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Unread postPosted: Thu Jul 30, 2020 10:38 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
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
------------


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Unread postPosted: Fri Jul 31, 2020 1:20 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1126
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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Unread postPosted: Fri Jul 31, 2020 9:52 am
  

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Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5204
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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Unread postPosted: Fri Jul 31, 2020 1:37 pm
  

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Champion

Joined: Fri Apr 13, 2001 1:01 am
Posts: 2977
Location: Orion Arm, Milky Way Galaxy
This thread has a million views. Holy crap.

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Hotrod
Bizantium and the Northern Isles, p65 map
Arenas of Atlantis, Rifter 69
Check out my maps here!
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Unread postPosted: Fri Jul 31, 2020 2:27 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
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
------------


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Unread postPosted: Sat Aug 01, 2020 2:51 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1126
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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Unread postPosted: Sat Aug 01, 2020 8:59 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
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
------------


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Unread postPosted: Sat Aug 01, 2020 11:38 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1126
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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Unread postPosted: Sun Aug 02, 2020 2:01 am
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
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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Unread postPosted: Sun Aug 02, 2020 8:04 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
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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Unread postPosted: Mon Aug 03, 2020 2:30 pm
  

Explorer

Joined: Thu May 08, 2008 11:04 pm
Posts: 134
*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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Unread postPosted: Mon Aug 03, 2020 8:31 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1126
Lagiarus

"HA! The Dragons can't reach us below the waves! They may rule the void, sky and lands above, but below the waves they can't touch us without calling in for help. Which they'll never do!" The captain of the base gloated as he watched the view screen before laughing gleefully.
"Sir... They don't need help to reach us." The sensor tech pointed at a screen with a sensor directed to a beach as several large reptile-like creatures charge off a landed transport and dove straight into the water, their powerful tails propelling them quickly while the large cobra-like hood twists and waves to quickly change its directly.

The Lagiarus is a Thousand Dragon amphibious warmount, a large wingless dragon with a thick barrelled torso, long powerful tail with large fins on top and below the tail running three-quarters its length giving it great speed while underwater. The four legs have large claws and retractable fins for combat on land and underwater. The long neck has a large cobra-like hood that waves like the wings of a manta ray. On the edges of the hood are several large spines, and horns down the neck and back allow it to rend the hulls of ships from below the waves.
Besides the powerful claws, teeth, spines and horns for melee combat, the Lagiarus has a powerful breath, lining the neck are mini torpedo launchers, with a pair of sea-air missile or torpedo launchers on the shoulders and back, while the upper chest/lower shoulders have lighter weapons for anti-personnel work and anti-sea creature work. A conformal saddle that has a cover can sit between the shoulders at the base of the neck. The nose mounts two light energy weapons for additional anti-personnel attacks or attacking missiles thanks to the mobility of the neck. Some Lagiarus are fitted with PPE generators and many magical weapons are available to the Drakar are used by these Lagiarus.
Many thought the Lagiarus might have been a sea modified version of the Drakar, as it is only slightly smaller, but the wingless design and many systems are completely different have proven it is a separate creature entirely.

Type: EcoS-K-171 Lagiarus
Class: Robotic Warmount, Amphibious 
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 1200
Head 310
Neck Hoods (2) 120 each
Neck 120 per 20 ft of length
Eyes (2) 60 each
Horns (20) 80 each
Snout Weapons (2) 90 each
Cockpit Pod 400 
Front Legs(2) 210 each
Front Claws (2) 90 each
Rear Legs (2) 350 each
Rear Claws(2) 150 each
Tail 120 per 20 ft of length
Height: 26 ft when on all fours, plus 60 ft neck held up
Width: 20 ft at shoulders
Length: 40 ft torso, plus 70 ft of head and neck, plus 70 ft of tail
Weight: 140 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms. 
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 20 year energy life
Can be supplemented with PPE generators/accumulators
Speed: (Running) 70 MPH
(Leaping) Can make an unassisted leap of 30 ft up/across
(Underwater) Can swim 110 MPH, maximum depth 2 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( 90 mile range) and other standard robot-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners. 

*Cockpit/Saddle Pod---Fully enclosed compartment attached to the back of the neck. It can eject in an emergency. 

*Bionic Cybernanite Repair Systems---ALL Lagiarus 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 300 MDC before needing material stocks to convert to MD repair material. 

*Sonar---10 mile range (but rivers often limit it much more)

*Passive Stealth---The Largiu is -30% to be detected by enemy sensor systems

*Molecular Analyzer---Allows the Lagiarus to track by scent in the water (84%). It is less effective in the air (68%). 

*EM Scanners--- The Lagiarus, in order to navigate effectively through murky shallow waters, has particularly acute senses, such as a magnetometer and a short-range microwave radar for detecting minefields and river traps(in theory, the radar sound be able to detect even nonmetallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active EM sources such as charged-up rail guns and the magnetic bottles of fusion powerplants can be detected at TWICE the normal range. 
The radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance. 

*Degaussing System---Since aquatic mines are a common defensive measure in shallow waters, the Lagiarus has the means to regularly ‘wipe clean’ its magnetic signature, greatly reducing its chances of triggering magnetic mine systems, including magnetic-attachment charges. It doesn’t work against suction- or molecular-adhesion charges, though. 

Weapons Systems:
1) Eye Blue/Green Lasers (2)---These are larger and more powerful versions of the standard Shemarrian warmount eye-lasers able to fire with equal range underwater. Their accuracy has been improved by advanced targeting systems, making them better suited for dealing with aerial targets, such as missiles, flying monsters and flying power armors. 
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
Bonus: +4 to strike

2) Mini-Torpedo Launchers (10) --- Mounted on either side of the neck under the hood are a set of 5 mini-torpedo launchers which are fed from stores in the neck
Range: Varies by Torpedo Type(Mini-Torpedo)---1 mile
Damage: Varies by Torpedo Type(Mini-Torpedo)----Typically 1d6x10 MD to a 10 ft blast radius
Rate of Fire: Volleys of 1-5
Payload: 10 mini-torps ready to fire; stores an additional 20 torpedoes per launcher (60 total) inside the neck. Reloads in 1 melee.
Note: The Horrorwoods have a modified model of mini-torpedo patterned after the ‘jumping catfish’ that have invaded many North American inland waterways. The torpedo will run underwater until just short of the target, at which point it will leap up out of the water(up to 30 ft) and explode, its modified warhead acting as an airburst fragmentation charge, doing 5d6 MD to a 20 ft blast radius. The Thousand Dragons have traded for access to these torpedoes, although they are not as plentiful as standard torpedoes.

3) Sea-Air Torpedo Launcher (2) --- Mounted on the upper shoulders and back is a Sea-air Torpedo launcher, although it can easily be fitted with medium torpedoes or missiles for dedicated sea or air strikes. A knockoff of Kittani nautical weaponry.
Range: (Underwater) 20 miles
(Air) 75 miles
Speed: (Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-5 each
Payload: 10 per bank ready, an additional reload of another 20 missiles stored in the body, reload takes 1 melee round.
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

4) Ripjaw---The Lagiarus mounts a set of two chainsaw-style rotary vibroblade-teeth jaws, similar to the Ripjaw. Besides being able to rip-tear objects clamped between its jaws, the Lagiarus’s teeth are hinged so they can act like a giant chainsaw, attacking objects OUTSIDE the jaws. The sound of this system in action is unmistakable, sending multiple vibrational ripples through the water that can be easily both heard above and below the water, and seen in a distinctive pattern for several dozen yards around the Warmount. 
Range: Melee
Damage: 2d6x10 MD bite, 6d6 MD chainsaw strike

5) Breath Weapon --- The Lagiarus mounts the same breath weapons as the Drakar. These powerful weapons tend to have great range and damage potential, but a slow rate of fire, so they are generally used as armor-breakers or finishing moves. It typically mounts one that are modified for underwater use, and any TW weapons that are excellent for underwater use.
a) Plasma Breath (‘Godzilla Breath’)
Range: 7,000 ft in atmosphere, 4,000 ft underwater
Damage: 1d4x100 MD per blast
Rate of Fire: 3 times per melee
Payload: Effectively Unlimited

b) Ion/Lightning Breath
Range: 12,000 ft in atmosphere, 24,000 ft underwater
Damage: 1d6x10 MD per bolt to primary target. Double damage underwater
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard. 
Secondary targets will take HALF damage (5d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees. 
Beings susceptible to electricity take DOUBLE damage. 
Underwater the secondary damage is same as primary damage instead of one-half.
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Ion/EMP Breath
Range: 12,000 ft in atmosphere, 20,000 ft in water
Damage: 2d4x10 MD per blast
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

d) Light/Laser Breath
Range: 18,000 ft in atmosphere, 6,000 ft underwater
Damage: 4d6x10 MD per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

e) Atomic/Particle Beam Breath
Range: 11,000 ft in atmosphere, 9,000 ft in water
Damage: 6d6x10 MD per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

f) Neutron Breath----Apparently developed from Kittani weaponry, owing to its effects on organic tissues. 
Range: 6,000 ft in atmosphere, 2,000 ft underwater
Damage: 2d6x10 MD
DOUBLE damage to organic materials
Rate of Fire: ECHH
Payload: Effectively Unlimited

g) Electromagnetic Vortex Cannon
Range: 8,000 ft in atmosphere, 6,000 ft underwater
Damage: 2d4x10 MD at point of impact
Within a 70 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.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters. Blast radius is double and chance of knocking aside targets increased to 75% while underwater
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: Three times per melee
Payload: Effectively unlimited

h) ElectroMagnetic Bolt Cannon
Range: 3 miles in air or underwater, 6 miles in space
Damage: 2d6x10 MD to 20 ft blast radius per bolt!
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: Twice per melee
Payload: Effectively Unlimited

i) Storm Breath----This TechnoWizardry weapon requires the fitting of PPE generators to power; the Drakar can bellow out a literal storm(effectively a synthesis of the Air Elemental spell Hurricane and Tornado, only applicable to dry land as well ). CANNOT be cast in space. 
Range: 500 ft, and affects a 120 ft area
Damage: 3d6x10 MD to large structures per melee round, 2d4x10 MD per melee to human-sized targets, for 6 melee rounds, with rushing winds throwing around debris, people being swept off their feet, and material being slammed up and down. 
Rate of Fire: ECHH
Payload: 30 PPE per shot

j) Ice Breath----This TechnoWizardry weapon requires the fitting of PPE generators to power; the Drakar coughs out a cloud of razor sharp ice shards and freezing vapor. 
Range: 500 ft, 120 ft wide area
Damage:(Ice Shards) Creates a cloud of ice projectiles roughly 120 ft wide
Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD.
Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards.
Ships and targets 50 ft and larger will get hit by 2d4x10 shards.
Rate of Fire: ECHH
Payload: 15 PPE per shot

k) Magma Breath----This TechnoWizardry weapon requires the fitting of PPE generators to power; the mouth spews a stream of mystically-conjured liquid rock(some describe it as ‘flaming hot asphalt’). 
Range: 500 ft, 10 ft wide area; pools on the ground in a 150 ft long, 25 ft wide, and 25 ft deep area. 
Damage: Does 1d6x10 MD if used as an impact weapon/in air. 
Most effective if used against ground targets, where the molten material can burn for minutes, doing 2d6x10 MD per melee to anything trapped in/on it. The material remains liquid and super-hot for 5 minutes
Rate of Fire: ECHH
Payload: 25 PPE per shot

l) Ice Bombard----This TechnoWizardry weapon requires the fitting of PPE generators to power; the mouth spits a 10 foot wide ball of super-hard ice. 
Range: 1,000 ft
Damage: 5d6 MD on striking/collision, then explodes doing 3d6 MD to a 30 ft radius, plus victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative.
Rate of Fire: ECHH
Payload: 15 PPE per shot

6) Nose Weapon Systems (2) --- The nose of the Lagiarus can fit two weapons, usually light projectile or energy weapons.
a) Heavy Flamer
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD. 
Rate of Fire:(Direct-Stream Mode) Standard 
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 50 blasts
(Napalm)150 blasts
(MD Fluid) 250 blasts
(Incendi-Gel) 250 blasts
(WI Napalm-P) 400 blasts per tank(much more concentrated than the regular gasoline/alcohol). 

b) Acid Spray---Corrosive aerosol; a particularly horrifying weapon. 
Range: 150 ft
Damage: 3d6 MD first round, and 2d4 MD per melee for 2d4 melees. Covers a 10 ft area. 
Rate of Fire: ECHH
Payload: 50 shots

c) Chemical Cloud---Anti-personnel weapon good for use against ‘soft’ targets without EBA protection, or within hard-to-reach places. 
Range: 150 ft and covers a 50 ft area
Damage: Varies by Chemical; a few examples follow:
-Mace/Tear Gas(blinds for 3d4 melees; victim is -10 to strike, parry. dodge, and disarm, -1 APM and reduce speed by 30%)
-Sleep Gas(Causes unconsciousness in 1d4 melees; drugged sleep typically lasts 2d4 minutes)
-Nerve Gas(Does 3d6 points of damage direct to hit points; skin absorption)
Rate of Fire: ECHH
Payload: 50 shots

d) Grenade Launcher----30mm format ‘explosive dragon sneezes’(as one observer called them). 
Range: 1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius

*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)

(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius) 
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spauld’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together. 
HESH rounds do NOT have a blast radius. 
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.

The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 60 rd drum

e) Restraint Goop(aka ‘drakar snot’)
Range: 400 ft, and covers a 5 ft area
Damage: Identical to Naruni Restraint Foam(See Rifts Dimension Book 3: Phaseworld Sourcebook). On a ‘to strike’ roll of 12 or better, the target is completely covered; beings without a robotic or supernatural P.S. of 40 are stuck. Those stronger can break out in 1d6 melees. A single application of the foam has 60 MDC. 
Rate of Fire: 3 blasts per melee
Payload: 50 applications

f) Hydrosprayer---High pressure water blaster; good for putting out fires and melting down vampires. 
Range: 300 ft and covers a 7 ft area. 
Damage: Does 1d4x10 HP to vampires
Rate of Fire: ECHH
Payload: 50 blasts

g) Freeze Breath----Sprays out a cloud of super-cold vapor that can cause instant frostbite damage and embrittle organic materials. 
Range: 200 ft and covers a 6 ft area. Persists for 1 melee
Damage: 3d6 SDC freezing damage, plus victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. Does 3d6 Hit Point damage if inhaled by unprotected lungs. 
Rate of Fire: ECHH
Payload: 50 blasts
6) Forearm Weapons(2, one each forearm)---Each forearm can be fitted with a ‘light’ weapon for antipersonnel work. The Thousand Dragons appear to have emulated Clan Pantheron in adapting their own infantry firearms for this purpose. 
a)Pulse Laser Pod----Slightly modified E/She-LPP80 Laser Pulse Rifle
Range: 3,000 ft
Damage: 1d6 MD single shot, 4d6 MD pulse burst
Rate of Fire: ECHH 
Payload: Effectively Unlimited

b) Ion Blaster Pod--- Good damage for relatively short range. 
Range: 2,000 ft
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Plasma Blaster Pod----Slightly modified E/She-PLR25 Plasma Rifle
Range: 2,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH 
Payload: Effectively Unlimited

d) Particle Beam Pod----Slightly modified E/She-PB20 Particle Beam Rifle
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH 
Payload: Effectively Unlimited

e) Assault Gun Pod----Slightly modified Shemarrian Assault Rifle
Range: 3,000 ft
Damage: 1 d6 MD single shot, 4d6 MD short burst( six rounds), 1d4x10 MD heavy burst(12 rounds). 
Rate of Fire: ECHH 
Payload: 720 round drum(60 heavy bursts)
Thermal Refractive Armor---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage

7) Chest-Mounted Ion Cannon Arrays (4) --- Concealed in the chest behind scales on the upper chest so they can be used below it and point forward, these three-barreled ion projectors fire with an effect that looks like lightning bolts. 
Range: 3,000 ft double underwater
Damage: 3d6 MD per single shot, 9d6 MD for a three-shot burst each
Can also fire in scatter-shot mode, doing 3d6 MD per barrel to a 20 ft wide area, but range is HALVED. 
Rate of Fire: ECHH
Payload: Effectively Unlimited

8 ) Vibroblade Horns/Spines --- The horns along the neck and back and the spines on the hoods are actually vibroblades used for slashing against watercraft and sea creatures.
Range: Melee
Damage: 3d6 MD +1d6 MD per every 20 MPH of speed

9) Chemical Dispenser --- The Zitheron can flush various chemicals into the water to create underwater ‘smokescreens’ or to repel attackers. Flushes out of various vents 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 500 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: Generally carries enough chemicals for 25 flushes. Can regenerate new batches of the chemical at one per hour.

10) 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

11) ’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.


Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the basic Monstrex programming with an Intelligence of 9.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Lagiarus 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 +3 (+6 in in water)
Strike +5 (+2 w/ ranged weaponry) 
Roll +4
Parry +5
Pull +3
Bite 4d6 MD
Power Bite (2 attacks) 1d6x10 MD
Head Butt 2d6 MD
Restrained Punch 1d6 MD
Punch/Claw 3d6 MD
Power Punch (2 attacks) 1d4x10 MD
Crush/Pry/Tear 2d6 MD
Kick 2d4 MD
Body Block/Tackle/Ram 4d6 MD
Tail Lash 3d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Lagiarus an aura and behavior more befitting a sentient being than a robot. The Ripjaw is a patient, cunning, but it is also a hunter, able to lay concealed by water near shores and able to leap out and attack anything near by, or suddenly dive from the shore and chase anything to the deeps of the sea to take out its prey.
Has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to proficiency, but DOUBLE the range.
*See Aura
*Presence Sense 
*Sense Magic

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).

-PPE Generators:--Favored add-on for powering TW systems. 
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus


Last edited by kronos on Mon Aug 03, 2020 9:15 pm, edited 1 time in total.

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Unread postPosted: Mon Aug 03, 2020 8:34 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
[quote="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. /quote]


THat's the psychology in a nutshell.

And we use them for stomping Legion Xers. :P

And KRONOS!
With a surprise Thousand Dragons Warmount!
Oh happiness on a Monday! :fool: :fool: :fool:

And yes, we have slipped into the trans-100 page realm!

I have added both the Avenger and the EcoS-K-171 Lagiarus to the Codex.
Good work, people!

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

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


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Unread postPosted: Mon Aug 03, 2020 9:16 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1126
taalismn wrote:
Omegasgundam wrote:
*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. /quote]


THat's the psychology in a nutshell.

And we use them for stomping Legion Xers. :P

And KRONOS!
With a surprise Thousand Dragons Warmount!
Oh happiness on a Monday! :fool: :fool: :fool:

And yes, we have slipped into the trans-100 page realm!

I have added both the Avenger and the EcoS-K-171 Lagiarus to the Codex.
Good work, people!


That one was sitting around for awhile waiting to be finished... the Thousand Dragons needed some additional love.


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Unread postPosted: Mon Aug 03, 2020 9:44 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
[

That one was sitting around for awhile waiting to be finished... the Thousand Dragons needed some additional love.


Indeed...likewise I have a few starships of theirs and some planets I should get around to finishing. :bandit:

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

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


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Unread postPosted: Tue Aug 04, 2020 5:31 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
[quote="Omegasgundam]Shemarean Avenger Champion R.C.C.
Spoiler:
1)
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.

Tinker: "This is the eighth pelvis I've had to reconstruct this week! What the Spark are you people DOING?!"
Elite: "If the new Avenger starts talking about her 'piledriver' accessory...run. Don't walk...RUN!"

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

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


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Unread postPosted: Tue Aug 04, 2020 5:38 pm
  

Explorer

Joined: Thu May 08, 2008 11:04 pm
Posts: 134
taalismn wrote:
[quote="Omegasgundam]Shemarean Avenger Champion R.C.C.
Spoiler:
1)
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.

Tinker: "This is the eighth pelvis I've had to reconstruct this week! What the Spark are you people DOING?!"
Elite: "If the new Avenger starts talking about her 'piledriver' accessory...run. Don't walk...RUN!"[/quote]

Don't worry, she'll let you try it out on her if you cant handle it.


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Unread postPosted: Tue Aug 04, 2020 6:03 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
And thus were born the first EShemarrian cases of PTSD...

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

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


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Unread postPosted: Tue Aug 04, 2020 6:06 pm
  

Explorer

Joined: Thu May 08, 2008 11:04 pm
Posts: 134
taalismn wrote:
And thus were born the first EShemarrian cases of PTSD...

In completely news, I've found a way to work in Kitsune's Thoth Industries. Which, I assure you, are not being run by a decedent of Thoth.


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Unread postPosted: Tue Aug 04, 2020 6:06 pm
  

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"Assembly One"
Assembly One----EShemarrian Space Station

(Aka ‘Alpha Node’, ‘CPUplex’, ‘High Calculation’, ‘OS-One’)

“It is a conjoining, a conjuncture, of what we are. A point of encounter and assembly.”

“That area over there? That’s the neshemar lounges, where the delegations’ organic-convert retinues can mingle and socialize while the Elders conduct adult business in the Council Chambers. It’s probably the most comfortable area of the station for us organic types.”

“There are many lounges and lobbies on Assembly One, even amidst the armored plates and weapons installations. It is a simple matter to find one, and well worth the effort. From Assembly One’s outlook points, even those with unaugmented vision can behold the Three Galaxies in their splendor, and the greater deepness beyond. It is both a humbling and inspiring sight that reminds us of what we are in the grand scale of things, and what we aspire to embrace.”

‘Assembly One’ is one of several names given to this large deep space station, hidden in an orphan star system somewhere in the LaGrange points between the Three Galaxies. Assembly One is regarded by many as the effective capitol of the Shemarrian Star Nation; a place where the High and Low Councils, representatives of all the acknowledged tribes of Shemar, meet in conference to decide matters of overall policy, decide the direction the Star Nation will take, and negotiate various trade agreements and tech accords. Currently only the Shaemarians are the only non-shemar organization allowed to have a permanent embassy-presence on Assembly One or even any knowledge of where the station is.
Assembly One is constructed in the shape of a five-pointed star with an axial shaft through the center. The armatures contain the various offices of each Tribe, plus space for lesser tribes, visitors, guests, and other functionaries. The station mounts state of the art communications and sensory arrays, and contains support workshops and manufactories to maintain the complex. As befits the seat of government of a warrior people, Assembly One is heavily armed and armored to hold off any would-be invaders, though the complex contains little that is irreplaceable aside from the inhabitants.
Assembly One is actually one of several identically-equipped facilities the Councils can use; several identical back-up stations lie dormant and hidden in other systems, ready for use in the event Assembly One is compromised and destroyed. Several other fallback facilities supposedly sit concealed in other systems, allowing for effectively uninterrupted flow of communications and governance of the Shemarrian Star Nation.

Size:
Despite its role, Assembly One is actually rather small, being only 12 miles in diameter(it counts as a Large space station in Three Galaxies’ terms, with a population of 1.8 million on average).

Function:
Government---Assembly One is meant to facilitate cooperation and governance amongst the Tribes of the Shemarrian Star Nation. It also acts as an economic exchange for formalizing tech-transfers and resource contracts.

Power Systems:
Matter-Antimatter, with an estimated onboard fuel supply good for 75 years’ continuous operation.

Defenses:
Heavy; the Shemarrians have mounted surplus starship weaponry on Assembly One, arming it just shy of being a full strategic battlefortress.
1) Plasma Torpedo Launchers(10)---Located between each armature around the hub is a Shemarrian PTL battery. These unusual weapons fire volleys of plasma bolts like missiles, and are even able to ‘curve’(up to 90 degrees) the shots somewhat to skip around ships and obstacles to envelope a target, but this control seems ballistic in nature, rather than active control(though there is evidence that the Shemar are able to actively direct the bolts within tractor beam range). The bolts themselves seem to have been endowed with a weak magnetic field that contains the plasma in a tight’packet’, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(likely how the EShemar manipulate their energy projectiles at short range and correct their course....each of the station’s armature mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-50 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited

2) Heavy Particle Cannons(35, 5 each armature) --- Each armature mounts five of these powerful turreted cannons.
Range: 16 miles in atmosphere, 90 miles in space6 miles, 2 miles in atmosphe (Kitsune Values: 90 miles in atmosphere, 90,000 miles in space)
Damage: 1d6x1,000 MD per shot
Rate of Fire: One shot every other melee rd.
Payload: Effectively Unlimited

3) Heavy Laser Cannons(56, 8 each armature)----Doing less damage than the PPCs, but having greater range and a faster rate of fire, these weapons provide the main long range firepower. Up to four armature cannons can be brought to bear on a single target simultaneously.
Range: 30 miles in atmosphere, 90 miles in space
(Kitsune Values: 90 miles in atmosphere, 90,000 miles in space)
Damage: 1d4x1,000 MD per blast
Rate of Fire: Once per melee
Payload: Effectively Unlimited

3) Medium Laser Cannons( 84, 12 each armature)---A secondary battery of laser cannons more useful against fast, dodging, targets.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

4) Heavy Tachyon ScatterGuns(42, 6 each armature)
Range: 5 miles (2,500 m) in atmosphere, 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
*Width are reduced to 1/4th in atmosphere
Damage: 1d6x100 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited

5) SuperHeavy G-Cannons(14; 2 per armature)----Two large G-cannon grace each armature
Range: 60 miles in atmosphere, 120 miles in space
(Kitsune Values: 120 miles in atmosphere, 120,000 miles in space)
Damage: 1d6x1,000 MD per round, or can fire a fragmenting anti-missile/fighter shell that does 1d4x100 MD to a 100 ft wide area
Rate of Fire: Four shots per melee
Payload: 500 rd magazine per gun, ready to fire. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.

6) Heavy G-Cannon(30; 15x2)---Each armature mounts no less than thirty heavy G-cannon, in fifteen twin-mount turrets.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d4x100 MD per burst per single barrel, 4d4x100 MD per dual burst
Rate of Fire: EGCHH(4-6)
Payload: 2,000 bursts per cannon. Additional drums can be brought up from cargo and reloaded; process takes 20 minutes)

7) Long Range Missile Launchers(35; 5 per armature )---These are rapid-fire multi-cell LRM launchers that can put out swarms of heavy missiles when firing in concert.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1, 2, 5, or 20
Payload: 400 missiles per bay, 14,000 total; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)

8 ) Medium Range Missile Launchers(70; 10 per armature ) ----Typically used for self-defense/antimissile counterfire.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 200 missiles, 14,000 total; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)

9) Point Defense Turrets(140, 20 per armature)----Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 MD per blast
(Laser) 3D6x10 MD per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

10) Tractor Beams(24)--Thought meant to guide ships and handle cargo, these powerful gravitic tractors can be used to guide plasma torpedoes or capture small starships. Effectively each rated for 3,000 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).

Small Craft:
2,000 Aerospace Fighters & Space-Capable Warmounts
Usually a dozen cruisers are in attendance at any given time.

MDC By Location:
Hub 2.2 million
Armatures(7) 1.2 million each
Docking Bays(14) 8,000 each
Semsor Arrays(14) 7,000 each
Plasma Torpedo Launchers(10) 1,600 each
Heavy Particle Cannons(35, 5 each armature) 1,500 each
Heavy Laser Cannons(56, 8 each armature) 1,200 each
Medium Laser Cannons( 84, 12 each armature) 800 each
Heavy Tachyon ScatterGuns(42, 6 each armature) 1,200 each
SuperHeavy G-Cannons(14; 2 per armature) 2,500 each
Heavy G-Cannon(30; 15x2 per armature) 1,500 each
Long Range Missile Launchers(35; 5 per armature ) 1,200 each
Medium Range Missile Launchers (70; 10 per armature ) 400 each
Point Defense Turrets (140, 20 per armature) 250 each
Variable Forcefields ---Each armature has its own VFF, with 16,000 each, total

Sensors:
Advanced; Radar range of 15 million miles, gravitic sensors 150 million miles, FTL sensors able to detect and track CG FTL drives at 25 light years away.

Magic Sensors:(Courtesy of Kitsune)
• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.


Communications:
Stellar Communications---A1 has the full suite of FTL radio systems and a growing number of quantum link nodes.

* FTL Radio---- Effective range of the signal is 50,000 light years, and signal propagation is estimated at 200 light years an hour(in comparison, standard commercial starship FTL radio sets can attain signal speeds of 20-30 ly/hr, military sets 45-50, and large static arrays 80-120).

*Quantum Entanglement---Quantum entanglement communications are the current thing in long range communications; using ‘spooky action at a distance’, QE systems use bonded/entangled particle pairs that mirror each others’ actions instantaneously regardless of the distance between the particles. This allows instant FTL communications across galactic distances. The problem is, quantum pairs are difficult to produce, and communications can only take place between the pair; they cannot communicate with other pairs.
Onboard facilities can generate quantum-entangled particle pairs, allowing the ship/stations to gift visiting starships, or to remain in communication with a ship by giving them one particle while retaining the other.

Station Maintenance:
Advanced; as heavily automated as a civilization of psi-robots can make it; any damage anywhere will trigger alerts that bring repair ‘bots scurrying to the site.

Supplies:
Self-Sufficient. Assembly One has enough warehouse capacity and onboard manufacturing capability that the station can go without outside supply for 14 months, and it can process asteroids for materials. The Shemarrians laid out the station with the supposition that if the station were ever to be lost in a dimensional rift, it could start its own branch of the Shemarrian Nation wherever it wound up.

Internal Security Personnel:
Besides the contingents of the recognized Tribes having their own on-site security staffs, Assembly One itself is protected by a dedicated unilateral security force.

Security Systems:
Heavy; as heavily automated as a civilization of psi-robots can make it; internal security barriers, force barriers, lethal barriers and autoweapons turrets in key areas...plus the presence of the Shemarrians themselves, their Warmounts, and enimals.
It’s been (grimdark) joked that if the station were ever invaded, the Shemarrians would defend it to the bitter end...the enemy’s. Even if the Shemar abandoned Assembly One, they would put up such a fight so as to convince the invaders that the station was worth hanging onto, and thus would pour more reinforcements into it, until the Shemarrians had as many invaders as possible trapped inside, and then they would destroy the entire complex.

Medical Facilities:
Complete Hospital set to provide for robotic, cybernetic, and organic beings.

Environmental Systems:
Advanced Systems----Though the robotic/bionic physiologies of most of the station’s crew and guests are very tolerant of a variety of extremes, the EShemar do like to be fairly confortable and they do anticipate guests, so the environmental systems are fairly advanced with being able to provide for a range of needs. The more exotic environmental needs will require customization, but this is generally within the abilities of the resident tech-staff.

Independent Businesses:
Trading Post---Though A1 is an economic hub, it sports very few actual businesses. Most services beyond station maintenance and defense are provided by individual delegations in their office enclave-segments. Still, a few independent members of the SSN are granted a limited number of permits to offer extra services, usually food and clothing, or weapons and armor customization.

Transients:
Access to Assembly One is very limited; only those of the Tribes or sponsored by the Tribes may set foot upon the station.

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

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


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Unread postPosted: Fri Aug 07, 2020 10:39 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Warchief Elyan LeafBlade stepped out of the scarabcraft, followed by the Domimatrix Lila ‘Dimmer’ GrayThought. The deep jungle of Velgra surrounded the small landing field, the appointed
She smiled pleasantly at the young servant girl that approached to guide them to their appointment with the local Vazi warlord, a self-promoted and promisingly self-named Imperious Gelz. Prospects for a writ of passage through the tumultuous (both cosmically and politically) region of space were low, given the reputation of Gelz being an obstinate hardcase, far enough from General Noldek’s center of power not to be impressed by his endorsement of the Shemar, and self-assured to the point of open arrogance. Still, a diplomatic gesture had to be made, so LeafBlade and GrayThought had been dispatched to attempt negotiations for use of the local wormholes.
She decided to ignore the insult implicit in the choice of sending a lowly servant to greet the Shemarrian party. She recalled that local Vazi customs also allowed, more often than not, offended parties killing the messenger, provided the courier was of low birth. The slave may well have been assigned a suicide mission, if the Warriors had decided to observe local custom and kill their greeter. LeafBlade wondered what the poor girl had done to earn a death sentence, dropped the warlord’s wine cup or forgot to polish a bit of brass work?
She idly noticed that the Domimatrix paying rather more attention scrutinizing the young human, . The young female’s enthusiastic eagerness tried to overlay an anxiousness that LeafBlade could sense, and she wondered if the poor girl suspected she was being used to deliver an insult that could potentially result in her death, was simply nervous at greeting large and well-armed alien emissaries, or somehow sensed the scrutiny paid her by the more dangerous-looking of the two emissaries.
LeafBlade decided to ignore the implied slight and the bait. Let Gelz win this round; the Shemarrians wouldn’t kill some innocent in a fit of pique, before or after negotiations.

****
The talks had gone as badly as Wargoddess Gaya had predicted they would. The Warlord was as difficult as anticipated, and even seemed to be emboldened by the idea of standing up to the vaunted Shemar. He’d denied them what they sought through negotiation. It meant that unless the Shemar paid his exorbitant and un-negotiable terms, or engaged in an outright invasion of his territories that their over-stretched forces simply couldn’t afford, they’d have to go around his region of space. Fair enough; as much as LeafBlade wanted to personally show Imperious Gelz what her name meant with regards to the use of a titanwood frond, she didn’t want to embroil her clan in a pointless side conflict. The Horrorwoods would just have to skirt around the sector as the Wayfinders had already started to do.
Elyan looked around for the guide to go through the motions of taking them back to their transport. Behind her she heard a soft yelp and turned around. Sure enough, the Domimatrix was just finishing up patting down the ends of a lengthy strip of heavy tape that now cocooned the gagged and wild-eyed slave slung over one shoulder.
“...Dimmer....”
“What??! It’s not like we don’t know the way back! And we should have SOMETHING from this wasted trip!”
Elyan fought to suppress a groan at what was becoming stereotypical behavior for Domimatrixes, but admittedly GrayThought was right in that she might be the only one to walk away from this meeting with something to show for it.

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

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


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Unread postPosted: Sat Aug 08, 2020 12:29 am
  

Explorer

Joined: Thu May 08, 2008 11:04 pm
Posts: 134
taalismn wrote:
Warchief Elyan LeafBlade stepped out of the scarabcraft, followed by the Domimatrix Lila ‘Dimmer’ GrayThought. The deep jungle of Velgra surrounded the small landing field, the appointed
She smiled pleasantly at the young servant girl that approached to guide them to their appointment with the local Vazi warlord, a self-promoted and promisingly self-named Imperious Gelz. Prospects for a writ of passage through the tumultuous (both cosmically and politically) region of space were low, given the reputation of Gelz being an obstinate hardcase, far enough from General Noldek’s center of power not to be impressed by his endorsement of the Shemar, and self-assured to the point of open arrogance. Still, a diplomatic gesture had to be made, so LeafBlade and GrayThought had been dispatched to attempt negotiations for use of the local wormholes.
She decided to ignore the insult implicit in the choice of sending a lowly servant to greet the Shemarrian party. She recalled that local Vazi customs also allowed, more often than not, offended parties killing the messenger, provided the courier was of low birth. The slave may well have been assigned a suicide mission, if the Warriors had decided to observe local custom and kill their greeter. LeafBlade wondered what the poor girl had done to earn a death sentence, dropped the warlord’s wine cup or forgot to polish a bit of brass work?
She idly noticed that the Domimatrix paying rather more attention scrutinizing the young human, . The young female’s enthusiastic eagerness tried to overlay an anxiousness that LeafBlade could sense, and she wondered if the poor girl suspected she was being used to deliver an insult that could potentially result in her death, was simply nervous at greeting large and well-armed alien emissaries, or somehow sensed the scrutiny paid her by the more dangerous-looking of the two emissaries.
LeafBlade decided to ignore the implied slight and the bait. Let Gelz win this round; the Shemarrians wouldn’t kill some innocent in a fit of pique, before or after negotiations.

****
The talks had gone as badly as Wargoddess Gaya had predicted they would. The Warlord was as difficult as anticipated, and even seemed to be emboldened by the idea of standing up to the vaunted Shemar. He’d denied them what they sought through negotiation. It meant that unless the Shemar paid his exorbitant and un-negotiable terms, or engaged in an outright invasion of his territories that their over-stretched forces simply couldn’t afford, they’d have to go around his region of space. Fair enough; as much as LeafBlade wanted to personally show Imperious Gelz what her name meant with regards to the use of a titanwood frond, she didn’t want to embroil her clan in a pointless side conflict. The Horrorwoods would just have to skirt around the sector as the Wayfinders had already started to do.
Elyan looked around for the guide to go through the motions of taking them back to their transport. Behind her she heard a soft yelp and turned around. Sure enough, the Domimatrix was just finishing up patting down the ends of a lengthy strip of heavy tape that now cocooned the gagged and wild-eyed slave slung over one shoulder.
“...Dimmer....”
“What??! It’s not like we don’t know the way back! And we should have SOMETHING from this wasted trip!”
Elyan fought to suppress a groan at what was becoming stereotypical behavior for Domimatrixes, but admittedly GrayThought was right in that she might be the only one to walk away from this meeting with something to show for it.

I'm reasonably certain that the servant girl is going to be happier than she was previously relatively soon. There will be no small amount of terror between now and then though.


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Unread postPosted: Sat Aug 08, 2020 1:35 am
  

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Omegasgundam wrote:
[
I'm reasonably certain that the servant girl is going to be happier than she was previously relatively soon. There will be no small amount of terror between now and then though.


Possibly, but remember that Diomimatrixes are INTERROGATION experts meant to essentially hack the CPUs that are organic brains for information. And there are more than just brute force ways to gain cooperation and extract information.
The negotiations were actually. lot more successful than they appear to be, From GrayThought's POV; she was able to get a good assessment of Imperious Gelz, which , though of no use in the immediate diplomatic situation, may yield benefits in predicting his actions in the future.
She's also acquired an inside source of information that nobody's going to miss...one which , though low-level, can yield a good amount of information of procedures, layouts, types of personnel, and the odd tidbits of gossip and information that servants are likely to hear....How many types does Gelz's household staff change? Where do they recruit from? What areas of the properties are servants not allowed to go near? When and how often might they be locked away(suggesting something they're not supposed to know about). Even stuff that the servant may have seen, but didn't recognize, can provide clues useful to later investigations and operations if the Shemar ever got more proactive on Gelz. .

Leafblade thinks the mission was a flop; GrayThought thinks she scored a coup, getting intelligence without the other party knowing it.

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

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


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Unread postPosted: Sat Aug 08, 2020 6:14 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1126
taalismn wrote:
Omegasgundam wrote:
[
I'm reasonably certain that the servant girl is going to be happier than she was previously relatively soon. There will be no small amount of terror between now and then though.


Possibly, but remember that Diomimatrixes are INTERROGATION experts meant to essentially hack the CPUs that are organic brains for information. And there are more than just brute force ways to gain cooperation and extract information.
The negotiations were actually. lot more successful than they appear to be, From GrayThought's POV; she was able to get a good assessment of Imperious Gelz, which , though of no use in the immediate diplomatic situation, may yield benefits in predicting his actions in the future.
She's also acquired an inside source of information that nobody's going to miss...one which , though low-level, can yield a good amount of information of procedures, layouts, types of personnel, and the odd tidbits of gossip and information that servants are likely to hear....How many types does Gelz's household staff change? Where do they recruit from? What areas of the properties are servants not allowed to go near? When and how often might they be locked away(suggesting something they're not supposed to know about). Even stuff that the servant may have seen, but didn't recognize, can provide clues useful to later investigations and operations if the Shemar ever got more proactive on Gelz. .

Leafblade thinks the mission was a flop; GrayThought thinks she scored a coup, getting intelligence without the other party knowing it.


Fastest way to take down the big bad is win their mistreated underlings to your side and gain all the knowledge. And Knowing is half the battle.


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Unread postPosted: Sat Aug 08, 2020 7:49 pm
  

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kronos wrote:
[

Fastest way to take down the big bad is win their mistreated underlings to your side and gain all the knowledge. And Knowing is half the battle.



Indeed...especially if the Big Bad doesn't place any value on the underlings. Pawns have feelings too.
Though right now, that particular pawn's feelings are more along the lines of stark raving TERROR, then maybe resignation, then bewilderment. then maybe fear again.

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

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


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Unread postPosted: Mon Aug 10, 2020 8:17 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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Location: Somewhere between Heaven, Hell, and New England
(Just a belated stroll down crazy-lane inspired by Hotrod’s Patriot Glitterboy)’

Lady Liberty------Guardian Robot
(aka ‘Torch-Bearer’)
“The Lady Protects Us! With Shining Torch and Book of Law! She Strides the Land and Walks the Waves and Lights the Way to Freedom!”
----Anonymous D-bee escapee from Atlantis

“Lady Liberty doesn’t want your neo-nazi trash around here!”

“Liberty burrrnnnnnnnnssssssssss!!!!”
---Splugorth Minion victim of Lady Liberty’s torch-strike attack

“Unless you’re on the Lady’s approved list of ‘those to be protected’, it’s not a good idea to forma ‘huddled mass’ in hopes of concentrating your firepower...that just makes it easier for her to bowl you away.”

Lady Liberty is a mysterious giant robot that bears a striking resemblance to the ancient pre-Rifts iconic Statue of Liberty that once graced New York Harbor. On several occasions the giant verdigris-green machine has come to the aid of the Glitterboy known as The Patriot, and then, after the fighting was finished, has amazingly, for a machine of its size, vanished, not to be seen until needed again. Aside from a few communications with its crew, of which only a pilot, named Columbia, has been identified, along with her (apparently) blind sister, little is known of the enigmatic machine. Its construction and maintenance has been variously ascribed to Titan Robotics, Cyberworks, a d-bee manufacturer, Atlantis, a pre-Rifts U.S. Empire project, or some combination of all of them. They’re actually all right to one degree or other.
The basic frame of Lady Liberty is that of a Triax Devastator that was lost during particularly fierce fighting against gargoyle forces in France. The NGR military barely managed to rescue the crew, but couldn’t recover the wrecked machine, so they carpet-bombed the area and, they presumed, the Devastator to bits. In reality, the Gargoyles did salvage a fair amount of the giant robot, but lost their technological treasure when they tried transporting it out of France to either the New Phoenix Empire or Atlantis, and the convoy, traveling with minimal escort so as to avoid drawing attention, disappeared en route. The smugglers had been waylaid by another group of tech-smugglers, the Shemarrian fringe-tribe Clan Gothec, in order to minimize the chance of being caught with the hot potato that was a salvaged Devastator, sent the remains as quickly as possible to England, and from there to North America and the Tribes .
After the EShemar had examined the Triax machine and learned all they could, the salvage was shunted aside to a warehouse cache in MadHaven.
Later the tech-junk was found by an Eccentric Tinker looking for a project to help inspire her. It’s not certain what chain of events caused her and her colleagues to go with a giant robotic Statue of Liberty, but the idea gained momentum until several Tribes were involved, contributing ideas, parts, and labor. Soon afterwards, Lady Liberty began making forays against enemies along the American Eastern Seaboard.
The mutants of Mad Haven have heard of Lady Liberty, but have denounced it as bearing no resemblance to the ‘True Lady’(who must obviously be a mutant herself).
Lady Liberty bears little resemblance to the Triax Devastator she once was; the sculpted lines of the original Statue have been followed as much as possible, with the original waist plates now extending down robe-like to the feet. A human face adorns the head.
Internally, her robes hide a set of cold-jet thrusters and several large GMR(GraviMagnetic Resist) coils that allow the massive ‘bot to seemingly walk on water and cross even soft ground without sinking into it up to her waist...or leaving tracks. Her integral armament consists of her iconic torch, eye and crown lasers, a powerful forcefeld generator that can generate shockwaves, and a set of concealed mini-missile launchers.
Lady Liberty has a robot intelligence directing her actions, but so far the EShemar have bot Awakened it with a Ecotroz essence. The reasons for this are puzzling for those in the know about the EShemar, but one possible explanation is that they do not want to make the ‘bot vulnerable to the same sorts on malign influences that other ‘newborn’ Ecotroz-Awakened artificial intelligences are subject to. Another rumor is that the EShemar hope to build up enough of a positive psychic ‘imprint’ through Lady Liberty’s heroic actions that when they do Awaken the ‘bot, ‘she’ will be more psychically powerful as a result. For now, Lady Liberty acts in concert with a pilot and crew(‘Columbia’ likes to have a technomage or two who can cast repair spells onsite).
The EShemar love the idea of Lady Liberty: to them she resembles a Shemarrian Elder, and some of the Tribes have been spreading rumors linking the mysterious Lady with the Torch to EShemar spiritualism. There’s a network of EShemar who have been having fun choreographing the Lady’s mysterious appearances and disappearances, hiding her in offshore DarkWater underwater habitats, for example, or under Horrorwoods jungle thickets.
The Wayfinders were late to the project, but they’ve been making noises about how much they’d like to overhaul her and put some REAL spiritual energy inside the frame, presumably PPE generators, protective charms, enhanced self-repair, and TW weaponry.

Type: Lady Liberty
Class: Guardian Warbot
Crew: Robot A.I. but can carry a crew of 8(one of whom acts as the ‘pilot’ and ‘face’ of Lady Liberty’s ‘crew’).
MDC/Armor by Location:
Main Body 1,500
Head 375
Crown Lasers (7) each
Arms(2) 400 each
Hands(2) 150 each
Plaque-Shield 400/ 3,000 directional barrier
Plasma Torch 500
Legs(2) 500 each
Feet(2) 250 each
Forcefield 3,000

Height: 60 ft
Width: 25 ft
Length: 20 ft
Weight: 150 tons
Cargo: 8x8x8 ft cargo compartment in the torso
Powerplant: Nuclear Fusion
Physical Attributes: Equal to Robotic PS. 60

Speed:(Running) 40 MPH
(Jumping) Can make jet-assisted leaps of 180 ft up/across.
(Flying) Using internal GMR coils, Lady Liberty can just manage to hover 3-4 above the ground or water, and move at 40 MPH.
(Underwater) Limited to running along the bottom at 12 MPH, maximum depth tolerance of 2,000 ft
Market Cost: EXCLUSIVE to the Shemarrian Star Nation
Systems of Note:
Stabdard Robot Systems, plus:
*360-degree Waist Rotation

*EM Detector--Detects radar and radio sources, especially targetig radars.

* Radar---100 mile range

*EW Jamming Suite----Lady Liberty seems to conceal a powerful radio and radra-jamming system; sensor-guided weapons are -6 to strike the giant robot, and can jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Those who have been affected by the comm-jamming claim that the Lady belts out patriotic U.S. Empire music.

*Bionic Cybernanite Repair Systems--- These systems repair 6d6 MD per hour, and can repair 400 MDC before needing material stocks to convert to MD repair material.

*Magnetometer ---Detects disturbances in the local magnetic fields, signaling the presence of metal, active electronic hardware, or other EM-phenomenon.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active fusion powerplant containment fields, energetic magnetic anomalies, and powered-up rail guns can be detected at TWICE normal range.

*PPE Sensors---Copied from UWW fighter-scale mystech sensors.
-See the Invisible: 2 mile range
-See Auras: 1 mile range
-Sense Magic: 200 mile range
-Sense Rifts: 500 mile range

Weapons Systems:
1) Plasma Torch(1)---The right hand holds a powerful open plasma generator that can be used to deliver a scorching close-proximity plasma-sword strike, or can be supercharged to fire off a ranged plasma blast. Believed to have been copied from Mechanoid Mantis power systems, modified with EShemar plasma torpedo technology, it normally serves as a benign illumination source.
Range:(Blaze Strike) 300 ft
(Plasma Blast) 5 miles
Damage:(Blaze Strike) 4d6x10 MD
(Plasma Blast) 1d6x100 MD to a 15 ft wide area
Rate of Fire:(Blaze Strike) ECHH
(Plasma Blast) Once every other melee
Payload: (Blaze Strike)Effectively Unlimited
(Plasma Blast) Conditionally Unlimited; can only throw one blast per 30 seconds

2) Laser Eyes(2)---Lady Liberty’s eyes are normally blank, but in combat they glow with photonic enLightenment!
Range: 6,000 ft
Damage: 1d6x10 MD per blast, 2d6x10 MD for both eyes(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Laser Crown(7)---The radiating spikes/rays of the Lady’s coronet are each long-ranged laser projectors and work in concert as an air defense system, protecting the Lady from aircraft and missiles.
Range: 3 miles
Damage: 1d6x10+12 MD
Rate of Fire: EGCHH
Can be set on independent automatic fire mode using its own sub-AI, in which case it has 7 APMs, and is +7 to strike airborne targets
Payload: Effectively unlimited

4) Shield Plaque(attached to the left arm)---The large tome-like item usually in Liberty’s left hand is part of a forcefield projection system, the bulk of which is housed inside Liberty’s body frame. The body generator produces an (insanely durable, by Rifts Earth standards) omnidirectional forcefield radiating out from the ‘bot. Some claim that at night, or when the atmospheric conditions are right, the forcefield seems to glow with the suggestion of the same and size of the original Statue of Liberty surrounding the smaller ‘bot.
The Plaque, however, serves as a directional projector, strengthening the field in one quarter, projecting a barrier, or even capable of acting offensively to fire off invisible waves of force.
Range:(Forcefield) 50 ft radius
Projective Barrier can be extended up to 3,000 ft away.
(Shockwave) 15,000 ft
Damage:(Forcefield) 3,000 MDC/ +3,000 facing reinforcement(covers a 90-degree arc)
(Shockwave) Does 4d4x10 MD to a 500 ft wide area, and acts as a concussion wave: Characters/objects of 500 lbs or less weight have a 90% chance of knockdown(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)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.
The wave is -6 to dodge.
Rate of Fire:(Forcefield) Always on
(Shockwave) Once per 5 minutes
Payload:(Forcefield) Regenerates at 10% per melee
(Shockwave) Once per 5 minutes

5) Mini-Missile Launchers(2)---Concealed in the shoulders are a pair of mini-missile launchers. These are often used to fire off fireworks/illumination rounds.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1-4
Payload: 36 each launcher(72 total)

Programming:
Mathematics: Basic 98%
Radio: Basic 98%
Military Etiquette 96%
Intelligence 85%
Land Navigation 94%
Lore: Demons and Monsters 80%
W.P. Blunt
W.P. Heavy MD Energy

Actions/Attacks Per Melee(semiautonomous combat mode): 8+7 crown laser autodefence attacks
Note: Lady Liberty can benefit from interfacing with her ‘pilot’; treat as a Warmunt linkage.
Initiative +1
Dodge +1
Parry +1(+3 to parry with directional forcefield)
Strike +2 (+5 w/ ranged weaponry, +7 to strike airborne targets with the crown lasers )
Roll +3
Pull Punch +2
Restrained Punch 2d6 MD
Full Strength Punch 1d6x10 MD
Power Punch(2 attacks) 2d6x10 MD
Kick 1d6x10 MD
Stomp 6d6 MD
Body Flop/Throw 4d6 MD
Body Block/Ram 1d6x10 MD

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

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


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Unread postPosted: Tue Aug 11, 2020 2:25 am
  

Explorer

Joined: Thu May 08, 2008 11:04 pm
Posts: 134
kronos wrote:
taalismn wrote:
Omegasgundam wrote:
[
I'm reasonably certain that the servant girl is going to be happier than she was previously relatively soon. There will be no small amount of terror between now and then though.


Possibly, but remember that Diomimatrixes are INTERROGATION experts meant to essentially hack the CPUs that are organic brains for information. And there are more than just brute force ways to gain cooperation and extract information.
The negotiations were actually. lot more successful than they appear to be, From GrayThought's POV; she was able to get a good assessment of Imperious Gelz, which , though of no use in the immediate diplomatic situation, may yield benefits in predicting his actions in the future.
She's also acquired an inside source of information that nobody's going to miss...one which , though low-level, can yield a good amount of information of procedures, layouts, types of personnel, and the odd tidbits of gossip and information that servants are likely to hear....How many types does Gelz's household staff change? Where do they recruit from? What areas of the properties are servants not allowed to go near? When and how often might they be locked away(suggesting something they're not supposed to know about). Even stuff that the servant may have seen, but didn't recognize, can provide clues useful to later investigations and operations if the Shemar ever got more proactive on Gelz. .

Leafblade thinks the mission was a flop; GrayThought thinks she scored a coup, getting intelligence without the other party knowing it.


Fastest way to take down the big bad is win their mistreated underlings to your side and gain all the knowledge. And Knowing is half the battle.

The other half is murder.


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Unread postPosted: Tue Aug 11, 2020 2:33 pm
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5204
Lady Liberty------Guardian Robot
(aka ‘Torch-Bearer’)

Me like... :ok:

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

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


~Dream Again By Miracle of Sound


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Unread postPosted: Tue Aug 11, 2020 2:40 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1126
Omegasgundam wrote:
kronos wrote:
taalismn wrote:
Omegasgundam wrote:
[
I'm reasonably certain that the servant girl is going to be happier than she was previously relatively soon. There will be no small amount of terror between now and then though.


Possibly, but remember that Diomimatrixes are INTERROGATION experts meant to essentially hack the CPUs that are organic brains for information. And there are more than just brute force ways to gain cooperation and extract information.
The negotiations were actually. lot more successful than they appear to be, From GrayThought's POV; she was able to get a good assessment of Imperious Gelz, which , though of no use in the immediate diplomatic situation, may yield benefits in predicting his actions in the future.
She's also acquired an inside source of information that nobody's going to miss...one which , though low-level, can yield a good amount of information of procedures, layouts, types of personnel, and the odd tidbits of gossip and information that servants are likely to hear....How many types does Gelz's household staff change? Where do they recruit from? What areas of the properties are servants not allowed to go near? When and how often might they be locked away(suggesting something they're not supposed to know about). Even stuff that the servant may have seen, but didn't recognize, can provide clues useful to later investigations and operations if the Shemar ever got more proactive on Gelz. .

Leafblade thinks the mission was a flop; GrayThought thinks she scored a coup, getting intelligence without the other party knowing it.


Fastest way to take down the big bad is win their mistreated underlings to your side and gain all the knowledge. And Knowing is half the battle.

The other half is murder.


It's not murder if the ones dying are unworth or deserve it (like all Minions)


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Unread postPosted: Tue Aug 11, 2020 4:15 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
Omegasgundam wrote:

The other half is murder.



"We prefer the term 'sanctioning'."

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

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


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Unread postPosted: Fri Aug 14, 2020 8:35 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
Lagiarus


I gotta illustrate this one because a) I'm behind on allowing and hard copying Warmounts on this thread, and b) I get such a kaiju vibe from this sucker.

"Kaiju."
"Technocryptid."
"Kaiju!"
"Technocryptid!"
"KAIJU!"
"TECHNOCRYPTID!"
"KAIJU!"
"TECHNOCRYPTID!"

"KAIJU!"
"TEC-
##STOMP##

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

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


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Unread postPosted: Fri Sep 18, 2020 8:26 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
Looking through my old Network Omni News postings, I discovered a number o worlds worth revisiting: here's some updates relevant to the Shemarrian Star Nation:

Radiant Edge World:
(first mentioned in the NON newsflash files)
----Temshuen, Tslesan, Remoca Sector, Anvil Galaxy.
This border world between the Central Alliance and the Golgan Republik essentially nuked itself in a vicious civil war between the local factions, the Edsons and Ulsons, but not before both the Golgans and the Central Alliance, in a rare show of cooperation with each other, evacuated their citizens(and a few locals) from the planet. While the Republik and the Alliance uneasily tried to figure out what to do about the planet, the Shemarrian Radiant Edge appeared insystem and declared Tslesan off-limits to further visitation.
Though the Golgans would very much like to have it out with the Shemarrians for their actions in the Thundercloud, and having a Shemarrian enclave right next door as it is would seem a very tempting target, the Golgans have decided that going to war over irradiated Temshuen isn’t worth it. However, they have stationed a squadron of warships in the outer reaches of the Tslesan system, mainly as a show of force to counter the Central Alliance squadron also hovering in the outer reaches. These squadrons aren’t entirely sitting on their hands, however, as occasionally the Radiant Edge will approach both squadrons and deliver salvaged property left behind by both peoples during the evacuation. Temshuen, however, is off-limits and presumably being rehabilitated by the Shemarrians. Long-range optical surveillance of the planet has revealed the spread of the Radiant Edge’s radiation-absorbing ‘black forests’ across the planet, when the fallout clouds break enough for the surface to be seen.
Meanwhile, those survivors who were evacuated offworld are being frced to assimilate into their hosting cultures. Though a few of the refugees have attempted to polarize into the two factions fighting the war and form governments-in-exile, the majority of the refugees just don’t have the stomach for continuing the war offworld, and both the Central Alliance and the Golgan Republik have made it VERY clear that they will not allow the factionalism to continue. General Noldek has publicly announced that he will personally fight, one-on-one, any Edson or Ulson hardcorists in a fight to the DEATH if they try restarting the war anywhere in the Central Alliance. The Golgans have announced that they’ll just send anybody stirring up trouble back to Temshuen and let the Radiant Edge deal with them. There have been no takers of either offer.


-----Omeditron Phasa, Dlphaas Sector, Thundercloud Galaxy.
The machine intelligences of this world are happy trade partners with the Shemarrians, especially given the formers’ efforts to breed back the humans who destroyed themselves in a global thermonuclear war. Besides trading in materials, the Omeditronoids have been grateful for genetic material to build up the Phasans’ genepool, as well as help covering up involuntary ‘contributions’from passing travellers(the EShemar have supposedly been mindwiping travellers that the Omeditronoids kidnapped and have had to repatriate).

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

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


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Unread postPosted: Wed Sep 23, 2020 9:55 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
EcoS-K-172 BloodStorm BloodRider Warmount
(aka ‘Blood-barker’, ‘DethBelcher’, ‘Redbreth’, ‘FireToad’, ‘Hell-breather’, ‘Heavy-Wadder’)

“DAMNIT! That’s a ‘Blood Cyclone’ over there! Get me contact with Alpha Platoon, that’s their area! Though I’ll not be surprised if you can’t raise anybody!”

“Uh-oh, that thing on the end looks like it’s ready to upchuck something big and nasty and I don’t think it’s a hairball! EVERYBODY TAKE COVER!”

“It’s easy to find out where the BloodRiders have gone; just follow the Black Glass Road.”

“I was kind of hoping to have something to positively identify that was General Hearts-Eater in that Carnage Tank. Rather difficult to ID vapor and it’s a bastard to wait and see how his comamnd reacts.”

Despite the spectacular showings of Warmounts mounting primarily plasma weaponry, such as the Dredadon, the Incindar, Firedrake, Tohilan, and Firex, Blood Rider Tribe Tinkers still felt that all the possibilities of plasma weaponry hadn’t been exhausted yet. They went to work, using the Monstrex chassis as a basis, to create yet another mobile plasma weapons system.
The BloodStorm resembles for the most part the baseline Monstrex in its rear half and its forelegs, albeit with some extra armoring and a thicker tail, but its head and chest are dominated by large metal-pleated sacs. The back also features a set of erectable armored plates that look like a lizard’s raised crest or mane when up. The head is fairly small, and consists of four eyes mounted around a small mouth. Some observers describe the BloodStorm as looking rather toad- or iguana- like.
The BloodStorm can spit plasma in conventional fashion, but for extra damage and effect, the warmount can expand the size of its plasma generation chamber and fill it with enriched deuterium gas, its chest and neck swelling with internal pressure, and then laser-heat the mixture to even higher fusion temperatures before expelling it. The BloodStorm can fire plasma streams, plasma sprays, plasma bolts, or can belch forth a veritable and highly destructive ‘plasma tornado’ that can wipe out entire enemy front lines. This most powerful attack also is quite short-ranged, requiring the Warmount to either behave with foolhardy bravado and close to close range with massed enemy troops, or to very patiently wait in concealment to ambush the enemy. Given the arguably insane bravery for which Blood Riders are known, however, this is not seen as a great problem.
The BloodStorm can generate its own deuterium from water, a time-consuming process, and store the concentrated isotope gas in bladder-sacs along the sides of its torso. A liquid intake system in its tail allows it to draw up water from external sources, while fins along the same tail act as part of the radiator system for the heavy water production.
The result is a surprisingly compact and powerful plasma artillery unit. Even though the deuterium/tritium energy conversion is nowhere near as potent as it could be(due to the fairly uneven and rapid dispersal of he plasma), the BloodStorm can still exceed the destructive output of many larger warmounts and weapons systems. The BloodStorm can also serve as a ready supplier of heavy water and refined deuterium stock for other warmounts, weapons, and industrial processes. This keeps the design from being a ‘one trick pony’ and a technological curiosity produced in only small numbers.
Bloodstorms have appeared thus far only in the ranks of their originating Tribe, the Blood Riders. Clan Armorand has expressed an interest in the unit, given their wet homeworld and love of highly destructive point defense artillery.

Type: EcoS-K-172 BloodStorm
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 460
Head 190
Blast Mane* 150
Plasma Sac** 200
Deuterium Sacs***(4) 80 each
Legs(4) 220 each
Tail 120

*When raised, the Blast Mane affords partial cover to the rider, and attempts to target the rider are at -6 to strike.

**If destroyed, the Warmount CANNOT perform any plasma attacks. If destroyed while charged with enriched deuterium gas-augmented plasma, the unchecked plasma does FULL damage to the Warmount.

***If destroyed, the Warmount CANNOT perform a Plasma Storm or any ‘hot shot’ augmented attacks.

Height: 10 ft
Width: 8 ft
Length: 16 ft+ 12 ft of tail
Weight: 3 tons; 4 tons fully loaded up with full sacs of heavy water.
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 160 MPH
(Leaping) 28 ft up/across standing leap, +1d4x10 yards across. +20 ft up with a running start in excess of 60 MPH.
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 20 MPH, maximum depth tolerance of 1,200 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 Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL BloodStorms 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 180 MDC before needing material stocks to convert to MD repair material.

*Deuterium Separation----The BloodStorm has the ability to create its own enriched deuterium fuel(or ‘heavy water’) through an incredibly sophisticated and compact atomic separation filter system. Though it’s estimated that a cubic meter of sea water contains 33 grams of deuterium(or, by another estimate 1 atom out of 6,420 of the hydrogen), the compact(and not entirely efficient) process the warmount uses must still pump and process hundreds of gallons of water to obtain a modest amount of usable deuterium fuel, which it then stores in four bladder-sacs along its torso. Typically takes about 18,000 gallons of water to get enough deuterium (at roughly 75% purity) to fill one sac. This takes about 12 hours(at 25 gallons a minute), 48 hours to fill all four to capacity.
In the alternative, by ingesting amounts of lithium which are passed through and exposed to the Warmount’s own fusion reactor, the BloodStorm can also ‘breed’ tritium, which can also be used as fusion fuel.

*Tail Hose----The BloodStorm can draw water for processing through a hose in its tail.

*Deuterium Sacs---Each of the BloodStorm’s four storage sacs can hold 150 gallons of heavy water.

*Blast Mane----The raised plates of the Blast Mane generate a plasma -
deflecting electromagnetic field that diverts plasma around the rider and the Warmount(though this would not prevent damage from an overloading plasma sac, as it is INSIDE the field). Plasma attacks from outside do NO damage, and are harmlessly deflected away. The plates are also faced in thermal-refractive ceramic, so any plasma(or other heat-based attack) that does get through, does HALF damage.

Weapons Systems:
1) Eye Lasers(4) ---Standard robotic eyeball lasers, common in the Shemarrian arsenal.
Range: 2,000 ft
Damage: 3d6 MD per single blast, 6d6 MD per double blast, 1d4x10+14 MD triple blast, or 1d6x10+ MD quadruple blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Plasma Breath----The massive throat and upper torso of the BloodStorm is a large plasma generator that embodies most of the plasma weaponry features the Blood Riders have developed, traded for, or stolen from other sources. The Warmount can spit out a regular plasma stream, yawn out a scattering of smaller plasma bolts, or grunt out a concentrated ball of plasma in a short-lived magnetic ‘wrapper’ that, upon deteriorating, explodes like a grenade.
More impressively, the warmount can fill its generation chamber with enriched deuterium vapor that drives a more powerful plasma state when excited to fusion state by the ignition lasers. The walls of the chamber are specially designed to expand with the growing pressure in the chamber, causing the Warmount’s neck/throat to swell ominously before firing. When released, the energetic plasma surges out in a wide, powerful wave that does tremendous damage and, in the case of the Plasma Storm attack, triggers a fire storm) . Between the bright red corona surrounding the superhot plasma, and the massive loss of life that the attack can do to massed enemy troops, the weapon has earned the Warmount its name of BloodStorm.
The downside to this powerful attack is that it takes a fair amount of time, relatively speaking, for the plasma mass to build to critical, and the swelling of the warmount’s throat sac gives an enemy fair warning and an opening to attack. Should the MDC of the plasma sac be completely depleted while pressurized, plasma containment is lost and the warmount itself will be damaged by the uncontrolled plasma release.
While quite wasteful of the potential energy in the deuterium and deuterium-tritium reaction, the BloodStorm’s plasma systems are considered incredibly powerful for the Warmount’s size, giving the fairly light Warmounta reputation as a ‘giant killer’ or a ‘giant burner’.
Range:(Plasma Blast, Regular) 4,000 ft
(Plasma Spray) 1,000 ft
(Plasma Bolt) 6,000 ft
(Plasma Storm) 3,000 ft
Damage:(Plasma Blast, Regular) 3d6x10 MD
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Spray) 2d6x10 MD to a 15 ft wide area.
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x100 MD to a 15 ft wide blast radius.
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Storm) 3d6x10 MD to a 1,000 ft wide area and the plasma cloud lingers for an additional 1d6 melees, doing 4d6 MD to everything still caught in the fireball. 60% chance of developing a tornado-like cyclonic action that does an additional 2d4x10 MD to anything swept up in the firestorm in a 200 ft radius near the center of he storm.
Rate of Fire:(Plasma Blast, Regular) ECHH
‘Hot-shotting’ a plasma blast takes up 10 gallons
(Plasma Spray) ECHH
‘Hot-shotting’ a plasma spray takes up 10 gallons
(Plasma Bolt) Once per melee
‘Hot-shotting’ a plasma bolt takes up 15 gallons
(Plasma Storm) Once per melee, takes a full melee round of preparation, and empties the deuterium sacs.
Payload: (Plasma Blast, Regular) Effectively Unlimited
(Plasma Spray)Effectively Unlimited
(Plasma Bolt)Effectively Unlimited
(Plasma Storm) Plasma Storm shots require a full load of deuterium (that’s the full 600 gallons of heavy water)

3) Flash-Blast----In the alternative, the BloodStorm can expel a cloud of explosive vapor in front of itself, and ignite it using its eye lasers. The result lacks the range and power of a proper plasma blast, but it generates a bright flash that can blind, thundering bang that can deafen, and a concussive blast that can knock people off their feet at close range.
Range: 800 ft jet, but can fill a 1,000 ft area given a full melee.
Damage: 1d6x10 SD(or 1d4 MD) within the area of effect, going off like a concussive grenade. There’s also a 60% chance of knocking human-sized targets off their feet from the blast(lose initiative and 1 APM getting back up again). Unless ignited, the cloud safely dissipates after 1d4 melees,
Rate of Fire: Once per melee
Payload: Conditionally unlimited; a Flash-Blast takes up 50 gallons of heavy water.

4) Steam Jets---Byproduct of the deuterium processing is a good deal of apparently unused water. The BloodStorm can spew jets of superheated steam
Range: 50 ft
Damage: Rarely dangerous to those with full respiratory protection. A typical hot emission causes unprotected victims caught in the vapors to be temporarily blinded, -10 to strike, parry, dodge, and take 2d6 SDC inhalation damage per melee of being caught in the cloud. The temporary blindness lasts 1d6 melees after leaving the cloud.
Rate of Fire: ECHH. Depending on local wind conditions, the steam cloud will dissipate in 1d4 melees.
Payload: Conditionally unlimited; can typically renew its steam cloud once per melee when going at full processing blast.

5) Water Jets---Rather than pass its stored water over heater coils, the BloodStorm can just spit cold water at targets. This is done in play, in practice, against mundane foes, or against vampires.
Range: 300 ft
Damage: None to most targets. Against vampires: variable; 4d6 HP for a 15-gallon blast, 2d4x10 HP for a 30-gallon blast, 3d6x10 HP for a 50-gallon blast.
Rate of Fire: ECHH.
Payload: Each sac has enough liquid capacity(gallons) for 150 gallons.

6) (Optional) Modular Weapons(1-2)---The BloodStorm can mount 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.
Typically has Monstrex base programming, plus the following:
Dowsing/Find Water 50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the BloodStorm 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 +5, +7 when running in excess of 75 MPH.
Strike +3 (+3 w/ ranged weaponry)
Parry +4
Roll +3(the sacs actually seem to help the warmount roll)
Pull Punch/Claw/Bite +4
Critical Strike on a Natural 19 or 20
Bite 1d6 MD
Blunt Claw Strike 2d4 MD
Claw Strike 4d6+3 MD
Power Claw Strike(2 attacks) 8d6+3 MD
Tail Lash 1d6 MD


Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the BloodStorm an aura and behavior more befitting a sentient being than a robot. BloodStorms tend to b rather phlegmatic for Warmounts, especially for Bloodrider warmounts, spending most of their off-combat time sitting and processing water into enriched deuterium fuel, contentedly venting off small jets of steam, belching, burping and hissing. However, roused for combat, they exhibit the expected Bloodrider viciousness in combat, lashing out with claws and tail, and spewing plasma death at opponents.

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).

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

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


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Unread postPosted: Mon Oct 12, 2020 6:46 pm
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1126
Dragon Gauntlets

These heavy, scaled gauntlets have a dragon's head where the wearer's hand fits through, with the lower jaw along the palm, and the upper portion along the back of the hand, and in no way interferes with the wearer's ability to hold objects in their hand, which are covered in a fabric that is synthetic dragon hide. The colour of the gauntlet, and design of the head, is tied to a type of dragon, red, green, gold, white, etc. The eyes contain lasers, and two blades can be extended through the nostrils for melee combat. With a mental command through the wireless and induction connection with the Shemarrian wearing it, the wearer can make a fist and the dragon head slides forward, extending beyond the hand and the mouth becomes a potent energy weapon, based on the type of dragon the gauntlets are modelled after. Some have additional weapons or abilities based on the dragon type.

M.D.C. of the Gauntlet: 50
Weight: 20 lbs
Range: varies by type
Laser 2,000 ft
Claws melee
Mega-Damage: varies by type
Laser 3d6+3 MD per single blast
Claws 3d6 MD per swipe or stab
Rate of Fire: varies by type
Each laser blast or claw strike counts as one melee attack
Payload: Conditionally unlimited via induction

Cat's-Eye Dragon
This gauntlet is modelled after the Cat's-Eye dragon with a blunt feline draconic face, they eyes have an almond-shape, with the lasers designed with a scatter shot mode. When the mouth is extended, it functions as a magical flamethrower.
Magical Flamethrower
Range: 6 feet wide, 60 feet long.
Mega-Damage: 3d6 MD
Rate of Fire: Each use counts as one melee attack.
Payload: PPE clip with 50 PPE, costs 5 PPE per use.

Eye Lasers
Scatter-Shot Module---The eyes are modified to fire a short range shotgun with an area of effect blast.
Reduce range to 400 ft, but does 2d6 MD to a 30 ft wide area.

Flame Wind Dragon
This gauntlet is various shades of red, modelled after the Flame Wind dragon. The gauntlet has what appear to be wings folded along the sides. With a command the wings will open to create a shield and the whole gauntlet and wing shields can be engulfed in plasma, similar to the Bloodrider Zealots, enhancing melee combat and adding additional protection. The mouth weapon is a potent, but short ranged multi-mode plasma blaster, which can be enhanced with deuterium from a tank fitted to the underside of the forearm.
Range: (Plasma Bolt) 600 ft
(Plasma Grenade) 200 ft
(Plasma Saber) 3 ft 
Damage:(Plasma Bolt) 4d6+4 MD
(Plasma Grenade) 6d6 MD to a 5 ft blast radius
(Plasma Saber) 2d4 MD
Rate of Fire: (Plasma Bolt/Saber) ECHH
(Plasma Grenade) Twice per melee
Payload: Effectively Unlimited
Options: 
“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 Serap, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). HotShot cylinder of refined d-gas is good for 30 shots. 

Wing Shield
When the wings are spread, they create a three-foot radius shield that projects a powerful EM shield, plus built in cooling systems that allow it to generate and maintain a plasma field. The blades on the gauntlet are also modified to be covered with the plasma field as well.
* Thermal Shielding - This system allow the shield to take NO damage from the plasma field, and NO damage from heat-based attacks (magic-based fire still does full damage). With the plasma field down, plasma attacks do only 1/4 damage(the plasma stream still has some kinetic kick to impart). 
1) Plasma Field - This is conformal plasma field that incinerates anything that comes too close to the shield and adds damage to melee strikes. 
Range:1 ft
Damage: Adds 5d6 MD per strike with gauntlet claws or shield bash, 1d6x10 MD per melee attack of an entangle, grapple, hug, or wrestling grip. Anything flammable will be incinerated on contact, including SDC bullets and weapons. 
Furthermore, with the plasma field up, other plasma attacks do NO damage, as they effectively splash around the projection fields.
Payload: Can maintain the plasma field for 7 minutes and recharge in 25 minutes, or for 14 minutes, requiring a full 60 minute recharge period afterward.

Snow Lizard Dragon
This white gauntlet is designed after the Snow Lizard Dragon, firing a cryo laser from the mouth.
0-C CryoLaser(‘Oh-Cee’)--- The CryoLaser is a derivation of a new technology (Bose-Einstein Condensate ---BEC technology). The 0-C is a low-powered model, considerably scaled back from the first giant-scaled ‘atom laser’, intended not as a weapons system, but as a firefighting tool, for putting out chemical fires and exotic material combustion by literally stopping their molecular activity. The ‘Oh-Cee’ has two modes of operation; a narrow-focus ‘Beam Mode’ that stops molecular motion dead, and a shorter-ranged, wide-area ‘spray; typically used for freezing pools of liquids and cooling down hot objects. The current model is fairly bulky and energy-intensive, but is remarkably effective. 
(Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
Range: (Beam Mode) 1000 ft
(Spray Mode) 500 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area (1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect --- This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold. 
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma, still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage. 
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage. 
Rate of Fire: ECHH
Payload: Effectively Unlimited

(others to come)


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Unread postPosted: Mon Oct 12, 2020 8:12 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
kronos wrote:
Dragon Gauntlets

(others to come)


I like!

All the fun of a Lion-Force Voltron fist attack without the stupid Voltron attached! :P

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

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


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Unread postPosted: Tue Oct 13, 2020 1:51 am
  

Hero

Joined: Sun Oct 14, 2007 4:38 pm
Posts: 1126
EarthShatter Cannon
The Flamewings, masters of the overkill, would not be out done by the Skullcrusher's SkullShatter Cannon, one Flamewing Tinker while repairing several SkullShatters linked them together and eventually created a complicated and heavy weapon that can unleash an incredible amount fire power. The EarthShatter is a large gatling weapon with each 'barrel' made up of a SkullShatter cannon, numbering 6 Skullshatters each firing and rotating, making it incredible difficult for targets to avoid being hit. It is not a subtle weapon, making a lot of noise as it launches up to thousands of rounds per second, and nor is it accurate. It requires a heavy weapon mount to hold it, plus an incredible amount of storage space for the ammunition it goes through, typically only used on the largest of warmounts or on capital ships.
Range: 6,000 ft affecting a 20 foot area
Damage: 12d6x10 MD per single shot (uses up 6 shots), 36d6x10 MD for a eighteen shot burst, 6d6MDx100 for a thirty-six shot burst.
Rate of Fire: ECHH
Payload: 820 shot drum per cannon.
Note: Typical human sized targets within the area being attacked suffer -2 to dodge, while targets of 10 feet or larger are at -3 to Dodge. Targets of 20 feet or larger are at -4 to dodge and suffer 50% more damage.


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Unread postPosted: Sat Oct 17, 2020 1:05 am
  

User avatar
Adventurer

Joined: Wed Nov 12, 2008 8:33 pm
Posts: 542
I claim warmount numbers 175 and 176 for these new rides. No names yet, but concepts explained below.

175- Megaloceros with shapeshifting antlers for defense or carving through cultists. Used by Wargodesses as personal ride, quite the statues symbol.

176- Leatherback Sea turtle that manipulates brincicles(Hollow ice tubes formed from seperating salt from cold seawater) to freeze ships underneath. Inspired by a creature from Monte Cook games.


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Unread postPosted: Sat Oct 17, 2020 12:19 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
89er wrote:
I claim warmount numbers 175 and 176 for these new rides. No names yet, but concepts explained below.

175- Megaloceros with shapeshifting antlers for defense or carving through cultists. Used by Wargodesses as personal ride, quite the statues symbol.

176- Leatherback Sea turtle that manipulates brincicles(Hollow ice tubes formed from seperating salt from cold seawater) to freeze ships underneath. Inspired by a creature from Monte Cook games.



Go for it; I'll leave those numbers open. :D

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

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


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Unread postPosted: Mon Oct 19, 2020 8:23 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44065
Location: Somewhere between Heaven, Hell, and New England
(This was written when the pandemic was hitting New York particularly hard)

How Would the Shemarrian Tribes Deal With a Pandemic?

*GhostRiders---They’re currently in the thick of it; they’ll rigorously enforce isolation amongt their neshemar, using wireless and VR hookups to communicate. Their myrmidon reserves would be released to act as emergency workers, keeping essential services flowing and neighborhoods cleaned up.

*Skullcrushers ---They’re in the same boat as the GhostRiders; not as well prepared for this sort of thing as others. They’ll put strict enforcement of quarantine as top priority, and force themselves to accept the losses.

*Wolf’s Path---The nomadic nature of the pack structure of this Tribe is both a strength and a weakness. Infected packs would be forced into quarantine in the fixed communities in the Tribe’s range, and the isolation enforced by other packs.

*Silvermoons---A little bit better prepared for this sort of thing, given their love of shiny and clean. They’ll be modifying their laser systems to generate sterilizing levels of UV. ’Accurate enough to zap individual viruses’ isn’t entirely true of Silvermoon lasers....but it comes awfully close.

*Hawkmoons---Hawkmoons will be keeping commerce open, by taking over air transport of vital supplies. ‘Aloofness’ in this case, as with the DarkWaters, translates as ‘really good social distancing’.

*Lost Eclipse---The Nightmares will initially disappear, holing up until they can modify their equipment to perform mass area of effect disinfections. They’ll work best at night, cleaning up ‘lanes’ of disinfection between communities and enforcing curfews.

*DarkWaters----The DarkWaters would withdraw to their closed habitats offshore, thoroughly down scrub their ships and habitats, then use their unaffected industry to produce and deliver much-needed supplies to affected communities.

*Horrorwoods---Would retreat into their deep forest enclaves, but would begin modifying their electrocologies to provide round-the-clock monitoring for infection. They would also begin crash-production of medical supplies for their neighbors.

* Sapphire Cobras---Will suspend religious services, but will convert their temples into field hospitals and rigorously-enforced ‘clean zones’ for vulnerable population groups.

*Blood Riders---Actually pretty well-prepared for this sort of thing, as their neshemar medical programs are well advanced and very passionate about fighting disease. Their taidama corps would come into their own as uninfectable health workers. Plus they’re good at sterilizing things with fire, creating and enforcing cordons sanitaire to contain the spread of disease. It becomes truly fearsome when the Tribal Elders give the BloodRider medical corps carte blanche to deal with the crisis.

*Wayfinders---Probably the best equipped to handle this sort of thing. They’ll bring the power of sorcery to the relief efforts, using magic and applied technowizardry to both cure and sustain the afflicted.

*SkyeKlad---Will enforce rigorous hygiene protocols and will practice social distancing.

*Clan Vespa---As soon as treatments are developed, they’ll volunteer their ‘bot swarms to start delivering innoculations.

*Radiant Edge---Been to enough shatterworlds ruined by disease to have formulated some pretty powerful detection and decontamination protocols.

*Obsidian Dawn--- Know a thing or two about disease vectors to contain and sterilize paths of spread. It’s an exercise in dealing with microscopic vermin to them.

*Clan Armorand----Has had some experience with identifying and containing alien pathogens either accidentally or deliberately unleashed on their world. Will fort up, while hazmat-armored troops enforce quarantine and containment.

Overall, Shemarrian industry would turn to stocking the supplies of their neighbors and providing transport. EcoS-K-86 Toxatyl Warmounts would be especially useful in spraying large areas with disinfectants and anti-virals.


Given that a good part of the Minion War’s destruction was inflicted by bioweapon plagues, the above is a fair assessement of how the Tribes dealt with them, in those areas where they could afford to fort up and not have to deal with fighting the Infernals directly.

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