than their Horrorwoods kindred, and are noted as fierce small craft combatants, especially in the demanding near-space/atmosphere theatre of operations. In combined arms operations, Wolf’s Path close air support is nearly as good as that of Hawkmoon aerial warriors.
Wolf’s Path warriors make even more extensive use of data-linking and combat-coordination networks than other tribes, making ‘wolf pack’ more than just a casual reference with regards to their tactics. Wolf’s Path units tend to act and fight as one, rather than in a number of individual actions, allowing them to concentrate their firepower in truly frightening displays of synchronized marksmanship. More outward signs of the Wolfs’ Path attitude include the common practice among Warriors of having enlarged canine teeth implants or even tails installed.
While the Wolf’s Path emphasizes group dynamics over individual glory, the Wolves still honor and respect individual initiative. The Tribe knows the value of the ‘lone wolf’, but also expects everybody to pull their own weight and respect authority. Thus, punishment for disobeying orders, especially for one’s own gain, can be severe among the Wolf’s Path. It is possible, however, for a subordinate to question and challenge a superior they feel is wrong, and win. The rewards for bringing errors and faults to light can be quite substantial, including raise in social status; the Tribe’s meritocracy rewards those who work hard and work to better their society. Honor duels(non-fatal) are also not unknown among the Wolf’s Path, especially when there is no one party in the wrong in a dispute. The Wolves regard these duels as a mechanism to relieve strain that might otherwise compromise the efficient coordination of a group later in time. Indeed, once a duel is fought, the participants more often than not regard the incident leading to the duel past and the slate between them cleared, and go on to work with each other as if nothing happened.

Relations:
The Wolf’s Path gets along best with the Horrorwoods Tribe and the Ghost Riders. Like the Wolves, the Horrorwoods appreciate lifeworlds and the power of nature, with a similar techno-druidical stance. A love of animals(including cyber-’animals’) is another commonality between the two Tribes. When the SSN moves to seize planets, the two Tribes are the ones who most often work together in taking ground.
The Ghost Riders are regarded as boon companions because even before the Wolves were Awakened, they were exhibiting a higher than normal incidence of aberrant and independent behavior(as evidenced by their giving captured rebels in the SCW a sporting chance to escape). This has been ascribed to Wolf’s Path Shemarrians being produced at a factory that also produced Ghost Riders, after it had received software(for analysis) unearthed by Ghost Rider scouts digging in Mad Haven. The Wolf’s Path feel a certain camaraderie with the non-Ecotroz Shemarrians and understand their independent spirit.
The Silvermoons are frequent partners in joint expeditionary ‘Wolf-Moon’ forces; the Wolf’s Path typically handling the surface mission while the Silvermoons provide overwatch and orbital fire support.
Similarly, the Hawkmoons are frequently partnered with the Wolf’s Path as air support. The two Tribes generally get along well together, although there is some competitiveness between warriors of the two.
Blood Riders are given leery respect; the combat-oriented warriors are treated like a spot praire fire; hardly subtle, easily seen, and all-too-prone to getting out of hand.
The Skullcrushers are given fair distance; if the Blood Riders are praire fires, the ‘crushers are tidal waves, or earthquakes---far more destructive and less easily avoided.
Wolf’s Path respects the Wayfinders for their curiousity and inquisitive nature, though it sometimes leads the scholar-gynoids into trouble.
The Darkwaters are dealt with infrequently, usually when dealing with interstellar shipping or when the Wolves need cutting edge starship tech and weaponry.
The Sapphire Cobras are just seen as weird. The Wolf’s Path has no objections to the Cobras establishing enclaves on Wolf worlds, but don’t mingle with them much socially. The Cobras seem to get along well with the Ghost Riders, though, so the Wolf’s Path gives the snakies the benefit of the doubt.

Composition Notes:

*Male Shemarrians---The Wolf’s Path has the highest percentage of Male Shemarrians of any Tribe; nearly 30% of their numbers consists of Males. This is attributed in part due to their expertise at fieldcraft and stealth skills. Wolf’s Path Male snipers are even more feared than the regular Warriors, being wilier and more elusive.

*Preservers---The Wolf’s Path doesn’t have as many of these hulking behemoths as one might think; the emphasis on mobility doesn’t leave much for static positions and tactics favored by Preservers. The large male cyborgs do have the occasional role protecting WP encampments and facilities, as well as serve as campuflage experts, but they generally remain in established Wolf’s Path territories, rather than on the front lines.

Stat Bonuses:
SSN Wolf’s Path Shemar enjoy the following bonuses:
*All Wolf’s Path have the following additional skills:
Blending 30%(+5% per level of experience)(see Rifts Australia or Game Master Guide for this skill)
Camouflage 40%(+5% per level of experience)
Trap & Mine Detection 40%(+5% per level of experience)
They are also +20% to any Wilderness skills they elect to pick up naturally.

*Superior Teamwork---In teams of five or more Wolf’s Path Tribesmen, they enjoy a +1 to Initiative, +1 to strike, and +3 to Perception as long as they are in line of sight of each other.

*Integral Laser Designators---ALL Wolf’s Path members have optically-integrated laser-illumination systems built into their eyes for ‘painting’ targets for attack with laser-guided weaponry. Effective range of the eye-laser designators is 4 miles.

*Molecular Analyzer---WP members have excellent senses of smell, though not nearly as good as that of most Warsteeds or E-animals. Wolf’s Path Shemarrians can Track by smell at 65%, and Recognize scent at 70%

Shemarrian Wolves/kantaran have the following additional systems:
*Superior Teamwork---In teams of five or more Wolf’s Path kantaran, they enjoy a +2 to Initiative, +2 to strike, and +3 to Perception as long as they are in line of sight of each other.

*PPE Sensor---This is identical to the SNARLSystem deployed as a gunsight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.

*Integral Laser Designators---ALL Wolf’s Path members have optically-integrated laser-illumination systems built into their eyes for ‘painting’ targets for attack with laser-guided weaponry. Effective range of the eye-laser designators is 4 miles.

Sample Weaponry:
*Stealth Systems---Most Wolf’s Path body armor carries properties copied from Naruni Enterprises’ Thermo-Kinetic Armor. Wolf’s Path members also carry either Blurr-Camou or NE-style Optical Invisibility Cloaks as standard.

*EShe-WpHLR03 Sniper Laser---Developed with the help of the Silvermoons, this weapon trades damage for range and accuracy. Its folding barrel and frame design also makes it easier to conceal and carry when not in use.
Weight: 100 lbs
Range: 11,000 ft
Damage: 3d6 MD single shot; cannot fire bursts
Rate of Fire: ECHH
Payload: 28 shots per e-clip
Bonuses: Integral laser targeting and computer sight adds a +3 to strike
Note: The Sniper Laser CANNOT be fitted with a bayonet.

*EShe-WpLB02 Laser Bow---Based on Rifts Earth Native American high-tech weaponry, the WpLB02 takes advantage of superior materials, technology, and android/cyborg strength to create a more efficient weapon. In addition to generating enough energy with a drawstring pull to fire a laser bolt, the Laser Bow can also be ‘powered down’ to produce lower-powered shots, making the weapon ideal as a hunting and survival bow. The Laser Bow is typically used by members of classes that lack wrist lasers(such as Acolites, Mystics, and non-combat NeShemar), but it is occasionally used by commandos as a backup weapon. The WpLB02 has also been traded to the Horrorwoods and Blood Rider Tribes.
Weight: 4 lbs
Range: 1,500 ft
Damage: 3d6 SD or 3d6 MD per shot
Alternately, the bow can fire a ‘spray’ of ten 3d6 SD bolts that fan over a 15 ft wide area.
Rate of Fire: ECHH
Payload: A battery capacitor can hold 1 MD shot in reserve, but 1 MD shot=10 SDC shots.

*EShe-WpSB02 Repeating Pneumatic Crossbow---Actually a high-powered hand-pumped air rifle that fires high-tech arrows. The WpSB02 can also be used underwater. It is primarily used for quiet assassinations and target-tagging, and is commonly used by NeShemar and rear-echelon Tribemembers.
Weight: 5.5 lbs
Range: 800 ft, 400 ft underwater
Damage: 4d6 SDC for regular SDC arrows/bolts, or uses high-tech arrowheads for damage/effect
Rate of Fire: Single shot, ECHH
Payload: Clip holds six arrows/quarrels, while the compressed air tank holds enough pressure for 18 shots. Generally takes a being with PS of 20 or greater about 5 minutes to pump the tank up to full pressure.

*EShe-WpBW-01 Long Bow----This is a high-tech compound bow strung to take advantage of superior materials and greater android/cyborg strength to produce performance superior to standard bows. It is identical to the Native American NA-SW4 MDC Bow. Like the Laser Bow, the Long Bow is commonly traded with the Horrorwoods Tribe.

*Wolf Barding---100 MDC Main Body. Optional helmet/head protection adds 50 MDC.

*Wolf-Blades---Do 2d6 MD on a body block, side-slash, or head-butt

*Wolf Grenade/Mine Harness---Holds up to 6 grenades or 2 fusion blocks(the munitions are electronically primed and CANNOT be detonated prematurely).

*Claymore Harness---This consists of a harness with pockets for two claymore-style directional mines on either flank of the Wolf(4 mines total). Each mine does 4d6 MD to a six ft area on one side of the Wolf, and 1d4 MD to everything in a 100 ft long, 120-degree wide cone. A plasma model(based on Rifts Earth tech) that does 1d4x10 MD in-close, and 1d6 MD to the area of effect is also available. These explosives can be particularly effective if the Wolf is able to get into an enemy encampment or formation and detonate its pack-mines.

*WolfPack Comm Jammer---This is a compact radio jammer carried in wolf-barding, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 5 mile radius. It has a battery good for 6 hours of continuous operation, then can recharge off the kantaran‘s own powerplant at a rate of one hour jammer time =2 hours recharge time. The Wolf’s Path has learned the effectiveness of infiltrating enemy lines and communities with hordes of jammer-equipped Wolves, and using them to disrupt communications, often in conjunction with hardlines being dug up or cut down at the same time.

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

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


          Top  
 
Unread postPosted: Wed Apr 13, 2011 3:38 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
Advanced Cultural Notes:(Shemarrian Star Nation) Shemarrian Wolf Breeds
“Ever been trapped inside a tank surrounded by wolves? I’m not talking your garden variety feral dogs, or woods varmints, or even shadow-beasts...I’m talking pony-sized animals with fangs the length of your forearm. Shemarrian wolves. Big, nasty, SMART beasts. Smart enough to know how to ambush and surround an armored vehicle and hit it from all sides. Smart and tough enough to bite away the side armor and chew through the road and bogie wheels, and break the treads. Smart enough to stay down out of the arc of fire from the turret guns. Mean enough to let us know the moment we tried to open the turret hatch and make a run for it that they were out there waiting. DAMN smart and nasty critters. I can still feel their growl echoing up and down my spine. Subsonics, the bastards; you remember that growl in your sleep....They just kept us there canned up until their masters came up, ordered us out, and ran us out of their territory. I wasn’t about to argue; I’d had enough of the damned Shemarrians and especially their damned wolves by then!”

Just as the explosive growth of the free sentient Shemarrians has led to individualism, a greater variety of random traits among them, and a proliferation in various sub-class forms(both among the Shemarrians and their WarMounts), the Shemarrian Wolf has seen a growth in variety of forms. Even though ARCHIE-3 and Hagan already allowed for some cosmetic variation among the Shemarrian Wolves, in different patterns and length of fur, with the use of Progen-related Assembly Forge technologies the Free Shemarrians have gone even further, ‘breeding’ more substantial variations into the basic design.
While all Tribes have Shemarrian Wolves among their number, some Tribes have more than others, depending on their Tribal ways and philosophies; the Horrorwoods and Blood Riders have many, while the aerial- and space-based Hawkmoons and Darkwaters have very few. The recognized Wolf-breeders, with more variants to their name than any other Tribe is the Wolf’s Path, who have created dozens, if not hundreds, of permutations on the original design. The Shemarrian Wolf is known as ‘Kantaran’ among the Wolf’s Path, and the name has begun to catch on with other Tribes as well. The various breeds may serve special purposes, or may be the individual development of various separate warbands and sub-tribes. For the most part, variations are cosmetic, or may grant only small advantages(a slightly larger paw may increase speed over swampy ground or climbing speed by 10%, slightly protrudant eyes add a +1 to Perception, etc.), but a few variants are more substantial, even radical.
The following are some of the more radical observed variants, most sighted among the Wolf’s Path, but individual animals of any breed may wind up in other Tribes owing to trade and personal preferences.

*AA-10SW/A-009(EShe-10SW) Shemarrian Wolf----The original design; it appears with all Tribes.
Wolf’s Path-bred Shemarrian Wolves/kantaran have the following additional systems:
*Superior Teamwork---In teams of five or more Wolf’s Path kantaran, they enjoy a +2 to Initiative, +2 to strike, and +3 to Perception as long as they are in line of sight of each other.
*PPE Sensor---This is identical to the SNARLSystem deployed as a gunsight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.
*Integral Laser Designators---ALL Wolf’s Path members have optically-integrated laser-illumination systems built into their eyes for ‘painting’ targets for attack with laser-guided weaponry. Effective range of the eye-laser designators is 4 miles.

*EShe-11SW Kantaran Schillga---(aka ‘Shemarrian Dire Wolf’, ‘Skulleater’) The Schillga breed has a slightly larger head and much heavier jaw, with greater bite strength---a full strength bite does 4d6 MD, and a two-attack power bite does 8d6 MD. Schillgas are sepcially popular with the Skullcrusher Tribe.

*EShe-12SW Kantaran Madghar---(aka ‘Badger-Wolf’, ‘Mole-Wolf’)---The Madghar breed has a more blunted, rounded head like a pitbull or bull-terrier, blunter incisor teeth, and noticeably larger forepaws for digging and tunneling. The Madghar can dig through dirt, mud, or sand at a rate of 8 ft per melee, or tunnel at 4 ft per melee.

*EShe-13SW Kantaran Scarnus---(aka ‘Quillback Wolf’, ‘Spark-Wolf’, ‘Firestarter’)---The Scarnus breed has a pronounced ridge of quills or upright hairs standing up right between its front shoulders. The Scarnus breed is much more difficult for an unprotected person to ride on account of the spine-hairs. The Scarnus also generates electrical charge running, and in addition to its bite, it can deliver a powerful electrical shock equivalent to a Coalition Shock-Prod. A bite or claw-strike, restrained or otherwise, can also be used to do 6d6 SDC in shock damage, with a 65% chance of stunning humanoids and smaller animals(only a 20% for larger, giant, or inhumanly powerful animals). Victims must roll versus stun, with a successful roll meaning they suffer only half damage and lose initiative and 1 APM for the round. Failure means the victim is -8 to strike, parry, and dodge, plus speed and number of APMs are reduced by HALF for 1d4 melees. Effects and damage are cumulative.
Under the right circumstances, the electrical shock can also set tinder and other other sensitive combustibles on fire.
Scarnus are popular ‘pets’ among the Blood Riders.

*EShe-14SW Kantaran Lumnis--(aka ‘Moon Wolf’, ‘Silver Wolf’, ‘Royal Wolf’)---The Silvermoons don’t have many Shemarrian Wolves, but the few they do have are distinguished by a thick silver mane and lustrous fur with polychromatic highlights. In fact, the Lumnis breed is covered in a laser-reflective coat, the many metallic hairs scattering laser light and blunting their coherence. The fur isn’t as effective as smooth plate, but nevertheless reduces laser damage by 25%.

*EShe-15SW Kantaran Vox--(aka ‘Howler Wolf’)---The Vox-breed has a smaller, narrower fox-like head, and jaws that do HALF as much damage on a bite, but they are able to project a devastating short-range sonic attack that has a range of 400 ft and does 2d6 SDC or 2d6 MD to a 10 ft wide area, or a concentrated attack that does 4d6 MD. Furthermore, unprotected personnel must roll versus nonlethal poison(16 or better) or be stunned for 1d4 melee rounds. People in sealed body armor or power armor must only roll an 8 or better.

*EShe-16SW Kantaran Toxos---(aka ‘Venom Wolf’)---The Sapphire Cobras may have adopted the snake as their totemic animal, but they haven’t neglected their faithful Shemarrian Wolves. The Toxos breed has injector fangs that can inject drugs, poisons, or nanites(includingthe trademark ‘Serpent’s Kiss’ nanovenom----does 3d6 MD damage per melee, for 1d4 minutes. These disassemblers ONLY work on inorganics(metals, ceramics, plastics) and not on organic/living flesh) into a victim. The Toxos have reservoirs for 30 doses of up to 4 different chemicals before needing to restock.

*EShe-17SW Kantaran Pyranine---(‘Redjaw’, ‘FireWolf’)---Notable immediately for its red fur, the Pyranine breed can apparently breath fire---actually a short-range plasma projector firing through the mouth. Range is about 500 ft, and does 3d6 MD per shot. The Pyranine can also ‘leak’ hot plasma-excited gas out of its mouth, adding 1d6 MD to a bite and giving it a fearsome ‘flaming mouth’ look, with glowing flames and smoke wafting from its jaws. For obvious reasons, the Pyranine breed is very popular with the Blood Riders.

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

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


          Top  
 
Unread postPosted: Wed Apr 13, 2011 4:11 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
Found a couple of pics for Hope Brightlance reffernce.

May PM said images later on when I've pallet-swapped the hair and added the Hawkmoon "colours" to the battle-plate. We'll see. 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


          Top  
 
Unread postPosted: Wed Apr 13, 2011 8:20 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Found a couple of pics for Hope Brightlance reffernce.

May PM said images later on when I've pallet-swapped the hair and added the Hawkmoon "colours" to the battle-plate. We'll see. 8-)


Looking forward to it.
I'll eventually have to try my hand at some Shemarrian art as well(so many things to do, so little time).

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

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


          Top  
 
Unread postPosted: Thu Apr 14, 2011 1:20 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
Things to do tomorow;
1) Thumbnail write-up of the expanded Wayfinder in the SSN.
2) Do the pic 'shoop' on the representation of Hope I found.
Edit: DONE! :D
3) Complete 'The saga continues' meeting of the PC's with the Sapphire Cobra.

Yeah, gonna be busy day for my muse. :frust: :frazz:

Oh, and this ignores such trivial things like showering, coffee, food, etc etc etc.

_________________
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


          Top  
 
Unread postPosted: Thu Apr 14, 2011 5:10 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
http://forums.palladium-megaverse.com/viewtopic.php?p=2346202#p2346202
Set up for this weekend session. :D :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


          Top  
 
Unread postPosted: Thu Apr 14, 2011 5:17 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
Doing some cleanup on the Silvermoons...325lbs for an e-canister?! 200 lbs for a powerpack?! No...brought it down to 50, though with robot strength, even 200 really isn't a problem, considering the original weapon was 150 lbs...bah, a mere baton.

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

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


          Top  
 
Unread postPosted: Thu Apr 14, 2011 8:13 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
http://forums.palladium-megaverse.com/viewtopic.php?p=2276335#p2276335
...and what our lovely first progen child of the Shemarr looks like:
http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash4/217009_1975335260916_1169109879_32414466_3530644_n.jpg
:wink:

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

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


~Dream Again By Miracle of Sound


          Top  
 
Unread postPosted: Fri Apr 15, 2011 12:11 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
Did some revision on the Skullcrusher Necriants back on page 10 of this thread with regards to the Skulls' immunity to Horror Factor.

Gotten neaten it all up if anybody wants to hardcopy all this and bind it into an informal Netbook.

Also considering the evolution/upgrade of Shemarrian WarGoddesses in the Shemarrian Star Nation(or how to add even more munchkin to the munchkin-ladies) with SUPER-SCIENCE!!!!!!
Ideas like:
*All of them would be sporting integral forcefields
*Individual 'superpowers':
*Wayfinder Wargoddesses....massive PPE reserves/power generation capability..TW enhancements up the wazoo
*Hwkmoons---BIG wings, contragravity, supersonic flighht maybe
*Skullcrushers---Scale-mail armored cloaks, able to wrap/partially transform into wrecking balls for rolling over opponents
*Silvermoons---You know the Itano Circus missile storm? These girls do it with LASERS.
*Wolf's Path---Maybe the War Goddesses transform into giant cyberwolves?
*Ghost Riders...They take control of all electronic devices in an area...turn your weapons against you...
*Darkwaters---(???) Maybe local gravity control?
*Sapphire Cobras----Snaker armor, stretching limbs...

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

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


          Top  
 
Unread postPosted: Sun Apr 17, 2011 1:26 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
Type 2 Monst-Crane Flying Warmount
Spinster Goodbones straightened herself up from studying the nano-forges’ diagnostic screen. The conversion process was going well so she allowed a small smile to cross her face. Her two visitors sat to one side of the forge chamber.
‘Now that’s something I never would have expected; but the goddess does work in mysterious ways.’

The pair under Goodbones gaze shifted as they remained under scrutiny. Hope Brightlance and her HUMAN male paramour Vansent Strayks fidgeted like two teenaged lovers caught by a disapproving parent. Hope was the first to look up and meet Goodbones’ eyes.
“Is the conversion working, Tinker-Matriarch?”

Hope wrung her hands in anticipation, as the Spinster let the silence drag on a few moments. Both Human and Ectroz shemarr visibly relaxed as the mistress of Progen and Upgrade nodded.

“It is. Never would have thought ‘toys’ would be part of enhancing some of our sacred warmounts, but as they say, needs as one must.”

Any reply was interrupted as the nano-forge cracked open, spilling forth white vapours and dim bluish light. From the conversion chamber a stilt legged bird form with graceful curved neck strutted out. All three observers looked on with wide eyes as the Crane stretched and unfurled wide and brilliantly coloured wings. Fully functional wings. The upgraded warmount gave a warbling cry, as with a powerful downstroke, it lifted into the air inside the cave. It hovered in mid air, a slight distortion surrounding it’s underbelly from the contra-gravity field.

Vansent Strayks scratched the back of his neck and smiled as he voiced his thoughts;
“Who knew that a hover-board anyone can buy on my world would be so useful… so, um…still mad at us Goodbones?”

The Matriarch Spinster turned from the latest fruits of her labour and slitted her eyes at her god-daughter and her chosen mate. The pair gulped at the look.
“…No. I think this makes up for it.”


A stop-gap between the elite Steel-Phoenixii and the Warhawk warmounts, the Type 2 Monst-cranes make use of a gift of anti-gravity technology and existing systems to give existing and captured Monst-crane warmounts flight capabilities. Even after the Shemarrian civil war, these jury-rigged upgrades would remain in use, typically given to Hawkmoon Ne-Shemarr or freshly born Progen sisters until they could earn a Warhawk or Phoenix mount. By the time of the Shemarrian reconciliation, other tribes that make use of the Monst-crane traded with the Hawkmoon for the process of upgrade.

Distribution Note: Among the Hawkmoon, a full 75% of all Monst-cranes are of the Type 2 variety by the time the Civil war begins in earnest.

Stats: Same as the “standard” Monst crane but with the addition of full-flight wings (use the Bionic Flight System; Wings in Rifts Bionics Sourcebook Pg. 87; maximum speed and +3 added to dodge bonuses when in flight); wing span is 30ft. The anti-gravity system does not add to speed or altitude; it is mostly used to assist in attaining flight via wing power, and to counteract the weight of the Shemarrian warrior & her wargear when in battle.

*Bionic Cybernanite Repair Systems---ALL Type 2 Monst-cranes have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 40 MDC before needing material stocks to convert to MD repair material.

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Type 2 Monst-crane an aura and behavior more befitting a living creature than a robot.

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

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

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

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


~Dream Again By Miracle of Sound


Last edited by DhAkael on Sun Apr 17, 2011 3:04 pm, edited 1 time in total.

          Top  
 
Unread postPosted: Sun Apr 17, 2011 2:08 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
And the stables grow ever larger... :D
Well, expect to see some stablemate competition for this little birdie...because there's a EShemarrian Grifon in the works... :bandit:

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

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


          Top  
 
Unread postPosted: Sun Apr 17, 2011 3:06 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
-ahem-
Edited Type 2 Monst-crane post for spelling errors. :oops: :fool: :frust:

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

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


~Dream Again By Miracle of Sound


          Top  
 
Unread postPosted: Sun Apr 17, 2011 3:23 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
Thank you...adding to hardcopy pile now, and updating the Shemarrian Codex on Page One.

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

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


          Top  
 
Unread postPosted: Sun Apr 17, 2011 9:07 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
EcoS-K-15 ‘Axyridis ’
(aka ‘Ladybug’, ‘Shemarrian Griffon’)
“How....how the hell did they get BEHIND us?!?!”
“Never mind the how! We’re retreating back up the bay now! Kra and Tak Companies will cover our withdrawal!”
“But...we’ll be giving up ground!”
“Yes, but if they close in pursuit, we’ll only be facing them on ONE front, not two! And maybe we’ll be able to flank them like they flanked us! But only if we still have an army intact enough to fight with! Now get to your company and FIGHT, damn you!”

“They’re retreating, just as you predicted, my Chieftain.”
“Excellent! Let them think they’re withdrawing in good order, then withdraw your wing’s rear ranks, drop back, take to the air, and circle around again to THAT flank! Attack with several volleys, then repeat the encirclement! Force them ever on the defensive!! We’ll bleed them by the points of the compass!”



The Axyridis was an early effort by the Hawkmoons to offer more mobility to their forces, in keeping with their growing predilection for aerial combat. Realizing that their Battle Hawks and flight-adapted Monst-Cranes were not sufficient for ground combat holding actions, Hawkmoon Tinkers tried to improve the mobility of the existing Shemarrian ‘tank’, the Monstrex, by adding flight capabilities. The resulting compromise sacrifices some armor for the flight systems, but has produced a reliable, tough, and agile aerial armored asset that can leap ahead of ground forces, while providing low altitude air support.
The EcoS-K-15 is based on the Monstrex, but is more streamlined, lighter, and carries less armor. The head is more hawk-like, and sports a raptor’s hooked beak. In place of the back articulated spines, the EcoS-K-15 sports a set of folding armored wings that open up to deploy extending wing surfaces, and several sets of lift/drive thrusters. The Axyridis mounts the same weapons mounts as the Monstrex, retaining the same degree of firepower, but lacks the armor to stand up in the same heavy fighting as its landbound cousin. Mobility is the key to its success, with its ability to fly and outmaneuver a ground-bound opponent.
Compared to such aerial combat Warsteeds as the Steel Phoenix, Chirops, and BattleHawk, the Axyridis is slow and awkward in the air. On the ground it isn’t as tough as the Monstrex, either. However, as a compromise, it is a very effective airborne infantry asset and ground attack cyberoid, acting as airborne cavalry for the ground forces.
Introduced by the Hawkmoon during the Shemarrian Civil War, the Axyridis would subsequently be adopted by the Wolf’s Path, Blood Riders, Silvermoons, and Darkwaters Tribes.
Type: EcoS-K-15 Axyridis
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 360
Head 140
*Armored Saddle 60
Front Legs(2) 145 each
Rear Legs(2) 190 each
Armored Wings(2) 150 each
Airfoil Wings(4) 100 each
Thrusters(8) 25 each
Tail(prehensile) 72

*The armored saddle, resembling the dorsal thorax plates of a beetle, provide an extra measure of protection to the rider; the mounted Shemarrian is -3 to strike directly in the legs and main body due to the plating around her. The head and arms are still exposed, however.

Height: 10 ft at top of neck
Width: 7 ft , 35 ft w/ wings at full extension
Length: 16 ft. Tail length: 12 ft
Weight: 2,800 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 195 MPH
(Leaping) 40 ft up/across from a standing position, +1d6x10 yards across/20 ft up if has a running leap at speeds in excess of 60 MPH, DOUBLE that with jet-assist.
(Flying) 350 MPH, maximum altitude 20,000 ft
(Space) Not possible
(Underwater) Not possible
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Axyridis 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 50 MDC before needing material stocks to convert to MD repair material.

Weapons Systems:
1)Weapons Mounts(2)----The Axyridis carries two weapons mounts identical to those standard on the baseline Monstrex.

2) Prehensile Tail(identical to the original Monstrex)

Of course, the rider can use any Shemarrian sidearm or long arm while mounted. Overflying an enemy and hurling down spears, or dropping grenades, is another favorite tactic.

Programming:
The Ecotroz have infected the AI matrix with a low-level Ecotroz sentience. The resulting animal-level sentience typically has a personality akin to that of a well-trained attack dog; patient and obedient when at rest, aggressive and fearless when in combat.
Typically has the same basic programming as for the Monstrex.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Axyridis 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 +2 tail attacks
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6, +7 Leap Dodge, +8 Dodge flying at speeds in excess of 100 MPH
Parry+6
Strike +1 (+2 w/ ranged weaponry)
Roll +4
Bite 1d6 MD
Blunt Claw Strike 2d4 MD
Claw Strike 4d6+3 MD
Power Claw Strike(2 attacks) 8d6+3 MD
Tail Slash 1d4 MD
Tail Stab 1d6 MD
Head Butt 1d4 MD
Pounce/Body Block 1d6 MD
Flying Leap Attack 5d6 MD and 75% chance of knocking opponents weighing up to 2,500 lbs off their feet(lose initiative, 2 APMs, and is -2 on all combat bonuses while grappling with the warmount standing on top of them.

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

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

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

Variants:
*EcoS-K-15Hm-S---The Shemarrian Star Nation evolution of the Axyridis features a more advanced contra-gravity drive system(450 MPH maximum speed), a light forcefield(300 MDC), and two canards with additional weapons mounting points on their ends(can carry two SRMs each, or a single MRM).

*EcoS-K-15Sm-S----The Shemarrian Star Nation Silvermoon variant of the Axyridis is covered in laser-reflective chrome(lasers do HALF damage), and it mounts a powerful laser cammon in the tail(3,000 ft in atmosphere, 2d4x10 MD per blast, effectively unlimited payload).

*EcoS-K-15Br----The Blood Riders have a variant that places a flamethrower in the tail, for spraying targets they overfly with armor-melting napalm. The tanks can be use a variety of available fuels; WI-style Napalm-P is prefered, and the standard once the Blood Riders are able to make it themselves.
Range:(Direct-Stream Mode) 230 ft
350 ft when airborne(Effective on targets UNDER the flying warmount).
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
(FC 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) 40 blasts
(Napalm) 120 blasts
(MD Fluid) 200 blasts
(FC Incendi-Gel) 240 blasts
(WI Napalm-P) 400 blasts per tank(much more concentrated than the regular gasoline/alcohol).

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

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


Last edited by taalismn on Thu Apr 21, 2011 3:29 pm, edited 1 time in total.

          Top  
 
Unread postPosted: Mon Apr 18, 2011 11:35 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
Advanced Cultural Notes:(Shemarrian Star Nation) Carnaphade---Skullcrusher Colony World

Atop the bleached bones of a dead city two black-clad juggernauts fight, locked in mortal combat. Each step they take in their deadly dance raises a cloud of dust and powdery fungus, a maelstrom of their own making surrounding them as they lunge, strike, and parry at each other. Weapons shoot into the darkness, a rifle barrel knocked aside here, a forearm gunmount pushed into the dirt there. Here an antennae is torn away, there a shoulder pauldron is shorn away. In return forearm armor is cracked lengthwise, falling away to expose bared synthetic muscles. A massive cutting bar of black armor-steel sweeps and drops, barely missing shattering a knee that swings out of the way at the last moment. An armor-piercing jab that should have buried itself deep inside shielded intestines instead slices harmlessly through folds of cloak. An effort to capitalize on the trapped weapon materializes as pectoral plates slide open, the dark pits of weapons muzzles underneath lighting to fire at the wide-open enemy. Before they can fire, however, shining claws rake across the exposed weapons, twisting and deforming the aperatures. Electrical potentials misalign, discharge, sparks spit as the charges arc inside the armored chest, sending the warrior shuddering backwards, trailing flame from its partially-melted chest. Sensing sudden vulnerability, the one ignites leg jets, seeking to escape, but as the death-soldier lifts into the air, the sword returns, whining its hypersonic dirge as it slashes across kneejoints raised conveniently into reach. The airborne warrior belated attempts to correct, fails, tumbles, spins, falls with a crash through the ruins below, slamming through centuries-weakened floors, before coming to a sudden stop in the embrace of gathered silt and debris.
Moments later another, more controlled fall is heard not far away, accompanied by the fall of more debris, followed by heavy footsteps. Servoes whine and scream as weapons are brought to bear from an awkward prone position, only to be knocked aside, and the now-familiar sword spears here, there, there, drawing more sparks and gushes of black fluid. Finally, a hand reaches down, grabs the remains of a lower mandible broken in earlier combat, wrenches the head around. Black cyberoptics set deep inside a cracked cerametal skullface glare inhumanly into the cold emotionless painted death’s head, bloodless lips set in sculpted features, hovering above.
“I expected more of a fight from you. Your kind was tougher in your progenitors' day, and still they failed, but at least they were entertaining.”
With that, claws strike deep and cerametal shatters.

“It’s a grim world indeed that makes the Skullcrushers look like positively giddy angels in comparison.”
---Wayfinder Deborah Alanse-Emphrian Mist-seer, after a visit to Carnaphade.


Carnaphade is one of the few Skullcrusher planetary colonies, and one of their larger settled planets, located in one of the less-explored arms of the THundercloud Galaxy.
Carnaphade(know originally as Teresta) was originally settled by humans, although it is unknown exactly where they originated from. It is most commonly held thet the human presence was established by long range colony expedition during the heady days of the Human Diaspora, and that Carnaphade was all but forgotten by the rest of the Human Alliance due to its great distance from the mainstream Human worlds. Contact presumably lost during the chaos of the various Automaton and ReSettlement Wars.
In reality, Carnaphade was rivven by its own internal stresses, stresses that led to the colony’s near destruction at the hands of its own people. In the course of colonial development, alien ruins and biotechology were discovered in the system, but unfortunately by a radical sect, the Catherites, that had its own ideas of how the colony should develop. Seeing the alien biotech as a means of ‘purifying’ and ‘elevating’ the poor pitiful humans of the colony, the sect weaponized what they found, and unleashed it on the colony and the ecosystem they were adapting to their own use. The results were a mixed success for the cult, but a disaster for the colony; over a billion people died as bodies and infrastructure alike were ravaged by the alien technology, or by the desperate and draconian measures(including nuclear sterilization of entire cities) used by the colonial authorities to attempt to counter what was at first thought to be a natural epidemic. The Catherites’ understanding of the alien biotech, however, was less than perfect, and instead of transmuting the entire planet into their idea of paradise, it fizzled. Not everyonne of the unbelievers was killed or altered into mind-dead slaves to be controlled by the prepared Catherites, and the failing government managed to sabotage several facilities the Catherites deemed important to their overall plan. The Catherites nevertheless continued to pursue their plans, using the chaos of the plagues to eliminate the remaining government and any rivals.
Carnaphade was left a shattered, broken world, covered with broken technology, mutated lifeforms, and pockets of civilization. The few survivors of the colonial populace, now mutated, huddled in medievel squalor amidst the ruins of their ancestors. The loss of civilization led to a near total collapse of society and culture; even the planet’s original name was lost, and the darkened world became known as ‘Carnaphade’(‘Eaten by Darkness’ in the local language), and most of the survivors reverted to a primitive state, their folklore telling that their world has been cursed for past hubris, and that they(the survivors)were damned for the sins of their ancestors. The original Catherite cultists, with their slightly better understanding of what was unleashed on the planet, survived as well, but in comparative splendor in their fortified and environmentally-sealed enclaves, and their descendants set themselves up as lords of the land, hording the secrets of high technology, and hunting down the other survivors to exterminate them, or experiment on them to find out what had gone wrong with the original plans to transmute the colony.
Into this landscape of shattered ecologies, vast wastelands, a tortured atmosphere, irradiated craters, warped and distorted lifeforms, fungal colonies the size of cities, and murderous religious cultists came the SkullCrushers, drawn by the spoor of high-tech civilization in the middle of a stellar wilderness.
They found the world hostile; monstrous mutant lifeforms wandered the landscape, ravenous fungi attacked and degraded even Shemarrian synthetics, and their first contacts with the Catherites ended in violence. Any sane and rational travellers would have turned tail and retreated; the Skullcrushers did not. They found a deathworld, and they found monsters, and they found a fight worth fighting.
The first expeditions of Skullcrushers essentially exiled themselves to Carnaphade, swearing not to return from the planet until both the plagues and the murderous overlords that held the planet in thrall were obliterated. Hundreds of additional Skullcrushers, all volunteers, elected to join them on the surface, dropping down from orbit eager to join the fight. Supplied from orbit with equipment, anti-viral nanotech and fungus-proof synthetics, the Skullcrushers on Carnaphade established their presence and dug in. They established their footholds on the planet, found and surrounded the surviving communities, then proceeded to sweep the surrounding areas of predators and Catherites.
After nearly four years of warfare, the Skullcrushers had laid claim to most of the planet, having crushed the Catherites and pulverizing their fortresses. The Skullcrushers established their own fortress-cities, put the remaining villages of survivors under their protection, and began to rebuild. The villagers were offered electrical power, medical care, technical educations, and clean food and water, courtesy of the Shemarrians. The Skullcrushers are slowly, but surely, knitting the planet back together, restoring global communications and travel, and exterminating the worst of the feral mutant species. They have even begun looking into re-terraforming the planet, starting with controlled falls of cometary ice to jumpstart ecological revitalization.
Today, Carnaphade is still a grim and dark place littered with ruins, a barely-breathable atmosphere, and dangerous mutated lifeforms wandering its surface, but the plagues are a thing of the past, and the dominant power on the planet is the Skullcrushers, who oversee and protect the remaining settlements, and patrol the wastes, watchful for predators, bandits, and remaining Catherites. Travel to and from space has been restored, albeit under the watchful eye of the Skullcrushers. The planet is still closed to most outsiders, and elaborate decontamination and quarantine procedures are conducted in either direction, but the planet is recovering, and has a growing and thriving Shemarrian population on its surface. Carnaphade stands as one of the Skullcrushers’ great (if unpublicized) successes, especially the non-combat success of turning around the planet’s decay.
Carnaphade is most notable for being the birthplace of the newest and most influential Skullcrusher WarGoddess to emerge in centuries, Nerys Night-Sunder, who has fired Skullcrusher pride. Recent new Skullcrusher technological developments, such as the massive Tartog battleships, have been initiated at Night-Sunder’s direction.
The planet is also notable in contributing a large number of the Skullcrushers’ NeShemar populace. Many of the surviving humans, grateful to their Shemarrian saviors, having willingly joined the Skullcrushers out of gratitude, to enjoy even greater health and prosperity as cyborgs, and in hopes of one day voyaging offworld to see the galaxy.

Note: Details of the alien species whose remanants the Catherites unearthed on the third planet are scant; the conspirators destroyed what they could not move, hide, or use, leaving little, hundreds of years after the fact, for outsiders to study. It is unknown, for instance, whether the original aliens were native to the Kaphon system, or originated elsewhere, nor what was the extent and lifespan of their society. The Shemarrians(the Skullcrusher intellectuals and those Wayfinders who have been permitted access to Carnaphade) have been forced to rely on what they’ve gleaned from captured Catherite enclaves, and what they can deduce from studying the effects of the biotech unleashed on the planet.
Much of the more gross-effect biotech seems to indicate some sort of misprogrammed industrial biotech; many of the mutant lifeforms seem to have been modifed to transpose genetic material between species, or to adapt plant and animal life to sequester and incorporate inorganic materials into their composition. Thus mutant plants that have tough bioplastic coatings or ribbing, metal fiber reinforcement, and silica shells. Likewise, a number of animal species sport metallic shells and stony growths protecting them. The native humans themselves have been altered; bioplastic skinweave hardens under their skin and their bones take on a composition closer to carbon-fiber plastic.

Solar System (Kaphon)
Number of Stars: 1
Types of Stars: Yellow Dwarf
Number of Planets: 8
(Outward from primary)
-Asteroid((Kaphon I)---A sun-roasted rock the size of Ceres. Aside from some pre-catastrophe science missions to survey it, Kaphon I has little to draw attention to itself.
-Terrestrial---Teresta(Lifeworld)(Kaphon II)---Once a verdant, green and blue world, the planet is now scarred, brown, grey, and murky blue. Its once booming population of 1.8 billion has been whittled down to to barely 400,000.

-Terrestrial---Areyas(Kaphon III)---A small, nearly airless world, Areyas is worthy of mention because it was effectively signed over by the Teresta government to the Catherite sect/corporation to mine and develop as a resource world, in part to keep them out of trouble and Terestan politics. Unfortunately, it was while mining Areyas that the Catherites found the alien ruins and their intact biotech. After looting the ruins, the Catherites destroyed them to keep secret what they had discovered. The mining colony would be abandoned when the Catherites unleashed their biowarfare on Teresta.
Areyas would subsequently serve as a base of operations for the Skullcrusher support operations on Teresta/Carnaphade, re-opened mines supplying additional weaponry to the forces marooned on the quarantined world. The Skullcrushers still maintain a presence on the planet, in part to investigate rumors that the Catherites may have left an enclave behind, and to check if there are any more alien ruins yet to be discovered(a small contingent of Wayfinders has been allowed to investigate Areyas).

-Gas Giant(Kaphon IV)---A Uranus-sized gas giant with seven substantially-sized moons orbiting it. Two of the moons are being mined for ice that is being pushed on slow Holzman Transfer orbits down the solar gravity well to help revitalize Carnaphade’s damaged ecosystem.

-Gas Giant(Kaphon V)
-Gas Giant(Kaphon VI)
-Asteroid(Kaphon VII)
-Asteroid(Kaphon VIII)

Carnaphade(Teresta)
Type: Terrestrial

Diameter: 12,500 miles

Gravity: 1.3 g

Temperature: Temperate but cool---Temperatures range from highs of 60 degrees F down to lows of -100 degrees F.

Unusual/Special Features:
-Unusual Axial Tilt---Carnaphade is about 45 degrees off axis relative to its planar orbit. The planet’s south polar region thus enjoys near constant sunlight(and this was where the Catherites established their main settlements, where living conditions were easiest). This condition was not known to have existed prior to the Carnaphadian apocalypse, suggesting that more than biowarfare and nuclear weapons may have been unleashed during the war.

Atmosphere: Tainted; the air is laced with toxins, abrasive dust, and fungal spores. Offworlders will definitely require some sort of life support to get around; standard air filters will require daily cleaning to scrub out accumulated dust and grime. Those not innoculated or otherwise protected against the local disease organisms have a 20% chance per hour of breathing the local air of picking up a respiratory illness from mold and pollen; this rises to 60% in more built-up areas such as city ruins. The more vicious types of mold and fungus can degrade and eat the plastics in air filtration systems, airtight sealants, and stoppers, rendering them brittle and useless within 4d8 hours of exposure. Similarly, untreated MDC plastics can lose 20% of their protective value within TWICE that period(or assign infected materials an Armor Rating, starting at 16, and dropping one level every 24 hours after exposure. Rolling above the A.R. means that the attack has ripped THROUGH the weakened material structure).

Terrain: Hostile; massive craggy mountains(some of the greatly deformed remains of entire cities), deep canyons, wide wastelands, and large salt flats.

Notable Mineral Deposits:
-Wolframite
-Mercury
-Cobalt
-Copper
-Borax
-Salt
-Barite
-Quartz

Hydrosphere: Moist; 65% of the planetary surface is covered in water, but most of the water is brackish, polluted, and encrusted with toxic algae and fungi.

Biosphere: Fecund; but mutation levels are high. The new ecology is dominated by fungi, lichens, ferns, and other primitive plant species, while primary animal species are arthropods, annelids, and arachnids, some of truly frightening size. Most animal life is in the SDC range, with a few examples in the high-SDC/low-MDC range, and a few apex predators of higher MDC range. As noted before, much of the flora and fauna seems to incorporate chimaera-like transpositions of features, or have been mutated to assimilate inorganic materials into them, usually reinforcing their skeletons or outer integuments. Many examples of megaflora have grown to the astonishing size they do by virtue of having the equivalent of extruded plastic or carbon-fiber pipes running through them, transporting water and nutrients.
Some of the deadliest of these predators resemble in size, habits, and stats the Ruin Worms of Rifts Earth and the Giant Blow Worm of Taut. Some of these creatures, especially the Five-Tentacled Giant Hydra-Worm, have learned to stake out watering holes to ambush and devour humans(and other prey) looking for fresh water. Eliminating these monsters is a priority for the Skullcrushers, who routinely send out hunting parties to exterminate them.

Population: Between the surviving colonists and Catherites there are maybe 450,000 people on the planet. The Skullcrushers now number some 1.4 million. The resident Skullcrusher population contains a notably large number of Skullcrusher Preservers, who have learned to ‘blend’ with the twisted local geography and ecology and lay in ambush for local predators and Catherite marauders.

Technology: In the Skullcrusher-controlled territories technology is equivalent to Three Galaxies Space-Faring. Across the rest of the planet, technology runs from primitive/neolithic to pockets of high-tech. The Catherites effectively had a level of technology equivalent to Golden Age Rifts Earth, but constant warfare with the Skullcrushers has broken them down to lower tech levels.

Economy: Agricultural; most of the locals scratch out a living subsistance-farming the few viable species of plants and animals, and scavenging materials from the ruins.
Within the Skullcrusher domains, industry has returned, and a more robust economy is emerging.
Long term, the Skullcrushers could be sitting on a gold mine if they can learn to cultivate and harvest some of the ‘neo-plants’ breaking down the cities; the megaflora coudl be harvested for plastic piping, silica compounds, and metals.

Wealth: Impoverished for the most part; Carnaphade has yet to establish any sort of planetary economy outside what is conducted under Skullcrusher rule. Most of the planet works on a barter economy, while the Shemarrian enclaves work on a combination of barter and enlightened socialist/communist economic scheme.

Government: Militocracy---Skullcrusher chain of command IS the dominant government. The local garrisons serve as the representatives of the regions to the sector generals/Chieftains, who effectively act as governors, all the way up to the chief executive WarGoddess.
Outside the Shemarrian zones, those locals not assimilated generally have tribal, headsman/woman-led societies.

Law Level: Within Skullcrusher territory, absolute Law and Order prevails, enforced fairly, but firmly, by the Shemarrians. Outside their domain, it can still be considered to be Lawless and Anarchic, where the strongest rule.

Popularity: Among the ‘civilian’ population on Carnaphade, the Skullcrushers are seen as angels come to redeem the suffering survivors. The few surviving Catherites consider the Shemarrians to be devils incarnate, for interfering with their ‘Great Work’.

Stability: Solid; given that the Skullcrushers now outnumber the surviving locals, there’s little chance of a successful uprising taking place.

Planetary Defenses:
The Skullcrushers have salvaged several old derelict spaceplatforms left in orbit, cleaned them up, and refurbished them for their own use(several others, infected with synthetic- and metal-eating fungoid during the initial stages of the Teresta apocalypse, had to be destroyed as being too structurally weakened to be of use). A pair of battleships, and attendant cruiser and destroyer squadrons, are based in the system.
The fortified Skullcrusher enclaves on the surface have their own surface-to-space weapons batteries as well, mainly energy torpedo and kintic strike missile launchers(the latter are also occasionally used to deliver long range attacks on confirmed Catherite redoubts or to clear out particularly dense fungal infection zones(incinerating them via friction).

Note: The local Carnaphadian humans have been heavily mutated by rampant DNA viruses that were meant to transform them into something else.
-Subcutaneous BioPlastic----Sheets and growths of biological plastic grow just beneath the skin and around the joints, adding protection, but also giving the skin a stiff appearance, and folds and apparent seams around the joints, while the facial features take on a mask-like stiffness. In older Carnaphadians, these plates can warp and distort even more, twisting their features even more and causing acute stiffness in the joints. +1d6x10 SDC and A.R. 12, but -1d4 to P.B. . (Optional) +2d6 SDC for every 5 years of life beyond 16, -1 P.B., and roll every 5 years versus non-lethal poison; an unsuccessful save means -1 to P.P. as the joints swell up. Shemarrian-supplied surgery to remove or modify these growths is a popular service sought by the native Carnaphadians.
-Resistance to Toxins---Carnaphadians are +5 to save versus poisons and toxins
-Armored Eyes---The Carnaphadians have developed a fixed ‘second eyelid’ that protects the inner eye from grit and airborne caustics, but gives their eyes a glazed, artificial look that can be mistaken for cyberoptics. Counts as the equivalent of sunglasses or goggles against airborne abrasives and smoke.

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

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


          Top  
 
Unread postPosted: Tue Apr 19, 2011 1:02 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
taalismn wrote:
Advanced Cultural Notes:(Shemarrian Star Nation) Carnaphade---Skullcrusher Colony World
.
hehe...
Reminds me of a combination of the worlds of 'Battle Angel Alita' and 'Nausica'
Definately a place the redeemed Skullcrusher tribe would find to be a worthy home. :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


          Top  
 
Unread postPosted: Tue Apr 19, 2011 9:04 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
Yah....If the Black Death triggered the Renaissance in Europe...well, here with World-death; the Skullcrushers' grimdark attitude is kinda hard-pressed to compete, so they figure they might as well kick arse and improve the neighborhood.

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

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


          Top  
 
Unread postPosted: Thu Apr 21, 2011 2:53 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
Almost done doing colour correction on 'stormglider'; Ms. Brightlance's Steel-Phoenix...
:badbad: Darn you Science ninja team gatchaman !!!

_________________
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


          Top  
 
Unread postPosted: Thu Apr 21, 2011 1:40 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Almost done doing colour correction on 'stormglider'; Ms. Brightlance's Steel-Phoenix...
:badbad: Darn you Science ninja team gatchaman !!!


White and red all over? :D
"FIEEERRRYYYYYY PHHHHOOOEEENNNIIIIXXXXXXXX!!!"
"They're going kamikaze on us again."
"Oh poo!"

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

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


          Top  
 
Unread postPosted: Sun Apr 24, 2011 12:26 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
Some artz... :D
First, the first Progen daughter of the Hawkmoon tribe, Hope Brightlance, posing in front of what looks to be a millenium tree.
http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash4/217009_1975335260916_1169109879_32414466_3530644_n.jpg

Next is her trusty companion, warsteed and dryly-sarcastic Steel Phoenix Stormglider, pictured with wing plasma-casters and leg-mounted "machine gun" R-G pods.
http://a4.sphotos.ak.fbcdn.net/hphotos-ak-snc6/223134_2002935550906_1169109879_32448303_5348610_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


          Top  
 
Unread postPosted: Sun Apr 24, 2011 9:02 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
Beautiful...simply beautiful... :D :ok:

Been dragging a bit of writing more because of catching up on my reading and my brother visiting, but got more stuff coming...

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

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


          Top  
 
Unread postPosted: Mon Apr 25, 2011 5:28 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
viewtopic.php?p=2351156#p2351156

Links in nicely with this thread.

_________________
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


          Top  
 
Unread postPosted: Mon Apr 25, 2011 10:39 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
EShemar Glashtin-class Combat Submarine

The Horune brigands are screaming their high thin inhuman agonies as the plasma sweeps their vessel’s decks like a tidal wave of fire. Here and there, other monsters, some in human form, of that black-hearted company of roving slavers and murderers, shared the fate of their five-eyed patrons as they charred, exploded, or went up like well-fuelled torches. Only moments before they had been at calm aboard their warship at anchor, thinking, no doubt, indolent thoughts of rapine and plunder to come, here in their little island sanctuary. Now they were dying by the droves, some trying belatedly to throw up shields of water or debris against the plasma and projectile fire that now scythe through their ranks. Deck guns let off sporadic, ineffectual, return fire as they try to strike back, but too late, too late. Missiles and rail gun fire slam into them, shattering decks, and sending even more shrapnel spinning through the air to draw ichor and shouts of pain from the pirates skittering about the ship, looking for shelter.
Behind the yawing ship, the Chieftain can see plumes of smoke rising from the decks of the two other vessels anchored there, captured prizes of the pirates even now dying by the numbers. The periscope optics can make out slick-skinned forms leaping aboard the hostage merchantmen, grabbing surprised guards, and slitting their throats, or taking their heads off completely with swift blade strokes. Smaller craft, their anchor lines or tethers cut, drift slowly about, carried by the tide and currents.
Already the waters are broken by the dark fins of gathering scavengers rising and circling to the smell of blood in the waters. Sharks and others, the Horunes’ fair weather friends, are gathering to partake of the feast. Here and there are roils in the water, as the less-patient of the scavengers find some wounded Horune or allied pirate in the water, and decide not to wait.
As the dark ship’s weapons batteries again sweep the deck of the warship, vaporizing decking and monsterous crew alike, the Darkwaters Chieftain smiles, a predatory grin that the Horune might admire for its sharp-teethed menace, were it not on account of their dying that prompted it.
The periscope only confirms what she is hearing over other means; the battle is the Darkwaters’. Here again they have proven they are the Alpha Predators, and these waters are theirs.


While the Shemarrians have been regarded(and designed) as an apparently druidic people who prefer to travel on and work with obvious bionic animals, shunning conventional vehicles, the Ecotroz Shemarrians have had to make do with what they can find and salvage, including using vehicles(modified to their own requirements of course). This is particularly true of the Darkwaters Tribe who needed larger craft to extend the range and capabilities of their maritime patrols in order to extend their operations against the Splugorth and Horune out into the ocean beyond the practical range of amphibious-adapted War Mounts. Carrying the war to the enemy on their own ground(or in their own home waters) required more than commandeered fishing vessels or improvized rafts, the Darkwaters had to see about developing an EShemar Navy of sorts. Submarines were the obvious choice of warship, allowing the Darkwaters to mask their movements from enemies and outside observers alike, but ARCHIE-3 had not obligingly equipped his creations so, and was not likely to once the Shemarrian Civil War exploded.
Previously, what few underseas vessels the Darkwaters had managed to acquire were common black market designs that could only accommodate crews of Spinsters/Tinkers, necessitating the invaluable support caste gynoids to remain in the background after transporting ‘parasite’ teams of warriors in marine armor to the combat scene. When the Shemarrians were able to capture several Splugorth ships, including several Kittani submarines, they began to look towards developing their own maritime designs and shipbuilding capabilities, as existing continental-designed craft were ill-suited to tackling the Splugorth fleets and Horune dreamships in anything other than very carefully planned ambushes with overwhelming numbers.
The real prize came when the Darkwaters surprised one of ARCHIE-3’s stealth supply submarines as it made a dash for the Saint Lawrence Seaway. Though the submarine’s robotic brain wasn’t able to self-destruct itself, it was able to scramble its software enough to prevent its navigation logs from allowing the EShemar rebels to backtrack its course to either Cyberworks’ facilities or ARCHIE-3’s secret marine complex. However, the psychic gynoids WERE able to figure out how to operate, maintain, and even, with long study and the eventual acquisition of additional resources, how to duplicate its more advanced technology, particularly its stealth systems.
Using salvage from various resources, the Darkwaters were able to cobble together a new hunter-killer submarine of their own, combining the best aspects of the Kittani designs and the stealth submarine. Fortunately, both the Kittani and A3 ships were of a scale compatible with the large Shemarrian pyschiology(the Kittani ships designed with power armor-wearing crews in mind, and the Cyberworks craft with large combat robots), so crew requirements were no longer so restrictive.
The Glashtin-class(named for a kelpie-like water horse spirit) bears a resemblance to an osteocoderm, one of a family of primitive bone-armored fishes of early Earth biological history. Heavier and slower than its Kittani contemporaries, the Glashtin is more heavily armored, armed, and stealthier.
The Glashtin lacks the giant and articulated robotic jaw of the Kittani Shark(the EShemar regard such animalistic features unbecoming of a construct that cannot be ‘Awakened’, and reserve such for War Mounts), though it can ram to good effect, and its fins are fitted with armor-slicing vibroblades for good measure. The submarine retains a large array of missile and torpedo launchers, though such ordnance is used sparingly, owing to the as-yet-uncertain Shemarrian ability to manufacture and supply heavier missiles and explosive devices(this situation changes once the Assembler Forge technology spreads, and the Shemarrians are able to set up re-arming stations up and down the Eastern Seaboard). Finally, a large aft-openning bay holds a complement of Shemarrian marine troops and their War Mounts that can be deployed for coastal raids, ship boarding actions, and close-in defense.
Despite its more effective combat role, the Glashtin-class was still initially crewed by Spinsters and Pariahs/Reclaimed, the former because of their technical expertise, and the latter because of their lack of focus on fighting in armor. The Reclaimed were also tasked with crewing the submarines also because of the persistant regard for war being best served by mounted warriors, rather than heavy and confining combat vehicles; the Reclaimed were being relegated to a secondary support role where they could serve without complaint, rather than in the more ‘glorious’ roles as front line combatants(ironically, these ‘second-rate’ crews would begin the fine tradition of elite Darkwater ship crews).
During the Current Era on Rifts Earth, the Glashtin is a very rare and precious combat asset for the EShemarrians, owing to the time and effort needed to construct even a single vessel. No more than three are believed to exist in service, and it is unknown where the Shemarrians are building them(among the rumors: a secret naval base at MadHaven, the Gulf Coast swamps, or the Canadian Arctic).

In the Shemarrian Star Nation, Glashtin-class SSNs are still used by both the Darkwater DeepWatch(crewed primarily by Asrai) and by the Horrorwoods littoral combat forces. These vessels are modified with more modern weapons and systems, but are generally recognizable as the older design pioneered on Rifts Earth.

Type: EShe-SSN-01 Glashtin
Class: Hunter Killer Submarine
Crew: 12 crew+60 troops
MDC/Armor by Location:
Main Body 4,500
Heavy Plasma Cannon(2) 400 each
Heavy Laser Cannons(2) 200 each
Heavy Missile/Torpedo Tubes(7) 100 each
Short Range Torpedo Launchers(2) 100 each
Dual Turrets(4) 120 each
Fins(3) 600 each
Tail 1,000
Height: 36 ft
Width: 30 ft
Length: 400 ft
Weight: 4,600 tons
Cargo: 100 tons
Powerplant: Nuclear Fusion w/ 25 year energy life
Speed:(Underwater) 47 MPH, maximum depth 3.2 miles
Market Cost: Exclusive to the EShemar.
Systems of Note:
Standard Submarine Systems, plus:
*Long Range Sonar---Effective range of 100 MPH.

*Stealth Design---The Glashtins use a combination of internal insulation, anechoic hull materials, and a low-powered gravitic hydrojet propulsion system to reduce sensor signature. As a result, the ships are effectuvely invisible to active and passive sonar systems when traveling at speeds under 37 MPH, and are -45% to detection rolls when traveling faster.

*Magnetic Anomaly Detector---Embedded in the forward hull and tail are magnetometers capable of detecting fluctuations in local magnetic fields.
Range: 5 miles, and has a 70% chance of detecting submerged vessels(-20%) for non-metallic objects, and no chance of detecting organics). Also useful for detecting metal ores and other magnetic anomalies.

*Countermeasure Launchers(4, 2 in the main hull, two in the tail vanes). These launchers can deploy Deep Flares, Screamers, and other acoustic decoys. Note also that the torpedo tubes can be used to launch long-range ‘smart’ decoys.
Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike. plus accoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: 10 Screamers per launcher

Weapons Systems:
1) Heavy Plasma Cannon(2)---What look like armored eyes in the upper slope of the main hull, are really twin heavy plasma cannons, salvaged/copied from Kittani designs.
Range: 6,000 ft in air, 2,000 ft underwater
Damage: 1d4x100 MD single blast, 2d4x100 MD dual blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) Heavy Laser Cannons(2)---Mounted in the lower hull are two heavy laser cannons
Range: 1 mile underwater
Damage: 2d6x10 MD single blast, 4d6x10 MD dual blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

3) Heavy Missile/Torpedo Tubes(7)----The EShemar have adopted a multi-munition approach to the projectile armaments problem; the seven launch tubes in the nose can fire heavy torpedoes, or encapsulated long range cruise missiles, or dual-mode Kittani-pattern air-sea rocket torpedoes. If need be, the launchers can also fire medium range torpedoes.
a) Heavy Torpedoes
Range: 20 miles
Damage: Varies by Torpedo Type(typically 4d6x10 MD)
Rate of Fire: Volleys of 1-4
Payload: 48

b) Medium Torpedoes
Range: 10 miles
Damage: Varies by Torpedo Type(typically 2d6x10 MD)
Rate of Fire: Volleys of 1-4
Payload: Two MRTs can be carried in place of a single LRT or LRM

c)Long Range Missiles
Range: Varies by Missile Type(Long Range)
Damage:Varies by Missile Type(Long Range)
Rate of Fire:Volleys of 1-4
Payload: 48

d) Sea/Air Rocket-Torps
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-4
Payload: 48
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a Harpoon III, but more powerful. +3 to strike

4) Short Range Torpedoes(2 launchers in six-tube clusters)---The Glashtin carries two banks of SRTs in lateral mountings for close-in defense. SRTs are somewhat easier to get ahold of, but are still not used indiscriminately by the SN’s naval units.
Range: 5 miles
Damage: Varies by Torpedo Type(typically 2d4x10 MD)
Rate of Fire: Volleys of 1-6
Payload: 96 per launcher

5) Dual Turrets(4)---For close-in defense, the Glashtin mounts four retracting close-in gun turrets, each one fitted with a rail gun firing supercavitating ammunition, and a blue-green frequency laser.
Range: (Rail Gun) 4,000 ft in air, 2,000 ft underwater
(Laser) 3,000 ft in air, 2,250 ft underwater
Damage:(Rail Gun) 2d6x10 MD per round
(Laser) 2d6 MD single shot, 4d6 MD double blast, 6d6 MD triple pulse burst
Rate of Fire: EGCHH
Payload: (Rail Gun) 1,000 rd drum per gun
(Laser) Effectively Unlimited

6) Fin Slicers(5)---The leading edges of the forward dorsal/lateral fins and the tail fins are fitted with composite vibroblades that can slice through anti-torpedo netting, harbor defense booms, sea monster hide, and ships' hulls.
Range: Melee
Damage: 5d6 MD +1d6 MD per every 20 MPH of speed.

7) Ramming Prow---The heavily reinforced forward hull of the Glashtin allows it to perform ramming attacks as a last resort. Does 1d6x100 MD on a ramming attack.

Small Craft Complement:
6 Monstrex Warmounts
36 SeaSword Warmounts
12 Ironback Warmounts
2 mini-subs(typically modified Black Market models like the UB-300).

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

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


          Top  
 
Unread postPosted: Fri Apr 29, 2011 10:30 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
Shemarrian 38mm PP-01 ESSPA Gauss Pistol

“Never call a Shemarrian’s ‘little pistol’ a joke; the punch line put me through a concrete wall and into a full-body cast.”

The Ecotroz Shemarrian Secondary Personal Arm or ‘Espa’ (also known as the ‘Lespa’, from ‘Light Secondary Personal Projectile Arm’) is a Shemarrian-scaled machine-pistol using the same 38mm ammunition as the Shemarrian 6000- and 4000-series rail guns. While the Shemarrians, as designed and programmed, didn’t place much stake in firearms lighter than a rail gun, prefering a ‘bigger is better’ philosophy and procurement doctrine, the rebel Ecotroz Shemarrians didn’t have the luxury of steady resupply from ARCHIE-3’s factories. While they used stopgaps such as weapons acquired from the Black Market(stolen, salvaged, or in a few cases legitimately purchased) to arm their forces, pride drove them to favor and develop their own weapons. One of their first priorities and triumphs was to be able to set up their own production of 38mm ammunition for their rail guns. However, being able to copy and mass produce their own new Shemarrian-pattern rail guns lagged behind their ability to produce the ammunition for them. While EShemar Tinkers worked to set up heavy arms production lines, a less powerful and sophisticated weapon was developed to give the Tinkers experience in designing wholly new weapons, and to fill in the gaps in weapons procurement for the newly-Awakened and the NeShemar swelling the rebels’ ranks.
The ESSPA01 was thus something of a stopgap, though it is still more advanced than equivalent Rifts Earth/Human-manufactured rail weapons(the Australian ‘Fletcher 12’ still being heavier and less powerful) . The ESSPA is a heavy gauss machine pistol resembling certain pre-Rifts ‘bullpup’ machine pistols such as the Japanese Seburo-line weapons. The weapons feeds from the rear, accepting the same twelve-shot ammunition clips as the larger rifles, removing the need for handloading separate magazines between the two weapon types. Heavy in construction, the ESSPA is built tough, to handle heavy abuse in the hands of robotic-strength android and cyborg warriors in the field, and still be able to shoot true.
The short stator-ring array on the ESSPA doesn’t give the 38mm rounds the same acceleration, range, and punch as the larger long barrel weapons, but the pistol still has a considerable punch at shorter ranges. To compensate for the lack of sheer velocity, the ESSPA has been rifled to ‘tumble’ its rounds in flight, delivering a much larger ‘footprint’ impact on target. Whereas a 6000/4000-series gun might shoot its round right THROUGH a target, the ESSPA ‘rolls’ its rounds such that the bullets rip into a target and deliver a series knockdown punch of transfered kinetic energy.
The ESSPA is powered by a battery capacitor in the pistol grip, which is recharged by induction from the cybergynoid. For those without a weapons link, such as partial conversion NeShemar, the weapon can be cabled to an external power source; a WarMount, vehicle, e-clip, or generator.
Though quickly superceded by more powerful weapons, including new-production 6000/4000-series long arms, the ESSPA continued to see production and usage throughout and after the Shemarrian Civil War, and the weapon was adopted by all of the Tribes in turn. While the Shemarrians’ own wrist lasers were considered the secondary weapon of choice for close-order firearms combat, the Shemarrians also recognized the qualities of a kinetic energy weapon, of which the ESSPA was a very good example. The ESSPA’s ‘homemade’ qualities also made it attractive to Shemarrians experimenting with new ammunition types, especially specialized shell types that could not be safely used in the larger, more powerful rail gun rifles(which could smash a ‘special purpose’ round before its extra properties could go to work). Among EShemar Tinkers, the ESSPA was often used to prototype new 38mm shell types before they were approved for use in the larger rifles.
In the Three Galaxies Shemarrian Star Nation, the ESSPA is still manufactured and used, albeit in smaller numbers, though the Skullcrushers would refine the design into the 15mm EShe-ScrGP03 ‘Punch Gun’ favored by their troops as a holdout weapon. Though considered ‘quaint’ by most Warriors, and often heavily decorated as a form of folk art, the ESSPA remains a very functional and deadly weapon.
Weight: 8 lbs
Range: 2,000 ft
(DU/U Rounds) 1,500 ft
Damage: 1d4x10 MD at ranges of 600 ft or less, 5d6 MD out to 2,000 ft, plus human and human-sized targets must make a roll on a twenty-sided, at -6, to match or surpass the Shemarrian’s ‘to strike’ roll. A successful roll means the target is only staggered(lose initiative) by the heavy round’s impact, while failure means the target is knocked off their feet, flung 8-10 ft, lose initiative and 1 APM, and HALF all combat bonuses for the rest of that turn. Power armors, full conversion cyborgs, robots, superhuman and supernatural creatures are +6 to save versus knockback/knockdown, but lose initiative from heavy round strikes.
(Fletchette) A shotgun-style ‘streetsweeper’ round that does 1d4x10 MD at ranges of 500 ft or less, 3d6 MD out to 2,000 ft, but to a 20-degree wide cone of effect, due to the ‘spray’ of high-density needle-fletchettes. No knockdown effects.
(DU/U Rounds)1d6x10 MD at ranges of 600 ft or less, 6d6 MD out to 2,000 ft, plus possible radiation damage/effects from the DU/U-rounds. Same knockdown effects apply.
(Incendiary Round*)1d4x10 MD at ranges of 600 ft or less, 4d6 MD out to 2,000 ft, but spatters a thermal-chemical/phosphorus tracer mixture that does an additional 2d6 MD for 1d6 melee rounds(immersion in water does NOT put the fire out), plus an 80% chance of setting combustibles on fire. Same knockdown effects apply.
(Silver Round*)1d4x10 MD at ranges of 600 ft or less, 4d6 MD out to 2,000 ft, plus possible silver poisoning damage(5d6 HP) to supernatural creatures. Same knockdown effects apply.
(Wood Round*) 5d6 MD at ranges of 400 ft or less, 2d6 MD out to 2,000 ft, 6d6 HP to vampires and other supernatural beasts vulnerable to wood. Same knockdown effects apply.
(‘Serpent’s Kiss’ Nanite Round**) 6d6 MD at all ranges, plus 3d6 MD damage per melee, for 1d4 minutes. Can be set to dissolve only metal, plastic, or other specific substances. No knockdown effects.

*These rounds are considered too fragile to be effectively used in a regular rail gun rifle. If used, they do only 1d4 MD at all ranges, and in the case of the Incendiary Round, incendiary effects are reduced to 25%.

**Exclusive to the Sapphire Cobras.
Rate of Fire: Standard
Payload: 12 rd clip
In the hands of a Shemarrian or full conversion NeShemar, the weapon recharges by handheld induction at a steady rate without any interruption in power flow. Used by anybody else, the capacitor has enough power for 18 shots before the battery drains.
Bonuses: Integral laser sight adds a +1 to strike
Note: The weapon is NOT designed to allow for the attachment of a bayonet.

Sapphire Cobra ‘ElectroByte’ EMP Round(based on an idea by DhAkael)
“Shock it to me!”
One of the literally shocking surprises that the Sapphire Cobra Tribe sprung upon its debut to the other Tribes was its development of a specialized ‘cyberstun’ round that could be fired from its rail guns. Initially thought to be nanotech weapon similar to their ‘Serpent’s Kiss’ shells, the ‘ElectroByte’ was later revealed to be in fact a slug of soft superconductive metal that would pick up a powerful electromagnetic charge while being fired from a rail gun, and it would then impart this charge when impacting on a target, in the form of a burst-pulse of electromagnetism, powerful enough to shock organics into unconsiousness, and take electrical systems, including bionics and robotics, temporarily offline. The shell itself would flash-evaporate in the process, in a spectacular shower of sparks.
The rest of the Tribes don’t know where the Cobras got the technology or materials(the Sapphire Cobras ain’t tellin’), but the sophistication stunned(literally in some cases) the first envoys to the new Tribe, emphasizing the potential of the newly discovered Tribe.
Note: The ElectroByte shell CAN be fired from regular 6000/4000-series rail guns
Damage: 3d6 SDC from impact and shock; organics must roll on a 16 or better or be stunned unconscious for 1d6 minutes. Even a successful save means the victim is stunned and disoriented; lose initiatve and HALF APMs , Speed, and all combat bonuses for 1d6 melees.
EMP damage:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Note: If used against robots and cyborgs, the EMP effects are cumulative; +10% on the EMP Effects chart for every EMP round that strikes the target that melee(so getting hammered with 4 rounds means a +40% to the effects roll).

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

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


          Top  
 
Unread postPosted: Sun May 01, 2011 2:54 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
ANNNNDDDDDD (if all goes well) the Civil war will be kicked off before even the "alternate type" Shemarrian gynoids are cranked out of the factories by Mr. Toaster, in another time-line / verse. ;-)
Isn't screwing with Causality and multiple "reflections" of the same setting such FUN!?
Thank you K.S. for Rifts, even if you've forgotten the original concept and reason for the game; anything the GM(s) think up, CAN happen.

_________________
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


          Top  
 
Unread postPosted: Sun May 01, 2011 1:15 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
ANNNNDDDDDD (if all goes well) the Civil war will be kicked off before even the "alternate type" Shemarrian gynoids are cranked out of the factories by Mr. Toaster, in another time-line / verse. ;-)
Isn't screwing with Causality and multiple "reflections" of the same setting such FUN!?
Thank you K.S. for Rifts, even if you've forgotten the original concept and reason for the game; anything the GM(s) think up, CAN happen.



"Alternate Type'? You mean the upgraded types, or something else? Because I've been robbing/converting the upgraded types...
But yes, I've taken shameful advantage of the "In an infinite Megaverse, ANYTHING can happen', to unleash Good Splugorth, Benign Mechanoids, bionic dragons, and all manner of twisted violations of physics. :D

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

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


          Top  
 
Unread postPosted: Sun May 01, 2011 1:20 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
Alternate = Josh's "offcial" varients from the 'Shemarrian nation'.
If the collaberation between myself and Cytibor works out, the Hawkmonn may just kick off their revolution earlier than anticipated...well in THAT 'verse anyhoo ;)

_________________
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


          Top  
 
Unread postPosted: Sun May 01, 2011 2:08 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Alternate = Josh's "offcial" varients from the 'Shemarrian nation'.
If the collaberation between myself and Cytibor works out, the Hawkmonn may just kick off their revolution earlier than anticipated...well in THAT 'verse anyhoo ;)



Oh my....well, remember; any Toaster response with new models is to be regarded as a 'recruitment opportunity' which can be percieved as thus: "Oh! Shemarrians we've never seen before! More evidence the Dark One has enslaved more of our sisters and kept them in obscurity! We free them! For Liberty! For Freedom! For Sororiety!"

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

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


          Top  
 
Unread postPosted: Mon May 02, 2011 1:24 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
viewtopic.php?p=2354417#p2354417

Cross-link post ;)
...it applies.
Honestly :wink: :angel:

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

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


~Dream Again By Miracle of Sound


          Top  
 
Unread postPosted: Mon May 02, 2011 6:09 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
http://forums.palladium-megaverse.com/viewtopic.php?p=2354417#p2354417

Cross-link post ;)
...it applies.
Honestly :wink: :angel:



Egad...
Wolfhawks?
The brain, it boggles! :shock:

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

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


          Top  
 
Unread postPosted: Mon May 02, 2011 7:19 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
taalismn wrote:
Egad...
Wolfhawks?
The brain, it boggles! :shock:

-pssssttttt-
*whispers over PM*

_________________
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


          Top  
 
Unread postPosted: Tue May 03, 2011 1:24 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
In regards to Cytibors game (discussion via MSN)

Dhak says:
At least 1 if not 2 or even 3 years will be required for a fully functional Progen chamber and nano-forge to complete their growth.
So to begin, Hope will need to do it the "hard way"
Hope; "Greetings sister, have you heard the word of Shaemaria the lightbringer? Or the blessings of the 10? No? Here, let me take your hand in freindship so we may...NOW STORMY!"
*pounce*

Cytibor says:
hehehe
Can just imagine the group's reaction to that.

DhAk says:
Stormglider;"Mistress; there HAS to be an easier way. How long did little sister Goodbones say the two holy artifacts would need to fully mature?"
Hope; *wiping synth blood and dirt from brow, as freshly awakend 'sister' gets up blinking* "Too long for my tatses partner. Too long."

Cytibor says:
Anna] "Did she just choke-slam that warrior-lady into a mud puddle?"
Eris] "She's transferring the Ecotroz entity into her via touch."
Jase] "She still choke slammed her into a mud puddle."
Eris] "Stud? Hush."
K+I] *Snicker.*
Anna] *Sunglasses.* "Not a bad show."
K+I] "Bwahahahaha."
Hope] "Sorry to intrude but, if you're done blogging... I COULD USE A HAND!"

_________________
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


          Top  
 
Unread postPosted: Tue May 03, 2011 9:52 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
In regards to Cytibors game (discussion via MSN)

Dhak says:
At least 1 if not 2 or even 3 years will be required for a fully functional Progen chamber and nano-forge to complete their growth.
So to begin, Hope will need to do it the "hard way"
Hope; "Greetings sister, have you heard the word of Shaemaria the lightbringer? Or the blessings of the 10? No? Here, let me take your hand in freindship so we may...NOW STORMY!"
*pounce*

Cytibor says:
hehehe
Can just imagine the group's reaction to that.

DhAk says:
Stormglider;"Mistress; there HAS to be an easier way. How long did little sister Goodbones say the two holy artifacts would need to fully mature?"
Hope; *wiping synth blood and dirt from brow, as freshly awakend 'sister' gets up blinking* "Too long for my tatses partner. Too long."

Cytibor says:
Anna] "Did she just choke-slam that warrior-lady into a mud puddle?"
Eris] "She's transferring the Ecotroz entity into her via touch."
Jase] "She still choke slammed her into a mud puddle."
Eris] "Stud? Hush."
K+I] *Snicker.*
Anna] *Sunglasses.* "Not a bad show."
K+I] "Bwahahahaha."
Hope] "Sorry to intrude but, if you're done blogging... I COULD USE A HAND!"



Some Awakenings are gentler than others; others represent the last faultless opportunity for a EShemar to beat the stuffing out of an old rival.
*HAYMAKER-SLAM*"THis is for your own good!"*NECK-CRACKING HEADLOCK*"You'll feel better for it!"*INDIAN HEADRUB FROM HELL*"With pain comes enlightenment!"*SUPLEX ONTO CONCRETE*"This is the first day of your new life!"*SPINE TWIST* "HAPPY BIRTHDAY!"

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

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


          Top  
 
Unread postPosted: Wed May 04, 2011 12:12 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
Shemarrian Wargear: Slicer - Ring
"No."

"But Matriarch..."

"No. By the Ten and the Goddess herself; a thousand times NO!"

"Yi yi yi yi yi yi YAAAAIIIIII!"


A blue-glowing ring streaked through the ruined brickwork and mansonary, carooming off the broken walls and through the worms. Where it touched, either a molten line of superheated megacrete, or peices of burrower were left.
With a pulsing hum the ring returned to the Shemarrian Ghostrider, dressed in glowing lined synth-leather roman skirt and bodice.

"-sigh- This is why I refused to have that infernal weapon developed. I just Knew that Zeenah would act like this... Goddess have mercy on our tribe; why did we all have to awaken in a place called Madheaven? It is just a name!"

The strangely dressed berserker skipped over to her two observing sisters; bowing to her warleader (who just massaged her 3rd antaenae and grimmaced) and her shield-mate, Gabrealyah.

"Greetings programmes! It works."

Though the Ghostriders are more known for their skills in cyber and electronic warfare, the occasional innovation in more physical combat would be developed by the eccentric gynoids. One such weapon was the Slicer-Ring; created by one of their Spinsters after berserker-caste warrior Zeenah (self-named after her cyber-ghost accessed several episodes of an ancient vid-show) had unearthed a primitive 3D video-drama, showcasing a fictionlized digital universe, along with the program where her namesake used a simmilar weapon made of steel. After much debate, the first slicer ring was created, using plasma field technology from recycled Kittani tech, and reverse engineered mag-lev & repulsion devices found in archives brurried in Madhaven.

Slicer-rings are chakram shaped throwing weapons containing micro repulsorlift coils, and tracking gear. When thrown, the Ring will automatically scan the initial target, attack any others of the same type along its flight path, then return. All Slicers have a groove along their outer edge containing the cutting action, which activates when thrown, and shuts off when returning. Thrown like a ring-frisbee or chakram.
Range: 50m pre-set maximum (striking 1D6 targets of same silhouette)
R.O.F.: As per W.P. (otherwise 1per turn).
Payload: 20 minutes per power cell when not in recharging bracket. The recharge bracket uses induction from contact with the Shemarrian; recharges in an hour.
Damage: 3D8 M.D. when the plasma field is active, otherwise 1D4 M.D.
Notes: +2 to strike plus W.P.. May be controlled via radio-link (hitting 1D6 targets of users choice after a successful Weapon-systems skill roll to lock on) with an additional +2 to strike. Severance results; natural 18-20 will either inflict X3 damage, or remove an extremity on human-scale targets, while a modified 18-20 will result in a critical strike.

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

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


~Dream Again By Miracle of Sound


Last edited by DhAkael on Wed May 04, 2011 10:53 pm, edited 1 time in total.

          Top  
 
Unread postPosted: Wed May 04, 2011 10:27 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
Advanced Cultural Notes:(Shemarrian Star Nation) Rakatos---Wayfinder Colony World
“Every temple a library, every grotto a reading room...Rakatos’ very geography is like the folds of a great stony brain and we are its thoughts, darting here and there with our energy and activity. Who knows what great observations, what profound wisdom, what galaxy-changing insights may emerge from that great collective mind? Only time will tell.”

Rakatos is a small, craggy, but inhabitable moon orbiting a large gas giant, itself the sole planet orbiting a paired set of a blue dwarf and a red dwarf star(subsequently dubbed the ‘Gem Stars’ by the new residents, and the subject of much solar astronomical observation).
Rakatos shows definite signs of having been deliberately terraformed to be habitable. The small planetoid has an atmosphere, somehow stablized, and a sunstantial amount of water, kept cycling by seemingly natural mechanisms throughout its rocky crust, and it possesses a much higher gravity than its mass would properly suggest, hinting at some artificial generation means. The moon is covered in alien structures carved out of the moon’s bedrock, often lined with what few metals that could be mined on the small planetoid. More tunnels and shaped chambers honeycomb the crust, many interlinking the various surface compounds and complexes. The original inhabitants of Rakatos have not yet been identified, but among the likely candidates are the Stinexx, who are known to have explored the Three Galaxies many thousands of years ago, and established various small outposts, the Astralfein, and the Ferothold Gardeners. It is also possible, judging from different artifacts found in the structures, that two or more tenant-races may have visited and inhabited Rakatos for a time, though their reasons for ultimately abandoning the outpost remain unknown.
The Wayfinders found Rakatos, verdant and uninhabited, in the course of their explorations. The moon was subsequently claimed by the Wayfinders who renovated what they could of the structures, added their own, and moved in.
Today, Rakatos is a Wayfinder ‘monastery world’, where Wayfinder scholars meet to meditate, conduct scholarly research, and discuss their findings with fellow Wayfinders. Classes are also taught to Wayfinder students who are sent here to learn and make their own studies and meditations. Many of the old structures, empty when the moon was discovered, have become dormitories and warehouses of artifacts collected by the Wayfinders in their explorations. Rakatos has no mineable resources(what little there originally were having apparently already been mined out and used in the construction of the planetoid’s structures), so its value is as a habitation and relaxation spot for the Wayfinders. Rumors persist, though, of discoveries of Elder Race relics and technology in the deeper structures on Rakatos.

Solar System( Cena-Rada 347C/d)
Number of Stars: 2
Types of Stars: Blue Dwarf and Red Dwarf (Cena-Rada A and Cena-Rada B, respectively)
Number of Planets: 1, Manada, a Gas Giant w/ 14 moons
Rakatos is one of the larger moons, and the only one with a substantial atmosphere.
The other moons range in diameters from 12 miles to 700 miles, and are mostly rock balls, though two are sulfur-volcanic moonlets. Most are home to smaller outposts of Shemarrians(10-250) engaged in maintaining a defensive watch or in mining the moons for various resources.
Manada itself is scoop-mined for gases, via probes operating from the moons.

Rakatos---Atmosphered Moon
Type: Terrestrial Planetoid
Diameter: Miniscule(roughly 360 miles in diameter)
Gravity: 1.1 g
Temperature: Cool(-150 degrees C to -70 degrees C at the crust, but getting as high as 10 degrees C deep inside the crustal cave system.
Unusual/Special Features:
*PPE Field---Rakatos possesses an ambient PPE field equivalent to the Palladium World’s, allowing for some magical work to be done onplanet.

*Electromagnetic Columns---Anomalous perturbations in the planetary magnetic field, interacting with that of the gas giant it orbits, have led to a unique, but regular, occurance at certain times in Rakatos’ orbit about its host planet. Large glowing columns of electromagnetic force, in-gathering solar wind, rise miles-high from points around the equator and the poles, lighting with cold plasma, in spectacular display.

*Planetary Energy Field---Rakatos seems to be protected from Manada’s radiation fields and dust clouds by an energy field that is not qite electromagnetic in nature. The Wayfinders see this as another sign that Rakatos is an active artifact, and that the field is artificially generated by some means, not a naturally-occuring phenomenon.

Atmosphere: Thin, and composed of a tenuous mix of oxygen, carbon dioxide, nitrogen, argon, and neon. It is not breathable by most humanoid species, who must wear breathing apparatus or remain indoors in airtight conditioned habitations.
Terrain: Mountainous with deep canyons and multiple chasms, grottos, and cave systems.
Hydrosphere: Balanced; the water is either locked in high mountain valleys in glacial form, or else flows through deep canyons and subterranean channels in the warmer valleys of the moon.
Biosphere: Moderate...Rakatos plays host to a variety of plant forms that have adapted(or been adapted) to the cold and thin atmosphere; mainly a variety of lichens, mosses, grasses, vines, creepers, and low-lying shrubs. Animal life consists of a few dozen species of invertebrates and arthropods, mainly dwelling in the lower caverns and subterranean streams. The most advanced lifeform on the planet is a species of blind ‘fish’ dwelling in certain of the underground lakes.
Civilization: Shemarrian
Population: Rakatos currently is home to some 85,000 Shemarrians
Technology: Advanced, with an emphasis on ‘blue’(or technowizardry) technologies.
Economy: Information, with some light industry fuelled with materials skimmed from the local gas giant or mined from other moons. Rakatos turns out mainly repair electronics and spare parts for Shemarrian-pattern weaponry, but also produces TW devices and weaponry.
The Wayfinders maintain a strong, but low-key, military presence in the moon system, with at least two cruisers lurking nearby. A number of well-armed ‘probe ships’ also frequently call on the enclave on a regular basis, and it has been suggested that the ‘scholarly retreat’ has more than a few concealed defense emplacements added to the ancient structures or concealed under the glacial ice.
Wealth: Can be considered Wealthy
Government: Shemarrian Tribal; a Senior Chieftain presides over Rakatos
Law Level: Boringly Lawful; aside from the occasional absent-minded scholar not returning a borrowed book or artifact on time, the occasional running in the stacks, and the sophmoronic prank of bored students, there’s no crime on Rakatos to speak of.
Popularity: Beloved; aside from some good-natured carping by cranky scholars and put-upon students, the reigning administration is well-liked and in no danger of being overturned.
Stability: Long-Standing

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

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


          Top  
 
Unread postPosted: Wed May 04, 2011 10:34 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Shemarrian Wargear: Slicer - Ring.

:shock: :shock: :shock:
Madhaven Apeman(poking head out of burrow): "TAKE YOUR DAMN FRISBEE TO CENTRAL PARK, WILLYAH????!!!!"
Ghostrider: "Ultimate Frisbee Golf in the ruins....say, THAT'S an idea!"
(Suddenly mutants and Minions around the greater Madhaven area get a sudden chill down their backs)

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

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


          Top  
 
Unread postPosted: Wed May 04, 2011 10:38 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
taalismn wrote:
DhAkael wrote:
Shemarrian Wargear: Slicer - Ring.

:shock: :shock: :shock:
Madhaven Apeman(poking head out of burrow): "TAKE YOUR DAMN FRISBEE TO CENTRAL PARK, WILLYAH????!!!!"
Ghostrider: "Ultimate Frisbee Golf in the ruins....say, THAT'S an idea!"
(Suddenly mutants and Minions around the greater Madhaven area get a sudden chill down their backs)

High Matriarch S18pp7 Skwerl Wraithmind; -sigh- "I take no responsibility for this. I TOLD them not to build the damned things...but no one listens to the wargoddess anymore. KIDS these days."

_________________
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


          Top  
 
Unread postPosted: Thu May 05, 2011 5:54 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
Good Goddess....when your kids are BORN with iPods and Blackberries integrated into them...teenage rebellion takes on some scary new twists. :shock:

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

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


          Top  
 
Unread postPosted: Thu May 05, 2011 11:42 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
Oh CRAPP!
Black-steel has managed to make it to Lazlo republica (Cytr's game). :eek: :?

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

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


~Dream Again By Miracle of Sound


          Top  
 
Unread postPosted: Sat May 07, 2011 9:11 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
Mwhahahahahahahahahah!!!! FINALLY solved a stat-engineering problem, which clears a progress roadblock on at least two project-designs! Weather permitting, I'll be able to finish them SOON!
(rubs hands together in sinister GLEE) :twisted: :twisted: :twisted:

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

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


          Top  
 
Unread postPosted: Sun May 08, 2011 1:59 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
Gibba Gabba Hey?

_________________
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


          Top  
 
Unread postPosted: Sun May 08, 2011 7:08 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43185
Location: Somewhere between Heaven, Hell, and New England
EShemar K-23 Aracha War Steed

“So, what progress have you had taking that fortress? I understand you had some problems with a dozen or so magical warriors that were giving you grief? Especially since the War Goddess wanted them taken alive?”
“Oh, them. We captured about six of them and their gear. Coccooned them up good. Would have had seven, but we lost the one.”
“Suicide?”
“No, insanity. BAD case of arachnophobia. Think we broke the kid. Had to cut them out of the webbing and knock ‘em out before they went cardiac. Don’t think the Chief’s going to get ANYTHING out of that one besides gibbering.”

The Horrorwoods Tribe of Rifts Earth MUST have encountered the Gruesome Tarbid of the Horror Forest, because that’s obviously the inspiration for this arachnoid War Steed. Looking like a giant chromed metallic spider, complete with pivoting spinnerets, gleaming sharp fangs, and sharp hair-like barbs along its many legs, the Aracha inspires fear just in its visual aspect, let alone its capabilities.
Though well-armored and quite nimble(the spider mecha is a SUPERB jumper), the Aracha is decidedly slower than War Steeds like the Monstrex, so it is unpopular with traditional cavalry warriors. In built-up areas like old-growth forests, mountains, and cities(ruined or otherwise), where speed is less of an issue, the Aracha comes into its own. Its ability to spin web traps and wrappings makes it popular with headhunter, monster capture, and field engineering units. The Aracha is intelligent enough that it can be taught to construct simple rope traps, coverings, and nets.
The Aracha has appeared in the Horrorwoods, SilverMoon, and Ghost Rider stables.
Type: EcoS-K-23 Aracha
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 360
Head 70
Mandibles 45
Legs(8) 90 each
Height: 18 ft
Width: 15 ft
Length: 20 ft
Weight: 2,200 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 55 MPH
(Leaping) Can make an astonishing standing leap of 60 ft up/across. A running start in excess of 40 MPH adds 1d4x10 yards across/15 ft to height.
(Climbing) Can climb with the best of them; at roughly HALF its running speed.
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to running along the bottom at 5 MPH, maximum depth of 800 ft.
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(at TWICE the range as that of the Monstrex---200 ft and covers a full 360-degrees arc---sensors mounted in the legs) and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Molecular Foot Pads----The Aracha can cling to and climb any sufficiently strong surface that can hold its weight. Note that the rider and passengers had better be firmly belted on or they’ll fall off during such maneuvers.

*Bionic Cybernanite Repair Systems---ALL Aracha have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 40 MDC before needing material stocks to convert to MD repair material.

Weapons Systems:
1) Lightning Fangs(2)---Mounted just above its vibro-fangs, the Aracha carries two high-powered ion cannons. These weapons are dual-mode; they can either deliver a straightout powerful armor-blasting shock, or they can deliver a directed electromagnetic pulse for incapacitating targets. Aracha riders like to use the EMP mode to slow down techno-prey prior to trapping them in webbing.
Range:(Ion Pulse) 4,500 ft
(EMP Blast) 2,000 ft
Damage:(Ion Pulse)5d6 MD single shot, 1d6x10 MD double pulse shot. Does Critical Damage on a roll of 19-20.
(EMP Blast) This attack does 5d6 EMP damage(no physical damage) per strike. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
Against organic targets, victims must roll versus non-lethal poison(16 or better) , or be electrocuted; stunned for 2d4 melees; -8 to strike, parry, and dodge.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Webbing Cannon(1)----The Aracha mounts a rear mini-turret with a pivoting spinneret-cannon that sprays a quick-setting megadamage polymer that can form incredibly tough fibers. The fibers can also be spun into coccoon-wrappings, allowing the Aracha to construct protective fiber-walls, barriers, restraint bags, and even emergency shelters.
The webbing matrix itself is generated by a nanite-impregnated microfac in the war steed’s bulbous abdomen that renders megadamage materials, particularly plastics and composites, into a fine slurry that cures rapidly when sprayed and formed into strands or sheets.
Range: 500 ft
Damage: None. A single 1-inch strand of the synthetic spider-web can hold up to 3 tons and has 1 MDC per 10 ft length; more if braided.
Used to coccoon-spray a target, the cannon can spray up to 50 MDC in one attack, so if the Aracha uses all six of its attacks on wrapping a single target, it can create a web shell with 300 MDC, or generate a 3,000 ft line in a single melee.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the Aracha’s ready-reserve has 1,000 MDC worth of polymer matrix ready to go, but can generate more through consuming MDC materials(at a ratio of 2 consumed MDC to 1 MDC of produced webbing) that are reprocessed into new webbing compound.

3) Shock Bite---The Aracha also sports vicious-looking metal fangs that are actually contacts for a powerful electroshock system. This allows the War Mount to bite into a target and deliver a powerful stunning charge, even through body armor.
Range: Melee
Damage: 2d6 MD
Victims must also save versus non-lethal poison(16 or better) or be stunned for 2d4 melees; -8 to strike, parry, and dodge. Effects are cumulative with additional bites. A successful save means the victim only loses initiative for that melee. This effect is applicable to megadamage organic beings and those wearing EBA, but NOT power armor.

4)(Optional) Modular Weapons Mounts(1-2)---The Aracha can mount one or two additional weapons similar to those carried by the Monstrex.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. The resulting Awakened intelligence has a predatory, aggressive, but very patient persona, akin to a well-trained watch animal, and a high animal intelligence of 8.
Typically has the following, in addition to basic Shemarrian Animal Programming:
Prowl 60%(+5% per level of experience for Ecotroz entity)
Climbing 98%/85%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Aracha intelligence and design is such that it is limited to skill selections from Technical(Language(understanding), Rope Works), Lore, Espionage(Trap Construction), Military(Camouflage, Trap/Mine Detection), and Wilderness( Hunting, Identify Plants and Fruits).
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
CANNOT be surprised from behind, thanks to its motion detectors
Dodge +7
Automatic Leap Dodge(takes no actions, but has no bonuses)
Strike +1 (+2 w/ ranged weaponry)
Parry: +6
Roll +3
Pull Punch/Bite +4
Critical Strike on Natural 19-20
Bite 2d6 MD
Kick/Stab 2d6 MD
Leg Scrape 2d4 MD
Leap Attack(2 attacks) 4d6 MD plus has a 60% chance of bowling over legged prey(lose initiative and one APM getting back up)

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

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-K23Sm---Silvermoon variant, nicknamed the ‘Moon Spider’, adapted for space operations. It is most notably chromed in laser-ablative mirror armor(lasers do HALF damage). The K23Sm can also fly and manuever in space at about 50 MPH.

*EcoS-K23Gr---Ghost Rider variant. The only important difference between the Ghost Rider-fielded Arachas and the Horrorwoods’ version is the lack of an Ecotroz essence in the Ghost Rider ‘bots(they run off a pure neural intelligence). Reportedly the Ghost Riders have also been tinkering with their Arachas to produce electrically-conductive webbing, allowing them to be used to string power conduits or create electrified webbing traps.

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

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


Last edited by taalismn on Sun May 08, 2011 9:18 pm, edited 1 time in total.

          Top  
 
Unread postPosted: Sun May 08, 2011 8:15 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
The Aarachas... pure win :D
And definatley something the Horrorwoods would come up with. *giggle* Like the fluff-text about the merc's with arachnaphobia.

_________________
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


          Top  
 
 
Post new topic Reply to topic



Who is online

Users browsing this forum: Prysus


Display posts from previous:  Sort by  
Jump to:  

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


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