Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

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Vebran(Hyfor III)(Thundercloud Galaxy)
“So many things about this system don’t make sense! Hyfor clearly underwent a red giant expansion, but it then seems to have gone in reverse! It should have blown off its outer gas layers and we should be sitting in the middle of a nebula! SO WHERE’S THE GAS?! How did it get collected and siphoned off?! And why’s the primary an orange dwarf now, instead of rapidly decaying into a white dwarf? It’s as if somebody drained out the ash from its core and refueled it, but did both jobs only halfway! WHY?! And the lifeworld’s apparently been moved around, but after all that effort, why was this system apparently abandoned by whoever did the moving?! The Goddess reveal the mystery, I cannot make sense of this!!”
---Alledal Voidgazer, Hawkmoon astrographer

“I got zapped by what turned out to be a native playing mighty wizard with a terawatt x-ray laser he pulled out of an old ruin. Took me by surprise and dumped me in one of those box canyons where I got to play with the spider-rats until I could find a way out. Be damned careful in those uplands!”
---Brena Pinionsaber, Hawkmoon scout

“We’ve identified about a dozen living intelligent species that previously have only been known through ancient or fossil records offworld. Of course, their living descendents have fallen pretty far and some of them barely qualify as ‘intelligent’ any longer. None of them are particularly numerous, nor inclined to be very energetic beyond acting on what they can see from their doorsteps. One gets the impression that these are the remains of once-greats who drifted here to go senile in obscurity, or missed the bus when everybody else packed up and left for greener pastures.”
---Allela EyeofAges, Hawkmoon scholar-scout

“-The Colinari are a human-offshoot, possibly alien-hybrids, who developed psychic powers, powerful enough to extend their lives and dominate the lowland humans who wander up into the craglands. But the Colinari decided to turn inward and focus on their inner lives. You’d think that would make them great thinkers and philosophers, don’t you? Well, that’s the case up to a point. Fact is, the Colinari are so full of themselves that they get bored with the world and its pleasures, to the point that eventually they decide to up and kill themselves, whole families and their servants, all in one go. Try talking them out of it, and they dismiss you as an inconsequential illusion or an unknowing inferior. They’re just that convinced that they’ve experienced all there is to life and that they know it all. Ironic, because just a few plateaus away, there’s the remains of what was once a large spaceport. They want challenges? They could try re-developing space travel on their own and enter, or re-enter, the bigger ‘verse. But the Colinari are just too inbred biologically and mentally to give a **** anymore. I’ve seen a lot of that on Vebran, and, in the case of the Colinari, I’d normally say good riddance to them, let them rot in their little mountaintop villas, but for the fact that they inevitably take a lot of good people with them in their delusions.”
---Valon Trefvis-Windmapper, neshemar aerial scout, Hawkmoon Tribe

“Judging from these mascon readings, I’d say we’re looking at a structured network of much denser materials underlaying the entire eight hundred kay mountain ridge, under some three hundred metra of rock. Those angles and the regularity of form in the structure look DISTINCTLY artifical-”

Vebran is a terrestrial world orbiting a slowly dying sun. Hyfor III is a main sequence yellow-dwarf that has ballooned into a red giant, reached its azimuth as such, and is now cooling down.
That Vebran still remains habitable at this stage in its primary’s stellar evolution raises many questions as to whether the planet was somehow arificially protected, moved, or was terraformed during the red giant’s expansion. Furthermore, Hyfor III has not blown off a gas nebula, as is expected of main sequence stars, but instead is gradually shrinking back down through to a white dwarf. This too raises questions, for cosmologists, about what exactly is going on in the Hyfor III system. However, most cosmologists agree that Hyfor III has at best another eight million years to go before it cools down enough that Vebran in its current position will be uninhabitably cold.
Vebran shows more recent signs of having been a travel hub or crossroads in the past for extraterrestrials; the ancient remains of several large cities, all from different intelligent species, dot the landscape. A few of these cities still have inhabitants, the degenerate remains of once-mighty starfarers or rift-walkers, haunting the palaces and dessicated gardens of their ancestors. There are also multiple small enclaves of aliens, notably humans, the descendants of slaves brought to the planet millenia past, eking out subsistence livings in oasises.
The Hawkmoons now lay claim to Vebran, and have been exploring it. Of particular interest are the Heborian Highlands, a rocky spine of plateaus and canyonlands running across the center of the main continent. While the many mesas and plateaus show signs of past colonization, there are indications of even older and more massive structures buried deep under the rocks of the Highlands.
Rather uncharacteristically, the Hawkmoons have not immediately based themselves in the highlands, but have instead established their main settlement, Vanceport, in the coastal regions, near several abandoned ruins of interest. They have begun building a second settlement and proper aeryie in the mountains, once they map out an optimal site.
Vebran might still be considered an attractive colonization site, but the planet seems to have an aura of being past its prime. Many of its surface minerals have obviously been mined out, and the easily accessible ruins have been mostly stripped bare of valuable technology and/or magic. However, the Hawkmoons are determined to have a go at building a presence on Vebran and ferreting out its secrets.

Solar System
Number of Stars: 1
Types of Stars: Orange-Red(fading main sequence star)
Number of Planets:
-Asteroid/Planetissimal----The innermost body of the Hyfor III system may have once been a larger world, but rather than come apart, has instead been ablated away until only this small, atmosphereless, rocky sphere remains. The Hawkmoons have set up a robot solar observatory on the asteroid to study the dying sun.
-Terrestrial(Vebran)---System lifeworld
-Gas Giant(Vektow)----Known to many of the native Vebrans as Vektow, and often a prominent part of their astrology, this Jupiter-sized gas world shows signs of having been somewhat larger in the past, suggesting that it may have lost some atmospheric mass during Hyfor III’s red giant phase. Many of its moons also appear to have been mined in the past, and several of them also sport ruins of space infrastructure. However, theere is still enough material to be found that the Hawkmoons have established several resource facilities and a cloud-diving/mining operation to support their own presence in the system.

Planet(Vebran)
Type: Terrestrial
Diameter: Average(13,000 km)
Gravity: Average(1.03 g)
Temperature: Temperate, leaning to the warm/tropical side.
Unusual/Special Features:
-Unusual Axis----Vebran’s axial tilt means long dry summers and several months of monsoon-like conditions. The planet also has no permanent icecaps.
-Odd Revolution----Vebran’s year is twice as long as it should be, given its mean distance from its sun.
Atmosphere: Breathable oxy-nitrogen mix
Vebran has particularly energetic jet streams, leading to violent weather, especially along the many high ridges and craglands. Hawkmoon fliers have learned to respect these winds.
Terrain: Varied terrestrial terrain.
Vebran is most characterized by rocky highlands and craglands funneling water through deep canyons to the thin, but heavily-jungled, coastal plains.
Notable Mineral Concentrations:
- Pitch Blend
- Magnesium
- Chromium
- Zinc
- Nickle
- Samarskite
- Quartz
- Graphite
Hydrosphere:
Balanced; Vebran has two large oceans and several smaller shallow seas. Balancing these open bodies of water are several large deserts and arid plateau regions.
Biosphere:
Moderate. Vebran shows signs of having been subjected to various efforts at introducing non-native species , presumably as part of previous colonization efforts, that have subsequently gone feral.
Civilization:
Post-colonial. What lives on Vebran is the aftermath of several waves of settlers or travellers in the distant past, but for whatever reason, full planetary exploitation never took place.
Population:
Estimated at 315 million scattered about the planet, plus the recent arrival of about 1.2 million Hawkmoons. The largest native communities top off at kingdoms of a million subjects, typically less. Roughly 46% of the ‘native’ population is Human or Human-Variant, with the rest a mix of various Palladium species.
Technology:
Primitive---Most of the enclaves of natives have backslid into a pre-tech agrarian or hunter-gatherer level. A few still-functional pieces of ancient technology are occasionally unearthed, and are regarded as magic artifacts, or cursed relics. Most travel is by foot or animal, and the most advanced vehicles built by the locals are wooden sailing ships(and those tend to stay along the coasts).
Economy:
Agrarian. A few communities have re-invented(or retained) iron-working, while a few others scavenge the ruins of previous civilizations.
Wealth:
Poor; most of the planet lives at a subsistance level.
Government:
Most of the enclaves are ruled by strongmen, village elders, or kings/queens. There is no unified world government or authority, aside from the Hawkmoons.
Law Level:
Within the enclaves, law levels can range from moderate to totalitarian. Outside the villages, there is no law to speak of, save for vague notions of traveller hospitality.
Popularity:
Ambivalent. Most of the enclaves are satisfied with their leadership, but there have been a regular occurance of coups, revolutions, and hostile takeovers.
Stability:
Overall, the general political climate is stable. Most of the kingdoms leave each other alone, though there are some bitter rivalries and border disputes(mainly cattle-stealing level). A few warlords have sought to expand their immediate realms, but Vebran has spawned no global Alexanders or Genghis Khans.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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*EShe-23Sb Jaggerak Kantaran
(aka ‘RazorStorm’, ‘Wolfsturm’, ‘Teeth-Spitter’. ‘Hornet-Hound’, ‘Swarm-Jaw’, ‘Buzzbite’)

<<“-Centurion, say that again? You’re being attacked by WOLVES? Or are you being attac ked by WASPS?! I can’t hear you over that loud buzzing! Speak up, man-!”>>

“Oh hell no, man! I don’t care if that hellhound yanked your favorite gun out of your hand! I ain’t wadding into that shrapnel storm to get it back for you! You really want it, you play fetch with the razor-doggy!”

“-only thing worse than seeing a Jaggerak buzzsaw some target is watching it retrieve its teeth. Between the sucking sounds as it pulls its teeth out of the puree that used to be a living creature and seeing its jaw warp and remake itself as its teeth fit back in...well, I’m really glad I have an internal IV system for a stomach, because otherwise I’d be swearing off food for a week.”

The Jaggerak is a Kantaran(Shemarrian Wolf) variant ascribed to the enigmatic ShadowBlades tribe, though it has begin to appear in numbers with other Tribes, such as the Ghost Riders, Blood Riders, Lost Eclipse, Wolf’s Path, and Silvermoons as well.
The Jaggerak resembles the regular Kantaran hound, but for a slightly more pot-bellied look(30% heavier) and a larger more misshapen jaw sporting a veritable cutlery rack of large oversized jagged teeth, rather than the Kantaran’s regular two large incisors.
In action, though, the Jaggerak seems to a technological attempt to emulate the Spinning Blades spell. The Jaggerak’s head seems to explode into a cloud of hovering sharp teeth, suspended in a powerful and invisible electromagnetic field. The Jaggerak can then manipulate the field to set the blades in motion, creatinga flying buzzsaw or drill of razor daggers that shred anything coming too close. Like the spell, the field can alos be used to throw the blades as projectiles at targets. When in full ‘buzzkill’ mode, the spinning blades(and whatever additional metal debris has been swept up) makes a distinct high-pitched screech(equalled only by the screams of anybody unfortunate enough to be caught in the cyclonic razor-storm).
The Jaggerak also possesses a smaller set of teeth inside the mouth, for use when the larger outer teeth are damaged or unavailable. This allows the Jaggerak to still feed and replace its dagger-teeth.

Changes/Modifications:
MDC/Armor by Location:
Main Body 190
Head 90
Teeth(24) 10 each
Weight: 1,000 lbs
Systems of Note:
*Magnetic Anomaly Detector----The control system for the EM suspension field also picks up on external magnetic fields. Range: The magnetometer has a range of 2,000 ft and can detect vehicles and other metallic structures with 80% accuracy, and active EM fields (such as active electronic circuits and charging rail guns) at TWICE that range.

*Teeth Regeneration---In addition to its nanotech self-repair systems, the Jaggerak can replace its teeth, almost shark-like. Can replace the teeth at the rate of 1 every hour, if sufficient material stock is available(each tooth counts as 10 MDC worth of material)

Weapons Systems:
1) Spinning Teeth(24)----The Jaggerak has twenty-four large jagged metallic teeth that can be projected from the mouth and used as flying projectiles.
Range:(Spinning Blades) Melee. When activated, the Spinning Blades spell can reach 100 ft away, used offensively. If ejected as projectiles, the blades can reach 500 ft.
Damage:(Spinning Blades)When activated, the magfield levitates and manipulates 24 blades that do 1d6 MD each in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x24 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
(Projectiles) Can also fire the blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +2 to strike.

Rate of Fire:(Spinning Blades) ECHH
(Projectiles) Can volley the teeth-blades 1-24(all)
Payload: 24 blades/teeth

2) ElectroMagnetic Field---The electromagnetic field used to manipulate the blades can, itself, be used to pick up and parry metallic objects. In a 100 ft radius, the magfield can pick up loose metal(individual pieces cannot weigh more than 5 lbs each) and pull/suspend it, or add it to the rotating buzzsaw vortex around its head. This can add an additional 1d4 MD of damage to the defensive field, and a +1 parry energy blasts(which are blocked by the flying scrap).
The Jaggerak can also focus its magnetic attraction on a single object(like a handheld weapon), pulling with a carrying equivalent strength of P.S. 25(so anybody wanting to keep hold of, say, a metal sword in their hand, would need to match or better the P.S. 25).
Mote: This EM field has proven especially effective against the Red Scabbers, as the BlackSteel-corrupted rust can be picked up, contained, and repulsed, provided it doesn’t get mixed with other metal that can add to the abomination’s mass.

Hand to Hand Combat Damage:
Bite(large teeth) 4d6 MD full strength bite, 6d6+12 Power Bite
Bite(small teeth) 2d6 MD full strength bite(cannot Power Bite)

Variants:
*EShe-23Sm---(aka ‘Silverjaw’) Silvermoon sub-variant. The only changes are silvered fur(lasers do HALF damage) and the addition of silver-plated teeth, to do more damage to supernatural beings susceptible to silver(but it takes twice as long for the EShe-23Sm to regenerate its more expensive teeth).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

Shemarrian Sightings...

"Centurion report!"
"They had tattooed warriors! Only three, but they were more powerful than the dozen Maxi-men we brought! They tore through them like paper!"
"And yet you survived.." *sound of a weapon discharge and wet thump of a body hitting the ground.* "Correction."

****
"RUN!! THE VOLCANOES ARE ALIVE AND THEY HAVE PET CATS!!!"

******

"Be careful when in a winter storm.. There are things out there that even the snow demons fear.. giant bear-like creatures.. that use the snow around them against you."

*****

"You need to be careful around any area any Shemarrian claimed area. Any critters you find may be... what is with that little creature with the bulbous tail?"
"Can we keep i-OH GOD THE TAIL IS FULL OF SPIKES!! GET IT OFF! GET IT OFF!!"

*******

"Most folks think it's the main tribes that you have to worry about.. those smaller ones.. What they lack in forces they make up in very...'creative' units and tactics. Even worse when they combine forces. Poor Paul over there survived an encounter with some abomination that the Bug and Dragon tribes made. I get nightmares just thinking of what little he managed to describe when he finally woke."

*******

"You seen those giant sea serpents the Darkwater's have? I heard they've managed to breed some that live in space!"

*******

A few ideas of possible stuff that'll come in the future.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Shemarrian Sightings...


Good to have ideas to work on, especially since I suspect a lot of us are spending lots of time at home these days... :)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:Shemarrian Sightings...


Good to have ideas to work on, especially since I suspect a lot of us are spending lots of time at home these days... :)


Not me.. I'm still going into the office every day.. while most of my crew is working from home. I've been also working 12 hour shifts and my vacation day on friday was cancelled.

This weekend I just vegged out and did nothing, so my WIPs are still WIPs.. but I'm getting other ideas and very slowly working on stuff.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

This weekend I just vegged out and did nothing, so my WIPs are still WIPs.. but I'm getting other ideas and very slowly working on stuff.


State shut down. All the libraries are on at least a two-week closure, with possible extensions. The town I work for considered laying off all the part-timers, which would have nixed me, but decided to to just close everything down instead.
Ironically we had a very mild winter this year(everything hit to the south or north of us), but this spring just makes me want to close up and hibernate until summer.

Still, I'm trying to finish off some long-overdue ideas. It's now effectively become indoor therapy. (sad :wink: )

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

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

Unread post by taalismn »

Been a while since evil reared its evil head in the Shemarrian thread.....

Torturemata---BlackSteel Hostage Slave ‘Borg
(aka ‘Fleshwracker’)

“Oh, damn...that’s the landgrave’s daughter stapled into that thing...she went missing several weeks ago. This whole mess just got a lot worse.”

The Torturemata is an insidious assault on the ethics of its enemies. It is arguably a corrupted slave ‘borg, in that BlackSteel has taken over a slave cyborg’s body or pre-empted the hardware to carry an unwilling hostage who is typically shorn of limbs and ‘unnecessary’ bone and tissue.
However, the organic mind of the cyborg is NOT corrupted; the BlackSteel wants them conscious and totally aware of their suffering, loss of control, and eventual fate.
The Torturemata has the limbs and torso frame of a slave borg, with a cup-like depression in its torso. The Torturemata wears the organic parts of its unwilling host in an exposed position outside the armor protection of the cyborg body. This means that the poor victim is exposed to any fire directed at the Abomination. At best the hostage’s internal organs will have some thin plating or containment to maintain life support integrity and shield against the elements, but otherwise the victim is laid bare to weapons fire. Two sensor clusters(sometimes resembling small mechanical faces or skulls to further torment victims) flank the head of the hostage, holding it in place. Amplifiers in the clusters amplify and broadcast the hostage’s pained vocalizations. The Abomination also sports four arms; two large arms ending in manipulator paws, and two smaller arms ending in weapons forearms.

The attached hostage puts would-be assailants or rescuers in a bad position. They may hold their fire while attempting to find some way of rescuing the trapped person and saving them. Even many cold-hearted opponents will be at least temporarily unnerved by the sight. All the while, the killer BlackSteel intelligence is hiding behind its meatshield and gunning for the kill.

Torturematas are not the fastest bionic mechanisms, being based on slave borgs, and that seems deliberate. A Torturemata will slowly make its way through enemy lines drawing attention to itself and taunting its opponents, often while other Abominations flank their positions or go off to commit other atrocities. Occasionally a Torturemata may be sent on a kamikaze mission, blackmailing its way through a community’s defenders to a point where it explodes, unleashing poison gas, biotoxin or other WMD where it can do the most damage.

The Torturemata actually has some medical skill, though this is never used to benefit anybody, but instead is corrupted in use to prepare a captive for mounting, if other more skilled BlackSteel monsters are unavailable to assist it in setting the stage for its macabre performances. Not all captives survive the hack-surgery, which simply drives the abomination to seek out fresh prey and new hostages.

Note: Being a Torturemata’s hostage is a terrible thing; if a hostage survives their ordeal and the GM is playing out the aftermath, feel free to roll up some serious insanity damage.

Type: BlackSteel Abomination
Class: Corrupted Full conversion Borg
Crew: One hostage
Minimal Requirements: None. In fact, the BlackSteel prefers innocents such as elders, children, and charismatic young people, the better to horrify any would-be rescuers.

M.D.C. By Location:
Hands(2) 20+5d6 each
Weapons Mounts(2) 40 each
Arms(4) 40+2d4x10 each
Legs(2) 50+5d10 each
*Head Sensor Clusters(2) 30+2d6 each .
**Main Body 100+3d6x10
Hostage Body(lightly armored) 5
*These are small targets that are -5 to strike, even on a called shot, and shooters run the risk of missing and hitting the hostage’s head instead.
**Depleting the M.D.C. of the main body will effectively destroy the artificial body, If the self-destruct systems do not go off, there’s a chance of the hostage being still alive, but likely to expire within 1d4 hours if emergency medical treatment is not applied immediately.

Note: The Torturemata can be fitted with any additional armor up to HEAVY Cyborg Armor, but rarely wears any armor that would obscure or protect its living hostage.

Speed:
Running: 15+5d6 mph.
Jumping: The powerful robotic legs are strong and capable of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: The Torturemata CANNOT swim, but sinks like a rock. The abomination is forced to run along the bottom at 25% of its normal speed. It has no depth tolerance limit, though generally any attached hostage will expire at 500 ft of depth or greater.

Statistical Data:
Average Height: 7 ft
Width: 3 ft
Length: 2 ft
Weight: 1,000 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 35, PP. 24
Penalties: Touch/tactile sense is 60% of human norm.
Prowl penalty: -20%

Market Cost: None

Standard Bionic Features
Note: These features are all found in the bionic and
cybernetic section of the Rifts RPG.
1. Bionic lung with gas filter & storage cell(keeps the hostage breathing)
2. Built-in language translator
3. Built-in radio receiver & transmitter
4. Clock calendar
5. Gyrocompass
6. Modulated voice synthesizer
7. Multi-optic eyes
8. Built-in loudspeaker
9. Universal headjack with amplified hearing and sound filtration systems.

Special Features:
*Cyborg Life Support--The abomination can keep its hostage alive, for as long as 3d6 weeks. Typically the hostage starves to death or succumbs to secondary infections, as the Torturemata is little interested in feeding or medicating its prisoner.

*Meat Rack(1-3)----The Torturemata will often expand its ablative meatshield by picking up and attaching other hostages to its body, via special pylons and armatures. These victims lack the life support of the hostage-host, but are entubated with cybertendrils that paralyze them.

BlackSteel Traits:
*Horror Factor---Has an effective H.F. of 12(15 fully loaded up with hostages)

*BlackSteel Touch---A Torturemata’s touch causes acute agony to living beings: It causes agonizing pain to any living being that touches it, even lightly. It can even send someone into a coma/death situation, unless they are devoid of a soul. Those who touch Blacksteel suffer -2 to all rolls, -20% to skills and loses 2 attacks for 1d4 minutes per melee round touched, plus must save vs coma/death 17. A successful save means the victim is rendered unconscious for 1d4 melee rounds in a near coma-like state, failure means they suffer 4d4 damage straight to Hit Points, or 5d6 M.D. for M.D.C. creatures. If save by more than 5, they are only stunned for that melee round, unable to take any actions or defend themselves.
Thus mounted hostages of a Torturemata are in a particularly bad condition of being in constant agony. ot that the abomination cares, beyond what suffering it can inflict.

*Acidic Ichor---If destroyed, Torturematas bleed a corrosive ichor not unlike powerful battery acid. This makes destroying the ‘bots near sensitive equipment a risky undertaking. Typically a destroyed Torturemata will splatter in a 4d6 ft radius, its fluids doing 1d4 MD per melee for 1d6 melees. Immediately dosing the splatter with a powerful base substance, or diluting it with copious amounts of water will stop or slow the damage.


Vulnerabilities:
*Silver---Silver weaponry does DOUBLE damage to BlackSteel creations. In the case of the Torturemata, critical damage is somewhat different, given the generally lower-powered rating and construction of the preempted cyborg powerplant. If a called shot of 20+ (modified) strikes the chest area with silver, the tainted container/CPU/powerplant will be struck and a small implosion will erupt and annihilate the Black-Steel... and decommission the ‘bot(self-destruct may still go off, however).


Weapons Systems:
1) Weapons Arms(2)---The Torturemata mounts two sub-arms that end in dedicated forearm weapon mounts. These can carry regular cyborg forearm weaponry or BlackSteel-modified energy weapon types.
*Black Light Eye Lasers do 25% more damage to living beings, and direct exposure of the wound to sunlight(and Globe of Daylight spells) will cause the injury to become acutely photosensitive; victims must roll under their ME or be -1 on initiative, perception, strike, dodge, and parry due to the itching/burning sensations from the wound. The photosensitivity ends when the wound is healed.
*Particle Beam Blaster(aka ‘Necrotizer’) does 25% more damage to living beings, and metal objects struck with the beam will be irradiated, becoming ‘hot’ for 2d6 minutes afterwards. Those coming within 5 ft of the irradiated materials will take 1d6 HP per melee in exposure damage due to radiation.
*Ion Blasters---- Living targets must save versus non-lethal poison(16 or better; children and small animals need an 18 or better). On a successful save, the target is
-1 APM from the jolt, plus takes damage. On an UNsuccesful save, augmented human(oid)s are -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes. If SDC is burned through, the damage goes to Ht Points, and at 0 H.P. the victim goes into full cardiac arrest and will die unless immediate medical care is not administered.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
*Plasma Blasters---- Unchanged

2) Vibroblades(2)---The two larger upper arms sport extendable vibroblades
Range: Melee
Damage: 3d6 MD
Wounds inflicted with these blades take 20% longer to heal, and basic first aid and paramedic rolls are -5% to successfully patch them.

3) Vibroclaws---The Torturemata’s hands have smaller extendable vibroclaws that it typically uses to perform fine surgery on its victims, though they are also used in melee combat.
Range: Melee
Damage: 2d4 MD

4) Self-Destruct----The BlackSteel will have a spoiler for any would-be saviors; the cyborg-bot will explode in a spatter of acid, destroying itself and spraying the surroundings with corrosive ichor(see above), as well as treating onlookers to the slow death of the hostage, but 30% of the time the Torturemata incorporates a more powerful explosive charge, destroying itself and doing 2d4x10 MD to a 10 ft blast radius.
The self destruct systems, however, don’t always go off 45% of the time(for some reason, the corrupted cyborg mechanisms don’t always consistently work), giving rescuers a small chance of saving the hostage(s).


5)Hand to Hand Combat
Actions/Attacks Per Melee: 7
+3 initiative
+5 strike/parry
+6 dodge
+3 Pull Punch
Restrained Punch 1d6+9 SDC
Full Strength Punch 3d6+9 SDC
Power Punch( 2 attacks) 1d4 MD
Kick 3d6+9 SDC
Leap Kick(2 Attacks) 1d6 MD
Judo-Style Throw/Flip 2d6 SDC
Body Block/Ram: (2 attacks) 1d6 MD

Programming/Skills:
Same as for the baseline A-63 All-Purpose Heavy Robot:
Pilot: Automobile, motorcycle, hovercycle, jetpack, aircraft, all at 90%
Radio: Basic 98%
Math: Basic 90%
Computer Operation 90%
Prowl 30%
Land Navigation 94%
Climb 90%/80%
Wilderness Survival 94%
Intelligence 90%
Detect Ambush 70%
W.P. Blunt(8th level)
W.P. Knife(8th level)
W.P. Sword(8th level)
W.P. Whip/Chain(8th level)
W.P. Ax(8th level)
W.P. Paired Weapons
W.P. Energy (all)(8th level)

Also gets the following:
Paramedic 70%
Field Surgery 70%
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

There’s a million epic tales in the ranks of the Shemarrian clans; these are just a few of them.....

Bonnie Bones(Lost Eclipse Oreseme)

(pulling aside cape)”You could say I lost a little weight.”

“What am I? I’m vengeance from beyond the grave! I’m the cold touch of death! I am the herald of the reaper!”

Bonnie Bones is a classic example of Lost Eclipse experimentation with common elements found in their ‘backyard’, in this case a Coalition States skelebot and other odds and ends, installed with an upgraded and Awakened A.I..
Feeling particularly creepy, Vala BoneRigger, the Tinker who assembled Bonnie Bones, put a faux-fleshed cyberhumanoid head on the body of a skelebot. A CS Juicer forearm weapon gauntlet was added to one forearm, and a custom ‘cutlery kit’ forearm added to the other. A pair of Juicer Jump Boots were added to the legs. The skelebot AI was upgraded using a CS ‘Hunter-killer’ ‘bot program package as the basis.
Bonnie serves in the Lost Eclipse’s warrior ranks alongside the handful of elite NeShemar who have gained acceptance as warriors in their own right.
Bonnie Bones has occasionally been mistaken for a Murder Wraith. Although she dislikes this coming up in conversation, she doesn’t correct the misidentification in the field if it means misleading her enemies. Doing this, she’s managed to instigate at least one fight(and subsequent bloodfeud) between a gang of Murder Wraiths and a gang of Dyval minions, much to the Lost Eclipse’s amusement. She’s also occasionally introduced herself as a ‘NecroKnight’, a Mystic Knight, and a ‘Zombie Knight’ just for the giggles.

Type: NeShemar Oreseme
Rank: NeShadi Moraes
Class: Robot Gynoid
Crew: Awakened Robot Intelligence
M.D.C. By Location:
Main Body 180
Head 65
Arms(2) 50 each
Hands(2) 22 each
Foerarm Gauntlets(2) 50 each
Legs(2) 75 each
Height: 7 ft
Width: 3 ft
Length: 2.9 ft
Weight: 400 lbs
Cargo: None, only what can be carried in the arms or strapped to webbing.
Physical Description/Appearance:
Bone-yellow skelebot frame with a fleshed cyberhumanoid head, long dark hair, large gauntlets on the forearms, and large boots on the feet. Typically wears a long cloak to hide her skeletal body.
Alignment: Anarchist, but 100% loyal to the Lost Eclipse cause
Disposition:
Cute and pouty, with a giggling-dark sense of humor, but also ruthless and fearless, with a hardcore slayer attitude. Bonnie Bones is all business when in combat. She does enjoy playing the ‘undead’ part to confuse and frighten opponents. When her humor starts getting especially morbid, it’s time to get out of her way.
One of Bonnie’s early peeves was that she was illiterate(the Coalition States apparently didn’t want literate Skelebots, and BoneRigger seems to have missed that oversight); she’s since learned how to read two languages, but she’s far from being entiirely proficient and comfortable at it; she has to rely on others to translate unfamiliar texts for her. It cuts into the ‘self-reliant goth-girl’ rep she’s trying to build for herself. She’s started reading post-Rifts poetry(a lot of the darker stuff originates from the Relic; she finds it HILARIOUS).

Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 30, PP. 24,. I.Q.17 , M.E.19, M.A. 15
Speed:
Running: 90 MPH
Jumping: 6 ft up/across
A rocket-assisted leap is 60 ft up/across
Flying: Not possible
(Space) Not possible
Underwater: Can run along the bottom at 24 MPH, maximum depth tolerance of 1,000 ft.
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.

*Regenerative Self-Repair---Bones lacks the ‘digestive’ self-replenishing nanotech repair mechanisms of the regular EShemar, but has a more limited system based on the original bionic MiRRs. Can repair 25 MDC of damage each usage, with up to 12 uses(that’s still 300 MDC!) possible before the system needs to be replenished.

Weapons Systems:
1) Forearm Weapons(Right Arm)---Bone’s right arm is sheathed in an FIWS-J10 Juicer Arm Weapon, with three vibroblades and two particle beam blasters linked to Bones’ powerplant.
Range:(Particle Beam Blasters) 500 ft
(Vibroblades) Melee
Damage::(Particle Beam Blasters) 5d6 MD single blast, 1d6x10 MD double blast
(Vibroblades) 3d6 MD
Rate of Fire::(Particle Beam Blasters) ECHH
(Vibroblades) ECHH
Payload::(Particle Beam Blasters) Effectively Unliimited
Note: The vibroblades are silver-plated

2) Forearm Weapons(Left Arm)---The left arm gauntlet sports a medium laser, vibroblade, and a monomolecular whip tendril; a thin multi-segmented armature lined with an ultra-sharp strand of monomolecular wire that can slice through matter like a vibroblade.
Range::(Laser) 2,000 ft
(Whip) 10 ft
(Vibroblades) Melee
Damage:(Laser) 3d6 MD per blast
(Whip) 2d4 MD
(Vibroblades) 2d6 MD
Rate of Fire:(Laser) ECHH
(Whip) ECHH
(Vibroblades) ECHH
Payload:(Laser) Effectively Unliimited
(Whip)100 ft of monomole line on internal spindles.
Note: The vibroblades are silver-plated

3) Rib Claws(6) -----Bones can extend thin telescoping armatures from her spine and ribcage. These can stab like vibro-stilletos, or they can weave a web(she sometimes refers to it as a ‘cat’s cradle’) of monomolecular line that will entangle and slice apart anybody trying to grapple with Bones.
Range:(Jab) 10 ft reach
(Web Trap)10 ft reach
Damage:(Jab) 1d6 MD
(Web Trap) 1d4 MD when one walks or runs into it
In addition, there is a 30% chance per melee of being trapped inside the trap and thrashing around, of pulling 1d4 lines loose from their moorings and becoming entangled in them. In addition to doing additional damage(1d4 MD per line per action taken to attempt to escape) as the wires slide over/through the victim, the wire can also foul air intakes, drive fans, wings, and other moving parts.
Gun Turrets and other moving parts that are swiveling and moving will take 1d6 MD damage per action, and may become hopelessly fouled and unable to move without destroying themselves(2d4 MD per movement/attempt to free themselves).
If the wire is accidentally drawn into the air intake for a turbine or hover-fan system, there is a good(20%) chance of fouling the internal mechanism of the engine and causing it to tear itself apart/burn out.
Extricating oneself from such a trap will take at least 2d6 melees of careful(i.e., nervewracking) work and no doubt more than a few close calls.
Special: Cutter Traps are almost impossible to spot; -10 to Perception rolls
Rate of Fire:(Jab) ECHH
(Web Trap) Takes 2 APMs to set up the trap, but it takes 1 APM, ECHH, to move it about.
Payload: (Jab) Effectively Unlimited
(Web Trap) Has about 100 ft of monomole line on internal spindles.

4) (Optional) Heavy Rifle----Bones frequently carries a large combat rifle with her, such as a Shemarrian Assault Rifle, though she’d really like to acquire a Dingo Cannon that she could put down and give her covering fire while she slices apart opponents in melee combat.

P.P.E.: 8
Psionic Abilities: Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation(No ISP cost)

Programming/Skills:(7th level Awakened CS Hunter Skelebot Robot Intelligence)
Math: Basic 96%*
Language:
English 96%
Spanish 96%
Euro 96%
Dragonese 96%
Gobblely 96%
Techno-Can 96%
Shemarrian 96%
Literacy:
Shemarrian 78%
English 78%
Pilot Automobile 96%*
Pilot Hovercycle 96%*
Pilot Jet Pack 80%*
Radio: Basic 96%*
Intelligence 79%*
Camouflage 80%
Detect Ambush 75%
Detect Concealment 70%
Trap Construction 38%
Tracking 80%
Military Etiquette 96%
General Repair & Maintenance 80%
Salvage 90%
Lore: Demons & Monsters 80%
Rescue Protocol 80%
Land Navigation 86%
Wilderness Survival 45%
Climbing 98%/91%*
Prowl 76%

Hand to Hand: Expert
W.P. Sword(+3 strike/parry, +2 Throw)
W.P. Blunt(+3 strike/parry, +1 Throw)
W.P. Paired Weapons
W.P. Net(+3 strike/Entangle/parry)
W.P. Automatic Rifle(+4 strike)
W.P. Energy Rifle(+4 strike)
W.P. Energy Pistol(+4 strike)
W.P. Handguns(+4 strike)
W.P. Heavy Military Weapons(+3 strike)
W.P. Heavy M.D. Weapons(+3 strike)
W.P. Flamethrower(+2 strike)

Actions/Attacks Per Melee: 7
Initiative + 2
Dodge +7(+5 dodge attacks from behind)
Parry +6(+5 parry attacks from behind, +8 parry with vibroblades)
Strike +5 (+2 w/ ranged weaponry in addition to W.P. bonuses)
Roll +2
Pull Punch +1
Disarm +2
Entangle +3
Critical Strike on Unmodified 18-20
Knockout/Stun on a Natural 18-20
Restrained Punch 3d6+15 SDC
Full Strength Punch/Elbow/Knee 1d6 MD
Power Punch(2 attacks) 2d6 MD
Kick 2d4 MD
Leap Kick(2 attacks) 4d4 MD
Head Butt 1d6 MD
` Body Block 1d6 MD

Save vs Psionics +4
Immune to Horror Factor

Limitations:
Occasionally needs sleep/rest...though Bonnie only needs 2 hours of rest/meditation per 24 hours...and can push this, going without for as many days as she has I.Q. points, but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but is +7 to save against such spells. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment, but by sacrificing their ability to use their psionics on other machines, or by effectively becoming ‘sterile’; unable to infect other machines, however Bonnie has not chosen to exercise this option, though she hasn’t Awakened any other machines as yet).

Personal Possessions:
Armored Cloak 75 MDC
-Shemarrian Assault Rifle
-Bandito Arms BigBore Revolver(x2), w/ about half a dozen speedloaders.
-Cable Gun(100 ft line)
-WI-FT1 Plasma Flamethrower
-Neural Mace
-Half-dozen extra spindles of monocord.
-Several books of post-Rifts poetry
-Repair Nanite Recharger(good for 4 replenishments)
-Basic Issue Shemarrian Survival Kit
Vehicle:
Northern Gun NG-488 Cobra Turbo Hovercycle
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Irlandis---Submarine Community(Rifts Earth)
“We go out when the gillies tell us, take the boat out to the buoy they raise, drop anchor, then drop the hooks over the side. Those who await below will be waiting, and they load up and hook up the nets , then let us know when to start lifting. We’ll haul up maybe a few dozen tons of whatever’s good that trip’ could be seafood, could be scrap metal, could be sea-crafts. We drop whatever payment’s been arranged over the side, and we go. That’s all. Worried about predators? Don’t be; they let us know when it’s safe to go out. That’s all part of the trust deal we have with the Irlanders.
Have I ever seen any of them? No, not for the most part. Usually all we see are gillies or colphin-folk come to talk with us if they got trouble or something in particular they want to dicker over last-minute. I did see one of them Irlanders once, though, peeking around one of the load nets we’re brought up. Right beautiful, long red hair, storm-blue eyes, cute face....then all them tentacles and a body below the waist that was all giant sea-snake. That I saw when she turned and started and took to the water. I later learned she was one of the more human-looking ones.”


Irlandis is a small refugee community hidden off the California coast, and affiliated with Clan Shelley, the Wayfinders, and the DarkWater Tribe.
Irlandis was originally the hiding place of several escaped victims of the Lord of the Deep and Gene Splicers, and were innocent beings captured and transformed by those monsters, before managing to escape. Fearful of the reception they would receive if they attempted to return to their homelands(and many unable, in their shock and trauma, to remember where they had originally come from), the beings, assisted by a few sympathetic oceanic peoples. took refuge in a marine canyon off the California coast.
The refugees were just barely holding on when the sgen Gilloc, scouting from nearby Clan Shelley coastal enclaves, discovered them. Though initially fearful of being discovered, the refugees were eventually coaxed out of hiding by the friendly overtures of the Gilloc and their Clan Shelley creators.
Irlandis has been gradually built up by the charity of Clan Shelley, the Wayfinders, and the DarkWaters.

-Orientation & Disposition:
Survival Instinct & Isolationist, leaning towards Strong Family Bonds---The founders of Irlandis are, for the most part, traumatized survivors of cruel genetic experimentation and manipulation who have gathered together in mutual self-defense and survival. Many are embittered about their experiences and find it hard to trust outsiders. That hideous-appearing outsiders like the Gilloc and Clan Shelley have offered what amounts to unconditional assistance to them has come as a shock.

-Type and Size:
Bandit Gang-sized; about 171 ‘Changed’, plus another 30 sympathetic pneuma-biforms, Eel-men, and other aquatic d-bees. Their numbers have recently been expanded by the addition of 40 Gilloc and aquatic Shemarrians.

A. Weapons and Armor:
Initially limited to only what they could salvage and carry with them(which wasn’t much). The EShemar have since supplied the Changed with armaments similar to their own militia units. They’ve also assigned a number of aquatic Warmounts and e-animals to guarding the Changed.

B. Medicine:
Originally none, aside from some psychic healing abilities some of the Changed possessed, but the Eel-Men and their allies have offered assistance. The EShemarrians have also offered technological healing, such as modified nanite med-kits if the Changed allow themselves to be studied so the nanites can be reprogrammed accordingly.

C: Agriculture and Natural Resources:
Can be considered to be Good; the EShemar have provided the Changed with the means to grow kelp and create fish farms in suitable submarine canyon currents.

D. Real Estate and Land:
Irlandis occupies a marine canyon that was once pre-Rifts above the waves, but submerged with the Coming of the Rifts. Local fishing is good, there’s metal and other materials to be had from some nearby submerged ruins, and thick kelp forests provide both cover and food.

E. Vehicles and Fuel:
Irlandis owns several submarine sleds and a couple of boats. Fuel is provided by their Gilloc trade partners.

F. Administration:
Slight----Irlandis is effectively a communal co-op, with the residents discussing what next to do, and arbitrating by council what laws to follow and how to judge disputes.

G. Alignment: Unprincipled and Anarchist

H. Magic: None, aside from what the pnuema-biforms can contribute, any intrinsic magic powers the Changed have been given, and a handful of TW devices the Wayfinders have given them.

I. Racial Tolerance:
Can be considered to be High Tolerance, as many of the Changed cannot recognize what they themselves originally were, let alone any of their neighbors. Irlanders are very tolerant of other Changed, like bioborgs. Friendliness, on the other hand, is another matter.

J. Trade:
The Irlanders don’t have much to trade in return for what they’ve gotten, but they do send some sea food and sea bottom salvage to their allies.
Notable Allies:
*Gilloc---Having found the Changed, the Gilloc feel rather responsible for them.
*EShemarrians---Specifically Clan Shelley, the Wayfinders, and the DarkWaters
*Coastal Communities---A few human/d-bee communities along the adjacent coast, and generally operating under the shield of the Shemarrian Nation, have been encouraged to trade and interact in positive ways with the newcomers off their coasts. Shemar agents, such as DarkWater ‘priests’, act as intermediaries for dealings.

K. Threats:
Notable Enemies:
*Lord of the Deep---The fear that the Lord of the Deep may change its mind and come looking for its lost abominations is a nightmare scenario for the residents of Irlandis
*Gene Splicers---Likewise, the idea that the Gene Splicers may try to recover their experimental animals or, worse yet, let them escape to further some insidious scientific study, haunts many of the Changed.

L. Skill Levels and Professionalism:(Notable skilled personnel groups)
A few of the Changed are skilled fighters or seamen, but most are just skilled at living hand to mouth. A few are training to be doctors, mechanics, and sea-rangers with the assistance of their Gilloc and Seamar benefactors.

M. Community Overall:
Average; most of the Changed are unskilled, but there’s incentive to learn, now that their situation has stabilized.

N. Shelter:
Solid---The Changed have forted up in several marine caverns that they’ve fortified with salvaged materials.

O. Security and Fighting Force:
The Gilloc and the EShemar have stationed a resident force of Tribal militia, including a dozen warmounts.

P. Power/Energy:
Tidal turbines---Several tethered underwater turbines tap current flow through the sea-canyons to produce electrical power for the community.

Q: Special Features:
*Underwater Workshops---This has mostly been brought in by the Seamar, but the Changed are learning how to use the tools and equipment as well.
*Caves---The Changed have found shelter in caves in the sea canyons, some of which have been pumped dry for air habitats.
*Alliance with the Shemar and their sgen. Can be considered to be under the protection of Clan Shelley(especially their oceanic component the Gilloc), the DarkWaters, and the Wayfinders.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by taalismn »

Gilloc Vehicles
The arrival of starter colonies of DarkWaters Eshemar in the Pacific allowed the self-declared ‘marine’ Tribe to share their technology with the two other tribes previously established on America’s West Coast. Eager to establish good relations with their new neighbors, the DarkWaters were quick to benefit the Wayfinders’ and Clan Shelley’s coastal communities.
Though resembling Warmounts, and incorporating elements of them, the Gilloc vehicles are NOT Warmounts, being neither self-aware nor self-directing.

SpikeCycle----Gilloc Aquatic Attack Sled
(Aka ‘Wailer’)
“Oh, it was obvious we were under attack! Whole sub suddenly rattled like a rat in a trap and rang like the inside of a beaten drum! They were sure out there, wail-blasting us deaf, dumb, and blind! Sonar went white screen and we could hardly hear each other over the racket! But the gillies must have been feeling merciful; by the time somebody thought to begin scribbling orders on notepads and passing them around, they could have shaken us to pieces! Instead they let us go, and must have turned us around and into open water too, because we weren’t going to see anything with our sonar in that sonic muck!
But we didn’t get off scot-free. Half our propulsion was shot and had to be replaced, we had to go over the entire hull inside and out to check every fitting that might have torn loose, and well over half the crew needed audio implants to hear normally. Costly lesson not to go treasure-hunting in gillie territory.”


The SpikeCycle is a marine vehicle designed for the Gilloc by the DarkWaters Tribe, art of a technological exchange package meant to cement good relations between the DarkWaters’ Pacific contingent and the EShemar Tribes of the American West Coast. .
The SpikeCycle resembles an eyeless boney fish, with a long barbed ram spike in front, a powerful tail fin at the back, and four large sonic cannons clustered around the midsection. The rider sits immediately behind the sonic cannons, straddling the body like a racing cycle.
The SpikeCycle has caught on famously with the Gilloc, who love using these submarine sleds to zip around their underwater realm. keeping hostiles from approaching coastlines under the aegis of the EShemar(and not making that affiliation so obvious).
The Gilloc like confusing the issue about the spikecycles’ origins, dropping hints that they are part of Gilloc ‘legacy’ technology, or that they salvaged them from a sunken city they discovered. The origin story has been further confused by the appearance of a ‘feral’ e-animal variant, with additional stories being generated about biowizardry or biotech.

Type: EShe-LAUSDV-04Gil SpikeCycle
Class: Aquatic Attack Sled
Crew: One rider
MDC/Armor by Location:
Main Body 185
Sonic Cannons(4) 80 each
Tail 150
Height: 4.7 ft
Width: 4.7 ft
Length: 9 ft
Weight: 1,800 lbs
Cargo: Small water-sealable compartment in the main body.
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:(Underwater) 50 MPH, depth tolerance of 2.5 miles
Market Cost: Not for sale; exclusive to the Shemarrian Nation and the Gilloc sub(marine) sept.
Systems of Note:
*Sonar---5 mile range
Weapons Systems:
1)Sonic Cannons(4)---No less than FOUR powerful sonic cannons are mounted around the midsection of the SpikeCycle, aiming forward. These cannons are especially effective underwater, and can be focused to armor-shattering precision, or opened up for area of effect assaults. They also have the advantage of being tunable to stun targets, rather than kill them outright. The quad-cluster of cannons makes the SpikeCycle effectively an underwater self-propelled gun or sub-destroyed. Used in concert as part of a squadron attack in force, a spikecycle sonic barrage can devastate larger vessels such as Horune raid-ships.
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage: Wide Beam: 4d6 MD to a 30 ft area, all four cannons firing simultaneously do 1d4x10 MD to a 50 ft area.
Concentrated Beam: 1d4x10 MD per blast, all four cannons firing simultaneously do 4d4x10 MD!
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per say, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Ram Prow--- The reinforced elongated nose of the SpikeCycle, which gives it its name, can be used to deliver a hull-piercing ram or an eviscerating slash. 2d6 MD on a glancing blow, 6d6 MD on a stabbing attack.

3) Tail Slash---The SpikeCycle’s articulated tail is based on the Black Market Seahorse Robot Steed, and like it, can deliver a 2d6 MD slash attack.

4) (Optional) Rifle Mounts(1-3)---One to three rifles can be mounted atop the main body and triggered by the rider. Typically one or two harpoon rifles are mounted. Energy rifles (blue-green lasers or ion types are favored) can also be mounted, and linked to the spikecycle’s powerplant for effectively unlimited shots).

Variants:
*EcoS-KRP-54Gil ’SpikeFish’---An effort to make an e-animal of the SpikeCycle, removing its utility as a vehicle(cannot carry a rider), but giving it semiautonomous freedom of action. The KRP-54 conversion removes the obvious saddle-seat section and motor housing in favor of a streamlined organic-looking section, and the four sonic cannons are removed. Four lateral fins(25 MDC each) are added. The KRP-54 can make 55 MPH underwater thanks to the increased streamlining.
To compensate for losing the power of the four sonic cannons, the KRP-54 is fitted sometimes(30% of examples encountered so far) with a Sword-Bill/Ion Lance from the EcoS-K-7 SeaSword.
Like other e-animals, the KRP-54 has the option of being Awakened, although about about 20% are so.
Already a rumor is being spread that the KRP-54’s resemblance to the SpikeCycle is due to a) the Gilloc using the ‘natural’ creature as an inspiration for their vehicle, or b) the Gilloc use a mystic process to utilize parts of ‘spikefish’ in making ‘spikecycles’.
Changes/Modifications:
MDC/Armor By Location:
Lateral Fins(4) 25 each
Speed: (Underwater) 55 MPH, maximum depth tolerance of 3.6 miles.
Weapons Systems:
1) Sword-Bill/Ion Lance(1, nose)--- The EShemar have adapted the SeaSword’s signature weapon, now that mass-production has made the weapon easier to acquire, distribute, and repair. The variant fitted to the KRP-54 has slightly less range, but does as much damage, and its discharge is modified to look more like some sort of bioelectrically-generated energy surge.
Range: (Sword Strike) Melee
(Energy Blast) 2,000 ft in air and underwater
Damage:(Sword Strike)(Un-energized) 1d6 MD +1d6 MD per every 20 MPH of speed
(Energized) 1d4x10 MD +1d6 MD per every 20 MPH of speed
---Also does TRIPLE damage on a Natural 20(critical strike) owing to the ion energy discharging INSIDE the penetration strike
(Energy Blast) 6d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

Programming:
Underwater Navigation 70%(+5% per level of experience for Ecotroz entity)
Track and Hunt Sea Animals 60%(+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 Spikefish intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore ( Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6 underwater
Strike +3 (+2 w/ ranged weaponry)
Roll +6 underwater
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

SurgeShell Submarine Hovercraft
(aka ‘Battle-Shell’, ‘Skimmer-Shell’, ‘Gun-shell’)
“The Gilloc were just a minor nuisance in these parts up until a couple of months ago when they evidentially felt they had reason to start hauling out some heavy artillery nobody suspected they had. Now we have to be extra polite to the gawks. Though, at least for now, they seem more inclined to use their big guns on the Horunes and the tentacle cultists.”

The arrival of the DarkWaters on the American Pacific Coast saw the ‘marine tribe’ handing out some rather powerful gifts to their allies. Eager to shore up their flanks while they built up their forces against the likes of the Lord of the Deep and the Horune, the DarkWaters gave the sgen Gilloc of Clan Shelley a number of potent new weapons and vehicles, including the SurgeShell.
The SurgeShell is a submarine vehicle that is often mistaken for a Warmount, because it reuses elements of the EcoS-K-80 Shastrac in the main body resembling the Shastrac’s clam-like shell. The SurgeShell even goes so far as to resemble the EcoS-K-80B ‘Firecracker’ variant, only in place of the large barnacle-like lava bomb mortars, the SurgeShell mounts heavy energy weapons.
Sometimes mistaken for a Lemurian warcraft, the SurgeShell resembles a giant scallop shell, with two small fins at the back, and a high-walled, open-top cockpit attached to the dorsal rear. The cockpit can be covered with a transparent canopy that affords some extra protection from slipstream and the elements, bit many crews don’t use this option, preferring to have unobstructed fields of fire with their personal weapons, and easy access underwater. The SurgeShell is capable of both underwater travel and limited wave-skimming flight.
Some observers familiar with the Shemarrians have noted the resemblance to the Shastrac, a known Shemarrian warmount. The Gilloc have been quick to spread rumors about them salvaging the shells of fire elemental Shastrac that drowned at sea. As the Shastrac is a Wayfinder design that has appeared along the West Coast and has been mistaken for an Elemental being of some sort, this story has gained considerable credence.
This proliferation of rumors about the SurgeShell frankly delights the bullshit-happy, tall tale-whopping Gilloc, the further from the truth it gets, as it, in their ears, adds an element of romance to what was just a case of expedient design recycling. Meanwhile, they’re even more pleased with the extra heavy firepower the SurgeShell allows them to bring to the field.

Type: EShe-HLSV02 SurgeShell
Class: Dual Air-Sea Hovercraft
Crew: 2, + 1-4 passengers
MDC/Armor by Location:
Main Body 400
Spiral Wave Cannons(4) 90 each
Cockpit Pod* 120
(Optional) Cockpit Canopy 95

*The cockpit walls offer partial cover to the crew, and attempts to target the crew and passengers are at -6 to strike.

Height: 8 ft
Width: 19 ft
Length: 22 ft
Weight: 25 tons
Cargo: Typically two tons of personal gear(and ammunition) can fit inside the Cockpit Pod.
The Transport variant, which isn’t fitted with an internal torpedo bay, can carry 6 tons of cargo inside its hull.
Powerplant:(Presumed) Nuclear w/ 20 year energy life
Speed:(Flying) Can hover or skim at up to 100 MPH, maximum altitude of 200 ft.
(Underwater) Can make 35 MPH, maximum depth tolerance of 2.5 miles
Market Cost: Not for sale; exclusive to the Shemarrian Nation and the Gilloc sub(marine) sept.
Systems of Note:
*Sonar----25 mile range
*Radar---50 mile range
*Radar Detector

*Stealth---The stony exterior of the SurgeShell masks its internal workings; by standing still, the Warmount can easily be mistaken for a boulder or rock outcropping(even more so if any of the stealth options are taken). -20% to Detect Ambush/Detect Concealment rolls.

Weapons Systems:
1) Spiral Wave Cannons(4) ---These use the same ‘barnacle’ housings as the EcoS-K-80B ‘Firecracker’ Shastrac’s lava bomb mortars, but fitted with particle wave guns(based on reverse engineered Naut’yll technology).
Range: 4,000 ft
Damage: 2d4x10+10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

In the alternative, some or all of the energy cannon can be replaced with projectile launchers
a)Mini-Missile/Torpedo Launcher---10 shots
b)Short Range Missiles/Torpedoes---3
c)Medium Range Missiles/Torpedoes---1
d)Fragmentation Rocket Launcher( a copy of an imported Russian design). Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 500 rd magazine
e)Sea/Air Rocket-Torps---A knockoff of Kittani nautical weaponry.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Payload: 1 per pod.
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a dedicated anti-shipping missile, but more powerful. +3 to strike
f)Underwater Decoy Pods---These countermeasure dispensers typically hold one of the following types of decoys.
-Screamers----Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the Warmount via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
-Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light. Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. :
Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Payload: 18 decoys per pod

g) Drones---Each pod can hold 4 aquatic drones, such as the EcoS-DUW04 ‘Robopus’ or EcoS-KaSSc-01/KRP-26 Darkeel, or 10 EcoS-DEXUW01 ’Squidpedo’.

h) Spear/Harpoon Pod
Range: 600 ft
Damage: 4d6 SDC for regular harpoons, 1 MD for MD penetrator harpoons.
Rate of Fire: ECHH
Payload: 48 per pod

i) Net Launcher---Pneumatic launcher. Less effective operating underwater, but capable of snaring fairly large targets.
Range: 300 ft, in air, 30 ft underwater. Net covers a 50 ft area
Damage:
(Standard Net) Heavy high-tensile strength megadmage steel cable net; takes melee actions/attacks to untangle self(half that for creatures with supernatural PS of 50 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%. Aerial opponents are 90% likely to be entangled and lose flight capabilities(freefall) until they can disentangle themselves, unless held aloft by magic or some form of LTA/antigravity propulsion.

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 2d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain.

(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d4 MD per melee/shock pulse, plus MDC beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 60% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Robots and Power Armor fare somewhat better, having only a 40% chance of losing electrical systems or peripherals for 1d4 melees.

(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties).

(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees
Rate of Fire: ECHH
Payload: 10 per pod

2) Torpedo Launcher---Hidden inside the main body and firing through gaps between the upper and lower body shells, is a weapons bay.
a)Mini-Missiles/Torpedoes---48
b)Short Range Missiles/Torpedoes---24
c)Medium Range Missiles/Torpedoes---12
d)Long Range/Heavy Missiles/Torpedoes---6
e)Sea/Air Rocket-Torps---8
f) Mines----Mines are equivalent to their missile warhead counterparts, but have an underwater blast radius THREE times larger.
g) Drones--Can hold 36 aquatic drones, such as the EcoS-DEXUW01 ’Squidpedo’ , EcoS-DUW04 ‘Robopus’ or EcoS-KaSSc-01/KRP-26 Darkeel, 100 smaller drones, such as the EcoS-DUW01 ‘Robofin, or 12 EcoS-DUW03 ‘Sharkus’
h) HydroCannon(aka ‘Squirt’)---Instead of projectiles, the central bay can hold a powerful water-jet cannon/hydrocutter.
Range:(Hydrocutter) 200 ft, 50 ft underwater
(Main Jet Fountain Blast) 250 ft, and the blast can be spread to cover a 10 ft wide area.
Damage:(Hydrocutter) 6d6 MD per burst, 1d6x10 MD for a full melee cutting burst.
Does 2d6x10 hit point damage to vampires
(Main Jet Fountain Blast)None, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet/away(lose initiative and 1 APM while trying to get back their bearings). Does 2d6x10 HP to vampires.
Rate of Fire: ECHH
Payload: Effectively unlimited when in the water, or able to dangle their tail segments in the water. Out of the water, the internal water reservoirs have only enough for 1 minute of cutting, 4 high pressure blasts.

3) ’Fizz’ Sonar Defense----This is a modified chemical sprayer system that dispenses foaming chemical compounds from the tail. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the sub behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
Range: The ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 300 ft long(the ‘cloud’ foaming as the sub moves along).
Effects: Sonar-guided weapons(and attackers) are -2 to lock onto the sub. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Payload: Onboard reservoirs typically have capacity for 12 applications of the foaming agent.

Variants:
*EShe-HLSV02B---’BountyShell’. At least one example of this subtype has been seen. The SurgeShell in question was crewed by Gilloc known to operate as bounty-hunters along the western coasts of North and South America. The ‘B’-type carries one or more of the gun pods replaced with net launchers, and the internal torpedo launcher replaced with an airtight holding cage(100 MDC) for keeping up to four prisoners in heavy restraints. The variant also can deploy six tentacles( 45 MDC each) with a 15 ft reach, P.S. rating equivalent to Robotic P.S. of 30, and molecular adhesion pads on the ends. The ’BountyShell’ is also exceptionally quiet for a hovercraft, with a Prowl equivalent to the Triax XM-330 Phantom HoverTank: 35% in daylight, 60% at night/in darkness.
*EShe-HLSV02C---Cargo carrier variant. Sacrifices the internal torpedo launcher for a watertight cargo compartment able to hold six tons of cargo.
*EShe-HLSV02DSV----Deep sea variant. It lacks the internal torpedo launcher, instead being fitted with a pressure-resistant cabin(150 MDC) able to hold up to four passengers. Can reach depths of five miles.
*EShe-HLSV02Wf---As the creators of the Shastrac Warmount upon which the SurgeShell is based, the Wayfinders are naturally intrigued by the derivative design and have acquired its plans from the DarkWaters. The Wayfinders are contemplating variant of their own, equipped, naturally, with technowizardy. Such a variant would likely carry a PPE generator, TW weapons systems(a copy of the ‘Firefall/FirePearl’ TW cannon has been mentioned), and several hull enhancements, such as magical forcefields or stealth.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-K-169 Typhak DarkWaters Sea/Air Warmount
(aka ‘Bullethead’, ‘Bulletstorm’)
“Flying sharks. Flying STRAFING sharks. With lasers. Wonderful.”

“Thought we could get a lead on where these things were coming from by doing a psychometric scan on the ammunition they left scattered in our wrecks. All we got off them was that they were the remains of the missing patrols we’d lost a few days earlier.”

“Besides shooting up our harbor, shipyard, and patrol craft, those things ate our pier and docks. Chewed them right down below the waterline. Whoever they were, they were THOROUGH.”

“Bad enough that damned fish chewed my leg off, but to later learn it then used it to shoot me with? That’s just plain LOW.”
----’Wraith’, Free Quebec Leviathan Full Conversion Cyborg

The Typhak is another new warmount development of the DarkWaters, who have been recently greatly expanding their arsenal in anticipation of more aggressive and expansive action against their sworn enemies, the Splugorth.
The Typhak resembles a large fat-bodied shark with a wide head sporting a large bulge on the forehead. Two wide-stretched thick lateral fins angle down at the ends, and a long muscular tail ends in several fins. The rider sits in a streamlined cockpit-pod strapped to the front of the dorsal fin.
The Typhak is designed for long range missions away from the main territories of the DarkWaters. While flight-capable it is not as agile in the air as the Exocetti, but operates closer to the water, ideally in WIG(Wing In Ground) mode. dual air-water turbines propel the Warmount in both underwater and aerial operation; the flight mode allows the warmount to cover large distances fast, as well as avoid most marine predators and enemies.
Another measure taken to allow the Typhak to operate longer in the field is the adaptation of Hurga e-animal self-feeding rail guns. the bulbous forehead of the Typhak, which at first glance resembles a sonadome, actually conceals three large-bore rail guns. The Typhak follows the Hurga in being able to ingest megadamage materials, ideally metals, and shape its own solid projectile ammunition(with the added step of shaping the rounds for supercavitating properties) which is fed to the rail guns. Thus the Typhak can sustain its ammunition-dependent weaponry by scavenging kills, if it has the time and opportunity. Backing the rail guns are a brace of eye lasers, and optional underslung missile/torpedo ordnance.
The Typhak is well-armored for its type, and take considerable damage. EShemar pilot-riders will often use this resilience to fool aerial combat opponents into thinking the flying shark is too damaged to remain functioning, and dive into the water to escape.
The Typhak has proven itself a potent anti-shipping raider and antisubmarine warfare patroller. It is less capable as a ground attack fighter-bomber given its limited warload of expendable ordnance. Still, Kittani patrollers have come to fear the sudden snap-up-chomp-down attacks of these Warmounts.
The Typhak is sometimes mistaken for a Kittani submarine or flier, and the DarkWaters have been quick to capitalize on this to confuse enemies like the Naut’yll and Horune in ‘false flag’ operations. Typhaks played this card during the Huriya Raids along the Phoenix Empire’s East Africa seaports, imitating known Kittani aerial operations to confuse PE coastwatchers in the lead-up to the attacks.
The Typhak has thus far been seen serving exclusively with the DarkWaters; no other Tribes are known to operate them.

Type: EcoS-K-169 Typhak
Class: Robotic Warmount, Aerial/Aquatic
Crew: None; robot intelligence
1 rider/pilot. A dual seating pod with the riders sitting abreast the dorsal fin is also available.
MDC/Armor by Location:
Main Body 660
Head 200
Cockpit Pod 100
Wings(2) 200 each
Fins(3) 80 each
Tail 350
Height: 13 ft
Width: 22 ft wingfin tip to wingfin tip
Length: 65 ft
Weight: 65 tons
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
Speed: (Running) Not possible
(Flying) Hover to 460 MPH, maximum altitude of 18,000 ft. Typically cruises at 250 MPH 10-20 ft above the water.
(Space) Not possible
(Underwater) Hydrofoil Mode: 130 MPH.
Submerged 30 MPH normal swimming(Prowl at 75 %), Powered; 60 MPH. Maximum Depth Tolerance: 3 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 Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Typhak 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 240 MDC before needing material stocks to convert to MD repair material.

*Sonar--- 50 mile range

*Magnetic Anomaly Detector---The Typhak imitates the shark in being able to detect electrical fields; detects magnetic fields and metal objects in a 5,000 ft radius, charging rail guns and fusion powerplants at DOUBLE that range.

*Molecular Analyzer---The Typhak also copies sharks in being able to detect trace chemicals, such as blood, in water. Track by scent in the water; 70%.

Weapons Systems:
1) Eye Lasers(2)--The Typhak mount the more powerful eye lasers for aerial combat.
Range: 4,000 ft(3,000 ft underwater)
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Head Rail Guns(3)----The DarkWaters have adapted the mechanisms of the Eco-KRP18 Hurga Robotic Animal Drone to give the Typhak a weapons system that can produce its own ammunition from what the warmount devours in the course of combat. By ‘digesting’ metal, the Typhak can shape its own ammunition, then electromagnetically expel it, at rail gun velocities. The Typhak can also use more powerful EM fields to expel stone and megadamage bone and chitin, albeit with less force and damage.
Range:( SDC/MD Metal/Stone/Concrete) 4,000 ft
(MD Stone/Concrete) 2,000 ft
(MD Bone/Chitin) 1,000 ft
Damage:(SDC Metal/Stone/Concrete) 7d6 SDC single round, 1d4 MD per 10 round burst
(MDC Metal) 1d6 MD single round, 1d6x10 MD per 10 round burst
(MD Stone/Concrete) 1d4 MD single round, 1d4x10 MD per 10 round burst
(MD Bone/Chitin) 1 MD single round, 1d10 MD per 10 round burst
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the Typhak can make and store up to 500 rounds of ammunition in a helical magazine around its ‘gut’.

3)(Optional) Externally-Mounted Ordnance(4 hardpoints, one under each wing-fin, one on either side of the dorsal fin)----The Typhak can carry harnass-packs of expendable ordnance(typically missiles or torpedoes), though this usually reduces speed(by 20%) in the water due to the extra drag.
a) Missiles/Torpedoes--- 24 mini-missiles/torps, 4 short range missiles/torps, or 2 medium range missiles/torps.

b) Sea/Air Rocket-Torps---A knockoff of Kittani nautical weaponry.
Range:(Underwater) 20 miles
(Air) 75 miles
Speed:(Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Payload: 6
Bonuses: (Torpedo)Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile)---Not quite as accurate as a dedicated anti-shipping missile, but more powerful. +3 to strike

c) 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: 18 per launcher

d) Underwater Countermeasure Pod---These countermeasure dispensers typically hold one of the following types of decoys.
-Screamers----Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the Warmount via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
-Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light. Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. :
Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Payload: 18 decoys per hardpoint

e) 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.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Has the basic Monstrex/Monstro-Crane programming, plus:
Pilot Jet Fighter 70%(+5% per level of experience).(for aerial maneuvering purposes)
Underwater Navigation 80%(+5% per level of experience for Ecotroz entity)
Undersea & Sea Survival 94%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Typhak intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +4 underwater, +7 in flight
Strike +3 (+2 w/ ranged weaponry)
Roll +4 underwater/In flight
Bite 2d6x10 MD
Fin Swipe 2d6 MD+1 per every 20 MPH of speed from a
Tail Lash 3d6 MD full strength slicing attack.

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Typhak an aura and behavior more befitting a sentient being than a robot. Typhaks are possessed of an aggressive, shark-like predatory mindset.

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(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), 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).


Options:
*Ripper Wing Blades----The sharp edges of the wings can be fitted with serrated vibro-blades similar to those in the tail. When extended, these blades increase wing-slash damage to 3d6 MD and also create a distinctive whistling sound in flying slipstream.

*’Fizz’ Sonar Defense----This is a modified chemical sprayer system that dispenses foaming chemical compounds from the tail. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the Warmount behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
Range: The ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 300 ft long(the ‘cloud’ foaming as the sub moves along).
Effects: Sonar-guided weapons(and attackers) are -2 to lock onto the Typhak. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Payload: Onboard reservoirs typically have capacity for 12 applications of the foaming agent.

*Flare/Chaff Launchers(1-2)---Countermeasure launchers can be mounted on the tail of the Warmount, for decoying guided missiles.

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: 18 per launcher

Variants:
The only variants of the Typhak to date are minor and cosmetic in nature; a split-V-tail version exists, but is in all other regards identical to the statted model presented here.
-------------
"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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89er
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Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Shemarrian-related fan creations

Unread post by 89er »

Keeping the mind busy and finally posting

New munitions for Minion War
BWISS rounds: Rather than having rounds tipped with what one fiend is weak to, why not have a single bullet that exploits multiple vulnerabilities? BWISS is shorthand for what the round is made of, solid rings of MD bone, wood, iron, silver and stone stacked together and held together by light MD staples. The core is solid, but the tip is hollow point with the idea for the rings to flower apart when inside the body.
Currently available only for rifles, railguns, grav coil guns and some harpoons, due to the necessary thickness of the rings in order to be effective. The Steel Gaians have shared this design and manufacturing process with the patron GNE. Results show promise but it is another tool not a fix all to keep in mind.

Damage: 2D6 +4 for single round. Supernatural beings vulnerable to bone, wood, iron, silver and stone suffer double damage from their respective vulnerability.
Cost: No price yet since this is still new.

Cleanburn divine energy grenade: Submitted by devout Hoytbit, this device is a steppingstone to directed empyrean virtuous aligned energy weapon. Cultures grown and shaped from samples collected from supernatural beings of light are stimulated for release. When primed, the burst is as a splash of energy in shades of beige, snow, ghost white and seashell. The stock is limited and are only used in deeply infested locations.

Damage: 3D8 MD to supernatural beings of evil or selfish alignments, 2D6 MD to mortal beings of evil or selfish alignments and 1D4 SD to mortal and supernatural beings of good alignment. The blast radius an area of 3 feet (0.9 m)
Range: Throwing distance
Cost: Not for sale for the foreseeable future.

Share your comments when able.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:Keeping the mind busy and finally posting


I hear you loud and clear on that score....Now's the time to geek out, if you're stuck hunkering down.

89er wrote:Cleanburn divine energy grenade: Submitted by devout Hoytbit, this device is a steppingstone to directed empyrean virtuous aligned energy weapon. Cultures grown and shaped from samples collected from supernatural beings of light are stimulated for release. When primed, the burst is as a splash of energy in shades of beige, snow, ghost white and seashell. The stock is limited and are only used in deeply infested locations.

Damage: 3D8 MD to supernatural beings of evil or selfish alignments, 2D6 MD to mortal beings of evil or selfish alignments and 1D4 SD to mortal and supernatural beings of good alignment. The blast radius an area of 3 feet (0.9 m)
Range: Throwing distance
Cost: Not for sale for the foreseeable future..


Great (restrained) shades of Ruiner's Friendly Force Tactical Nuclear Hand Grenade(that obliterates everything EVIL in its radius of effect. leaving Good untouched.....Last time we used one, half the adventuring party was vaporized. :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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kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Koilus Variants

EcoS-K-157s - Roccia Koilus
The Roccia is a rare variant of the Koilus used by the Darkwaters that is modified for operations in space. The Roccia has rough rock armour, similar to the Creag, that help reduce its sensor profile, and when coiled up it can pass for an asteroid when just floating in the cold blackness. The fines are slightly longer and thicker with a little more articulation. Like the original Koilus the weapons are centered around the head and tail, with a passenger compartment, which has airlocks, cleverly hidden amongst the rock armour. The hydro jets are replaced with gimbled thrusters, while each isn't super powerful, combined they give the Roccia decent speed and excellent maneuverability. The heavy launchers are replaced with long ranged missiles, tail launcher is fitted with short range missiles. The TW system spells are switched for those more appropriate for space combat. The nose breath weapon is replaced with a larger scaled
The Roccia uses similar tactics as the Koilus in getting in close and use its strength and slicer fins to rend the hulls of ships, to aid it the Roccia mounts several low level tractor beams that it can use to pull small craft towards it, or pull it closer to a larger target. The Roccia can also use the tractor beams to allow it to hitch rides on larger ships, and skilled Roccias can use their tractor beams to pull it closer to larger asteroids and other debris then releasing the beam and using gravity to sling shot it about and accelerate around objects to increase speed, or to move about a system without using its drives and give away its presence.
At present, there are only two known examples of Roccia Koilus found in a Darkwater's system, known only to a few other tribes as they saw them patrolling and escorting ships in and out of system, they hide amongst the asteroid field and use their tractor beams to swing between the rocks and launch from the rocks at incredible speeds.
Make the following changes/alterations:
MDC/Armor by Location:
Head 900
Heavy Launchers (7) 150 each
Mini Launchers (4) 90 each
Reinforced Passenger Compartment 500
Main Body (front section of serpentine body) 950
Body Segments (8) 600 each (total 4,800)
Hydro Jets(6 main body, 4 each body segment) 450 each
Slicer Fins(32) 250 each
Tail 500
Tail Jets(4) 450 each
Tail Missile Launcher 120
Tail Laser 100

Height: 35 ft main body, The Slicer Fins/Pylons can extend out 12 ft to either side. The head sports a pair of flange-fins that jut out an extra 15 ft to each side 
Width: 35 ft main body, The Slicer Fins/Pylons can extend out 12 ft to either side 
Length: 700 ft
Weight: 1,200 tons
Cargo: 15 ft x 9 ft x12 ft cargo compartment in the head for personal gear and supplies. 
Physical Strength: Equivalent to Robotic P.S. of 80
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) Can awkwardly slither its way across the landscape at 9 MPH.
(Flying) Not possible
(Space) Mach 6
(Underwater) Not Possible

TechnoWizardry Systems:
*PPE Generators (3)----(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
**Hide in Space - The spell folds space and time around the Roccia making it invisible to normal vision, optic systems, and all other means of detection, including advanced EWAR systems. The magic is negated if the warmount uses any active systems or communications systems, although it can use basic optics unlike the normal spell. 75 PPE for 5 minutes.
-Shooting Star---Fires a burst of blue magical energy that shoots from the warmount's mouth. Halfway to its target the magical bolt separates into a dozen smaller sparkling stars that pepper an area like a mystic shotgun, damaging everything in 10 ft for 5d6+5, 18 PPE +2 to strike, 2,500 ft
- Micrometeorites---Summons meteorites the size of marbles and propels them at targets dealing 2d6x10 +25 to a 50 foot area that lasts 1 full melee round, Sub-capital ships and larger -5 dodge, smaller -3 to dodge, human sized characters -1 to dodge, 5,000 ft, 25 PPE.
- Nova Blast--- 2,500 ft range, 1d4x100 MD, people are -2 to dodge, fighters and shuttles -3 dodge, larger ships are -4 dodge, 30 PPE.
- Space Dust---500 miles, 100 mile radius, renders all sensors, scanners and tracking systems of those inside the cloud inoperable. Likewise, sensors and scanners of those outside the cloud are unable to penetrate the Space Dust cloud, 300 PPE, 5 hours.
- Sub-Light Space Flight--- 5 hours increase speed to Mach 21, 60 PPE.
-Magic Decoy Vessel---Creates image of a small spacecraft around a piece of wreckage or space debris fooling natural eyes but registers on radar/ladar and most sensors, but doesn't register life signs. Cast up to 2,500 ft away, 15 minutes, 40 PPE.

Rock Armour ---- The Roccia's rock armour adds to the original stealth systems of the base Koilus. While at rest, typically curled up, it appears as rock or asteroid. The material is able to absorb and dissipate radar and is highly physically resistant. As a result, the Roccia appears invisible (detected only as rock) to active and passive sonar systems when traveling at speeds under Mach 1 without using active propulsion, and are -65% to detection rolls when traveling faster. Physical attacks, such as melee strikes, crushing attacks, even projectile weapons have damage reduced by 25%.

Tractor Beams (2)----Effectively each rated for 50 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 5 miles in space(NOT usable in atmosphere)
(Kitsune Values: 5,000 miles in space).
The Roccia can use the tractor beams to latch onto larger objects, pull itself closer at increased speed and slingshot away, requiring 2 melee actions and a Pilot skill at -15% while under combat conditions increasing speed by +2 Mach for 5 melees, and can be done up to 4 times in a melee round. The Roccia can also use the tractor beams to grab power armours and small craft and use them to cause them to crash into nearby objects. Requires a successful strike roll at -2 but the target is also at -2 to dodge. If the target fails to dodge, must make a successful Pilot skill roll at -50% or suffer 3d6x10 as the tractor beam pushes them into a target within 200 feet.

Weapon Systems
3) Long Range Missiles (7) --- The launchers from the original Kittani WarShark, the heavy torpedo tubes in the nose have been converted to a long range missile launcher
Range: Varies by Missile Type (Long Range missiles)
Damage: Varies by Missile Type (Long Range missiles)
Rate of Fire: Volleys of 1-7
Payload: 48

5) Breath Weapon---The Roccia has two nostrils that can spray either aerosols or TW mists. The Roccia sometimes breathes live steam into the interiors of besieged vessels in order to drive the crew out into the open. 
a) Sand-Caster - Throws a field of sand, bits of iron and rock, highly reflective, fine grains of matter into a sphere 660 feet across, capable ot scattering laser beams, reducing damage from lasers by one-third. Anything flying through the field also suffers 4d6 MD. The sand lasts for 5 melee rounds, or until it becomes too dispersed. Carries enough sand for 10 uses, and can replenish by eating asteroids, requiring 200 lbs (1 full melee action to eat) to replenish each use.
b) TW Cloud of Sleep---180 ft range, 20 ft area, 10 minutes duration, 4 PPE per activation
c) TW Cloud of Fog--- 20 mile range, 2 mile area, 2 hours duration, 70 PPE per activation
d) TW Miasma --- 200 ft range, 20 ft area, 10 minutes duration, 7 PPE per activation
e) TW Aurora Cloud(Northern Lights)---120 ft range, 60 ft area, 3 minutes duration, 6 PPE per activation
f) TW Cloud of Ash --- 180 ft range, 60 ft area, 10 minutes duration, 5 PPE per activation

6) War Bays (8)---Though the Roccia lacks the quick-swap ‘car’ segments of the Jormungandar, its narrower body sections DO hold small cargo spaces. Considered too small and potentially uncomfortable(given the preferred modes of movement and close combat of the Roccia) for holding troops or passengers, and too streamlined for mounting weapons systems like gun turrets or missile launchers, the compartments were deemed usable for deploying mines, sensors, and e-animal drones. These are similar to the Koilus, except all systems are space based or modified for space.

7) Decoy/Countermeasures Launchers ----- Mounted on each section is a launcher system that can three separate sorts of countermeasures are available:
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
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.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 50 bundles are available per pod

The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 25 swarm packs are available per pod

The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 20 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.

8 ) Sandstorm Armour - The Roccia can be fitted with a modified version of the Sandstorm armour developed by the Skyeklad tribe. The cloud generated by the armour covers an 800 ft area and will generally move with the Roccia as long as it is moving at less than Mach 5, with some of the cloud dissipating and trailing away behind it, but it will continue to replenish the lost materials for as long as the cloud is operating.
Force field 200 MDC and regenerates at a rate of 20 MDC per minute. 

Special Properties:
-Laser Reflective---Like Cloud Armor, Sandstorm Armor can be infused with reflective particles, in this case rock crystals, that reduce laser damage by HALF. 
-Sensor Baffling---The cloud of grit flying around obscures the outline and exact location of the wearer; -5 to strike the wearer, and motion detectors and radar are rendered ineffective. Thermal sensors are also bolloxed due to the grits’ friction. 
-Bonuses: The wearer is +1 to parry and dodge inside the cloud due to their obscured movements. 
-Ion weapons also do HALF damage due to the electrical charge in the flying grit.

Range: The sandstorm cloud covers an area roughly 800 ft diameter
(Dust Storm) 120 ft and covers a 2 ft area; the dust remains suspended for 1 minute
(Lightning Discharge) Targets within the cloud or 200 ft outside it. 
Damage:(Sand/Grit Ablation) Those caught in the sandstorm will lose initiative, two melee attacks, and are -5 to strike, parry, and dodge, speed is reduced by 75%, and hearing(and hearing bonuses) are reduced by HALF due to all the grit smashing together. Uncovered sensory organs and orifices are likely to be irritated and choked by flying grit, and air intakes, jet intakes, cooling vents, and open weapon actions invaded and jammed by the dust and sand. Motion detectors and radar are rendered ineffective(too much crud flying around). Victims caught in the high speed grit-storm will take 2d4 MD per melee. The currents of grit also mirror the wearer’s movements, creating a ‘bow wave’ that adds a +1d4 MD to punches, kicks, and other melee attacks.
(Dust Storm) Those caught in the dust storm take NO damage, but visibility is reduced to 10 ft, lose initiative, and reduce speed by HALF. Unprotected eyes and uncovered mouths will be subjected to stinging, choking dust. 
(Lightning Discharge) 3d6 MD, plus carries a potential for stunning victims: victim is -8 to strike, dodge, and parry for 1d4 melees, plus an additional 1d4 melees per subsequent hit, Also must save versus non-lethal poison, 16 or higher, or be knocked unconscious.
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. Hardened circuitry protects against this. 

Rate of Fire:
The Sandstorm can be maintained for 4 minutes (15 minutes in passive mode) before it shuts down and requires the Roccia to replenish its stocks typically by eating at least 500 lbs of rock, iron, carbon and silicates, typically found in most asteroids, or battlefield wreckage, which takes about 1 full melee.
(Dust Storm) Once per melee
(Lightning Discharge) Once per melee

Penalties: 
-Material Requirements-In a grit-rich environment(beach, sand/gravel pit, grist mill, lunar mare), it takes the Sandstorm Armor about 15 seconds/1 melee round to gather up enough material to get the sandstorm churning. In other environments, such as suburban gardens, woods, wetlands, and the like, it may take 1d6 minutes to in-gather enough loose material to get going. Indoors, it will take 1d10 minutes, and the availability of loose material may limit the Armor to producing only Dust Clouds(no damage, but reduces visibility same as the Dust Storm above). 

-Obscured Senses---The same penalties for sensors and perception also apply to the armor’s wearer, -5 to strike, and radar/thermal imaging/motion tracking will be negated. 
10) Hull-Zapper System---Emulates the electric eel by discharging a powerful electrical current into the skin and surrounding water, powerful enough to stun or kill unprotected targets. The Koilus’s system is much more powerful than previous defensive systems and can overload the electrical systems of vessels or power armors within close proximity of the warmount’s skin. 
Range: Contact+ 60 ft from the hull in the water. 
Damage: 6d6 MD per zap
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, 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. 
Against organic targets 
Rate of Fire: Once per melee
Payload: Effectively Unlimited 

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience with an intelligence of 10. 
Typically has the following
Basic Math 98%
Space Navigation 55% (+5% per level of experience for Ecotroz entity)
Read Sensory Instruments 98%
Tailing 55%
Detect Ambush 60%
Radio: Basic 98%
Basic Math 98%

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Roccia intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +1
Strike +1 (+2 w/ ranged weaponry) 
Roll +3
Bite 2d6x100 MD
Chewing Bite 4d6x100 MD
Head Butt 2d4x10 MD
Ramming Attack 1d6x10 MD per every 20 MPH of speed
Tail Lash 2d6x10 MD
Body Sweep (2 attacks) 4d4x10 MD +4d6x5 MD for every Mach of speed. The goliath warmount basically uses its thrusters to swing its mass and length into a giant clothes-lining attack; objects under 500 lbs in weight are 99% likely to be knocked over and flung 3d4x10 yards/meters. Targets 500-3,000 lbs have a 70% chance of being bowled over, and getting tossed 1d4x10 yards/meters. Those 4,000 lbs -5 tons in weight only have a 30% chance of being knocked back 6d6 yards. Anything heavier will generally be immune to being knocked over.
Slashing Sideswipe 3d6x5 MD per every 500 MPH of speed
Squeeze/Crush(takes FOUR melee attacks) 4d4x100 MD per full melee of pressure
Grinding Roll (takes ALL melee attacks) 6d6x100 MD----The Roccia twines around a target, simultaneously crushing it and slicing into it in passing with its cutter-fins. There’s also a 50% chance of capsizing the target vessel. 

EcoS-K-157Sc Magnenair
The Magnenair is a multi-headed version of the Koilus produced by the Sapphire Cobras that is modified so it can also fly at limited altitudes. Armoured in their ablative Snake Skin armour and fitted with their ion disruptors cannons on the three central heads, as well as several other of their signature weapons such as a pair of railguns on each head that can fire their nano munitions. Each of the 5 heads are smaller and lack many of the systems of the Koilus's larger head. The rider sits in a special pod at the base of the necks. As the Magnenair lacks the single large head and instead has multiple smaller heads, it lacks the missile systems, but its energy projection is multiplied and able to target multiple targets and even attack in multiple directions for greater coverage.
Make the following changes/alterations:

MDC/Armor by Location:
Head (5) 350 ea
Rider Pod 250

Length: 600 ft main body, 5 necks are 50 ft long
Weight: 1,100 tons
(Flying) 650 MPH, max altitude 2,000 ft
(Underwater) Can undulate along on the surface at 70 MPH, or swim underwater at 50 MPH. Maximum depth tolerance of 2 miles

*Holo-Projection Eyes---The eye lasers can be modified to act as short range holo-projectors. These can be used to play back what the robot has seen(or recorded) or as a distraction.
Range: 100 ft, and can produce an image roughly 10 ft wide. 

*Ablative ‘Snake Skin’ Armor----Any harm actually done to the main hull armor ablates the armor into a cloud of microfragments and platelets that continue to protect the ship. Unless the ship is moving in an atmosphere or undertakes evasive maneuvering, the ablated armor ‘halo’ will reduce subsequent laser strikes by 1/3 and radar- and laser-guided weaponry will be -2 to strike, for the 1d4 melees before the cloud disperses(although other hull strikes in the interim may extend this time period).

Weapons Systems:
1) Eye Lasers (10)---Copied from the Dobharg, these powerful lasers give the mage-serpent a truly lethal gaze.
Range: 6,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Mouth Energy Projector---The Magnenair’s mouths conceals a powerful energy projector and a pair of railguns, which can be loaded with their nano munitions. Three heads are fitted with the ion projectiles while the other two can mount other weapons.
Three of the serpent-head ‘turrets’ mounts a powerful ion disruptor cannon(modelled after Golgan laser disruptors. Survivors of attacks with the weapons tell of a sense of intense static electrical tension and their hair standing up on hand from leakover from close proximity to strikes), and a pair of rapid-fire rail guns that can fire regular kinetic penetrators or nanite-warheads. The heads can also punch and bite using their robotic strength, to savage targets at point blank range. 
Range: (Ion Disruptor Cannon) 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
(Rail Guns) 6 miles in atmosphere, 12 miles in space
(Kitsune Values: 12 miles in atmosphere, 12,000 miles in space)
Damage:( Ion Disruptor Cannon) 2d4x100 MD per shot, 25% of that to a 30 ft radius beyond point of impact. 
(Rail Guns) 4d6x10 MD for a single barrel firing, 8d6x10 MD for both cannon firing simultaneously. 
On a Natural 19-20(18-20 if in atmosphere), the rail gun strikes do critical damage(DOUBLE damage) plus nanites are successfully embedded in the structure of the target. These nanites proceed to do an additional 6d6 MD for 2d4 melees(double damage and duration if in atmosphere).
Unlike the original ‘Serpent’s Kiss’, the nanites work on organic and inorganics alike, or can be programmed to affect only one or the other. 
Rate of Fire:(Ion Disruptor Cannon) 3 times per melee
(Rail Guns) EGCHH
Payload:(Ion Disruptor Cannon) Effectively Unlimited
(Rail Guns) 1,000 bursts per gun(2,000 bursts per head)

a) Lasers---Configuration retained from the original Warshark. 
Range: 500 ft
Damage: 4d6x100 MD per blast
Rate of Fire: Three times per melee round
Payload: Effectively Unlimited

b) Sonic Blaster---The ‘Storm’s Roar’. 
Range: 3,000 ft. 100 ft for the area of effect sonic boom.
DOUBLE range and area of effect underwater
Damage: 2d4x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater), Also acts like a Clap of Thunder spell, in that it can temporarily deafen and stun. 
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor. Characters in hard-shell EBA will take HALF that damage in SDC even through their armor, while vehicle crew will take 1/4 damage in SDC through their vehicle’s armor due to shock and excessive vibration. Vehicles with more than 200 MDC in their main body, or forcefield protection, will NOT be affected.
The sonic vibrations can also be used to set up a resonance in hard armor that can stun or disorient living beings. Humans(and those most like them) will find these subsonic vibrations particularly irritating, the barely audible buzzing setting up painful discordance in their eardrums and auditory apparatus. Beings with enhanced hearing are particularly vulnerable to this attack(DOUBLE all penalties). Cyborgs and those with baffled hearing implants will NOT be affected by this. 
Save versus psionic attack(12 or better) or be -1d4 to initiative, HALF all bonuses to strike/parry/dodge, and -1d4 to Maintain Balance. Roll under P.E. or fall unconscious for 1d6 melees. DOUBLE effects and duration for those with particularly sensitive hearing(including Dog Boys).
Power Armor and EBA-wearers will be more susceptible to the effects of resonance, owing to their close proximity to the materials being affected. The effects are greatly diminished/negated to occupants on a vehicle owing to the many interior structures that serve to dissipate and insulate the sound waves. 
It also produces a window-shattering sonic boom in a 45-degree arc along its path out to 100 ft, temporarily deafening those caught in the area of effect(those without ear protection will be -4 to initiative and -1 to parry and dodge for 1d4 minutes, while those inside EBA, light MDC vehicles and power armor will only be deafened for 2d4 melees. 
Rate of Fire: Twice per melee
Payload: Effectively Unlimited

c) Plasma Projector---Starship grade weapon, modified for area of effect. The use of this weapon has sometimes led to the misidentification of the Koilus as an ancient marine dragon. 
Range: 1,000 ft.
Damage: 2d4x100 MD to a 60 ft wide area
Rate of Fire: . Twice per melee
Payload: Effectively Unlimited

d) TW Tidal Wave Cannon----This fitout requires a source of PPE to operate properly
Range: 6,000 ft range, and generates a wave 150 ft high and 3,000 ft wide
Damage: 4d6x10 MD
Rate of Fire: 40 PPE per shot, lasts 15 melee rds
Payload: 40 PPE per shot

e) ForceBolt Projector---This weapon can fire a powerful pulse of concentrated force that combines aspects of an EM bolt and a directed kinetic force vortex.
Range: 6,000 ft in air and water
Damage: 3d4x10 MD per vortex shot, or can be used to produce a ‘shotgun blast’ spray of invisible projectiles that do 4d6 MD to everything a 40 ft area. 
Within a 20 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 20% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.

Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.

Also roll on the following for additional electromagnetic effects:
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. 

Rate of Fire: 4 times per melee
Payload: Effectively unlimited
Bonus: Because of their invisible nature, Magnetic Vortices are -6 to dodge. 
Note that E-Weapons do create a detectable magnetic ‘spike’ on EM and 
magnetometer-style sensors.

3) Breath Weapon--- The heads of the Magnenair has nostrils that can spray either aerosols or TW mists. The Magnenair sometimes breathes live steam into the interiors of besieged vessels in order to drive the crew out into the open. 
a) Chemicals--- Sprays out various chemical fogs
Range: 500 ft and can cover a 100 ft area.
Damage: Varies by chemical type; typically the Koilus uses obscuring smoke or incapacitating agents like tear gas/CS.
Rate of Fire: Once per melee. Depending on local weather conditions and the Warmount’s own motion, the cloud can persist as long as 2d4 melees, or MINUTES if sprayed into a vessel’s interior. 
Payload: Usually carries enough chemical solution for 100 applications each head. 
b) Steam--- Actually a byproduct of the Warmount’s cooling system. It can spray superheated steam up to 150 ft and covers a 50 ft area. Does 2d6 SDC per melee of exposure. The cloud lasts 1d4 melees. 
c) TW Cloud of Sleep---180 ft range, 20 ft area, 10 minutes duration, 4 PPE per activation
d) TW Cloud of Fog--- 20 mile range, 2 mile area, 2 hours duration, 70 PPE per activation
e) TW Miasma --- 200 ft range, 20 ft area, 10 minutes duration, 7 PPE per activation
f) TW Aurora Cloud(Northern Lights)---120 ft range, 60 ft area, 3 minutes duration, 6 PPE per activation
g) TW Cloud of Ash --- 180 ft range, 60 ft area, 10 minutes duration, 5 PPE per activation

Actions/Attacks Per Melee: 12 (5 for heads)
Initiative +3 (+1 from the Ecotroz entity for a total of +4)
Dodge +1
Strike +3 (+4 w/ ranged weaponry) 
Roll +3
Bite 4d6x10 MD per head
Chewing Bite 5d6x10 MD per head
Head Butt 2d4x10 MD
Ramming Attack 1d6x10 MD per every 20 MPH of speed
Tail Lash 2d6x10 MD
Body Sweep(2 attacks) 4d4x10 MD +4d6 MD for every 20 MPH of speed. The goliath warmount basically uses its hydrojets to swing its mass and length into a giant clothes-lining attack; objects under 500 lbs in weight are 99% likely to be knocked over and flung 3d4x10 yards/meters. Targets 500-3,000 lbs have a 70% chance of being bowled over, and getting tossed 1d4x10 yards/meters. Those 4,000 lbs -5 tons in weight only have a 30% chance of being knocked back 6d6 yards. Anything heavier will generally be immune to being knocked over.
Slashing Sideswipe 3d6 MD per every 40 MPH of speed
Squeeze/Crush(takes FOUR melee attacks) 4d4x100 MD per full melee of pressure
Grinding Roll (takes ALL melee attacks) 6d6x100 MD----The Magnenair twines around a target, simultaneously crushing it and slicing into it in passing with its cutter-fins. There’s also a 50% chance of capsizing the target vessel. 
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Eww....I see I have some reading for the night! Looks good already!
And some more variant ideas already!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Thought I’d put my Castles charts to good use....

Keep Kereg---Clan Armorand Stronghold
“Advancing from downhill, you’re hardly aware you’re travelling up an engineered embankment, and not a natural debris slope. By the time you see the obvious fortifications straddling the canyon, you’re already smack in the middle of the kill zone.”

“...and that particular piece of debris is what’s left of a Swaygi heavy combat crawler, from the big Sorsen Raid back in ‘24.”

“Oh, loosing the water is dramatic, and it sure sweeps the approaches clean, but damn but it makes for more work hauling back all that wreckage to add to the walls.”

Keep Kereg is a surface construct typical of Clan Armorand fortifications on their homeworld of Haldas.
Keep Kereg occupies one of the canyon passes leading out one of the basins known as a location of recurrent dimensional rifts, making it one of the likely avenues of travel and invasion by d-bees to Haldas. As Haldas’ weather makes air travel at the very least extremely difficult, land traffic must use the passes to get out of the basin. Keep Kereg overlooks one end of the basin, and to the newcomer resembles nothing so much as a pile of rubble and and wrecked alien vehicles choking the ravine and cutting off passage. In reality, while the wreckage is real, the rubble camouflages the fort and its gun positions.

A. Purpose:
Strategic Strongpoint---Kereg oversees the rift-lands in the basin and is effectively the first line of defense against any hostiles emerging from a rift and attempting to move out against Haldas.
B. Size:
Estate---Kereg’s purpose is to allow a small number of Armorand defenders, typically 200-300 troops, to hold back numerically superior enemies.
C. Location:
Straddling a canyon pass
D. History:
Established pre-Shemarrian contact
E. Primary Construction Materials:
Stone and Metal; 175 MDC per 10 ft section
F. Builders:
Haldas Dwarves, Clan Armorand
G. Original Builders’ Species:
Haldas Dwarves, Clan Armorand
H. Current Occupants:
Haldas Dwarves, Clan Armorand
I. Supplies:
Keep Kereg can hold out for 4d6 months. The river reservoir behind them also provides them with an ample supply of water.
J. Passive Defenses:
*Extra-Thick Fortifications----Keep Kereg is covered in layers of rock and scrap armor, held in a matrix of megadamage concrete. It’s tough.
*Water Trap----As a last resort, the defenders of Keep Kereg can unleash a diverted river held behind the fortress. Normally, the river is slowly drained through underground channels, but the channels can be closed, allowing a backup to form. A good rainy season means that the defenders can unleash a 75 ft wall of water on the enemy.
K. Active Defenses:
*Mortars---Hidden behind the crest of the ‘landslide’ are several covered high-trajectory breech-loading heavy mortars(roughly equivalent to 305mm), capable of raining fire on the valley-basin. These weapons have an effective range of 57,000 ft, and a shell throw weight of 980 lbs.
*Automatic Weapons----Hidden among the wreckage of vehicles and inside false boulders are a number of rapid fire guns that can sweep the approaches to the fort.
*Command-detonated Minefield----The area in front of the fort is seeded with command-detonation mines that the Armorands can set off, once they’ve identified intruders. What look like cover from the attackers’ side are, in fact, designed shot traps wired for maximum boom on any enemy taking shelter behind them.
L. Internal Defenses:
*Labyrinth---Anybody penetrating into the interior of Keep Kereg will find the interior to be a confusing maze of passage ways, few large enough to accommodate vehicles, many of them dead-ending(typically below convenient grenade chutes), or blocked by firing positions.
*Flooding---The aforementioned reservoir can also be used to channel water into the internal lower passages of the fort, flooding them.
M. Special Features:
*Secret Passages----Keep Kereg extends underground through tunnels on either side of the ravine. If the fort is breached, the surviving defenders can fall back through these passages to regroup.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Knights of the Tin Can----Oreseme Eccentric Sub-Clan
(aka ‘Kleeg-Knights’)
“Given the appearance of the Knights of the ‘Tin Can’, I’d say that whatever was in the can went bad long ago. I suspect the reason we never see most of them without that armor that a lot of them have tacked together from scrounged parts is that they all suffered hideous deformities and couldn’t find anything else that would fit. Maybe that explains why they’re such vicious ####ers in a fight; they’re channeling a lot of hurt and anger. I haven’t heard of tehm going up against any Mystic Knights yet, but that’s one fight I suspect I’d rather hear about and not witness from any near distance.”

“What’s in the can, you ask? Whupass.”

“I don’t know about the ‘Knights of the Tin Can’....Word I hear sez they’re a bunch of ex-slave ‘borgs who went ‘round the bend, rose up and wiped out their enslavers, and took up some sort of kooky knightly orders to act as mercs. They must have some mechanical talent, though, because they look like a gusied-up rolling used mek’yard, but they fight like hellions. Not real personable, but if the story of their origins is right, they have little reason to trust or like other folk. However, if you can hire them, they’ll coordinate with your people and be true to their word, and spell it out right at the beginning so you understand real simple-like. And they are DAMN good fighters on account of all their bionics. Like they know no fear and feel no pain.”

“Wargoddess gave us our marching orders, jagerans! We’re to sweep around the flank of the maguses’ little incursion and take one of their strongholds in return. If we can take the place, we destroy it, but she said we could have anything we could take from it! That’s in addition to our usual hazard pay! So we take that stronghold!”
%“Test our metal!”%
<<“Up our steel!”>>
//“By your command!”//
(((“We bring the lightning!”)))


Sometimes confused with rumors of the Shadowblades, the KotTC are a fringe group of oreseme. The Knights of the Tin Can are noteworthy for tehir rather ramshackle appearance, the subclan made up mostly of Vaskven(’Made from bits’)----Warmounts and oreseme assembled from many different parts of other robots or vehicles.
All voting members of the KotTC comport themselves as warriors of a knight-order.
Though describing themselves as ‘knights’, the KotTC are rather mercenary in their ways, taking jobs from the Shemarrian Nation, and occasionally from outsiders. Though they hold themselves to a high code of honor, they are savage and ruthless fighters.
The main and most prominent members of the KotTC are the ‘knights’ themselves, who are attended by an immediate circle of ‘squires’ , and another ring of servants and support personnel. The KotTC follow the practice of anhaz-uzari and many fo their servants are prisoners or war, or captives taken in combat and impressed into the service of the Knights.
The KotTC do not have a fixed territory, but instead wander from Tribe to Tribe, as events take them. Like the Ghezo Guard, another predominately male Shemarrian formation, the Knights of the Tin Can work virtually as mercenaries and irregulars, plugging gaps in a Tribe’s battle lines, taking odd jobs such as escort duties, incident investigations, reconnaissance and diplomatic missions(where the Shemarrian Nation does not want to be seen as overtly involved).
Outsiders tend to regard the KotTC as a particularly eccentric mercenary band made up of crazy cyborgs with a few robots programmed to assist them in their elaborate charade. Various rumors abound of their nature, including that they are a d-bee mercenary band, ex-slave cyborgs, a missing merc group that entered Shemarrian territory and came out insane, or a spacially-displaced Russian warband.
Despite their mercenary employment and generally cool demeanor, the Knights of the Tin Can ultimately share the common EShemar goal of protecting people, and they will respond to the threats of monsters, slavers, brigands, and the supernatural with drawn blades and the power of their convictions.

Motif: A tin can with an open top, wearing a gold crown, imposed atop crossed swords.

a)Origins:
Splinter-Tribelet. made up of various oreseme Eccentrics that have gathered together from other Tribes.

b)Where First Encountered
Rifts Earth. The KotTC are nomadic, roaming North America and goig from Tribe to Tribe.

c)Tribe Size
200 ‘knights’+ another 300 ‘squires’ and campfollowers.

d)Tribe Organization
Headswoman---Though a largely patriarchal formation, the KotTC are commanded by a female, the Begum Arexa. However, matters may be put to a vote, the full voting members being the recognized Knights, and squires, armsmen, and crafters getting half a vote.

e)Tribal Composition
Oreseme(75%), Neshemar(20%),EShemar(5%).

f) Highest Caste Class
None; the various oreseme are not designed to any standard caste-class.
Organizationally, the highest position is Chieftain, currently held by Begum Arexa, followed by the Knights.

g) Gender Division
70% Male(or at least identify as males), 30% Female.

h) Home Environment
Temperate, Earth-Like worlds, though they have not yet been seen off Rifts Earth.

i)Technology Level
Megadamage Age---Roughly equal to Rifts Earth canon and ARCHIE-3 canon Shemarrians. Megadamage weapons and equipment are readily available to the abilities of this tribe.

j) Relations with Outsiders:
Indifferent---- Aloof from most organics, and do business with them on a as-need-to basis. Tolerant and welcoming of other AIs who are welcome to join their ‘brotherhood’, as long as they follow the chivalric code(such as it is). They are not above impressing prisoners taken in combat into their service, brainwashing and biomodding them, though such servitors are well-treated otherwise.
The KotTC understandably dislike the tech-blinding abilities of the Cyberknights. Although they’ve fought as often with the Cyberknights as against them, the Tin Cans tend to distrust and stay clear of dealing with the ‘Coakists’.

k)Relations with Other ‘Shemarrians’
Enthusiastic---The KotTC know they’re dependent on the good will of the Tribes, so they readily cooperate with them and take what odd jobs are asked of them. So far the Shemarrian Nation has not given them any reason to quarrel with their creators.

l) Purpose
Survival/Self-Discovery---The KotTC are seeking to find themselves through assuming an identity of heroism, combat, and purposeful action. Less a crusade against something and more a quest for identity.

m) Preferred Mode of Combat
Cavalry---Prefer to fight from their warmounts and maneuver like tanks.
ALL Knights of the Tin Can know W.P. Sword and at least another Ancient W.P.. 95% of the Knights and Squires have Warmounts of some sort, and the rest of the warcamp is mounted on caravanser beasts and vehicles, which have at least basic defensive armaments.

n) Unique Attributes
Kitbashed----The KotTC and their warmounts are all kitbashed Vaskven oreseme to some degee or other.

o) Prosperity
Self-Sufficient---The KotTC have enough to insure they have repairs for normal battlefield wear and tear, that their neshemar are fed and clothed, and they have enough weaponry and equipment to keep up with battlefield losses. They still scrounge a lot and use scavenged weaponry, and for heavier equipment needs and bio-modification conversion they rely on the support of the proper Tribes.

p) Chart P: Origin Tribe
The Horrorwoods seem to have initially offered the KotTC the most support, and it is rumored that the first formal KotTC was organized from oreseme that didn’t aesthetically match the ‘jungle’ or ‘green’ themes of the Tribe. The Sapphire Cobras, Silvermoons,Ghost Riders and Wolf’s Path have since become major material supporters of the Knights.

q) Chart Q : Cyberization
75% of the NeShemar of the KotTC are cyborged to a degree, or have been biomodded in some way, while the remaining 25% either cannot be -modded or are awaiting bio-modification. The KotTC lack the ability to do more than cybernetic/nionic repairs, and are dependent on the resources of other Tribes to modify their neshemar.

Notable Members:

*Begum Arexa--Current leader of the Knights of the Tin Can. She is rumored to be a d-bee princess who came to Earth, got cyborged for her trouble, and is now leading a mercenary group in hopes of one day carving out a powerbase and claim a fiefdom of her own to impress the folks back home(provided she can make contact with them, or hasn’t been -exiled- to Earth). In reality, she’s an ex-Sapphire Cobra AI, based on a suit of Titan Robotics power armor, who left the Cobra temple to pursue her own quest for self-realization. Her training in temple practice has helped her weave together the ‘traditions’ of the KotTC and turn them from a bunch of listless rogue robots into a chivalric order of mechaknights.

*Argilian Skyter----A heavily modified Northern Gun Blue Hawk, he is recognized as the Begum’s right hand man. A fierce aerial combatant, he frequently leads scout and raiding missions.

*Miklar Drazek---An sgen Cadejar ‘flower knight’, who followed Begum Arexa from the Sapphire Cobras, and serves as her squire/adjunct.

*Tevaseer---A Chromite from the Three Galaxies. He has become something of an advisor to the Knights. He is often mistaken for some sort of alien mystic, given his robed appearance and cryptic manner(the actual mystic in the KotTC is an EShemar of rather unassuming appearance).

*Vigilix Bloodmaul----A Clan Gothec member who came to North America to meet the other Tribes, He stayed on to join the KotTC. He is based on a Triax Jaeger power armor. A fierce warrior(opponents quickly learn to dread his warhammer), he is also a quite competent mechanic, and helps keep the subclan’s various kludged-together robots going.

*Mulric the Red---(aka ‘Tartarus Knight’)Power armor-based oreseme, created by the Wolf’s Path from a Northern Gun NG-X16 Midas w/ a NG-NX14 Sea Demon helmet-head, FQ Triax Glitterboy arms, and NG-X114 Cougar legs. He is painted a dark crimson and carries a Gargoyle fire-lance. He is known as a bounty-hunter and prisoner transporter/jailer. His warmount is made up of, among other things, four NG-V34 Buffalo legs, a a CS Enforcer head fitted with large mandibles, and a itan Combat Robot body.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Some new variants to get into service:
*EcoS-K-1 Monstropede
*-*EcoS-K-1D
---(aka ‘Api-Carri’, ‘Hive-Humper’)
“Oh, I just -hate- this stinging sensation....some###ingbody kicked over a Shemarrian nest, didn’t they?”
This is a K-1 Monstropede outfitted to carry multiple hives of swarm-bots, such as the Carrion, Cooter, Bubonic, Carapace, Fiery Wing, or Sanitateo.
The head also mounts additional antennae for specialized radio beacons, to allow the swarm-bots to find their way back to their hives for recharging.
The Api-Carri has found great acceptance with the Horrorwoods, Clan Vespa, and the Radiant Edge as an infantry-support unit, scout and surveyor, and artificial pollinator. The Obsidian Dawn clan also use EcoS-K-1Ds in vermin extermination operations.
Changes/Modifications:
MDC/Armor by Location:
Hive-Pods(8 ) 90 each
Weapons Systems:
3) Hive-Pods(8 )---In place of the optional heavy weapons, the Api-Carri mounts eight conical hive pods on its body segments for carrying swarm-bots, Each pod can hold 150 of the miniature ‘bots and serves as a servicing and recharge station for them(the EcoS-K-1D CANNOT generate new ‘bots, but can repair damaged ones). This means that a fully loaded Api-Carri can deploy 1,200 swarm-bots.


-EcoS-K-1ESc---(aka ‘Eezee-Cut’, ‘Twirly-Twisters’, ‘Buzzapede’)---A SkullCrusher minor variant sporting two chainsaws on the head for cutting away obstacles. One or more of the missile launcher spines can be replaced with ‘death-twirlers’, rotary cutting heads with parasol-like extending blades.
Besides their use by the Skullcrushers, the EcoS-K-1E is also used by the Obsidian Dawn for removal of vegetation vermin(OE clearers cut massive swathes through the carnivorous claw-grass that had already devoured two colonies on Vidor IV).
Changes/Modifications:
Armor/MDC by Location:
Chainsaws(2, Extended) 45 each
Weapons Systems:
5) Extendable Chainsaw Mandibles(2)---Normally concealed in armored sheaths in the head, these 4 ft long chainblades do 4d6 MD on a slashing attack, 1d4x10 MD for a full melee contact cut, EACH(double the damage for a synchronized attack with both chain blades(counts as two attacks regardless of whether one or both blades are engaged).
Options:
2) Rotary Cutters---Can replace one or more of the Short Range Missile Launcher spines with ‘pinwheel’ rotary cutters. These extend rotating cutter vanes with a diameter of 6 ft, that do 2d4 MD on contact. Though not exclusive to the EcoS-K-1E, the ‘death-twirlers’ first appeared on them.


-EcoS-K-1F---(aka ‘FireFritz’, ‘Panzer-Pede’), Inspired by second-party reports of ‘gun-headed’ Monstropedes, that turned out to be misidentified observations of Monstropede riders dual-wielding shields and scava-railguns, the EcoS-K-1F is another minor variant that simply adds another layer of wraparound armor to the head, a heavy gun mount on the head, and armored shields anchored to the spines on the body segments for shielding personnel carried on the back. The Skullcrushers love this conversion, and the Armorands have warmed to it as well.
Changes/Modifications:
Armor/MDC by Location:
Head +100*
Backplate Shields(16, 8 each side) 100 each*

*The shield walls offer partial cover to the rider and passengers, and attempts to target them are at -6 to strike.
Systems of Note:
*360-degree Neck Rotation----The EcoS-K-1F's head can swing completely around like a tank turret, allowing it to bring its head armaments to bear on targets all around it.
Weapons Systems:
5) Head Heavy Weapon Mount---The armor cladding around the head provides the rider with a shield to the front, and wraparound protective plate. It also provides a mounting point for a fairly heavy gun to be operated by the rider. Most EShemar simply mount their powerful scava-guns, but weaker neshemar who cannot manhandle the heavy Shemarrian cannons will typically mount a smaller weapon, such as a RG-14-LX ‘Baby Boom Gun’, ‘Ignis Spitter’, Heavy Particle Beam Rifle, ‘Dingo’ Cannon, or heavy rail gun like the CS-30R, EShe-NRG670 'Scava-sutek", or ’SkullShatter’ Cannon. The stable mounting gets a +1 to strike in addition to other Warmount bonuses.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

*Open-Frame Saddle Pod---This is an innovation meant to afford the riders of Warmounts that do NOT have saddle-pods that sport elevated protective sides the same degree of protection. The saddle has a high pummel and forward plate, high-backed seat, and side plates on adjustable armatures, allowing the rider to position the armor to best effect for them. Short of a fully enclosed cockpit, the OFSP offers a compromise of armored shielding and free movement in the saddle.
MDC: 100
Bonuses: The saddle walls offer partial cover to the rider, and attempts to target the rider are at -6 to strike.
Penalties: The protective plates do interfere somewhat with free movement, and the rider will be -1 to strike using ranged handheld weaponry(unless they use two APMs to compensate, finding the best way to fit and brace their weapon through the plates ) and -2 strike/ parry, if attempting melee combat from their mounted position.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

EShemar EShe-F11Br Hellrider Heavy Fighter
(aka ‘Torchsled’, ‘Agni’s Broomstick’)

“These damn things move so fast, I’m surprised they don’t trail after-images in addition to their EW ghosts. By the time a ship’s early warning goes off, the torchsleds are already making their escape turns and their warloads are on terminal approach!”

“Since we’re relying less on passive stealth and more on active jamming, you can do away with the low visibility paint job. I want mine RED, as red as possible.”

The EShemar aren’t averse to stealing good designs from other people and adapting them to their own needs and tastes. Case in point; their entire run of first generation starfighters were based on pirated Naruni designs. Later designs freely copied the CCW and others.
It should come as no great surprise then that the latest Bloodrider fighter design is a knockoff of somebody else’s work, in this case a nominal ally’s. With their core Rifts Earth homelands within the borders of Greater New England, the Bloodriders have had plenty of opportunity to scope out what their neighbors were doing and fielding, and with the tendency of the Bloodriders to focus more on combat training and less on R&D of their own, copying is, to them, a legitimate shortcut.
The EShe-F11Br Hellrider is very clearly derived from the Paladin Steel/Aegis Stellar Industries PS/ASI-AFB-29 Chimbane Heavy Aerospace Fighter/Strike Vehicle, otherwise known as the ‘Slamsled’. This large fighter/strike vehicle was designed to make blazing high speed attack runs on enemy capital vessels and deliver cruise missile, KEW, or energy pulse shipkiller attacks. This sort of in-the-teeth attack tactics appeals immensely to the glory-hunting Bloodriders so they have felt justified in ripping off the design(though there are some claims that the Bloodriders challenged the staff of a GNE outpost base to a friendly dogfight ‘duel’ for the opportunity to study each others’ ships; while other sources claim they outright purchased the design).
The original Chimbane is a large aerospace ‘power sled’ with a fuselage packed with engines, a heavy warload in the nose, with the cockpit(actually a smaller fighter) tacked onto the end of a propulsion pylon sticking above the main body, with additional point defense armaments added on as an afterthought. The Bloodriders have taken this design and packed in even more powerplant, added two more engine pylons, effectively TRIPLING engine output, and replaced the cockpit pod with a specially modified two-seater version of their own EShe-F06Br ‘Dazla’ Light Aerospace Fighter(itself derived from the Consortium of Civilized Worlds’ Scorpion light fighter).
The result is a spacecraft that is blistering fast, punishing its own inertial compensators, and taxing its powerplant to the limits(the Hellrider requires major powerplant servicing three times as often as the Chimbane). The fighter is only pilotable because its crew are robot gynoids; just about any other organic pilots would be crippled, if not outright pulped, by the strain(especially without the heavier acceleration protection lacking from the EShe-F11Br).
It is rumored that these strike fighters use ‘short range’(less than a quarter light year) FTL radio to provide up-to-the-second data on enemy defenses and positions, allowing follow-up units to microjump(from holding positions a couple of AUs or less out) in even closer to a target before making their attack runs(individual flights or squadrons taking turns being the pathfinders and the follow-ins, so that everybody gets equal opportunity for glory ‘jumping into the fire’).

Type: EShe-F11Br Hellrider
Class: Heavy Aerospace Fighter/Strike Vehicle
Crew: 2
MDC/Armor by Location:
(Attack Section)
Main Body 1,400
Wings/ Engine Nacelles(3) 460 each
Variable Forcefield 300 per side(1,800 total)
(Escape Fighter)
Main Body 400
Reinforced Crew Compartment 200
Forcefield 200
Height: (Attack Section) 24 ft
(Escape Fighter) 18 ft
Width: (Attack Section) 42 ft
(Escape Fighter) 32 ft
Length: (Attack Section) 125 ft
(Escape Fighter) 40 ft
Weight: (Attack Section) 350 tons
(Escape Fighter) 9 tons
Cargo: Small space behind pilot’s seat for survival pack and sidearm.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:
(Attack Section)
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 22
(Kitsune Values: 55% of light speed; Accelerates/decelerates at 2.2% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Not Possible

(Escape Fighter)
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 18
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 1.8% of light speed per melee)
(FTL) 4 light years per hour
(Underwater) Not Possible
Market Cost: 18 million credits
Systems of Note:
Standard Starfighter Systems, plus:

*Active Sensor Jamming---This is a powerful jamming suite that hides the fighter in sensor chaos. Unlike passive stealth, however, sensor-equipped opponents will KNOW something is out there, they just can’t get an accurate fix on its exact whereabouts. Passive stealth was ruled out, given the MASSIVE emissions spike the triple engine banks give out with the throttles opened up. The system is a powerful ECM suite for confusing sensor-guided weapons; -8 to strike.

Weapons Systems:
1) Bomb/Missile Bay---Mounted in the forward fuselage ahead of the hull ‘pedestal’ is a large payload bay with a 60,000 lb capacity. This is effectively unchanged from the original Chimbane’s, even to EShemar copies of GNE/ASI weapons.
a) Long Range Missiles----16

b) Cruise Missiles----8

c) Kinetic Bombs---These are meant for attacking stationary targets like planets and large space stations
*43,000-lb ‘Special’ Bomb-----Designed to be ‘lobbed’ for maximum kinetic impact, the super-heavy bomb does 1d8x1,000 MD to 250 ft blast radius, and can penetrate up to 500 ft of earth(300 ft of rock or concrete), for attacking bunkers or undercutting larger structures.

*Light Kinetic Penetrator Module ---Works similar to a WWII ‘Earthquake Bomb’. Kinetic weapons have the advantage of leaving little or no radiation to contaminate a battlefield or potential postwar acquisition. The LKP module actually carries three separate RVs on a maneuverable ‘bus’ stage, allowing three separate targets to be hit, or a single target to be bracketed. Each RV does 1d6x100 MD to a 100 ft radius and can penetrate up to 250 ft of loose soil(100 ft of rock or concrete)

*Fuel Air Explosive Munition---A single warhead(no multiple warheads) non-nuclear area of effect weapon that disperses a cloud of volatile fuel droplets in a mist over the target area, then ignites it in a rapidly propagating explosion. Besides thermal damage, the real damage from this weapon comes in the massive overpressure shockwave that it creates, capable of forcing its way into open ducts and vents, and imploding vehicles and bunkers. Also known as a ‘Daisy Cutter’, it is often used to simultaneously secure and clear landing zones of obstacles(both sentient and material). The heavy FAEM carried by the Chimbane can do 4d6x10 MD to a 500 ft radius, plus 3d6x10 MD to everything else in a 3,000 ft ft radius. Those caught within the blast radius are also likely (01-88%) likely to be bowled over by the blast and stunned, if not worse....

*ElectroMagnetic Pulse Weapon---Designed to knock out unprotected electronics and power distribution networks, exploding at high altitude for maximum effect. Up to four of these weapons can be carried on a common ‘bus’ by the Chimbane.
Damage: 5d6x10 MD to 100 ft blast radius
EM effects: Used against unshielded power grids(such as cities and towns), the particle blast has a 99% chance of knocking down electrical systems, including vehicles, in an 100-mile radius of the point of detonation. Unprotected computers and other hardware not protected by surge protectors, and hooked into the common power grid, may still be affected up to a hundred miles or more away by power surges through the power lines.
The EMP is less effective against shielded systems such as those on space structures(25%) and military systems(10% for surface military vehicles), which are hardened against radiation.

*Shipkiller Missile----This is an attempt to make a ‘giant-killer’ by using nuclear cluster munition technology. When the independently targeted tactical nuclear charges disperse just short of the target vessel, then surround it before detonating, their multi-vector plasma jets can peel open a small warship. This weapon has been approved for use ONLY in space.
Range: 800 miles in space
Damage: Swarmhead--A Swarmhead is a new type of munition that fires a cluster of twenty plasma-nuclear warhead ‘skeets’. These ‘skeets’ deploy airburst fashion about 60 ft up off the ground(or 6,000 ft in space), then deploy short range fast-scan targeting sensors. If a target is detected in the limited scope of the sensors, the warhead orients itself, and fires like a shaped charge, sending a powerful jet of superheated plasma lancing into, and through the target. A Swarmhead plasma jet does 2d6x10 MD to a 3 ft blast radius(so all 50 shells firing on a single target would do 2d6x500 MD!)
The initial focusing explosion also does a fair amount of concussion damage to the surrounding area, though this is considerably less than the critical damage inflicted by the plasma jet. The concussion does 6d6 MD to an 160 ft blast radius
Rate of Fire: Single shot
Payload: One missile with 50 submunitions

*Heavy Nuclear Missile---This is an SLBM-sized nuclear weapon that takes up the same space as SIX smaller LRMs.
Range: 1,000 miles(4,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Payload: One missile

(Option)TW Breaching System(optional)---This can be fitted to any LRM missile prior to firing. Despite its high-PPE installation cost, the system is popular because it allows even relatively low-tech missiles to penetrate high-tech energy shielding, and deliver a surprise knockout blow! Uses the Energy Disruption spell to penetrate enemy defenses. If facing a known magic-using enemy, this system may be enhanced with Dispel Magic Barrier. The system(values taken from Siege on Tolkeen 1, pg. 69) costs 495 PPE to install, 20 PPE to activate per minute of operation.

(Option) ‘Invader’ Torpedo--- This is a copy of the Long Lance IV, a next generation heavy anti-spacecraft missile from Paladin Steel. This SLBM-sized weapon is smarter, heavier, and carries its own ECM and countermeasures decoy launchers to give it a better chance of penetrating a target’s defenses. The EShemar have upgraded the electronics slightly, but otherwise the weapon and its physics package are identical to the Long Lance IV.
Range: 1500 miles(6,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Bonuses/Special:
*ECM----The missile has its own expert system and EW transmitters for jamming enemy radar, as well as evading their sensors. The missile is -8 for guided weapons to strike. 70% chance of evading radar detection to begin with.
*Flare/Chaff Launchers(1, 6 bundles)
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: One missile


2) Modular Weapons Nacelles(2, 2 slots each)---The attack section sports two wingtip-mounted weapons nacelles with two modular slots for weaponry. Typically, these weaponry are configured for self-defense against fighters and missiles, but they can be used in a secondary strike role. Unless otherwise noted, each hardpoint slot can hold ONE of the following:
a) G-Cannon
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space (Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

b) Pulse Laser
Range: 2 miles in atmosphere, 4 miles in space (Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 6d6x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

c) Ion Cannon
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: 1d4x100 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

d) Particle Beam Cannon
Range: 1.3 miles in atmosphere, 2.6 miles in space
(Kitsune Values: 2.6 miles in atmosphere, 260 miles in space)
Damage: 1d6x100 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

e) Mini-Missiles---48 shot pod, volleys of 1-12

f) Short Range Missiles---12 shot pod, volleys of 1-6

g) Medium Range Missiles---6 shot pod, volleys of 1-6

h) Long Range Missiles---1 per hardpoint

i) Tachyon Scatter-gun
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d4x10 MD per single cannon firing
Rate of Fire: EPCHH
Payload: Effectively Unlimited

j) Decoy Cluster Launcher---Each pod carries three different kinds of decoys:
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
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.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 36

The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 9 swarm packs

The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 6 decoys are carried, and can be deployed singly, or in ‘packs’ of 1-3.

3) Command Fighter Wingroot Guns(3)---Each wing holds a modular direct-fire weapons slot. Similar weapons can be fire-linked to fire simultaneously(taking only one attack action). One change between the standard production Dazla and the Hellrider model is that the top fin cannon is facing rearwards to cover the rear approaches on the fighter. All or each one can hold ONE of the following:
a) GR Cannon
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 300 bursts per gun

b) Laser Cannon
Range: 1.2 miles in atmosphere, 3.6 miles in space
(Kitsune Values: 1.2 miles in atmosphere, 120 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

4) Command Fighter Missile Launchers(3)---Carried over from the standard Dazla fighter. Each wing can fire mini- or short-range missiles.
a) Mini-Missiles---16 per wing
b) Short Range Missiles----8 per wing

5) Ramming Attack---As a last resort, the Hellrider can use itself as a weapon, accelerating to top speed and flying into the target(ideally, the crew escape before terminal approach).
Damage: Equivalent to a Massdriver strike

Auxiliary Craft: None, unless you count the Escape Fighter
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Storyfile:
Where Are They Now?

Komte Third Kurumi Imari gazed in fascinated horror at the scene before her. An almost detached part of her positronic brain marveled at the dark miracle of what she was seeing.
Against all odds, in a megaverse of near-infinite possibilities, when even the most optimistic Wayfinder projections had said it might take centuries, the EShemar had stumbled across Imari’s home universe. The one she had been cast from, victim of a witch’s bid for prolonged life, youth and vigor, her soul sacrificed to the Infernal Realms so the amateur sorceress could steal her body. Now, by roundabout way, Imari had returned...home....her adopted tribe having followed lines of sorcerous activity through the extradimensional ylem to new universes to explore. And they found themselves here.
Here being a place Komte Imari barely recognized, but still managed to recognize, from old memories dredged from before her...ordeal was the polite way to put it...screaming seeming unending soul-raping terror was a slightly closer description. Though, those old memories didn’t feature the shattered remains of arcane paraphernalia mixed with the pieces of several cultists. Other new additions included several tall armored figures walking around with heavy weapons, curiously but cautiously poking at various things. Nor did it include the perspective of looking down at a face once seen only in mirrors.
Kurumi Imari looked down at the crouched form of herself, though several head-spans shorter and much softer. The robes, though, were something she never would have worn...not willingly at least. But her will no longer resided in the body she was watching.
“Not enough to steal bodies? Not enough to sell innocent souls? Old habits are hard to break it seems, no? You just had to keep seeking power.”
A face that matched her own scowled at the implied familiarity in those words, But as closely as the face matched Imari’s newer one, she wasn’t fooled. It wasn’t some advanced optical spectrum vision or deep-penetrating radar scan, or even sophisticated technowizardry sensor that allowed Imari to see another, more monstrous, face peering hatefully from within the familiar features.
The witch glowered from within the thrown-down containment pentacle that negated her more sophisticated escape means, but the experienced Komte-Martial in Imari could see the calculating mind trying to figure a way past or through the armored figure looming over her.
Still, it came as a surprise when the witch moved into an attack pose, arms weaving to cast an offensive spell-
It was, to be honest, a startled reflex that brought up the muzzle of the plasma rifle and set off the firing charge. With mixed feelings of dismay, shame, and relief Imari regarded the flaming, rapidly disintegrating remains of a human body, the hiss of dispersing incendiary plasma mixed with the dwindling screech of a disintegrating corrupted spirit.
Celestii-Martial Pasteur-Lyle stepped up to the still form of the younger warrior and laid a consoling hand on one armored shoulder. “I’m sorry; I know how much you had hopes about reclaiming your old body if we ever came across it again-”
“No, it’s...all right....I wouldn’t have wanted to be back in...it...after what she...-it-....had done with it.” It was almost an after the fact look with her Third Eye that showed the guttering flesh was tainted through and through with darkness, now bleaching away as it crumpled to fine ash.
“Well, there might be another way...” the senior Celestii mused.
Komte Third Kurumi Imari raised one eyebrow and bowed an antennae in query as she let herself be led away from the scene.

*************
Komte Second Kurumi Imari Blackbane stared in fascinated horror at the nude body crouched in the middle of the laboratory enclosure.
“You were able to do this?” The Komte asked hoarsely of the Tinker-baotra in charge of the Wayfinder biolab.
The scientist-caste Tinker smiled. “With the untainted DNA you yourself were able to find in your old homeland, yes. Accelerated cloning was fairly easy, matching the appropriate age and state of health somewhat more difficult and involved some guesswork from your old personal records and soul-scan, but yes, we were able to create this.”
An again familiar face gazed out at her, but the look behind the eyes was vacant and lacking in intelligence. The body movements were sporadic and animalistic.
“And I can....transfer into this?” Imari asked, her voice lowered to a whisper.
“We can install a nanoweb processor matrix in the brain, replacing much of the existing and unused neural tissue and you could download into the body, superimposing your soul-pattern on the virgin neurons. We can set it up for whenever you want-”
“No,” Imari said suddenly, coming to a decision. “No, I don’t want to transfer. I was expecting something like an assembled biosystem body, not...this. I’m sorry, this is too much like stealing somebody’s body. I can’t do it.”
“I assure you, you’re not replacing anybody. This body’s a blank slate-”
“Then write somebody new on it. You can imprint new skills, no? Maybe even a basic consciousness? Give her a spark of her own, let her have this life of her own. I won;t take another’s opportunity in an attempt to recapture a past and a life that are no longer mine any more. Thank you for your efforts to try to restore me, but I’d be more grateful if you’d give this one a chance at a life of her own.” The Komte turned to leave the lab.
“As you wish” the Tinker murmured as she set about returning the clone to stasis, the scientist already planning a new set of procedures.

*********
The street is filled with people going about their business, walking, talking, playing, arguing, shopping, eating, gazing about, doing what people have done always in times and places of peace and plenty.
The point of focus dances across the many faces, the many colors, before zooming in on one particular face, a familiar face. The clothes are colorful and light, appropriate for warm weather, and the expression is light and joyful, filled with mirth and life.
Solarii Third Kurumi Imari Blackbane smiled as she regarded the video display. She hadn’t had much contact with the biolab after her decision, but she had been kept appraised of the progress of her ‘little sister’...true both in the sense of size and age of the clone. Her clone had, once indoctrinated and educated past those first awkward years, made a good life for herself...perhaps not the exact life Imari would have chosen for herself, but good enough to meet her approval. And she’d done it with little continued help from the Tribe...okay, Imari admitted to herself, she and her battle-sisters HAD occasionally covertly tweaked some opportunities for the girl, but nothing serious. The young woman with the familiar face had done well on her own efforts and stayed out of the sort of trouble that had so plagued Kurumi Imari in her past life.
Though if similar trouble ever raised its head around her....The Solarii hadn’t requested it, but had learned later of the ‘improvements’, or protections, that the kind Tinker had inscribed into the clone’s bones and flesh. Upon hearing the specifics of the alterations, the NeShemar warrior had approved. Anybody or anyTHING attempting to soul-molest or otherwise assault the young woman would receive a very unwelcome surprise. There might not even be enough left of them for the Solarii and her friends to deal with when they arrived in response.
Imari grinned even more in satisfaction as the image of her little sister linked hands with a young man who had joined her. Her free hand dropped to caress the just-showing bulge under her dress.
Imari turned off the surveillance drone’s feed as she returned to her regular Tribal duties. She’d deliberately NOT abuse scanner use to tell if she was going to have a niece or a nephew, but she would have to consider a nice and anonymous baby shower gift to be sent.

*******

Celestii-Martial Pasteur-Lyle watched her subordinate go about her duties with a smile, before smiling herself, guessing rightly what the younger warrior was so happy about. Then she opened up a private VR channel to a certain biolab and got an almost immediate response and thought-link from the presiding Tinker.
The Celestii-Martial and the Tinker-geneticist shared a common emotive thoughtwave as the Tinker linked in a video feed of ranked gestation/stasis tanks, each one holding a floating body with a familiar face. Pasteur-Lyle wondered if Solarii Third Kurumi Imari Blackbane knew how much attention she had garnered from other Wayfinders and even other Tribes, or how amenable to enhancement her original gene-plasm was. She wondered how she’d break it to the younger woman about the requests for Kurumi-templates, even as czhenalta. Maybe she would wait until the young woman had reached high Solarii or Celestii rank herself before letting her know that she had enough clone sisters to make her the titular head of her own sub-clan.
The Celestii and the Tinker shared another common proud thought. Oh, the possibilities!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Clan Vespa EcoS-K-170 Bolus Warmount
(aka ‘Webinator’)

“I thought I was a goner for certain when those Swarmy blocked off my retreat and snared me with those grappling hooks. But a few seconds later the ceiling started growing cracks and rents and Buzzy pried his ugly head in and began zapping bug-girls off me. Then the party REALLY got started.”

“This bastard has the best aspects of a spider and a wasp, proof again that Mother Nature is the best think tank engineer.”

“We don’t want to firebomb their hives and kill lots of innocent people like who were once like us. We want to destroy the hives by dismantling them, one convertee at a time. We want the hivemind to -know- it’s dying one piece at a time.”

The Bolus is Clan Vespa’s first confirmed indigenous combat Warmount design, though they had help in producing it from their EShemar allies. Though originally designed to fill a nice combat role, it has become, like many fringe tribe designs, a profitable trade item with other tribes, most notably the Blood Riders.
The Bolus emerged from ignominious defeat. In the course of hunting down their sworn enemies, the Swarmy BeeGirls, Clan Vespa learned to their dismay that their enemies could also learn, or at least imitate the tactics of their insectile inspirations. If the BeeGirls could lure their Vespan opponents into situations where the former outnumbered the latter, the BeeGirls could overwhelm a Vespan cyborg, overcoming the Vespan by sheer numbers. Desirous as they were to capture and break individual beegirls from their slavish devotion to the hivemind, the Vespans often were too late to resort to lethal force to defend themselves, before their opponents tore them limb to limb. That the Vespans discovered infestation-hives large enough to use these tactics placed a new emphasis on getting heavier weapons to the bee-hunters. Rather than use stock Warmounts armed with destructive weaponry, however, the Vespans wanted something fast, heavily armored, and able to subdue large numbers of attackers at one time.
Though named for a spider, the Bolus Warmount more closely resembles a giant wasp, but with the addition of four dorsal armatures. Each of these armatures ends in a combination web-sprayer and heavy stunner. A chemical sprayer system provides aerosol cover, while powerful mandibles and claws allow the Warmount to break down obstacles and barriers to get at entrenched enemies. For more lethal encounters, the Bolus has eye lasers and the option of mounting ordnance and gun modules.
Boluses are deployed to quickly fly to the aid of beleaguered Vespan warriors, flying into a Swarmy swarm, and knock down as many of them as possible. The Bolus has begun to appear in increasing numbers with Clan Vespan units, hopefully returning the initiative to the Vespans in their crusade against the Swarmy.
Outside Clan Vespa, the Horrorwoods, Blood Riders, and Obsidian Dawn are known to use Boluses, likely having received the construction templates in return for assisting the Vespans.

Type: EcoS-K-170 Bolus
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 360
Head 110
Antennae(4) 15 each
Weapons Armatures(4) 80 each
Fan-Wings(4) 100 each
Legs(6) 90 each
Height: 7 ft
Width: 6 ft body, 30 ft wingspan
Length: 25 ft
Weight: 7,500 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and side arms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Flying) Hover to 550 MPH, no altitude limit.
(Space) Not possible
(Underwater) Limited to crawling along the bottom at 15 MPH, maximum depth tolerance of 500 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) 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 Boluses 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.

*Molecular Analyzer---Allows the Bolus to track by scent (84%). Specifically attuned to sniff out BeeGirl pheromones.

*Multiple Sensor Heads---The targeting modules on the weapons arms count as extra sensor mounts; it is virtually impossible for the Bolus to be surprised from the sides or rear.

Weapons Systems:
1) Laser Eyes(2)---Standard Shemarrian warmount eye-lasers.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Weapons Armatures(4) ---Four arms protrude from the back, and end in coupled web sprayers and heavy stunners able to cover all firing arcs around the Warmount. in pursuit mode, the Bolus will try to stun a target at range, then close in to wrap it up in webbing. In defense, the Warmount will spray webbing to blind and entangle attackers, before stunning them unconscious. Each webbing armature also features a small vibroblade/hook for cutting webbing, and can perform a slash attack at close quarters.
a) Neural Disruptor Blaster---Based on a Northern Gun weapon and powerful enough to knock Juicers on their backsides, these zappers have proven able to knock BeegIrls cold.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited

b) Web Sprayer---Though not as long-ranged as the Arachna’s main webbing cannon, the Bolus mounts more of them.
Boluses are also known to play out a hardening strand of webbing, tipped with a blob of adhesive, and use them like the spider for which the Warmount is named. Having snared a target, the Warmount them either reels in its prize, or can swing and drag the target around, battering them against the ground or other targets. Some Boluses will grab debris in this manner and use the webbing strand as a whip or chain weapon to slash at targets.
Range: 300 ft
Damage: None. A single 1-inch strand of the synthetic spider-web can hold up to 3 tons and has 1 MDC per 10 ft length; more if braided.
Used to coccoon-spray a target, the cannon can spray up to 50 MDC in one attack, so if the Bolus uses six of its attacks on wrapping a single target, it can create a web shell with 300 MDC, or generate a 3,000 ft line in a single melee.
Rate of Fire: ECHH
Payload: Conditionally Unlimited; the Bolus’s ready-reserve has 1,000 MDC worth of polymer matrix ready to go, but can generate more through consuming MDC materials(at a ratio of 2 consumed MDC to 1 MDC of produced webbing) that are reprocessed into new webbing compound.

3) Chemical Sprayer----The Bolus can use its wing-mounted hoverjets and fans to disperse large clouds of chemical agents into the air. Common gases include CS agents, pheromone-blockers, and nerve agents specifically concocted to at least temporarily interfere with the Swarmees’ telepathic abilities. Has enough reservoir capacity to cover a 500 ft radius up to 10 times. Depending on local wind conditions, the cloud can persist for up to 10 minutes.

4) VibroClaws(6)---Each of the legs ends in an array of sharp vibroclaws, typically used for anchoring the Bolus to hulls, mountainsides, and other surfaces, but more than capable of being used in an eviscerating kick or armor-piercing spear-punch.
Range: Melee
Damage: 2d4 MD tear/pry/stab

5)(Optional) Modular Weapons(2)---The Bolus has provision for head-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.
Has all the same standard programing as the Monst-Crane, but is configured for aerial movement and combat.
Typically has the following:(for aerial maneuvering purposes):
Pilot Helicopter 85%(+5% per level of experience for Ecotroz entity)
W.P. Net
W.P. Whip/Rope
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Bolus 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: 9
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +5 in flight
Strike +3 (+3 w/ ranged weaponry)
Parry +3
Roll +2, +4 in flight
Pull Punch +3
Critical Strike on an Unmodified 19-20
Bite 5d6 MD
Kick/Claw 2d4 MD tear/pry/stab
Weapons Armature Slash 1d6 +2 MD
Body Block/Ram 2d6 MD +1 for every 20 MPH of speed

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Bolus an aura and behavior more befitting a sentient being than a robot. Boluses are cunning and aggressive predators, but are dog-loyal to their riders, and will never willingly abandon them in a fight.

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(most Warmounts, unless otherwise noted, have an effective IQ rating of 8), 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).

Options:
*Buzzer-Beater---An experimental weapons system; the Bolus can use its wings as resonators to produce high-frequency ultrasound vibrations(with a harsh buzzing as an audible sideband) that attack Bee-Girls’ sensitive antennae-hearing and ideally disorient them. Generates an area of effect 200 ft in radius. BeeGIrls in this area lose all their antennae powers and must roll under their ME or be instantly wracked with the equivalent of raging migraines; -8 to strike, parry, dodge, roll, lose initiative and 2 APMs, and -20% on skill rolls. Even afterwards, the BeeGirl will be -1 on initiative, HALF on HtH bonuses, and -5% to skill rolls for 1d4 minutes.
The downside is the system also effectively negates the Vespans’ own antennae and motion sensor abilities while it is active.

*Envenomator Drug Needle System---The mouth can be fitted with a concealed drug dispenser needle system; the Bolus can camp onto a living target with its powerful mandibles and inject the trapped prey with a drug or poison shot. The needle itself does 1 SDC or 1 MD(has a vibro-stilleto) and chemical effects vary, but typically delivers a sedative or marker chemical(the Bolus will sometimes capture and release prey, using the chemical or nanotech signature to track the escaping target back to its lair). A reservoir in the head holds up to 20 doses each of 5 different chemicals/drugs.

*Deep Radar---Some Boluses have been fitted with deep-scan imaging radar systems, distinguished by having extra-thick antennae arrays on their heads, These powerful radar sets can penetrate wood and stone, and even light metal, up to 1,000 ft, generating imagery of the interior of structures (useful for planning dynamic entry on suspected Swarmy strongholds) and even for radar-imaging the internal organs of living beings(or detecting concealed weapons on/in them). The radar, however, is blocked by metal armor and metallic and supernatural megadamage materials.

Variants:
*EcoS-K-170F---(aka ‘FrogWasp’, ‘Fighter-Wasp’)To address concerns that the Bolus was too specialized to fare well against other more aggressive and resilient megaversal threats(such as StarWasps or Brodkil), the -F variant was developed. This differs from the baseline model in that it replaces the stun gun/web sprayer armatures with energy weapons, and the large abdominal tank is split between a forcefield generator and a nanobot dispenser.
Changes/Modifications:
MDC/Armor by Location:
Forcefield 250(regenerates 10 MDC per melee)
Weapons Systems:
2) Energy Weapon Armatures---Replaces the sprayer/stungun combo with an energy weapon. The favored weapon is a disruptor, based on Golgan Republikan Guard equipment, and that has given the -F variant its nickname ‘Frog-Wasp’.
a) Pulse Laser
Range: 3,000 ft
Damage: 4d4 MD single shot, 1d4x10 +10 MD per triple shot burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
b) Particle Beam
Range: 1,500 ft
Damage: 2d4x10 MD per shot
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Ion Blaster
Range: 1,600 ft (1,000 ft underwater)
Damage: 5d6 MD single shot
(Scatter-Shot Mode)---Reduce range to 400 ft, but does 4d6 MD to a 12 ft wide area.
Rate of Fire: ECHH
Payload: Effectively Unlimited
d) Disruptor
Range: 1,700 ft
Damage: 4d6+4 MD at the point of impact, 2d4x10+5 MD for a 5-shot burst, plus 25% of that to a surrounding 1.5 ft diameter.
Rate of Fire: ECHH
Payload: Effectively Unlimited
5) Hive’Bot Dispenser---The Bolus-F’s rear abdomen houses a recharger/launcher for carrying 300 micro-robots such as the Carrion, Cooter, Bubonic, Carapace, Fiery Wing, or Sanitateo.

*EcoS-K-170Br----(aka ‘BurnWing’) BloodRider variant, again replacing the web sprayer/stun gun armatures with plasma cannons. The webbing fluid tank has been replaced with a deuterium slush tank, fueling the plasma cannons. It is often deployed in concert with the EcoS-K-41 Pyrolyte(and riders of the respective types are often very competitive with each other). Against swarming ‘cooking’ attacks, Blood Riders have been known to cackle maniacally, and crow about fighting harder when it’s hotter.
Changes/Modifications:
Weapons Systems:
2) Plasma Cannons(4)---Replace the webbing/stun gun armatures with plasma ejectors. Furthermore, the plasma can be ‘hot-shotted’ for greater damage, by injecting refined deuterium vapor into the plasma stream, making it hotter and more destructive.
Range: 1,300 ft
Damage: 4d6 MD single shot, 1d6x10 MD three-shot burst
*“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the gun, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage
Rate of Fire: ECHH
Payload: Effectively Unlimited
The deuterium slush tank holds enough for 450 enhanced shots.

*EcoS-K-170Od---Obsidian Dawn variant that replaces the weapons armatures with chemical spray cannon (700 ft range) and the webbing tank/generator with a chemical tank(500 galloon capacity). It is used for spot decontamination and pesticide spraying. Its limited offensive capabilities, however, have made it rare even in the Obsidian Dawn’s ranks.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by taalismn »

Pantheron ‘Concolor’ Attack Shuttle
(aka ‘StarKitty’)

“Cats don’t fly in bugs, they HUNT them.”
----Clan Pantheron Warchieftain Palara Cougarhand, on the tribe’s decision to go with the Concolor design over the Scarab attack shuttle.

“Some very big cats just landed outside, and I think they’re here to do more than scratch up our furniture.”

“Add the Pantherons to the Tribes you don’t want to get captured by. They land one of their cat-shuttles near your position or on your ship, they’re looking to take captives to PLAY with. “

The Concolor is Clan Pantheron’s home-brewed multi-environment light attack transport, developed by the Fringe Tribe to better suit their needs and design aesthetic. Though not as capable as the ubiquitous “Goshawk” Corvettes that are the workhorse of the Shemarrian Star Nation’s light transport arm, the Concolor is decidedly larger and arguably more powerful than the ‘Scarab’ attack shuttles that are also a mainstay of SSN operations. Though the Pantherons are still dependent on other Tribes to design and build their larger war-vessels, they have acquired enough capability to construct their own light craft. It is joked that much of the design expertise that went into the Concolor was acquired through industrial espionage, specifically through felinoid spies infiltrated into the offices and homes of designers at companies like General Galaxy and Wolfpack Armaments. The Pantherons neither confirm nor deny this story.
The Concolor has a roughly wedge-shaped main body, with four multi-position thruster ‘legs’ that give it great agility in flight. Extendable sensor ‘whiskers’ can be deployed from the head, as well as triangular ‘ears’. A large dorsal turret sits atop the hindquarters of the ‘cat’. The transport sports ample armor protection and a variable forcefield for defense. Weaponry consists of several laser turrets, and a large dorsal turret that can accommodate a variety of different weapons types.
Since its iroll/prowl-out, the Concolor has become a favorite transport of Clan Pantheron’s aerospace-borne forces. It is especially favored by the cat-clan’s commando forces and hunt teams. The Concolor is used extensively by the Pantherons and occasionally by other tribes as well(though the Wolf’s Path refuses to use the ‘mech-shuttle, it is reportedly working on a very similar design, albeit with a wolf theme aesthetic).

Type: ESheMar-ASV04Cpan ‘Concolor’
Class: Multi-Environment Light Aerospace Attack Transport
Crew: 6+36 passengers
MDC/Armor by Location:
Main Body 2,800
Reinforced Crew Compartment 700
Engine Leg Pods(4) 900 each
Dorsal Turret 200
Variable Forcefield 500 per side ( 3,000 total)
Height: 20 ft
Width: 32 ft
Length: 90 ft
Weight: 380 tons
Cargo: Can carry 80 tons of cargo, OR 36 passengers, OR 6 Warmounts and 18 passengers.
Powerplant: Nuclear Fusion, w/ 20 year energy life
Speed:
(Running) The Concolor can actually run on its landing gear/engine pods at a respectable 55 MPH.
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 10
(Kitsune Values: 50% of light speed; Accelerates/decelerates at 1.0% of light speed per melee)
(FTL) Not possible; not fitted with an FTL drive
(Underwater) Pantherons don’t like going in the water, but the Concolor CAN operate underwater, thrusting at 35 MPH, maximum depth tolerance of 800 ft.
Bonuses: The Concolor’s variable position maneuvering thrusters give it a +1 to Dodge and Roll in flight.
Market Cost:: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Aerospace Fighter Systems, plus:

*Stealth Design---The Concolor is -30% to be detected by radar and thermo-Imaging sensors.

*EW Scrambler---80 mile range. Scrambles radio signals in that area of effect and has a 45% chance of deflecting/decoying enemy missiles.

*EM Detector---This system picks up and backtracks radio and radar signals, allowing their point of origin to be determined.

Weapons Systems:
1) Laser Cannon(4)---Two high-powered laser cannons are mounted in the nose, and two more are mounted in lateral turrets on the forward engine pods. In the alternative, Light Disruptor Cannons can be mounted.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d6x10 MD single barrel firing, 4d6x10 MD for two barrels firing, 8d6x10 MD for all four cannons firing simultaneously(counts as one attack).
Rate of Fire: EGCHH
Payload: Effectively Unlimited

b)Light Disrupter Cannon ---Known as ‘scratchers’.
Range: 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 2d4x10 MD single barrel firing, 4d4x10 MD for two barrels firing, 4d6x10 MD for all four cannons firing simultaneously(counts as one attack), at point of impact, then 25% of that in a 20 ft radius
Rate of Fire: EGCHH
Payload: Effectively Unlimited

2) EM ‘Yowler’ Projector---(aka ‘Ratshaker’) The Concolor can project a powerful combination microwave and gravity wave pulse that not only vibrates materials to create a reverberating screech sound, but can also knock out electronics, even in cyborgs. Targets have reported of hearing(and feeling) an audible purr growing to an ear-bursting yowling while electronics have flickered and malfunctioned. The effects are blocked by forcefields or hulls/shielding of 1,000 MDC or more.
Range: 1 mile in atmosphere, 4 miles in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 6d6 MD, plus the following:
01-15: (Sonic) Target/crew is temporarily startled by the sudden noise; -1 to initiative for 1 melee.
(EM)No damage

16-30 (Sonic) Temporary(1d8 seconds) deafness in a 100 ft radius around the point of targeting; lose initiative and -1 to strike/parry/dodge for 1 melee.
(EM) Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative. Radio communications have spikes of static.

31-45 (Sonic) Unprotected hearing is deafened for 1d6 melee rounds.
(EM)All weapons temporarily out, and minor electrical fires break out. One system comes back online in 1d4 melee rds.

46-60 (Sonic) Unprotected hearing is deafened for 1d6 melee rounds. Roll under M.E. or suffer headache-like symptoms(-1 on initiative and -5% to skill performance for 2d6 melees).
(EM)All systems temporarily out, and minor electrical fires. -30% to piloting skills/maneuvering. Systems come back online after 1d4 melee rds.

61-75 (Sonic) Unprotected hearing is lost for 4d6 hours; -8 on initiative, -3 to parry & dodge.
(EM) Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.

76-90 (Sonic) Unprotected hearing is permanently lost without medical treatment.
(EM) 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 (Sonic) Roll vs non-lethal poison or be knocked unconscious for 1d4 melees.
(EM) Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes. Cyborgs are essentially paralyzed.
Rate of Fire: Once per melee
Payload: Effectively Unlimited

3) Dorsal Turret---Mounted at the rear top of the vessel is a large turret, meant primarily for point defense, but also used to cover embarked ground troops. The common installation of a tachyon scatter-cannon has often led to the weapon being nicknamed the ‘cat-o-nine-tails’ due to the glowing fan of multiple energy streams erupting from the weapon in operation.

a) Tachyon Scatter Gun
Range: 1.5 miles (2,500 m) in atmosphere, 6 miles (10,000 m) in space w/ 3 mile wide arc*
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
* Scatter width is reduced to 1/4th in atmosphere
Damage: 2d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

b) Gravity Rail Gun
Range: 2 miles in atmosphere, 5 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 3d6x10 MD per 20 round blast
Rate of Fire: EGCHH
Payload: 600 bursts

c) Laser Cannon
Range: 5 miles in atmosphere, 10 miles in space
(Kitsune Values: 5 miles in atmosphere, 500 miles in space)
Damage: 4d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited

d) Ion Cannon--(Ionization rules courtesy of Henning Rogge)
Range: 4,000 ft in atmosphere, 3 miles in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 2d4x10 MD per blast,
In addition to physical damage, the cannon does EM damage. Percentage of EM damage is determined in relation to target’s main body((damage/main body)x100=percentage). For every 10% of damage from main body in ion damage, target will be -1 to strike, parry. and dodge. In space target acceleration will be reduced by 15%, in atmosphere top speed will be reduced by 15%. Roll once on critical hit charts in Phazeworld or Conversion book as appropriate.
If target takes 60% of main body in ion damage, ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down and need to be repaired/replaced to work again/reboot.
Does NO damage against non-mechanical/electronic targets.
The ion cannon is equally effective against bionics
Rate of Fire: EGCHH
Payload: Effectively Unlimited

e) Plasma Cannon
Range: 1 mile in atmosphere, 4 miles in space
(Kitsune Values: 1 mile in atmosphere, 100 miles in space)
Damage: 1d6x100 MD per shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited

f) Particle Beam Cannon
Range: 1.5 miles in atmosphere, 3 miles in space
(Kitsune Values: 1.5 miles in atmosphere, 150 miles in space)
Damage: 5d6x10 MD per blast, or can fire a scatter-blast that does 6d6 MD to a 50 ft area.
Rate of Fire: EGCHH
Payload: Effectively Unlimited

g) Heavy G-Cannon---Some Concolor models trade the g-cannon for a heavier weapon, a copy of the same cannon mounted in the CAF SF-69 Scorpion fighter.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 8 miles in atmosphere, 800 miles in space)
Damage: 4d6x10 MD per 20 round blast
Rate of Fire: EGCHH
Payload: 500 bursts

4) Plasma Cutters(4)---Mounted in the end-pads of the leg-pods are small plasma cutters that double as thrusters. At full burn, they look like glowing claws. When not being used as maneuvering thrusters, the plasma jets are used to cut into asteroids to help anchor the shuttle, or carve into ships to gain access.
Range: 30 ft
Damage: 1d4x10 MD per footpad strike(4d4x10 MD for all four legs doing a claw-landing on a target).
Rate of Fire: EGCHH
Payload: Effectively Unlimited

Variants:
*ASV04CpanB---(aka ‘Kitty-Litterer’)---Bomber variant. The Pantherons rarely use missile or freefall heavy ordnance, but sometimes stuff just NEEDS to be blown up. In place of a passenger/cargo compartment, the ASV04CpanB mounts a rotary ordnance bay. This bay can hold 40 tons of freefall ordnance(OR 900 mini-missiles. OR 400 short range missiles, OR 120 medium range missiles, OR 36 long range missiles OR 18 cruise missiles)

*ASV04DCV---Command carrier. The passenger bay is outfitted as a flying command post, usually for the benefit of a campaigning Warchief. It carries additional communications and Electronic Warfare equipment configured to collect, collate, and coordinate battlefield communications and hopefully cut through the ‘fog of war’. Can only hold 12 passengers and 4 warmounts(typically the Warchief’s and those of her imemdiate bodyguard retinue).
Bonuses:
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using radar systems(note that this is an ACTIVE countermeasure system whose emissions can be detected with the right instruments, but not the exact location of the source).


*ASV05RC---Dedicated scoutship variant that replaces the passenger/cargo bay with an FTL drive(4 light years per hour) and additional sensor gear, including EM detectors and planetary science scanners. The gunners double as sensor operators. Also carries a small missile launch bay with capacity for 30 medium range missiles, probes, or decoys.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1264
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

Venomous Strider - BlackSteel Corrupted Monst-Crane

The hunt leader knelt beside the tracker beside the tracks crossing the path. "Those are Monst-Crane tracks, just another hunting part?"
"No.. Something worse. Its very steps burn and corrupt the land it walks upon." The male tracker pointed towards the nearby vegetation that appeared poisoned and burned.

Before the destruction of the Black Citadel, reports of sightings of BlackSteel corrupted warmounts began, and several were seen in the thickest battles near the Citadel, with clashes between corrupted and non-corrupted warmounts a wild brawl of claws and teeth. The Venomous Strider looks similar to a normal Monst-Crane except the feathers give off an iridescent, yet oily look, like oil on water with light reflecting off the surface. The beak is slightly shorter and filled with short but incredibly sharp teeth, the wings are a little larger and have more feathers, and the feet seem to give off steam as if they are incredibly hot but are actually constantly releasing a corrosive substance that burns anything they come in contact with. The wings can launch feather darts which contain corrosive ichor, which can also be injected with a smack of the wings in melee combat. Like the original Monst-Crane, it can have a saddle and a single weapon can be fitted to the saddle. From its mouth it can also expel a thick, poisonous cloud, which
The Venomous Strider are used as light cavalry and quick strike units as they can dart around the battlefield, leaping upon targets, scratching and burning them with the corrosives in their feet and launching their feather darts as they pass by.

Type: BlackSteel Abomination Warmount --- Venomous Strider
Class: Corrupted Robot Warmount
Crew: Corrupted Neural Intelligence
M.D.C. By Location:
Feet/Talons (2) 55 each
Legs (2) 95 each
Neck 100
Extra Sensor Cluster/Radar (behind neck) - 20
Head - 80
Main Body 250

Height: 7 ft at shoulders, about 10 feet from head to toe.
Width: 4 ft at body, 6 feet total. Wingspan: 12 feet, each wing is 4 feet long.
Length: 6 ft long body, neck and head (usually arched back) 4 feet, beak length 1.5 feet.
Weight: 1,400 lbs.
Power System: Nuclear(?)
Physical Attributes: Equal to Supernatural PS. 30, PP. 24, IQ 6.
Cargo: Nonel only what can be carried
Speed:
Running: 230 MPH
Jumping: 20 ft up/lengthwise. A running leap in excess of 60 MPH will enable the robot to leap 80 feet lengthwise, with a height of 30 feet.
Climbing: Well suited for negotiating steep terrain and leaping over on top of fallen trees and debris.
Flying: Not possible without a jetpack or other conveyance
Underwater: Can swim at 20 MPH or run along the bottom at 10 MPH. Estimated depth limit of 800 ft.
Market Cost: EXCLUSIVE to the BlackSteel Citadel
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.

*Self-Destruct---Standard. Just as ARCHIE-3’s ‘bots will destroy all evidence of themselves, the BlackSteel also leaves little trace of its creations. Completely obliterates itself(1d4x100+250 to immediate vicinity, and 2d4x10 MD to a 10 ft radius). Any remains will be a black slag-like material that slowly evaporates away with the taint of evil.

BlackSteel Traits:
* BlackSteel Touch---A Venomous Strider’s touch causes acute agony to living beings: It causes agonizing pain to any living being that touches it, even lightly. It can even send someone into a coma/death situation, unless they are devoid of a soul. Those who touch Blacksteel suffer -2 to all rolls, -20% to skills and loses 2 attacks for 1d4 minutes per melee round touched, plus must save vs coma/death 17. A successful save means the victim is rendered unconscious for 1d4 melee rounds in a near coma-like state, failure means they suffer 4d4 damage straight to Hit Points, or 5d6 M.D. for M.D.C. creatures. If save by more than 5, they are only stunned for that melee round, unable to take any actions or defend themselves.

* Acidic Ichor---Venomous Strider ooze an oily black ichor that is acidic. Any attack that does more than 40 MDC in a single strike (or if a body part takes more than 50% damage) will cause the corrupted gynoid to leach this liquid, which does 1d6 MD per melee(DOUBLE if dripped/worked into a victim’s eyes or other orifices).

* Demonic Regeneration---ARCHIE-3 Loyalist ‘bots lack the nanite regneration systems of the EShemar, but the BlackSteel possessees have evolved a similar form of self-repair. The chassis wil regenerate damage at a rate of 5% per hour per location damaged. The Warlustress can also devour MDC materials, ideally MDC flesh and robot parts, and regain lost MDC at one point of regeneration MD per every two points of devoured MD, within 1d6 minutes of consumption.

*Stealth Armor----Venomous Strider's are covered in a dark psuedo-organic-looking material that appears ‘greasy’ and unreal to vision, blurring the outlines of the ‘bot. Laser targeting systems are -1 to lock on to the ‘bots, and even Mark One Eyeball is -1 to strike them(-2 under low light conditions) when they are moving. There is only a 25% chance of spotting them on thermal optics.

*Acid Resistance---The Venomous Strider is immune to the effects of its own corrosive ichor and similar chemical attacks.

*Corrosive Path - The feet of the Venomous Strider leaves behind a corrosive ichor that remains for 1d4 melees, killing plant life within 10 feet of its foot print. Anyone chasing a Venomous Strider must either reduce speed to one-quarter and make a successful Acrobatics roll at -10% (increase additional -10% for each 25% of full speed) each melee round chasing the Venomous Strider, or suffer 1d6 MD from the corrosive ichor left behind.

Vulnerabilities:
*Silver---Silver weaponry does DOUBLE damage to BlackSteel creations. If a called shot of 20+ (modified) strikes the skull or chest area with silver, the tainted container/CPU/powerplant will be struck and an explosion of 6D6 MDC to a 3 ft. radius will erupt and annihilate the Black-Steel... and decommission the ‘bot(self-destruct will still go off, however).
*Holy Magic---Attacking with Holy Magic will cause the normal materials of the ‘bot to expel the BlackSteel. The ‘bot will still fight on using its original programming, but it will lose its viciousness and malevolent cunning(reduce initiative by HALF), and BlackSteel properties, and all other aspects of its operation remain unchanged. However, the expelled BlackSteel will remain a threat if picked up and incorporated into other machines. 

Weapons Systems:
1) Talons (2) - The feet sport vicious talons, which it uses in melee combat as well as to scale cliffs and destroy obstacles. The talons and the feet excrete a corrosive ichor that continues to burn for a short while after a strike or it steps.
Range: melee
Damage: 4d6 MD per claw strike
Corrosive Ichor - 2d6 MD per melee for 1d4 melees. The material can be scrapped off or extinguished with magic, or total immersion in water, but conventional fire extinguishing measures are useless against it. Causes intense pain from BlackSteel touch.

2) Feather Blades - The Venomous Strider has a series of blades along its wings, allowing it to slash with its wings, and to launch a number of blades, and these blades and darts can inject the target with its corrosive ichor.
Range: Melee, 200 ft launched
Damaged: 3d6 MD wing slash, 2d6 MD launched + 1d6 for 2d4 rounds from the corrosive ichor, plus BlackSteel touch. Organic targets struck can make a save vs Poison 17 to reduce the duration by half
Rate of Fire: Volleys 1 to 4 per wing.
Payload: 10 launchable blades per wing (20 total), able to replenish spent blades at a rate of 1 blade per 2 hours after eating materials.

3) Beak - The beak is powerful and designed to rend armour and leave terrible wounds.
Range: Melee Damage: 3d6 MD
Note: Criticals on a natural role of 19 or 20 for triple damage.

4) Miasma Cloud --- A cloud of acidic vapor generated by the Venomous Strider from its mouth.
Range: 100 ft, and covers a 50 ft area. Cloud can persist for up to three minutes depending on local wind conditions.
Damage: Corrosive vapor does 1d4 MD or 2d6 SDC/Hit Point to SDC creatures points of damage per melee of exposure. DOUBLE damage if inhaled. 
Rate of Fire: Once per melee
Payload: 10 applications.
Note: As this acidic vapor is partly supernatural, it can affect creatures normally immune to acid, or can't be affected by non magical attacks. The cloud is also thick and difficult to see through, victims caught inside can't see anything beyond the cloud, vision impaired and can't see more than three feet, and even then only blurry shapes. While in the cloud, victims are -5 to strike, parry, dodge, disarm and entangle. Technological visual sensors do not function, although basic cameras do, but can't see more than three feet, thus thermal sensors are useless. The Venomous Strider and other BlackSteel units can see in this cloud.

4) Weapon Slot (1) - This is similar to the A-007 Monst-Crane, able to mount a Monst-Rex system, or two handheld BlackSteel corrupted weapons.

Programming:
Similar to the A-006/007 Monst-Crane.

Actions/Attacks Per Melee: 5
Initiative +2 (+1 from the BlackSteel entity for a total of +3)
Dodge +3
Automatic Dodge +4
Strike +5 in melee combat (+3 w/ ranged weaponry) 
Pull +2
Roll +2
Critical Strike on a Natural 19-20
Scratch/Rake w/ Talon 1d6 MD
Talon Strike 3d6 MD
Power Talon Strike (2 attacks) 5d6 MD
Stomp 1d4 MD
Leap Kick(2 attacks) 4d6 MD
Leaping Pounce/Stomp 2d6 MD
Restrained Nip 1d4 SDC
Full Strength Bite 1d6x10 SDC
Power Bite 1d4 MD, critical on natural 20 dealing triple damage
Heat Butt/Body Block 2d6 MD
Last edited by kronos on Fri May 29, 2020 11:44 pm, edited 1 time in total.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Venomous Strider - BlackSteel Corrupted Monst-Crane

Before the destruction of the Black Citadel, reports of sightings of BlackSteel corrupted warmounts began, and several were seen in the thickest battles near the Citadel, with clashes between corrupted and non-corrupted warmounts a wild brawl of claws and teeth. The Venomous Strider looks similar to a normal Monst-Crane except the feathers give off an iridescent, yet oily look, like oil on water with light reflecting off the surface. The beak is slightly shorter and filled with short but incredibly sharp teeth, the wings are a little larger and have more feathers, and the feet seem to give off steam as if they are incredibly hot but are actually constantly releasing a corrosive substance that burns anything they come in contact with. The wings can launch feather darts which contain corrosive ichor, which can also be injected with a smack of the wings in melee combat. Like the original Monst-Crane, it can have a saddle and a single weapon can be fitted to the saddle. From its mouth it can also expel a thick, poisonous cloud, which
The xxx-crane are used as light cavalry and quick strike units as they can dart around the battlefield, leaping upon targets, scratching and burning them with the corrosives in their feet and launching their feather darts as they pass by
.



Great to see a new opposition unit to keep the good girls on their toes, but the above seems to missing some lines/sections, and the 'xxx-crane'placeholder needs to be replaced with something like the Venomous Strider name. ;)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Posts: 1264
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:Venomous Strider - BlackSteel Corrupted Monst-Crane

Before the destruction of the Black Citadel, reports of sightings of BlackSteel corrupted warmounts began, and several were seen in the thickest battles near the Citadel, with clashes between corrupted and non-corrupted warmounts a wild brawl of claws and teeth. The Venomous Strider looks similar to a normal Monst-Crane except the feathers give off an iridescent, yet oily look, like oil on water with light reflecting off the surface. The beak is slightly shorter and filled with short but incredibly sharp teeth, the wings are a little larger and have more feathers, and the feet seem to give off steam as if they are incredibly hot but are actually constantly releasing a corrosive substance that burns anything they come in contact with. The wings can launch feather darts which contain corrosive ichor, which can also be injected with a smack of the wings in melee combat. Like the original Monst-Crane, it can have a saddle and a single weapon can be fitted to the saddle. From its mouth it can also expel a thick, poisonous cloud, which
The xxx-crane are used as light cavalry and quick strike units as they can dart around the battlefield, leaping upon targets, scratching and burning them with the corrosives in their feet and launching their feather darts as they pass by
.



Great to see a new opposition unit to keep the good girls on their toes, but the above seems to missing some lines/sections, and the 'xxx-crane'placeholder needs to be replaced with something like the Venomous Strider name. ;)


Fixed.

I've got a corrupted elite idea in the works.. I'm sure a BlackSteel version of the Shemarrian Wolf would be a bigger badder version of the Infectus and maybe a few other extra abilities? What would a corrupted Monst-Rex be like?
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[
I've got a corrupted elite idea in the works.. I'm sure a BlackSteel version of the Shemarrian Wolf would be a bigger badder version of the Infectus and maybe a few other extra abilities? What would a corrupted Monst-Rex be like?



Ill-tempered as hell.. Unexpected amounts of teeth and claws. Maybe longer climbing spines, or chameleon/shadowmeld abilities.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Obsidian Dawn ‘Sectivator’ Melee Weapon
(aka ‘splatwand’, ‘zapflap’, ‘swatzap’, ‘fryswatter’ )

(SNAP)*CRACKLE*@POP@
“Wow...those long heads sure explode nicely with a good shot of microwaves.”
“Yep, like a steam-pumped banana.”


The Sectivator is an icon-weapon that initially comes off looking like a joke(a giant flyswatter for a tribe of professional exterminators), but the Sectivator is a very dangerous melee weapon that can prove lethal to the right targets, when wielded by the veteran vermin-hunters of the Obsidian Dawn.
The Sectivator resembles a giant flyswatter, with a flat grid-work head at the end of a long haft. It can be powered by a link cable to an e-clip, power generator, or powered by induction in the hands of an appropriately modified cyborg or android.
Besides being an obvious (blunt) striking weapon, the Sectivator has two other strike modes; one is a variable charge electrical contact attack that varies up in strength from simple organic stun to plasma-burning flesh-vaporizing blast. The other mode is a short-range microwave attack that can superheat an organism from the inside out.
Larger versions of this weapon have been seen on the Obsidian Dawn’s variants of the Hekatonheires and the MonstrApex.

Weight: 10 lbs
MDC: 50
Range: Melee; Adds roughly 4 ft to the user's reach.
(Electroshock) Contact
(Microwave Blast) 5 ft
Damage:
As a blunt weapon, the swatter adds +1d4 damage to regular hand strikes, SD or MD depending on damage level being used.
(Electroshock) Light Prod/Slap: 1d4 SDC/HP. Fries most ticks, moths, mosquitos and fleas too.
Moderate Prod/Slap: 2d6 SDC/HP. Kills most common cockroaches, locusts, and leeches.
Lethal Zap: 5d6 SDC/HP, plus 01-33% chance of stunning humans, D-bees, and small animals for 1d4 melees, 01-33% against large or inhumanly strong/powerful animals. A successful save means victim takes HALF damage and only lose initiative and one APM.
Stun means -6 to strike, dodge, and parry, plus reduce APMs and Speed by HALF.
Being shocked on the strong/lethal setting for more than 5 times, or once the victim's Hit Points drop below half, means they are knocked unconscious for 2d4 melees. Chance of cardiac arrest as detailed in Rifts: Lone Star, pg. 50.
Swatting antennae on ANY of the above settings knocks out any antennae bonuses
Ineffective against EBA, power armor, 'bots, and 'borgs
(Plasma Zap) 2d4 MD per strike

(Microwave Blast) 1d6x10 SDC/HP or MD(depending on what the creature is) 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.

Rate of Fire: ECHH
Payload: (Electroshock) 50 plasma zaps, 80 lethal (strong)shocks, or 150 moderate from a standard E-clip
(Microwave Blast) 50 blasts from a Standard E-Clip
When in the hands of a Shemarrian, the weapon draws power through contact with their hands for effectively unlimited payload.
Special Bonuses: Use W.P. Polearms or W.P. Blunt for melee weapon proficiencies.

Special Features:
*Stain Resistant---Cleans up free of ichor and guck very easily.
*Acid-Proof Construction---The wand is surfaced with an acid-resistant coating. Acids and other corrosives do NO damage to the swatter; you could use it to stir chemical vats.

Options:
*Extending Haft---Telescoping shaft allows extension of reach out to 10 ft.

Variants:
* Sectivator-B---This is simply a larger version intended to be used by giant-sized caste-chassises like the Jotan and Necriant, and by warmounts with hands, like the Apetaur and Hekatonheires. They are more durable, with 80 MDC, and an 18 ft extendable shaft. Their larger swat area(the swatter is 5 ft wide) makes it easier for them to strike swarming targets, and they can deliver 50% more damage.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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There’s a million epic tales in the ranks of the Shemarrian clans; these are just a few of them.....


Murdos Fiendbane( Lost Eclipse Tribe Male NPC)

<<“So, yeah, you thought you would be Summoning up a demon? And, look, I appear! And you think I’m a demon? So I gotta obey you? That’s hilarious. But then, you’re a young and dumb organic, so that’s to be expected. Tell you what; it’s your lucky day I just happened to drop by. Because I’m a nice guy I’m going to go easy on you and tell you right now how you done ####ed up. You didn’t summon a demon, but you certainly tried; can’t have folks like you running around pulling up evil all over the place. So this is where I go easy on you, though you probably won’t appreciate it and will certainly blame me for it; I’m not going to ill you, just break every bone in your body capable of supporting voluntary motion. Then I’m going to question you where you got these books, so after I burn them, I can track down your supplier and kill them after I turn over what’s left of you to my Tribe Elders, who will have a few things to say about your extracurricular activities. They’ll probably kill you, but then again, I did say I was the nice guy.”>>

“Chief, dude at the end of this caravan of refugees? He’s a priest of Arzal, Opposite of Zunath. I saw the wrist tattoos. Arzal’s really big on corruption and bloodletting. I ran into one of their cells last time I visited the Relic. The markings are VERY distinct. Want me to pick him out of the herd so you can question him, or you want me to squik him in plain sight and see who runs to his defense? Might be more of his flock in the crowd or he might be laying bread crumbs for the rest of his demon-worshipping buddies to follow us.”

“I don’t think the brewers of Nightmare Pale Ale meant it to go with human virgin. Maybe somebody losing virginity at dinner, but not virgins as dinner.”
<“Oh, it goes very well, infernal brother! We’ll prove it! You want a piece of the redhead or the bluette?”>
“Neither, and I still say it’s not a blood dinner brew.”
<“You’re wrong about that! And what do you mean, -neither-? Wait, you’re- not really one of us!”>
“What gave me away? My superior knowledge of beer, or the fact that I just cut your comrades’ heads off with my magic sword?”

“I go in any thicker with the cultist crowd, I may as well join the Wayfinders and get myself some hardcore magic.”

“Word is it that Fiendbane went looking for a pirated shipment of Nightmare Ale, found a demons’ nest, wiped it out, recovered most of the booze, freed a bunch of slaves, and turned a pair of young priestesses into his devoted followers. That must torque ol’ soursoul , having groupies*snicker*”

Murdos Fiendbane is a Lost Eclipse Tribe Male EShemarrian. He is considered something of a specialist in demonic cults and activities, and is much on call during the Minion War.
Though traditionally Male Shemarrians serve in a support roll to the female warriors, and at best serve as scouts, the Progen-born Murdos has managed to, in his own accounts of things, stumble into trouble, time and again, that he’s had to fight and think his way out of trouble on his own. He’s not quite sure when his ‘downslide’ began, but he now seems to average a hair-raising episode a month, by his reckoning. His reconnaissance missions and ‘minor sidetrips’ have often snowballed into larger adventures or confrontations. His proficiency in dealing with these incidents has led to Murdos getting frequently repaired, but also regularly Upgraded and promoted in the ranks, to the point that he’s considered a proper Warrior by most of his female tribeskin. Worse, his tribal Elders seem to think he’s an expert or something, and they increasingly call upon him for consultations and special missions.
Murdos is often mistaken for some sort of demonic being, something that the Male finds aggravating when dealing with ignorant outsiders, but which he has also used to both scare the hell out of impressionable non-Shemar, and to infiltrate the ranks of demon-worshippers and minor Infernals. Murdos earned his reputation and his name of ‘Fiendbane’ when he effectively engineered the obliteration of an entire cult and its very real core leadership of minor demons(from within, no less!).
Aiding Murdos in his endeavors is the fact that he is a rare Male mutation Psi-Shaman, but he manifested his powers late, and thus was not redirected to a role as a Keeper or part of the retinue of a Warchief or Wargoddess.
Despite his gruff demeanor and Lost Eclipse Tribe affiliation, Murdos has a number of friends he has contact with and can call upon for assistance. Among these he counts Krekobold Earthstorm(a Skullcrusher Joten), Figore Swiftshot(a Bloodrider Klidusian), Mothman(a Hawkmoon orseme) and Arkanian Shredrunner(a Clan Motron Male and Shambulator jockey). He has also, much to his discomfiture, gained a number of fangirls. He makes frequent trips to the Relic and sidetrips to Madhaven, gathering information.

Level of Experience: 7th Level Awakened Male Shemarrian
Rank: var-Shaden VarMoraes(equiv. to Berserker)
Race: Male EShemarrian(Lost Eclipse Tribe)
Alignment: Unprincipled
Land of Origin: North America, Rifts Earth
Age: Unknown, but likely 20-30
Sex: Male
Height: 7 ft
Weight: 750 lbs
Physical Description/Appearance:
A muscular Male Shemarrian with (default) jet black skin, adorned with blue and red tattoos, bald head, and antennae that are slightly thicker than usual(sometimes mistaken for horns). He has a small pair of folding wings that can lay flush with his back. His disguise features allow him to change skin color, pattern, and texture, as well as reshape his head and muscle tone to imitate many humanoids. Murdos’ regular dress is a set of combat webbing, boots, and a kilt, but he can also wear Male sneak-armor when expecting combat.
Disposition:
Rather gruff and cynical; feels put upon. Would appreciate the ‘cushy’ assignments and roles other Male Shemar seem to get, whereas his either turn into all-too-exciting adventures, or he gets assigned to seemingly insane missions. Hates demons and Infernals in general, but has considerable insight into them; studies them to better destroy them, and has been known to imitate them in order to get close enough to ambush them. Can’t understand that he’s considered something of a stud by the opposite gender.
When in the field, especially when infiltrating a cult or coven, Murdos frequently plays the role of gruff, dumb, muscle-monster, mumbling and grousing nearly incomprehensibly to cover for any lack of proficiency in understanding or language articulation when buttonholed by another person. It’s actually worked more times than Murdos has believed possible, but the Shemarrian is cautious not to become too confident and trust too much in this always being the case.
Physical Attributes/Superlatives:
IQ: 20(+6%)
ME: 25
MA: 15
PS: 30(Robotic)
PP: 24
PE:----
PB: 9
SPD:(Running) 85 MPH
(Leaping) 20 ft up/across standing jump, +10 ft with running start in excess of 40 MPH. +10 ft with wings extended in a glide.
(Flying) Hover to 80 MPH, maximum altitude of 500 ft.

(ISP): 115
(PPE): 8

Hit Points:-----
SDC:----
MDC:
Antennae(2) 12 each
Hands(2) 16 each
Arms(2) 55 each
Legs(2) 65 each
Sensor Suite(back, faired into the spine) 85
Wings(2) 75 each
Head 55
Main Body 215(plus can wear a variety of body armor types, the most common being equivalent to light or medium cyborg armor’ 135-310 MDC. Male Shemar of the Shemarrian Star Nation favor knockoffs of Naruni Enterprises’ thermal-kinetic armor). If infiltrating an enemy organization, Murdos will frequently wear improvised bone-hide-scrap armor of varying quality.
Horror Factor:----
Special Abilities/Characteristics/Powers:
*Standard Male Shemarrian Systems

Magic: By item
Psionics: ISP: 115
-Sense Evil(8 minutes, 140 ft range, 2 ISP)
- Sense Magic(16 minutes, 120 ft range, 3 ISP)
-See Aura(30 seconds, 60 ft range, 6 ISP)
-Sixth Sense(90 ft range, 2 ISP)
-Mind Block(80 minutes, 4 ISP)
-Telepathy(60 ft/120 ft range, 14 minutes, 4 ISP)
- Sense Dimensional Anomaly(8 minutes, 400 ft range, 4 ISP)
- Telekinetic Forcefield(40 minutes, 100 MDC, 30 ISP)
-Unlike the baseline Ecotroz powers, these powers DO require ISP to function
-Saves as a Major Psionic
-Immune to the Banishment/Exorcism vulnerability

+Standard Ecotroz Psionics: Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation
Cybernetics/Bionics:
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.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 90 MDC before needing material stocks to convert to MD repair material.

*Male ECM Systems---As normal

*CyberDisguise----Murdos has a limited ability to change his physical features to disguise his identity. He can change skin color, pattern, and texture, as well as reshape his head, facial features and muscle tone to imitate many humanoids.

*Kirallian Vision Optics---200 ft range(out to 400 ft with 50% error in determination), and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).

*Flight(winged)----Hover to 80 MPH, maximum altitude of 500 ft. Uses a stealth jet system that muffles the sound.

*Retractable Knuckle Blades---As an integral weapons system, Murdos has a set of extendable silver-plated knuckle blades that add +2d4 MD to his punches. The silver-plating has come in very handy in punching out creatures of magic, many of who are susceptible to silver.

*Self-Destruct---Murdos doesn’t like to talk about it, but he’s seen enough of some of the cults that he’s had the Shemarrian self-destruct system in him reinstalled, reactivated, and enhanced. In the event that he’s captured and interrogated(physically or metaphysically), he wants to have the option of denying his captors and their infernal masters any usable information, pleasure, or continued existence. His ‘last resort’ will off with the power of a fusion block; 2d6x10 MD to a 20 ft radius.

Skills:(7th level)
Standard Male Shemarrian Programming:
Language/Literacy:
Shemarrian 98%/ 98%
American/English 98%/ 98%
Spanish 98%/ 98%
Gobblely 98%/96%
Dragonese 98%/96%
Demongogian 55%/35%

Pilot Automobile 98%
Pilot Motorcycle 96%
Pilot: Jet Pack 94%
Pilot Helicopter 90%
Pilot Combat Helicopter 88%
Pilot: Airplane 90%
Pilot: Tanks & APCs 90%
Radio: Basic 98%
Sensory Equipment 98%
Cryptography 96%
Mathematics: Basic 98%
Computer Operation 98%
Computer Hacking 81%
Computer Programming 96%
Camouflage 91%
Detect Ambush 81%
Detect Concealment 81%
Disguise 91%
Electronic Countermeasures 98%
Escape Artist 86%
Find Contraband 81%
ID Undercover Agent 86%
Intelligence 98%
Imitate Voices and Sounds 76%
Land Navigation 94%
Climb/Rappel 98%/90%
Spelunking 46%
Palming 80%
Recognize Weapons Quality 81%
Sensory Equipment 86%
Streetwise 66%
Surveillance 96%
Tracking(People) 91%
Trap/Mine Detection 76%
Interrogation Techniques 67%
Undercover Ops 72%
Impersonation 54/40%
Horror Desensitization
Mental Intuition(+1 Perception, +1 Initiative)
Military Etiquette 98%
Lore: Cults & Secret Societies 57%
Lore: Magic 36%
Lore: D-Bee 36%
Lore: Demons and Monsters 86%
Hunting
Identify Plants and Fruits 96%
Preserve Food 76%
Skin and Prepare Animal Hides 86%
Sniper
Track and Trap Animals 96%
Wilderness Survival 86%

Hand to Hand: Expert
W.P. Energy Pistol(+3 strike)
W.P. Energy Rifle(+3 strike)
W.P. Heavy M.D. Weapons(+2 strike)
W.P. Heavy Military Weapons(+2 strike)
W.P. Rifles(+3 strike)
W.P. Handguns(+3 strike)

W.P. Blunt (+3 strike, +3 parry, +1 strike w/ throw)
W.P. Knife (+3 strike, +3 parry, +3 strike w/ throw)
W.P. Sword (+3 strike, +3 parry, +1 strike w/ throw)
W.P. Spear (+3 strike, +3 parry, +2 strike w/ throw)
W.P. Archery(5 shots per melee, +4 strike, +3 parry, +2 disarm)
W.P. Battle Axe (+2 strike, +2 parry, +1 strike w/ throw)

Actions/Attacks per Melee: 9
Initiative:+4(+2 from EW/ECM systems where applicable)
Strike: +6
Parry:+7
Dodge:+7
Flying Dodge+8
Roll:+2
Pull Punch:+2
Disarm:+2
Critical Strike on Unmodified 19-20
Damage:+15
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch(2 attacks) 2d6 MD
Kick 1d6 MD
Flying/Leap Kick 2d6 MD
Saves:
Vs Psionics +5
Vs Horror Factor +2(Even on an unsuccessful save versus Horror Factor, suffers HALF penalties(effect, duration) for being frightened)
Vs Insanity +7
Vs Possession +1
As a Progen-born EShemar, Murdos lacks the exorcism vulnerabilities of new-Awakened EShemarrians.

Notable Possessions/Equipment:
Besides carrying the usual kit of a Male Shemarrian, Murdos has the following:
2x38mm PP-01 ESSPA Gauss Pistols---Murdos often carries special loads for these weapons, such as silver or incendiary rounds.
Knives---Murdos carries a variety of knives and stakes, usually 6-8 on his person at any given time. Some are vibro- or molecularly-sharp blades, others are silver-plated or made from wrought iron. Whatever kills cultists and their minions/masters.
TW Lightblade---TW magical hilt that can produce a blade of intense magic light.
Mini-Grenades---Murdos carries about a dozen mini-grenades(equivalent to bionic high explosive knuckle joints---2d6 MD to a 10 ft area); he finds them very useful for disrupting arcane ceremonies at close range.
*Amulet:---Murdos has acquired a locket with an enchanted crystal heart that has the following: *Sense Evil---The PPE crystal can flash red if supernatural evil entities approach within a 90 ft radius.*Sense Magic---The PPE crystal can flash yellow if active magic occurs within 120 ft.

*Pendant of Disguise(Alter Aura)----A magic pendant Murdos got from a contact in the Relic; the small locket can, with the application of 1 ISP, alter Murdos’ aura for up to 6 hours at a time, making infiltration in the face of parapsychic scrying a bit easier.

Vehicle:
*EcoS-K-94 Burblewrack----Murdos was rather stunned to have been presented with this high-end elite horrorhunter Warmount, feeling it WAY above him(“I’d rather have had the money, thank you.”), but also nervously annoyed because it means bigger things are expected of him. He’s frankly a bit intimidated by the warmount, which he has nicknamed ‘Gremlin’.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Gil-Helm Artificial Gill Breathing Apparatus
“Don’t panic if the water-shemar want to put what looks like a jellyfish over your head...or even if it obstructs your sight once it grips down over you.....just means the Sea-mar want to take you for a swim, but they may not want you to know exactly where. That’s the deal we have with them. Though some folks understandably have problems with -tentacles-.”

This is a piece of sophisticated life support apparel meant for the DarkWaters’ neshemar members who do not already possess self-contained breathing implants, artificial gills, underwater bio-mods, or natural marine abilities.
The Gil-Helm resembles a spherical jellyfish with a lower fringe of thick tendrils and several longer, more thin and broad, tendrils trailing underneath. Though it looks organic, the gil-helm is wholly technological, and uses special ‘smart’ material membranes to filter out oxygen and other useful breathing gases from the water around it(through the longer tendrils), and delivers it to the wearer through the jellyfish ‘bell’ attached to the head(via the shorter tentacles wrapping around the neck and upper torso). The membranes can even recycle the wearer’s respiratory emissions and filter water that can be licked or sipped from the inside of the bell. The material can be transparent to allow the wearer to see around them underwater, or opaque(as is often the case when the EShemar are transporting prisoners underwater).
The gil-helm is fairly limited in dive capacity(it does not protect the entire body nor does it supply the special gas mixes needed for deep sea diving), but it is fairly easy for the advanced technology of the EShemar to produce, so it is common equipment around EShemar aquatic communities(the DarkWaters, Horrorwoods, and Gilloc).
The organic appearance of the gil-helm means that it is often mistaken for a Lemurian creation, and those few gil-helms that have wound up on the Black Market have been mistakenly advertised as Lemurian or Atlantean equipment.
Note: The Gil-Helm is rated for 120 ft of depth.
Weight: 3 lbs
MDC: 15
Special Features:
*Artificial Gills---Effectively unlimited oxygen supply filtered from the surrounding water(dependent on dissolved oxygen content---can be damaged/adversely affected by clogging agents such as Kittani gill-clog chemicals).
*Oxygen Reserve Cell---Several small ‘oxygen sponges’ that can be supersaturated with oxygen, giving the breather a reserve supply of 45 minutes.
*Variable Opacity---The helmet can be left perfectly clear or opaque completely.
Cost: 100,000 credits if found on the black market; rarely available
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Danhites----Sapphire Cobra Male Elites
(aka ‘Greater Worm-Wraith’, ‘SnakeShirts’, ‘Zug’, ‘Worm-Man’, ‘Taut-Lord’)

“When something as large and as powerful as a Taut-Lord shows submission and obedience before the Holy Matriarchs of the Sapphire Cobra Temple, you have to suspect that those women have some REAL power you better respect.”

She remembers running in terror as the slavers descend from the sky, appearing like terrible wraiths, destroying everything where they land.
She ran through streets once friendly and familiar to her, but now shattered and burning, filled with chaos. She ran into the hills, seeking shelter, sensing the invaders behind her, gaining on her, expecting any moment to feel the destroying touch of their weapons or something worse.
She ran blindly up and down the hills, unmindful of anything other than the need to get away, crashing through underbrush, madly scampering up and over rocks.... until in her headlong flight she fell off the trail(or was she pulled?) into a great darkness that separated into serpentine coils that caught her, trapped her in the stuff of her living nightmare.
She finds herself held upright, her limbs unable to move, restrained as they are by dark tentacles of alien stuff.
She cannot speak, she is mute, whether by some paralysis of her vocal cords or because she has already screamed herself hoarse.
Then thoughts, alien and powerful, echo in her mind.
Do you wish to live?
Yes! She practically screams in silence.
Do you wish to fight?
As insane as it seems, naked as she is against the world gone mad, that question seems to hold out a promise, a promise of power.
Yes, I want to fight! She chokes out. She wants to fight, to pull those who have destroyed her comfortable world and dash them to the ground! But she doesn’t know how! She is but one powerless little human being, even now more helpless, bared to the sky, unable to move, trapped like an insect in a web of alien tentacles. How can she fight? How can she possibly hope to make any difference?
Then join with me!
The tentacles swim up her body, submerging her in their coils. She gets the impression before they close completely around her of her skin taking on a silver appearance, as if her flesh were being transmuted to metal. Cool, soothing darkness overwhelms her as the lassitude that has perviously weighted her limbs now spreads into her thoughts. Then a bright light ignites in her brain.

Amidst the coils of its being, the Preserver’s soul-matrix grows the equivalent of a smile as its unexpected new symbiote-component’s bioelectric matrix makes Link with it. Unconscious though its new submind-part may be, the Sapphire Cobra meditist can already feel the rush of power coursing from it and into the cyberoid’s own spark-extensions. As it climbs out of its meditation kiva hidden in the rocks, it contemplates how the Sapphire Snake-Mother has apparently gifted it with the sending of the syzi-prospect.
Detecting, with its now-greatly enhanced senses, the pursing Splugorth raiders advancing up the hillside, the Danhite reached several of its longer tentacles back down to fetch its weapons from its hiding place. With them firmly in its grasp, the Sapphire Cobra Elite settled itself into an easy stance in concealment among the rocks, trying not to be too eager at the prospect of the coming combat. It would be a stimulating break from its deep philosophical ponderings...


When the first Danhites were sighted, it was assumed that they were particularly large Slitherite aggregates, or EcoS-K-94 Burblewrack warmounts that had taken humanoid form. Later on, as the mental capabilities of the Danhites became known, it was assumed that they were Burblewracks that had been chosen as Arawa-hosts by semiretired Males of the Sapphire Cobra Tribe. It is now known that, while Danhites are indeed based heavily on the Burblewrack, they were designed from the start as new Male Elites. The extensive adaptation of the Burblewrack, a Lost Eclipse design, surprises many Tribal observers, and suggests a closer working relationship between the Lost Eclipse and the Sapphire Cobras than previously suspected. This was likely born out of the Minion Wars, with the Infernals seeking out caches of magic artifacts and concentrations of potential slaves/harvestable PPE sources, of which the Sapphire Cobra temple compounds qualified. Defending these facilities would take special measures, and the unusual degree of mutual respect shared by the Sapphire Cobras and the Nightmares provided the opportunity for the trade of design templates.
The Danhite(named for a snake-god of Dahomeyan myth, said to keep the Earth from flying apart by girdling it is its coils) Elite resembles a humanoid Burblewrack, an upright biped composed of dark, rubbery, coiled segments or a gestalt conglomeration of wyrms. The head has a vaguely serpent-like appearance, and six large tentacles loop from the back. The arms end in tendril-fingers. Danhites are often mistaken in the American West for particularly large Worm Wraiths, a confusion the Elites sometimes use to their advantage, though the Danhites slay the notorious monsters whenever they encounter them.
Danhites retain much of the Burblewracks’ integral anti-supernatural weaponry, and take many options as standard equipment. This makes them superb warriors against the supernatural, with the added bonus that the exceptionally intelligent cyberoids can use their dexterous tentacle-hands to hold and use additional weapons and even operate appropriately-sized vehicles.
Danhites also appear to be the Sapphire Cobra’s continued efforts to refine organic-inorganic interfaces to boost the power of the EShemar, an earlier system having been instituted aboard the EcoS-K-147 Mehen, and inspired by similar efforts attempted by the Aurora Warriors (with their Glaciton Male Elite), Clan Pantheron(the Simba Male Elite), and the Horrorwoods’ ongoing CONJOINER projects. Danhites can take organic ‘crew’ into the structure of themselves in a process that looks like the smaller being is cocooned in snakes or tentacles. The Danhite borrows from the female Basilisa Elite and the EcoS-R301 Seemaabite Robotic ExoDrone in having the ability to induct the organic pilot-partner-component into a state of preservative hibernation, coating them with a protective covering of special alloy that shields them from damage/injury. The ‘psilver’ alloy also has special psychic-conductive properties that allow the partner-component’s semiconscious mind to interface with the EShemar intelligence. Acting as both a co/sub-processor and psychic power-battery, the biological mind in the circuit both amplifies the Danhite’s abilities and makes new ones possible.
Even more expensive and difficult to produce than the Burblewracks upon which they are based, Danhites are typically Upgrades of high-achieving Males assigned to Guardianship/Preservership of sensitive Sapphire Cobra facilities or the retinues of high-rank Tribal Elders. Occasionally they are observed as part of special strike forces(such as the vampire-hunting ‘missionary’ expeditions dispatched to the American New West). When not on the move, it is not unusual for the Danhites to spend their free time meditating. Given the size of the Male Elite, Danhites have been given programming in excavation and concealment, and they will often dig themselves ‘snake pits’ in which to rest and reflect. These camouflaged pits also provide excellent ambush positions, and Danhites are excellent ambush-predators.
One Danhite lived up to its Preserver name when its hermetic custodianship of a cache of Sapphire Cobra treasures was interrupted by the irradiation of the nearby human settlement(which was unaware of its hidden neighbor). The EShemarrian was able to save a good number of the survivors from slow death by radiation poisoning by ‘freezing’ them in psilver and caching them in the Tribe’s vaults until help could arrive.

Type: EShemar Danhite
Class: Male Elite
Crew: Advanced Neural Intelligence, Ecotroz Awakened
MDC/Armor by Location:
Main Body 700
Head 320
Tentacles(60) 5 each
Arms(2) 220 each
Legs(3) 250 each
Striker Tentacles(6) 100 each
Height: 30 ft
Width: 15 ft
Length: 14 ft
Weight: 11 tons
Cargo: Small space inside the body cavities for a few personal possessions and sidearms.
The Danhite can hold up to 3 additional human-sized passengers in stasis amidst its coils.
Attribute Equivalents of Note:
IQ: 4d6
ME: 5d6
MA: 3d6
PB: 1d6
P.P.: 26
Physical Strength: Equivalent to Robotic P.S. of 50
P.P.E.: 8
Psionic Abilities: Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation(These cost NO ISP to use)
About 90% of Danhites are also Psi-Shamans with the extra psionic abilities.

Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 90 MPH
(Leaping) Springy jumper; can manage a standing jump of 15 ft up/25 ft across. DOUBLE height and distance with a running start in excess of 45 MPH.
(Climbing) Good climber; can climb with the skill equivalency of 75%
(Flying) Not possible
(Space) Not possible
(Underwater) Fairly capable underwater; can swim at 16 MPH, maximum depth of 5,000 ft.

Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual/Tribe as Upgrades.

*Molecular Analyzer----The Danhite sports a forked tongue that acts as part of its scent-sampling and analysis syste,; the Elite can smell aitborne traces of explosive chemicals and other contaminants, and can even track by smell with a proficiency of 84%.

*PPE Sensors---The Danhite retains the Burblewrack’s special sensors, the better to detect supernatural enemies of the Tribe.
-Kirillian Vision Optics(effective range of 4,000 ft)
-Sense PPE
-See the Invisible
-See Auras

*Bionic Cybernanite Repair Systems---ALL Danhites 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 6d6 MD per hour, and can repair 300 MDC before needing material stocks to convert to MD repair material.

*Nano/Chemical Manufactory----The Danhite has a limited ability to synthesize its own chemical ammunition stocks. The Danhite can slowly regenerate most of its Apoc Plagues(although even then, some of them require special materials), and the corrosive acids for its breath-weapon. It can also generate its own detachable stud-blades.

*Nanite Manufactory---The Danhite shows the advance of Shemarrian nanotechnology by having several ‘factory glands’ inside its body that ‘breed’ specialized nanites and produce certain chemical compounds.

*Bio-Monitors----By coiling around a person, a Danhite can read their life signs, even through a petrification layer.

*Kinetic Resistant Armor---The ‘soft’ armor skinning and network of underlying fluid conduits and air bladders actually helps dissipate kinetic attacks. Takes HALF damage from falls, punches, kicks, projectiles, and concussive attacks.

*Chemically Inert Armor Skinning---The composite skinning resists chemical attacks, such as corrosives. Acid/corrosive chemical attacks do NO damage.

*Magic Shielding---An internal webbing of stabilized ectoplasm provides the Danhite with a limited form of shielding against magic attacks. Magical energy attacks are reduced in damage by 1/3, and the riders get to save +1 versus magic that might otherwise affect them.

*Nanite Encapsulation----The Danhite can cover living beings in a thin, but tough, cocoon of psilver alloy(120 MDC). This takes the place of a reinforced crew compartment when carrying passengers/Link-Partners.

*Nanite Medical Bed----The encapsulation system that inducts the passenger/partner into Link-stasis also acts as a medical nanosurgical system, healing wounds and stopping internal bleeding. It can’t regenerate lose limbs, but it can stabilize the patient’s condition until they can be attended to by a dedicated medical team. The medical bed rig has its own sub-mind programmed with Field Surgery/Nano-Surgery(85%) .

*BattleLink----The Sapphire Cobras have been experimenting with ways of improving the performance of their warmounts and themselves, through interfacing with the psychic potential of organic minds, linking in other minds to improve command and control. The linked minds often serve as coprocessors, or, in the case of organic minds, alternative responses tapping into bio-organic evolution-indoctrined capabilities.
The Danhite system was developed watching the results of the Mehen project. The Danhite-Link attempts to overcome some of the problems with other link methods by using a combination of suspended animation and drug saturation that is kinder and less stressful on the linked organic physiology.
Unlike the other BattleLink systems, the Danhite Link focuses more on sharpening and amplifying mental abilities rather than raw combat bonuses, tough there are still some improvements in combat to be had from the Link.
With a biological mind linked in, the combined symbiotic coupling has the following bonuses: +1 to Initiative, +1 to Dodge/Roll, +3 to Perception, +10% to maximum speed, and add the biological’s APMs, without a time limit. The range and duration of the Danhite’s Psi-Shaman psionics also DOUBLES, and damage and MD(as from a forcefield) improves by 50%. If the Linked partner has psionics, the Danhite now has access to them, and can use them at HALF normal ISP cost, and can draw upon up to 75% of the Link-Partner’s ISP pool.
The Danhite-Link does not have an ‘Overdrive’ mode.

Weapons Systems:
1) Eye Lasers(2)---Buried amidst the folds of the head are standard Shemarrian heavy eye lasers.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +4 to strike

2) Apoc Plague Injectors---Retained from the Burblewrack; the Danhite mounts injector needles in both its mouth(fangs) and in its concealed body blades. The chemical injectors are used to inject targets with a variety of chemical, biological, and nanotechnological agents that imitate, to varying degrees, the various Minion War plagues, only the latter are meant to disrupt supernatural physiologies:

-’Shredskin’----Inspired by Achilles Syndrome. These are nanites programmed to go after certain long molecules associated with megadamage biologies, and break them down at the molecular level. The result is that megadamage flesh and skin undergoes a breakdown and weakening, like a biological version of the Armorbane spell. The skin becomes patchy and discolored, and may start to crack and flake, and the victim may start exfoliating. Some victims also complain of deep bone aches.
Incubation: 1d4 minutes
Duration: 8d6 hours
Damage: Reduce MDC by 20%, and critical damage rolls against the victim drop by -1d4(so if an attacker normally can only do critical damage on a natural 20 with an attack, and the victim is at -2, the attacker need only roll a natural 18-20 for a critical. Gets worse if the attacker has any modifiers for critical damage). Injuries to the skin take 50% longer to heal.
Treatment: Specially programmed counter-nanites, or generous use of Purge spells.

-’Brainshock’--- The technological equivalent of Mind Burn. It consists of suspended psylite crystals that will each let off a quick piezoelectric charge when exposed to active ISP. The result is an internal electrical shock every time the victim tries to use a psionic ability.
Incubation: 1d4 melees
Duration: 8d6 hours
Damage: Every time a psionic ability is activated, the victim is wracked with acute pain and convulsions. Victims lose all initiative, HALF APMS, NO bonuses, and -20% to all skill rolls. If the victim loses 3 rolls in a row, they must then roll under their P.E. to keep from passing out. With regards to their psionics, the victim must roll versus psionic attack, no bonuses,. On a successful save, the psionic power still works that activation, but all aspects of it are HALVED. If a failure, the psionic power fizzles and the victim lapses into shuddering and groaning as they suffer what feels like a massive migraine.
If not treated, victims must make a roll versus non-lethal poison(16 of better) or suffer the following long-term damage: -1 to initiative, - 1 to Perception., and -3% to skills requiring tactile senses(like Pick Pockets or Pick Locks).
Treatment: Specially programmed counter-nanites, or generous use of Purge spells. Note that using any sort of healing or even diagnostic psionics will effectively cause a flare-up, even if the active ISP is coming from an external source.

-’Gamma-Rot’--- The technological equivalent of Metabolic Degeneration Syndrome, only using radioactive particles to impede a supernatural creature’s ability to regenerate; same effects as U-rounds.
Incubation: 1d4 minutes
Duration: 8d6 hours
Damage: The injection itself does an additional 25% more damage to the target, due to intense irradiation at the point of injection. Normal super-regenerative abilities are curtailed, and healing magic cast from externally will do only HALF effect. Even after the radioactive material has been flushed from the body, the damage already done will take longer to heal; seconds become hours, hours become weeks. The victim can also be tracked via the faint radiation trace they emit.
Treatment: Specially programmed counter-nanites, or generous use of Purge spells.

-’Quicksilver Plague’--- In similar fashion to Gamma-Rot, this APlague uses silver dust to cause an allergic reaction in beings susceptible to such. The damage isn’t initially as great as a greater concentration of the material in a more solid form, such as a blade, but the plague-venom has the advantage of being moved by the target’s own circulation system(if any), and the finer distribution leads to debilitating side effects.
Incubation: Instant
Duration: 8d6 hours
Damage: Beings susceptible to silver will suffer a serious allergic reaction, breaking out in boils and rashes that is distracting and irritating. HALF all hand to hand bonuses and actions per melee. A silvery film forms on the eyes(if any), cutting perception rolls by HALF and causing partial blindness. Damage is 1d4 HP/MDC per melee according to the sort of beast the target is. Normal super-regenerative abilities are curtailed.
Treatment: Specially programmed counter-nanites, or generous use of Purge spells.

-’BloodRust’ Nano---This would be nanites carrying particles of Cold Iron...get inside an Infernal and start scouting for vulnerable organs to contaminate. As with the Quicksilver, Bloodrust doesn’t do as much damage initially as a greater concentration of the material in a more solid form, such as a blade, but the plague-venom has the advantage of being moved by the target’s own circulation system(if any), and the finer distribution leads to debilitating side effects.
Incubation: 1d8 minutes
Duration: 8d6 hours
Damage: If susceptible to Iron, the victim suffers symptoms akin to anemia; reduce P.E. and P.E.-based bonuses by HALF. Damage is 1d4 HP/MDC per melee according to the sort of beast the target is. Normal super-regenerative abilities are curtailed.

-‘Bloodfire’ is a form of genetically altered bacteria using DNA from negapsychics, and is meant to emulate Mystic Blight. Injected into a supernatural opponent, the bacteria react badly to ambient PPE and cause intense fever, rising to thermal chemical reactions that burn the creature from the inside out.
Incubation: 1d4 minutes
Duration: 8d6 hours
Damage: MDC for supernatural creatures is reduced by 10%. Victims with high PPE(30 or more points) will be afflicted with a persistent fever, the higher the PPE, the higher the fever, and takes 1d4 HP/MD(depending on what the creature is--see modifiers below) per hour from cell damage. Victim will be -1 to initiative, strike, parry, dodge, and perception, and speed will be reduced by HALF while staggering under the infection load.
Normal PPE level is HALVED for the duration of the infection.
Every time a magic ability is used or spell cast, the Bloodfire flares up, doing 2d6 HP/MDC damage(based on what the creature is.
Non-magical beings. psychics, and ‘mundanes’ are unaffected .
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and bioborg implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential. They take normal damage as for the weapon’s damage rating.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demigods. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers Alien Intelligences and god-beings. However, these beings DO get a roll to SAVE(same as save vs magic) versus their own PPE backfiring on them. A successful roll to save NEGATES the damage done to them.
Treatment: Generous use of Purge spells or Cure Illness. However, the introduction of even healing magic PPE will trigger the bacteria, causing 2d6 HP/MDC(no modifiers).

Range: Melee
Damage: 1 SDC-1d6 MD vibro-needle. Additional damage varies by apoc substrate.
Rate of Fire: ECHH(combined with other attacks)
Payload: 50 doses of up to 6 different chemicals each(or 300 applications total). The Danhite CAN slowly regenerate its stocks of Apoc Plagues, all except the Gamma-Rot, but all of the APlagues require special materials which may not always be readily available.
In general, the Danhite can formulate 1 dose of Apoc Plague per hour, making a full restocking a tedious enterprise. Thus, most Burblewracks prefer to travel as part of a support team, with dedicated resupply or material-refining support warmounts as backup.

3) Breath Weapon:--- The Danhite lacks the sonic generator of the Burblewrack, but can still spit corrosive acid.
Note: The acid component is ineffective underwater.
Range: 200 ft range.
Damage: (Corrosive) Concentrated stream does 3d6 MD first round, and 2d4 MD per melee for 2d4 melees.
Rate of Fire: ECHH
Payload: 50 shots, and CAN regenerate reserves of the acid at a rate of 10 shots per hour.

4) Chemical Sprayer---Seams and concealed micropores in the ‘tire’ armor can mist a cloud of more conventional chemical agents around the Danhite.
Range: 150 ft range
Damage: Varies by chemical
Rate of Fire: ECHH
Payload: 50 doses of up to 6 different chemicals each(or 300 applications total). The Danhite does NOT have an onboard microfac to replenish the reservoirs.

5) Chemical Injectors----With a claw, bite, or successful entangle, the Danhite can inject its target with various chemicals(the Apoc Injectors are a separate system).
Range: Melee
Damage: 1 SDC-1d6 MD vibro-needle. Additional damage varies by chemical
Rate of Fire: ECHH(combined with other attacks)
Payload: 50 doses of up to 6 different chemicals each(or 300 applications total). The Danhite does NOT have an onboard microfac to replenish the reservoirs.

6) Internal Stake-Studs---The stiff inner structure of the Danhite is lined with various sharp studs(about 500), not unlike a cyborg’s knuckle blades. These are made of varying substances, such as silver, cold iron, or wood. When the Danhite entangles a target, these studs are pressed into contact with the prisoner, ideally pressing through the skin. About 250 of them can be detached, to be left stuck inside the target like an irritating thorn or cactus needle.
Range: Melee
Damage: Typically adds 1d4 SDC to 1d4 MD to a body block/ram or entangle/squeeze, plus any potential material allergic reaction in the target, especially if multiple(typically 1d10) blades are pressed into the target.
Payload: 500 studs, 250 of them detachable. Unless the stud-blades are made of particularly exotic materials, the Danhite can easily repair/regenerate more, at a rate of 10 per hour(silver studs will require a supply of silver, and Cold Iron and wooden stakes will require access to iron and wood, of course).

7) Bite ---The Danhite has a ‘horribly flexible’ jaw(though not as large as that of the Burblewrack it is derived from), as one observer put it, and it can expand or contract, and perform a squeeze-bite worthy of an anaconda.
Range: Melee
Damage: 4d6 MD

8.) Claws/ Blades---The Danhite’s arms, legs, and striker tentacles sport extendable silver-bladed ‘ripper’ vibroclaws.
Range: Melee
Damage: +3d6+4 MD to kicks/punches/tentacle lashes, plus the jagged wounds take twice as long to heal for beings susceptible to silver.

9) Tendrils---The skin tendrils of the Danhite can strangle and crush targets. The ‘Zug Hug’, taken in combination with its Apoc Injectors and Stake-Studs, is to be feared.
Range: 8 ft reach
Damage: Tentacle Slash 3d6 MD
Tentacle Crush/Squeeze 6d6 MD

10) *Striker Tentacles---This adds extra-long tentacles(up to six) that can be carried coiled around the Burblewrack’s body, but which unfurl to strike with near-lightning speed to lance or entangle targets.
MDC: 100
Length: 25 ft
Robotic P.S. of 50
Damage: Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Crush w/ Tentacle 4d6 MD per melee of pressure

11) ‘Naga’s Sting’---Any or all of the penetrating melee attacks( blade, bite, or any arm-mounted blade weapons can be designated as being able to deliver the ‘Naga’s Sting’; a dose of disassembler nanites that will do 3d6 MD damage per melee, for 1d4 minutes. These disassemblers ONLY work on inorganics(metals, ceramics, plastics) and not on organic/living flesh. The nanites are stored in a reservoir in the snake body(and are programmed NOT to attack the substance of the Danhite). The reservoir has enough capacity for 60 doses of nanites before the Danhite needs to have the system recharged by the tribal Spinsters.

12) Faux Magic---As high-rank Elite, Danhites are also very capable ‘mages’, though their ‘spells’ tend to be amplified versions of their(or their partners’) psionics, or clever applications of technology:
a)(Faux Magic) Sleep---This is just an improvement on the RSU Robot Sedative Units(‘Sleepers’), The Danhite can inject these tiny nanobots into the target’s bloodstream, they seek out the central nervous system and go about sedating the person. The Danhite has enough ‘sleepers’ for 30 doses.

b) (Faux Magic) Suspended Animation---This is a combination of special nanites(including the aforementioned ‘sleepers’) and a powerful chemical cocktail that lowers the person’s metabolism, and life functions to a deep coma-like sleep. This is often done in conjunction with the psilver-coating process. The induction process typically takes about 20 minutes.
The standard Basilisa/Danhite drug regimens are good for six months of reduced, nearly stopped, metabolic activity. If longer durations are needed, the Danhite may renew the chemicals and recharge the nanites, as well as supply supplemental nutrients and oxygenation through the protective shell(and incidentally, vent any heat-buildup).
The danger is if the duration runs out with nobody to monitor the suspendee’s life signs; it is entirely possible to die of asphyxiation within the airtight covering. It is possible for a suspendee to be revived without a Danhite’s assistance, but will require cutting the patient out of any protective/restraining shell first, and then supplying strong stimulants and counteragents to neutralize the suspended animation drugs, a process that typically takes 1d4x10 minutes even with ample equipment.

c) Summon & Control Snakes/Worms of Taut---This is simply radio-summoning and directing any of the various robotic serpents of the Sapphire Cobra arsenal. It is common practice, for example, for Danhites to use Slitherite gestalts to temporarily patch damage to themselves.

d) (Faux Magic)Life Drain---In reality, this is a modified form of Adrenal-Stop---A form of Three Galaxies-origin black market m-nano that attacks a victim’s adrenal system, clamping down on a person’s ability to produce adrenaline and sustain physical activity---a victim simply cannot engage in anything physically exerting---like fighting or fleeing, without becoming extremely fatigued, short of breath, and rapidly burnt out.
Adrenal-Stop is common in ‘fixing’ sporting events, administered to athletes with, or without, their knowledge to diminish their ability to perform at peak levels(prompting stricter medical scanning procedures at sporting events).
The Sapphire Cobra version takes hold faster, allowing its effects to become evident quicker. It is applied by scratch or bite, and is used to impede targets for capture, or handicap escape attempts.
Incubation: 1d6 minutes
Duration: 2d6 hours
Effects: Victim fatigues 2-4 times as fast(roll a 1d4, with ‘1-2’ meaning double fatigue rate). -1 to strike, parry, dodge, and reduce Speed by 1/4.
Treatment: Powerful stimulants and artificial adrenaline analogues can supply what’s being cut off, though the recipient will feel even more like $&$# even with correct dosages.
Note: Juicers only suffer HALF penalties and duration from this attack because their modified bio-systems can more easily and quickly compensate for the deficit, and aggressively work to flush the nanites out of their bodies.

Programming:
Unlike the Burblewrack, the Danhite is inhabited by a fully sapient/sentient persona.
Danhites are Upgraded/Progen-Born from the ranks of the Sapphire Cobras’ Male Shemarrians. Danhites possess the full range of Shemarrian Male programming, plus the secondary skills from the combination of neural intelligence ‘growth’ and the Ecotroz habitation.
In addition to whatever skills the Danhite had prior to Upgrade, they receive the following:
Replace Pilot Helicopters with Pilot Hovercraft 88%
Replace Pilot Motorcycles with Horsemanship: Exotic (the larger monster-beasts and Warmmounts) at 86%
Excavation 85%
Paramedic 84%(+5% per level of experience)
Field Surgery/Nano-Surgery(Nanite Bed) 85%

Experience Table: Upon becoming a Danhite, the EShemar uses the Dragon XP table to chart further advancement

Actions/Attacks Per Melee: +4 from the various tentacles(thus, a normal Male Shemarrian Upgrade to Danhite will typically have 10 APMs)
Note: Bonuses are in addition to those from the Ecotroz Shemar’s individual training/base programming.
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +6, +8 to dodge when running in excess of 75 MPH.
Strike +4 (+3 w/ ranged weaponry)
Roll +6
Parry+6
Pull Punch +4
Entangle +8
Disarm +4
Break Hold +5(the squirming exterior of the Danhite makes it difficult for others to grapple it in return)
Head Butt 1d6 MD
Bite 4d6 MD
Restrained Kick/Claw 1d4 MD
Claw 3d6 MD
Power Claw(2 attacks) 1d6x10 MD
Body Block/Tackle 2d6 MD plus 1-75% chance of knocking opponents of 2,500 lbs or less down/over(victim loses initiative and 2 melee attacks, and -2 to all combat bonuses when fighting the Warmount from a prone position
Leap Attack(2 attacks) 4d6 MD plus 1-80% chance of knocking opponent down/over(victim loses initiative and 2 melee attacks, and -2 to all combat bonuses when fighting the Warmount from a prone position)
Body Tentacle Slash 3d6 MD
Body Tentacle Crush/Squeeze 6d6 MD
Striker Tentacle Punch/Lash 3d6 MD
Power Punch/Stab(2 attacks) 1d6x10 MD
Crush w/ Striker Tentacle 4d6 MD per melee of pressure

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).

Options/Upgrades:
* Matrix Metal System----Taking ideas from the Quicksil Elite and Seemaabite drone, the Danhite can adapt its psilver-encasement system to become a more extensive artificial ‘lymph’ system pumping silvery nanomatrix( ‘thicksilver’) that can be deployed to produce some spectacular effects, though not all the applications available to the Quicksil/Seemaabite are available to the Danhite.
This Upgrade is often taken by those Danhites that do NOT have additional psionics.
MDC Pool: The Danhite carries a reservoir of 250 MDC of thicksilver.
Range:(Whip) 30 ft
(Shield Arm) 7 ft(and roughly 4 ft in diameter)
(Extensor) 200 ft, each cable has about 6 MDC, and can haul weight equivalent to the Shemarrian’s own Robotic P.S. , If the cable snaps, it retains its MDC for 5 minutes, after which it decays into dust.
(Tangler Tendrils) 25 ft. Branches out into ten smaller tentacles, each with 10 MDC.
(Piledriver) 6 ft
(Pry-Claw) 7 ft
Damage: (Whip) 3d6 SDC simple lash attack or 3d6 MD razor-whipsaw lash, 2d6 SDC/MD if used as a stabbing weapon, 4d6 SDC/2d4 MD per melee for a constricting crush.
(Shield Arm) Foam Shield----A large honeycombed shield of foamed nanomaterial can be formed that soaks up kinetic energy; shells, projectiles, and rail gun rounds do HALF damage hitting it. Can have up to 75 MDC(150 MDC if both arms are used to form a common shield)
(Extensor) Serves as a climbing line grapple; does 1d6 SDC/1 MD if used as a projectile.
(Tangler Tendrils) Branches out into ten smaller tentacles, that can merge into an enclosing mesh with 100 MDC and a restraining /constricting Robotic Strength of 30. The mesh net can be detached from the Danhite, whereupon it loses its regenerative abilities(and the Danhite temporarily loses 100 MDC from its arm reservoir) and becomes rigid metal/carbon tubule material). The molecular self-destruct of the detached cage can be delayed for up to 6 hours, when the thicksilver breaks down into molecular dust.
(Piledriver) Works like a directed charge or hydraulic shaped charge. Does 2d6x10 MD, but takes up all APMs that melee.
(Pry-Claw) Works by sliding in a narrow blade of thicksilver into a crack or seam, then pours more material into it to use hydraulic pressure to tear the material open from the inside. Tears/pries with a Robotic Strength of 40. Normally does 2d6+4 MD but on an initial critical strike roll of 17-20, does DOUBLE damage and the expenditure of an additional 2 APMs the next action to maintain contact, automatically does DOUBLE damage again the next melee. A target so impaled can attempt to break contact by either attacking the thicksilver claw being poured into the gap, or disentangle/break hold/roll, but is -3 to do so.
Rate of Fire: ECHH
(Piledriver) Once per melee
(Pry-Claw) Takes up 2 APMs
Bonuses:
(Shield Arm) +2 Parry
(Extensor) +1 to Entangle. The tendrils also give the Danhite a +15% to Climbing(and increase climbing speed by 25%).
(Tangler Tendrils) +4 to Entangle.

*Pneumatic Guns(1-4)---Adapted from the Burblewrack. Sometimes referred to, for some obscure reason, as ‘Sims-Dudleys’ or ‘Zalenskis’, these ranged weapons use high pressure compressed air to fire 40mm grenade rounds. An attempt to give the cyberoid additional long-ranged firepower, they are a mixed success as the slow velocity of the rounds means they can often be dodged, high winds can blow them off trajectory, and the inflation swelling of the Elite’s flanks just prior to firing is a dead giveaway of imminent attack. Also characterized by a loud belching sound.....#BBBBLLLPPPHHTTTTT#...sounds like the world’s biggest whoopee-cushion, only the Infernals are the butt of the punchline.
Range: 3,000 ft
Damage:(Chemical) Varies by chemical, but typically covers a 50 ft radius
(Fragmentation) 4d6 MD to blast area of 12 ft
(High Explosive/Armor Piercing) 1d4x10 MD to blast area of 3 ft
Rate of Fire: Four times per melee
Payload: 50 rounds per gun, any combination of munitions

Special Equipment:
With the larger Danhite joining the ranks, the Sapphire Cobras realized they now had a pressing need for larger-scale weaponry that the big cyberoids could use. While acquiring weaponry from other Tribes was possible(such as from the lines produced by the Skullcrushers for their Necriant troopers), the Sapphire Cobras decided that the extra investment of time and resources spent in creating their own would be well worth it(besides, at the time trade relations between the Cobras and the Skullcrushers were lukewarm). This gamble has paid off, and now other Tribes, including the Skullcrushers, are showing interest in acquiring the Danhite-scale weaponry.

*Corbris Plasma Rifle---This is a large weapons pod that can be used by Danhites(or any other sufficiently large and strong cyberoid) as a rifle. It is based on the armored head of the Cyvern Robotic Warbeast, with a thinner snakelike tail protruding from the back. The Danhite can insert its hand into the back of the armored skull of the Corbris, and the tail wraps around and into the cyberoid’s arm, establishing fire control and power linkages. The mouth conceals a powerful plasma cannon that has excellent range for a plasma weapon, but a slow rate of fire.
Weight: 900 lbs
MDC: 200
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: Four times per melee
Payload: Effectively Unlimited linked to the Danhite

*Scital Laser Staff---A long(25 ft) staff-like weapon, concealing a pulse laser with the muzzle disguised as a cobra’s head . A pair of vibroblades are mounted on either side, hinged so as to swing out and forward to form a scythe-like weapon framed as a cobra’s expanding hood. The Scital Staff also has elaborate markings(usually tribal iconography) in its head that can be made to glow brightly; the staff can serve as an illumination source and even a flash-blinder with variable modes. The Scital Staff is prized as a very functional weapon AND Tribal ceremonial paraphernalia.
Weight: 800 lbs
MDC: 250
Range: (Laser) 6,000 ft
(Flash-Blinder)(Blinder Laser Mode) 500 ft and covers a 20 ft wide area
(Flash Mode) Area of effect: 120 ft and affects a 50 ft wide area
(Vibroblades) Melee
Damage: (Laser)4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
(Flash-Blinder)(Blinder Laser Mode) None, but on a ‘to strike’ roll(no bonuses) of 5 or better those with unprotected eyes will be temporarily blinded for 1d6 minutes. On a ‘to strike’ roll of 17-19, retinal damage is done; the person’s visual acuity is reduced by 1d6x10% even after that, and the victim must roll vs non-lethal poison; successful roll means that full eyesight is restored after 2d4 days of rest, while a failed save means the damage is permanent, unless medical treatment(or eye replacement) is applied. On a roll of 20, the person’s eyesight is permanently blinded(without treatment or replacement)---01-50% one eye is blinded, 51-00% both eyes are affected. Looking through unfiltered magnifying optics at a blinder laser lowers the damage threshold by -1(so temporary blindness occurs on a 16-18, and permanent blindness on a 19-20).
(Flash Mode) No roll to strike; -10 to strike, parry, dodge for 1d4 melees.
(Vibroblades) 4d6 MD+ P.S. damage
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the Danhite
Special Features:
* Spotlight---The markings along the sides of the head of the staff can radiate light in the visible, IR, and UV wavelengths, and can direct a searchlight-like beam up to 4,000 ft away. Can also broad- illuminate an area 200 ft in diameter.
*Extending/Collapsing---The tail/staff portion of the weapon can telescope between 25 ft and 10 ft long.

*Biserpis Particle Beam Rifle Pod----Actually an adaptation of Mechanoid weaponry, this double-barreled particle beam weapon has been reconfigured as a handheld(for larger cyberoids) weapons pod, and its dual barrels sculpted to look like serpents’ heads. It features a wraparound tail/power conduit similar to the Corbris Rifle. Somewhat difficult to manufacture, so it is a prized weapon.
Weight: 600 lbs
MDC: 180
Range: 4,000 ft
Damage: 1d4x10 MD per single blast, 2d4x10 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the Danhite

* Oroker Sonic Rifle Pod---- Warriors missing the sonic boom ‘roar’ of the Burblewrack petitioned for a weapon accessory to compensate for its absence from the Danhite’s integral weaponry. Seeing the success of sonic weaponry against many supernatural monster-types, the Tribal Tinkers agreed and created this weapon. The Oroker resembles a serpent-themed trumpet with a wide mouth/muzzle, and a snaking long tail that wraps around/plugs into the arm of the Danhite(or other giant-scale cyberoid) with an extra end length snaking up and wrapping around or plugging into the cyberoid’s throat. The Oroker performs equal to the old integral sonic cannon, and many users claim they can modulate the audible sidebands to mimic the user’s own voice, but the weapon is easier to service, being externally carried. The downsides are it cannot be used as a delivery system for the acidic spit, and the rifle pod configuration is more vulnerable to damage.
Weight: 600 lbs
MDC: 180
Range: 2,000 ft
Damage: 1d6x10 MD per blast, plus 3d6 MD to a 10 ft diameter area around the blast area(double damage and range underwater), plus targets are struck by painful sonic sidebands. Reduce speed by 10%. -1 attack per melee, -3 to perception rolls, -2 on initiative, -1 to parry/dodge/pull punch, and -15% on performance of ALL skills for 1d4 melees.
Rate of Fire: ECHH
Payload: Effectively Unlimited linked to the Danhite
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Amazing how a simple idea ended up becoming a major weapons/transport system....


Sapphire Cobra Antabora Aerial Hover Transport-Drone
(aka ‘Flying Flatsnake’)

“Warmounts are our noble steeds of battle, but the success of our nation depends on a strong economy and strong logistics. We need to have people and materials moving where they’re needed most. For that, we need drudge-carriers moving the weight of the resources we need to forge strong weapons and warriors. They may not be as intelligent or instinctive as our Awakened ‘mounts, but our gersog* can work around the clock, uncomplainingly, carrying great burdens, and freeing up warmounts to other duties. Glory to our warriors always, and steadfastness to our Acolites and our caravansers in equal proportion!”
---Daramona TruthCharmer, Warchief, Sapphire Cobra Tribe

“The Sapphire Cobras may yet emerge as the mercantile tribe of our great nation. Given their pilgrimage transport and escort services, their networks of temples, missions, and outposts, and their growing fleets of transports such as the Autoconda and Jorgumandar trains, and Antabora carriers, and they are arguably moving as much trade as the air fleets of the Hawkmoons and the deep fleets of the Darkwaters.”
----Jocasta Louis-GatesTimescaper, Wayfinder Sociologist and Chronicler.

<<“We traded our Jacis six for one against the neural-reapers’ harvest ships on Zaham. Damn brain-eaters must have thought they were annihilating the local defenses with all the aircraft they were sweeping from the sky, but we had plenty of drones and plenty of missiles to spare, and even the monsters had to be wondering where all the missile-spammers were coming from---Shaper’s hell, but even the locals, who were unaware that we even had a presence on theri world, were wondering where their unexpected ‘friends’ were coming from! And even reaper defenses could last only so long under the beating our drones were handing them. Normally our Antabora transports bring goods and prosperity to those they visit, but our Jaculas bring deadly explosive rain on the damned and deserving.”>>

*Gersog---Shemarrian vehicles, drones, machines with very simple/unAwakened AIs. Gersog are regarded as below myrmidon-level Awakened. The more conservative EShemar shun gersog-bots and vehicles smaller than heavy transports as unbecoming and unsuitable rides for proper warriors and will avoid using them if possible, and tolerate them only as a necessity of circumstance. Gersog are generally seen as the province of Acolites, Tinkers, neshemar, oreseme and ‘trickster’(like Eccentrics or the Yurei caste) drivers/pilots.

The Antabora is a large drone hovercraft vehicle created by the Sapphire Cobra Tribe to provide its members with a simple, expendable, aerial transport and weapons platform. The Antabora fills much the same role for the Sapphire Cobras as the GaleHawk does for the Hawkmoon Tribe.
The Antabora resembles a large flattened-out cobra head and hood. The cobra’s ‘eyes’ conceal powerful laser cannons. A small flexible tail stretches back and can be fold forward to act as a tether for cargo or oversized EShemar like Jotan or Danhites. To save development time, the EShemar used the basic thruster frame and configuration(with four additional sub-thrusters added for improved agility) from the Northern Gun NG-HC2000 Skybunker Hover Carrier. The Antabora can carry cargo on its back, either lashed down in the open, or covered by an optional ‘hardtop’ canopy. The same applies for passengers, who can ride exposed to the elements, or under cover.
Of course, like all good Shemarrian equipment, born of the paranoia and over-preparedness of Rifts Earth, the humble transport is armed with a pair of integral laser cannons, and possible hardpoint-mounted light armaments. Though lacking the heavy armor of the Skybunker upon which it is based, the Antabora is lighter and more agile, and has a proven dogfighting drone AI mind wired in, ready to take over if a combat-rated pilot is not available, or if the need is for an expendable kamikaze. In a pinch, the Sapphire Cobras’ transport fleets can be pressed into combat
When piloted, the Antabora is usually piloted by Acolytes, Males, or NeShemar. Occasionally oversized caste-classes like Jotan, Necriant and Danhite Elites will use them as a quick way to get around. Rarely will line-Warriors deign to use a common vehicle if a more sophisticated and intelligent Warmount is available. Being forced to use a vehicle, even one like the Antabora, is regarded as being relegated to second-echelon purgatory. However, though dismissed by the Warriors, the Antabora is still a quite capable machine in its role, and the Sapphire Cobras employ a surprisingly large number of them, making them one of the unsung support machine heroes of the Tribe.
While capable of acting semiautonomously as a drone(and arguably serving as a warmount), the Antabora is considered to be an expendable VEHICLE, and is NEVER Awakened with an Ecotroz essence-fragment.
Antaboras are far more common amongst the Sapphire Cobra enclaves of the Shemarrian Star Nation, but are less common on Rifts Earth, where the smaller Tribe relies more on Warmounts.
Besides the Sapphire Cobras, the Obsidian Dawn has acquired a number of Antaboras that they use as ‘rat-snatchers’ and aerial sprayers in their vermin-control operations.

Type: EShe-HUHC02Sc Antabora
Class: High-Speed Hovercraft Drone
Crew: None; robot drone
If piloted, the Antabora has a crew of one, plus provision for additional crew members.
MDC/Armor by Location:
Main Body 220
Main Jet Thrusters(4) 90 each
Hoverjets(14) 15 each
Tail Cargo Lift/Grapple/Restraint 60
(Optional) Shell Top 180
Height: 10 ft
Width: 23 ft
Length: 36 ft
Weight: 16 tons
Cargo: If used as a cargo transport, the Antabora can carry 12 tons on its back
If used as a personnel transport, the Antabora can carry up to 16 passengers on its back.
Powerplant: Nuclear Fusion w/ 15 year energy life
Speed:(Flying) Hover to 280 MPH, maximum altitude of 6,000 ft
Market Cost: NOT FOR SALE. Exclusive to the Shemarrian Nation
Systems of Note:
Standard Aircraft Systems, plus:
*Radar---60 mile range
*Radar Detector---Alerts to the presence of radar beams.
*Standard Video Optics
*Thermo-Imaging
*IR/UV Optics
*Telescopic/Image Enhancement Optics
*Low-Light/Nightvision system
*Laser Targeting
*Collision Warning System: 1,000 foot range, sounds an alarm to warn of impending collision
*Radio/Video Communications: Wide band and directional, radio and
video transmission capabilities with a 300 mile range.
*Tail Winch----The flexible prehensile tail boom can be used to lift cargo to the Antabora ‘s back, or can dangle under the backside and carry cargo slung under the hovercraft. If carrying oversized caste-classes, the tail boom can attach itself to their backs to secure them, or can come up between their legs and its end can be held like a rein.
*Drone A.I. ---- Secondhand ‘Shyger’ War Drone brain, a commonly-available and proven aerial combat ‘bot intelligence(though slightly slower on some maneuvers, due to the greater mass of the hover-transport).
The piloting AI has the following general specifications:
Attacks per Melee: 8
+2 Strike
+3 Dodge
+2 Roll
+1 Initiative
Pilot Hovercraft: 94%
Pilot Helicopter(Combat): 94%(for maneuvering purposes)
Navigation: Air 94%
Read Sensory Instruments: 94%
Weapons Systems: 94%
Radio: Basic 94%

Weapons Systems:
1) Lasers(2)---The sculpted ‘cobra head’ at the front of the hovercraft features concealed lasers in the eyes. These are standard Shemarrian heavy eye lasers.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited

2) Thruster Downwash---The Antabora can use its hover thrusters as knockdown weapons, assuming a nose-down posture while angling half of its thrusters downwards and gunning their pressure output. Though not as effective as similar tactics ised by the Cyroc Warmount or the GaleHawk vehicle, the Antabora can still clear an area quite effectively using nothing but air pressure.
Range: 80 ft and covering a 50 ft wide area
Damage: Objects up to 500 lbs in weight can be picked up and whirled by the winds and thrown up to 50 ft, doing 5d6 SDC/MD damage on landing(or inflicting that much on hit targets).


Options:
*’Naga Sting’ Sprayer-----The Antabora’s suggestion of a mouth may not be able to bite, but it can be fitted with a projector able to spray a doud of disassembler nanites that attack non-organic materials.
Range: 800 ft and can cover a 50 ft area
Damage: 3d6 MD damage per melee, for 1d4 minutes. These disassemblers ONLY work on inorganics(metals, ceramics, plastics) and not on organic/living flesh.
Rate of Fire: Once per melee
Payload: Internal reservoir holds enough for 30 shots


*Flare/Chaff Launchers(1-2)---Up to two countermeasure launcher pods can be mounted near the tail of the Antabora.
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

^Weapons Hardpoints(2)---Two hardpoints can be fitted to the front leading edge of the hood/wings. Each hardpoint can hold ONE of the following:
a) 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.
b) Laser Illumination Pod---’Paints’ distant targets for laser-guided weapons. Range: 5 miles.
c) Mini-Missiles---10 shot pod
d)Short Range Missiles---3 per hardpoint
e)Medium Range Missiles---1 per hardpoint

f) Fragmentation Rocket Launcher( a copy of an imported Russian design). Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 500 rd magazine

g) Light Rail Gun
Range: 4,000 ft
Damage: 1 MD per single shot, 2d4 MD per 10 rd burst
*Can also use wood, silver, rubber, or other specialized rounds
Rate of Fire: EGCHH
Payload: 2,000 rds per gun

h) Light Machine Gun Pod
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
Rate of Fire: EGCHH
Payload: 1,000 rd magazine

i) Gunpod--- 30mm Cannon
Range: 10,000 ft
Damage: 4d6 MD single round, 1d6x10 MD two rd burst, 3d6x10 MD per six-shot burst
Rate of Fire: EGCHH
Payload: 124 rds per gun

Variants:
*EShe-HAHC02Sc ‘Jaculus’---(aka ‘Jaci’) Rather than carry cargo or passengers on its back, this dedicated combat variant has been modified as a weapons platform, carrying up to six missile pods on its back. Most Jaculi are deployed as drones, with an expected high attrition rate.
Changes/Modifications:
Weapons Systems:
3) Missile Launchers(6)---Six dorsal hardpoints can each hold ONE of the following:
a) Mini-Missiles---19 shot pod per hardpoint
b) Short Range Missiles---6-shot pod per hardpoint
c) Medium Range Missiles---3 per hardpoint
d) Long Range Missiles----1 per hardpoint

Options:
*Plasma Torpedo Launcher---Some Jacula are armed further with a bay-mounted heavy plasma cannon(actually a plasma torpedo launcher from the popular ‘Xidras’-drone series) in the ‘mouth’. A direct line of sight energy weapon firing a bolt of plasma that ‘splashes’ on target. The power demands of this weapon are quite high, however, limiting rate of fire and leading to increased powerplant maintenance and replacement turnover rates.
Range: 4 miles in atmosphere, 10 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
Damage: 1d4x100 MD to a 40 ft blast radius per missile
Rate of Fire: Single shot. Twice per melee
Payload: Effectively Unlimited

*EShe-HAHC02ScB ‘Bakuna”---- The -B ‘Bakuna’ variant of the Antabora is seen much more often in the Shemarrian Star Nation around Sapphire Cobra enclaves where it is used to assist the local populations in crop cultivation. Rather than cargo or passengers, the -B variant carries a large reservoir-tank feeding sprayers around the edges of the wings, discharging into the slip- and the thrust-stream of the hoverjets, aiding in the distribution of spread chemicals or water. The Bakuna is used as a cropduster and water-bomber(the latter role has also led to it being used as an anti-vampire attack vehicle).
The Bakuna is also distinguished by having a large horn-like protrusion from its front. Often mistaken for a radome, it is really an EM Vortex cannon that can crack rock and knock down targets on the ground with its invisible beams of force. This has raised more than a few questions among outsiders who learn of it, as to why a mere cropduster is so heavily armed. Having used the Vortex Cannon to dig up more than a few hidden monsters and repel a few invasions of ‘helpless’ agrarian communities and worlds, the Sapphire Cobras tend to just smile.

Changes/Modifications:
Cargo: Can carry 10 tons ( 2,398.5 gallons) of liquid cargo.
Weapons Systems:
3) Sprayer System----Feeds from a tank on the back. exiting through vents next to the hoverjets, using their thrust to aid dispersal.
Range: Can treat a 100 ft-wide and 2,000 ft-long swathe
Damage:
Damage: Varies by chemical type. If using water, typically does 1d4x10 HP to vampires(‘Bless the tank, Holy Mother!”).
Rate of Fire: ECHH
Payload: 2,398.5 gallons

4) EM Vortex Cannon----This device, copied from data supplied to the Sapphire Cobras by the Steel Gaians, fires ‘fists’ or vortices of electromagnetic force that hit like kinetic projectiles and are invisible to the eye(except for a slight distortion; -5 to Perception rolls). The Bakuna mainly uses this device to break up rock and till soil(it’s known variously as the ‘earthshaker’ and the ‘magno-tiller’), but it can easily be used as a weapon.
Range: 4,000 ft
Damage: 1d4x10 MD at point of impact
Within a 60 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.
Rate of Fire: ECHH
Payload: Effectively unlimited
Bonus: EM bolts are -6 to dodge.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Joined: Tue Sep 02, 2003 8:19 pm
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Re: Shemarrian-related fan creations

Unread post by taalismn »

ESheHC03 ‘Zeph’ Light Hovercycle
(aka ‘Duster’, ‘Turbo-luge’, ‘Rat-skimmer’)

Zuash! THOSE are the vaunted Shemarrians we’ve been warned about?! The cowards scatter like thresk-minnows without firing a shot at our approach!”
“-idiot idadae! You know not of what you speak! Those are no Shemar warriors you see, but skitterlings on sport-umvah! And they show no cowardice in that they have evaded you and now warn others of our presence! You’ll make your acquaintance with the warriors soon enough now, and wish you could still delude yourself with fantasies of easy victory!”

“I don’t place too much cred with the story that these things are made by the She-marrians. The Zeph’s a neat little piece ‘a work, but it’s a toy compared to the gear you see on the Shemars’ warmounts...the cyborged ones, I mean. Nah, some clever tinker on the edge of the Zone probably came up with these things as a joke and decided to market them as a pranker, and spread the idea they were made by the big ladies to keep from being strung up by anybody takin’ exception to what the things look like.”

The ESheHC03 is another light personal transportation vehicle developed from discovered ARCHIE-3 copies of Mechanoid robots. In this case, ARCHIE was copying the Mechanoid Skimmer, with an eye towards using them to confuse and divide the Kittani Minions of his hated enemy, the Splugorth.
The EShemar had little need for the robot drones as they were, but the success of the ‘Zoot-Scoot’, based on the Mechanoid Assault Probe, persuaded some Hawkmoon Tinkers to mess around with the impounded ‘bots and create a new light transport device for smaller-framed members of the Tribe.
The small size of the Skimmer dictated that the derived hovercycle could only be safely ridden by the smaller-framed Yurei, Kildren, cyberhumanoids, and neshemar(as well as the small-framed Ne’R’Mar ‘Shorties’). The hovercycle conversion does away with the Skimmer’s head, and instead installs a reclining couch-seat and manual controls. The added rider, plus two small luggage compartments, adds weight and reduces the maximum speed from its Skimmer origins, but this wasn’t seen as a problem for a second-echelon personal transport.
Like the Zooter, the Zeph is occasionally available for sale to outsiders, as it contains little in the way of proprietary technologies. However, aside from some novelty interest in the similarities between it nd the feared Skimmer, and the mystique of (true) rumors of the Zeph originating in the Shemarrian Nation-claimed East Coastal Zone, the Zeph hasn’t faired too well in sales compared to more robust designs like Northern Gun’s large lineup.

Type: ESheHC03 ‘Zeph’
Class: Light Hovercycle
Crew: One
MDC/Armor by Location:
Main Body 80
Thruster Jet 30
Fins(8 ) 5 each
Spotlight(1, front) 5
Height: 4 ft
Width: 5 ft
Length: 8 ft
Weight: 760 lbs
Cargo: Two small suitcase-sized cargo compartments in the wing roots
Powerplant: Nuclear Power Cell w/ 10 year energy life
Speed:(Flying) Hover to 250 MPH, maximum altitude of 2,000 ft
Market Cost: 1.4 million credits
Systems of Note:
Standard Hovercycle Systems.
Weapons Systems: None standard(see Options)
Options:
*Booster----Provides an extra burst of speed; raise maximum speed to 360 MPH , but only for 2d4 melees, before needing to throttle back down to under 200 MPH and cool off for 1d6 minutes before the booster system can be reengaged.

*Sensor Cluster----Adds an optics turret to the nose light faring. Features low-light, targeting, infrared, and laser distancing optics.

*Gun Mounts(2)----The Zeph has two slots under the wing roots for a pair of weapons. These can be different types, or a matched set(for ease of synchronization). Each side can hold ONE of the following:
a) Ion Blasters----This adds back the paired ion blasters of the original, using more advanced/expensive technology.
Range: 1,000 ft
Damage: 4d6 MD single shot
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Rail Guns---ESSPA heavy gauss machine pistol. Limited payload, but they hit hard.
Range: 2,000 ft
(DU/U Rounds) 1,500 ft
Damage: 1d4x10 MD at ranges of 600 ft or less, 5d6 MD out to 2,000 ft, plus human and human-sized targets must make a roll on a twenty-sided, at -6, to match or surpass the Shemarrian’s ‘to strike’ roll. A successful roll means the target is only staggered(lose initiative) by the heavy round’s impact, while failure means the target is knocked off their feet, flung 8-10 ft, lose initiative and 1 APM, and HALF all combat bonuses for the rest of that turn. Power armors, full conversion cyborgs, robots, superhuman and supernatural creatures are +6 to save versus knockback/knockdown, but lose initiative from heavy round strikes.
(Fletchette) A shotgun-style ‘streetsweeper’ round that does 1d4x10 MD at ranges of 500 ft or less, 3d6 MD out to 2,000 ft, but to a 20-degree wide cone of effect, due to the ‘spray’ of high-density needle-fletchettes. No knockdown effects.
(DU/U Rounds)1d6x10 MD at ranges of 600 ft or less, 6d6 MD out to 2,000 ft, plus possible radiation damage/effects from the DU/U-rounds. Same knockdown effects apply.
(Incendiary Round*)1d4x10 MD at ranges of 600 ft or less, 4d6 MD out to 2,000 ft, but spatters a thermal-chemical/phosphorus tracer mixture that does an additional 2d6 MD for 1d6 melee rounds(immersion in water does NOT put the fire out), plus an 80% chance of setting combustibles on fire. Same knockdown effects apply.
(Silver Round*)1d4x10 MD at ranges of 600 ft or less, 4d6 MD out to 2,000 ft, plus possible silver poisoning damage(5d6 HP) to supernatural creatures. Same knockdown effects apply.
(Wood Round*) 5d6 MD at ranges of 400 ft or less, 2d6 MD out to 2,000 ft, 6d6 HP to vampires and other supernatural beasts vulnerable to wood. Same knockdown effects apply.
(‘Serpent’s Kiss’ Nanite Round**) 6d6 MD at all ranges, plus 3d6 MD damage per melee, for 1d4 minutes. Can be set to dissolve only metal, plastic, or other specific substances. No knockdown effects.

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

**Exclusive to the Sapphire Cobras.
Rate of Fire: Standard
Payload: 50 rd box magazine

c) Particle Beam Blasters----Copied Northern Gun NG-45LP ‘Long Pistol’
Range: 1,200 ft
Damage: 5d6 MD single blast
Rate of Fire: ECHH
Payload: Effectively unlimited

d) Laser Cannon
Range: 1,000 ft
Damage: 4d6 MD single blast
Rate of Fire: ECHH
Payload: Effectively unlimited

e) Mini-Missile Launcher----6 shot pod

f) Light Machine Gun---Modified cyborg forearm weapon. This usually replaces the ESSPA on market-available versions.
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
(High Explosive)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
Rate of Fire: Standard
Payload: 100 rd box magazine


*Laser Headlight---Mounts a powerful laser projector behind the headlight reflector.
Range: 4,000 ft
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per blast .
Rate of Fire: ECHH
Payload: Effectively unlimited

*Sensors---This adds back some sensor systems, the data-feed of which can be viewed by a small screen/HUD, or direct ‘jack-link.
-Multi-Optics
-Radar--15 mile range
-Radiation Detector
-Motion Detector(+1 to dodge. +2 if ‘linked)

*Radio----50 mile range

*AI Autopilot---Restores some Artificial Intelligence to the Probe in the form of a limited ‘smart’ pilot assist system. Flies at a skill rating of Pilot Hoverycle 92%, and +10% to the pilot’s piloting rolls.

*Remote Control Link---This allows for wireless remote direction of the Zeph. The hovercycle can be summoned by command, and can be directed as a remote control drone(including firing weapons). Such combat actions use the operator’s APMs and require their attention.

Variants:
*ESheHC03Dw---The DarkWaters took a Zeph and made it amphibious, using hybrid air/water turbines. Though still used as a hovercycle, it’s also used as a standing-position ‘boogieboard’ by the Tribe’s Skulian Elite and augmented neShemar.
Changes/Modifications:
Speed:
(Flying) Unchanged
(Water) Can skim along the surface at 120 MPH, or motor underwater at 25 MPH, maximum depth tolerance of 1,000 ft.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

New Variants: Here be posted new Tribal variants:
Because time passes, and, Shemarrian technology being a ‘living’ technology, older designs are continually being updated, upgraded, repurposed, and traded and acquired by more Tribes.


*EcoS-K-21 Orobos

-*EcoS-K-21D ‘Duoiss’---(aka ‘SideWhipper’, ‘BluSnake’) The Duoiss is simply a standard Orobos with a second head mounted on the tail. This removes the tail blade and adds a head identical to the first, doubling the laser- and bite-armament and creating a double-ender serpent. The Duoiss is slightly slower than the regular Orobos, since it can’t push off as effectively with its tail, but it can reverse course and move in reverse as fast as it can speed forward. It can also move just as quickly sideways, throwing loops of its midsection foward between its twin heads. The Duoiss also has better perception than the Orobos, and it is nearly impossible to sneak up on the EcoS-K-21D from behind. A new skinning of shiny laser-reflective scales gives the Duoiss a strikingly photogenic appearance for a giant serpent. Like its parent design, the Duoiss is used less as a riding Warmount and more as a guardian-beast.
Changes/Modifications
MDC/Armor By Location:
Heads(2) 90 each
Systems of Note:
*Laser Reflective Armor---The turquoise-hued scaling takes only HALF damage from lasers.
Speed: (Running) 45 MPH forwards, backwards, AND sideways.
Weapons Systems:
-Replace the tail blade with a second head, complete with the same eye lasers and poison bite as the first.
Programming:
Detect Ambush 70%
Actions/Attacks Per Melee: 7
Initiative +3 (+1 from the Ecotroz entity for a total of +4)
Dodge +3
Strike +4 (+6 with ranged attacks, if both heads can be used to better sight-in on targets)
Roll +5
Entangle +6

If possessing the holographic projection option, increase the size of the image to 15 ft, if using both heads as projectors.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

Scava Munitions

As new fringe tribes are discovered or formed, new technologies developed, the weapons of Shemarrians have expanded and evolved.

Sonic Rounds
These rounds have a potent sonic generator based on the Flit Striker projectile. Creates a high pitched sound along its path that can shaken or distract others between the shooter and the intended target. The rounds are also designed to be fired underwater without loss of range, and the sonic effects are amplified through the thicker medium.
Damage: (Sonic) 1d6x10 MD to an 10 ft radius area upon impact. All within a 30 foot wide line between the shooter and the target must make a MA save or suffer -1 to attack, dodge and perception rolls from the pain the sound induces for 1 melee round, as well as -10% to any skills requiring any type of concentration. Beings with Enhanced Hearing or Sense Vibration abilities will be overcome and disoriented; Make a save versus Psionic Attack or lose initiative and be -8 to strike, parry, and dodge, and lose 2 APMs for 1d4 melees(continues even after the sound has been cut off). Beings who navigate by echolocation or motion detection will be effectively blinded. Even a successful save will leave the victim -2 to strike, parry and dodge for 1d4 melees, with a ringing in their heads. Beings without enhanced sonic senses will only suffer HALF penalties in either case.
Range: Reduced by 50%.

Burst Rounds
These rounds are designed to break apart and shower a small area with sharp shrapnel, making them excellent against multiple weak targets. Instead of firing a bundle of darts at a single target like the boom gun rounds, the burst round launches them outward when it strikes a target or designated distance.
Damage: 3d6 MD to all within a 20 foot radius. Targets that are 20 feet or more take an additional 1d6 damage +1d6 for every 10 feet over 20 feet up to a maximum of +3d6.
Range: Reduced by 25%

Spider Rounds
These rounds contain a bundle of webbing, similar to the webbing used by many of the spider based warmounts. The round sheds its casing before striking the target and the webbing expands to strike and wrap around the target. A robotic P.S. Of 25 or Supernatural P.S. Of 19 is required to break free, even then takes 1d4 melee actions of effort. Robotic strength of 32 or Supernatural of 24 or greater can break the webbing in 1 melee action or to pull it off oneself. Cutting the webbing requires 5d6+30 MD and at least 1d4+1 melee actions to do.
Damage: None
Range: Reduced by 75%.

Quickfix Rounds
These rounds are used by Shemarrian combat medics who had difficulty getting close to wounded warriors. Some snipers also carry several Quickfix rounds to aid allies they see on the battlefield, or to use on themselves in an emergency. The rounds contain nanofix in an injector type projectile that is released when the casing of the shell is shed after being fired. Nanofix is a general repair nanite ‘drug’ based on 3G Metal-Spray; it instantly repairs 4d6 MD of gross MDC damage and provides a ‘scaffolding’ and spare material for a Shemarrian’s own nanite regeneration system to work on. If used on a limb or body part that has sustained damage and mobility penalties, Nanofix will help restore the overall damage, but not mobility(use the general ‘healing’ rate of the Shemarrian’s own nanoregen to calculate when the limb/system becomes fully functional again...until the natural regeneration cycle is finished, the damaged part will appear discolored and disfigured until the ‘scarring’ is re-absorbed into the structure). 
Damage: 3d6 SD from the force of the impact.
Range: Reduced by 25%.

Ingis Rounds
Ingis rounds are an experimental round developed by Clan Vespa and the Blood Riders are showing great interest in it. The round contains a plasma battery developed for the Ingis Crawler and Ingis Spitter plasma rifle, with has multiple small plasma emitters along its length once the outer casing is shed about 100 feet after being fired. Once the casing is shed the tiny plasma emitters start firing, damaging anything within 100 feet of the path the round takes to its end target, making the round look like a fiery meteor as it streaks through the air. Once it strikes its target, or anything else that gets in its way, the plasma battery detonates like a plasma grenade. While the shots fired along the flight are weak, they do continue to burn for a short period, making these rounds excellent for clearing the battlefield of large numbers of weaker targets, or those vulnerable to plasma fire. An unexpected but welcomed side effect is heat seeking weapons fired within 100 feet of the path (within the same melee round) or the target have a 50% chance of veering off and striking somewhere in the flight path of the round, or where the round struck. Thermal sensors within 50% of the path and target area also have issues, having any bonuses they grant negated for 1 melee round as they are overloaded. If the round doesn't hit anything at the end of its range, the battery burns out and detonates.
Damage: 4d6x10 MD to the target struck and in a 20 foot radius plus deals 3d6 MD for 1d6+1 rounds after. Everything within 100 foot radius along the path of the round also suffers 2d4 damage plus 1d4 MD for 2 rounds after, and are -1 to dodge as the blasters are random and rapid.
Range: 600 feet, round detonates once reaches 600 feet as the battery burns out and overloads.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:Scava Munitions

Quickfix Rounds
These rounds are used by Shemarrian combat medics who had difficulty getting close to wounded warriors. Some snipers also carry several Quickfix rounds to aid allies they see on the battlefield, or to use on themselves in an emergency. The rounds contain nanofix in an injector type projectile that is released when the casing of the shell is shed after being fired. Nanofix is a general repair nanite ‘drug’ based on 3G Metal-Spray; it instantly repairs 4d6 MD of gross MDC damage and provides a ‘scaffolding’ and spare material for a Shemarrian’s own nanite regeneration system to work on. If used on a limb or body part that has sustained damage and mobility penalties, Nanofix will help restore the overall damage, but not mobility(use the general ‘healing’ rate of the Shemarrian’s own nanoregen to calculate when the limb/system becomes fully functional again...until the natural regeneration cycle is finished, the damaged part will appear discolored and disfigured until the ‘scarring’ is re-absorbed into the structure). 
Damage: 3d6 SD from the force of the impact.
Range: Reduced by 25%..


Brings new meaning to 'friendly fire'.

"I saved her life."
"How?"
"I shot her in the head, repeatedly."
: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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

"Think we'll ever be updated again? We're so close to breaking One Hundred."
""Don't worry, little sister, the Muse of Inspiration is fickle and prone to wander. Her attention is currently elsewhere, She builds on others for now, but in time she will sent tidings our way again. And will benefit from what is being done elsewhere, through computer espionage if nothing else, but ideally because...well, we are not bound by mere biological limits. Cheer up, little sister, and enjoy the respite; the waves will roll in again soon enough."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:"Think we'll ever be updated again? We're so close to breaking One Hundred."
""Don't worry, little sister, the Muse of Inspiration is fickle and prone to wander. Her attention is currently elsewhere, She builds on others for now, but in time she will sent tidings our way again. And will benefit from what is being done elsewhere, through computer espionage if nothing else, but ideally because...well, we are not bound by mere biological limits. Cheer up, little sister, and enjoy the respite; the waves will roll in again soon enough."


I've got several things started, just haven't had time to finish them yet...
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
I've got several things started, just haven't had time to finish them yet...


No rush.
I just wanted to let the girls know they weren't being neglected..and have some 4th Wall-bending fluff text as well... :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
------------
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote:
kronos wrote:
I've got several things started, just haven't had time to finish them yet...


No rush.
I just wanted to let the girls know they weren't being neglected..and have some 4th Wall-bending fluff text as well... :D


This weekend hopefully I'll finish a couple of the things I've been working on. so many ideas.. so little time! Someone invent a way to pause time on demand!
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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

Having dealt with the Black-Steel incursion in-game, the girls have been a bit quiet.
The un-civila war still rages in the Shadows, but Haegen isn't feeling too good (what, with the source of his new ideas suddenly vanishing like a muse when the bar closes) and is kinda dropping the ball on his end.
Meanwhile his Toaster'ness is flailing around like Trump; completely clueless and grasping at any boneheaded tactic his moly-circuits can calculate to try and remain in control, while still believeing he really is a gawd. :lol: :lol: :lol:
Bind the body to the opened mind
Bind the body to the opened mind

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


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

Unread post by Hotrod »

This thread has a million views. Holy crap.
Hotrod
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Hotrod wrote:This thread has a million views. Holy crap.


It's the sex. It's gotta be the sex that keeps drawing people in.

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

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

Unread post by kronos »

taalismn wrote:
Hotrod wrote:This thread has a million views. Holy crap.


It's the sex. It's gotta be the sex that keeps drawing people in.

Or maybe the train whistle. People love trains...or train wrecks.


Or the Sexy Train Wreck?
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:
Or the Sexy Train Wreck?


Given some of the robotic bodies we've created over the years of this thread, I couldn't discount that there might be a sexy train in there I mighta forgot about....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote:
kronos wrote:
Or the Sexy Train Wreck?


Given some of the robotic bodies we've created over the years of this thread, I couldn't discount that there might be a sexy train in there I mighta forgot about....


Autoconda or Jormungandar converted into a super giant sized Nega or Basilisa super elite.....
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote:[

Autoconda or Jormungandar converted into a super giant sized Nega or Basilisa super elite.....


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

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

Unread post by taalismn »

Strazer Dive Armor
(aka ‘Frog-Suit’)

The DarkWater Warrior crouched by the open hatch impatiently waved on the two towel-clad neShemar scampering up the pitching Xebis deck as the Black Ship furiously bore down on the Shemarrian watercraft.
“Get your deep-skins on, girls! Your little skin show topside hooked us some flesh-merchants looking to add inventory and they’re coming to collect! So be prepared to either fight or duck under the waves!”
Moments later, two tall and broad-shouldered scaly monstrosities rose from belowdecks, each one cradling a heavy rifle in its arms, to join the warriors hiding by their deck artillery, waiting to run the guns out to meet the enemy. Let it be said that the neShemar did not lack for courage.


Strazer Dive Armor is a development of the DarkWaters from reverse-engineered Aqua-Tech LEA-50. Strazer-suits were developed to provide the Tribe’s neShemar, those not augmented with bionics or biotech, a means of surviving in the Tribe’s preferred watery environment.
Strazer-suits look, in contract to their Aqua-Tech ancestors, almost organic, with finely-scaled streamlined curves, a slit-visor helmet that merges with the shoulders, and retractable fins on feet, hands, elbows, and back. From a distance, they are often mistaken for armored Gilloc or some other amphibious humanoid species. Armor protection is heavier than on the LEA-50, thanks to more advanced materials and higher quality control practiced by the EShemar.
Strazer-suts are ‘smart’ armor in that they have a robotic AI in them that monitors life support, power, and sensor functions. It can also take control and fight as the armor if the wearer becomes incapacitated or disoriented. Finally, the AI provides an extra level of security in that it will not operate for anybody not approved of by the Tribe.

Type: Light Power Armor
MDC:
Head/Helmet 80
Main Body 280
Arms(2) 80 each
Legs(2) 130 each
Hydrothruster Pack 120
Size: 6-7 ft tall
Weight: 450 lbs
Penalties: None
Special Features:
*Life Support---- Good for 6 days of fully resealed air re-circulation

*Bionic Gills---Supplements the air supply and rebreather system

*Mini-Sonar---- Range: 5 miles.

*Robotic Exoskeleton----Robotic P.S. of 28

* Med-Unit---- Combines a biometrics package with an internal IRMSS and RMK medical kits, and an autodrug injector. The system monitors the operator’s vitals, and checks for signs of hypoxia, panic, and blood toxins, and applying any necessary treatment such as tri-ox injections or anti-shock. Autodoc has programming equivalent to a Paramedic skill of 90%.

*Biometric Locks---Strazer-suits can be personally assigned to individuals, and can only be accessed after being unlocked with biometric data(usually a combination of retinal and fingerprint scan, plus skin-read electromagnetic signature).

*Robot AI---A simple ‘dumb’ AI system that monitors suit systems and can take over if the wearer is incapacitated, such as fighting in self-defense or swimming to safety. The AI also means that the wearer dies not need to have a proficiency in piloting power armor to operate the armor, though having a skill specifically in using the Strazer gives full combat benefits from PA training.

*Self-Sealing----A more primitive form of the Shemarrians’ regeneration system, the Strazer’s multilayered composite skin sports a network of tubules circulating a gel that acts as a cooling agent, If the suit is breached, the spilled gel hardens into a temporary patch and plug. Effectively equivalent to cyborg self-repair systems, with a limited number of ‘patches’ before needing to be refurbished. Repairs 25 MDC per activation; 10 uses before needing recharging.

*Sub-Phone Communications---In addition to radio, Strazer-suits carry special sub/high-frequency sonic communicators that encrypted chips break down speech into rapid-stream clicks, whistles, and groans that can be picked up by hydrophones on simiilarly-equipped units and decrypted. Effective range of 50 miles(sometimes farther, depending on ocean conditions).

*(Optional) Some Strazer-suits have been observed with chameleonware-variable camouflage skinning.

Speed:
Running: 40 mph max . However the act of running does tire the operator out at 10% of their normal fatigue rate .
Jumping: The powerful robotic legs are strong and capable of leaping 10 feet high or 18 ft lengthwise. A running leap adds 50% to distance/height.
Flying: Not possible without a jet pack
Underwater: Improves the wearer’s swimming speed by 25%, or can use thrusters to hit speeds of 15 MPH. Maximum depth tolerance of 2 miles.

Cost: Exclusive to the Shemarrians

Weapons Systems:
1)Wrist Lasers----These are in imitation of the Shemarrians’ more powerful zhyan laser gauntlets. They copy the LEA-50’s four-barrel arrangement, but mount all four barrels atop a forearm guard, and feature improved focusing elements for slightly better range.
Range: 1,800 ft in air and underwater
Damage: 1d6 MD per single blast, 4d6 MD for all four lasers firing simultaneously(counts as one attack).
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) VibroBlades---The back of each wrist guard can extend three vibroblades: 3d4 MD.

3) Ink Capsules----As a last resort, the armor has special chemical ink dispensers in the legs that can spray a cloud into the water, a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit.
Range: Covers a 50 ft area. Depending on water conditions, the cloud can persist for 1d10 minutes.
Damage: Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes.
Rate of Fire: Once per melee
Payload: 3 capsules per leg

Programming
Land Navigation 94%
Underwater Navigation 94%
Hand to Hand Basic(6th level)( 5 APMs, +2 roll, +2 Parry/Dodge, +1 to strike/disarm, Critical Strike on Unmodified 19-20)
-------------
"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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Omegasgundam
Adventurer
Posts: 440
Joined: Thu May 08, 2008 11:04 pm

Re: Shemarrian-related fan creations

Unread post by Omegasgundam »

*Gets on Devil Unicorn to serve as a high horse and dons goggles of blatant projection*
Ok, lets admit it. Anybody that plays Rifts does it as a power fantasy, which leads to munchkin-ism. We don't want to play Vagabonds with poor hygiene, we want to play Chad Cosmo-Knights stomping all over people and making a difference. We like Shemarrians because they are both powerful and also let us project our sexual fantasies onto killer robots that could kill us with a flick of the wrist. With this in mind, I have created this blatant munchkin abomination that combines power fantasy and sexual kink into one, with the general understanding that nobody is going to seriously use it.

Shemarrian Wayfinders Elite: Avenger Champion
    (‘Amazon-Avenger, Shem-Venger, M’Kri’s Amazon-Pinup Scions’)

”My father sought to create masterpieces of engineering, armors worthy of the mightiest champions and so beautiful they bring tears to even the most stone hearted eyes. But he underestimated the sheer spite that greed and jealousy could bring, and it led to his ultimate undoing. In me, he worked to make not just the armor but the person to use it and push it further than ever. I am what he wished to be his ultimate legacy, and it is my duty to live up to it. I may have some quibbles with specifics of Shemar dogma, but it is a far better martial code to live by than most others, and few can offer as many worthy peers. The Wayfinders will always be my home, but I must admit to feeling the crusading call of the SilverMoons, and seek to bring the light of war to the dark horrors of the megaverse.”
---- Veletsia M’Kri, first of the Avengers.

“To call Veletsia the daughter of Lester M’Kr is far more literal than you’d think. While his soul lasted a few weeks after finishing her, just long enough to wrap up some unfinished business, it literally tore itself apart to maximize her capabilities. Veletsia didn’t just inherit his engineering skills, they were grafted onto her alongside everything else that made Lester a galactic level weapons designer. Her neural net has his personal notes engraved in them, as well as every idea that ever crossed his mind. The very first thing she made on her own was a complete reproduction of the A-1, and then followed it up with an improved model that she turned into her armor shell. She also inherited his pride in his creations, which happens to include her body, and is the most likely cause of her acting like she’s a particularly shameless member of the Skyeklad. That would have likely given him some mortification.”
---Wayfinder Valkari Letra Soulmender.

”It was bittersweet to be with Lester when he truly passed away, but it was a relief to see that his vision lives on in a much more resilient and dare I say capable form. I actually recognized Veletsia the moment I saw her, as she is almost identical to a concept drawing he once jokingly showed me of his ideal wife. The differences are essentially bits of him, which makes her his ideal daughter. She shares a lot of his habits and beliefs, but she is her own distinct personality and mindset, so she’s not just a continuation of him. She’s naturally much more militant, by simple virtue of her maternal heritage, but he wasn’t exactly a cowardly person himself. I gave her a modest gift to make up for her lack of direct inheritance, and I hear she’s sunk most of it into building up her support base and forces, so she has a good head on her shoulders and is it already thinking of the long term.

Skill wise, the exercises I’ve put her through show that she is at least as good as he was at the end, which means I expect great things to come from her in the future. The techno-magic was an unexpected surprise, but actually makes sense from what I remember of his beliefs. He always saw it as a field of applied engineering that he never had the time to break into, and now his daughter is born into an extended clan of near-immortals that are famed for it. As for the body modesty, well, I knew Lester quite well and I know that he would not only be in complete agreement, he would be proud of the lengths she goes to. He considered inspiring desire is one of the chief purposes of beauty, and it should be displayed at every practical opportunity. She just happens to enjoy it immensely, and puts a good deal of effort into doing it in the most attention grabbing way.”

----Jelko Rodula

“In the back of my mind, I always wondered what it would be like to see two full Gods throw their full might at each other. I need not wonder any longer, for the brawl between Lady Veletsia and that Vivarin creature was said by Horus to be a close equivalent. Their hour-long fight demolished the noble district of the Imperial Capital and used magicks forgotten to this world since the Age of Chaos, if they were ever known in the first place. And the worst part was how jovial they were about it, Vivarin casually mentioning bits of lore that had been lost before the Elf-Dwarf war and Veletsia using apparently self made creations of magical artifice that made the war machines of that era look like harmless child’s toys. The monster was absolutely ecstatic to see every new trick that the long disguised Titan had apparently always had but never used over her short but renowned career as an adventurer, and not even the destruction of his massive suit of magic armor discouraged him. If anything, it drove him to new heights, and he rewarded her with a prize whose material value has been stated by the Thoth of all beings to be greater than that of the entire Empire.

Horus and Thoth then manifested to interrogate Veletsia, and while their conversation was unwarded I understood less than half of it. Lady Veletsia is, apparently, the result of a major feat of artifice herself, and Thoth likened her to a more practical and far less problematic form of Rune Magic. Her presence on this world and her prolonged concealment of her powers were due to the orders of ‘a dozen Second Stage Prometheans’, which garnered an stream of expletives from Horus and heartfelt condolences from Thoth. Her fight with Vivarin was the conclusion of her assignment, and that she intended to return to the ‘Three Galaxies’ from which she originated. Thoth then game a number of Runic Tombs that contained ‘most of the handful of the local schools that you would consider worth the effort of learning’ that he had apparently forgotten about in one of his workshops since the end of Age of a Thousand Magicks, and offered to open a dimensional portal to ‘Phase World’ for her convenience. She turned it down, saying that the Prometheans would do it themselves, and would also retrieve her scattered possessions, and was promptly ‘yoinked back’ right then and there, resulting in Horus resting his face in his palm and Thoth laughing and beginning to direct the reconstruction work. I can only pray that she does not have reason to return.”
---- Emperor Voelkian Itomas II

”I am quite proud of the Avenger’s dedication to their bodily displays. Their motions are carefully calculated to be as tantalizing as possible, and to take so much relish in it that I thought they were a branch of mine when I first came across them. Then they dived in head first to be part of our rituals. If any wish to stay in our temple for a time, they are more than welcome to do so. They are simply so much more fun than most of those stuffy Wayfinders.”
----Faelyn Serpent-Mantle

Early in the Shemarian Star Nation’s existence, the Wayfinder Valkari Letra Soulmender was given orders from an yet unidentified Second Stage Promethean to go to specific location, enter the portal that appeared, and to recover the soul of the individual present on the other side along with the contents of his home laboratory’s computer and the unfinished heavy power armor nearby. As the wording clearly indicated that this was to close a temporal loop, Letra dutifully followed the precise instructions given, and returned to the modern day with what would be identified as the soul of Lester M’kri, the creator of the A-1 Avenger and driven to suicide by Naruni Industries. Lester was then given the opportunity to use a Progen chamber to construct one final masterpiece to serve as his legacy, and his disembodied soul proceeded to work miracles with the Techno-Wizard nano-assembler to create what he would think of as his true heir. After months of work, the unarmored form of Veletsia M’Kri would emerge from the chamber and carry out her father’s final wishes, and would be put through a high intensity Techno-Wizard training program by the Wayfinder Elders. She would excel her studies, and was pronounced ready for field work within 2 years.

Veletsia then spent the next decade and a half gallivanting across the Three Galaxies and nearby multiverse in search of adventure and new experiences, and would quickly mature in capabilities. The last 3 years would be spent on the World of Palladium, where the Old Ones slumbered, at the behest of a number of Second Stage Prometheans, who needed her to close another temporal chain. There she would come into the crosshairs of the powerful Yivarin, who in the name of his own personal amusement would test her to her absolute limits. Their climatic battle would be the most potent display of magical might the planet had since the destruction of Baalgor, and Veletsia would walk away with simply spectacular rewards from the enigmatic Royal Kreegor. She would then settle down to establish her family, resulting in the Avenger Champion caste to be added to the ranks of the Shemarrians.

At their base, Avengers are techno-wizard based War Goddesses with a full flesh covering rather than the normal cyborg armor and limbs, which combined with their general demeanor makes them easily mistaken for short Titan Giants. Their behavior naturally distracts the vast majority of people from realizing their exact height, along with many other things such as what's in front of them or that their now sexually confused significant other has joined them in staring, which has resulted in them featuring prominently in countless sexual fantasies across the Three Galaxies. Their skill set, like most Wayfinders, is a combination of the normal Shemarrian martial prowess with mystic knowledge, with every Avenger being borth Techno-Wizards to go with their natural Master level Psionics, combined with no small amount of their ancestor’s design skill. While they need years of training to make this talent manifest, they master the various bits of technical and mystical lore that is their birthright with what would be frightening speed in others. Their robotic physiology removes several potential paths of study, but the Avengers consider all of those not worth looking into in the first place, so it is regarded as a trivial loss.

Their techno-wizard construction has made them quite different from the ‘typical’ Shemarrian in terms of internals, being as much a feat of mystic artifice as conventional science, with exotic materials such as an abundance of Ectofibre, several pounds of Gantrium, and 6 gems of Xanthite. This has manifested in their extraordinary psionic and mystical capabilities, as well as their simple physical strength and durability. Those who are aware of the more exotic mystical components wonder where Veletsia acquired them, but when asked she claims that it was the major reward for her prolonged game of cat and mouse with Vivarin. Those that are at least marginally familiar with the arguably mad Royal Kreegor consider it quite possible, and become fully convinced once it is mentioned that it was presented in the form of an enlarged copy of his phallus coated with several thousand of the gems and weighted a full 2 tons.

(Vivarin has more than 4 kilotons of both that he found in the lesser research complex of Xy that he bases his House out of, along with location of the planet in which they came from, so he regarded it as a trivial expense. The Splugorth make it exceedingly difficult to liquidate as well, and he has only gone through a quarter of the initial stash over the last 4 millenia, finding the challenge of using lesser materials much more stimulating. He will be pleased to see Veletsia using to propagate her lineage, as it means there are more beings of her caliber to torture extract enjoyment from. And life without challenges is dreadfully boring.

The most significant consequence would be that Thoth used Object Read on the trophy, and discovered that he had touched the material it was made out of before. As the only people to previously handle the stash were Yivarin and Xy, that meant that he was Xy by simple process of elimination, leading him to politely interrogate the Persian God of Time Zurvan and recovering a number of Xy’s personal Runic artifacts. As Xy had crafted them with the souls of powerful good aligned entities that he subjected as a show of his power and used them as his primary tools of creation, they were happy to work with Thoth and educate him in every bit of lore that it was though that had vanished with his former self. He is currently working solving his memory problems and recovering the most convenient of his lost abilities as an Alien Intelligence, and has already more than doubled his effective durability, I.S.P., and P.P.E. He expects to reach the apex levels in the areas along with the basic attributes within a decade (See Conversion Book 3), and pick up the powers within a century.)

While their core body does not contain any inherent weapons beyond their eye lasers, they have ready access to such via their external ‘Shell’ attachments, akin to the Coalition State’s Hellbuster Cyborg Battle Armor combined with an extra-dimensional storage system similar to Paladin Steel’s Tri-PHASE. The Avernger’s own dimensional manipulation abilities allow her to select which components are summoned, which all vastly preferring partial sets that grant them most of the firepower and systems while allowing them to continue displaying their beautifully engineered bodies. The under-layer control link harness that adorns the Averger’s torso during this stage resembles modified fetish wear because it is, and the exact composition depends on the wearer's tastes. The full set is essentially an upgraded and highly feminized version of the M’Kri Harware A-1, with a few pieces that Lester M’Kri was never able to fully develop along with Techno-Wizard features, and is primarily used when their opponents are unworthy of appreciating their forms and/or it the combat distances are too far to naked eye to make out details (such as void warfare). If the situation is truly dire, Avengers will go ‘all-in’ without a second thought, but prefer not to do so if it is unnecessary.

Veletsia M’Kri has created her daughters to serve as an eccentric sub-branch of the Wayfinders, with most of their mature members away on adventures to find new sources of knowledge and wealth. While not having all of her inherited engineering skills, they retain all of her talents (both mental and physical), which makes them singularly potent combatants once they have gained experience. The Shemarean High Council often uses them as precision sledgehammers, dealing with complicated situations with the smallest number of individuals with the maximum amount of fire power possible. Only a few of them have ever shown any interest in positions of leadership, in all honestly displaying little of the strategic skill set of the War Goddess chassis, and are happy to follow the orders/guidelines given to them by local commanders. Their relations with other tribes are similar to that of their parent Wayfinders, but their much more militant stance makes them more appreciated by more traditional clans, and they get along well with Tinkerers of all types.

Shemarrian Avenger Chassis
Spoiler:
Type: Shemar
Class: Fully Automated, Self-Sufficient Heavy Infantry Robot
Crew: Soul Bearing Neural Intelligence

M.D.C. by Location:
    Core Body (Flesh Coated):
      Head:-------------------------------------120
      Antennas (2):---------------------------20 each
      Upper Arms (2):------------------------150 each
      Lower Arms (2):------------------------125 each
      Hands (2):-------------------------------25 each
      Legs (2):---------------------------------190 each
      Main Body:------------------------------500
      Psi-Shield--------------------------------70+10/level

    Partial Shell:
      Head:-------------------------------------+100
      Lower Arms (2):------------------------+200 each
      Grav-Gun (Right Arm):---------------150
      HI-Laser (Left Arm):------------------150
      Elbow Power Blades (2):------------40 each
      Lower Legs (2):------------------------+300 each
      Main Body:------------------------------+200
      ‘IA’ Mystic Force Field:----------------400/30 minutes

    Full Shell:
      Head:-------------------------------------+200
      Upper Arms/Shoulders (2):----------+150 each
      Lower Arms (2):------------------------+200 each
      Grav-Gun (Right Arm):---------------150
      HI-Laser (Left Arm):-------------------150
      Elbow Power Blades (2):------------40 each
      Hands (2):-------------------------------+25 each
      Upper Legs (2):------------------------+150 each
      Lower Legs (2):------------------------+300 each
      Main Body:------------------------------+700
      Chest MM/McM Launcher (2):------100 each
      CC Flight Pack:-------------------------400
      ‘IA’ Mystic Force Field:-----------------400/30 minutes

    The Core Body only takes damage after the appropriate Partial or Full Shell layer has been destroyed. The Main Body must have both the Partial and Full Shell layer destroyed.

    The Core Body and the Shell are permanently warded with Impervious to Energy, although it can be temporarily suppressed if desired.

    The Partial and Full Shells have all the bonuses of Naruni Thermo-Kintetic armor, and regenerate 1 MDC for every 1 P.P.E. or 2 I.S.P. imbued into them.

    Damage to the Full Shell carries over to the Partial Shell and visa versa, with the exception of the Main Body. Both the Main Body of the Full and Partial Shell must be destroyed before the capabilities of the Full Shell are lost, reducing the Avenger to using what pieces of the Partial Shell are still intact.

    The ‘IA’ Force Field takes half damage from all forms of energy attacks. It can be activated for free 3 times a day, and for 20 P.P.E. after that.

Statistics:
    Core Body:
      Height: 10 ft (3m)
      Width: 4 ft (1.2m)
      Length: 3 ft (.9m)
      Weight: 1500 lbs (675 kg)

    Partial Shell:
      Height: 11 ft (3.3m)
      Width: 8 ft (12.4m)
      Length: 4 ft in (1.2m)
      Weight: +500 lbs (227 kg)

    Full Shell:
      Height: 11 ft (3.3m)
      Width: 8 ft (12.4m)
      Length: 6 ft in (1.9m)
      Weight: +1000 lbs (454 kg)

Speed (Core Body)
    Core Body: As War Goddess, but uses CG based heel thrusters.
      (CG Assisted Ground Speed) 150 mph (240 kph) running maximum or power jumping at 300 mph (480 kph) if terrain is permissible. Leaping is boosted to a height of approximately 100 feet (30 m) high or 600 feet (183 m) long in a power jump.

    Partial Shell: Gains the leg thrusters and minor CG systems.
      Running: 100 mph (160 km) maximum.
      Atmospheric Flight: Mach 2, fully transatmospheric
      Sublight: Mach 4 is space
        (Kitsune:20% of light speed; Accel/decel at .4% of light speed per melee)
      (Underwater) Can run along the bottom at 30% its normal speed, or use its CG systems to swim at 45%, maximum depth tolerance is 3000 ft (914m)

    Full Shell:
      Running: 100 mph (160 km) maximum.
      Atmospheric Flight: Mach 6 (4448.7 mph /7159.5 kph), fully transatmospheric
      Sublight: Mach 12 is space
        (Kitsune:40% of light speed; Accel/decel at 1.2% of light speed per melee)
      (FTL) The Avenger is NOT designed for underwater operations
      (Underwater) Can run along the bottom at 30% its normal speed, or use its CG systems to swim at 45%, maximum depth tolerance is 6000 ft (1828m)

Physical Stats:
    Core Body: Equal to Supernatural P.S. 50, and P.P. 28.

    Partial Shell: Equal to Supernatural P.S. 50, and P.P. 28.

    Full Shell: Equal to Supernatural P.S. 60, and P.P. 28.

Cargo: None

Power System: Exotic Powerplant, 50 lifespan before replacement.

Cost: EXCLUSIVE to the Shemarrian Star Nation. Each Avenger Chassis is thought to cost more than Heavy Destroyer, and they place an even greater value on the mind.

Systems of Note:
    Core Body:
      As War Goddess, but updated to Three Galaxies standards, as well as the following;

      *Third Eye---The 3rd Eye implant that is the distinguishing physical characteristic of Wayfinders has evolved to be more than simply an extra optic; the SSN Wayfinders have refined it until it has the properties of the ARS-500 Arcane Scanner, with the following powers:
        -Sense Ley Lines---3 miles(rifts at 6 miles)
        -Sense Supernatural---450 ft
        -Sense Magic---120 ft area
        -Decipher Magic---72%
        -Presence Sense---120 ft area
        -See Aura
        -Eyes of Thoth
        -Sense/See Dimensional Anomaly

      *Psi-Crystal Headdress: The decorative piece around the Third Eye serves as a Psi-Helm, allowing her to count her expended I.S.P. as being twice what she actually uses. This is included in the listed activation costs of the chassis.

      *Psi-Force Field: Based on Noro psionic psylite crystal armor.
        M.D.C.: 70 M.D.C., +10 M.D.C. per additional level.
        Cost: May be activated for free 4 times per 24 hours, and 10 I.S.P after that.
        Bonuses: While the force field is up, the Shemarrian gains +2 bonus to save vs psionic attacks, +1 per every 4 additional levels.

      *Gantrium/Xanthite Amplifier: Reduce P.P.E. costs by half, double duration, and double the range of P.P.E. based spells or abilities. This is included in the chassis features. In addition, it also compensates for the reduced direct spell casting capabilities of Techno-Wizards.

      *Techno-Wizard Cybernanite/Ectofibre Repair System: A combination of the traditional Bionic Cybernanite system and Techno-Wizard equivalents, this feature grants the Avenger a regeneration rate of 1d6 M.D.C to all locations every minute, and can use P.P.E. to fuel the material needs.

      *Internal Wardings: Are included in the Chassis Bonuses. Permanently active, and counts as being provided by the Create Amulet spell.

      *Dimensional Anchoring System: May summon as many parts of her shell as she wants at the cost of 1 APM.

      *Anti-Gravitic Shielding: Divides damage done by Gravitic Munitions (direct gravity waves/pulses) by 100.

      *Exotic Circuits: Immune to EMP and most similar disabling methods.

      *Cyberlink Vehicle Interface (Works with Full Shell)

      *Advanced Bionic-Headjack

      *Hacking Computer

      *Hyper-Link

      *Combat Computer (Included in Chassis Bonuses)

    Partial Shell:
      All the systems on the Core Body, as well as the following;

      *Standard (PW) Power Armor Systems, barring those only useful for an organic pilot.

      *Thermo-Kinetic Armor: As in DB:8.

      *Mageplate 2-C: The use of techno-magic cheats enabled the the Thermo-Kintetic Armor to be combined with Paladin Steel’s Mageplate compositions, enabling the shell to be quickly repaired with the investment of magical energy, equal to that of the Formulation 1-B.

    Full Shell:
      All the systems on the Core Body and Partial Shell, as well as the following;

      *Stealth Systems: As on the Silverhawk

      *Gravity Wave Sensor: As on the Enforcer

Chassis Bonuses: +8(!) Attacks per Melee, +1 on Initiative, +7 to Strike, +8 to Parry, +9 to Dodge, +7 to Automatic Dodge using during leaps or in flight, +2 to Pull Punch, +2 to roll with punch/fall/impact, Critical Strike on natural 17+, +3 to save against magic (including anti-magic cloud and other forms of dispelling magic), +1 save against psychic attacks, and +2 to save vs Horror Factor. Thing includes the bonuses from the P.P. of 28, and the Shell shares the Power Armor Combat Elite skill with the A-1 Avenger.

Weapon Systems (Core Body: All weapons are available in the greater stages.
    Core Body:
      1) Eye Lasers (2): As the War Goddess

      2) Handheld Weapons: As the War Goddess

      3) Hand to Hand: As Supernatural P.S. 50, or 60 if in Full Shell.

    Partial Shell:
      1) Helmet Lasers (2): As HI-10B, but 2000 ft (610m) range and fire linked

      2) Right Forearm Grav-Gun: Grav-Gun equivalent to the Shemarrian 6000. The Partial shell mounts a 220 rounds within the arm housing via using the Dimensional Pockets enchantment, while the Full Shell has an additional 600 rounds via the same method.

      3) Left Forearm HI-Laser:
        Maximum Effective Range: 4000 ft (1220m) in atmosphere
        Damage: 2D6x10+20
        Rate of Fire: ECHH
        Payload: Effectively unlimited

      4) Elbow Power Blades: 4D12+8+(PS Mod) MD per hit

      5) Retractable Knuckle and Foot Power Blades: Add 2D6 per punch, slash, or kick attack.

    Full Shell:
      1) Chest Mini/Micro-Missile Launchers (2): Replacing the older style mount on the Avenger, these systems can fire either normal mini-missiles or micro-missiles, and have greatly expanded payloads thanks to the Dimensional Pockets enchantment. It normally fires Paladin Steel 15mm derivatives due to their much larger payload capability, but the Wayfinders believe that they are close to cracking Naruni’s K-Hex explosives, which would allow manufacture of these more powerful munitions.
        Maximum Effective Range: Varies by missile type
        Damage: Varies by missile type.
        Rate of Fire: 1, 2, 3, or 4 each. May be fire linked.
        Payload: 26 MMs or 78 McM each, 48 or 156 combined

      2) Shield Disruptor: As on the Silverhawk

      3) Camouflage System: As the Avenger, but only disabled by damage to the main body of the shell.

      4) Quantum Destabilizing Field: Similar to the Avenger’s Sensor Jammer, but it also prevents Phase Powers from working within its sphere of effect, and prevents most kinds of non-magical teleportation and dimension shifting with its area of effect. It naturally gives an extremely strange reading on most systems, but any Phase Adept would be readily able to identify it at a glance.

Active Techno-Wizard Features: 10th Level equivalent or better.
    Core Body:
      *’Wizard’ P.P.E. Gel Battery Implants: 300 P.P.E. battery capacity; recharges at 18 P.P.E. per hour, 60 P.P.E./hour at a leyline, 150 P.P.E./hour on a nexus. The Avenger can freely use it however she wishes, and it is affected by the Gantrium/Xanthite Amplifier, which is included in the prices and durations.

      *Aura of Power and Charisma: 7 P.P.E., 2 minute/level per activation, combines Aura of Power and Charismatic Aura, and always adds 6 to M.A.

      *Shadow Meld: 5 P.P.E., 4 minute/level per activation. As spell.

      *Invisibility Superior: 10 P.P.E. to activate, 6 minutes/level per activation. As spell.

      *Change Size: 10 P.P.E. to activate, 2 Hour/level per activation. This is a highly specialized variant of the Metamorphosis: Human spell, which only resizes the Avenger’s Core Body to around 6 ft (1.8m) tall, reduces her effective mass to around 375 lbs (-- kg), and may disguise the antenna if desires Its duration is extended by a factor of 3. This does not affect any clothing she is wearing.

    Partial/Full Shell:
      All of the systems listed under the Core Body.

      *‘Sorcerer’ Crystalline P.P.E. Implants: 400 P.P.E. capacity, recharges at 20 P.P.E. per hour, 60 P.P.E./hour at a leyline, 120 P.P.E./hour on a nexus. The Avenger can freely use it however she wishes, and it is affected by the Gantrium/Xanthite Amplifier, which is included in the prices and durations below.

      *Internal Spell Card System: Can hold up to 12 cards, most often crafted by the Avenger, which often results in them being substantially lower level than their body (10th). When combined with the Gantrium/Xanthite Amplifier, this results in them casting spells at a fourth the normal P.P.E. cost if she knows them.

      *Implosion Neutralizer: 6 P.P.E., 100 ft (30.4m) per level, instant duration. The effect is increased enough to affect nuclear LRMs and Cruise Missiles, but not strategic ordinance. It can operate on various automatic settings, typically set to activate against MRMs or larger.

      *Invincible Armor: 20 P.P.E., restores the force field.

Shemarean Avenger Champion R.C.C.
Spoiler:
1) Insanities: The Avenger is academically aware that she has these clinical insanities, but does not see them as problems, and wishes to keep them.
    Controlled Obsession (Exhibitionism): The Avenger truly believes that her beautiful body exists to be displayed in the most enticing manner possible, and that being the subject of lust and sexual fantasies to be fully desirable. They simply enjoy being thought of as a killer sex doll. Unless she deems her opponents unworthy of the sight, it being simply pointless given the current circumstances, or the situation calls for maximum professionalism, she will behave in the most tantalizing manner possible. She is completely incapable of feeling shame regarding her body, and when possible dresses to best entice her expected audience. If professionalism is needed, she can suppress her desires, but will seek to make up for it at the earliest opportunity.

    Mania (Sexual Kink): All Avengers have a ‘mainstream’ fetish that influences their preferred attire and form of sexual escapade, and they are happy to play any role in it. Should it be inappropriate or simply no longer interesting, they will automatically switch to a different fetish.

    Mania (Nymphomania): All Avengers are as lusty as a Sapphire Cobra Elder, and actively look for excuses to quench their thirst with other Shemarians and whatever worthy outsiders they find.

    Delusion (Prisoner Treatment): All Avengers are inherently delusional about the moral acceptability of the treatment of prisoners taken by other Shemarians, and will simply not process any argument against it. Avengers considers brainwashing and mind control to be perfectly acceptable, and see nothing wrong with helping Dominatrixes gather new pets. They will consider some methods to be ineffective and not enjoyable, but they will not intervene unless there is a pressing need for it to be done a different way.

2) Psionics: Count as a MASTER Psionic, and have a base ISP of 240+M.E. +10 per level of experience. The following costs reflect the presence of a Psi-Helm.
    Psionic Abilities: Starts with Alter Aura (self; 2), Sixth Sense (1), Machine Ghost (6), Mask I.S.P. and Psionics (4), Mask P.P.E (2), Mind Block (2), Object Read (3), Presence Sense (2), See Aura (6), Telemechanics (5), Telemechanic Mental Operation (6), Telemechanical Possession (25), Total Recall (1). Additional powers are learned as a Mind Melter.

3) Ley Line Walker/Rifter Abilities: Has abilities 1-8 of the Ley Line Walker, Rifts: Ultimate pgs 113-114, and the Teleportational Hitchhiking of the Ley Line Rifter pg 117.

4) Shifter Abilities: Has abilities 3-9 of the Shifter, Rifts: Ultimate pgs 121-123, and Link to the Supernatural (pg 124). While Avengers do not seek to make pacts, all of them are approached by Thoth with some regularity. They also count as Shifters for purposes of P.P.E. expenditures for spells involving dimensional or summoning magic.

5) Initial Spell Knowledge Armor of Ithan (10), Aura of Power (4), Blinding Flash (1), Calling (8), Call Lightning (15), Charismatic Aura (10), Compulsion (20), Constrain Being (20), Dimensional Pockets (20 or 140), Dimensional Portal (1000), Electric Arc (8), Energy Bolt (5), Energy Field (10), Eyes of Thoth (8), Exorcism (30), Fire Ball (10), Fire Bolt (7), Fuel Flame (5), Forcebonds (25), Globe of Daylight (2), Ignite Fire (6), Impervious to Energy (20), Impervious to Fire (5), Implosion Neutralizer (12), Invincible Armor (30), Invisibility: Superior (20), Mend the Broken (10+), Metamorphosis: Human (20), Negate Magic (30), Repair System (30+), Re-Open Gateway (180), See the Invisible (4), See Wards (20), Sense Evil (2), Sense Magic (4), Shadow Meld (10), Sup-Particle Acceleration (20), Telekinesis (8), Tend the Whole (10+), Time Slip (6), Trance (10), Turn Dead (6), Tongues (10), and Wards (90). These costs do not reflect the presence of the Gantrium/Xanthite Amplifier, and she considers it wasteful to directly cast nearly all of them anyway.
    Spell Casting: Thanks to her construction and education, the Avenger does not suffer the normal Technowizard penalty to direct casting in her normal chassis.
    Learning New Spells: As a Ley Line Walker

6) P.P.E.: 140+ME+24 per level of experience, recovers 7 P.P.E. per hour resting or 15 per hour meditating, and may draw from other sources as a Ley Line Walker. This is what is inherent to her soul, and can be freely combined with and directed towards the P.P.E. batteries of their Core Body and Shell.

7) Ecotroz Entity: Avenger's Ecotroz Entity is much more portant than the norm, and is IMMUNE to Banishment so long as they are in an Avenger Chassis. Additionally, when in its energy form it is able to See the Invisible, has 200 ft (61m) nightvision, Resistant to Fire and Cold, Bio-Regenerates at 1D6x5 HP ever minute, and is +60 Spd.

8) R.C.C./Inherited HtH Bonuses: These are what are inherent to her mind, and are added to those of her body, which includes the inherited 8th level HtH Commando, Acrobatics, Boxing, and Wrestling. Should she be forced to use a different body, these will remain. She does not gain additional HtH benefits until 9th level.
    8 Attacks per Melee
    +8 Initiative
    +4 to Strike
    +6 to Parry
    +6 to Dodge
    +3 Automatic Dodge
    +2 Damage (Melee)
    +6 to Roll with Fall
    +12 to Roll with Impact
    +6 to Roll with Punch
    +7 to Pull Punch
    +3 to Body Flip/Throw,
    +4 to Disarm
    Karate Punch/Kick
    Jump Kick/Leap Attack
    All Foot Strikes
    Backward Sweep
    +5 to Perception, and an additional +3 involving magic or machines
    +3 save vs Magic Illusions
    +2 save vs Curses
    +5 save vs Magic, +1 at levels 3, 6, 9, 11, and 13
    +1 to Spell Strength at levels 3, 7, 10, and 14
    Impervious to Horror Factor, Possession and Mind Control

Attributes: I.Q.: 22+1D6, M.E.: 24+1D6, M.A.: 18+1D6, P.B.: 20+1D6.
Hit Points: (Energy Form) 60+M.E.
Alignment: Good only
R.C.C. Skills: Does not include attribute bonuses.
    Communications (+15)
      Barter: 75+4
      Cryptography: 90+5
      Electronic Countermeasures: 92+5
      Language (Dragonese): 98+3
      Language (Trade One/Two/Three/Four/Five): 98+3
      Literacy (Dragonese): 98+3
      Literacy (Trade One/Two/Three/Four/Five): 98+3
      Language (Choice): 65+3
      Language (Choice): 65+3
      Literacy (Choice): 45+3
      Literacy (Choice): 45+3
      Optic Systems: 90+5
      Radio Basic: 92+5
      Sign Language: 88+5
      Performance: 98+5
      Public Speaking: 75+5
    Domestic
      Dance: 80+5
    Electrical (+15)
      Basic Electronics: 96+5
      Computer Repair: 96+5
      Electrical Engineer: 86+5
      Electricity Generation: 86+5
      Robot Electronics: 80+5
    Espionage
      Detect Ambush: 81+5
      Detect Concealment: 72+5
      Escape Artist: 80+5
      Forgery: 84+5
      Intelligence: 96+5
      Pick Locks: 96+5
      Sniper
      Tracking (People): 86+5
      Undercover Ops: 90+5
    Mechanical (+15)
      Basic Mechanics: 90+5
      Bioware Mechanics: 90+5
      Mechanical Engineer 90+5
      Robot Mechanics: 90+5
      Techno-Wizard Construction: 80%+2
      Spaceship Mechanics: 90+5
      Vehicle Armorer: 90+5
      Weapons Engineer: 90+5
    Medical (+10)
      First Aid: 90+5
    Military (+15)
      Camouflage: 86+5
      Demolitions: 96+3
      Demolitions (Disposal): 96+3
      Demolitions (Underwater): 98+4
      Field Armorer & Munitions Expert: 80+5
      Find Contraband: 78+4
      Military Etiquette: 98+5
      Parachuting: 92+5
      Recognize Weapon Quality: 92+5
      Trap/Mine Detection: 91+4
    Physical
      Acrobatics: 85%
      Boxing
      Fencing
      Gymnastics: 90%
      Climbing: 98/90+5
      Swim: 94+5
      Wrestling
      Zero Gravity Movement & Combat: (P.P.x4)+4
      Hand to Hand: Commando
    Pilot (+10)
      Automobile: 98+2
      Motorcycle: 96+5
      Hovercraft: 92+5
      Hovercycle: 92+5
      Motorboat: 86+5
      Jet Pack: 94+4
      Contragravity Pack: 94+4
      Helicopter: 90+4
      Combat Helicopter: 88+3
      Airplane: 90+4
      Jet Fighters: 90+4
      Tanks & APCs: 90+4
      Robots & Power Armor: 90+3
      Robot & Power Armor Combat: Basic
      Robot & Power Armor Combat: Elite (A-1 Avenger)
      Space Fighter: 90+3
      Space Fighter Combat: Basic
      Space Fighter Combat: Elite (Choice of Shemarrian designs)
      Space Fighter Combat: Elite (Choice of Shemarrian designs)
      Small Spacecraft: 98+3
    Pilot Related (+10)
      Navigation: 94+5
      Navigation (Space): 94+5
      Sensory Equipment: 98+5
      Weapon Systems: 94+5
    Rogue
      Computer Hacking: 70+5
      I.D. Undercover Agent: 80+4
      Imitate Voices & Sounds: 83+4
      Palming: 80+5
      Prowl: 75+5
      Safe-Cracking: 80+4
      Seduction: 70+3
      Streetwise: 60+4
      Tailing: 90+5
    Science (+20)
      Artificial Intelligence: 70+5
      Astrophysics: 80+5
      Chemistry: 90+5
      Math Basic: 98+5
      Math Advanced: 90+5
    Technical (+15)
      Art: 60+5
      Computer Operation: 98+5
      Computer Programing: 90+5
      Gemology: 80+5
      General Repair & Maintenance: 85+5
      History (Three Galaxies): 86+5
      Jury-Rig: 80+5
      Law (General): 75+5
      Law (Space): 75+5
      Lore (D-Bee): 60+5
      Lore (Demons & Monsters): 75+5
      Lore (Dimensions): 40+5
      Lore (Faeries & Creatures of Magic): 75+5
      Lore (Galactic): 75+5
      Lore (Geomancy & Ley Lines): 75+5
      Lore (Magic): 75+5
      Lore (Psychics & Psionics): 75+5
      Recycle: 90+5
      Research: 55+5
      Rope Works: 88%+5
      Salvage: 98+5
    Weapon Proficiencies
      Energy Pistol
      Energy Rifle
      Heavy MD Weapons
      Heavy Military Weapons
      Rifles
      Handguns
      Blunt
      Knife
      Sword
      Paired Weapons
    Wilderness
      Land Navigation: 96+4
      Spelunking: 96+5
      Wilderness Survival: 94+5
R.C.C. Related Skills: None to start with. Gains 2 new additional skills starting at first level proficiency from any category but Cowboy (with the above bonuses) at level 3, 6, 9, 12, and 15.
Secondary Skills: 5 skills from the Secondary Skill List, plus one additional secondary skill at levels 4, 8, and 12. Skill levels start as normal
Standard Equipment: Herself, her Shell, three full loads of ammunition, whatever tools needed to perform maintenance in the field, and a collection of highly provocative clothing for both her full and shrunken forms. Should she desire to disguise herself as a human, she has a choice of 2 ranged weapons and 2 melee weapons, 6 clips of ammunition, a plausible set of armors, and whatever bits of equipment are considered mandatory for mortal adventurers in the region of operation.
Money: Has at least 12K credits of whatever currency is predominant, 6K in goods, and 8K in gems of all sorts.
Cybernetics & Bionics: The Avenger is fully capable of creating advanced Techno-Wizard compatible bionics, and has a number pre-installed on her chassis. More can be added if desired
Last edited by Omegasgundam on Wed Aug 05, 2020 3:03 am, edited 14 times in total.
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