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Unread postPosted: Mon Aug 06, 2012 8:55 am
  

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Based on a little something 89er stated in passing in some fluff text...

Shemarrian EcoS-K-36 ‘Terragore’ Mining Beast
(Aka ‘Conqueror Wyrm’, ‘Metal Maw’, ‘Bore Worm’)
http://i408.photobucket.com/albums/pp164/taalismn/img258.jpg

“It’s not worth landing on that death-planet, I tell you! Don’t believe what they say about ships’ sensors showing treasure troves of lost technology or giant deposits of metal ready for the taking! Even if you get down through the acid clouds, and secure yourself against the fire storms, shifting landscape and the shrapnel hurricanes, and somehow survive the EM bojuums overloading your systems with ancient alien chatter, the worms will get you for sure! I lost three ships and almost all my friends to them things when they came a-calling! Wasn’t anything in our arsenal that could stop them before they swallowed down the entire mining site! I barely got my escape pod clear before one monster of a wyrm finished scarving down my ship, crew and all! Last I saw of them was their tail jets vanishing down into that giant maw! No, it’s not worth what one would get for any scrap lifted from that old dead hellhole! Stay well away from that place! It’s horrible death!!”

Captain R’tor groaned as he strained again at whatever was holding him. As before, he couldn’t tell what it was, but it wasn’t letting him go.
The last he remembered was the feeling of the world falling out from under him and his ship tipping forward, the sight of hundreds of gleaming teeth descending on the bridge canopy, then the sounds of ripping tearing metal and the room filling with darkness. After that, things only became more confused and painful before he slowly came to his senses. Not that that told him anything. All he could tell for sure was that he was in someplace cold and dark that stank of metal. He also had a vague recollection of seeing several members of his crew, stripped and laid out unconscious in glowing boxes, being taken away. That rather worried him; some of them had proven quite useful in the past and he’d been amorously eying that young hot-looking mechpilot with the falsified credentials he’d hired on Gesturn not so long ago...
/”Ah, Captain R’tor. Awake at last.”/
And he was clearly a prisoner.
“Who the hell are you and what have you done with my ship!?”
/”We are the inhabitants of this world and we have appropriated your vessel and its contents as the penalty-price of your trespass.”/
“Holgafog! There hasn’t been a civilization on Hedoro for over seven hundred years! You be claim-jumpers!”
/”We are the inhabitants of this world and we have the power to enforce our will over those who trespass on it. That includes your ‘salvage’ operation and your crew.”/
“What are you doing to me crew?!”
/”Some of them, we have use for. Others, like yourself, we have other uses for.”/
“What are you, now threatening me?!”
/”Ah, and now we come to you, Captain R’tor. You’ve been involved in more than the salvage business, up to more than vulturing supposedly dead worlds. Why, not even all your own crew know what you’ve been up to, or what depths you’ve descended to.”/
“What are you talking about, you cowardly kidnappers!? My people will know of this! They'll come looking for me, and YOU!”
/”Do they know of your contacts with the Exiles? The ‘special’ services you provide them? How about Naruni Enterprises? The finds you looted for them, your previous crews that you disposed of to keep those finds secret? The lives you ripped away for cash? Those who you sold to your backers for credits? The ones who pay you for 'plausible deniability'? Captain R’tor is not the humble honest Fringe-captain he makes himself out to be, is he now? Indeed, he works for the very sort of people his crew would not. The sort of people they thought they were escaping when they hired under him, no? ”/
“How-NO, you bastards! It’s tricks! Tricks and lies!”
/”The only tricks and lies are those you yourself use and tell. They will not serve you here. You came to this world to face judgment, however unknowingly. The wyrms sought you out, devoured you, and brought you here to account at last for your crimes. Through the belly of the wyrm, you shall at last face an appropriate justice.”/

These MASSIVE vermiform monstrosities can only have come from the minds of the Nightmare Tribe. They seem to draw inspiration from a variety of sources, including Worms of Taut, Giant Ruin Worms, Australian Sand Fiends, and the Dwarven ‘Duggernaught’ mole miners.
Seeming appearance-wise the hellspawn offspring of an oversized ruin-worm and a robotics factory, the Terragore looks like a massive fat worm with a circular maw lined with hundreds of sharp jagged ceramo-metal teeth, surrounded by a ring of armor, multiple eyes, and articulated spines. The body itself looks like a combination of old plaited rubber, metal bellows joints, and leathery flesh, lined with multiple small articulated spine-tentacles.
Terragores bore through solid rock and geology using a combination of super-hard cutting surfaces, vibro-cutters, short range lasers, acid sprayers and plasma melters. A portion of the material cut through is ‘eaten’ by the Terragore to feed its nanite repair system, allowing it to grow new cutting spines, abrading surfaces, and skin as they wear down. Other material is sorted, shifted, filtered, and stored for later use or disgorgement at a collection point for Shemarrian industry. The ‘other material’ can also include items scavenged from dig sites, battlefields, and ruins, and can include weapons, equipment, and even living beings.
A favorite tactic of Terragores is to suddenly surface under an opponent, spear them with its grasping tentacles and crush them in its maw. The Terragore can also engage targets with its lasers and plasma breath. If a target, such as a fortified position, vehicle, or ship, proves too tough to take on directly, the Terragore will attempt to undercut and bury it, then devour it at leisure. If required, the Terragore can take targets alive, ‘devouring’ them whole but instead routing them to a holding ‘stomach’ for later interrogation.
Surprisingly, Terragores are, for the most part, NOT Awakened and do NOT hold an Ecotroz Essence fragment. Like the Orobos serpentine warmount, they are typically not crewed either(though they have a small internal compartment if a Shemarrian wishes to personally direct one), but are allowed to roam free, patrolling a region or burrowing through a mineral-rich area. They are smart enough to be able to direct themselves for the most part, and ‘instinctively’ seek out mineral-rich ores, metal salvage, construct crude fortifications, and even make simple traps(especially dead falls and concealed undercut pits beneath surface paths and potential landing zones).
Terragores first appeared as part of the defenses of the secret R&D Outpost Hedoro(where they were assumed by outsiders to be some sort of surviving mutants or still functioning techno-organic relics of the now-extinct civilization that once reigned there), but the giant cyberbeasts have since begun appearing(less obviously) on other Shemarrian worlds as mining and excavation labor-animals. The Lost Eclipse uses these mammoth robeasts to excavate their deep tunnel enclave-complexes and to mine minerals for trade to other Tribes.

Type: EcoS-K-36 Terragore
Class: Robotic Warmount, Subterranean Excavation/Attack
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger inside if so desired, though the Terragore typically operates without a rider
MDC/Armor by Location:
Main Body 2,000
Head 900
Laser Eyes(20) 50 each
Reinforced Crew Compartment 500
Prisoner/Cargo Compartment 500
Maw Teeth(100) 10 each
Head Tentacles(8 ) 250 each
Body Spines(50) 55 each
Height: 20-30 ft, can rear up a third of its body length.
Width: 20-30 ft
Length: 150-250 ft
Weight: 80-100 tons
Cargo: Internal cargo compartment can hold 8 tons of cargo or a dozen prisoners. Additional ore holds inside the Terragore can hold up to 60 tons of ore/scrap metal.
Physical Strength: Equivalent to Robotic P.S. of 45
Powerplant: Nuclear w/ 20 year energy life
Speed: (Aboveground) 25 MPH
(Tunneling) Varies according to the depth and composition of the material being tunneled through. The Terragore can tunnel through loose sand and clay at about 40 MPH, or 30 MPH through dense rock(granite, regolith).
(Flying) Not possible
(Space) Not possible
(Underwater) Can crawl along the bottom of bodies of water at about 22 MPH. Maximum depth of 4 miles.
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.

Basic Robot Systems, plus:
*Magnetometer--Great for detecting veins of metal ores, buried pipes, underground fusion nuclear powerplants(detects the magnetic core containment fields) and buried metal objects. Range of 3,000 ft

*Seismometer---Subterranean ‘sonar’. Effective ‘active’ range of 4,000 ft. Can also passively pick up seismic events, including movement of large vehicles/large numbers of animals/beings from up to a mile away.

*Inertial Navigation System---Essential for finding one’s way when you can’t just crack open a window and take a reading off the sun, stars, or convenient landmarks. Records the beast’s passage, angle, direction, and speed, allowing the robot to produce a turn-by-turn map of its travels.

*Heat Resistant Armor---The thick armor of the Terragore is made of special thermo-refractory materials that reflect heat, while a high-powered cooling system shunts additional heat(such as from its own plasma cutters) away. Plasma and heat-based attacks do 1/4 normal damage; lasers only do 1/2 normal damage.

*Bionic Cybernanite Repair Systems---ALL Terragore 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 1d8x10 MD per hour, and can repair 400 MDC before needing material stocks to convert to MD repair material.


Weapons Systems:
1) Laser Eyes(20)---What look like a ring of rough gemstones set in a ring around the head/maw is really a laser array, typically used for cutting through rock and debris, but which can also be used to engage targets at range.
Range: 4,000 ft
Damage: 4d6 MD each eye, 4d6x20 MD for a full array blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Plasma Cutter Head---The entire front end of the Terragore is a massive combination mechanical drill-auger/cutter head and plasma cutter.
Range:(Bore Mode) 5 ft
(‘Thrower Mode) 1,000 ft
Damage::(Bore Mode)1d6x100 per full melee of contact(cutting)
(‘Thrower Mode) 3d4x10 MD per blast
Rate of Fire:(Bore Mode) Once per melee(continuously on in cutter mode)
(‘Thrower Mode) ECHH
Payload: Effectively Unlimited
Note: Approaching the Terragore from behind while engaged in tunneling operations at full bore is hazardous in itself, owing to the volume and temperature of hot gases being blown back. Beings without protective body armor and breathing apparatus can be asphyxiated, cooked, and/or plated in rapidly condensing rock vapor.
Also, anything coming into contact with the rear cooling fins takes 1d4 MD from the heat.
Consider anyone approaching within one hundred feet of the rear of the Terragore to be in its danger zone, as hot gas and vaporized rock is blown back at them; SDC beings without self-contained breathing apparatus and skin protection will take 2d4x10 SDC per melee of exposure from the heat and choking gas. Even supernatural beings will be in trouble; beings that need to breath air will have to roll versus lethal poison(16 or better) every melee that they are exposed, or risk choking on fumes(GMs, use your discretion....most high-MDC beings of supernatural constitution may survive, but superhumans and other ‘demi-mortals’ could very well asphyxiate).
The hot gas also renders thermo-vision useless, the noise degrades the effectiveness of enhanced hearing by HALF, and people caught in the backblast will be at HALF bonuses to strike, parry, and dodge while in the danger zone.

3) Cutter Maw---The Terragore’s circular mouth is lined with multiple rows of jaggedly sharp ceramometal teeth, the whole mouth rotating for extra grinding action.
Range: Melee
Damage: Bite does 2d4x10 MD, 6d6x10 MD per full melee of cutting
Rate of Fire: ECHH
Payload: Effectively Unlimited; on average a cutting tooth can last 56 hours of continuous cutting before needing replacement.

4) Capture-Glop----This prisoner capture mechanism was copied from the Taut Blowworm. The Terragore can ‘spit’ a stream of fast-setting polymer goop that rapidly solidifies around its target. Once the target is trapped, the Terragore then uses the solidified threads of ‘spit’ and its head tentacles to draw the encased victim into its maw, and then into a holding chamber inside itself. The polymer is air-permeable, so the victim can still breath, but prolonged confinement inside the robowrym’s ‘gullet’ is akin to sensory deprivation, and some prisoners have been known to go mad from the experience.
Range: 200 ft
Damage: None, but the blob of goo covers a 10 ft area and sets instantly in 1 melee. Anyone caught in the goo must have a supernatural or robotic PS of 40 or better to break free; otherwise they are stuck until the goo is somehow removed. The goo has 60 MDC per 10 ft application.
Rate of Fire: ECHH
Payload: 100 applications before needing restocking.

5)Head Tentacles(8 )---These are articulated armatures, each ending in a wicked-looking vibroblade, with an attached grasper or hook. Besides being able to stab, the head tentacles can deliver a powerful electrical shock, or generate an electrical arc between each armature, powerful enough to overload and knock out electrical systems.
Range: 40 ft long
(Electrical Arc) The electrical arc jumps between energized arms, so a common tactic is to spread the arms wide, forming a 110 ft wide ring(with the Terragore’s head at the center) to catch and stun prey for biting or capture.
Damage:
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
(Vibroblade) 6d6 MD(+possible punch damage) per stab
(Electrical Shock) Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
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).
Beings susceptible to electricity take DOUBLE damage.
(Electrical Arc) 4d6 MD per melee caught in the zone of effect, plus the following:
01-15: No additional 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)including cyborgs), 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(cyborgs are paralyzed). Crash/collapse/total shutdown within 2d4 minutes.

6) Acid Spray----The Terragore can spray powerful dissolving acid from pores on its head and body, akin to a super-sized cyborg chemical spray system. This is typically used to help the giant beast melt its way through tough rock, but it also be sprayed on enemies in a particularly horrible attack.
Range: 80 ft
Damage: 3d6 MD first round, and 2d4 MD per melee for 2d4 melees. Covers a 10 ft area.
Rate of Fire: ECHH
Payload: 100 shots before needing refill; the Terragore’s systems can catalyze and produce a new supply of acid within 24 hours.


7)Body Spikes(50)---These are smaller articulated spines that line the body and are used for pulling the giant robowyrm along. They can also be used to lash out at anybody approaching the ‘wrym’s body too closely. Close inspection(difficult to do if the ‘wrym objects) will show that they resemble the back spines of the Shemarrian Monstrex warsteed.
Range: 12 ft
Damage: 1d6 MD on a thrust
Rate of Fire: Each body spike can attack four times per melee

Programming:
Typically has the following:
Standard Monstrex Programming, plus;
Excavation 85%
Mining 90%
Salvage 80%
Trap Construction 75%
Trap/Mine Detection 90%
Military Fortification 70%
Camouflage 80%

Actions/Attacks Per Melee: 6 main body, bite, or tentacle attacks (also note that each of the 50 body spikes can attack up to four times per melee any target that gets within range)
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +1 (+2 w/ ranged weaponry)
Roll +2
Entangle +2
Bite 2d4x10 MD
Head Butt 1d4x10 MD
Head Tentacle Restrained Punch 1d6 MD
Head Tentacle Full Strength Punch 3d6 MD
Head Tentacle Power Punch(2 attacks) 1d6x10 MD
Stab with Body Spines 1d6 MD
Tail Lash 6d6 MD
Body Slam(Terragore rears up and slams a third of its body length down on top of a target)(2 attacks) 2d6x10 MD


Variants:
*”Worm Mother” (aka ‘Grub Queen’)---This is a Terragore outfitted as a manufactory for Boresnake drones. The ‘Worm Mother’ can produce, with enough materials, up to 15 Boresnake drones every 30 minutes, and store and deploy up to 300 of the drones at once.

Option:
If ‘Awakened’, the Terragore will have the following:

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Terragore an aura and behavior more befitting a sentient being than a robot. However, the Terragore tends to posses a rather vicious, temperamental, attitude more akin to that of an angry Cape Buffalo or Rhino-Buffalo, and it will readily attack any intruders in its territory unless ordered not to. They are also ravenous creatures, happiest when chewing through rock or devouring enemies.

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Terragore 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).

Has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Presence Sense


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

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

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

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


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Unread postPosted: Mon Aug 06, 2012 1:43 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
taalismn wrote:
Shemarrian EcoS-K-36 ‘Terragore’ Mining Beast

Yipe. :?

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Mon Aug 06, 2012 3:40 pm
  

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Joined: Wed Nov 12, 2008 8:33 pm
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That is nothing short of majestic. Thank's for fulfilling a dream of controlling giant worms. :D

For this idea, everyone can pitch in:

A powerful concept of the work Hoyt Sparks and Hedoro can accomplish.
Hekatonheires
Created as a bridge between the PS/GNE and the Shemar tribes, this bipedal machine is equal parts PS robot and Shemar Warmount. Inspired by the recent incursion of several large scale humanoid attacks, the folks at Outpost Hedoro had been working on a robot that could support Paladin Steel’s modularity and the Ecotroz entity that could serve both as a pilot able robot and a warmount. The beast often appeared as larger, beastly version of the Spartoil with teeth, standing three times the height as a regular Shemar. The GNE could pilot it from a sealed compartment, as well as be ridden on shoulders by the shemar.

The “hundred handed” refers to the growing arm-based weaponry, from scaled up power armor/full convert cyborg onboard weapons, to experimental weapons, the signature of Hedoro. This beast can serve an array of roles, from the usual naval and space variants, to having variants tailored to each tribe’s tastes.
+HawkMoon variants include massive wings and raptor heads.
+SilverMoon variants include a Glitterboy-like head with teeth and reflective armor.
+Wolf’s Path variants include canine heads, claws and storage areas for Shemar wolves.
+ DarkWaters variants include cthulu-like heads and amphibious capabilities.
+HorrorWoods variants include plant-based appearance.
+Blood Riders variants include limited plasma field defenses and thermal resistant armor.
+Ghost Riders variants include electronic warfare tech.
+SkullCrushers variants include big guns, big melee weapons, and dangerous appearances.
+Sapphire Cobra variants include serpent heads and a serpentine lower body.
+Wayfinder variants include technowizardy and simulated magic.
+Lost Eclipse variants include drone dispersal, hard light apparitions, and horrific appearances, from undead giants to blank faced destroyers.

Outside of conflict and working, these warmounts have been observed making artwork sculptures out of safe battlefield wreckage, giving the impression of artistic titans.

That should do for now but I have more, far more. :twisted:


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Unread postPosted: Mon Aug 06, 2012 7:57 pm
  

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Location: Somewhere between Heaven, Hell, and New England
For that I may have to revisit an on-and-off-again project, the Paladin Steel Patriot Robot, which is essentially an uber-modular giant robot...think baseline giant robot in the hands of Japanese gunpla modellers... :D

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

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


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Unread postPosted: Wed Aug 08, 2012 8:25 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
Meanwhile; somewhere in the Ontario / Ottawa wildreness.
"It will be easy they said...no trouble, just find these people called Phoenix Force and warn them of the coming swarm they said. YEESH! Grey seers; obtuse when they were flesh & blood, worse now they're shoved into magitech enhanced biomechanoid frames. Why couldn't I just have just been born a city-rat in Ishpemning?"

Frankie Neuromancer continued muttering to himself not realizing he was speaking in Elven again, his antennae lashing back and forth under the cured deer-hide hood.
He just hoped that he'd be able to avoid...

>>"HALT! Indentify yourself male! What tribe do you hail from!?"<<

...any 'wild' Shemarrians.
This was gonna be a lonnnnnnngggg day. :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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Unread postPosted: Wed Aug 08, 2012 9:04 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Meanwhile; somewhere in the Ontario / Ottawa wildreness.
"It will be easy they said...no trouble, just find these people called Phoenix Force and warn them of the coming swarm they said. YEESH! Grey seers; obtuse when they were flesh & blood, worse now they're shoved into magitech enhanced biomechanoid frames. Why couldn't I just have just been born a city-rat in Ishpemning?"

Frankie Neuromancer continued muttering to himself not realizing he was speaking in Elven again, his antennae lashing back and forth under the cured deer-hide hood.
He just hoped that he'd be able to avoid...

>>"HALT! Indentify yourself male! What tribe do you hail from!?"<<

...any 'wild' Shemarrians.
This was gonna be a lonnnnnnngggg day. :frust:


>>"What's your favorite color!?"<<
"It's green...huh, what the-"
>>"Next! What is the air speed of a Faerie Bot carrying a coconut!?"<<
"... :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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Unread postPosted: Wed Aug 08, 2012 9:47 pm
  

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Joined: Wed Nov 12, 2008 8:33 pm
Posts: 535
Well that depends, is the coconut Brazilian or New Zealand in origin?


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Unread postPosted: Wed Aug 08, 2012 9:55 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
89er wrote:
Well that depends, is the coconut Brazilian or New Zealand in origin?


And whether Frankie Neuromancer has either the magic spell Levitate or psionic telekinesis. :P

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

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


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Unread postPosted: Thu Aug 09, 2012 11:00 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43187
Location: Somewhere between Heaven, Hell, and New England
EcoS-K-34 Ghouldar Warmount
(aka ‘Stalking Eye’)
http://i408.photobucket.com/albums/pp164/taalismn/img236.jpg

“The Eye That Burns! The Eye That Burns! Beware the Eye That Burns! Bless the Eye that Burns! Our eyes run like water!!! Eyes that Cannot See but See All. And what is Seen BURNS!!! Oh Bright Invisible Flames!!! Blind Eyes are Death’s Windows!!!”
“What’s that damn slave jabbering about?”
“I’d dismiss that as the ravings of a piece of condemned meat except that I bought that particular piece of meat for her psychic abilities and she’s had this particular screaming fit four times in the last day, even after I gave her a stiff dose of -kilabosh-. And two of my men have had similar premonitions about eyes and death. We should be more careful on this trip into the interior.”
“I agree.”
“No Eyes! No Eyes! Eye to Eye! Only Darkness Stares Back!”
“Sounds like an attack on our Eylor drones. Do they work or don’t they? Damn it, can’t your slave be any more HELPFUL? Maybe a bit more CONCISE about what we could be facing? What about your men?”
“They’re no more defined in what they report, just a lot calmer. I’ve tried using more -kilabosh- to calm her, and pain to focus her, but it’s no use.”
“Nightmares come in Daylight! Dreams come in Darkness! Happy, Happy Death-Day!!!”
“We’ll just have to be careful then, and keep our eyes open. And muffle that slave if you’re bringing it along. As much as I’d like it if it could say something more useful, I also don’t want our presence painted by its ravings!”

The Ghouldar is a particularly hideous-looking Warmount of the Lost Eclipse. A ground Warmount, the K-34 looks like the unholy offspring of a Rhino Buffalo, a Thornhead Demon, and a Splugorth Intelligence, with features of a deep sea hatchetfish and giant scorpion thrown in for good measure. The Ghouldar is carried on four thick elephantine legs, with a low-slung, flattened body between, a long muscular tail behind. The beast’s appearance is dominated, however, by the massive head that features a giant wide knife-toothed grinning mouth, flanked by two whip-like tentacular spines or whiskers that can pull screaming captives into reach of the fearsome bite. Above the fender-like jaw, however, is the most distinctive feature, a giant cyclopean eyeball with a inhuman and unblinking gaze. This giant eyeball is flanked by two long-necked serpentine heads with fanged jaws. The Ghouldar also has a set of secondary sensors along the upper lip of its massive maw, and in the secondary heads.
The Ghouldar is well-equipped for combat; its primary weapon is a powerful microwave projector with a long range mode that allows it to act quite servicably as an anti-aircraft weapon, and a short-range area of effect mode that can take on large numbers of ground targets. Backing it are two ion blasters mounted in the two ‘snake heads’. Finally, the Ghouldar can engage in close combat; its powerful legs kick like piledrivers, its long spiked tail is a most effective bludgeon, and the large, fearsomely betoothed jaw dominating its ‘face’ can chew a truck(or power armor) to scrap in a matter of minutes.
The Ghouldar is used both in the direct ambush-assault role and in the support role. It is frequently used to strike from ambush from a camouflaged position, accompanying Ghouldars using their microwave cannon to send enemy troops in agony and dirupting communications and sensors while other Warmounts close the distance and attack up close. In the support role, Ghouldars use the extraordinary range of their powerful eye laser cannon to snipe at distant targets and airborne opponents, making it an effectuve air defense unit.
A ‘feral’ variant of the Ghouldar also exists, covered in wrinked and quilled leathery skin, with ‘veins’ adorning its giant eye.
The Ghouldar is unique to the Lost Eclipse, no other Tribe using it, though it is rumored that both the Skullcrushers and Horrorwoods have evinced interest in acquiring examples.

Type: EcoS-K-34 Ghouldar
Class: Robotic Warmount, Cavalry, Heavy Weapons
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 460
Head/Eye 190
Jaw 180
Mouth Tentacles(2) 55 each
Secondary Heads(2) 100 each
Legs(4) 220 each
Tail 120
Height: 11 ft
Width: 12 ft
Length: 18 ft, tall adds an additional 13 ft
Weight: 9,000 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) 100 MPH
(Leaping) 30 ft up/across. Running leap in excess of 60 MPH adds 1d4x10 yards lengthwise and 20 ft in height.
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to running along the bottom at 8 MPH, maximum depth of 1,200 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision(x10 normal robot optics accuity, thanks to the advanced optics in the giant ‘eye’), 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 Ghouldar 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.

*Camou-Shroud---Using technology acquired/stolen from others, this is a tent-like covering that can be deployed over the Warmount to conceal its appearance. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infra-red/thermographic detection.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum(on the Ghouldar, it is concealed in the large tail). When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome-shaped igloo roughly 7 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements. The Lost Eclipse has improved on this by giving the Ghouldar the ability to spit a quick-setting polymer ‘goo’ that gives added topography and texture to the camouflage.
The Camouflage pattern sheet can be chemo-switched to any one of multiple different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and disipates the infra-red and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Water-proofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of several pre-set color configurations.
*Thermal Insulation-Infrared and Thermographic sensors are -25% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -20% to detect the shelter.

Weapons Systems:
1)’Unseen Fire’ Maser Projector---The giant eye is actually the projector for a massively powerful combination long range laser and microwave projection system. The burning sensations associated with a microwave strike, and the fact that they seem to have no readily identifiable source, have led to the weapon being nicknamed ‘Unseen Fire’.
The microwave component of the weapon can be tuned down to deliver a painful, but non-lethal, warning ‘burn’ to deter enemies(such as crowds of rioters, herds of animals, or other ‘soft’ targets).
Range:(Laser) 14,000 ft
(Microwave) 5,000 ft and can affect a 15 ft wide area
Damage:(Laser) 1d6x10 MD per blast
(Microwave) (Varies)
At its lowest setting, it does 1d4 SDC per melee, through clothing and protective gear(but not through MDC armor), though even targets in MDC EBA will complain of a tingling or burning sensation similar to sunburn. This mode is typically used for crowd control and as an irritant.
Low power does 4d6 SDC per blast, through non-metallic shielding and armor. There is a 30% chance of knocking cybernetics such as cyberoptics and radio comms offline for 1d4 minutes.
Medium Power does 1d6x10 SDC/HP per blast, through non-metallic shielding and armor. There is a 70% chance of knocking cybernetics such as cyberoptics and radio comms offline for 1d4 minutes.
High Power does 4d6 MD to everything in the area of effect. 65% chance of combustibles catching fire and volatiles boiling into steam explosions. Beings in standard(especially non-metallic) body armors take 1d6 SDC THROUGH their armor. Metal armor and ‘bots will spark and external communications/sensor systems may be (50% chance) knocked off-line for 1d4 minutes.
Rate of Fire:(Laser) ECHH
(Microwave) ECHH
Payload: Effectively Unlimited

2) Ion Blasters(2)---Each secondary head mounts a powerful ion blaster cannon.
Range: 3,500 ft
Damage: 1d6x10 MD per blast. Can also fire a ‘shotgun blast’ that does 4d6 MD to a 15 ft wide area
Rate of Fire: ECHH
Payload: Effectively Unlimited

3)Mouth Tentacles(2)---These are really just variations on the Monstrex’s back spines. They can also be used as crude manipulator arms, pulling debris and other materials around.
Range: Melee; 12 ft reach
Damage: 1d6 MD stab

4) (Optional) Modular Weapons(2)---The Ghouldar has provision for torso-mounting two weapons similar to those standard to the Monstrex.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. The Ghouldar has an IQ of 11 and possesses an animalistic personality akin to that of a wolverine; low cunning, predatory, and bloodthirsty in combat, but patient when listening to its masters’ orders and able to lie in wait for the opportunity to ambush prey. Ghouldars are perfectly happy terrorizing and playing with targets by destroying gear and possessions, tearing apart vehicles around them, or biting off limbs and chewing up armor.
Typically has the following in addition to normal Monstrex programming:
Camouflage 50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Ghouldar’s 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: 5
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6(+8 when running in excess of 75 MPH)
Strike +2 (+3 w/ ranged weaponry)
Parry +6
Roll +4
Pull Punch/Bite +4
Critical Strike on natural 19 or 20.
Bite 5d6 MD
Serpent Head Restrained Slap 6d6 SDC
Serpent Head Punch 2d4 MD
Serpent Head Bite 1d6 MD
Slap w/ Mouth Spikes 1d4 MD
Stab w/ Mouth Spikes 1d6 MD
Kick 3d6 MD
Stomp(objects 7 feet tall or shorter) 4d6 MD
Tail Lash 3d6 MD(vibroblade spines add +1d6 MD damage)



Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Ghouldar 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, and NEW BUILT EShemar constructs are immune to this)

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

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

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


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Unread postPosted: Thu Aug 09, 2012 11:30 pm
  

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Sure it can use microwave vision, but just give it something to chew on and it will befriend you, hopefully.


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Unread postPosted: Fri Aug 10, 2012 12:08 pm
  

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89er wrote:
Sure it can use microwave vision, but just give it something to chew on and it will befriend you, hopefully.



"I gave it your leg, Grond! Maybe it will let the rest of us run away!"

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

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


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Unread postPosted: Fri Aug 10, 2012 2:08 pm
  

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Joined: Wed Aug 06, 2003 3:37 pm
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Location: Missouri
ah, the nodwick approach to domesticating monsters... :)

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Author of Rifts:Scandinavia (current project)
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Unread postPosted: Fri Aug 10, 2012 3:08 pm
  

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glitterboy2098 wrote:
ah, the nodwick approach to domesticating monsters... :)



Best exemplified by Russian troika survival tactics:"If pursued by a pack of wolves in the middle of winter, extra time and speed may be gained with the jettisoning of excess passengers from the sleigh. While heavier adults are likely to hold the attention of ravenous wolves longer, small children may be more easily ejected from the sleigh, and can be thrown back farther."

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

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


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Unread postPosted: Mon Aug 13, 2012 2:03 pm
  

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"Mmmmmm LOOONNNNNNGGGGGGPPPPIIIIIGGGGGGG..." :demon:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Mon Aug 13, 2012 8:27 pm
  

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"Okay, stupid question; why are we lying out on a gravity plate on the OUTSIDE of our starship, NOT wearing our armor, and instead wearing what could be called by more conservative meat-sacs 'scandalously little'?"
"Simple answer: We're on vacation."
#"Vacation? What's that?"#
"A temporary period of non-productive activity and non-regimented recreation."
"I didn't think we could AFFORD to take off-time, what with al the pressing duties and responsibilities all of our Tribes have?"
"We are on vacation because 'long duration operation maintained at maximum performance levels eventually reaches a peak point of diminishing efficiency, resulting in a cumulative probability of increasingly unsophisticated error in activity'."
"Translation: we work too hard, too long, we get tired and #### up."
<"Hence, we are on vacation.">
#"Then why the heck are we sunbathing?! We don't have melatonin! We don't tan! WE also don't get any extra power from the sunlight, and arguably we can get dumber heating up-"#
(flit-vheerp-flip)
"Solar panels?!"
/"Got them my last Rite of Upgrade."/
@"What I'd like to know is how you made those sound effects while we're in HARD VACUUM!?"@
<"I suspect vibration conduction through the hull and into our backsides.">
"Works for me. Pass me that bottle of skin polish, will you?"


Taking a little vacation starting about 48 hours from now, provided I survive more problems with my car and some fall -out from a dissatisfied patron(Gods, but I HATE Nook e-readers). At least five days away from internet and social media, but also AC.

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

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


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Unread postPosted: Thu Aug 23, 2012 10:08 am
  

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Advanced Cultural Notes: (E)Shermarrians: Dance and Music

The young woman dances effortlessly on the red hot coals, showing no hesitation as bare, unprotected feet touch glowing rock. No flesh burns, no skin chars at the contact, no lungs are scorched by the glowing ember-laced air. Fire is her friend, its heat a comfort, the shimmer of superheated air about her a dance partner’s loving caress as she focuses with single-minded concentration on moving her body through the fleeting geometry of the dance. She moves like smoke, like silk, the flashing hologem bands on her wrists and ankles outlining her motions, additional hologems pasted to her body smearing light and painting her gleaming bare skin in sparks and jets of simulated flame.
Around her, no less than three Zealots tower over her, towers of copper flesh clad in shining metal mesh, their arms whirling with lightning speed as they spin and twist, hands filled with gleaming live steel and plasma-sheathed blades, the weapons meeting in clangor or showers of fire about and above her. But she fears them not; she is safe in the eye of the storm, the savage gynoid wall of fire and force touching her not. Captive though she might seem to be, she is at the same time freer than she has ever been in the fire’s heart.
On the edges of the fire pit, bead- and foil-clad NeShemar cavort, their feet occasionally striking up showers of sparks from the hot coals, stoking them to new life. They surge in and out from the firepit, confronting the audience around them, eliciting shrieks of mock dismay and gleeful fear with their fearsome backlit aggression. Here and there, their challenge is met, a grinning Warrior, Tinker, or other stepping forward and meeting them move for move in mock battle before finally dropping back. Sometimes, though, the edge-dancer admits defeat, exchanging places with the victor, taking their place in the crowd to watch and yell out catcalls as the newcomer fits into the ring of dancers, part of the whorl for awhile before they too drop out again and others take their place. But this is just sideshow to the glittering sparkle of the center.

“I want her. She’ll do wonderfully in our Temple dances.”
The Sapphire Cobra’s smiling eyes are fixed on the NeShemar girl fairly glowing at the center of the village square, as celebration whirls around the Blood Rider community.
Beside the observer, seated in her folding throne, the BloodRider War Chieftainess grins. “Too bad; she’s Reye Coronal Firestormer’s bonded NeShemar. You’ll have to challenge her if you want her pet; she’s rather fond of her, after all the work she put in. And I must say, the Blood Fire Dance has never looked finer. The girls have a talent for the fires.”
The bonfires’ glow reflects from scaled dress and snake-braided dreadlocks as the Sapphire Cobra turns to return her hostess’s grin. “I just might decide to challenge her. She taught the girl? A dancer too, in her own right?”
“Hah! A Zealot and a Shamaness too! As close to one of your snake-priestesses as you’ll find among us!”
“This becomes more intriguing! And I know just how I’ll challenge her too! As you know, we ‘snake priestesses’ are no slouches ourselves in the dance!”
“Then you can expect me to put my credits behind my girl if you can persuade her to take your challenge, if she doesn’t take you to the combat pit instead!”
“Oh, then, it is on!”




Although not originally programmed with such esoteric skills as Dance or Music, as the Ecotroz-Shemar culture emerges, and both older neural intelligences and psi-borg entities gain in experience and the ability to learn new skills, dance and music are among those cultural norms that the sentients gravitate towards. Though originally Shemarrian culture, as observed from the outside, consisted mainly of martial chants and communal movement that owed more to military drill, conducted on ritual occasions under the direction of Shemarrian Seeresses, culturally different forms of dance and music have begun to emerge, shaped by the character of each Tribe. So, too, have the influence of the NeShemar among the EShemar, the new junior members of the Tribes bringing their own remembered cultures into the Shemarrian Nation. In fact, in many cases, NeShemar members of the Tribes dominated early dance and music festivities, as the more robotic True Shemar looked on. That has changed with the passage of time, though it is still not uncommon to see troupes of NeShemar dominating celebrations, especially when the Warriors are preoccupied with other business.

#HawkMoon---Enthusiastic celebrants known for their aerial displays and strong acrobatic and gymnastic displays in both ritual and individual dance. There’s also a strong influence of styles from their Shaemarian allies. HawkMoons are best known for their elaborate and breathtaking winged celebrations, with participants in the air and on the ground interacting.
HawkMoon music often reflects this energy, with bold thundering tones or the simulated hiss of wind and rain.

#DarkWaters---There isn’t much room aboard ships, either submarine or space, for dancing, so individual dance isn’t common among the DarkWaters. Typically, such activities are held on larger on-shore or station facilities, and to mark various special occasions. However, the DarkWaters are also unique in that they practice ritual multi-dimensional dance in both underwater and microgravity environments, those members trained to participate being held in great respect by their fellow Tribesfolk for their grace and energy in these events.

#Blood Riders---Among the most energetic dancers of the Tribes, giving even the Sapphire Cobras a run for the money when it comes to spectacular displays of enthusiasm. Blood Riders are especially fond of fire-related dancing(both wading through normal, non-MDC, fire, and juggling burning staves and other objects) and sword-dances, often combining the two. Walking on red hot coals(an easy feat when you’re MDC) and dancing dervish style with drawn weapons are common parts of Blood Rider dance. Dance events are also opportunities for competitive dancing, and it is not uncommon for participants to pair off in ‘dance offs’, even in the middle of sacred rituals.
Select prisoners of war or captives being groomed as probationary Tribesmembers may be specially trained to participate in Blood Rider rituals, dancing alongside Tribal performers. Though declaimed by some POWs as ‘making the pets dance at the end of the leash for entertainment’, invariably such complaints come from those NOT selected for these roles.
Blood Rider music has only been described as ‘mad’, a swirling wild tsunami of vocals and wind instruments that is part Far Eastern kasbah and part Highland Scottish bagpipe mania.

#Ghost Riders----Ghost Riders are often too busy to participate in such events as dance, but on those occasions when music and dance flow to the center of attention, their styles are recognizable as old pre-Rifts, heavily augmented by performance-enhancers such as disco-lights and holographic displays.

#SkullCrushers---Late when it came to emerging culturally, SkullCrusher dance and music holds to their martial roots, but with a large dash of Nordic thunder. Music is often dirge-like, with droning chants, and heavy on percussion. Dancing is Morris-style, wild and forceful, with much clapping of hands, beating of chests, pounding on armored limbs, and foot-stomping. Some observers have claimed that one can feel a SkullCrusher victory celebration over a mile away through the vibrations in the ground.

#HorrorWoods----Natural spontaneity is at the heart of the Horrorwoods’ dance and music, with a very grassroots ‘feral’ tone to celebrations----dance and music close to its roots. Also, with so many NeShemar as part of the Tribe, the Horrorwoods’ rituals vary, sometimes widely from village to village. As occasions to celebrate are many, there’s usually always something going on in Horrorwoods communities, and a variety of styles can be seen, no one style dominating. Animals and plants often feature prominently in such celebrations, a decorated tree serving maypole-style, packs of small animals, or a few large ones, brought in to become partners in the dance.

#Wolf’s Path---Generally dance and music are regarded as underdeveloped when it comes to the Wolf’s Path, but they still have Tribal ceremonies in which an individualistic, ‘feral’, style emergences. Wolf’s Path dance is often narrative in form, the dancer acting out a role in a loosely choreographed larger depictive event.
Music is loose and wild, with whatever portable instruments that can be scared up. Wolf’s Path music styles tend towards an initially disharmonized clangor that reaches a fervor as participants try to establish the ‘Alpha’ position in leading the way, the music harmonizing as one performer sets the tone and pace, and getting the others to follow their lead.

#SilverMoon---Silvermoons are given to grand, formalized dance just short of proper ballroom dance exhibitions or ancient courtly dance. Participants often join in mass-movements, revolving around more experienced individual performers, such as Prism Warriors, who serve as both tone-setters and centerpieces. Music tends towards team-oriented orchestral works.

*Sapphire Cobra---The ‘Cobras are widely regarded as THE masters/mistresses of Shemarrian dance and music, their common and popular rituals occasioned by energetic displays of enthusiastic and extremely sensuous dancing. Though better known for the more exotic and erotic clothes-dropping rituals, Sapphire Cobras also practice individual dance as personal training and exercise, and encourage its practice among their followers. 'Meditation in motion' and 'kinetic contemplation' are among the paradoxical terms used to describe their athletic rituals, along with 'frozen action' and 'suspended energy', drawing similarities in state to a coiled serpent, motionless, yet ready to suddenly strike.
Similarly, Sapphire Cobra music styles are constantly changing, but always work to tease, titillate, and excite the senses, often with low quick beats and fast racing sequences.

*WayFinder----Like the Ghost Riders, the WayFinders are often too busy to dance, and the particular makeup of their culture means that they have little in the way of large ritualized events. Individual efforts on social occasions are marked more by personal preference of outside styles than of any uniquely Wayfinder fashion.
On the other hand, when it comes to music, Wayfinder culture is marked by a great degree of experimentation, especially in vocals, as newly cyborg-ized scholars and performers seek to test out their new bionically-augmented vocal cords and integral sound synthesizer systems.

*Lost Eclipse---Despite jokes of ‘monster mashes’, the Lost Eclipse actually has a quite profound emergent culture in music and dance. Most of this is individualistic, but also communal ritual. The Lost Eclipse styles are often practiced in partial light, if not outright darkness, with participants moving quickly in and out of obscuring dark, part of the style being guessing your partner’s whereabouts and disposition in the darkness. More intimate forms of the ‘Shadow Dance’ involve tagging or touching one’s partner quickly and fleetingly in the darkness.

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

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


Last edited by taalismn on Thu Aug 23, 2012 6:14 pm, edited 3 times in total.

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Unread postPosted: Thu Aug 23, 2012 2:26 pm
  

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Posts: 5188
SAVED!

P.S.; more of the (mis)adventures of Franky Neuromancer to come. :D

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Thu Aug 23, 2012 2:48 pm
  

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DhAkael wrote:
SAVED!

P.S.; more of the (mis)adventures of Franky Neuromancer to come. :D


Grand! I came back from my vacation with a brainload of additional ideas, some inked sketches, and a determination to finish up some of the unfinished projects.

P.S.; Added some additional fluff text to the Sapphire Cobras above....the Advanced Cultural Notes, like the Reformed Shemarrian Nation, are still a work in progress, ever in motion. :D

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

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


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Unread postPosted: Thu Aug 23, 2012 6:35 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
The week truly sucked. Evading Coalition deep-range scouts through the former FQ ghost-archology (and didn't that place give one nightmares), avoiding hostile fauna AND flora plus trying to keep a low profile and not get caught by the Shemarrians; 'living' or otherwise. On the last point Franky's luck had run out.

He had tried to convince the gynoids (just his luck they had been tribeless and unawakend) in vain that he was the same as them; just going about his slave "programming" and reconoitreing the area for the Maker & Shaper. Franky had almost gotten away with it, but the mention of the M and S words seemed to trigger a capture and incarcerate response. Even with his ECM suite he was unable to escape the trio of mounted Shemarrians. In quick order Franklyn was knocked down & pinned by the Monstrex battle steeds, and then hog-tied with what he estimated was hypercarbon (otherwise known as 'Bucky') cable and dragged off to what the gynoids called a Healing cave. For two days he had been locked in a lightless room barely 10 by 10 by 10 feet. Before the hunt mistress had left he was informed via radio-link in a passionless squirt of binary that he was soon to undergo "recycling". Though he felt terrified about what that implied he was also stunned; all of the Shemarrians the Wayfinder had encountered always thought in broken english or elven, never in robot / A.I. technocan.

Another strange occurence happend on the second day after his capture. Two obvious robot humanoids entered the Shemarrian scared 'Healing Cave' dragging along a third broken droid or full-conversion cyborg missing its lower torso below the waist. The broken machine man was obviously still functional though. Curses and screams in nasal toned East coast accented 'mericanese (not english as Franky knew it; the twisted and mangled polyglot the CS insisted its uneducated citzens learn to speak) trailed down the coridor past Franklyn's cell. After the new-comer was unceramoniously tossed into another cube-cell, the two droids stepped to either side of that cells door and then shut down.

Franky had been given the mission to find "The twisted metal-man" but he also was told by the Grey-Seers that he'd find aid in the 'Warriors of the Firebird'; what he assumed were those Phoenix Force people he had met in the Tolkeen ruins a few months previous (and in his FIRST Shemarr body; NOT the correct gender)...just his luck that also made him the only person qualified to go out from the Wayfinder enclave to find the eccentric mercenaries again.
He decided the only way to be sure to complete his mission was to escape, find the "Firebirds" and bring them back to the healing cave hopefuly in time to rescue the twisted metal-man.

On the midnight of the second day, tipping over to morning of the third, Franklyn used his carefully hoarded mana-reserves and cast his 'Transformation; Energy' spell, allowing him to live up to his name as his entire body magicaly flowed into the wireing of the healing-cave facility. In the electron-dataverse he flew along the highways of semi-conductor and transferred from one energy state to another at virtual metro-stations (again; Franky wondered why an alien bio-mechanoid race would use obviously pre-cataclysm iconography in their Reality Enforcement System Protocols) into light pulses along fiber optics and then back again. It was at one ofthe junctions that lead to an Input / Output node he identfied as a transmission & reciving tower in real-space that he felt "IT".
IT definately sounded male as it made its presence known to Franky, though there were no visual cues except the image of a giant single floating red lens across the digital sky. Myabe this was "He"; the "He" the twisted wretch of a borg (or nerural intelignce droid; Frank was still unclear what his fellow prisoner was) kept babbling to himself about, as if "He" was a hated and feared enemy...or longed for lover.


[REMAIN WHERE YOU ARE. IF YOU RESIST, YOUR MIND WILL BE ERASED AND WE WILL USE YOUR BODY AS A LAB EXPERIMENT.]

Franklyn did not like the sound of that, and began to use up even more of his magical reserves. He just hoped that there was a ley-line nearby he could recharge from.
"Sorry big-red; but I'm pretty sure you'll erase me anyways. Funny, I didn't think the Shemarrians went for patriarchs in their religeon."
A few mental nudges and a quick dig into his onboard expanded memory for the spell formulae, and in afew seconds Franklyn could make good his escape.

[THAT COMMENT ALONE ENSURES YOU CAN NOT BE PERMITTED TO ESCAPE. PREPARE TO TERMINATE.]
The giant red lens bagan to extend tendrils of liquid metal from its circumference and with snake-like speed shot towards the Wayfinders electron body.
...only to snatch a hollow and empty shell, as a half dozen more 'Frankys' shot out from the tentacle assault.

Meanwhile the invisible "real" Franky crept to the base of the transmission tower and upon touching the virtual represntation of the main trunkline, allowed himself to revert back to physical reality at the nearest outlet with a large enough space to accomodate him; outside in the wilderness. Looking up with his real eyes and allowing for his enahnced senses to "taste" the ambient radio AEther, Franklyn detected a spy drone. This one was cleverly disguised as a hawk, and were it not for the senses built into his new body, he'd never have been able to tell the difference. Quickly but with economy of effort (as he no longer was bound with the Bucky-cable), he unlimbered his railgun carbine.


"Hey ugly...here's mud in yer eye!" he transmitted as the trigger was pulled.

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

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


~Dream Again By Miracle of Sound


Last edited by DhAkael on Thu Aug 23, 2012 6:43 pm, edited 1 time in total.

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Unread postPosted: Thu Aug 23, 2012 6:40 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43187
Location: Somewhere between Heaven, Hell, and New England
Whuuu-Huuuuu!!!!!
Classic Cyberpunk DataFortress cracking and net-running combined with magic! :ok: :ok: :ok:
Printing to old-fashioned hard-copy!

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

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


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Unread postPosted: Thu Aug 23, 2012 6:46 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
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taalismn wrote:
Whuuu-Huuuuu!!!!!
Classic Cyberpunk DataFortress cracking and net-running combined with magic! :ok: :ok: :ok:
Printing to old-fashioned hard-copy!

Just be sure you run it through a spell-checker first :P
Typo-daemons were rampant today ;)

But yeah; this all happend off-cam just prior to game last sunday.
The toaster's secret isn't outed, but more of the curtain is being frayed which conceals 'Archie 3 OZ'

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Thu Aug 23, 2012 7:00 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
"Hmmmm...this data fortress....I recognize this architecture...it can't be!!! Why would alien computer architecture be based on a 2042 New York Times crossword puzzle I just did a month ago from a copy from the Lazlo Free Library?!!!" :D :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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Unread postPosted: Sun Aug 26, 2012 5:52 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
[Hunter Killer unit; 2001 on standby alert. Unit identified as NG-"Samson" power armour with after market modifications terminated. Repair facility A-016OV Ottawa Valley now secure.]
The 26ft. tall 4 legged battle machine, recently created by Hagen & ARCHIE-3 stood at the edge of the swift flowing stream. Soon the prisoner designated 'Twisted-metalman' would be loaded into the specilzed containment pod installed into its chasis and it could return to A3-OZ Station 2.
In its simple silocon "brain", existence was good.
Then something odd happend. A golden glow appeared to the port-side of its primary sensor cluster "head" and a light but firm tapping on its casing.


"-ahem- excuse me giant death machine, but that wasn't very nice. That man was just minding his own business when you snuck up on him and blew his very expensive suit apart. Now he'll most likely be monster food if no one helps him."

[???!!!???!!!? Does not compute. Error 404.]

"Hmph. Won't even say 'hello' you ARE a very rude machine. Rude machines need DISCIPLINE"
Ava Seiran's holographic aura intensified as her forcefield deployed. Eye-lasers and arm particle beam projectors began to cycle their capacitors to full.
If a machine could sweat drop, HK-2001 would have had a waterfalls worth.

The early morning darkness lit up with ruby and cerulean brilliance, blotting out even the instense golden glow of the 'Avatar of Shemarr'.

When the power suit pilot, Warrent officer Jack Chirax, Phoenix Force Alpha, finally decided it was safe to come out of the river (he again thanked the nerd boy centuries back who created fully enclosed EBA), all he saw was the smoking slagged hulk of the assault robot that had blasted 'Bettsy' into shrapnel, quietly steaming as the cherry red durralloy cooled.
Quietly dragging himself onto the gravled embankment he sensed a presence.
Looking to his right he came nose to cleavage with a giant 4 armed blonde woman.


"HI!" :D :cute: :angel:

Jack fainted.

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Sun Aug 26, 2012 8:00 pm
  

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:D And there was much rejoicing....

Kinda aggressive of Ava, but she WAS polite to it first.... :ok:


More fun stuff should be coming from me this week...doing pictures, even bad pictures, takes time.... ;)


And yes, machines CAN sweatdrop, especially if they have condensers, or AC coolant radiators(my car's AC likes to dribble water all the time) ;)

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

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


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Unread postPosted: Sun Aug 26, 2012 8:30 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
taalismn wrote:
:D And there was much rejoicing....

Kinda aggressive of Ava, but she WAS polite to it first.... :ok:


More fun stuff should be coming from me this week...doing pictures, even bad pictures, takes time.... ;)


And yes, machines CAN sweatdrop, especially if they have condensers, or AC coolant radiators(my car's AC likes to dribble water all the time) ;)

She was made angry... she already met Jack before and kinda liked him ;)
Thus... "MAMA SPANK!"

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Sun Aug 26, 2012 8:35 pm
  

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Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
[
She was made angry... she already met Jack before and kinda liked him ;)
Thus... "MAMA SPANK!"


Imagine that...and she makes cookies, too. :D :heart:

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

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


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Unread postPosted: Mon Aug 27, 2012 1:17 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
ah yes, but are they cookies that normal humans can eat, or do they taste of bitter almonds? :angel:
(Re; arsenic is a key heavy metal used in electronics...and co-incedentally has a taste of bitter almonds ;) )

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Mon Aug 27, 2012 7:22 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
ah yes, but are they cookies that normal humans can eat, or do they taste of bitter almonds? :angel:
(Re; arsenic is a key heavy metal used in electronics...and co-incedentally has a taste of bitter almonds ;) )



Mmmm...microchip cookies! My favorite!


Illos for this baby coming tomorrow....

EcoS-K-33 Arzach Aerial Warmount
(aka ‘Hellican’)
http://i408.photobucket.com/albums/pp164/taalismn/arzachcopy.jpg

“Centurion, where’s Gurosst? He was up on the aft deck just a moment ago!”
“He must have gone down below. Go find him; he was supposed to be on watch ten cona ago!”
“I already looked for him in the mess! He’s not there, and there’s nobody in the aft head. It’s like he just vanished off the ship’s deck!”
“Don’t be ridiculous! He’s probably hiding somewhere behind a bulkhead door, sneaking a xath spliff!”

“...urgk?! Huh?! Where am I? Wha--?!!!”
#Now, Kydian, you will tell us where you and your friends were bound for...or things will become very -uncomfortable- for you.#

The EcoS-K-33 is an aerial Warmount, recently introduced by the Lost Eclipse Tribe, designed with air support in mind. The EcoS-K-33 resembles a cross between a short-legged dragon and a giant mechanical pelican, complete with oversized beak and throat pouch. Two large jet thrusters are mounted on the back, just behind the juncture of the wings, and smaller lift fans are embedded in the variable geometry wings themselves.
The Nightmares typically use the Arzach as air support and as an airborne light transport; the large throat sac can be used to snatch prisoners off the ground, or can be used to carry cargo with equal ease.
Compared to such other aerial Warmounts as the BattleHawk, the Arzach is large, heavy, and lumbering, with less maneuverability. However, it can carry more equipment and ordnance. The Arzach also features a number of stealth systems to reduce the slow-flying Warmount’s chances of being detected, or at least of being easily targeted by enemies. A favorite tactic of the Lost Eclipse is to fly their Arzachs at night(in fact, that’s primarily when they operate), shadowing opposition forces from above, and then swooping down to pick off lone individuals(ideally when separated from their fellows, but sometimes in the middle of an attack on the group, in the confusion), scooping them up and carrying them away to be interrogated at leisure.
The Arzach was first introduced by the Lost Eclipse, but similar Warmounts(essentially identical, but for minor cosmetic changes) have appeared in the ranks of other Tribes, especially the Hawkmoons, where the K-33 is often used by Valkari to recover the bodies of prospective NeShemar.

Type: EcoS-K-33 Arzach
Class: Robotic Warmount, Heavy Aerial Attack Transport
Crew: None; robot intelligence
1 rider/pilot, and room for 2 passengers on the back. Up to three human-sized passengers can be carried(in some discomfort) in the throat pouch.
MDC/Armor by Location:
Main Body 480
Head 200
Throat Pouch/Carry Sac 120
Wings(2) 120 each
Legs(4) 40 each
Height: 10 ft
Width: 14ft , 60 ft w/ wings fully extended
Length: 38 ft
Weight: 7,500 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms. Can carry loads of up to 900 lbs in the throat pouch.
Physical Strength: Equivalent to Robotic P.S. of 40
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Leaping) Not possible; the legs are too short for effective leaping
(Flying) Hover to 400 MPH, maximum altitude of 12,000 ft
(Space) Not possible
(Underwater) Limited; the Arzach can dive into the water, float on the surface, take off from the water, swim at roughly 6 MPH and survive depths of 100 ft, but is not really designed for underwater operations.
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( 75 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 Arzach 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.

*Nose Magnetometer Probe---Can mount a ‘nose’ appendage carrying a MAD (Magnetic Anomaly Detector) sensor; particularly useful in ASW operations.
Range: The magnetometer has a range of 8,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Powered-up rail guns and fusion nuclear containment fields can be detected out to 16,000 ft.

*Throat Pouch---The Arzach’s head is fitted with an elastic pouch of elastic megadamage fabric, lined with memory-mode fibers. The pouch can expand to hold oversized payloads, then tighten up to enclose them securely for airborne carriage. This also serves as an effective restraint for involuntary passengers in the pouch, the fabric holding them like a straitjacket with a P.S. of 30. If the prisoner(s) has a weapon ready to hand, they can cut or blast their way out(the fabric has an MDC of 120), but will likely have to deal with a subsequent drop from altitude.

*Acoustic Reduction----Using technology reverse-engineered from the Coalition’s own special forces jetpacks, this system muffles the sound of the Arzach’s jets to a soft hiss. Under the right conditions, this gives the Arzach a 60% chance of Prowling under the right conditions(such as at night).

*IR Jammer----Actually a combination of IR Jamming and thermo-signature dissipation systems, designed to make it harder for infrared sensors to attain lock on; combined with basic radar jamming, it confers a -2 to sensor guided weapons to strike the flying Warmount.

*ECM Module---Electronic jamming system that gives radar-guided weaponry a -4 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 15 mile radius(-2 to strike).

* Jammer-----A mini-radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius.

*Electronic Cloak:
In the alternative, the system can be used as an electronic cloak, to mask the aircraft from detection, by creating enough backscatter and sensor ‘fuzz’ to mask the exact location and nature of the intruder. A sharp enemy EW officer will know that something is out there, but he just won’t be able to tell the WHAT and the WHERE. This system is essentially a scaled-up version of the Juicer ‘Scrambler’ electronic cloakers, powered up and improved to shield the larger and more complicated(in terms of sensor signature) aircraft.
Under the protection of the Cloak, the Warmount has only a 20% chance of being detected by standard thermal optics, motion detectors, and radar. Laser targeting systems have NO bonuses(lose lock-on), and missiles are -2 to strike(Conventional jamming CANNOT be activated simultaneously with this...the increased EM ‘noise’ will blow the cloak).
EM Detector---This system picks up and backtracks radio and radar signals, allowing their point of origin to be determined.


Weapons Systems:
1) Beak ElectroStunner----The Arzach’s beak can deliver a short-ranged electrical pulse attack capable of knocking out electrical systems, or strike in a jab that delivers a contact pulse blast to stun prey. The Arzach often uses this to surprise and stun targets before scooping them up.
Range: (Shock Blast)1,000 ft
(Contact Strike) Melee
Damage: (Shock Blast)
(Against lifeforms) (Variable) 3d6 SDC-1d6 MD, plus victims must roll a 16 or better. On a successful save, the target loses 1 APM and takes damage. On a failure, the victim is -9 to initiative, -7 to strike, parry, dodge, and reduce speed, melee actions/attacks, and skill performance by HALF, for 2d4 melees. Multiple hits result in cumulative penalties. +15% chance per additional strike of being knocked unconscious.
(Against technology)
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.

(Contact Strike)Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.

Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Pulse Lasers(4; 2 each in the wing elbows)---The leading edge of the wings feature embedded pulse lasers, in fixed forward firing position. Used for strafing targets.
Range: 4,000 ft
Damage: 4d6 MD single shot, 8d6 MD for both lasers firing simultaneously, 1d10x16 MD for all four lasers firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Flare/Chaff Launcher(tail)---Countermeasure launcher in the tail.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 16 per launcher

4) (Optional) Modular Weapons(2)---The Arzach has provision for torso-mounting two weapons similar to those standard to the Monstrex. Missile pods are the most common.

5) (Optional) Wing Hardpoints(2)---If available, the Arzach’s wings can be fitted with expendable ordnance, though such will add drag(reduce bonuses to Dodge by -2) until the missiles/bombs have been ejected/deployed
a) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
b) Jammer Pod---Electronic jamming system that gives radar-guided weaponry a -4 to strike the aircraft. Or it can be used offensively, to foil ALL radar-guided weaponry in a 10 mile radius(-2 to strike). Additional pods DO NOT add cumulative bonuses, but do provide system redundancy.
c) Mini-Missiles---10 shot pod
d) Short Range Missiles---3 per hardpoint
e) Medium Range Missiles---1 per hardpoint
f) Bombs---The Arzach can carry a single bomb, mine, or torpedo on each hardpoint , but the extra drag will cut the Warsteed’s maximum speed by 1/3 until the ordnance is deployed/ejected.
Damage: Varies by weapon carried;
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*Medium Torpedo ----2d6x10 MD
Payload: One bomb(up to 750 lbs) or a single torpedo(up to Medium class)
Note: The Arzach can engage in dive-bombing maneuvers; doing so means that the Warsteed approaches the target in a dive(45-degrees or better), releases its bomb(at 5,000 ft or less distance from the target), and then pulls out. A successful dive-bombing attack requires a Piloting roll at -10%, but the dropped ordnance is +2 to strike, and gets a +2d4 MD for the extra speed assist in penetration.

6)(Optional) Wingblades----The ‘feathered’ wings can be fitted with vibroblades, increasing damage to wing attacks, and allowing for flying slash attacks
Range: Melee
Damage: +3d6 MD on a wing slash

7) (Optional) Spear Rack---The saddle can be fitted with a spear rack with 20 MDC and holding 4-6 spears. Thrown from the air, the spears get an extra +1 to damage, +1d4 if thrown as part of a dive-bomb, due to the extra speed behind the throw.

8 ) (Optional) Gas Sprayer---The throat pouch can be fitted with a chemical sprayer, typically used to incapacitated engulfed prisoners.
The sprayer can also be used, less effectively, to spray aerosol chemical agents over ground targets.
Range: (Spray) 200 ft, and covers a 25 ft wide area.
Damage: Varies by chemical agent. Typically those held in the throat pouch will suffer double damage/duration/effect due to the more concentrated dose.
Rate of Fire: Once per melee
Payload: Carries enough chemical agent for 100 ‘captures’, or 20 aerial sprayings.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following, in addition to standard Monst-Crane programming:
Track and Hunt Sea Animals 50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Arzach 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: 5
(Following bonuses are for the Warmount alone; remember, the rider can cybernetically/psionically link to her ride)
Initiative +1 (+1 from the Ecotroz entity for a total of +2)
Dodge +2 (+4 dodge in flight)
Strike +1 (+2 w/ ranged weaponry)
Parry +1
Roll +2
Tear/Pry w/ Beak 4d4
Power Strike w/ Beak 5d6 MD
Foot Claw Tear/Pry 2d6 MD
Wing Slice 1d6 MD glancing blow, 2d6 MD +1 for every 30 MPH of speed from a full strength slicing attack(+13 MD at maximum speed)
Body Block/Tackle 1d4 MD


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Arzach an aura and behavior more befitting a sentient being than a robot. The Arzach has an IQ of 10 and possesses a relatively placid nature, but also displays an acute predatory sense when hunting.

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).

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

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


Last edited by taalismn on Tue Aug 28, 2012 5:29 pm, edited 2 times in total.

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Unread postPosted: Mon Aug 27, 2012 8:54 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
Robopelican...
:| :erm: ...ummm
Yeah.


I got nuthin'

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Mon Aug 27, 2012 9:12 pm
  

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DhAkael wrote:
Robopelican...
:| :erm: ...ummm
Yeah.


I got nuthin'


It will look better to you once I get the illustration up.. :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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Unread postPosted: Tue Aug 28, 2012 11:44 am
  

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Arzach now has art up...http://i408.photobucket.com/albums/pp164/taalismn/arzachcopy.jpg

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

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


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Unread postPosted: Tue Aug 28, 2012 2:31 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
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taalismn wrote:

BUWAHAHAHAHA!
The mook spread-eagle in the Azrach's mouth just sells it ;) :ok:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Tue Aug 28, 2012 5:06 pm
  

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DhAkael wrote:
taalismn wrote:

BUWAHAHAHAHA!
The mook spread-eagle in the Azrach's mouth just sells it ;) :ok:



Yep. And now that I finally have my own digiotal camera(a cheap and blur-focussed little Vitidar) I can shoot my own backgrounds...even a blurred background can be used to offset the sharp edges of the foreground stuff. 8)

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

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


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Unread postPosted: Tue Aug 28, 2012 8:58 pm
  

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Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1086
taalismn wrote:
DhAkael wrote:
taalismn wrote:

BUWAHAHAHAHA!
The mook spread-eagle in the Azrach's mouth just sells it ;) :ok:



Yep. And now that I finally have my own digiotal camera(a cheap and blur-focussed little Vitidar) I can shoot my own backgrounds...even a blurred background can be used to offset the sharp edges of the foreground stuff. 8)


And also denote motion of those in the foreground.


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Unread postPosted: Tue Aug 28, 2012 10:20 pm
  

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kronos wrote:
[
And also denote motion of those in the foreground.


True. I'm still exploring the possibilities(and building up a library of possible backgrouds). :D

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

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


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Unread postPosted: Wed Aug 29, 2012 9:46 am
  

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Some Non-Canon Silliness:

If you were wondering what happened to the Sailor Scouts(the continuing xover saga) after their encounter with their Shemarrian opposite numbers... :fool: :P

Mamoru Chiba (aka Endymion, aka Tuxedo Mask) paced, anxious. Two weeks after the Sailor Scouts had been pounded down and disappeared after responding to a youma sighting, he’d received word that they would be coming back at the shrine.
“Finally-”
“You’re back! Wha-”
Mamoru'’s eyes widened.
Minako was dressed, if it could be called that, entirely in what looked like the hide of a single large felinoid animal drapped around her, complete with stuffed head covering her own hood-like, fluffy mane cascading over her shoulders, forepaws clasping her breasts, a tooth necklace around her neck. An honest to god breechcloat of fur was wrapped around her hips, while a knotted leather thong around her waist held a scabbarded knife of considerable size. What looked like paws reworked into boots covered her feet up to the knees. And if Mamoru wasn’t mistaken, it seemed as if Minako had acquired an inch or two of height, a substantial tan, and a lot more muscle.
“Minako? Why are you wearing---”
“A Direcat pelt? Because the damn shredderbeetles got my other clothes.”
“Shredderbeetles?”
“Nasty little bastards. Fortunately they were more interested in synthetic fibers than live meat. Be a good boy and put this in the side room. will you?” She tossed him a large bundle-satchel of wrapped leather and fur. Something clinked metallically inside it as the heavy bag settled.
Beside her, Makoto Hino pushed past. Having just barely gotten used to Minako, Queen of the Jungle, Mamoru was gobsmacked a second time to notice that the erstwhile Sailor Jupiter was wearing a trenchcoat over what looked like a green latex rubber two-piece swimsuit and boots.
“Where were you?”
“Oh, just around. This galaxy, that galaxy, that dimensional plane, that nexus, bumming around, meeting people...”
Trying for a little familiar lightheartedness, Mamoru joked; “And I bet most of them looked like your old sempa-”
“HIT THE DECK!”
FWASH!
When Mamoru could see beyond the fuzzy blobs in his eyes and hear beyond the shell-shock, he could see the other Sailor Scouts picking themselves up from where they’d taken cover. Except for Matoko, who was standing, blinking her eyes as her scorched trenchcoat slipped in pieces off her shoulders, leaving her clad only in her green rubber finery.
“I liked that coat...”
Ami floated up to Mamoru. Even after the flashbanging his eyes had just taken from the mini-lightning strike, the tie-dye robes Ami was wearing were eyewatering in their intense colors.
“Mamoru, that you?”
“Yes.”
“You’re human, right?”
“Yes?” Not knowing where this was going.
“You always been human?”
“Well, yes.”
“Good. I’d hate to think Usagi’s boyfriend was really a five foot tall talking ferret.”
Mamoru stared as Ami wandered away. What the hell...?
And when had Hotaru come in? She was wearing some sort of dark gray body suit, and was currently over by the couch, bending over what looked like Setsuna, who was herself currently apparently wearing only a snakeskin robe and laying out unconscious, but with a goofy grin plastered on her face.
When the sight of the other Outers finally registered, Mamoru had to make another double-take.
The mop of blond hair sticking up was the only clue that the mummy-wrapped figure shuffling towards a couch might be Haruka.
Michiru, at the mummy’s elbow and carefully guiding the stiff-moving figure, was wearing some sort of utilitarian jumpsuit that was about as elegant as a potato sack, covered in pockets that sat heavily, suggesting they were full of things. Heavy things. Mamoru though some of them looked like weapons, if the barrels sticking out of some of the pockets were any indication. The normally sedate and cultured Neptune also looked decidedly apprehensive, constantly looking around and searching the room for possible threats.
Then it was back to the Twilight Zone again as the next person walked in.
If Minako and Matoko were competing for Minimalist Outfit of the Millenium, Rei had both beat hands down. What she was wearing under the red cloak hardly counted as clothing; the strange anklets and wrist cuffs with the flickering lights about them offered more material coverage than the rest of her apparel, which seemed to consist of ’whatever we could get to stick to the skin’. Which apparently was only beads and tissue paper and sparkling light. And that skin was tanned even more than Minako’s, arguably even more than the normally fairly dark-skinned Pluto. .
A eunuch would have shamelessly ogled.
Mamoru openly gaped.
That drew open giggles from the other girls in the room.
“Oh, she’s considered quite the talent in the Blood-Fire Dance. Quite impassioned. So good at it in fact the Sapphire Cobras wanted to steal her away.”
A moan floated up from the coach where Setsuna lay.
“She got quite a few soliticitations too...lot of guys’ numbers.” Makato gibed.
“Did not!” Even through her tan, Rei’s full-body blush was readily evident.
“Oh, and what about that big guy with all the tattooes and the bald head?”
“MOST of them had tattooes and bald heads!”
“There was MORE than one? Rei, you crazy sexy little virago...”
“AMI!”
“Don’t tell me you weren’t shaking it for more than just the patterns of magic! Or exercise....I mean of the calisthenic sort...”
‘MINAKO!”
Finally, Mamoru couldn’t take it anymore.
“What the HELL happened to you people?! You disappear after a battle with hardly a trace, then show up a month later looking like THAT!!! Half of you look like you’ve been to Camp Amazon or Club Extreme Makeover, Rei’s got a tan that pale-skins just shouldn’t have...”
“Thermal-weave nanites and LOTS of playing in fire...”
"Makoto's apparently been fashion-shopping at Rubbermart..."
"Electrical insulation. It helps. And it's waterproof too, for those jungle wetlands. Sweat's still a problem, but a low amp charge keeps the insects and leeches off.""
“ Right.....Next, Ami looks and sounds like she’s on drugs...”
“’Too much LDS at Berkley’...”
“Good god, Minako just got off a qoute WITHOUT mangling it!”
“Shock therapy.”
Both Minako and Matako shivered, from reasons NOT related to lots of exposed skin and drafty rooms.
“Pluto’s in a coma...”
“....lllllahhhhhhrrrrrr.....” Setsuna drooled.
“...Or whatever! I don’t know what to make of the rest of you....”
“ngh.” Haruka-hotep, Mummy Princess of Uranus, grunted at him. Michiru just gave him a sidelook glare while she continued fiddling with something she’d pulled from one of her jumpsuit of many pockets. Whatever it was, it looked like it might be highly illegal under the stringent Japanese firearms laws.
“What the HECK happened to you?! I’m missing some information he-”
“Probation was up.”
“GAH!”
How the hell did Hotaru get across the room unseen? And...how was she hanging upside down right behind behind him?
The dark-haired elven Sailor in the black ninja bodysuit grinned at him, despite her inverted position.
“After we were taken prisoner for attacking their scout team, they decided to make us bondsmaidens. Some appropriate punishment to fit the crime of an unprovoked attack, service for training, probationary period to be served, extra training for good behavior. Modifications for some, specialized training for others. TOYS. They finally decided we’d learned our lessons, paid our dues, and let us go, though we might be expected to help out our respective patrons and the Tribes at some time in the future. Shadow-chan taught me so much cool stuff!”
“Oh, and time moved differently for us there. A month here..three, four years over there.” Matako added.
“...glaaa...” Setsuna again.
“We’re not sure, but we think Setsuna spent most of that time getting her brains screwed out.”
“FOR FOUR YEARS?!”
“Which puts her, what, only fifty years behind on minimum recommended boinking?”
“...harkph!...” Haruka. Was that a laugh or a protest?
“...lalllhhhh...” Setsuna. No telling what that was, either.
“It’s not so much the time spent, as who she was spending it WITH.”
“I am SO glad I wasn’t traded to the Sapphire Cobras.” Rei.
Flailing for a change of subject, Mamoru finally found something relevant.
“Where’s Usagi?!”
Rei answered that.”She’s outside, refusing to come out.”
“You mean ‘in’. She’s refusing to come ‘in’.”
“No, I mean ‘out’. You want to challenge me on that?!”
Something in the fire priestess’s eyes, maybe the sparks of hellfire, seemed to communicate that Rei really wanted to hit something. If that something happened to be Mamoru Chiba, she was going to make sure it hurt like hell.
“Come on. We’ll show you.” Throwing her cloak back on over her shoulders, Rei followed Ami out the door. Perplexed, Mamoru followed.
Then stopped in his tracks.
It was a ten-foot-tall high-tech armored suit in funhouse mirror silver, that would have delighted any mecha-otaku in the Home Islands. The flanges on its head looked somewhat like techno-odango, skirted panels of armor hung from the waist, and streamlined curves of armor lent it a feminine look. The small artillery piece slung on its shoulder swept back and fourth as the occupant nervously turned and covered anything that looked the slightest bit threatening. This seemed to include bushes, shrubs, and fences.
The amplified voice coming from within was definitely his girlfriend’s.
#“No way in hell am I coming out until I get another sensor sweep!”#
“Usagi, there’s no hostiles in a three mile radius!” Ami purred.
#“I want at least ten before I crack the seals on this suit!”#
“Usagi? Is that you in there?”
#“MAMORU!!!”#
“Whatever the hell is that thing for?”
There was a long pause that stretched into an uncomfortable silence, to the point that Mamoru Chiba had the distinct impression that he was being regarded with the same attention awarded particularly world-ignorant hillbillies.
#“....ravaging hordes of genetically-engineered carnivorous mutant humans...”# Usagi began counting off, as she advanced on him.
“Okay....”Mamoru began, in true classic boyfriend fashion, to agree with whatever his significant other said, as the apparently angered armored juggernaught approached him.
#“Armies of flesh-eating bionically-augmented zombies...”#
“I get the picture.”
#“Incoming nuclear-armed genocidal cyberjuggernaughts....”#
“Uh-huh.”
#“Endoskeleton-hating giant amorphic brain-gestalts...”#
“Right.”
#“Necromantic dragonoid slaver-pirates...”#
“Sounds bad.”
#“Ancient psychotic techno-arachnoids and their city-eating giant pets...”#
“Nothing I’m sure we couldn’t handle...”
#”...and not to mention those humanoid-hating alien cyborgs....” #
“I thought we weren’t going to mention them, Usagi.”
#”Sorry, Ami, it just kind of crept out, screaming and yelling.”#
“But you’re home safe now, and we can put those horrible experiences behind us now!”
#”....”#
“I mean, you’re back! You left that behind, and we can move on! That's what's truly important!”
#”....”#
“...right...?”
#“Mamoru, I never noticed it before. but you’re a bit of a moron, aren’t you?”#
Seeing who that was coming from, that was doubly shocking and damning a statement even to somebody like Mamoru Chiba.
#”The Rifts can happen almost anywhere! There’s no ‘putting things behind us’ because they can pop up in FRONT of us! Or to the sides! We constantly have to be ready!”#
“Yes, that’s why we’re here, to protect-”
#“EVER vigilant! Ever ready to stand between the innocent and total destruction! WE are the silver armored wall that holds back the darkness! The light that burns away the long night of evil! We can NEVER grow complacent! Complacency breeds weakness! Weakness breeds defeat! We are NEVER safe if we are weak! We are weak if we think we are ‘safe’!”#
“...yaaaaggghhhh.....”
By now, Mamoru was backed up against the side of the temple, staring into the distorted reflection of his own face in the armored cleavage of Usagi’s armored suit. A part of his mind noted that, distortion not withstanding, his reflection looked rather terrified. And turning blue for some reason.
#”I’ve seen wonders and horrors beyond your imagining! I’ve seen stars born and planets die! I’ve seen a demon the size of a planet! I’ve watched rainbows of starlight in a Tannhauser Gate! I’ve seen ships burn in the Gaelra Arm! Any and all of it could happen here, at any time, and any place! There isn’t any ‘putting it behind us’ anymore! There’s-”#
“Usagi?”
#”Yes, Ami?”#
“You might want to back up a bit. You’re impaling Mamoru on your Laser Lance.”
#”Oh, ooops. Sorry.”#
Mamoru gratefully and semi-consciously slithered to the ground as the long laser weapon retracted from pressing into his chest, allowing him to breath again.
“Okay, now if you’re really going to be spending most of your waking time in that suit, we’re going to have to figure out how to explain it to your parents!”
#”Dad’s just going to have to share garage space.”#

(Yeah...I dislike the Sailor Scouts and I REALLY don't think much of Tuxedo Mask....Read Black Dragon 666's 'Millennium' fanfic where one of the running gags is Tuxedo Mask getting randomly shot a lot...

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

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


Last edited by taalismn on Wed Aug 29, 2012 8:50 pm, edited 1 time in total.

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Unread postPosted: Wed Aug 29, 2012 12:31 pm
  

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Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
Thing is, you actually make the Sailor scouts kinda... impressive now. :D :lol:
But poor TM... he's gonna have his own personal hell for a while now.
*gets out popcorn*
GOODY! :demon: :ok:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Wed Aug 29, 2012 7:15 pm
  

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DhAkael wrote:
Thing is, you actually make the Sailor scouts kinda... impressive now. :D :lol:
But poor TM... he's gonna have his own personal hell for a while now.
*gets out popcorn*
GOODY! :demon: :ok:


And I'm not quite done with 'em yet...but their saga will be a running gag of sorts(among others), when I'm not listing ironmongery.
Rei's adventures among the Blood Riders go deeper....(Yeah, that was her in the Dance sequence)
I haven't figured out what to do with the Outers in any great detail, however, beyond Neptune having repeatedly had her 'elegance' ground into the dirt numerous times, Uranus used as a meat shield and punching bag, and Saturn now being Sailor Ninja.
On the other hand...Sailor Moon now sports a crewcut(to better fit inside the heavily modified GlitterLady) and favors silver jumpsuits...so she now sort of looks like Seven of Nine... :P

Codex Shemar updated with finished projects and new WIPs. :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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Unread postPosted: Fri Aug 31, 2012 9:49 pm
  

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Advisory: The accompanying illo might considered not entirely worksafe(risque pulp-magazine cheesecake). Exercise discretion.

EcoS-K-38 Incindar BattleCat
http://i408.photobucket.com/albums/pp164/taalismn/img267.jpg

“Demons. In town. Many of them. Good. My blade needs feeding.”
#GRRRRRRRAAAAARRRRRRRR#
“You too, Kitten? Kitten wants to play?”
#RRRRRRAAAAAARRRRRRWWWW#
“All right then. Let’s go play with some demons. But first let’s pick up somebody.”
#GRRRRRRRAAAhhhRRR?#
“You’ll remember her. Very passionate, that one. Her blood is fire! Yes, this will certainly bring her out. She’ll want to dance too.”
#RRRRREEEEERRRRRRHHHHARRRRR?#
“That’s right, it’s Little Spark. You LIKE playing with her, don’t you?”
#GWWWoooRRRRRRRAAAAARRRRRRRR#
“Won’t she be surprised to see us?”
#RRAAAGGGHHHHHHHHHHHH#
“Yes, I imagine she’ll be mad. Mad enough to dance up a firestorm. Hot temper, burning demons. It will be BEAUTIFUL.”
#GRRRRRRRAAAAARRRRRRRR#
“Yes, we LIKE playing in the fire, too. So let’s go pick her up!”
#RRRRRAAAAAOOORRRRRRRR!!!#


The Incindar is a new Warmount that has been appearing in small numbers amongst the Blood Riders. Though some in the Shemarrian Nation regard the Incindar as little more than a heavily modified Monstrex frame, the Blood Riders contend the design is a wholly new Warmount.
The Incindar, compared to the stock Monstrex, is more solid and heavily built, with stocky hind and forelimbs, and a more rotund body. The head is massive, and looks akin to ancient Chinese stone tiger guardian statues, with a large blunt jaw, prominent nostrils, and slightly protrudant eyes. Body skinning is heavier, scaled in heavy cerametal tile-scales and corrugated plates, suggesting wrinkled skin. The weight-ended prehensile tail of the Monstrex is retained by the Incindar. The four back tentacles common to the Monstrex are also retained, but on the Incindar they are slightly longer and end in vicious vibroscythe blades. Their utility as climbing aides is offset by the Incindar mounting hot gas generators in the legs that allow the warmount to perform jet assisted jumps(they also incidentally can leak scorching hot gas under the feet, heating the claws for red hot strikes). A favorite tactic of the Incindar is to leap-dodge using the jets, spin in midair, then come back down venting braking plasma thrust to burn and scorch opponents underfoot. To protect from others’ plasma and heat weaponry, the entire body of the Incindar is sheathed in thermal-resistant, heat-refractory materials.
Being heavier and more massive than the Monstrex, the Incindar is also somewhat slower, but it is also more heavily armored and heavily armed. However, in combat, it is just as fast and responsive, and enjoys an autododge capability, courtesy of its built-in plasma thrusters. The more sophisticated systemry and armor means that it takes somewhat longer for an Assembler Forge to produce one, so the numbers of Incindars, compared to more common warmounts like the Monstrex and robo-Rhino Buffalo, are smaller. Incindars are favored by many Blood Rider Berserkers and Zealots as their ride of choice, especially when wanting to get into the thick of combat. Some Blood Rider Shamanesses prefer them as well.

Note: A ‘feral’ variant is known to exist that lacks the thermal resistant armor, plasma jets, and vibroscythe arms, and has HALF the MDC, but retains the flamethrower breath and laser eyes. These creatures are allowed to run ‘free’ in small numbers around Blood Rider enclaves, and are occasionally used as beasts of burden and watchdogs.

Type: EcoS-K-38 Incindar
Class: Robotic Warmount
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 500
Head 250
Scythe Tentacles(4) 110 each
Legs(4) 220 each
Tail(Prehensile) 75
Height: 10 ft
Width: 8 ft
Length: 14 ft (tail adds another 10 ft)
Weight: 4,000 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 45
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 170 MPH
(Leaping) 22 ft up/across. A running leap in excess of 60 MPH adds 1d4x10 yards to distance.
W/ thrusters, the Incindar can make powered leaps of 200 ft up/300 ft across
(Flying) Not possible; the best it can do is hover for 1d6x10 seconds using its foot plasma thrusters.
(Space) In space, the plasma thrusters would propel the Incindar at about 75 MPH.
(Underwater) Can run along the bottom at 15 MPH.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 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 Incindar 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 100 MDC before needing material stocks to convert to MD repair material.

*Thermal Refractory Armor----Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.

Weapons Systems:
1) Eye Lasers(2)---The protrudant eyes of the Incindar conceal powerful laser weapons. Just stare and flare.
Range: 2,000 ft
Damage: 2d6 MD single shot, 4d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Plasma Blasters(2)---What look like large nostrils are really the aperatures for a pair of plasma cannons. They can also 'breath' a wide area of effect blast.
Range: 1,600 ft
Damage: 5d6 MD single blast, 1d6x10 MD for both projectors firing simultaneously
*SprayFire Mode--- This splits the plasma discharge into a dozen smaller plasma mini-bolts. Range drops to 500 ft, but the bolts do 4d6 MD to a 20 ft wide area.
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Flamethrower---The mouth conceals a heavy multi-fuel flamethrower, with a heavier payload than other ‘firedrake’ conversions.
Range: 230 ft
Damage:
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire: Standard
Payload:
(Gasoline/Alcohol) 30 blasts
(Napalm) 80 blasts
(MD Fluid) 130 blasts
(Incendi-Gel) 160 blasts
(WI Napalm-P) 260 blasts per tank(much more concentrated than the regular gasoline/alcohol).

4) Flare Grenades(2)----The scales on the rear haunches conceal launch tubes(normally hidden under thick ceramic tile-scales) for flare-grenades, originally intended to decoy heat-seeking weaponry from the hot-running Warmount, but found to be quite effective as anti-personnel weapons.
Range: 500 ft
Damage: Varies by grenade type, but usually loaded with smoke(chemical agents such as tear gas can be substituted) in 10 ft radius, flash-bangs, or incendiaries.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 grenades per launcher-cluster, 12 total

5) Vibroclaws---All four paws are fitted with retractable vibroclaws
Range: Melee
Damage: Blunt Claw Strike 2d4 MD
Claw Strike 4d6+3 MD
Power Claw Strike(2 attacks) 8d6+4 MD

6) Bite---The oversized mouth may be fitted with blunt teeth, but it’s still strong enough to grind down armor or crush a limb between them to a pulp.
Range: Melee
Damage: 1d8 MD

7) Plasma Jets(4)---When leaping or landing, the feet shoot a plasma jetwash that, at short ranges, can prove particularly damaging. These thrusters can also propel the ‘cat through space, and be used to orient the Warmount when falling so it lands rightside up.
Range: 7 ft
Damage: 2d4 MD per foot(so 8d4 when landing on all fours on a surface.
Rate of Fire: ECHH
Payload: Effectively unlimited

8 )(Optional)Plasma Whiskers---The Incindar can be fitted with long whip-whiskers based on the Kittani plasma whip. Up to four can be mounted, two each side of the head. With a shake of its head, the Incindar can whip the lethal plasma conduits about, striking and burning anybody who gets too close. The Warmount gets no bonuses to strike.
Range: 8 ft long
Damage: 1d6 MD per lash strike

In the alternative, the whip-whiskers can be replaced with electro-shock ‘live wire’ whips.
Range: 8 ft long
Damage: 2d4 SDC
(Neural Zap) Identical to the Neural Mace; 2d4 SDC, and victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes.

9 ) (Optional) Modular Weapons(2)---The Incindar has provision for torso-mounting two weapons similar to those standard to the Monstrex.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. The Incindar has an I.Q. of 10, and a cat-like nature, including, despite its stocky build, very fast reflexes.
Typically has standard Monstrex programming(+ possible bonuses from the Ecotroz Entity essence):
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Incindar intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Wilderness(Hunting, Identify Plants and Fruits).
Actions/Attacks Per Melee: 8
Initiative +1 (+1 from the Ecotroz entity for a total of +3)
Dodge +6
Running Dodge +8(when in excess of 75 MPH)
Automatic Leap Dodge +3(takes NO APMs)
Strike +2 (+2 w/ ranged weaponry)
Parry +6 (+7 w/ scythe tentacles)
Pull Punch/Strike/Bite +4
Roll +4
Maintain Balance +8
Bite 1d8 MD
Blunt Claw Strike 2d4 MD
Claw Strike 4d6+3 MD
Power Claw Strike(2 attacks) 8d6+4 MD
Scythe Tentacles 4d6 MD
Flaming Claw Attack(2 attacks) 1d6x10 MD
Tail Slash 1d4 MD
Tail Stab 1d6 MD
Head Butt 1d6 MD
Pounce/Body Block 1d6 MD
Body Block/Leap Attack: 4d6 MD and has a 65% chance of knocking opponents up to 2,500 lbs off their feet(lose initiative and 2 APM).
Plasma jets add 2d4 MD per leg involved for a landing pounce,

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Incindar an aura and behavior more befitting a sentient being than a robot. Incindars have cat-like personalities; normally rather laid back at rest, they love stalking prey, hunting enemies, and pouncing on targets, even playing with their prey before finishing them off. They relish the opportunity to savagely maul enemies in combat, and show no fear of closing to an enemy to bat them back and forth, biting, clawing, and burning. They are extremely loyal and affectionate to their riders, and will fight to protect them, but will be steadfastly loyal to their orders, such as ‘wait and guard this (location/person/thing) while I’m away”. They can go from a leonine somolent posture to instant combat readiness in seconds. Occasionally, if particularly bored, they may use their surroundings as scratching posts(and a vibroscythe-equipped giant cyberfelinoid can do more than just destroy the furniture), unless specifically ordered NOT to.

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).

Note:
Many Psi-Shamanesses will have their Warmounts outfitted with such TW enhancements as Resistance to Fire, COMPLETELY protecting the Warmount from heat-based attacks, and other protections.

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

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


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Unread postPosted: Fri Aug 31, 2012 11:42 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
taalismn wrote:
EcoS-K-38 Incindar BattleCat


Ava Seiran; "KITTY!!!!" :love:

Rei; "For the love of Kami....HAAAALP!" :frazz:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Fri Aug 31, 2012 11:57 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
taalismn wrote:
EcoS-K-38 Incindar BattleCat


Ava Seiran; "KITTY!!!!" :love:

Rei; "For the love of Kami....HAAAALP!" :frazz:



Yep...somebody discovered that the default setting on her henshin pen was tampered with.... ;)

(Cut to: Wayfinder Spell-Thief and TechnoWizard...)
"What?! We were repaying a favor!"

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

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


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Unread postPosted: Mon Sep 03, 2012 11:29 am
  

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Location: Somewhere between Heaven, Hell, and New England
Illo coming soon:

Silvermoons Prism Warrior Elite
(aka ‘Crystallyte’, ‘Chromacats’, ‘Crystal Queen’)

http://i408.photobucket.com/albums/pp164/taalismn/img268.jpg

“They’re one spectacular light show before they bring down the final darkness.”

“Those crystal ladies don’t wear a whole lot, but that don’t matter much, because you ain’t going to have any time to appreciate the view before your eyeballs melt!”

Prism Warriors appear to be variants on the Berserker, but instead of having bared synthetic flesh, their skin seems to have been replaced with finely faceted crystal. Their faces retain a natural fleshed look, but they often wear sculpted skin-conformal mirror-chromed masks in combat. What little they wear is often metallic mesh or mirrored to go with the whole ‘shiny and lethal’ look they practice.
What makes Prism Warriors so feared is their seeming immunity to lasers and their ability to soak up laser energy and use it to enhance their performance. They can even absorb targeting laser lock-ons and throw laser weapons fire back at the shooters. In close combat, their bodies often strobe at blinding intensities, ideally distracting opponents, if not outright blinding them. As close combat specialists, they like to get in close, where they become glowing tornadoes of destruction, but as members of the laser-oriented Silvermoons, they do not lose their proficiencies with ranged weapons(especially lasers) either, a fact made abundantly clear in their enhanced integral laser weapons systems.
Besides their martial training, Prism Warriors are taught Dance, as part of their physical regimen, giving their movements an extra element of grace. In formation with other Prism Warriors, coordinated dance moves adapted to martial movement can allow for the smooth and precise bringing to bear of the formations firepower, or provide a distraction to puzzle enemy observers. Off the battlefield, Prism Warriors are often featured as key performers in the Silvermoon rituals known as the Solarus, communal dances based on astrological and celestial movements.
A denizen of the Paladin Steel continua would recognize the Prism Warrior as a scaled-up Light Dancer full conversion cyborg frame, suggesting another link, even if only industrial espionage, between the two groups.
Since Prism Warriors are of obvious Berserker descent, the Silvermoon Elites enjoy a friendly rivalry with the fire-based Zealots of the Blood Riders. The Blood Rider Elites often call out the crystal amazons when the two Tribes meet, wanting to test the mettle of the warriors, and in the normally cool relations between the two groups, the Zealots hold the Prism Warriors in high regard as the only ‘real warriors’ willing to break the mirror-shielded phalanxes and come out to ‘play’ in close combat.

Type: Shemar Sm Prism Warrior
Class: Robot Gynoid Elite
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 20 each
Arms(2) 100 each
Forearms(2) 75 each
Legs(2) 140 each
Head 90
Protective Headdress 75
Main Body 270


Note: The Prism Warrior can be fitted with any additional armor up to MEDIUM Cyborg Armor. Note, however, that wearing armor will interfere(if not outright BLOCK) the special properties of the crystalline flesh, negating the energy absorbing abilities until destroyed or removed.

Height: 8 feet ,
Width: 3 feet
Length: 2 feet ,
Weight: 800 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 36, PP. 24,.
Cargo: None; only what can be carried in the arms or strapped to the body
Speed:
Running: 120 MPH
Jumping: 25 ft up/across. Running start in excess of 40 MPH adds 10 ft to distance.
Flying: Not possible without a jet pack or other accessory
Underwater: Can run along the bottom at 20 MPH
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual, or as a result of Rites of Upgrade. Favorite options include fitting the gynoid with Eye Lasers, Cyborg TW Amulet/Multiplexors,or additional laser weaponry.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.

*Laser Detection---The Prism Warrior will INSTANTLY know if, when, and from where, they are being locked up by targeting lasers, and can take appropriate action.

*Laser Absorbent Crystal---The gynoid takes NO damage from lasers. That’s right, NO DAMAGE FROM LASERS. The unique crystal structure also allows the gynoid to redirect laser energy and re-use it(see below). The only limitation is that the laser strike’s total damage cannot exceed the total MDC of the Elite(so, yes, a Medium Starship laser doing 1d4x100 MD per shot hitting the cyborg and doing 300 MD would vaporize the Prism Warrior on the spot).
Combined with their laser detection abilities, and depending on circumstances, Prism Warriors can effectively NEGATE any bonuses an enemy gets from laser targeting/spot systems.

*Directable Spotlights---The Prism Warrior can direct a spotlight-like beam up to 3,000 ft and illuminate an area up to 30 ft across in either normal or infrared light. The beam can come from the gynoid’s hands or head.

*Full Body Illumination---The body of the Prism Warrior can be energized to glow bright enough to illuminate a large area, up to an 80 ft radius.

*Glare Camouflage----The Prism Warrior can ramp up the intensity of its body-lights to blinding levels, making it painful to stare at without adequate optical protection.
Bonuses: Opponents are -3 to strike in combat(-5 to strike if using optical amplification devices like telescopic optics or night vision gear), and -2 to parry/dodge incoming melee attacks from the cyborg(hard to see how the BLAZING BRIGHT lady is moving).

Weapons Systems:
1) Arm Lasers(2)---The Prism Warriors retain the forearm lasers of the regular warriors, albeit with the improved Silvermoon photonic technology. Just point and shoot.
Range: 2,500 ft
Damage: 3d6+2 MD per single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

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

3) Photonic Blade---The Silvermoons copied this technology off the Wilk’s Laser Knife and improved on it. The resulting photonic cutter is larger and more powerful, and can be generated out of the Prism Warrior’s palms. To those unfamiliar with the laser weapon, it is often mistaken for a psi-sword. The Prism Warrior can generate two laser blades, one in each hand.
Range: Melee; virtual blade is 12 inches long.
Damage: 3d6+5 MD per strike

4)Strobe Attack---The Prism Warrior can generate intense blinding flashes and strobe them, blinding unprotected eyes
Range: 300 ft and covers a 25 ft area
Damage: Unless the victim(s) are wearing tinted goggles or other protection against bright light, they will be blinded(-10 to strike, parry, dodge, and roll) for 1 melee round after being hit. Duration can be extended by 7 seconds(half a melee) for every subsequent melee that the target is kept bombarded by the strobe attack until their eyes manage to adjust.
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) Laser Re-Direction/Parry----The Elite can actually parry lasers and re-direct them at other targets, though this takes two actions/attacks on the part of the Prism Warrior. This requires a successful Parry roll and then the gynoid can attempt to bounce the laser back at another target; either at HALF the range of the original shot, but doing FULL damage and no penalty, or at the same range, HALF the laser strike’s damage, and -2 to strike.

6) Laser Absorption---Instead of Parrying and re-directing laser fire, the Prism Warrior can instead choose to absorb laser energy and re-use the energy to boost its own systems. For each laser strike absorbed(an absorbed shot CANNOT be parried/redirected), the Elite can boost the damage of its own lasers by 25% of the original laser blast for 1 melee after absorbing it.
Alternately, the Elite can boost its running speed by 25% for 1 minute, OR increase its leap distance by 50% for 1 melee, OR add a +1 to dodge for 2 melees(15 seconds) after a strike.

Programming/Skills:
Regular Berserker skill programming, plus:
Retains W.P. Energy Pistol and W.P. Energy Rifle
+Dance 90%
+Communications: Laser 94%
+Communications: Optics Systems 90%

Actions/Attacks Per Melee: Identical to the Berserker’s: 10
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 4
Dodge +10
Parry +10
Automatic Dodge(takes no actions) +
Strike +9 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4
Pull Punch +6
Disarm +5
Entangle +2
Knockout/Stun on a Natural 18-20
Paired Weapons
Controlled SDC Punch 2d6+15 SDC
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Claw Strike 3d6 MD
Power Claw Strike(2 attacks) 6d6 MD
Head Butt 1d4 MD
Kick 3d8 MD
Leap Kick(2 attacks) 5d8 MD
Karate/Power Kick(2 attacks) 5d8+4 MD
Body Block/Leaping Jump Kick 1d6 MD and has a 50% chance of knocking opponents of 1,300 lbs or lighter off their feet(lose 2 APMs and initiative)

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

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


Last edited by taalismn on Tue Sep 04, 2012 6:05 pm, edited 2 times in total.

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Unread postPosted: Mon Sep 03, 2012 5:09 pm
  

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Posts: 5188
SWEET! :mrgreen:
Bizzarely enough, one of my meta-campaign NPCs, a half human / half Shaemarian female, through plot-device deus-ex machina became a solar kinetic.
Re; has the super powers of energy expulison light & plasma, and gains / looses the power based on exposure to sunlight.
Get outta my skull dude ;)

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Mon Sep 03, 2012 7:19 pm
  

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DhAkael wrote:
SWEET! :mrgreen:
Bizzarely enough, one of my meta-campaign NPCs, a half human / half Shaemarian female, through plot-device deus-ex machina became a solar kinetic.
Re; has the super powers of energy expulison light & plasma, and gains / looses the power based on exposure to sunlight.
Get outta my skull dude ;)


I was actually more inspired by the old Micronaut/Microman toys... remember the Time Traveller figurine, that was always spectacularly backlit on the bubblepack with what I refer to as 'jeweler's light'? The figurine that broke like candy-glass if you subjected it to ANY vigorous activity?

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

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


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Unread postPosted: Tue Sep 04, 2012 12:14 am
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
taalismn wrote:
DhAkael wrote:
SWEET! :mrgreen:
Bizzarely enough, one of my meta-campaign NPCs, a half human / half Shaemarian female, through plot-device deus-ex machina became a solar kinetic.
Re; has the super powers of energy expulison light & plasma, and gains / looses the power based on exposure to sunlight.
Get outta my skull dude ;)


I was actually more inspired by the old Micronaut/Microman toys... remember the Time Traveller figurine, that was always spectacularly backlit on the bubblepack with what I refer to as 'jeweler's light'? The figurine that broke like candy-glass if you subjected it to ANY vigorous activity?

Nostolgia overload; I used to Have Baron kazra & Force Commander (with centaur bodies) along with most of the 'alien' figures too; Repto, Lobros, Antron et-al.
STILL have 90% of the original Marvel Comics series too.

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Tue Sep 04, 2012 11:00 am
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
Prism Warrior up: http://i408.photobucket.com/albums/pp164/taalismn/img268.jpg

I'd claim to still have a fair assortment of my original Micronauts in a box somewhere, but as parts....the American-made stuff tended to break apart very easily, and the Acroyears in particular just came to pieces right out of the box.

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

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


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Unread postPosted: Tue Sep 04, 2012 1:28 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
I actualy have been contemplating a "C Word" for the Acroyers for quite some time.
Oh not directly of course (they'd only be a couple of inches tall), but you know, an Expy of the guys.
Bunch of noseless Kinsenite wearing bald headed bada$$es weilding energy swords and hammers.
Sorta like Klingons with better fashion sense and the muscle to back up their boasts ;)

P.S.; the image link is not working for some reason :P (Staus 503; service unavailable)

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Tue Sep 04, 2012 5:17 pm
  

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DhAkael wrote:
I actualy have been contemplating a "C Word" for the Acroyers for quite some time.
Oh not directly of course (they'd only be a couple of inches tall), but you know, an Expy of the guys.
Bunch of noseless Kinsenite wearing bald headed bada$$es weilding energy swords and hammers.
Sorta like Klingons with better fashion sense and the muscle to back up their boasts ;)

P.S.; the image link is not working for some reason :P (Staus 503; service unavailable)


I'll send you my 'C'.
As for Photobucket? The whole thing seems to be malfing with regards to images(it was acting very strangely this morning when I loaded the image). I signed into my account and not a single image is coming up. Don't know if it's just my account that's buggered, or everybody's. :badbad:

Update: It's very, very, intermittant.

If you're lucky, this might help you sniff the cork until this technical glitch is resolved(I'm thinking maybe it's post-Labor Day deluge on Photobucket). http://s408.photobucket.com/albums/pp164/taalismn/


Okay, seems to be working now.

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

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


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Unread postPosted: Tue Sep 04, 2012 9:02 pm
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5188
OOOOOOOOO :shock:
SHINEY! :mrgreen:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Tue Sep 04, 2012 10:53 pm
  

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Advanced Cultural Notes: (E)Shemarrians and the Black Market

“As agreed, I have here your shipment.”
“And I have your gold.”
The business-suitedvampiress looked at her opposite number, the green-robed alien cyborg or robot’s metallic features betraying nothing. It was frustrating not being able to read the Black Marketeer’s emotions and thoughts as she would a food-beast, but in a way she was intrigued by it. It was ALMOST like dealing with an equal.
The alien’s metal arm swept over the pallet of shiny alien equipment arrayed before them on the floor of the vampire-owned warehouse.
“Kittani weapons...an irony, no? The Splugorth so hate your kind. So delicious then to turn it against them, yes?”
The vampiress nodded at the firepower represented there. Cheap at the price; ‘Lord Damnation’s’ backers were proving as susceptible to the corruptions of gold as any flesh-and-blood.
“Delicious indeed.”
They silently watched as their respective technical advisors ran their own quick tests, soon nodding to their respective superiors of both the functionality of the Kittani weaponry and the authenticity of the gold bullion.
“And I’ll take those two slaves...I promised my master to bring her back something special. She -hungers- so.” Lord Damnation gestured to the two bound slaves in the background that had watched the whole exchange in abject misery. That they were here at all, allowed to witness the business deal, spoke of a short immediate life expectancy.
“Those, I’m afraid, I had an eye on for my own dinner.”
“A pity, then. They’re of the sort my master particularly enjoys.”
“For your master? She? Well, in that case, I suppose I can let them go....for an extra incentive.”
“A plasma harness.” The alien brought something out of his voluminous robes and tossed it onto the table next to them. The vampiress’s eyes seemed to light up with unholy lust at the sight of the exotic alien device.
“Sold! May your master enjoy her...treat. B’tak, pack Lord Damnation’s new acquisitions for transport.” The vampiress’s hands were already caressing the plasma harness like a much sought-after fashion accessory.
Behind her, the hulking Brodkil grunted as he pushed the two slave-women across the warehouse, enjoying their screams as he forced them into transport drums. He’d been rather looking foward to the leftovers. He contented himself with drinking in their terror as the drums were sealed and the slave-beasts trapped in unknowing sensory-deprived misery. But Mistress's next meal, he vowed, wouldn't slip or be given away.
“A pleasure doing business with you, Lord Damnation.” The gold is chum-change. And you overpaid for your master’s little treat. I don’t expect you to last long if you continue to make exchanges like this, you metal-faced freak.
“Likewise,” the green-cowled cyberoid nodded in return, before turning to the modified Naruni hovertruck, already loaded with his new cargo. A pleasure knowing the equipment we just gave to you will lead our forces right to your stronghold, bloodsucker. The Hawkmoons and Wayfinders will enjoy using their new aerial units to bomb your minions to oblivion and should you actually try to use that harness on yourself....

Prior to the Shemarrian Civil War, Shemarrians had very little contact with the economies of the rest of the world What little trade they conducted was with the smaller villages of the Eastern Seaboard, and was done mainly on a barter basis. Even the sales of their Hunting Rifle are done through these exchanges, which are done mostly for show. The most that the Shemarrians would do was the occasional trade caravan to the pirate kingdom of Montreal, and even then, the enterprise was choreographed to raise as many questions as answer any of them, or make any sort of profit. If ARCHIE-3 wanted anything from the Black Market, he did so through the laundering scheme known as Titan Works, or through agents such as A-51 Spybots. His Shemarrians were kept well clear of trade entanglements, as befitted the mystique of mysterious and proud alien warriors holding domain over the Eastern Seaboard.
That changed when the Ecotroz arrived and split the Shemarrians. Suddenly the rebels were in need of supplies, as they had cut themselves off from ARCHIE-3’s logistical support. Until they could establish protected high-tech production of their own, the EShemar were reliant on what they could steal or salvage, and that didn’t always keep up with demand. They turned to previously neglected outside trade in earnest to make up the differences.
To begin with, the EShemar relied heavily on Awakened A-51s and NeShemar. However, it soon became apparent that this was a less than satisfactory arrangement. The former didn’t always move in the required circles to get them what the EShemar wanted, and many of the NeShemar proved inexperienced at high-level negotiations, as they often came to the EShemar as a result of severe trauma, and their conversion indoctrination left them with few of their original experiences and skills that might prove useful in trading.

As traders, the EShemar tended to get the short end of the stick as they often had little of value to trade, at least initially. Most of what they acquired, they studiously recycled, or gave away to the villages of the East under their protection. What little they had left over often didn’t have much high value per item, and the EShemar were forced to trade in bulk to make a meaningful profit on the exchanges. The revolution might well have been doomed by the lack of the small, but important, flow of logistics from the outside markets.
Fortunately, EShemar ingenuity, the acquisitions of a number of technology assets within Shemarrian territory, and the contributions of some generous supporters, allowed the rebels to stabilize their logistical situation and even begin to compete, quality- and quantity-wise, with their enemy. However, the EShemar were determined to rectify their shortcomings with regards to outside trade, if only to cultivate useful allies and alternate sources of supply as contingency plans.

Currently, most of the EShemarrian trade with the more civilized and advanced portions of the North America economy is conducted by the ‘civilian classes’ of the EShemar nation; A-51s, Acolyte/Pariahs, and the occasional Male, Spinster/Tinker, or Ne’R’Mar, continue to carry out business with outsiders. NeShemar with greater retention of their past ‘lives’ and social/business contacts also carry out business. More covertly, members of the Yurei class conduct infiltration and negotiation in the higher circles of the Black Market. Most business conducted is with La Marche Noir, and the Wayfinders have considerable contacts with the Immaterial Hand. To distribute and hide their dealings, however, agents and operatives of the Shemarrian Nation have made contacts within many smaller cartels and regional organizations.

Surprisingly, the Ghost Riders have emerged as the Black Market mercantile class of the new Shemarrian Nation. While they remain first and foremost a warrior Tribe like their sister Tribes, an increasing amount of their activity goes ‘unseen’; some of this covert activity is involved in the cultivation of outside contacts, in a manner that doesn’t connect the Shemarrians. Though not as perceptive and adroit at socializing and glad-handing as the empathic Ecotroz Shemar, the Ghost Riders have shown a chilling, but effective, grasp of business dealings and to-the-point negotiations. Especially after several traps set by organized crime(and reportedly a covert CS sting operation) went very badly for the would-be ambushers when the Ghost Rider operatives blasted their way out. The Ghost Riders’ operatives, those identified with individual identities, are earning a reputation as reliable, no-nonsense, if humorless, dealers it doesn’t pay to cross. The Ghost Riders have also been more careful and widespread in their infiltration efforts, cultivating contacts on the periphery of the Chicago Network and as far away as El Oculta.

The bulk of trade continues to be in items harvested from the wilds of North America(monster hide) or salvaged from the Horune and Splugorth(including second- and thirdhand loot acquired from them). However, with improvements and expansion of their industrial holdings, and turns of fortune in the Shemarrian Civil War, the EShemar have been able to spare an increasing amount of their capabilities to manufacturing goods(mainly electrical components and the like) for export-sale. The seizure of several of ARCHIE-3’s peripheral Titan Works facilities has also led to another potential source of income; legitimate knockoffs. During the height of the SCW, availability of Titan Works products plummeted, as ARCHIE-3 dedicated more time and resources to fighting the Shemarrian rebels. However, soon after this nadir new Titan Works goods began reappearing, just not through the regular contacts. The extremely acute business observers of North America have rightly surmised that at least some of Titan Works’ factories were located in the region affected by the troubles in the Shemarrian sphere, and have even speculated that the change in distribution may be due to internal business problems. What they are unaware of is that those factories are now run under Ghost Rider management, which is trying to wrest market-share away from the ‘legitimate’ A3-run puppet company. It is estimated that nearly 30% of current Titan Works sales are actually benefiting the Shemarrian Nation rather than ARCHIE-3. On top of all his other woes, ARCHIE-3 is not at all happy with this turn of events, frustrated that his own creations now seek to outdo him even in business. In retaliation, Argent Goodson has stepped up service-plan incentives and bounties on Titan Works’ products that were not bought directly from their outlets, but this has aroused more suspicions that something has gone wrong in the Titan Works stables, and many would-be customers are turning away or at least waiting to see what shakes out before committing themselves to buying Titan Works goods. This is working to drive down the price and could potentially hurt BOTH the ARCHIE-3 and EShemar Titan Works sales, and benefit other manufacturers such as Northern Gun and Naruni Enterprises.

The same is true of the Three Galaxies’-based Shemarrian Star Nation, where the Ghost Riders conduct the majority of silent trade with the rest of the 3G power blocs, though many of the Tribes conduct legitimate trade(albeit through front companies and SSN-flagged small operators). There, however, with more advanced computerized communications nets, the Ghost Riders are even more free to play with automated distribution networks and infiltrate communications grids, making dealing with the galactic black markets even easier, and allowing for even more personally-removed arrangement of acquisition and delivery. There, too, their own heavily stealthed ships come into their own as effective smuggling craft and information gatherers.

_________________
-------------
"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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