Board index » MDC Worlds » Rifts®

 


Post new topic Reply to topic
Author Message
Unread postPosted: Sun May 08, 2011 9:15 pm
  

User avatar
Priest

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


"We'll hide on the underside of this old overpass! Make sure you record the expressions on their faces when they finally see us!" :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: Mon May 09, 2011 10:19 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1086
One of the Ghost Riders manages to find a copy of 8 Legged Freaks and gets to thinking about their own way of invading a target using nothing but Aarchas of various sizes and purposes...


          Top  
 
Unread postPosted: Mon May 09, 2011 5:15 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
One of the Ghost Riders manages to find a copy of 8 Legged Freaks and gets to thinking about their own way of invading a target using nothing but Aarchas of various sizes and purposes...



MAJOR rolls versus Horror Fatcor and acquisition of spider-related phobias. :lol:

_________________
-------------
"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 May 10, 2011 12:32 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1086
taalismn wrote:
kronos wrote:
One of the Ghost Riders manages to find a copy of 8 Legged Freaks and gets to thinking about their own way of invading a target using nothing but Aarchas of various sizes and purposes...



MAJOR rolls versus Horror Fatcor and acquisition of spider-related phobias. :lol:


The REAL reason the dragons abandoned Freehold.. rumours of a Shemarrian Ghost Rider's tribe army of giant spiders. They'll let the CS deal with them instead. :-P


          Top  
 
Unread postPosted: Tue May 10, 2011 4:20 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
EShemar K-25 ‘Octas’ Deep Space Warmount

“ARRRGGGHHHHH!!!!! I DON’T KNOW WHAT IT IS BUT GET IT OFF MY SHHHIIIIIPPPPPP!!!!!!”
---Unidentified Exile Fighter Pilot, on a raid into suspected Shemarrian space, Inner Annach Gulf, Thundercloud Galaxy

The ‘Octas’ is a bizarre Warmount that first appeared within the ranks of the Three Galaxies’ branch of the DarkWaters Tribe. The Octas resembles a cross between a Coalition States SpiderSkull Walker and a giant robotic octopus. The Octas is mainly used as a beast of burden during space mining, construction, and salvage operations, although it has also been used on occasion in support of space combat, especially boarding attacks.
The Octas was at first mistaken for a vehicle, but in fact it is an Ecotroz Warmount, with an embedded psionic sentience. The Octas is one of only a handful of Warmounts with internal cabins, where the rider(s) direct the warmount entity from INSIDE. Unusually, the Octas HAS been infected with an Ecotroz animal-intelligence, though what major benefit this confers to the operation of the construct(as opposed to a simple machine) remains to be discerned by outsiders.
The Octas is deployed in space, primarily, although it can operate on a planetary surface, and even underwater in limited fashion. The Octas is a favorite ride of choice of EShemar Tinkers/Spinsters for its utility functions.
The Octas first appeared in the ranks of the Darkwater clan, but has subsequently been seen in the stables of the Silvermoon and SkullCrushers. A number of marine-adapted Octas have reportedly appeared among the Horrorwoods forces.
Type: EcoS-K-25 Octas
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot, and room for 1-4 passengers
MDC/Armor by Location:
Main Body 600
Reinforced Crew Compartment 100
Thruster Flukes(4) 90 each
Weapons Turrets(2) 100 each
Legs/Tentacles(8) 100 each
Height: Main body/’head’ is about 14 ft , the tentacles can lift the body about 20 ft up off the ground with a 10 ft length on the ground(each tentacle is about 30 ft long)
Width: Main body/’head’ is about 14 ft wide, the flukes extend another 3 ft out on each side. Tentacles can reach out about 30 ft to the sides.
Length: Main body/’head’ is about 14 ft . Tentacles can reach out about 30 ft to the sides.
Weight: 30 tons
Cargo: Enough space in the cabin for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 30 year energy life
Speed: (Running) 75 MPH
(Flying) Not possible
(Space) 400 MPH
(Underwater) Limited; the baseline Octas can move underwater at 10 MPH, and dive to 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 and heat detection, built-in radar( 60 mile range/60,000 miles in space) 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 Octos 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 150 MDC before needing material stocks to convert to MD repair material.

*Molecular Adhesion Pads---The tentacles of the Octas are fitted with large molecular adhesion pads to better attach itself to ships, structures, and other objects.

Weapons Systems:
1)Weapons Turrets(2)---The Octas mounts two small weapons turrets, one dorsal and one ventral. Each one can be fitted with ONE of the following:
a) Pulse Laser Cannon
Range: 6,000 ft in atmosphere, 12,000 ft in space
(Kitsune Values: ft in atmosphere, ft in space)
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Ion Cannon
Range: 4,000 ft, ft in space
(Kitsune Values: ft in atmosphere, ft in space)
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively unlimited
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft.

c) Particle Beam Cannon
Range: 4000 ft, ft in space
(Kitsune Values: ft in atmosphere, ft in space)
Damage: 1d4x 10 MD single blast
2d4x10 MD double blast
Rate of Fire: EGCHH
Payload: Effectively unlimited

d) Rapid-Fire Rail Gun
Range: 4000 ft, ft in space
(Kitsune Values: ft in atmosphere, ft in space)
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst
Rate of Fire:EPCHH
Payload:12,000 rd drum(200 bursts)

2) Beak Cutter----Situated at the base of the main body/head, between all the tentacles, is a powerful robotic jaw and plasma cutter, behind which is situated a heavily armored hatch leading to the interior cabin. This allows the Octas to drill into a structure and provide direct access to its interior from inside the Octas.
Range:(Beak) Melee
(Plasma Cutter) 20 ft
Damage:(Beak) 4d6 MD
(Plasma Cutter) 4d6x10 MD for a full melee of cutting
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Tentacular Weapons Hardpoints(8)----The tentacles of the Octas can each be fitted with a weapon or tool
a) Tools: Similar to those fitted/available to Mining ‘Borgs

b) VibroSaw---High-powered cutting tool.
Range: Melee
Damage: 6d6 MD per slash, 1d6x10+10 MD per full melee cut

c) Microwave Projector---Typically used for thermal-setting various materials, but can also be used as a weapon.
Range: 100 ft
Damage: Does 4d6 SDC, 2d6 SDC through EBA, and 1d4 SDC through robot and spaceship hulls, per 30 seconds of exposure(2 melees).
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Chemical Sprayer---Typically used for applying primers, paints, anti-corrosion coatings, fire retardants, and other industrial chemicals, but can also be used to spray corrosives and chemical warfare agents.
Range: 60 ft, and covers a 10 ft wide area at maximum spray dispersal
Damage: Varies by chemical used; typically loaded with paint(blinding agent) or corrosives
Rate of Fire: ECHH
Payload: 50 doses per arm

e)Polymer Coccooner---This is a sprayer/spinneret used to exude polymer string that can be used as tough cord or as a wrapping. It was inspired by a Horrorwoods design and adapted with their permission.
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 Octas uses four of its attacks on wrapping a single target, it can create a web shell with 200 MDC, or generate a 2,000 ft line in a single melee.
Rate of Fire: ECHH
Payload: The Octa’s ready-reserve has 2,000 MDC worth of polymer matrix ready to go; once expended, it must restock from outside sources(the Octas lacks the onboard nanofac of the Aracha Warmount that inspired the system) or additional tanks must be carried.

4) Anti-Laser Aerosol Cloud Sprayer---Imitating squid, the Octas can spray a defensive cloud of metal vapor and suspended micro-beads in its immediate proximity. The cloud acts like combined chaff and anti-laser aerosol, breaking up lasers and producing a confusing hash of radar returns, hopefully long enough for the Octas to escape behind its cover.
Range: 60 ft; in air and water the resulting cloud will cover roughly 50 square feet, in space it can cover a 100 ft area.
Duration: Depends on conditions. In air and water, the cloud will persist only for 1 melee. In space, the cloud will persist for 1d6+1 melees before dispersing.
Damage: None. However, lasers firing through the cloud will do HALF damage, and radar is -75% to achieve a lock on the Octas. Radar- and laser-guided weaponry will be -7 to strike.
Rate of Fire: Once per melee
Payload: Enough for 15 deployments.

Programming:
The Ecotroz have installed a robot brain roughly equivalent to a work drone then infected the matrix with a low-level Ecotroz sentience. The Octas intelligence has the I.Q. of a well-trained chimpanzee(I.Q. 12), and can be trusted with simple, routine tasks like replacing modular components, cleaning solar panels, and changing fuzes.
Typically has the following:
Navigation: Space 80%
Movement: Zero Gravity 98%
Math: Basic 98%
Radio: Basic 90%
Basic Maintenance 75%

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Octas intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), and Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits).
Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +1 ( +3 underwater/in space)
Strike +1 (+2 w/ ranged weaponry)
Roll +2(+4 in space)
Pull Punch +4
Bite 4d6 MD
Punch/Kick 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Crush w/ Tentacle 4d6 MD per melee of pressure

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Octas an aura and behavior more befitting a sentient being than a robot. In general, the Octas tends to be extremely patient, loyal, and devout, and responds with aggression only when threatened, or its master is attacked. If left alone without anything to do, however, Octas may become twitchy, flexing their tentacles, playing with loose objects in their vicinity, and wandering around their stables/hangars(they have been known to pick up and play with smaller E-animals and robots, like Gekkers, much to the latters’ displeasure).

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-K-25Sm---The Silvermoons use their Octas much as the Darkwaters do; for space mining and construction. The Silvermoon variant (nicknamed the ‘silver squid’) is plated in laser-reflective armor and can deploy solar collectors between its arms(at a very low efficiency this allows the Octas to solar sail, but it also allows it to reflect light in directed fashion). The solar collectors can be used to provide additional power to the laser systems when in direct sunlight.
-Laser Reflective Armor---Lasers do HALF damage
-Solar Collectors(8)----Each panel is relative fragile(30 MDC each) but if deployed, they give the Octas’ laser weaponry a 25% increase in damage power while the Warmount is in direct open sunlight

*EcoS-K-25Sc---The SkullCrushers also deploy a version of the Octas, optimized as a space combat monster with additional armor, more powerful armature armaments, and a greater crush strength
-Additional Armor: The Main Body has 800 MDC, each arm 140 MDC
-Enhanced Damage:
Pry 5d6 MD
Crush 1d4x100 MD per a full melee(15 seconds) in a full tentacle clench
-Armature Armaments---Rather than tools, the SkullCrushers have fitted more powerful weaponry to their Octas:
a) Plasma Burner--- 50 ft range, does 4d6x10 MD per full melee burn
b) Heavy Vibroblade---6d6 MD damage

*EcoS-K-25Hw---The Horrorwoods variant has been optimized for terrestrial and submarine combat. A similar variant is also used by the Darkwaters’ DeepWatch.
-Underwater Operations: Can swim at speeds up to 45 MPH, and depths down to 4 miles
-Sonar--- 80 mile range
-Blue-Green Lasers---Optimized for underwater penetration(no range penalty)
-Chameleon-Camouflage----Based on the Naruni Nomad Scout Robot, this system. This system changes color in 1d4 melees and gives the 'bot a limited stealth ability(-20% to Detect Ambush and Detect Concealment roles to find the thing). Also masks the ‘bot's thermal and infrared emissions, making heat sensors useless.

_________________
-------------
"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 May 10, 2011 8:45 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1086
Space Squids! That is just awesome!


          Top  
 
Unread postPosted: Tue May 10, 2011 9:17 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
taalismn wrote:
EShemar K-25 ‘Octas’ Deep Space Warmount

“ARRRGGGHHHHH!!!!! I DON’T KNOW WHAT IT IS BUT GET IT OFF MY SHHHIIIIIPPPPPP!!!!!!”
---Unidentified Exile Fighter Pilot, on a raid into suspected Shemarrian space, Inner Annach Gulf, Thundercloud Galaxy


0_o
o_0
~_~
"SQUIDS IN SPAAAAAAAAAAAAAaaaaaaccccceeeeeee"
..and yes... Rather fitting end for an Exile sticking their non-existant nose into the SSN's buisness

_________________
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 10, 2011 10:51 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
Space Squids! That is just awesome!



I have ideas for aquatic models the size of an SSBN too....Not necessarily Shemarrian.
Just the thing for scaring the HELL out of aircraft carrier task groups and random merchantmen. :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: Tue May 10, 2011 10:52 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
taalismn wrote:
EShemar K-25 ‘Octas’ Deep Space Warmount

“ARRRGGGHHHHH!!!!! I DON’T KNOW WHAT IT IS BUT GET IT OFF MY SHHHIIIIIPPPPPP!!!!!!”
---Unidentified Exile Fighter Pilot, on a raid into suspected Shemarrian space, Inner Annach Gulf, Thundercloud Galaxy


0_o
o_0
~_~
"SQUIDS IN SPAAAAAAAAAAAAAaaaaaaccccceeeeeee"
..and yes... Rather fitting end for an Exile sticking their non-existant nose into the SSN's buisness


Yep; all too happy to start incorporating elements from Thundercloud Galaxy into the material. :wink:

_________________
-------------
"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 11, 2011 5:31 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
Prelude: The rebirth of the Skull-crushers in the Tri-galactic Group.

Spinster Bone-setter wandered the massive human-built and ancient vessel. The raid had gone well on the alien world ‘Motavia’ and the supplies needed to continue the mission and increase the ranks of the sisterhood had been procured. Bone-setter stopped and curled her short stubby antennae in frustration.
Yes, the machinery on board the stolen vessel had been easily retrofitted to produce new Shemarrian bodies, and yes, the technology used in the Motavian HuCast gynoids & androids was easily adapted and converted. The only problem was the same as always; the splinter in Bone-setters molycirc mind.
The new sisters would just be hollow copies of the remaining warriors and males of the cross-dimensional expedition.

They would be “clones” in both mind-spark and body. That was not what the voice of the Maker had in mind. Bone-setter her fellow Spinsters, warmistress and warrior sisters had been sent to test how far the taint had spread amongst their raiding party, to let the tainted purge themselves in the fires of battle and to take those who were still clean away…far away, from the coming civil war between the renegade tribes and those still loyal. The mission was to propegate and come back to aid in removing both the dark-metal taint (The voice of the Maker called it Blacksteel) from the one the Maker called ‘Shaper’, and to also eliminate the rogue tribes from the face of Gaea. That was the plan.

Bone-setter continued on her way, slowing down to look out a porthole at the sense distorting view of Faster-Than-Light travel; a marvel to equal the majesty & mystery of the Goddess. She mused to herself that is was really too bad they had lost the other long-distance tavel engine; the Fold Drive, in the last ditch attempt to escape the deranged ancient A.I. on that planet the vessel had come from, and those damnable Humans & aliens who worshiped the Phoenix.

How had the ‘Phoenix Force’ managed to be on the same world in the same dimension at the same time, as the ‘Riders of bloodmist’ raider horde Skull-crusher tribe?

Reaching the hatchway to the bridge, Bone-setter bowed in obeisance to Lysha of the axe & Padahlo Bloodmane; the warmistress’ 2 personal guard.
“I come to speak to Mistress-Captain Bloodmist. May I enter?”

Bone-setter waited, still on one knee. Had she been able to sweat, her brow would have been sheend in it.

Not even deigning to speak to the Spinster, the warrior Padahlo aether-spoke to Bone-setter;
-=The Warmistress is busy trying to fix the mess you and the rest of the saw-bones and males have put us in. Go back to your precious “dolls”=-
The last being delivered with a dismissive flick of the warrior’s left antena.

“Let the technician matriarch in!” boomed a deep feminine voice from beyond the hatchway.

Both guardswomen flinched their antennae into tight curls at the brusque and commanding tone. Lysha of the axe motioned for Bone-setter to get up and hurry through; she as well not stooping low to speak to a lowly “technician”

Would that they knew the truth. Thought the spinster.

Bone-setter entered the human-scaled room and saw the bulky form of her warmistress, Bloodmist, sprawled back against the framework of one of the command couches; long since removed from its frame. The spinster approached Bloodmist’s side and waited on her leaders’ pleasure. She noticed the 3 antennae copper-haired chiefteness was not in the traditional war paint of black & white face skull pattern. Eventually after long moments of both starring at the blue-shifted universe streaking by, Bloodmist turned to acknowledge the matriarch-technician.

“Speak, healer. I know what you will tell me, but I would have the words spoken to me.”

Bone-setter nodded once and replied.
“the Makers’ plan can not succeed as things stand, Matriarch. The ‘new-sisters’ are empty shells. We spinsters can only make pale copies of those warriors we have walking among us; they would not have the fire or the experience of newly admitted tribe. Also, seeing reflections of ourselves would drive all of us mad eventually. Madder than the tainted metal would, albeit, slower.”

Horde matriarch Bloodmist just nodded back, her dark eyes revealing nothing and her antennae still.
“What would you advise then Bone-setter? My two guard-maidens would say to bring forth the “dolls” regardless of the danger of having clones of our minds among us. They would say it would be far better to have fodder for the battle than to waste our own numbers.”

Bone-setter drew in breath she did not require, but the emotions and trepidation her soul-spark felt caused the involuntary reflex.
“There is one way Matriarch. Though it pains me to suggest it.”

“What, little sister?”

Bone-setter did the only thing she could think to do, even though it put her, and those like her at the greatest risk imaginable. The situation demanded action be taken NOW.
“Goddess & sisters forgive me, but I can not let us fail.”

While the spinster’s words caused the war-chieftainess’ antennae and face to register shock and incomprehension, Bone-setter rammed her clawed fingers into the voice processor / throat of her beloved matriarch. As Bloodmist brought her armored forearms up to break the spinster’s contact, Bone-setter released a portion of her soul-spark through her hand, feeling it pass on into the body, mind and spark of the Horde-mistress. As the blue mist of the Ecotroz life-force fragment passed into the hulking Shemarrian war-leader, Bone-setter felt herself get weaker, but no less determined, as Bloodmist’s eyes went from chips of black-ice to blue-flecked “living” orbs.

“Awaken my chieftaness…my love. We have much work to do to redeem our tribe.”


The Motavian colony vessel continued through FTL transit. Taking its precious cargo deeper into the 3 galaxies. Taking the founding of a new destiny for the Shemmarian tribes.

_________________
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 11, 2011 5:43 pm, edited 1 time in total.

          Top  
 
Unread postPosted: Wed May 11, 2011 5:40 pm
  

User avatar
Dungeon Crawler

Joined: Thu Mar 06, 2008 10:44 pm
Posts: 240
Ah, excellent, more fluff/story text for our favourite robo-Amazonians. :D My favourite part of this thread by far.
And I WAS wondering how the Skull Crushers were going to agree to join the SSN, good to see they're actually going to do so willingly. After all, why murder each other when there are Sploogies about? ;) :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: Wed May 11, 2011 6:27 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
*bump*

_________________
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 May 11, 2011 7:35 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
Advanced Cultural Notes:(Shemarrian Star Nation) Deon---Blood Rider Enclave World

It had really been a quite clever trap. It might have done Kani BloodShard some real damage had she not been extremely cautious after her last encounter with a nightlacer and spotted the triplines. Thus, she had only been PARTIALLY buried by the net of vines and rubble that had been dropped on her. However, she’d been able to draw her blades, and with them quickly begin to slice through the entangling vines and trapping rocks.
As she ripped free of the vine trap, she had caught a glimpse of her ambushers when they came up and caught sight of what they thought they’d trapped, instead slicing through the entanglement and impromptu burial. Once they had, though, they’d freaked and panicked. Three female forms, two of them clad in rags, bearing scavenged weaponry,visible in the wane half-light cast by the glowing lumacoronium veins in the tunnel walls. The third was nude, running all fours, hind legs warped and reshaped to better accommodate the four legged stance, a stinger-equipped tail that was NOT original equipment sprouting from the base of the spine. That one had shown every desire to leap upon her and try to rip out her throat, but had been hauled away, growling inarticulately, by a tight grip on the collar around its neck and hair by one of the other two. Of those two, one had had long hair, and large eyes that glowed with the light reflected from the electrical bolts she had been throwing from slender arms bulged by tendrils under the skin. The other one had been shorter and smaller, short-haired, cradling an oversized Kittani-made rifle in her arms and frantically yelling at the other two that they had to move, move, move!
Kani might have caught them as they scampered down a side tunnel, but the electrone bolts that the tall one had blindly thrown in her direction had set off another mini-avalanche of loosened rock that she had to avoid. After that, she had to consider proceeding cautiously; the escapees might have had time to set up a fall-back position to lead Kani into another trap. Pinned at their mercy, between the three of them, two with obvious energy weapons, the bioborgs, for that was what they obviously were, could take apart even a Berserker like BloodShard.
Kani instead turned to clearing the tunnel she’d come down, securing her way back. Satisfied that she’s cleared the worst of the obstacles out of the passageway, she sent an interrogative signal back, then waited anxiously for a few moments, wondering if she’d have to deploy one of the small spider-relays the tunnel hunters carried with them.
#”Hoi, sister! What worries you? A matter of urgency?”# Kani recognized the -comis- of Scout-Lancer Madria True-Edge.
“Hoi! Your pardon, sister, I was just checking in. I thought ‘d just mention I just had an encounter with some locals. Three bioborgs. All three apparently healthy, and armed.” Kani sent along a burst-compression file of her memories of the three.
#“Interesting....I don’t believe we’ve made the acquaintance of this particular little group yet. We’ll have to check against the records, see if they’ve been involved in any previous actions.”#
“They don’t appear to be too hostile, and they may have been expecting somebody else. With the exception of the one, they turned and fled as soon as they realized who I was.”
#”Not one of the cutthroat gangs or Splugorth pets, then, unless they’ve already encountered us before and you ran across the survivors. Have any idea where they went?”#
“I lost them down an uncharted tunnel in the direction of Grid Fourteen-Eight. I didn’t pursue until I could report in.”
#”Wise move, Berserker. Chieftain-of-Scouts BloodClarion believes the tunnels there might link with the Nocturne River cavern. I’ll tell the scouts there to be on the watch for your three. You hold to your patrol and pursue only if you can corner them on the known map. In the meantime have you heard that Aerlin SoulSplitter got two Altarans in close combat?”#
“No, I didn’t! Damn, some girls have all the luck!” In the dark tunnels of Deon, the infamous Blind Warrior Women had really come into their own as guerillas, and taking down two of them was no small glory in the cleanup of the remaining Minions on what had become a Blood Rider world.



Deon is a world in conflict, both with itself and offworlders. A harsh world that was primarily settled as a gulag, it has become a hell of both natural and unnatural causes.
Deon was originally surveyed and tentatively settled by asteroid miners from the Human Alliance about two centuries ago, but being so far on the periphery of the civilized worlds, the mining colony proved too difficult to maintain, for diminishing returns on the investment, and the effort ended in failure. When more pressing matters called for the HA’s attention closer to home, Deon was turned over by the HA government to one of the splinter quasi-corporate governments operating in the periphery, the Delian Consortium, who found a new purpose for the planetary settlement; a maximum security prison and penal colony subsequently called the Deon MaxLoc. On Deon, violent and repeat offenders with little chance of rehabilitation could be shipped off and forgotten, out of sight and out of mind.
Almost from the beginning, though, the Deon penal colony was corrupt; the Delian Consortium’s administration was making a profit collecting ‘disposal fees’ from various regional governments who wanted to permanently remove dangerous criminals from their societies. ‘Dangerous’, however, could also mean relatively minor offences, or political dissidence, depending on the local legal definition. The Deon Penal Administration didn’t care WHAT the particulars were, as long as the appropriate palms were greased, and so didn’t look at the criminal histories except in the most desultory way. As a result, a great many misdemeanor criminals, political prisoners, and wrongly-convicted innocents were sentenced to rot at the Deon colony for the crimes of merely annoying the wrong people in power.
The corruption didn’t end there, however. As if exile to the inhospitable world wasn’t suffering enough, the actual prison was run for the amusement and profit of the guards, who both ruthlessly exploited the prisoners and looked the other way when the more violent criminals inflicted their own pecking order. Pit fights, extortion, slavery, and abuse were rife in the prison. Arguably the fatality rate among prisoners was greater from murder than from the harsh working conditions in Deon’s mines, at least until the mines broke into the vicious ecosystem deep beneath Deon’s crust. . Among the lower social strata of the sector, Deon acquired a notorious reputation for being the ‘end’ for the unlucky, a Devil’s Island penitentiary that nobody escaped. This was the way things operated for over a hundred years; the parent Consortium taking little or no notice of the rumors of how Deon really operated, figuring in fact that the negative publicity actually HELPED the cause of law and order if nobody wanted to be sent to Deon. As Deon lay in a supposedly pacified sector of the Scramble, the overstretched TVIA never got around to doing an inspection of the facility, and never managed to catch on to the corruption going on there.
The end of the Deon MaxLoc finally came in the last ten years of its operation, when the twisted code of operations became so engrained at Deon that nobody batted an eye when the corruption reached Caligulan levels of abuse. The last warden was so corrupt that she even had dealings with the Splugorth, selecting candidates from among the prisoners for ‘special work details’ and ‘rehabilitation release parole’, but in reality selling them to Splugorth slave traders who would drop int the system to exchange luxury trinkets for warm bodies.
The warden’s dealings with the Splugorth would ultimately backfire, when the Splugorth discovered something(or somethingS) about Deon that made them want to cut out the middleman. One day they simply flew in and seized the penal colony, killing and enslaving most of the prison administrators, and taking over the colony themselves. As the penal colony was not armed against serious outside threats, and the Splugorth had been keyed in as ‘friendlies’ by the warden, the small Splugorth attack fleet breezed right in with little opposition. The Splugorth enslaved EVERYBODY, and those who were not worked to death, were used as personal playthings and the subjects of Biowizardry experimentation. Nor was the Splugorth’s accomplice spared; for her greed and casual cruelty to her own species, the warden was reverted to the mental state of an aggressive predator, and biomodified into the equivalent of a bloodhound, to serve the new Splugorth Minion commandant of Deon.
Rather than seek to liberate Deon from the Splugorth, the Delian Consortium simply wrote off the colony, washing their hands of it and leaving its inhabitants to suffer under the Splugorth occupiers. Effectively considered to be behind enemy lines, no effort was made to retake Deon. Being sufficiently off the beat and track for travel in the sector, the planet was effectively ignored for the time being by the other settled worlds in the sector, though they did step up their defensive patrols in those areas of their space on the approaches from the Desokos system.
A month later, though, the Shemarrian Star Nation struck, attacking Deon with their OWN small fleet. The attack was swift, and the Blood Riders who made up the attack force ruthless and efficient, destroying the Splugorth space presence before driving down into the mineshafts and pitheads of the colony to take on the Minions in close combat. The Shemarrians took over the main complex, freed those slaves still being held there, and settled in themselves as Deon’s new overlords while they hunted the remaining Minions. A number of Minions who had been out exploring the vast underground tunnel network and harvesting its lifeforms, managed to escape being caught in the initial strike, and proceeded to hide out in the caverns, where they frequently preyed(and were preyed upon in turn) by groups of escaped fugitive prisoners(many driven mad by exposure to Deonese diseases), escaped bioborgs and BioWizardry experiments, and a handful of better-organized and armed former prison guards also hiding out in the tunnels.
The primary settlement continues to be the main (former) prison complex, which sits in a large cavern some eight hundred feet below the surface, and linked to a surface spaceport annex by a long tall shaft. Below the main prisoner housing, forced labor mines sprawl away, down and sideways. Several secondary facilities are located within a fifty mile radius; these secondary stations serve as specialized prison facilities(such as solitary confinement/torture) and work camps(some of which have secondary shafts to the surface, though no spaceport access). About a thousand feet under the surface is where the penal miners discovered the life-tunnels, a massive network of interlinked tunnels, underground rivers, and caves that are home to Deon’s subterrranean lifeforms.
The Bloordriders have taken over the main complexes, cleaning them out of both the original prison guard barracks and Splugorth equipment, and settled in to do a little mining, a little hunting, and a lot of Minion stalking. The Blood Riders have made some effort to separate the hardcore convicts from the wrongly imprisoned and genuinely repentant/rehabilitatable(a task made all the more difficult by missing or suspect records, necessary actions to survive the hothouse environment of the prison, and trauma from the Splugorth occupation) and ship the latter to refuges offworld, but it’s slow and painstaking work for the warrior Tribe, who are much better at fighting.
The vast underground tunnel systems are rife with surviving convicts and guards, many of whom have formed crude, tribal societies, escaped slaves and Splugorth biowizardry experiments, Minions who escaped the Blood Rider attack, and predators of Deon’s barely understood ecosystem, all of whom are dangerous and prone to attack anyone or anything they come across. A dozen little brush wars have broken out in the caverns outside the Shemarrian perimeter, the gangs and factions fighting for territory, revenge, or food.
For their part, the Blood Riders consider Deon to be a wonderful exercise; the tunnels promote the sort of up-close personal combat the Blood Rider Berserkers LOVE, and the various factions provide a variety of combat possibilities. Visiting Blood Rider warriors frequently go hunting the tunnels on patrol, obstensively to find and rescue refugees but also looking for fights, and more often than not, finding them. Furthermore, the Splugorth have made several efforts to retake Deon, or at least rescue their personnel stranded there. That tells the Blood Riders that their presence is denying the Splugorth something they WANT, and affording the SSN the opportunity to sting the hated Splugorth again and again. Several times the Blood Riders have set ambushes for the incoming Splugorth, in order to bleed their forces, ambushing them either in space or on the surface.
As far as the Delian Consortium and the rest of the Three Galaxies know, Deon is still occupied by the Splugorth. That means that it’s possible that at some point the CCW may show an interest, or one of the nations that was paying the DC blood-gilt may suffer pangs of conscience, and send a taskforce(or mercenaries) to investigate and maybe attempt to drive the Splugorth out. Whether the Blood Riders wil contest any such effort to liberate Deon, or abandon it to the CCW, is debatable. The Shemarrians, though they enjoy using the planet as a hunting ground, aren’t all that invested in Deon as yet, and the Blood Riders have only continued mining operations in rather desultory fashion.

Solar System(Desokos)
Number of Stars: 1
Types of Stars: Blue Dwarf
Number of Planets: 7;
-Asteroid (D-1)---Largely believed to be a chunk of D-2 blown off during a previous low pass to Desokos, it now races in a lower orbit ahead of its ‘parent’.
-Terrestrial(D-2)---A large(twice the size of Earth) ball of sun-blasted rock, with an atmosphere choked by volcanic eruptions and irradiated surface material evaporating off the surface. D-2 is wracked by violent earthquakes every fifteen years when it makes a lower-orbit pass around Desokos, the activity violent enough to send geysers of rock and atmosphere spraying out into space. What few astronomical studies of the Desokos system that have been made give D-2 only another 1,000-2,500 years of existance before it breaks up completely and forms an asteroid belt or is drawn into the star.
-Terrestrial(D-3)---Another large, nameless ball of rock with a surface temperature hot enough to melt steel.
-Gas Giant(D-4)---A ‘hot gas’ planet close enough to the primry that the solar wind is blowing a ‘tail’ of gases off its upper atmosphere.
-Terrestrial(D-5)--- Deon, location of the Delian Consortium Deon MaxLoc Penal Colony.
- Gas Giant(D-6)---A cold gas gaint with four moons of note. D-6 was home to an automated communications relay and refueling station used by the Delian Consortium to restock prison transports servicing Deon. The station was destroyed when the Splugorth moved in. The refueling station has been rebuilt on another moon by the Shemarrians, who have hidden a cruiser squadron on the moons to intercept any Splugorth raiders coming insystem.
- Gas Giant(D-7)---A cold gas giant with six moons of note. In one of the recent clashes between the Shemarrians and the Splugorth, the Blood Riders ambushed a Kittani scout force near D-7, and eliminated a listening post. The moon system has since been seeded with mines to prevent further attempts to use D-7 as an assembly point.


Planet
Type: Terrestrial
Diameter:10,000 km
Gravity: Low; 0.9 g
Temperature: Hot at the surface; 125-440 degrees F.
Down in the tunnels, the temperature ranges from -30 F to 45 degrees F.
Unusual/Special Features:
Atmosphere:
On the surface, Deon has a thin, hazy and slightly corrosive atmosphere that cannot be safely breathed for more than five minutes without breathing apparatus.
Down in the tunnels, the atmosphere is an oxygen-nitrogen mix, dense, but tainted. The air can be breathed only for about 48 +P.E. in hours before breathing becomes labored, and eventually leads to rapid fatigue, dizziness, and respiratory distress. Filter masks help extend the breathability of the air. Bioborgs and other bio-enchanced characters suffer NO problems from the tainted air.
Terrain: The surface of Deon is 80% flat, cracked, baked desert, with a few small ridges and mountain chains breaking the monotony.
The deep underground is characterized by large, wide tunnels and deep caverns.
Notable Mineral Concentrations:
- Lead
- Gold/Silver
- Amethyst
- Samarskite
- Maganese
- Colombite
-Lumacoronium---A mica-like ore with phosporescent properties, lumacoronium is used to make luminescent signs, paints, and electrical components. The underground of Deon is rich with the material, which illuminates many of the tunnels and caverns.
- Deonsite---This is a recently discovered form of shale-like material found in Deon’s tunnel systems, and possibly one of the reasons the Splugorth invaded. It is a layered, black-green rock that fractures easily. Its dust is toxic if inhaled or ingested, but if properly prepared, the ore yields a number of chemicals useful in pharmecology and biotech, promoting cell growth and regeneration(or promoting the formation of difiguring tumor-like growths in its raw form).

Hydrosphere: The surface of Deon is bone-dry. All water on Deon is locked below the surface in deep aquifers.
Biosphere: Dense. One of the scary discoveries on Deon was a previously unsuspected biome deep underground. Though hinted at by the initial mining colony, the evidence of the ecosystem didn’t really come to light until under the penal colony’s administration, who downplayed reports to avoid garnering any official attention that might shut down their own questionable efforts. Frankly, though, the corrupt prison wardens were grateful for the discovery, as violent disappearances and the insuing prisoner tales of alien predators stalking the tunnels, horrible alien diseases, and strange deadly lifeforms helped keep the more timid prisoners from trying to escape(and conveniently eliminated those who did try). Xenobiologists would be beside themselves studying the Deonese subterranean ecosystem, but so far only the Splugorth , who had sent in several teams of xenobio harvesters to study and catalogue the biome, have done any sort of serious scientific study.
Among those native lifeforms already identified are several species of tunnel-dwelling predators, a carnivorous vine network, several species of fungi with poisonous spores, and a mite-like parasite that induces its victims into hypertensive aggression(it is suspected that it was these lifeforms that the Splugorth were most interested in as possible BioWizardry components).
Most of these lifeforms, flora and fauna, are not edible by humans, but a few species are at least digestible.
Civilization: Can be considered colonial.
Population: Deon is currently home to 12,000 Shemarrians, 17,000 former inmates, and an estimated 15,000 former inmates/guards who have gone ‘feral’(out of an original prison complex population of some 50,000) , living in the underground. The former inmate/guard population is wholly Human in species composition, though roughly 30% of the surviving inmates have been subjected to some sort of Splugorth experimentation/augmentation. There’s also an estimated 2,000-5,000 Minions who escaped the initial invasion and who are also hiding in the tunnel systems.
Technology: Roughly equivalent to Spacefaring, although only the Shemarrians have any star travel capabilities on Deon.
Economy: Some small exports of metals and minerals.
Wealth: Can be considered to be Impoverished. Before the double-invasion Deon’s industry was misery, the mining operations were low-return make-work, and the main income generator was what the corrupt prison guards could squeeze/extort/exploit out of the inmates. The main income/economy now is what the Blood Riders are pumping in.
Government: Shemarrian Tribal; the Blood Riders are currently the biggest guns on the planet, and they are large and in charge.
Law Level: Inside the Blood Rider enclave absolute authority rules, but out beyond the Shemarrian patrols, it’s effectively anarchy.
Popularity: The remaining prisoners/ex-slaves mainly see the Shemarrians as saviors and liberators, though some of the hardcore inmates see the Blood Riders as another bunch of would-be authoritarians who will ultimately clamp them all back in irons for their amusement. The ferals see the Shemarrians as another group of invaders, while the fugitive Minions abhor the newcomers.
Stability: Uncertain; the Blood Riders themselves retain stability in their own ranks, but the ex-prison population is another matter; the hardcore convicts want to either go free to leave the planet, or, in the meantime, re-establish a pecking order with themselves on top, and the political prisoners and originally wrongly convicted want eventual repatriation and revenge on ALL their abusers. The ex-prison guards want to escape, period.


Formatted as a Colony, Deon can be descibed as follows:
Colony: Penal Colony
Sponsoring Organization: Corporate, Delian Consortium
Colony Size: Roughly city-sized, with provision for 60,000 residents/inmates

General Alignment:
As a prison, the general alignment was Diabolical, with half of the population preying on the other half.
Under the Shemarrians, alignment has crept up to Aberrant, as the trauma of having been conquered by the Splugorth has given way to Shemarrian-imposed law and order.

Trade Policy: Not applicable.

Environment Around Colony: Underground

Notable/Special Natural Resources:
Mining: Lumacoronium---A low-tech high-labor operation for low returns. The original mines used convict labor and little in the way of advanced equipment. It has been continued by the Shemarrians using automation brought in from elsewhere.

Buildings/Facilities(of Note):
-Barracks---The original prisoner holding cells and barracks remain, but the drop in prisoner population means that fewer of them are occupied anymore, and the survivors dispersed to the roomier cells and facilities.
-Fortifications---The original automated prison cells and fortified guard facilities were retained under the Splugorth, and reinforced in some cases, but the Shemarrians have either removed most of the original equipment, or permanently fused barriers in place. The Blood Riders have themselves taken over several tunnels and facilities near the core and constructed their own fortifications(and an unknown number of surface weapons installations).
-Ore Processors---The ore processing stations are set aside from the main prison complex and are heavily automated and armored to prevent tampering. They are largely unchanged from the day the Delian Consortium installed them, but the recent years of neglect have started to tell on them, and major breakdowns will likely start occuring with the next five years of operation. It remains to be seen if the Shemarrians will replace them in that event.
-Hydroponics Farms---Several tunnels have been converted into hydroponics farms to help purify the air and water and reduce the need to ship in supplies. The farms were also used to dispose of the residue from the recyclers. Since the Splugorth occupation and the Shemarrian liberation, these farms have been targeted by fugitive raiders seeking to steal food.
-Recycler Tanks---These were used to reclaim, filter, and sanitize wastes, including dead bodies. The Splugorth improved these for their own people, and the Shemarrians have retained them.

Medical Facility:
Under the administration of the Delian Consortium, the Deon MaxLoc had a small hospital, though this was only used by the prison guards, and those prisoners in the favor of the corrupt administration(in fact, some of the more corrupt and vicious guards and inmates used the facilities to torture other prisoners). Under the Splugorth, those same facilities were used to store prisoners for experimentation at a new Biowizardry lab adjacent to the hospital.
Under the Blood Riders, a new hospital has been set up to treat the surviving inmates and work to relieve the suffering of the victims of Splugorth experimentation. though that’s taken some persuading that the patients are actually going to be HEALED, and not subjected to another invading alien species’ diabolical experiments.

Primary Energy Source: Fusion Nuclear Reactors. The original reactors have been the targets of several attempts by diehard inmates and Splugorth resisters to sabotage them, but the Shemarrians have installed several backups hidden away.

Primary Source of Transportation:
Under the original Delian Consortium, only the most basic transport was installed in the prison: rail cars for moving about the mines, and hoverplatforms for the guards. The Splugorth brought in several levitation platforms and hovercraft for exploring the tunnels and caverns, and a few of these have survived to be incorporated into the motorpool by the Shemarrians.

Security/Fight Force:
Small Army: the Blood Riders are THE de facto military force on the planet.

Outside Threats:
Under threat: Splugorth raiders, probing at the defenses of the Shemarrians, are the primary outside threat. The Shemarrians have boobytrapped and mined all the KNOWN surface pitheads and cavern entrances that the Splugorth have tried to use to recover their minions, and the Splugorth appear as yet to be unable to magically teleport or D-Gate into or out of Deon’s tunnels.
The underground colony itself is subject to raids by feral inmate tribes, insane bioborgs, and fugitive Splugorth diehards, seeking either to steal food and resources, or disrupt the SSN’s operations on-planet.
Since breaking into the lower tunnels, the settlement has also been seeing a growing number of attacks by the local fauna who are discovering the new food source from above.

Dangers of Deon:

*RagnorSpores---Toxic fungus spores that cause temporary and violent dementia if inhaled. Victims will become paranoid and aggressive, prone to lash out at anything they see as a threat.
Effects: Save versus non-lethal poison or suffer from delusional blind rage! If suddenly startled, annoyed, or attacked, the victim will (01-30) run madly away or (31-00) attack in berserker fury(no bonuses to strike, and use of fire arms/ranged weapons are at -3 to strike).
Duration: Ragnorspore psychosis lasts 1d6x10 minutes. Subsequent exposure to the spores save at a +1 versus effects, but doesn’t completely immunize against relapses into madness.

*PhazeoSpores---These are the toxic spores of a native Deonese fungus. If inhaled, they cause a painful condition similar to encephalitis, attacking the brain and nervous tissues. Though relatively easy to survive, the side effects can be long term, including relapses of short term memory loss and permanent amnesia. It is believed that it is mass-phazeospore poisonings that have led to the formation of many of the ‘feral’ gangs of escaped prisoners eking out a tribal existance in the tunnel system.
Effects: Save versus non-lethal poison or suffer high fever, vomiting, temporary blindness, and dementia. 60% chance of suffering short-term memory loss covering a period of 1d6 hours around the time of infection. 20% chance of suffering full-blown amnesia(lose 1d6 skills and -15% to remaining skills).
Duration: Initial onset effects last 2d8 hours. At the end of that period the victim recovers, but may suffer short term memory loss(60% chance) or long term memory loss(20%). Roll again once every week for 1d4 months against periodic relapses and loss of 1d4 hours of short term memory, especially when under stress.
Subsequent exposure to phazeospores have NO effect aside from coughing and wheezing.

*Deonese Berserktic(aka ‘Juicer Bugs’)
This is a fingernail-sized parasite that seeks to burrow into a host near the base of the neck, where it can feed on brain fluids. To stimulate production of certain prefered brain chemicals associated with anger and aggression, the parasite infuses the victim with a cocktail of steroid-like chemicals that cause dramatic muscle growth and steroid-induced “’roid-rage”(the process takes about 15 minutes). Once the creature has pushed its unwilling host to its limits(until the host is killed or expires from its abused biology), the ‘tick abandons ship, along with a dozen offspring, to begin the process anew with fresh hosts. The berserktic normally feeds on other Deonese predators(in which case its effects are only 25% of that described here) but it has found a new favorite crop of prey in the humans and humanoid Minions now invading the tunnels of Deon, as humans and those most like them are even more susceptible to the ‘tic’s effects. Survivors tell horror stories of entire workcrews being transformed overnight into raging mucle-monsters and slaughtering each other.
The Berserktic has begun appearing as a Parasite in the Biowizardry marketplaces of Desslyth, though it is unknown if the Splugorth are able to successfully breed the creatures, or are selling off a stock of them acquired before the Blood Riders took over Deon.
Host Type: Warm-blooded creatures
Host Environment: Attempts to site itself at the base of the neck or between the shoulderblades, as close to the spinal column as possible.
Reproduction: Berserktics are hermaphrodites, producing about a dozen offspring after they’ve gorged themselves on their dying host.
Hit Points: 10
Average Life Span: 3 years
Alignment: Not applicable
Powers:
-Explosive Muscle Growth: +3d6 P.S. and is regarded as Superhuman
-Thickened Skin---The skin takes on a leathery texture with tumor-like cartilage growths that TRIPLE the victim’s original SDC.
-Berserker---The host must make a roll save versus insanity or go berserk; +1 to strike, +5 save versus Horror Factor, +1d6 to P.E., and the host effectively feels no pain while in the berserk.
Side Effects:
-Mindless Aggression: While berserk, the host is -3 to dodge, -3 to strike with melee weapons, and is effectively -6 to strike with modern and ranged weapons(more likely to use them as clubs).
-Ravenous Appetite: the humongified victim needs to consume massive amounts of food to keep all that extra muscle bulk fueled. Must eat their body weight in food every 24 hours. The victim acquires a hankering for high protein foods like meat, and may resort to cannibalism, eating his victims, in order to remain stoked.
-Overgrowth: The explosive muscle growth DOUBLES the victim’s weight, and HALVES P.B.
-Long term, the victim is in danger of suffering cardiac arrest, pulmonary failure, stroke, and blood clots. The host can go for its P.E. in days of full bore activity(2-3 times as long if the victim isn’t constantly being stirred into a killing rage by the presence of others) before the body begins breaking down; roll versus coma/death every time the infested host gets into combat/heavy exertion, a failed roll means the victim suffers a heart attack or blood clot(takes 4d6 to Hit Points, 1d6 of which will be permanently lost/cannot be healed without advanced medical attention or magical restoration).
Generally the victim lasts only about 2-3 weeks under the influence of the Berserktic(most die much sooner due to violence).
Size: 2 inches long.
Speed: Off a host, the berserkertic crawls at a speed equivalent of 3.
Means of Elimination: The parasite can be removed surgically. The damage to appearance, and to the heart and internal organs is permanent, and may require long-term care to keep the condition from worsening.
Market Cost: 85,000 credits through the Splugorth market. Berserktics are being marketed as a quick enhancement for ‘cigarette soldier’ cannon-fodder or gladiators.

*Makatos The Makatos is a large tunnel predator native to Deon. It resembles an overgrown bull terrier in shape; four -legged, with a large blunt head that ends in a four-part massive betoothed jaw. It travels the tunnels of Deon in packs, hunting down and devouring other animals. Of late, it has learned to hunt the newcomers; escaped prisoners and fugitive Minions alike. The name ‘Makatos’ comes from the native tongue of one of the few survivors of an attack by these predators; ‘makatos’ meaning ‘quiet death’.
The Makatos has one notable vulnerability; its sensitive hearing makes certain sonic frequencies, especially one emitted by many types of vibroblade, extremely painful to the creature. The creatures will try to avoid coming within 60 ft of an active vibroblade; they will lose coordination and thrash in great distress if forced within that radius. This was discovered to the glee of the Blood Rider Berserkers who have discovered that their vibroblades have just the RIGHT frequency.
Alignments: (Animal) Effectively anarchist
Size: Roughly 4 ft at the shoulder and about 7ft long. Weight 400-800 lbs
Physical Attributes:
IQ: (animal intelligence) 8
ME: 18
MA: 3
PS: (supernatural) 26
PP: 19
PE: (supernatural) 28
PB: 1
SPD: 70
(PPE): 9

MDC: 20-25
Horror Factor: 12
Natural Abilities:
-Bite Attack 3d6 MD
-Stink Glands---If badly frightened or outmatched, the Makatos will attempt to retreat, emitting a foul odour as it does so.

-Excellent Hearing---+1 Perception, +2 initiative, +1 parry/dodge
-Prowl----61%
-Natural Sense of Direction---98%

Combat: 4 attacks per melee
Damage:
Bite 3d6 MD
Claw 1d4 MD
Hunting Orientation: Hunts in packs of 3d6 members
Food Type: Meat and Bone

*Deonese Nightlacer The Nightlacer is a larger predator resembling a large, sprawling, four-legged wingless bat, with a bulbous head dotted with a dozen simple eyes, a prehensile tail, and four long tentacles coming out of its chest/abdomen. The creature typically sprawls across a cave or tunnel, lifting itself on its long legs to the ceiling, so its tentacles can trap anything blundering by under it.
The Nightlacer detects prey by laying down triplines of ultrafine gossamer throughout the tunnels it stakes out as territory. Like a spider, the Nightlacer checks its network of lines from a central hub location; it will immediately respond to any intrusion on its triplines, racing to the source to ambush potential prey.
Alignments: (Animal) Effectively anarchist
Size: Roughly 8 ft at the shoulder and about 10 ft long. Weight 600-1,000 lbs
Physical Attributes:
IQ: (Human equivalent) 8
ME: 19
MA: 3
PS: (Extraordinary/Robotic) 42
PP: 13
PE: (supernatural) 23
PB: 1
SPD: 23
(PPE): 13

MDC: 70-75
Horror Factor: 13
Natural Abilities:
-Bite Attack 2d6 MD
-Tentacles---5(two pairs and prehensile tail-like appendage)---Each one does 1d6+2 MD+ P.S. bonuses
-Excellent Hearing---+1 Perception, +2 initiative, +1 parry/dodge
-Prowl 80%
-Empath---Can sense the emotional state of its prey from 50 ft away.

Combat: 4 attacks per melee
Damage:
Bite 3d6 MD
Tentacle Slash 2d6 MD
Hunting Orientation: Mated pairs
Food Type: Fear; the Nightlacer eats flesh and blood for physical sustenance, but it draws an equal part of its energy from the terror of its victims. To that end it may play with its prey, pinning them to a wall, torturing them(caressing/squeezing with its tentacles, amplifying its victim’s discomfort) before killing them.


*Deonese Acid-Slug These giant whale-like omnivores slowly undulate through the darkness, consuming living matter in the tunnels, or chewing new tunnels through the bedrock, following veins of Deonsite. The tunnels they chew through the rock are often used by other animals to move between caverns. The Slugs themselves are idiot monsters who run entirely on simple instinct, and show no stalking or hunting abilities, eating whatever they run into in the underground.
The real threat that Acid Slugs present is to the unwary who may accidentally blunder into the path of these behemoths. Fortunately they are relatively slow-moving and not very bright , and their presence in an existing tunnel can be easily detected by the acrid odor of their acidic secretions.
Alignments: (Animal) Effectively anarchist
Size: Roughly 10 ft at the shoulder and about 30 ft long. Weight 6-8 tons
Physical Attributes:
IQ: (low animal) 3
ME: 5
MA: 3
PS: (Extraordinary/Robotic) 40
PP: 5
PE: (supernatural) 25
PB: 1
SPD: 14 (7 when tunneling)
(PPE): 13

MDC: 120-150
Horror Factor: 13
Natural Abilities:
-Bite Attack 4d6 MD

-Acidic Spit ---The Acid Slug drools and exudes an acidic ichor that helps it bore through rock. It can spit up to 50 ft, doing 3d6 MD, plus 1d6 MD for 1d4 melees, but even brushing up against the Slug does 1d6 MD, plus 1d4 MD for 1d4 melees. The Slug itself is protected by a thick, slippery layer of mucus that it exudes around itself.

-Thick Hide---Acid Slugs take HALF damage from physical attacks like punches, kicks, and concussive blows(including crushing and squeezing from cave-ins).

Combat: 3 attacks per melee
Damage:
Bite 4d6 MD
Body Trample/Crush 6d6 MD
Hunting Orientation: Solitary
Food Type: Omnivores, gobbling up whatever they come across in their travels

_________________
-------------
"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 May 12, 2011 3:55 pm, edited 1 time in total.

          Top  
 
Unread postPosted: Wed May 11, 2011 7:40 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Prelude: The rebirth of the Skull-crushers in the Tri-galactic Group.

The Motavian colony vessel continued through FTL transit. Taking its precious cargo deeper into the 3 galaxies. Taking the founding of a new destiny for the Shemmarian tribes.


Yeah, baby, yeah. Different from how I envisioned it, but still very welcome and going to hardcopy! :ok:

Quite a little folder/netbook building up here. 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: Thu May 12, 2011 1:43 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
taalismn wrote:
DhAkael wrote:
Prelude: The rebirth of the Skull-crushers in the Tri-galactic Group.

The Motavian colony vessel continued through FTL transit. Taking its precious cargo deeper into the 3 galaxies. Taking the founding of a new destiny for the Shemmarian tribes.


Yeah, baby, yeah. Different from how I envisioned it, but still very welcome and going to hardcopy! :ok:

Quite a little folder/netbook building up here. 8)


*bows*
The Hawkmoon were the first VISIBLE tribe to become spaceborne and take to this new frontier.
The Skullcrushers were the first to escape to it.

Meanwhile, the tainted 'Crushers continue to do the will of The Shaper on Gaea, and the civil war continues to gain momentum.

_________________
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 12, 2011 2:31 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
taalismn wrote:
DhAkael wrote:
Prelude: The rebirth of the Skull-crushers in the Tri-galactic Group.

The Motavian colony vessel continued through FTL transit. Taking its precious cargo deeper into the 3 galaxies. Taking the founding of a new destiny for the Shemmarian tribes.


Yeah, baby, yeah. Different from how I envisioned it, but still very welcome and going to hardcopy! :ok:

Quite a little folder/netbook building up here. 8)


*bows*
The Hawkmoon were the first VISIBLE tribe to become spaceborne and take to this new frontier.
The Skullcrushers were the first to escape to it.

Meanwhile, the tainted 'Crushers continue to do the will of The Shaper on Gaea, and the civil war continues to gain momentum.



Damn...the SCW went interdimensional....SCARY...
But then we ARE dealing with evil-possessed viral energy entities. :frazz: :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 12, 2011 5:35 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
Ah..but Bone-setter and the rest of the sisters (and a few brothers) on the stolen Motavian ark-ship were free of the taint.
The ones left planetside however.

Scene opens up onto the blasted and broken landscape of Silver island, Motavia. Trees and vines lay scattered about like matchsticks and string...
A hand covered in blackend synthflesh tears its way up from the piles of debris; a vile eye-paining purple-black aura surrounding the clawed hand of mega-steel and carbon fiber.

_________________
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 12, 2011 5:54 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Ah..but Bone-setter and the rest of the sisters (and a few brothers) on the stolen Motavian ark-ship were free of the taint.
The ones left planetside however.

Scene opens up onto the blasted and broken landscape of Silver island, Motavia. Trees and vines lay scattered about like matchsticks and string...
A hand covered in blackend synthflesh tears its way up from the piles of debris; a vile eye-paining purple-black aura surrounding the clawed hand of mega-steel and carbon fiber.



ZZzzzoooooommmmbbbiiieeeeeee mooonnnttttttttaaaaaagggggggeeeeeeeee......

_________________
-------------
"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 12, 2011 7:40 pm
  

Palladin

Joined: Fri Jun 26, 2009 4:11 pm
Posts: 7137
motavia, huh?

do we have a phantasy star fan in the house, or was that just random? :P


          Top  
 
Unread postPosted: Thu May 12, 2011 8:49 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1086
Is there a thread or site with collected info about the civil war? a time line of major events? Archie's thoughts and reactions to this?
I need to go through this whole thread again, anyway, but just wondered if there was a central collection. I have the feeling someone already asked this, or I did and just forgot.


          Top  
 
Unread postPosted: Thu May 12, 2011 8:56 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
kronos wrote:
Is there a thread or site with collected info about the civil war? a time line of major events? Archie's thoughts and reactions to this?
I need to go through this whole thread again, anyway, but just wondered if there was a central collection. I have the feeling someone already asked this, or I did and just forgot.

Nopes; it just fills in as our twisted minds think stuff up ;)
it's non-linear multi-author story telling :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: Thu May 12, 2011 8:59 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
Shark_Force wrote:
motavia, huh?

do we have a phantasy star fan in the house, or was that just random? :P

I can neither confirm nor deny the information at this time :quiet: :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: Thu May 12, 2011 9:14 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1086
DhAkael wrote:
kronos wrote:
Is there a thread or site with collected info about the civil war? a time line of major events? Archie's thoughts and reactions to this?
I need to go through this whole thread again, anyway, but just wondered if there was a central collection. I have the feeling someone already asked this, or I did and just forgot.

Nopes; it just fills in as our twisted minds think stuff up ;)
it's non-linear multi-author story telling :angel:


Maybe after a bit more background info and someone posts a couple more major events, someone will start piecing together a possible timeline. All I can say is everything that's been posted so far has been top quality! You and Taalismn should try making a world book!


          Top  
 
Unread postPosted: Thu May 12, 2011 10:33 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
Something to mess you up for the night:

"No, you may NOT attempt Progen with the BOLO!"

_________________
-------------
"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 12, 2011 11:25 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1086
taalismn wrote:
Something to mess you up for the night:

"No, you may NOT attempt Progen with the BOLO!"


But it (or he/she) has the soul of an artist! Just look at the pattern of the laser scorch marks! It's a beautiful butterfly! *Shemarrian Berserker caresses the laser cannon of the Bolo lovingly* :twisted:


          Top  
 
Unread postPosted: Fri May 13, 2011 1:15 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
taalismn wrote:
Something to mess you up for the night:

"No, you may NOT attempt Progen with the BOLO!"

*falls out of chair backwards*
BUWAHAHAHAHAHAHAHAHA!!!!

_________________
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 May 13, 2011 11:45 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
taalismn wrote:
Something to mess you up for the night:

"No, you may NOT attempt Progen with the BOLO!"


But it (or he/she) has the soul of an artist! Just look at the pattern of the laser scorch marks! It's a beautiful butterfly! *Shemarrian Berserker caresses the laser cannon of the Bolo lovingly* :twisted:


Hellbores, kronos, early model BOLOs may have had lasers as main armament, but briefly. A properly armed BOLO mounts Hellbores.

_________________
-------------
"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 May 13, 2011 12:02 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1086
taalismn wrote:
kronos wrote:
taalismn wrote:
Something to mess you up for the night:

"No, you may NOT attempt Progen with the BOLO!"


But it (or he/she) has the soul of an artist! Just look at the pattern of the laser scorch marks! It's a beautiful butterfly! *Shemarrian Berserker caresses the laser cannon of the Bolo lovingly* :twisted:


Hellbores, kronos, early model BOLOs may have had lasers as main armament, but briefly. A properly armed BOLO mounts Hellbores.


Ah, well I don't really know much about Bolos except that they are large, heavily armed tanks with full AIs. I need to do more research into them at some point.


          Top  
 
Unread postPosted: Fri May 13, 2011 12:06 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
[

Ah, well I don't really know much about Bolos except that they are large, heavily armed tanks with full AIs. I need to do more research into them at some point.



Welcome to a wonderful world of curbstomp, my friend. :wink:

_________________
-------------
"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 May 13, 2011 12:32 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
Even the MK3 mounted a 10cm hypervelocity railcannon; capable of imparting enough kinetic energy to level a hillside in one shot and vaporising a platoon of (albiet un armored primitive canibalistic mexican / neo-aztec savages) soldiers.

Then we get into the 30cm to 90 cm range kilotonne to MEGAtonne per second output of the MK XX to MK XXVI Hellbores.
That's NOT including the anti-personell flechette railguns or multi-megawatt ion-bolt infinite repeater secondary batteris, VLS missiles and tactical mortars.

Curbstomp indeed. :D

Heck, even the Skullcrushers would be intimidated.

_________________
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 May 13, 2011 7:21 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Even the MK3 mounted a 10cm hypervelocity railcannon; capable of imparting enough kinetic energy to level a hillside in one shot and vaporising a platoon of (albiet un armored primitive canibalistic mexican / neo-aztec savages) soldiers.

Then we get into the 30cm to 90 cm range kilotonne to MEGAtonne per second output of the MK XX to MK XXVI Hellbores.
That's NOT including the anti-personell flechette railguns or multi-megawatt ion-bolt infinite repeater secondary batteris, VLS missiles and tactical mortars.

Curbstomp indeed. :D

Heck, even the Skullcrushers would be intimidated.


Or wanting to know where they could get one... :D

Meanwhile...

EShemar EShe-F04‘Arkawing’ Fighter
“THEY GOT INSIDE OUR PERIMETER!!! THEY’RE BEHIND OUR GUNS!!!! THEY’RE GOING AFTER THE TRANSPORTS!!! SYPHON FANGS OF THE PATRIARCH, SLAY THEM BEFORE THEY KILL THE TRANSPORTS!!!”

The Arkawing represents the first wholly NEW fighter design seen among the EShemar of the Shemarrian Star Nation; their previously fielded designs have been recognizable as adaptations of Naruni designs. However, even the Arkawing has roused some controversy as to whether of not it is a uniquely Shemarrian design. The Arkawing bears a close resemblance to a similar design reportedly being tested by newcomer Aegis Stellar Industries(and some techno-historians claim that THAT design bears more than a passing resemblance to the designs of an ancient Terran aircraft designer, Barnes Wallis). Whether the Arkawing is a collaborative design between the two groups, or the Shemarrians stole the concept from ASI, remains unknown.
The Arkawing has a clean, dagger-sharp angular hull design with two sharply swept wings with wingtip engine pods on the ends. The wings are actuated to open up, the engines swiveling to adjust to the new angle, for low-speed atmospheric maneuvering or high-agility space dogfighting. Though each engine pod is less powerful and arguably less durable than one or two larger centrally located engines might be, the combined power of four makes up for it, the distance between the two pairs of engines prevents a single lucky main body strike from crippling the fighter, and the engines themselves are easier to access and replace. Like most Shemarrian fighter designs, the Arkawing cuts crew comforts to the bare bones to save weight and power; since the Shemarrian and NeShemar pilots require little if anything in the way of life support. The Shemarrian pilots can also handle higher acceleration and deceleration stresses without inertial damping, so the ships can be run to far higher performances.
Armor is relatively heavy for a fighter, allowing the ships to take a considerable beating from any weapons fire that makes its way through the high-resistance variable forcefield protection. FInally, armament is decidedly heavy as well, consisting of a mix of pulse lasers, rail guns, and modular missile launchers. The Arkawing is configured as a ‘slash and run’ raider, making quick passes at enemy formations and delivering pin-point missile strikes at targets of opportunity.
The Arkawing first appeared in the flight wings of the SilverMoon Tribe, but examples have since appeared in Hawkmoon units, sporting slightly different engine nacelles.
Type: EShe-F04 Arkawing
Class: Medium Aerospace Fighter
Crew: One
MDC/Armor by Location:
Main Body 560
Reinforced Cockpit 100
Wings(2) 200 each
Engine Pods(4) 140 each
Variable Forcefield 250 each side(900 total)
Height: 10 ft
Width: 30 ft w/ wings fully swept, 72 ft w/ wings fully open
Length: 68 ft w/ wings fully swept, 42 ft w/ wings fully open
Weight: 15 tons
Cargo: Survival pack and sidearms attached to the pilot’s pod.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:
(Atmosphere) Hover to Mach 5; transatmospheric.
(Sublight) Mach 19
(Kitsune Values: 45% of light speed; Accelerates/decelerates at 1.9% of light speed per melee)
(FTL) 5 light years per hour
(Underwater) Not possible
Market Cost: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Aerospace Fighter Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-70% to detect while stationary, -30% when moving)

*EW Jamming---Standard ECM suite for confusing sensor-guided weapons; -6 to strike

*Wings---The wings are fully atmo-capable MAWs(Mission Adapative Wings). +10% to piloting rolls when maneuvering in atmosphere.

*(Optional)---Because of their bionic/psionic nature, EShemar pilots can take the same bonuses as that of the New German Republic’s XML cyborgs(See Rifts: Triax II for details). Otherwise, they can just take the Russian bionic cyberlink bonuses.

Weapons Systems:
1) Paired Pulse Laser Cannons(2)---Mounted fixed-forward in the nose are two pulse lasers.
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x10 MD single cannon, 2d6x10 MD pulse burst, DOUBLE for both cannons firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Rapid-Fire Rail Guns(4)---Mounted fixed-forward in the nose are four rail guns.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
Damage: 2d6x10 MD single cannon shot, 8d6x10 MD for all four cannons firing simultaneously
Rate of Fire: ECHH
Payload: 1,000 rds per gun

3) Tail Laser(1)---Meant to discourage tailers, this laser fires in the tail arc.
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x10 MD single cannon, 2d6x10 MD pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Missile Launchers(2)---The Arkawing mounts two missile hardpoints, one on each side of the main hull. Each hardpoint can accomodate ONE of the following:
a) Mini-Missiles---24 shot pod per hardpoint
b) Short Range Missiles---6 shot pod per hardpoint
c) Medium Range Missiles---3 shot pod per hardpoint
d) Long Range Missiles---1 per hardpoint
e) Cruise Missiles---1 per hardpoint

Variants:
*EShe-F04Sm---The SilverMoon ‘royal’ edition of the Arkawing features a brilliant gold or silver laser-reflective finish
a) Laser Reflective Armor----Lasers do HALF damage.

*EShe-F04Hm---The Hawkmoon edition mounts additional manuevering thrusters and enhanced agility for finer control and faster responses.
a) Enhanced Maneuvering---Adds an additional +2 to Dodge in both space and atmosphere.

_________________
-------------
"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 Fri May 13, 2011 7:53 pm, edited 1 time in total.

          Top  
 
Unread postPosted: Fri May 13, 2011 7:50 pm
  

Palladin

Joined: Fri Jun 26, 2009 4:11 pm
Posts: 7137
taalismn wrote:
[snip]
EShemar EShe-F04‘Arkawing’ Fighter[snip]
(Kitsune Values: 45% of light speed; Accelerates/decelerates at 0.0% of light speed per melee)

so, uhhh... you *could* say it takes a while to accelerate to that speed, then? :P


          Top  
 
Unread postPosted: Fri May 13, 2011 8:00 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
Shark_Force wrote:
taalismn wrote:
[snip]
EShemar EShe-F04‘Arkawing’ Fighter[snip]
(Kitsune Values: 45% of light speed; Accelerates/decelerates at 0.0% of light speed per melee)

so, uhhh... you *could* say it takes a while to accelerate to that speed, then? :P



*GGGGGRRRNNNNNNNNNNDDDDD*#Phlak!Klack!CLICK!"%*$&&%$@#!#!!!"*GGGGGRRRNNNNNNNNNNDDDDD*
Mighty Shemarrian Warrior:(breaking down in tears) "AGGHHHH!!! IS IT _BRAKE, THEN CLUTCH, -THEN- SHIFT!??? OR SHIFT, -THEN- CLURCH?!
*WWWAAGGHHHHH!!* I DON'T KNOW HOW TO DRIVE A STICK!!!!" :frust: :frust: :frust: :cry: :cry:


Fixed...

_________________
-------------
"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: Sat May 14, 2011 12:42 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
taalismn wrote:
"AGGHHHH!!! IS IT _BRAKE, THEN CLUTCH, -THEN- SHIFT!??? OR SHIFT, -THEN- CLURCH?!
*WWWAAGGHHHHH!!* I DON'T KNOW HOW TO DRIVE A STICK!!!!"


*Refrains from making "woman driver" jokes...knowing that the result would be most likely terminal*

_________________
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 14, 2011 9:19 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
taalismn wrote:
"AGGHHHH!!! IS IT _BRAKE, THEN CLUTCH, -THEN- SHIFT!??? OR SHIFT, -THEN- CLURCH?!
*WWWAAGGHHHHH!!* I DON'T KNOW HOW TO DRIVE A STICK!!!!"


*Refrains from making "woman driver" jokes...knowing that the result would be most likely terminal*



Damn straight...
Safer things you can do, like truck-surf.
Besides, I could tell you horror stories of my learning the stick-shift(they involve a police officer, too!).
It's properly called a 'clutch', but to me it's a 'clurch'.

_________________
-------------
"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 16, 2011 11:52 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
just to keep this on page one
-bump-

_________________
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 17, 2011 11:01 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
Advanced Cultural Notes: Orseme NeShemar

“Hoi!”
“Hoi, Sister Steelbender! How was your trip to Germany? We heard the general report of the expedition, but we want to hear your tale! What was it like?”
“Hah! Ruins and fighting, wilderness and fighting, gargoyles and brodkil, more fighting, more ruins, more gargoyles and brodkil, but at least there was plenty of technology, what I could lay hands on without more fighting! Robots and vehicles; that much was NOT exaggerated!”
“That’s a Tinker for you! As long as there’s tech to be had, the rest is sideshow! We heard you adopted over there, Sister, some new NeShemar? Some German cyborg, perhaps?”
“You’ve heard about Otto, then? More than adoption, but I’ll let you see for yourselves; he’s in the back working right now. Let me introduce you to him! OTTO! “
“...Ja, Mutter?
“Otto, can you come out here and say hello to some people?”
Ich komme, Mutter!
cluph, cluph, cluph, cluph, Cluph, Cluph, Cluph, CLUPH, CLUPH, CLUPH, CLUPH!
“Wast ist los?”
(Private channel)( :eek: #“THAT’S Otto?!”#)
(#”He’s ENORMOUS!”#)
“Otto, say hello to two good friends of mine, Analise Flamespear and Deni Shieldbreaker!”
“Ah! Guten tag, sehr er freut!”
“Otto, please speak English, dear, you’re in America.”
“Hoopla! Es tut mir--I mean, I’m sorry, Mother! How’s this?”
“Much better, Otto.”
”Hah-hah! Hello, good day, ladies, I’m pleased to meet you both!”
“Ah, likewise.”
“Pleasure to meet you...”
“Otto, dear, if you’re not too busy, could you go over to Hammerhand’s compound later and pick up the new axles for Grimmin Rocklifter’s salvage truck? Grimmin told me they’re ready!”
“Kein problem! I mean, no problem! I’m just about finished up working on Squad Leader Roma’s hoverbarge--”
“Finish that up first. No hurry there. Now be off with you, boy!”
“All right, Mutter!”
CLUPH, CLUPH, CLUPH, Cluph, Cluph, Cluph, cluph, cluph, cluph, cluph!
“Such a GOOD boy, Otto! He’s so helpful, working on the vehicles like that! Well, what do you girls think?”
“Errr...he’s such a BIG boy...”
“He’s...WIDE....Was that a MOUTH up there? He must eat like a...”(hands go wide)
”Oh, he doesn’t eat THAT much; he’s still got room in him for storage, but he’s still a work in progress. He’s got room to grow. Once I finish balancing them, I’ll give him gravity thrusters for his Upgrade.”
“Gravity thrusters?”
“Not very fast or powerful, just enough to let him keep up with his big brother.”
:shock: ....BIG BROTHER?.... :shock:

The Spinster/Tinkers of the NeShemar are always creating new artificial lifeforms, a tradition that was established during the early days of the Shemarrian Civil War, when the rebel Ecotroz Shemar were seeking to bolster their numbers of warriors and warmounts, in the days before Progen became widespread. As much priority was given to modifying existing robots and other equipment to Shemarrian specs as was to repairing older equipment. Rebel Tinkers, honing their creativity and skills, turned out dozens, if not hundreds, of prototype ‘Enimals’, and to an lesser extent, NeShemar cyborg frames, many of them one-offs, before final models were approved for mass production in the Assembler Forges that were spreading ahead of the Progen technology. Similarly, the Ecotroz were becoming more profficient at diversifying/spreading into a wider variety of robot forms, forming a larger and more diverse ‘electronic ecology’ or cyber ‘gene pool’.
Even when Progen tecchnology became more widely available, experimentation continued, especially on animal-form Ecotroz Enimals, as the Tinkers sought to create a diverse array of new weapons and beasts of utility to the new Nation. Experimentation and the creation of SENTIENT robots was much more restrained, however. Though the spreading of the Ecotroz Awakening had added the R’Mar and a number of other former robots to the ranks of the NeShemar beholding to the EShemar, the EShemar prefered to increase their numbers via Progen, the Awakening of enslaved Shemarrians, and the addition of cyborg NeShemar. The creation of the so-called ‘Myrmidons’(low-intelligence Ecotroz born of the conversion of robotic drones, especially from the bite of EShemar Wolves*), didn’t sit entirely well with the NeShemar Elders, who feared it smacked uncomfortably of the very slavery they’d rebelled against. There was also a matter of some bias in favor of converting more humanoid and sophisticated robots; the Ecotroz tending to favor quality over quantity in this respect. So wholesale conversion of robots, espeically mass-production types like the Coalition’s Skelebots or Triax’s Dynabots, was frowned on. Likewise, the creation of sentient Awakened robots for wholly utilitarian or amusement purposes.
Still, the temptation was there, especially for younger or less experienced Tinkers with access to salvage, an Assembler Forge, and a desire to test something out or prove something. More than a few Tinkers have gone beyond simply programming a new robo-animal and granting it an animal psych-mind, and tried their hand at creating, then Awakening, more personable and intelligent psi-bots. Such have included modifications of existing stock robots, power armor, and robot vehicles, though there have been a few true chimeras made up of various parts.
These psuedo NeShemar have come to be known as ‘Orseme’, Original Sentient Mechanisms.
EShemar Elders tend to frown on the unauthorized creation of Orseme(since it harkens to the creation of Myrmidons), owing to the (fortunately as-yet-unrealized) potential that such experiments might create genuine monsters. Penalties for creating Orseme can be hard, especially when Tribe resources are scant, and can result in the Tinker in question being denied access to further Tribe resources, and assigned ‘minders’, or even forced to accept retraining under a more responsible Tinker, a loss of status and personal leeway that can be damning for a Tinker. More often than not, a Tinker responsible for creating an Orseme is assigned the task of parenting the new intelligence and making sure the Awakened psi-bot is properly introduced into EShemar society. In most cases, this isn’t a problem, as the Tinkers happily take responsibility for their ‘kids’, but in a few extreme cases, the young Orseme may become a ward of the Tribe, and fostered to other Tribe members.
Orseme are considered to be NeShemar, and every effort is made to fit them into the NeShemar sub-culture. However, this can be difficult at times, especially when a seven ton eight-legged psi-bot tries hanging out with its friends at a local township or decides to go courting. Most Orseme get along just fine in EShemar society, finding some niche to call their own, but it is rumored that the more disenchanted psi-bots have gravitated towards their own subculture, contributing to the rumors of a ‘Monster Tribe’ or the so-called ‘Shadowblades’.

*A spate of ‘robo-werewolf-ish’ was said to have afflicted numbers of Skelebots and and labor robots in the wake of reports of Shemarrian Wolves in Eastern North America, leading to abnormal behavior, inexplicable malfunctions, and even wholesale disappearances of the robot drones. Coalition soldiers operating in the East typically destroyed malfunctioning Skelebots in the wake of Wolf attacks as a field expedient.

Otto Steelbender--Darkwater Orseme NeShemar
Otto Steelbender is a modified Triax X-700 ‘Fat Boy’ Glitterboy power armor. How Sister Margo Steelbender of the Darkwaters got ahold of an intact X-700 and got it out of Germany, she refuses to say. Before Awakening Otto, she outfitted the Glitterboy hull with a full nervous-system set of ‘tactile’ sensors woven throughout the frame and skin, installed a Robot AI inside it, and made some other additions to give the hulking warmachine some additional utility and flexibility, then infused the resulting robot with the Ecotroz.
Otto has an Awakened Robotic AI, programmed with the Basic Military Combat Skill Program, Military Mechanical, General Labor, and Specialized Heavy Labor(his Ecotroz essence takes care of Human Emulation). As an Ecotroz Intelligence-fusion, he has the basic range of Ecotroz psionic abilities(and vulnerabilities), as well as the ability to learn secondary skills with time and experience.
Otto is fully intact and functional with regards to the full suite of X-700 systems, except for having only 900 MDC(as opposed to a full 980 MDC), but he also has a Bionic Cybernanite Repair System (repairs 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material) and a mouth/psuedo-digestive system to feed it. He also has a pair of smaller utility sub/tool-hands that emerge from the inside of his wrists, allowing him to perform fine work or reach into small spaces where his larger paws simply can’t fit. His crew compartment has become smaller and modified into an internal carrying pouch; a child or small woman could still fit inside(once the tools and other gear have been removed first) in an emergency, but not a larger(5’7” or larger) person. His heavy weight and large size, as well as short stubby legs, make it difficult for him to run very fast or fit atop of a Warmount for quick transport; for now he relies on piloting a large hoverplatform(modified hovertruck) to get around quickly and keep up with the Tribe.
Otto comes across as a shy, nerdish, Germanic kid who is trying to fit into a strange new society and not appear too buffoonish in the process(he still has a tendency to lapse into Old German or Euro when speaking). He’s most comfortable tinkering with machinery, helping his ‘Mutter’ with her work(especially working on large vehicles and reverse-engineering Triax technology), but he also does like to watch people, especially pretty (cyborg) girls(he’ll look, but not touch) in his free time, and is making friends with other young NeShemar and Progen Shemar. If and when the Tribe comes under attack, however, Otto loses that shyness in favor of full-blown adopted Teutonic fury, proving he’s as adept at using his double-barrel Boom Gun as he is with a wrench. Otto’s contribution of pinpoint artillery in support of the Tribe on several occasions has earned him acceptance among Sister Steelbender’s fellow Tribeswomen, especially those who were initially disapproving and critical of the bulky Orseme NeShemar.
Margo Steelbender dotes on her “adopted” Germanic child with maternal affection and not more than a little engineer’s pride at how her experiment turned out.

_________________
-------------
"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 Wed May 18, 2011 6:16 pm, edited 1 time in total.

          Top  
 
Unread postPosted: Tue May 17, 2011 2:05 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
Oh this is rich. *giggle*
I approve whole heartedly...
Also, it should be mentioned that though Hope Brightlance has gone into an alternate time-line Rifts Earth ( around PA 100 as opposed to the 'present' PA 109 ), she is still progen birthed EctrozShemarr. And her introduction to her new 'clan' (re; the team of PC's) has hit a BIT of a snag. There's a sentient robot already who is part of the group...and the urge to "awaken him / it" is very very VERY strong.

Quote Hope; "Stormglider? I seem to have a problem. Goodbones said nothing about these...-ahem- URGES I feel when I'm around the unit they call 'Lampshade'. Is this normal? It is nothing like what I feel when I am with Vansent; it is something more PRIMAL."

Stormglider (in very dry, almost britsh accentend mind-speach); "I would not know mistress Brightlance. I am only a male, and a Steel-Phoenix at that. The mysteries of the warrior caste & females are unknown to me."

_________________
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 17, 2011 2:15 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Oh this is rich. *giggle*
I approve whole heartedly..."[/color]


Yeah, I took your line, against the concept of Myrmidons, about how the Ecotroz was more discriminating and expanded on it a bit...plus the idea of the perhaps less-discriminating Wolves setting off 'robo-lycanthrope'(in the sense of turning dumb skelebots and drones into something else)...and it bled into the posts about the Shadowblades and a Tribe of monstrous-looking Shemarrians.... :D

Of course, now I'm getting an image in my mind of 'Otto' in leiderhosen... :shock:
Maybe a little tufted hat.

Now if only I could figure a way to have Otto do a shoutout to 'Freefall', throwing his arms wide and yelling "DOGGIE!!!"
Or worse..."HUGGIES!!!!" :shock: :shock: :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: Fri May 20, 2011 2:18 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
This should either be stickied or some OTHER peoples should stop wasting time on moot debates ( :badbad: :thwak: ) and put some creativity into some of the threads...like this one :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: Fri May 20, 2011 2:29 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
This should either be stickied or some OTHER peoples should stop wasting time on moot debates ( :badbad: :thwak: ) and put some creativity into some of the threads...like this one :D



Please; we can't all be hyperactive productivity-obsessed flaming egomaniacs or manic-depressives(though I admit that some debates should be non-starters and others would do well to be assigned to a 'no response unless paid forward with a contribution' penalty) :P .
But to justify it, I'll have some more material up this evening, or, if thunderstorms interfere, by tomorrow.

_________________
-------------
"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 May 20, 2011 7:48 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
EShemar Wayfinder ‘Delphin’ Scout Sloop
“They’re almost jewel-like, those ships...like an exquisite sea creature...and just as fast. Startle them or threaten them, and FLASH! They’re gone!”

“This is Captain Lieece Sunrunner of the SSN Explorer Corram to Exile vessels. Again, I repeat; the vessel you are approaching has already been claimed by the Shemarrian Star Nation! Power down your weapons and withdraw at once! You have been warned!”
The three large teardrop-shaped Exile cruisers did not slow in their descent upon the miles-long alien derelict embedded in the asteroid below, ignoring the smaller Shemarrian vessel that hovered nearby.
The communications channel crackled to life.
#”-and we say again, we do not recognize the claims of thieves plundering the heritage of our people! You have one centi-unit to skedaddle back where you came from and leave us alone! And as for your ‘claim’, well, that party of graverobbers you claim to have put aboard will be treated as such! We’ll send you whatever’s left of them after their trial for trespass and desecration of sacred artifacts-!”#
“SSN Explorer Corram to Exile vessels; that derelict is NOT an Exile craft; that has been verified by our exploration team! Your claim is invalid, and your actions inexcusable! Withdraw at once, or you will find there are other reasons your claim will not hold-”
#” ’Other reasons’? You mean to make a fight of it? Three against one with OUR advantage in firepower? Go ahead; battlefield salvage is as much our right too, and what’s left of you will be a nice bonus for today’s work! You presume too much, Shemarrian; you’re all alone out here and your reasons don’t hold any threat. What other reasons could we possibly have for giving up our claim?”#
As if on cue, three other sensor contacts appeared just over the horizon of the asteroid; sharp-finned bejewelled shapes similar in appearance to the Shemarrian Explorer, sensors and weapons already locked onto the Exile ships.
“Those reasons being The Wonderful Things of Punt, Nathaniel Bowditch, and the Olduvai Gorge. You now have two centi-units to withdraw your vessels and leave our claim alone...or else, we too will have a bonus for today’s work. Corram out!”

The Wayfinders are the scouts and explorers of the Shemarrian Star Nation, as well as their greatest magic-users. While they use the full range of Shemarrian starships, their particular proclivities have led them to devise specialized vessels uniquely suited to their roles as adventurers and ambassadors. The ‘Delphin’ is one such vessel design, developed by the Wayfinders with the assistance of the Darkwater Tribe.
The Delphin-class appears to be based on the TGE Berserker, and can sometimes be mistaken for one on long range scans(when the Shemarrians allow it to be seen, that is), but has been heavily revamped to better serve as a scout and small exploration vehicle. Shemarrians being more efficient and having less need for life support, the crew requirements have been reduced. The cruise missile launchers have been removed in the nose to make way for additional laboratory, cargo and sensor space. The engineering section has enlarged for a more powerful engine and larger powerplant, allowing for much higher speed and more power available for shields. The Delphin is also capable of limited atmospheric operations. The sharp orca-like fins of the Berserker have been replaced with long range sensory arrays that open up like sails to present larger scan surface for greater accuracy. The hull has also been reconfigured with stealth in mind, enjoying Shemarrian expertise in passive stealth design, as well as using TW techniques copied from the Splugorth. The lateral laser mounts have been replaced with modular weapons pods, allowing the sloop’s weapons configuration to be altered to crew preferences and mission needs, and the point defense systems have been replaced with Shemarrian equivalents. Finally, after the hulls have been delivered by the Darkwaters, the Wayfinders install a crystal matrix PPE generator, TW enhancements, and powerful suite of mystic sensors and defensive systems(the ability of the Delphin to generate fields of intense solar glare, solar flares, and nebulas in the path of pursuers has earned the ships the nickname of ‘Stinkbug’ among some opposition forces).
The resulting vessel is a compact, extremely fast, and shockingly agile starship. Though not particularly well-armed in its baseline configuration, the Delphin relies more on speed and stealth to avoid confrontations, the better to make sure that its information is returned to the Shemarrian Star Nation. However, it isn’t entirely fair to compare the Delphin to the Berserker on the basis of firepower; the TGE vessels are meant as relatively inexpensive mass-produced torpedo raiders, while the Delphin is a more more crafted vessel with more attention to a broader spectrum of systems. The Delphins are fully combat capable and, when crewed by experienced crews and high-powered mages, the Wayfinders’ ‘mosquito fleet’ has proven more than up to the task of savaging the Tribe’s(and the Star Nation’s) enemies. Even if not in the forefront of fighting, Delphins have been known to lead squadrons of other ships through previously thought impassable nebulae, plasma storms, gravitic hazards, asteroid belts, and orbital defense fields.
Delphin-class scout sloops can usually be found in the forefront of any Wayfinder exploration effort, the small ships and their courageous crews adventuring into the unknown, looking in the mysterious places for knowledge. Delphin crews often have a good-natured rivalry with the crews of Shem-Rahn Winged Justice Scouts, the respective crews racing each other to discover some new wonder or reach some previously unexplored system. With Wayfinder Pathfinders at the helm, these tough and capable little ships are undertaking some epic journeys of exploration across the Three Galaxies and beyond.
The Wayfinders have a notable tradition of naming their vessels for exotic locales(Serengeti, McMurdo Sound), , trade routes(Silk Road, Gulf Stream, NorthWest Passage), geophysical features(Everest, Laurentian Abyss), merchantmen, navigators, and other names associated with travel, exploration, and knowledge(Madame Curie, Florence Barnes, Auguste Picard, Sacagawea), much to the bemusement of trivia-minded scholars.

Type: ESheMar-FG07Wf Delphin
Class: Long Range Scout Frigate
Crew: 64.
Up to 10 passengers can be carried normally, but onboard accommodations are spartan. Additional passengers(up to 20) can be carried, but conditions are cramped, and unless the passengers are able to handle extreme cold and thin air, they’ll need supplemental life support(spacesuits or magical systems) or travel in stasis(as cargo).
MDC/Armor by Location:
Main Body 3,500
Bridge 1,500
Upper Sensory Array 1,300
Lower Secondary Sensory Arrays(4) 600 each
Forward Optical Array 860
Lateral Weapons Pods(2) 760 each
Long Range Missile/Probe Racks(2) 400 each
Point Defense Turrets(8) 100 each
Variable Forcefield 1,400 each side, 8,400 total
Height: 104 ft. At full extension, the lower sensor booms add an additional 50 ft.
Width: 65 ft
Length: 330 ft
Weight: 7,400 tons
Cargo: Small 20x30x40 ft cargo bay.
Additional external cargo pods can be attached ventrally(up to 3,000 tons) but reduce speed by 30%(ship’s so accoutered are sometimes refered to as ‘caravals’ among the Shemarrians)
Powerplant: Nuclear Fusion w/ 40 year energy life
Supplemental PPE Generator w/2,000 PPE capacity. Recharges at 500 PPE/hour
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 21
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 2.1% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not possible
Bonus: Thanks to the close-knit cyberconnections of its crew, the Delphin enjoys a virtually unheard of +1 to dodge in starship combat!
Market Cost: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Starship Systems, plus:
*Sensor Baffling----The Shemar ships can partially mask their sensor spoor, making themselves difficult to detect at long range. This acts as Stealth(-80% to detect while stationary, -40% when moving)

*Long Range Sensors---Extreme range of 9 million miles.

*Long Range Astrometric Sensors---These sensors are the equivalent of a military early warning array(something that has military authorities quite vexed) though they’re somewhat slower at detecting small targets like military craft(takes three times as long) due to their being calibrated for stellar phenomenoa. However, the arrays can still pick up the FTL fingerprint of starships travelling up to 32 light years away, and can detect the gravity wells of planets and planetoids(of down to Plutonian size) up to 40 light years away within minutes of scanning(rather than days of observation). Can also measure solar flux from as far away as 15 light years away.
Other sensors in this group include radio astronomy, gravimetric charting, quantum particle detectors, and space/time flux registers. Additional instruments may be ‘plugged in’ as needed/developed.

*Long Range GeoPlanetary Sensors---These sensors allow extensive surveying of planetary bodies in detail before physical probes and manned excursions are ever sent down. Advanced radiation sensors, spectrographic analysis systems, active gravitic beam probes, and tunneling neutrino scanners allow the ship to perform extensive atmospheric and geological mapping within minutes.....Subterranean strata and mineral deposits can be accurately charted from 1,000 miles altitude, though complete and thorough geographic/seismic surveying takes longer, ideally with the deployment of a network of geoscisats. Sensors include techno-sensors attuned to detecting fission and fusion powerplants, radio-frequency transmissions, concentrations of processed materials(such as optical fibers, plastics, and refined metals), and industrial gases/pollutants. PPE sensors detect and determine ambient PPE/magical activity, as well as the presence and location of leylines. Biological sensors study biological byproducts, chemicals associated with the presence of life.

*Dimensional Flux Shielding---The large ‘vanes’ produce a powerful space/time ‘anchor’ that shields the ship and its crew from external space/time flux...In a way, this is a technological equiavlent of an Astral or Spacial Mage’s feat of creating an Astral/Spacial Realm, only much cruder and limited(the crew cannot change the laws of physics within the field to suit their needs/desires.....though supposedly research is looking into that promising aspect of the technology). This also means that it is nearly impossible for magical or dimensional teleports to happen inside the ship while the vanes are in operation.
This also means that the ship enjoys a +15% to piloting rolls to manuever to break out of gravitational and dimensional storms and other phenomena. Damage associated with ley line storms, dimensional vortexes, and Rift Cannon are reduced by 75%.
Magic Sensors:(Courtesy of Kitsune)
• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.

Magic Systems:
Depending on the individual vessel and crew composition, the exact TW systems may vary, but the following are the standard/more commonly installed systems:
*LeyLine Speed Doubler(40 PPE)

*Magic Space Tether(11 PPE, 30 minutes, 200 ft. 130,000 tons)

*Impervious to Energy(160 PPE)

*Invisibility: Superior(160 PPE)

*Star Light(23 PPE, lasts 10 minutes and covers a 2,000 ft area)

*Triangulated Teleportation (80 PPE, 1 million miles)---This spell system is used in conjunction with a beacon at the point of arrival(typically a beacon deployed aboard an LRM probe or by other Away teams. To reverse it, the ship must drop its Flux shielding to recover Teleported crew).

*Hull Regeneration(1,440 PPE, limit of 30% of the hull. Repairs are Permanent)

*Solar Flare(250 PPE, lasats 1d6+5 hours, range of 1,200 miles)

*Create Nebula(500 PPE, lasts 10 hours, 20 mile range, covers a 50 mile wide area)

*Nexus Space Warp(380 PPE)

Weapons Systems:
1) Modular Lateral Weapons Pods(2)--In place of the Berserker’s ‘horn cannon’, the Delphin mounts two modular weapons pods. These allow the ship to be quickly refitted for specific missions, updates, and to obscure the specific capabilities of the class.
a) Long Range Heavy Lasers(1 per pod)---These lasers are actually an improvement over the original TGE weapons, as they are acquired from the Silvermoon Tribe, the expert optical engineers of the SSN.
Range: 10 miles in atmosphere, 20 miles in space
(Kitsune Values: 20 miles in atmosphere, 20,000 miles in space)
Damage: 1d6x100+160 MD single blast
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

b) Light Laser Cluster(3 per pod)---Replaces the heavy lasers with a cluster of lower-powered, but faster recharging and firing,light lasers
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
Damage: 6d6x10 MD per barrel, 2d6x100 MD for all three cannons firing simultaneously
Rate of Fire: EGCHH
Payload: Effectively Unlimited

c) Seige Disruptors(1 per pod)---Adapted from Golgan designs
Range: 5 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast at point of impact, plus 25% damage to a 30 ft radius
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

d) Particle Beam Cannon(1 per pod)
Range: 4 miles in atmosphere, 8 miles in space
(Kitsune Values: 8 miles in atmosphere, 8,000 miles in space)
Damage: 2d6x100 MD per blast
Rate of Fire: Three shots per melee
Payload: Effectively Unlimited

e) Tachyon Scatter Cannons(1 per pod)
Range: 5 miles in atmosphere, 10 miles in space w/ 4 mile wide arc
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space w/ 12 mile wide arc)
Reduce arc size in atmosphere to 1/4
Damage: 1d4x100 MD per single cannon firing
Rate of Fire: EPCHH
Payload:Effectively Unlimited

f) Plasma Torpedo Launchers( 1 three-shot launcher per pod)
These unusual weapons fire volleys of plasma bolts like missiles, and are even able to ‘curve’(up to 90 degrees) the shots somewhat to skip around ships and obstacles to envelope a target, but this control seems ballistic in nature, rather than active control(though there is evidence that the Shemar are able to actively direct the bolts within tractor beam range). The bolts themselves seem to have been endowed with a weak magnetic field that contains the plasma in a tight’packet’, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(likely how the EShemar manipulate their energy projectiles at short range and correct their course), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-3 plasma bolts each array, once per melee.
Payload: Effectively Unlimited

g) Long Range Missile Launchers(1 per pod)
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 40 missiles per pod ready to launch

h) Cruise Missile Launchers (1 per pod)
Range:Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-8
Payload: 32 each launcher, 64 total; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 6 missiles)

i) TW Ion Storm Cannon---This is a TW Projection System that carries its own PPE generator (800 PPE battery capacity; recharges at 30 PPE per hour, 90 PPE/hour at a leyline, 180 PPE/hour on a nexus). It can summon up to a Magnitude 5 ion storm at a cost of 250 PPE. Effective Range of 10 miles(Palladium)(Kitsune: 10,000 miles)

j) TW Meteor Storm Cannon---This is a TW Projection System that carries its own PPE generator (800 PPE battery capacity; recharges at 30 PPE per hour, 90 PPE/hour at a leyline, 180 PPE/hour on a nexus). Costs 150 PPE for a Type One shower, 175 PPE for a
Type Two, 200 PPE for a Type Three, 225 PPE for a Type Four, and 250 PPE for a Type Five. Showers last 10 minutes. Additional PPE may be routed from the ship’s own PPE reserves. Effective Range of 3 miles(Palladium)(Kitsune: 3,000 miles)

k) Long Range Jamming Pod---A powerful EW suite that effectively blanket-jams enemy communications and command-directed munitions with 80% effectiveness, Civilian-band communications are 98% jammed, while military communications bands suffer 80% degradation in effectiveness. Radar systems are similarly degraded....they can pick up the emissions, but cannot pinpoint the exact location of the source within the area of disruption. Area of effect: 600 mile radius in atmosphere, 60,000 mile radius in space.

2) Long Range Missile/Probe Racks(2)---Two external pods can be used to deploy long range probes or long range missiles.
Range: Varies by Missile Type (Long Range)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage:Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 40 missiles per pod ready to launch, 80 total

3) Point Defense Turrets(8)---Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 M.D. per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

Auxiliary Craft: None standard, but up to TWO large shuttles or Scarab Battle Landers can be carried externally. The large airlock also has provision for up to 10 medium-sized(Monstrex-sized) Warmounts.

Variants:
*ESheMar-FG07Wf-B---A modified version with both a conventional contragravity drive AND a Rift Drive(capable of 20-light year jumps every 4 hours. It’s been rumored that the Wayfinders have also tinkered with the drives to perform extradimensional jumps.

*EShe-FG07Dw ---Though the Delphin has been seen mainly with the Wayfinders, the Darkwaters have been rumored to retain a few hulls for their own use. The Darkwater version would differ mainly from the Wayfinder ships in lacking the PPE generator and magic systems, substituting additional avionics or weaponry in their place.

_________________
-------------
"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: Sat May 21, 2011 9:16 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
Not bad...not bad at all. I'd have gone a different way but *shrug* this suits the TW Shemarr quite well. :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: Sat May 21, 2011 6:52 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Not bad...not bad at all. I'd have gone a different way but *shrug* this suits the TW Shemarr quite well. :ok:


Yah know, they have more than one type of ship in their fleet, don't cha? ;)

_________________
-------------
"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 22, 2011 12:41 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
taalismn wrote:
Yah know, they have more than one type of ship in their fleet, don't cha? ;)


(In Matt Smith as Doctor voice) "Working on it. It's a thing, a thing in progress. Respect the thing."

_________________
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 22, 2011 2:12 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
taalismn wrote:
Yah know, they have more than one type of ship in their fleet, don't cha? ;)


(In Matt Smith as Doctor voice) "Working on it. It's a thing, a thing in progress. Respect the thing."


"What thing?"
"The thing."
"THIS thing?"
"No, I said THE thing!"
"You mean THIS thing?"
"No, I already said not THIS thing. It's not THAT thing either."
"So what thing are we talking about?"
"Just don't say any thing."

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

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


          Top  
 
Unread postPosted: Sun May 22, 2011 3:01 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5189
So...sea-life based hulls huh? *Thinkers pose*
Ah hah! *slow, evil grin* :demon: fair enough; will still be in keeping with the "non-agressive" design... but I think I have the Wayfinder's next hull.
And it even ties in with already established material (well, material in another thread but HEY!...) :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: Sun May 22, 2011 3:44 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1086
So we'll be seeing things based on lionfish or swordfish designs? what about sea serpents for Sapphire Cobras? Lizard design robots?


          Top  
 
Unread postPosted: Sun May 22, 2011 4:02 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43196
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
So we'll be seeing things based on lionfish or swordfish designs? what about sea serpents for Sapphire Cobras? Lizard design robots?


I've got a Sapphire Cobra design already in the works(even working on an illo for it)...and I've been looking at primitive(or at least prehistoric) fish for design inspirations...The ostracoderms, in particular, have some fish bodyforms that look more like alien spacecraft than living critters...and it helped that my father had me researching them so he could do some wooden models of them for a friend.
The Shemarrians are also into stealing (at least initially) designs from enemies like the Splugorth, which helps lend credence to the popular rumor that they're an ex-Splugorth slave race that freed themselves and are no looking to settle a score with their former masters. However, the Shemarrians are also not above 'borrowing' technologies from the Golgans, TGE, and others(and sometimes they even pay their unintentional benefactors back by protecting their ships/worlds, or at least not shooting them up).

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

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


          Top  
 
Unread postPosted: Sun May 22, 2011 4:07 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1086
taalismn wrote:
kronos wrote:
So we'll be seeing things based on lionfish or swordfish designs? what about sea serpents for Sapphire Cobras? Lizard design robots?


I've got a Sapphire Cobra design already in the works(even working on an illo for it)...and I've been looking at primitive(or at least prehistoric) fish for design inspirations...The ostracoderms, in particular, have some fish bodyforms that look more like alien spacecraft than living critters...and it helped that my father had me researching them so he could do some wooden models of them for a friend.
The Shemarrians are also into stealing (at least initially) designs from enemies like the Splugorth, which helps lend credence to the popular rumor that they're an ex-Splugorth slave race that freed themselves and are no looking to settle a score with their former masters. However, the Shemarrians are also not above 'borrowing' technologies from the Golgans, TGE, and others(and sometimes they even pay their unintentional benefactors back by protecting their ships/worlds, or at least not shooting them up).


What about insects as a model for inspiration?


          Top  
 
 
Post new topic Reply to topic



Who is online

Users browsing this forum: No registered users


Display posts from previous:  Sort by  
Jump to:  

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


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