Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Did some revision on the Skullcrusher Necriants back on page 10 of this thread with regards to the Skulls' immunity to Horror Factor.

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

Also considering the evolution/upgrade of Shemarrian WarGoddesses in the Shemarrian Star Nation(or how to add even more munchkin to the munchkin-ladies) with SUPER-SCIENCE!!!!!!
Ideas like:
*All of them would be sporting integral forcefields
*Individual 'superpowers':
*Wayfinder Wargoddesses....massive PPE reserves/power generation capability..TW enhancements up the wazoo
*Hwkmoons---BIG wings, contragravity, supersonic flighht maybe
*Skullcrushers---Scale-mail armored cloaks, able to wrap/partially transform into wrecking balls for rolling over opponents
*Silvermoons---You know the Itano Circus missile storm? These girls do it with LASERS.
*Wolf's Path---Maybe the War Goddesses transform into giant cyberwolves?
*Ghost Riders...They take control of all electronic devices in an area...turn your weapons against you...
*Darkwaters---(???) Maybe local gravity control?
*Sapphire Cobras----Snaker armor, stretching limbs...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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

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

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

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

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

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

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


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

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

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

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

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

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

Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
Last edited by DhAkael on Sun Apr 17, 2011 3:04 pm, edited 1 time in total.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

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And the stables grow ever larger... :D
Well, expect to see some stablemate competition for this little birdie...because there's a EShemarrian Grifon in the works... :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

-ahem-
Edited Type 2 Monst-crane post for spelling errors. :oops: :fool: :frust:
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

Thank you...adding to hardcopy pile now, and updating the Shemarrian Codex on Page One.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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

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



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

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

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

*Bionic Cybernanite Repair Systems---ALL Axyridis have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 50 MDC before needing material stocks to convert to MD repair material.

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

2) Prehensile Tail(identical to the original Monstrex)

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

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

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

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

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

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

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

*EcoS-K-15Br----The Blood Riders have a variant that places a flamethrower in the tail, for spraying targets they overfly with armor-melting napalm. The tanks can be use a variety of available fuels; WI-style Napalm-P is prefered, and the standard once the Blood Riders are able to make it themselves.
Range:(Direct-Stream Mode) 230 ft
350 ft when airborne(Effective on targets UNDER the flying warmount).
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(FC Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode)
(Gasoline/Alcohol) 40 blasts
(Napalm) 120 blasts
(MD Fluid) 200 blasts
(FC Incendi-Gel) 240 blasts
(WI Napalm-P) 400 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Last edited by taalismn on Thu Apr 21, 2011 3:29 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Advanced Cultural Notes:(Shemarrian Star Nation) Carnaphade---Skullcrusher Colony World

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

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


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

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

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

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

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

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

Carnaphade(Teresta)
Type: Terrestrial

Diameter: 12,500 miles

Gravity: 1.3 g

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Unread post by DhAkael »

taalismn wrote:Advanced Cultural Notes:(Shemarrian Star Nation) Carnaphade---Skullcrusher Colony World
.
hehe...
Reminds me of a combination of the worlds of 'Battle Angel Alita' and 'Nausica'
Definately a place the redeemed Skullcrusher tribe would find to be a worthy home. :ok:
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

Yah....If the Black Death triggered the Renaissance in Europe...well, here with World-death; the Skullcrushers' grimdark attitude is kinda hard-pressed to compete, so they figure they might as well kick arse and improve the neighborhood.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

Almost done doing colour correction on 'stormglider'; Ms. Brightlance's Steel-Phoenix...
:badbad: Darn you Science ninja team gatchaman !!!
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:Almost done doing colour correction on 'stormglider'; Ms. Brightlance's Steel-Phoenix...
:badbad: Darn you Science ninja team gatchaman !!!


White and red all over? :D
"FIEEERRRYYYYYY PHHHHOOOEEENNNIIIIXXXXXXXX!!!"
"They're going kamikaze on us again."
"Oh poo!"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

Some artz... :D
First, the first Progen daughter of the Hawkmoon tribe, Hope Brightlance, posing in front of what looks to be a millenium tree.
http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash4/217009_1975335260916_1169109879_32414466_3530644_n.jpg

Next is her trusty companion, warsteed and dryly-sarcastic Steel Phoenix Stormglider, pictured with wing plasma-casters and leg-mounted "machine gun" R-G pods.
http://a4.sphotos.ak.fbcdn.net/hphotos-ak-snc6/223134_2002935550906_1169109879_32448303_5348610_n.jpg
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

Beautiful...simply beautiful... :D :ok:

Been dragging a bit of writing more because of catching up on my reading and my brother visiting, but got more stuff coming...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

viewtopic.php?p=2351156#p2351156

Links in nicely with this thread.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

EShemar Glashtin-class Combat Submarine

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Small Craft Complement:
6 Monstrex Warmounts
36 SeaSword Warmounts
12 Ironback Warmounts
2 mini-subs(typically modified Black Market models like the UB-300).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Shemarrian 38mm PP-01 ESSPA Gauss Pistol

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

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

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

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

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

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

Unread post by DhAkael »

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

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


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

Unread post by taalismn »

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



"Alternate Type'? You mean the upgraded types, or something else? Because I've been robbing/converting the upgraded types...
But yes, I've taken shameful advantage of the "In an infinite Megaverse, ANYTHING can happen', to unleash Good Splugorth, Benign Mechanoids, bionic dragons, and all manner of twisted violations of physics. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

Alternate = Josh's "offcial" varients from the 'Shemarrian nation'.
If the collaberation between myself and Cytibor works out, the Hawkmonn may just kick off their revolution earlier than anticipated...well in THAT 'verse anyhoo ;)
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:Alternate = Josh's "offcial" varients from the 'Shemarrian nation'.
If the collaberation between myself and Cytibor works out, the Hawkmonn may just kick off their revolution earlier than anticipated...well in THAT 'verse anyhoo ;)



Oh my....well, remember; any Toaster response with new models is to be regarded as a 'recruitment opportunity' which can be percieved as thus: "Oh! Shemarrians we've never seen before! More evidence the Dark One has enslaved more of our sisters and kept them in obscurity! We free them! For Liberty! For Freedom! For Sororiety!"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

viewtopic.php?p=2354417#p2354417

Cross-link post ;)
...it applies.
Honestly :wink: :angel:
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

DhAkael wrote:http://forums.palladium-megaverse.com/viewtopic.php?p=2354417#p2354417

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



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

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

Unread post by DhAkael »

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

-pssssttttt-
*whispers over PM*
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by DhAkael »

In regards to Cytibors game (discussion via MSN)

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

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

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

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

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


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

Unread post by taalismn »

DhAkael wrote:In regards to Cytibors game (discussion via MSN)

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

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

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

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



Some Awakenings are gentler than others; others represent the last faultless opportunity for a EShemar to beat the stuffing out of an old rival.
*HAYMAKER-SLAM*"THis is for your own good!"*NECK-CRACKING HEADLOCK*"You'll feel better for it!"*INDIAN HEADRUB FROM HELL*"With pain comes enlightenment!"*SUPLEX ONTO CONCRETE*"This is the first day of your new life!"*SPINE TWIST* "HAPPY BIRTHDAY!"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

Shemarrian Wargear: Slicer - Ring
"No."

"But Matriarch..."

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

"Yi yi yi yi yi yi YAAAAIIIIII!"


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

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

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

"Greetings programmes! It works."

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

Slicer-rings are chakram shaped throwing weapons containing micro repulsorlift coils, and tracking gear. When thrown, the Ring will automatically scan the initial target, attack any others of the same type along its flight path, then return. All Slicers have a groove along their outer edge containing the cutting action, which activates when thrown, and shuts off when returning. Thrown like a ring-frisbee or chakram.
Range: 50m pre-set maximum (striking 1D6 targets of same silhouette)
R.O.F.: As per W.P. (otherwise 1per turn).
Payload: 20 minutes per power cell when not in recharging bracket. The recharge bracket uses induction from contact with the Shemarrian; recharges in an hour.
Damage: 3D8 M.D. when the plasma field is active, otherwise 1D4 M.D.
Notes: +2 to strike plus W.P.. May be controlled via radio-link (hitting 1D6 targets of users choice after a successful Weapon-systems skill roll to lock on) with an additional +2 to strike. Severance results; natural 18-20 will either inflict X3 damage, or remove an extremity on human-scale targets, while a modified 18-20 will result in a critical strike.
Last edited by DhAkael on Wed May 04, 2011 10:53 pm, edited 1 time in total.
Bind the body to the opened mind
Bind the body to the opened mind

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


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Re: Shemarrian-related fan creations

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

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

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

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

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

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

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

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

Unread post by taalismn »

DhAkael wrote:Shemarrian Wargear: Slicer - Ring.

:shock: :shock: :shock:
Madhaven Apeman(poking head out of burrow): "TAKE YOUR DAMN FRISBEE TO CENTRAL PARK, WILLYAH????!!!!"
Ghostrider: "Ultimate Frisbee Golf in the ruins....say, THAT'S an idea!"
(Suddenly mutants and Minions around the greater Madhaven area get a sudden chill down their backs)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

taalismn wrote:
DhAkael wrote:Shemarrian Wargear: Slicer - Ring.

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

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

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


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

Unread post by taalismn »

Good Goddess....when your kids are BORN with iPods and Blackberries integrated into them...teenage rebellion takes on some scary new twists. :shock:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

Oh CRAPP!
Black-steel has managed to make it to Lazlo republica (Cytr's game). :eek: :?
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

Mwhahahahahahahahahah!!!! FINALLY solved a stat-engineering problem, which clears a progress roadblock on at least two project-designs! Weather permitting, I'll be able to finish them SOON!
(rubs hands together in sinister GLEE) :twisted: :twisted: :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

Gibba Gabba Hey?
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

EShemar K-23 Aracha War Steed

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

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

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

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

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

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

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

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

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

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

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, but will have to go dormant for 4d6 hours after such exertion.

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


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

*EcoS-K23Gr---Ghost Rider variant. The only important difference between the Ghost Rider-fielded Arachas and the Horrorwoods’ version is the lack of an Ecotroz essence in the Ghost Rider ‘bots(they run off a pure neural intelligence). Reportedly the Ghost Riders have also been tinkering with their Arachas to produce electrically-conductive webbing, allowing them to be used to string power conduits or create electrified webbing traps.
Last edited by taalismn on Sun May 08, 2011 9:18 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by DhAkael »

The Aarachas... pure win :D
And definatley something the Horrorwoods would come up with. *giggle* Like the fluff-text about the merc's with arachnaphobia.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by taalismn »

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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

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...
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

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
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Re: Shemarrian-related fan creations

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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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Space Squids! That is just awesome!
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

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
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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

Unread post by taalismn »

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

Unread post by DhAkael »

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.
Last edited by DhAkael on Wed May 11, 2011 5:43 pm, edited 1 time in total.
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by Cytibor »

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:
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

*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
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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
Last edited by taalismn on Thu May 12, 2011 3:55 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47887
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

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

Re: Shemarrian-related fan creations

Unread post by DhAkael »

taalismn wrote:
DhAkael wrote: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
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