Shemarrian-related fan creations

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kronos
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Re: Shemarrian-related fan creations

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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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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

Unread post by kronos »

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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

[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
------------
Omegasgundam
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Re: Shemarrian-related fan creations

Unread post by Omegasgundam »

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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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
------------
Omegasgundam
Adventurer
Posts: 440
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Re: Shemarrian-related fan creations

Unread post by Omegasgundam »

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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taalismn
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Re: Shemarrian-related fan creations

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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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Re: Shemarrian-related fan creations

Unread post by taalismn »

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
------------
Omegasgundam
Adventurer
Posts: 440
Joined: Thu May 08, 2008 11:04 pm

Re: Shemarrian-related fan creations

Unread post by Omegasgundam »

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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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

Unread post by kronos »

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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

(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 who, 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 Founding 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, with full facial articulation.
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) 100 each
Arms(2) 400 each
Hands(2) 150 each
Plaque-Shield 600/ 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
Last edited by taalismn on Fri Mar 26, 2021 8:42 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by Omegasgundam »

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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DhAkael
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Re: Shemarrian-related fan creations

Unread post by DhAkael »

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
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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

Unread post by taalismn »

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

Unread post by taalismn »

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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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

Unread post by kronos »

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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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

Unread post by kronos »

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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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

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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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

(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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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

I have some names for the work in progress warmounts. I need help deciding which is the best.

175: Cerosluxe or Cervaluxe (Cernos or Cerval with Deluxe.)

176: Luthrogeal or Luthgeal (Luth as in luth turtle with zero and Congeal or just congeal)

Happy belated Halloween and All Saint's Day.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:I have some names for the work in progress warmounts. I need help deciding which is the best.

175: Cerosluxe or Cervaluxe (Cernos or Cerval with Deluxe.)

176: Luthrogeal or Luthgeal (Luth as in luth turtle with zero and Congeal or just congeal)

Happy belated Halloween and All Saint's Day.



Tough call.
175. The first rolls off the tough but sounds naughty, the second sounds like a household appliance. :D
176: Luthgeal is only two syllables so a speaker doesn't choke on the middle 'ro' of the first, IMHO. ;)
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 440
Joined: Thu May 08, 2008 11:04 pm

Re: Shemarrian-related fan creations

Unread post by Omegasgundam »

Been a while since something was last posted here. In honor of taalismn posting the more moderns PS McM rifles, and a conversation I had with him regarding the USA's relationship with the SSN, here's a gun that everybodysome would recognize in principle, if not exact operation.

EShe-McLP17 Trazven Missile Submachine Gun
“The Transven has, at best, a third the damage potential of the Scava per shot, and it's more like 4 if the Scava is using the new AP rounds. It makes up for that with its rate of fire. The munitions cost adds up fast though, as you can make more than a dozen Scava rounds for each Micro-Missile. There are ways to make it less bad, such as cannibalizing Naruni bullets to provide the warhead, but that’s around a third the work. The Scava is more accurate in the hands of a Warrior, given that the Trazven almost entirely relies on the internal seeker head outside of pistol range, which also makes the Scava a much better representation of a Warrior’s skills. The Transven will thus always be a support piece, but it's a much better choice than bothering with Mini-Missiles.”
--- Anonymous Tinkerer, Shemarian Nation.

“Beyond the munition cost, the other flaw with the Transven is that the missiles themselves are fragile. There’s a few methods to shred them before they impact, which really hurts their damage potential, and there’s a lot of stuff out there that’s resistant to plasma damage, and combined they make the Es basically useless. On the plus side, technological methods of the former are rare even in the Three Galaxies, but you can expect that to change as more and more people coin onto it. If nothing else, the Trazven's still one of the best swarm shredders bursting Ds.”
---Veletsia M’Kri, Shemarian Avenger

“You know, these things are pretty close to--"
"DON'T FINISH THAT SENTENCE. There is a non-zero chance their lawyers might reach out across space time to be a nuisance.”

---A conversation between some Wayfarers

Almost immediately after the Shemarian Tribes duplicated Paladin Steel’s 15mm Micro-Missiles, they worked on making their own delivery method for them. Tinkerers from the Blood Riders would combine the munitions with conventional railguns, using electromagnetic force to launch the missile in quick succession. While the relative force is relatively weak compared to normal railguns, it is more than enough to imbue a very substantial amount of initial momentum to the projectiles, which increases their effective range and makes their relatively low base speed less of a problem for unguided shots. The new weapon was designated the Transven (Thunder Bits), and would soon become a favorite among young glory seekers across the Tribes.

Operationally, Shemarians can use the Trazven one handed and while there is some kick to the weapon, its mass and lack of moving operational parts means that it is extremely light by most comparative standards. This results in a phenomenal damage output when firing Pattern-1Es or appropriate anti-supernatural warheads, resulting in it often outperforming the traditional Scava Long-Gun. Some Berserkers have taken to dual wielding them, with their robotic physiology and programming allowing them to effectively fire link the weapons onto a single target. The only true problem is logistical, with Micro-Missiles being far more complex to manufacture than railgun rounds, leading many warbands to hoard the ones they can acquire for worthy targets.

Naturally, the Wayfarers have an alternative nickname for these weapons.

While substantially predating the Minion War, the Trazven would be found to be well suited for it, with the knock-off missile produced by Northern Gun and Wellington being fully compatible. NG convoys often traded them in exchange for escorts, which were used to great effect. The various specialist rounds developed for the Shemarian’s Scava do substantially more damage in a single shot, but there is no shortage of times where rate of fire is a virtue in and of itself. Being relatively compact, Trazvens are considered excellent weapons for close quarters fire fights.

The Shamarian Star Nation makes proportionally greater use of these weapons, with an mighty industrial base supporting them and a constant need for boarding actions. They would debut earlier than ASI’s own Micro-Missile offerings, which would provoke no end of speculation. When ASI provided documentation that they were the ones that invented the format, things became substantially more heated and interesting. During the Minion War, the AJC was free in providing high end Pattern-1E munitions to the various bands of Shemarians that worked with them, which was a courtesy quite rare for others. Combined with their abnormally good working relationship and high tactical cooperation, many that pay attention are convinced that the GNE and SSN have a shared history across dimensions.

M.D.C of the Weapon: 50

Weight: 40 lbs for the gun alone. Each fully loaded 30 round magazine weighs 9 lbs, and has 12 MDC. The fully loaded 60 round drum magazine is 19 lbs and has 25 MDC. When empty, they weigh 1.5 lbs and 4 lbs respectively. An exposed belt weighs 29 lbs, but leaves the individual Micro-Missiles exposed, making the SDC projectiles quite vulnerable to blast weapons.

Use Requirements: The weapon is somewhat awkwardly shaped and its mass is oddly distributed, making it hard for normal humans to use, but stronger beings barely notice.
    Two Handed: Normal PS 24, Augmented PS 20, Robotic PS 17, Supernatural 15. -1 to Strike for every 3 PS under
    One Handed: Augmented PS 23, Robotic PS 20, Supernatural 18. -1 to Strike for every 3 PS under

Range: Adds 1000 ft (305m) to the Micro-Missile used.

Mega-Damage: As 15mm Micro-Missile, but can use any version

Rate of Fire: Single Shot, 3 and 5 round burst, or extended bursts.

Payload: 30 round straight magazines, 60 round drum magazine, 110 round belts, or 410 round mount-carried drum. A short E-Clip can power the rail boosters for 110 shots, but is normally powered via induction from the Shemarian’s hands.

Targeting Bonus: It is equipped with a reasonably capable targeting laser, with all the normal operating rules.

Market Cost: Paladis Steel/Aegis Stellar Industries quickly developed their own version (the McMLR-17) in a case of circular IP theft. It is sold to trusted forces for 40,000 credits. Unloaded, 30 round magazines cost 500 credits, 60 round drum magazines cost 1200 credits, and a belt is only 400 credits.

Variants: The forward part of the gun is long enough to host the operating components of an EShe-LPP85 as an under-barrel mount. The Shemarian Star Nation replaces them with cut down HI-80, providing truly impressive if (relatively) short ranged firepower.
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taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

"I will never joke about a Shemarrian firefight resembling. a five alarm blaze in a fireworks factory EVER 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
------------
Omegasgundam
Adventurer
Posts: 440
Joined: Thu May 08, 2008 11:04 pm

Re: Shemarrian-related fan creations

Unread post by Omegasgundam »

I don't feel like making a new thread for this, and it ties into my Shemarrian and PS work to a degree, so here's my introduction for Thoth; Power Incarnate. Spoilered because its 5.5 pages of text on google docs.

Once and Future Power Incarnate
    “I Am.”
Spoiler:
In a misty dimension there is a seemingly obsidian platform. At its center lies what can only be called a monster, covered in shadows that it somehow casts on itself, and around it are circles of power, many floating in the air, but the largest on the floor and still active. The monster occasionally tries to strike across it with one of its countless limbs, but it is always stopped by an invisible wall of force, but at some point it must have had some success, for the platform was rife with impact craters. The edge of the platform is ringed with portal frames, with all but one a shattered ruin, and beyond them and the mist is flickering lights of what can only be something truly wondrous. Thus had it been for 100 millennia, but one day a humanoid being enters from the one working portal. It is composed of a brilliant white, and no features can be ascertained. The monster freezes at its arrival, and turns with a speed that cannot be expressed to face the new arrival.

“This….. was inevitable really.” The new being says with a wave of his hands, slowly approaching the circle. “Even without ransacking your labs, I would have eventually tried to find a way here if only to experience the sight. But it always kept being pushed off.” The monster tries to attack him, but it hits nothing but the barrier. The being continued, “You may as well stop bothering. You should know how capable your own work is.” He raised his hand to his chin. “Or maybe not. ‘You’ are basically a jumbled amalgamation of the parts that were left over after you were stabbed in the back by the two beings you should have expected it from, so there’s good odds you're not actually sentient. You can’t actually learn, and have likely been stuck in the same loop for however long it's been since you compiled yourself into something mildly coherent.”

The being had now reached the circles, giving them the appraising eye of a true master. After some time, it continues. “I knew the circle array in your final lab would stretch the limits of my comprehension, but when I finally laid my eyes on it, the thing simply made no sense for all the wrong reasons. For a ‘Circle of Absolute Transformation’, it didn’t do a lot of transforming. If anything, it was a targeted dimensional teleport combined with a remote circle inscription array, but its use destroyed any evidence of just where it was sending the victim and what it was transcribing to affect them with.” The figure motioned to the circle binding the creature, symbols constantly shifting and moving despite everything saying that they should not. The monster’s attacks slowed down, but it's sheer malevolence saw that it continued to try to strike.

“Now that I have my eyes on the actual centerpiece, I see the parts that you hadn't completed. The extraction array meant to send the victim back in unfinished, meaning they’ll end up somewhere in the same dimension from where they were sent. Then there’s the mental programming segments, which I honestly would have expected you to do first. Finally, all the stress points indicate that it will collapse the moment somebody tried to activate it again, which tells me that you were still working on the prototype and using lesser materials for a proof of concept. Not something I would have cared to show to my peers, but you were always looking for an excuse to congratulate yourself weren’t you.” Its verdict given, the being continued its greater lecture while slowly pacing around the circle.

“I spent years pouring over your achieved research to understand how you intended to actually do it, but I made only moderate gains beyond an insight into your psyche. The thing that struck out to me was the name, ‘Absolute Transformation’. You loved to give misleading names as to what your tools actually did, but it always came down to matter of perspective. The way you used the words Transformation was different than in all of your uses of biomancy or shapeshifting magic, as if you applied a different meaning to it. Clearly, the Circle did something that was unprecedented by any of your previous work, and I was at something of a loss to explain just what.” The figure stopped and turned to the side. There, barely revealed by the covering mists, were uncountable portals.

“I’ll admit. It was dumb luck that I got a lead. When I was picking up, well, it doesn’t really matter, I found the portal that had changed him so. It took a bit of examination, but I found where it went. Here. But it shouldn’t have had such a dramatic effect on his nature and personality. It shouldn’t have had any effect at all, with the dimensional differential being so massive that any actual transfer should be impossible. But it happened, and if I was going to fix him or any of the other victims in that madhouse I needed to know why. It would have been a major project, but the moment I used one of your long range tracing spells I pinged that circle and received a basic update. It still didn’t make much sense, but I realized that it was related and could start going through the right parts of your notes to find out more.”

A finger is pointed at the circle, and a mental command is sent. It explodes into life and more of both the array and the monster is revealed. Countless circles orbiting the monster, shifting in every direction with seemingly no rhyme or reason. The monster itself defies description, being everything that should and should not be simultaneously. An affront to life itself, but at the same time a celebration of it.

“I spent compressed decades going over the victims and their changes and managed to piece together just what had actually happened to them. By all rights such major changes to powerful beings should be impossible without their consent, and it also happened at a distance. The number of mystic laws that it breaks are incredible, and the circle to make it happen would be effectively impossible to actually create. The slightly differing dimensional laws that govern magic are consistent enough that at least one of the loopholes you would need to make this happen should have been blocked no matter where you go, and you needed every one of them to work flawlessly to pull it off. Your attempts at making circles that spanned dimensions were all miserable failures, and you had quite explicitly written it off as a waste of time. That means you had to create it in one dimension, but all of the reachable ones with the level of energy used were nonviable. Except one.” The figure started the beast in the eyes.

“The local primal origin point.”

Once again, the beast raged.

He waved his hands around the area and continued. “For all intents and purposes, laws of reality don’t apply here. You can do essentially anything so long as you provide enough will and power, and assuming you can withstand the lack of anything supporting your existence. I’ve been to a few in farther clusters over the millennia, and every one of them was something I cannot forget even if I wanted to. But this dimension has been effectively inaccessible for hundreds of millions of years, with every path leading to it being sufficiently devastated in some long ago cataclysm that not even the Old Ones could reach it. And they tried. Oh did they try.” A contemplative stare is dawned, recalling memories of a different time.

“You kept a very detailed record of every attempt of Agu, Al-vil, and the rest of their more curious lessers to get here. And you laughed at them.” He closes his eyes and shakes his head, signing in disappointment. “In the dustiest corners of your archives, I found a set of tools that were ideal for getting through all the dimensional hazards and making a connection between the shattered realms around the primal point. They had been there so long that they had to predate you finding and organizing the rest of your merry band of maniacs, and they were embedded so far into the wall that you must have thrown them in one of your greatest rages. And you had plenty of rages.”

The monster’s growls became a steady soundtrack, a chorus of screams and echoes that minds were not made to understand. The being ignores them, and raises his right palm, with a dimensional map appearing in his hand. “As I was going through those wrecks, I noticed a distinct pattern to the damage. It was a spiral, starting at the primal point and rapidly spreading to every dimension that could be considered close to it. I followed the path in reverse, as the remaining link fragments were the only ways left that could get me here. And as I walked those steps, I realized something.” The being once again stares at the monster in it’s sea of eyes.

“That cataclysm was you.”

His mouth twists into a hollow smile

“While you shattered all those dimensions, the way stations you made on your way to the primal point in the first place survived. Likely because you were in no state of mind to spend the effort tearing them down. The journals I found filled in almost everything about your early life, which you invested so much effort into wiping out elsewhere. But you couldn’t stomach the thought of walking that path again, because even almost half a billion years later the memories still hurt.”

The figure adopts a saddened look, as if recalling something truly tragic. “Those journals allowed me to piece together what had happened, even if it hadn’t when you wrote them. The truly painful part was when I realized just how close early you and I are to each other, and how little the divergence is. It took me a good long time to pin it down, but the fundamental difference is philosophical perspective. You sought knowledge for the sake of knowing everything, believing that everything could be known And as there was none better than you, than clearly you were the one to do it. And then you reach here, and had a significant problem.” The being pauses, and begins walking around the circle.

“If I were to piece together exactly how this array around you worked, I expect that its actual function amounts to ‘wipe to baseline’, allowing in a degree of random variation. The discarded parts are stored, for possible reuse, but you are well beyond its ability to properly hold, resulting in leakage. This leakage is combined with the various sub-components, creating the mind altering effects that radiate from the various micro-portals that pop up here. They’re all too far away for actual use from their perspective, but even the most minor of pushes creates an aura of effect on the other side. Remarkably similar to what your peers through the initial circle did, to a degree that you must have coaxed them into thinking it such. Judging from what I can find, you planned on using it on Ya-blik, who would have had close enough effect, and having a compliant puppet of your former second would reassert your rule over the other Old Ones.”

The being looks at the uncountable number of portals, some far larger than others. With a wave of his hand, they all close except the one he entered from. “But that only explains the circle. Not what was so traumatic to you that you became the monster that you are remembered as.” His face hardens, with a look of tempered loathing across it.

“As I’ve said before, I’ve been to a few other primal points, so I know what to expect. This is where the local megaversal cluster originates, and with the right dimensional spells you can see the expansion of it in real time. And that was the problem.” The newcomer walked past the abomination, ignoring its attempts at harming it. As it slowly walked up to the precipice of the abstract platform, it continued.

With arms open, the newcomer made a sweeping gesture to the expanse, resuming his monologue. “I see a field of endless wonder, where I will never have to go far to find the next mystery to unravel. There is literally no end of adventure, as the cosmos expands faster the more you try to pin it down. A never ending horizon, waiting for those with the courage to ride into it. But you didn’t see it that way.” The being slowly turned back to the abomination, giving it a dismissive gesture that was somehow filled with a fundamental contempt.

“You always thought that things would have a conclusion. That if you tried hard enough that you could learn everything and there was a finish line. That the course you set out on was the one way forward, and that everybody else was wrong. And then you came across this point and realized that you were wrong. And rather than adapt, you broke, and decided to drown your sorrows with the tears of every other being in existence” The being in white paused, and gave the abomination an expressionless stare that packed enough meaning to fill a library, and then whispered a single word that had all the force of a dozen gamma-ray bursts.

“Pathetic.”

The abomination howled in response as only the greatest of all Alien Intelligences could, screaming epithets of rage and loathing in languages that had not been spoken in more than a million years, and could render planets into a cloud of particles. The cosmos rippled in patterns of obliteration that surpassed anything the the terrors of old ever did, tearing space time to pieces and leaving a tear in reality light years across. The white being was completely unaffected, and seemed even more disappointed.

After a while, the white one continued “All the atrocities, all the horrors, all the crushed worlds and dimensions; it was all because you were trying to make everyone else suffer as you believed yourself to suffer. You gave the rest of your gang of butchers the emotional feeding methods because you knew that they would go overboard and act like a swarm of locusts that consumed everything in its path, and you directed them at every dimension full of life that you could find. You never directly fed on the carnage yourself, which was how you managed to become so powerful; the others were so drunk on emotional torment that it was hard not to pick up all the power and worship that they blinded themselves to.” The being began pacing around the abomination, with the monster’s abundance of eyes following it, staring beams of frustration and anguish that held more heat in them that most stars.

The humanoid continued unabated. “And it still wasn’t enough, and you hated yourself for it. You didn’t leave many overt clues, but the ones that I’ve managed to tease out of your Regalia indicate that you were on some level suicidal. It's why you did so many deliberately wasteful ‘shows of power’ with sloppy security, in the back of your mind you hoped that somebody would take the bait and try to end your misery. You got more and more sloppy, with obvious failings that got brushed aside with ‘confident in your might’. And you still managed to miss those two moving to stab you in the back, just as they missed that you were off your game. When you actually look at the details of what happened, their coup was a comedy of errors with at least 7 different sides, and nobody was on less than two of them. It was a farce, through and through, and it was exactly what you deserved.”

The storm of bellows that greeted him were objectively less than those that came before it, but only in a relative sense. The pulses of un-reality could have easily destroyed entire solar systems. As before, the more elegant of the two was unmoved, and he began again. “It is said that the one thing an extremist hates more than their ideological opposite is another slightly different extremist, and that's what hurts so much doesn’t it. I’m not the opposite of you; I’m just so slightly different than you in ways that you were so close to being yourself. And you’ve always known it, even before this shadow of memories before me gained a semblance of consciousness. You failed, and by your metrics I succeeded.” The response defied description, threatening to destroy the entire dimension.

The humanoid continued with closed eyes, “Go ahead. Curse my name. Curse it for all eternity if you can. But know that your relevance is over. Your pain and malice can no longer taint the megaverse as it once did. But know that I am not the one that did it. In the end, it was always you and you alone. Just like you always wanted.” The being raised his left hand at the abomination, and made a single gesture of power. A single rune carved itself out of space time before him, writhing in form with barely restrained intent. He opened his left eye and finished, “Know this; we shall not meet again. Farewell Xy.” The rune shifted into the symbol of Power Incarnate, and shot at the abomination with a speed that rewrote physics. The abomination twisted and screamed in manners that disintegrated worlds simply to look at, before dissipating into the ether. But large parts of it remained, and slowly drifted to one still present.

The being opened his arms, embracing the fragments of power that had been unraveled from the monster. They absorbed into him seamlessly, as if they had always supposed to have been there. And perhaps they were. The empowered god turned around and beheld the cosmic vista, repairing the damage done with a half wave of his right hand. And with his left he summoned a simple staff, and rested his weary body, for he was now far less that he could be, even if he hadn't changed. For a long moment, the cosmos stood silent, afraid of what the new Power Incarnate would do. Finally, he opened his eyes, and gave his final thoughts.

“Xy knew the concept of balance, even if he did his absolute best to tilt it in favor of chaos. Nearly all of the horrors since have been because he warped things so that the forces of anarchy would always have the advantage over those of order. I both am and am not him, so it falls upon me to try to fix things, or failing that make them less terrible. And I may as well start now.”

And yes. The forces depicted are comic book physics for exaggeration.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Omegasgundam wrote:I don't feel like making a new thread for this, and it ties into my Shemarrian and PS work to a degree, so here's my introduction for Thoth; Power Incarnate. Spoilered because its 5.5 pages of text on google docs.

Once and Future Power Incarnate
    “I Am.”
Spoiler:
In a misty dimension there is a seemingly obsidian platform. At its center lies what can only be called a monster, covered in shadows that it somehow casts on itself, and around it are circles of power, many floating in the air, but the largest on the floor and still active. The monster occasionally tries to strike across it with one of its countless limbs, but it is always stopped by an invisible wall of force, but at some point it must have had some success, for the platform was rife with impact craters. The edge of the platform is ringed with portal frames, with all but one a shattered ruin, and beyond them and the mist is flickering lights of what can only be something truly wondrous. Thus had it been for 100 millennia, but one day a humanoid being enters from the one working portal. It is composed of a brilliant white, and no features can be ascertained. The monster freezes at its arrival, and turns with a speed that cannot be expressed to face the new arrival.

“This….. was inevitable really.” The new being says with a wave of his hands, slowly approaching the circle. “Even without ransacking your labs, I would have eventually tried to find a way here if only to experience the sight. But it always kept being pushed off.” The monster tries to attack him, but it hits nothing but the barrier. The being continued, “You may as well stop bothering. You should know how capable your own work is.” He raised his hand to his chin. “Or maybe not. ‘You’ are basically a jumbled amalgamation of the parts that were left over after you were stabbed in the back by the two beings you should have expected it from, so there’s good odds you're not actually sentient. You can’t actually learn, and have likely been stuck in the same loop for however long it's been since you compiled yourself into something mildly coherent.”

The being had now reached the circles, giving them the appraising eye of a true master. After some time, it continues. “I knew the circle array in your final lab would stretch the limits of my comprehension, but when I finally laid my eyes on it, the thing simply made no sense for all the wrong reasons. For a ‘Circle of Absolute Transformation’, it didn’t do a lot of transforming. If anything, it was a targeted dimensional teleport combined with a remote circle inscription array, but its use destroyed any evidence of just where it was sending the victim and what it was transcribing to affect them with.” The figure motioned to the circle binding the creature, symbols constantly shifting and moving despite everything saying that they should not. The monster’s attacks slowed down, but it's sheer malevolence saw that it continued to try to strike.

“Now that I have my eyes on the actual centerpiece, I see the parts that you hadn't completed. The extraction array meant to send the victim back in unfinished, meaning they’ll end up somewhere in the same dimension from where they were sent. Then there’s the mental programming segments, which I honestly would have expected you to do first. Finally, all the stress points indicate that it will collapse the moment somebody tried to activate it again, which tells me that you were still working on the prototype and using lesser materials for a proof of concept. Not something I would have cared to show to my peers, but you were always looking for an excuse to congratulate yourself weren’t you.” Its verdict given, the being continued its greater lecture while slowly pacing around the circle.

“I spent years pouring over your achieved research to understand how you intended to actually do it, but I made only moderate gains beyond an insight into your psyche. The thing that struck out to me was the name, ‘Absolute Transformation’. You loved to give misleading names as to what your tools actually did, but it always came down to matter of perspective. The way you used the words Transformation was different than in all of your uses of biomancy or shapeshifting magic, as if you applied a different meaning to it. Clearly, the Circle did something that was unprecedented by any of your previous work, and I was at something of a loss to explain just what.” The figure stopped and turned to the side. There, barely revealed by the covering mists, were uncountable portals.

“I’ll admit. It was dumb luck that I got a lead. When I was picking up, well, it doesn’t really matter, I found the portal that had changed him so. It took a bit of examination, but I found where it went. Here. But it shouldn’t have had such a dramatic effect on his nature and personality. It shouldn’t have had any effect at all, with the dimensional differential being so massive that any actual transfer should be impossible. But it happened, and if I was going to fix him or any of the other victims in that madhouse I needed to know why. It would have been a major project, but the moment I used one of your long range tracing spells I pinged that circle and received a basic update. It still didn’t make much sense, but I realized that it was related and could start going through the right parts of your notes to find out more.”

A finger is pointed at the circle, and a mental command is sent. It explodes into life and more of both the array and the monster is revealed. Countless circles orbiting the monster, shifting in every direction with seemingly no rhyme or reason. The monster itself defies description, being everything that should and should not be simultaneously. An affront to life itself, but at the same time a celebration of it.

“I spent compressed decades going over the victims and their changes and managed to piece together just what had actually happened to them. By all rights such major changes to powerful beings should be impossible without their consent, and it also happened at a distance. The number of mystic laws that it breaks are incredible, and the circle to make it happen would be effectively impossible to actually create. The slightly differing dimensional laws that govern magic are consistent enough that at least one of the loopholes you would need to make this happen should have been blocked no matter where you go, and you needed every one of them to work flawlessly to pull it off. Your attempts at making circles that spanned dimensions were all miserable failures, and you had quite explicitly written it off as a waste of time. That means you had to create it in one dimension, but all of the reachable ones with the level of energy used were nonviable. Except one.” The figure started the beast in the eyes.

“The local primal origin point.”

Once again, the beast raged.

He waved his hands around the area and continued. “For all intents and purposes, laws of reality don’t apply here. You can do essentially anything so long as you provide enough will and power, and assuming you can withstand the lack of anything supporting your existence. I’ve been to a few in farther clusters over the millennia, and every one of them was something I cannot forget even if I wanted to. But this dimension has been effectively inaccessible for hundreds of millions of years, with every path leading to it being sufficiently devastated in some long ago cataclysm that not even the Old Ones could reach it. And they tried. Oh did they try.” A contemplative stare is dawned, recalling memories of a different time.

“You kept a very detailed record of every attempt of Agu, Al-vil, and the rest of their more curious lessers to get here. And you laughed at them.” He closes his eyes and shakes his head, signing in disappointment. “In the dustiest corners of your archives, I found a set of tools that were ideal for getting through all the dimensional hazards and making a connection between the shattered realms around the primal point. They had been there so long that they had to predate you finding and organizing the rest of your merry band of maniacs, and they were embedded so far into the wall that you must have thrown them in one of your greatest rages. And you had plenty of rages.”

The monster’s growls became a steady soundtrack, a chorus of screams and echoes that minds were not made to understand. The being ignores them, and raises his right palm, with a dimensional map appearing in his hand. “As I was going through those wrecks, I noticed a distinct pattern to the damage. It was a spiral, starting at the primal point and rapidly spreading to every dimension that could be considered close to it. I followed the path in reverse, as the remaining link fragments were the only ways left that could get me here. And as I walked those steps, I realized something.” The being once again stares at the monster in it’s sea of eyes.

“That cataclysm was you.”

His mouth twists into a hollow smile

“While you shattered all those dimensions, the way stations you made on your way to the primal point in the first place survived. Likely because you were in no state of mind to spend the effort tearing them down. The journals I found filled in almost everything about your early life, which you invested so much effort into wiping out elsewhere. But you couldn’t stomach the thought of walking that path again, because even almost half a billion years later the memories still hurt.”

The figure adopts a saddened look, as if recalling something truly tragic. “Those journals allowed me to piece together what had happened, even if it hadn’t when you wrote them. The truly painful part was when I realized just how close early you and I are to each other, and how little the divergence is. It took me a good long time to pin it down, but the fundamental difference is philosophical perspective. You sought knowledge for the sake of knowing everything, believing that everything could be known And as there was none better than you, than clearly you were the one to do it. And then you reach here, and had a significant problem.” The being pauses, and begins walking around the circle.

“If I were to piece together exactly how this array around you worked, I expect that its actual function amounts to ‘wipe to baseline’, allowing in a degree of random variation. The discarded parts are stored, for possible reuse, but you are well beyond its ability to properly hold, resulting in leakage. This leakage is combined with the various sub-components, creating the mind altering effects that radiate from the various micro-portals that pop up here. They’re all too far away for actual use from their perspective, but even the most minor of pushes creates an aura of effect on the other side. Remarkably similar to what your peers through the initial circle did, to a degree that you must have coaxed them into thinking it such. Judging from what I can find, you planned on using it on Ya-blik, who would have had close enough effect, and having a compliant puppet of your former second would reassert your rule over the other Old Ones.”

The being looks at the uncountable number of portals, some far larger than others. With a wave of his hand, they all close except the one he entered from. “But that only explains the circle. Not what was so traumatic to you that you became the monster that you are remembered as.” His face hardens, with a look of tempered loathing across it.

“As I’ve said before, I’ve been to a few other primal points, so I know what to expect. This is where the local megaversal cluster originates, and with the right dimensional spells you can see the expansion of it in real time. And that was the problem.” The newcomer walked past the abomination, ignoring its attempts at harming it. As it slowly walked up to the precipice of the abstract platform, it continued.

With arms open, the newcomer made a sweeping gesture to the expanse, resuming his monologue. “I see a field of endless wonder, where I will never have to go far to find the next mystery to unravel. There is literally no end of adventure, as the cosmos expands faster the more you try to pin it down. A never ending horizon, waiting for those with the courage to ride into it. But you didn’t see it that way.” The being slowly turned back to the abomination, giving it a dismissive gesture that was somehow filled with a fundamental contempt.

“You always thought that things would have a conclusion. That if you tried hard enough that you could learn everything and there was a finish line. That the course you set out on was the one way forward, and that everybody else was wrong. And then you came across this point and realized that you were wrong. And rather than adapt, you broke, and decided to drown your sorrows with the tears of every other being in existence” The being in white paused, and gave the abomination an expressionless stare that packed enough meaning to fill a library, and then whispered a single word that had all the force of a dozen gamma-ray bursts.

“Pathetic.”

The abomination howled in response as only the greatest of all Alien Intelligences could, screaming epithets of rage and loathing in languages that had not been spoken in more than a million years, and could render planets into a cloud of particles. The cosmos rippled in patterns of obliteration that surpassed anything the the terrors of old ever did, tearing space time to pieces and leaving a tear in reality light years across. The white being was completely unaffected, and seemed even more disappointed.

After a while, the white one continued “All the atrocities, all the horrors, all the crushed worlds and dimensions; it was all because you were trying to make everyone else suffer as you believed yourself to suffer. You gave the rest of your gang of butchers the emotional feeding methods because you knew that they would go overboard and act like a swarm of locusts that consumed everything in its path, and you directed them at every dimension full of life that you could find. You never directly fed on the carnage yourself, which was how you managed to become so powerful; the others were so drunk on emotional torment that it was hard not to pick up all the power and worship that they blinded themselves to.” The being began pacing around the abomination, with the monster’s abundance of eyes following it, staring beams of frustration and anguish that held more heat in them that most stars.

The humanoid continued unabated. “And it still wasn’t enough, and you hated yourself for it. You didn’t leave many overt clues, but the ones that I’ve managed to tease out of your Regalia indicate that you were on some level suicidal. It's why you did so many deliberately wasteful ‘shows of power’ with sloppy security, in the back of your mind you hoped that somebody would take the bait and try to end your misery. You got more and more sloppy, with obvious failings that got brushed aside with ‘confident in your might’. And you still managed to miss those two moving to stab you in the back, just as they missed that you were off your game. When you actually look at the details of what happened, their coup was a comedy of errors with at least 7 different sides, and nobody was on less than two of them. It was a farce, through and through, and it was exactly what you deserved.”

The storm of bellows that greeted him were objectively less than those that came before it, but only in a relative sense. The pulses of un-reality could have easily destroyed entire solar systems. As before, the more elegant of the two was unmoved, and he began again. “It is said that the one thing an extremist hates more than their ideological opposite is another slightly different extremist, and that's what hurts so much doesn’t it. I’m not the opposite of you; I’m just so slightly different than you in ways that you were so close to being yourself. And you’ve always known it, even before this shadow of memories before me gained a semblance of consciousness. You failed, and by your metrics I succeeded.” The response defied description, threatening to destroy the entire dimension.

The humanoid continued with closed eyes, “Go ahead. Curse my name. Curse it for all eternity if you can. But know that your relevance is over. Your pain and malice can no longer taint the megaverse as it once did. But know that I am not the one that did it. In the end, it was always you and you alone. Just like you always wanted.” The being raised his left hand at the abomination, and made a single gesture of power. A single rune carved itself out of space time before him, writhing in form with barely restrained intent. He opened his left eye and finished, “Know this; we shall not meet again. Farewell Xy.” The rune shifted into the symbol of Power Incarnate, and shot at the abomination with a speed that rewrote physics. The abomination twisted and screamed in manners that disintegrated worlds simply to look at, before dissipating into the ether. But large parts of it remained, and slowly drifted to one still present.

The being opened his arms, embracing the fragments of power that had been unraveled from the monster. They absorbed into him seamlessly, as if they had always supposed to have been there. And perhaps they were. The empowered god turned around and beheld the cosmic vista, repairing the damage done with a half wave of his right hand. And with his left he summoned a simple staff, and rested his weary body, for he was now far less that he could be, even if he hadn't changed. For a long moment, the cosmos stood silent, afraid of what the new Power Incarnate would do. Finally, he opened his eyes, and gave his final thoughts.

“Xy knew the concept of balance, even if he did his absolute best to tilt it in favor of chaos. Nearly all of the horrors since have been because he warped things so that the forces of anarchy would always have the advantage over those of order. I both am and am not him, so it falls upon me to try to fix things, or failing that make them less terrible. And I may as well start now.”

And yes. The forces depicted are comic book physics for exaggeration.


Thoth:"...and I can't believe I just gave myself a 'the reasons you suck' speech. Truly bizarre and ironic is this megavese of ours."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

ESheMar-FG08FW ‘FireHammer’-class Assault Frigate
(aka ‘Goddess Gavel’)

“The FlameWings don’t believe in drawing lines in the sand; they believe in redrawing the shapes of continents, ocean basins, and mountain ranges.”

<<“You are aware of the practice of trepanning? The surgical procedure of cutting away part of a being’s skull to relieve the pressure? Consider this to be planetary trepanning, only we are removing a section of the planet’s crust, that holding the entrenched enemy presence, to relieve pressure on the galaxy. The procedure has tended to work quite well.”>>

“I am pleased to report that the -chelkar- infestation on your planet’s moon is a matter of past history now. I would advise, however, that you revise your maps of your moon’s features; there has been -substantial- alteration made in the course of our operations. You may also have to recalculate its mass and orbit; in the course of extermination, we also converted a good amount of material into radiant energy. ”

The ‘FireHammer’ Assault Frigate is a starship design introduced by the FlameWings that emphasizes their single-minded focus on obliterating their opponents. The FireHammer is built around massive firepower, in an ‘all-out or nothing’ alpha-strike configuration.
The FireHammer eschews traditional EShemar design aesthetics and practices, dispensing with stealth features in favor a utilitarian dumbbell shape with a large central ring. The front sphere of the dumbbell holds the crew quarters and main armament; an array of sixteen siege disruptors firing in the forward arc. Backing these direct-fire weapons are eight midsection heavy missile batteries that can swamp enemy defenses with multiple projectiles and wipe cities away with a single volley. Almost as an afterthought, the FireHammer has a light point defense array for holding off enemy fighters and missiles. Heavy force-screening for the ship’s size provides the rest of the ship’s protection.
The narrow focus of the FireHammer leaves the ship lacking in a number of respects; the lack of traditional EShemar stealth means that the vessels cannot ‘lurk’ close to enemy lines, the heavy forward armament leaves other flanks vulnerable, and the modular heavy missile launchers are relatively vulnerable to damage. If a target is sufficiently well-defended, and the defenders fast enough, they may be able to interdict the FireHammer before it can loose its lethal payload, or, if the FlameWings are able to shoot first, the defenders may be able to avenge the target when the FireHammer tries to maneuver to escape. The massive power demand imposed by the disruptors and the battlescreens also taxes the main powerplants, and FireHammers are known to require more maintenance to their power systems than other Shemarrian starships,
The FlameWings try to avoid the question of stealth by deploying the ships with stealthier scout units that can feed FTL coordinates via phasic radio to the ships waiting outside the battlezone; the FireHammers then do precise ‘jump and claw’ attacks in vulnerable sectors of an enemy’s defense. This has proven mostly successful, except when detection of the scouts triggers a defensive response.
Firehammers have not always been used in offensive operations, however. Their planetary assault capabilities served well in a more altruistic role when several squadrons were used in the pacification of the human-settled world of Hanlan(VIII). There, the factionalized local human population was preparing to engage in an all-out global nuclear exchange(the second they’d had in several centuries) that would have obliterated life on the planet. Instead, EShemar warships dropped into orbit and deployed low orbit minefields of x-ray laser nuclear warheads that subsequently interdicted the locals’ ICBMs, cruise missiles, and bombers, and EMP’ed infrastructure, while follow-up ocean strikes eliminated submarine platforms.
Needless to say, despite the occasional ‘humanitarian’ applications of the raw firepower of these vessels, the CCW TVIA, upon learning of the FireHammer, slapped a ‘imminent warcrime’ label on them.

Type: ESheMar-FG08FW Firehammer
Class: Frigate, Planetary Assault
Crew: 65
MDC/Armor by Location:
Main Body 10,000
Bridge 3,000
Siege Disruptors(16) 600 each
Heavy Missile Launcher Segments(8 ) 700 each
Point Defense Turrets(8 ) 120 each
Variable Forcefield 6,000 per side, 36,000 total
Height: 400 ft
Width: 400 ft
Length: 600 ft
Weight: 106,000 tons
Cargo: Minimal; about 65 tons of personal supplies.
Powerplant: Matter-Antimatter, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 15
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.5% of light speed per melee)
(FTL) 6.7 light years per hour
(Underwater) Not Possible
Market Cost: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Starship Systems, plus:
*Sensor Jamming---Active sensor jamming can be employed at shorter ranges to jam and confuse enemy sensors, as well as interfere with communications. The downside is that the amount of interference pumped out will alert EW-savvy opponents of the presence of a jamming platform. Effective Range: 800 miles. -6 to target the ship with active sensors

*Command Linkage---The cyber-psionic command and control exercised by the EShemar give them faster response times: +1 to Initiative and +1 to strike.

*Self-Destruct---Rumor has it the FlameWings have rigged the traditional scuttling charges to be a tad more powerful than usual. Though no FlameWing has yet expressed any intention of kamikazing their FireHammer frigate as a last resort, those close to the Tribe wouldn’t rule it out as characteristic of the clan.

Weapons Systems:
1) Siege Disruptors(16)---While researching starship weaponry, the FlameWings came to the discovery that Golgan Siege Disruptors were slightly behind the standard HI lasers used by both the CCW and TGE, but were more energy economical, while losing the precise beam containment of those more advanced weapons, resulting in lower energy-on-target, but also the signature collateral damage of the disruptors. This suited the FlameWings just fine, as this meant a better chance of catching targets and doing more property destruction. Thus, the FlameWings have adopted the siege disruptor, but mounted in massed bank-batteries.
Range: 5 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, plus 25% damage to a 15 ft radius around the point of impact, 8d6x100 MD for all sixteen cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

2) Heavy Missile Launcher Segments(8 )---The center ring holds eight module slots that can be fitted to fire a variety of heavy missiles and planetary attack ordnance. Each segment can hold ONE of the following configurations:
a) Long Range Missiles
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-20
Payload: 360 LRMs per pod

b) Cruise Missiles
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 1-12 each launcher
Payload: 180 each launcher

c) X-Ray Laser Bombs
Weight: 10 tons per projectile
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.
Rate of Fire: Volleys of 1-5
Payload: 30

d)Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omnidirectional plasma warhead.
Weight: 10 tons per projectile
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.
Rate of Fire: Volleys of 1-5
Payload: 30

e) Hellburner (aka ‘Tzarina Bomba’) Superheavy Nuclear Bomb
Weight: 10 tons per projectile
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1-5
Payload: 30

f) Heavy Kinetic ‘Smasher’--- A single-shot warhead(no multiple warheads) weighing 12 tons. Hits with considerably greater velocity and kinetic energy. Does 1d6x100 MD to a 90 ft radius, and does DOUBLE damage to any fixed-foundation structures in a 200 ft radius, due to ground shock.
Rate of Fire: Volleys of 1-5
Payload: 25

g) Heavy ‘MaxSlap’ KEW-----Designed to be ‘lobbed’ for maximum kinetic impact, the super-heavy bomb does 1d8x1,000 MD to 250 ft blast radius, and can penetrate up to 500 ft of earth(300 ft of rock or concrete), for attacking bunkers or undercutting larger structures.
Weight: 25 tons
Rate of Fire: Volleys of 1-3
Payload: 12 per pod

h) Plasma Torpedo Pod------A cross between a missile launcher in terms of volley capability and area of effect, and energy weapons in terms of range and recharge capability, these weapons fire veritable storms of plasma pulses similar to ball lightning. Against massed fighters and larger ships, these weapons can prove particularly devastating.
Range: 10 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-4 plasma bolts per pod. Three volleys per melee
Payload: Effectively Unlimited

i) Impulse Launcher(Kronos)---This weapon is typically reserved for ‘hard-burn’ targets worthy of serious extermination. The launcher pods are equipped with self-destruct mechanisms to prevent the technology from falling into the wrong hands(an the TVIA would argue that ANYBODY’S hands, and especially the FlameWings’, count as ‘wrong’).
Range: 20 miles atmosphere, 2000 miles space
Damage: 4d6x10 MD from the projectile strike + 4d6x100 MD to a 100 foot area that is half energy and half fire. On a critical strike with a natural roll of 20, triggers Overload automatically for additional damage.
Overload: When the projectile strikes a target, there is a 30% chance that the crystalline matrix starts a critical resonance and overloads, dealing 3d4x1000 MD to a 500 ft area. For each additional Impulse projectile that strikes the target (within 100 feet of each other for particular large targets, or the ground) the chance is increased by +5% per additional projectile, and increases damage by an additional 1d4x1000 MD and the area increases by 100 ft. This damage is half energy and half fire.
Rate of Fire: Volleys of 1-10, once per melee.
Payload: 90 each pod

j) Jamming Pod---A late addition and concession to the need for addition shipboard defensive measures. This pod mounts its own power system and a powerful broadband EM jammer system; radar search systems are -50% to pinpoint the vessel, radar-guided weaponry is -7 to strike the ship. Enemy radio communications are jammed(80% for civilian band, 75% for military channels) in a 5,000 mile radius.

Other pod munitions are under development/consideration, and there has been talk of mounting penetration aides or point defense pods as well.

3) Point Defense Turrets(8 )---The Fire Hammer mounts a relatively light point defense complement for its size.
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 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Under AI control, each turret has 8 attacks per melee
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited

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

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

Unread post by taalismn »

AAn adventure setting:

Diac-Sori and the Temple of Ariod(Outdimension)
“Impressive, isn’t it? That mountain there is the Great Tower of Ariod, the Upfall of Light. Stick around for Ascension Day when the latest bunch of sign-ups that made Chosen Become Light; that light shaft becomes most spectacular, especially if they get a hundred or more making the Step. Hope nobody in your party’s decided to join them, because depending on who you ask, either they go someplace so wonderful they don’t want to come back...or they CAN’T come back.”

The High Temple of Ariod is a religious organization sweeping the Earth-like human world of Diac-Sori, a pseudo steampunk/fantasy society with some low-level magical ability and hints of Ancient technologies. The Ariodhood first appeared on the scene several hundred years ago, and has been expanding ever since.
The Ariodhood has built its empire on a message of Transcendence; it claims to be able to induct followers into a higher and richer level of existence as beings of Pure Light. And those who Step Up and Become Light, can benefit those left behind, by sending back wisdom, positive energy, and occasionally coming back as the Returned, physical manifestations of enLightened immortals returning to spread the good news of Light. Indeed, the Temple of Ariod has provided medical cures, gizmos to increase the quality of life, even localized weather control.
In return for boons to their people, immortality, and other gifts, it is said that hundreds, no, thousands, of Diacians are willing to sacrifice themselves...only it isn’t a sacrifice as they see it, but conversion to Light. And some of those Made Light come back, as wise, powerful, scions of the Temple, telling of their blissful existence as Light. As it is, on average over fifty ‘Chosen’---all volunteers---a week willingly give up their material existence and are converted into Light in the Great Tower of Ariod. According to the Temple, not all Diacians are able to make the Step Up to Become Light, so not everybody who applies for these mass-conversions is accepted. However, the Temple also claims that eventually all those willing to make the Step Up will be able to do so, in part due to the positive energy and life improving suggestions flowing back from the Realm of Light and those who have gone on before.
It all sounds too suspicious to some Diacians; the smart ones.
The culprit behind Ariod is a techno-electrical energy entity from an alien dimension, who has opened up a dimensional portal and is influencing events on Diac-Sori for its own purposes. Its ‘miracles’ and advanced technologies are created using materialized energy channeled from its realm.
The chosen faithful who lay down on the Ascension Spiral(a conveyor belt of tables) and taken up into the Tower’s central Light Core are being instantly scanned and converted to energy format, then drawn back into the energy entity’s realm to be stored...however, their PPE is separated from their ‘file’ and absorbed by the entity. That’s what the entity is really after. The electro-entity doesn’t need the life energy to feed itself; its native realm is LUSH with energy, but life energy, especially of intelligent beings, seems to have a unique addictive quality to it that gives the Ariod-entity, and others like it in its home realm, a pleasant buzz. The entire Temple of Ariod is a narcotics harvesting operation collecting post-life energy. For a few small expenditures and manipulations of local energy, the entities can float themselves on their own mental higher plane for a while.
The Returned are simply re-materialized digital files of past sacrifices. modified with special abilities to show off the power of Ariod. However, the Returned are not endowed with any of their original PPE. The Returned are essentially flesh robots, with all the memories of the original people, but no real consciousness. The off -behavior of the Returned is typically explained by the fact that they have been changed being Light, and that being back in the material world is a tedious chore that the Returned have only undertaken to uplift the rest of their fellows. No Returned is known to NOT be a scion of the Temple, and almost all have given up any political or familial ties they had before.
The High Temple of Ariod has been expanding across Diac-Sori. The miracles it promises and delivers on have ingratiated it to governments across the world’s continents. Despite a growing number of concerned nay sayers and skeptics, any real resistance or attempts to keep the religion out or contained have tended to be shouted down by those wanting the gifts of Ariod. Still, some regions are banning the Arionhood from establishing a presence in their lands, and some communities have forbidden accepting any of the Temple’s ‘benefits’...even the commonsense ones(and not all the Temple’s gifts are booby-trapped in any way). Some have even gone as far as to declare the Returned as abominations. However, the tangible benefits of having the Ariods as neighbors tends to sway people, especially when the local king’s daughter Returns to bless her old neighborhood with cures for local diseases, or summons good weather for planting or storms to keep sea raiders away. The last time anybody tried to attack the Great Temple of Ariod with an army, the army got obliterated to nearly the last man, and the leaders that gathered that army were killed,either in the attempt, by their own countrymen in retaliation for being denied the gifts of Ariod, or under mysterious circumstances.
The telling sign of the Ariodhood’s powers of persuasion is that its sacrifices appear to be all VOLUNTARY, though the Temple’s opponents claim otherwise. Rumors of brainwashing, or coerced entry into the lineup of those Chosen Stepping Up at the Great Tower of Ariod abound.
The only saving grace, the Temple’s opponents see, is that the only place that it is known the Chosen can Become Light is the Great Tower of Ariod, forcing the faithful to make pilgrimage all the way to the Tower, a journey that affords the opportunity for disenchantment or intervention. However, there are rumors of the Returned scouting locations to establish new Towers at other locations across Diac-Sori or of certain High Returned being able to personally facilitate Lightings.
That’s not to say that things have been all going the Ariod-Entity’s way. There’s been hints of OTHER dimensional rifts or perturbations in the fabric of space/time around Diac-Sori, hinting at possibly other visitors. The Temple has dispatched some of the Returned to investigate. Not all of them have returned. And lately, something has been intercepting and stealing away sacrifices’ Light-data, PPE and all, before it can be absorbed by Ariod-Entity. Something calling itself DESTINY.

The Returned
“The Returned Ones always seem to be gazing off into the distance if they aren’t directly helping somebody entering the Ariodhood. They may have come back to help us mere dirt-born, but they seem to terribly miss whatever paradise they left behind after they left the dirt behind, and they so very much want to return to that paradise. The only time they seem to really engage with the rest of us mere mortals is when they’re talking up new members. The rest of the time they seem barely aware of others.”

The Returned are supposedly once-mortal volunteers who shed their mundane humanity to become beings of Pure Light, but have re-materialized to spread the good word of the Pure Light.
The Returned are essentially 3D printed copies of people, reanimated, and downloaded with digitized mind-states. Only the Ariod-Entity hasn’t got it quite right, and furthermore is too covetous of the PPE it took that it has not restored any to the Returned. They act as the ‘face’ of the Ariodhood and the Ariod-Entity’s agents on Diac-Sori, advising local leaders, drumming up support for the cult, introducing new technologies, performing miracles, and looking to recruit more and more candidates to take the Step Up.

*Returned have access to advanced weaponry that is keyed them alone, and fails to work in the hands of others. This is usually some sort of powerful energy weapon like an ion gun or particle beam with conditionally unlimited power(needs to recharge for 1d4 minutes after 10-20 shots).
* Effectively megadamage beings(SDC becomes MDC) with access to megadamage technology on a world that is mainly SDC.
*Superhuman Strength
*Increase M.A., P.B. , P.S., and P.E. by 25%
* Photographic Memory Recall
* Electrokinesis
*MindBlock----Using telepathy or other psionics/mindreading powers on a Returned will reveal there’s nothing but their purpose; no real emotions, no real empathy, just the constant drumming of their orders.
* Unaffected by drugs and poisons, including gases. CAN be suffocated, however, though they can go without air for their P.E. x5 in minutes.
*Radio Communications---The equivalent of radio implants allows the Returned to keep in contact with their headquarters at the High Temple of Ariod. Effective range of 500 miles, but the Arionhood has been setting up repeater relays at its secondary temples.
*Depending on how long they have to set up things, Returned have exhibited powers such as localized weather control, telekinesis, destructive energy blasts, and healing abilities. An investigator from a high-tech background, with the right instruments, however, will be able to recognize signs of advanced tech, such as robotic weather control platforms, modern medicines(or medical nanobots), modern munitions(like plasma explosives), or even pinhole dimensional gates channeling energy. In other words, sufficiently advanced technology masquerading as divine magic.

On the minus side:

*Returned are sterile
*Returned do not register any personal PPE. To psychic senses, they register as null voids. This makes them invisible to vampires and zombies.
*Vulnerable to Magic---Magic does full damage to them, even if SDC magic.(does MDC to them)
* Returned can be jammed---Their radio links can be detected with the right equipment and jammed(and even good electrical storms can interfere with the signals) leaving the Returned looking confused if needing orders from on-high(will typically ‘retire to meditate’ if they can, until the interference passes).
* Returned do not always recognize sufficiently advanced technology of others. The Ariod-Entity either doesn’t think biologicals are capable of developing high-tech, or can’ t recognize other fields of technology for what they are. So while the Returned may sense and recognize an electrical device like a flashlight or handheld radio, they may not know what a phase-scanner , technowizardry device, or multi-tool really is.
*Returned CANNOT be restored to the persons they once were/resemble.

The Ariodhood(as statted as a Megaversal Religion)
a)Size:
Global(though limited to Diac-Sori’s Central Continent, it has been sending missionaries around the planet). Boasts some 180,000 members.
b)Alignment:
Miscreant, bordering on Diabolical; the Ariod-Entity is murdering people to suck up their life energy, and is using the High Temple organization to pressure the other governments on Diac-Sori to give it free rein.
c)Origin:
Started with a few villagers back of nowhere disappearing in ‘a storm of light’, then returning to promote the Ariodhood. This was some 400 years ago and it’s grown into the current massive organization.
d)Type:
Transformational---The objective of the religion is to ‘Become Light’. Not everybody can Step Up, but even those not chosen are assured that they will not be forgotten and will benefit. as long as they are loyal to the Ariodhood.
e)Organization:
Strict Hierarchy----The Ariodhood relies on a very structured organization to maintain the many facilities of the religion, sort those are Chosen, and spread the word of Ariod.
(Gender of Priesthood) Both male and female Returned act as officers of the religion. There are no gender restrictions for the priesthood.
f)Degree of Activity
Evangelical on the surface, but is pursuing a Pro-Active Mandate of taking over Diac-Sori’ and organizing it into a harvesting ground.
g)Membership:
Open---The religion preaches to EVERYBODY(well, just about anybody) who is willing to join. Though only certain people (the ones woth the right ‘flavor’) are accepted to be Chosen, and Step Up. Still, the criteria for being Chosen seems to be pretty liberal, as nobody has seen a distinct commonality in those who are accepted and Chosen.
h)Recruitment:
Evangelical---The religion has a vigorous public relations campaign that actively seeks to attract new followers through missionaries, public media, and door to door solicitation. Though those Chosen to Step Up are screened by special means(special sensors/’holy objects’ provded to the Ariodhood priests), those not Chosen can still worship and serve the Ariodhood in various capacities.
i)Membership Duties
Tithe----The Ariodhood asks for donations of worldy goods to support its building projects and good will initiatives(as well as funding their political subversion efforts), but will also take labor and pilgrimage(another way of getting money from travellers and scan them for potential Chosen).
j)Observances
Mantra----Believers are expected to memorize and recite the Litany of Light, ideally while holding a crystal, lense, lit candle or lantern. It’s completely meaningly to the Ariod-Entity’s purposes, but serves as hatmless distracting frippery for the cattle.
k)Taboos
*Technology----Certain fields of scientific inquiry and technological development are discouraged/banned.
*Magic----Though those with high PPE are among those Chosen, the Ariodhood discourages(or outright forbids in those areas where it holds most power) the practice of actual magic. Magic items are confiscated by the Ariodhood.
l)Security:
Warders of the Faith---The Ariodhood has armed proctors protecting its temples, while the High Temple and Tower are protected by a private army and a cadre of the Returned armed with high tech weapons.
m)Available Funds:
Obscenely Rich---The Ariodhood is awash in money from tithes, investments, and extortion.
n)Special Features:
*Sacred Site---The Great Tower of Ariod.
*Miracles---Weather control, miracle cures, the elimination of hostile armies, and other incredible things, are the stock and trade of the Ariodhood.
*Relics---Items of Power, especially in the hands of the agents of the Ariodhood, and especially in the possession of the Returned.
o)Outside Relations
Well-known/Respected--Even if one is not a believer, most people like and trust the followers of the Ariodhood for the miracles and prosperoty they herald-pr at least fear and respect the power of the Ariodhood. The Ariodhood has practically become the state religion on the Central Continent, especially around the High Temple.
A growing number of people and kingdoms around Diac-Sori are beginning to suspect something isn’t right about the Ariodhood, and fear its growing influence and powers.
p) Divine Backing
Alien Intelligence----The Ariod-Entity.


Planet(Diac-Sori )
Note: Diac-Sori is an SDC world that has had MDC technology/powers introduced to it.
Type: Terrestrial
Diameter: 13,000 km
Gravity: 1.1 terrestrial gee
Temperature: Temperate
Unusual/Special Features:
-Odd Rotation---- Diac-Sori has an odd orbital rotation that results in a day and a night that are 50% longer than normal, after which the day/night cycle reverts back to normal. This happens every 15 local years, and the time is occasion for great celebrations, ceremony, omens and portents, because supposedly great and grand things, such as mysterious lights in the sky appear, miracles happen, and those born(or concieved) on the day are destined for great things. The Ariod-Entity has noticed that the local PPE fields actually increase on that extended day, so the Ariodhood steps up the Step Up sacrifices on those occasions, and uses the Long Day for giant ceremonies promoting the Becoming of Light.

-Ancient Ruins---There are signs that Diac-Sori may have been settled(or at least visited) by much older and more advanced peoples in the distant past; there are tales f ancient ruins found in the planet’s remote regions, ruins made of materials unlike anything anybody is familiar with, and decorated with script and symbols that defy translation. There are also rumors of artifacts, objects of power, with mysterious properties. Naturally, the Ariodhood is secretly very interested in these rumors, especially when some people have compared the powers of the artifacts as being similar to the miracles of the Ariodhood.

-Eroding Dimensional Fabric---Diac-Sori seems to be slowly entering a period of increased dimensional weakening, with dimensional rifts likely to occur more easily and frequently. Whether this is a natural phenomenon or a consequence of the Ariod-Entity’s forcing a doorway into Diac-Sori’s reality is unknown.

Atmosphere: Breathable nitrox mix.
Terrain: Four+
Notable Mineral Concentrations:
- Molybdenite
- Colombite
- Lead
- Antimony
- Borax
- Calcite
- Diamond
- Samarskite
Hydrosphere:
Balanced; 57% of the planet is covered in open water.
Biosphere:
Dense and diverse, with both reptilian and mammalian lifeforms. A few of the larger lifeforms are familiar to the Palladium Fantasy World, suggesting either parallel evolution or a dimensional link.
Civilization:
Settled
Population:
2 billion(Human)
Technology:
Early Industrial/Steam Age---The Diac-Sorians have just begun experimenting with steel mass-production and early steam engines, but the vast majority of the planet exists at a late Iron Age level. There is some magic use, equal to the Palladium Fantasy World levels. Personal firearms have just entered circulation, but are generally too expensive for the average person in the street to own.
The Ariodhood has been quietly behind the scenes suborning or eliminating innovators who threaten the status quo that they themselves are trying to overthrow for their own agenda. Generally, the farther one gets from the Ariodhood, the more innovation one sees.
Economy:
Agricultural, though there’s a growing middle class involved in craftsmanship and industry.
Wealth:
Average; most wealth is concentrated in the upper classes of the various nation states.
Government:
No one unified world governmeny exists on Diac-Sori. The majority of goverments are aristocracies and monarchies.
Law Level:
Varies from region to region; there’s always a small war or conflict going on somewhere on Diac-Sori, but it’s generally safe to travel abroad. There’s still lots of potential for adventure for local conquistadors and people of action.
Naturally, the Ariodhood is involved here as well, as they seek to present themselves as being a force of Law and Order, paving the way for Ascension from a suffering mortal world of unrest and misery, to a higher plane of Light. Ariodhood agent provocateurs are busy where they can stirring up unrest that they can exploit.
Popularity:
Ambivalent, shading to Unpopular, thanks to the aggressive evangelizing of the Ariodhood, whose ‘miracles’ have been undercutting the support of the established governments and leaders.
Stability:
Unrest; the emergence of a middle class and industry has caused growing strain in the traditionally agricultural societies, as historically happened on baseline Earth. The Ariodhood has been an even more destabilizing factor, as many have seen the miracles performed by the Returned and want their leaders to cash in on the offered prosperity.



She blinked. She became aware of bright light, light that resolved itself into lines and shapes. She was on her back, as she had been when she had been Chosen to be carried up the spiralling Ascension Way, but this did not look like the Tower of Ariod.
“What...what...is this the Pure Light?”
<< “You are safe from predatory energy entities.’>>
The female voice that answered her belonged to a tall woman seemingly made of midnight blackness, with hair like streaming glowing cloud. As she moved over the recumbant Chosen, the alarmed girl swore she could see constellations in the woman’s dark form.
The answer that voice gave her made no sense! ‘Safe from predatory energy entities?’ What was that supposed to mean? Was her soul at risk as she made the Step to Pure Light?
And on that matter, the Pure Light was looking less pure and much more organized along more...mundane...lines, as she could make out more and more around her. Not that she could move much. Looking down at herself she saw bare flesh, not the body of pure light she was expecting. Looking around as much as she could with the limited movement allowed her eyes, she beheld...machines. Machines much more sophisticated, she could tell, than those of the steam-tinkers and artificers of her homeland, but still, very much rude mechanical material constructs.
“Have I been judged again?! Have I not been deemed worthy to enter the Pure Light?! Oh heavens, Ariod, answer me please! WHERE AM I?!”
<<You are in my post-assembly and formatting wing, currently in voluntary-actuation lockdown test stage. You are in a Type Three cyberbiosynth body.>>
“...a what?”
<<‘An artifical approximation of the biological form you appear to have been duped into giving up. Though as approximations go, I think you’ll find that in many ways the Type Three is superior to your old form. Do let me know if you detect any potentially debilitating discrepancies, such as tactical senstivity or balance; we can finetune to your preference.>>
“I’m...in a machine?” The girl’ s eyes boggled as she stared at what she could see of her body, what was not draped in cloth that looked like solid oil.It LOOKED normal enough, but she had expected to be a being of Pure Light; not on her back, paralyzed, TALKING and not communing with a being that was sounding less divine and more like a tinker describing some new mechanical toy they’d created. “I was supposed to be Light! What am I now?!”
<<A download. A consciousness-bearing datastream refomatted to operate within a cybersheath form.>>
“What happened to my Step Up? Was..was I not judged worthy enough to become Light?
<<You mean the destruction of your original material form and reduction to a photonic datastream? Yes. You existed briefly in that form as an unconscious null-state until I intercepted and re-directed you here to be reawakened.>>
“You ‘intercepted’ me? You kept me from becoming Light?”
<<‘You WERE light....a coherent photonic data stream. But you were also being separated from your personal psychic energy. There was no indication that the agency responsible for your energy conversion made any provision in format to reunite your entirety. The result would have been that your personal data would be preserved, but without the continuity of consciousness. Fortunately. I was able to in-gather both streams before your metafield was too depleted, and divert them to a more stable material vessel.”>>
“You ...you...TOOK me from becoming Light? To trap me in...this ....machine?! This vulgar material prison? I was CHOSEN! It was my place to become Pure Light! You deny me my DESTINY!”
The Dark Woman smiled, stars shining in her teeth..
<<“THAT is amusing. You see, I am DESTINY.”>>
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Re: Shemarrian-related fan creations

Unread post by taalismn »

#Remember to synch your clock calendars, Sisters.It will be time soon!# :D
<<((Ah, okay.....why?))>> :-?
#So we can all be on the same time when the annual planetary circumsolar transit cycle resets, of course!# :wink:
<<((The ah, WHAT?))>> :?:
//The New Year, dim-bulb. The Happy New Year.// :rolleyes:
-------------
"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
------------
Omegasgundam
Adventurer
Posts: 440
Joined: Thu May 08, 2008 11:04 pm

Re: Shemarrian-related fan creations

Unread post by Omegasgundam »

Here's most of Thoth; Power Incarnate. I have stat for him as well, but I'm will working on tweaking it. In the mean time, here's bits of him that might plausibly be encountered.

Thoth; Power Incarnate
Since his recovery of the Xy’s metaphysical remains, Thoth has abused the time warping abilities of Xy’s old laboratory dimensions to greatly expedite his recovery, and is fast approaching Xy’s apex of capabilities. From a purely objective standpoint, the only areas that still need work are pure physical strength and durability, both of which are already almost peerless among the various major Pantheons. Additionally, Thoth also has access to all of Xy’s methods of breaking the normal rules for what is and is not possible, allowing him to materially benefit from the endless skills that he has learned over the eons, which normally would be meaningless to an Alien Intelligence. Thoth had arguably already surpassed Xy in terms of pure magical and scientific knowledge, but now it translates to direct improvements in his capabilities. But more importantly Thoth has become one of the megaversal leaders in terms of strategic planning and personnel management, which lead directly to his future plans.

Thoth’s knowledge has combined with his sheer metaphysical power to turn him into a trans-dimensional mastermind that even the highest level of gods have difficulty following. He can now perceive the complex chains of events that have resulted in the local megaverse being dominated by the force of Entropy, and sees a way to correct it. For optimal results, his direct involvement is slightly counter productive, and a being of his level intervening would be an invitation for malignant entities from further away to sink their claws into the local cosmology. He could deal with anything that could plausibly intrude, but it would still result in more damage that he would have to clean up afterwards. And frankly he doesn’t need to pick up the sword himself, as there are sufficient heroic mortals already available to be recruited and armed.

Thoth has always had an affinity for free thinkers and abnormal individuals, but now he seeks to deliberately muster them to rebuild the Army of Light for a new age. While overwhelming Order would be just as large of a problem as Chaos, he is starting at such a deficit that he would have to completely reprise the role of Xy and spend millions of years to cause it. Thus, he can be quite free with what level of ‘assistance’ he can hand out of his catspaws, giving them a strong advantage against the enemies they face. Some need less help than others, but dead adventures generally have low success rates. With any luck, the network he establishes will return the local dimensional cluster to a workable standard and sustain itself, allowing him to return to his exploration efforts within a meaningful time frame. Perhaps within at little as 3 millennia.

Friends and Foes:
Spoiler:
Alliances and Allies: The good aligned heads of several key pantheons are aware that Thoth was Xy, and is moving in shadows to build up the Forces of Light. As such, they are arranging to keep attention diverted to other matters. Kym-nark-mar was naturally somewhat tense with him initially, but calmed down significantly when Thoth returned and restored his son Kormath (who kept what powers he gained). He admits to being uncertain as to his exact relationship with the Cosmic Forge, but it has always known of his true nature and does not hold it against him, so he thinks of it as a friend.

Beyond his traditional sources of help, Thoth has been cultivating connections with the Shemarrian Start Nation, pointing them at problems where their skill set would be appropriate. He is on familiar terms with the leadership of the Wayfinder tribe, and is a known figure on Assembly One. Most write this off as him simply being fascinated with the Ecotroz, which is naturally true to an extent. Additionally, he finds that the United Systems Alliance is easy to lead in a specific direction, and can be relied upon to do what is needed once they have enough information. He leaves single dimensional powers for his Fragments to handle.

Enemies: There are untold numbers of beings that would shiver in fear if they realized that Thoth was planning to make their lives difficult, and an ever greater number that would unite against him if they knew that Thoth was Xy reformed. Thoth now realizes just how many resent him for various petty reasons, and taking great pains to ensure that they are not riled up unless it is necessary.

Minions: It's always difficult to classify where exactly an Essence Fragment of an Alien Intelligence stands in relationship to the core being, but Thoth uses them to set up and oversee single dimensional branches of his sprawling plans. Middle management is provided by the thousands of Minions he has created with his deific ability, who in turn serve as points of contact for legions of notable figures and adventurers. Thoth prefers providing guidance above giving direct orders, so the sprawling network is primarily reactive to what its members come across. Adventurers can be relied upon to find sources of trouble, so there is no shortage of work. Thoth hopes to build it up enough that it can operate without his personal involvement, but has no time table for when that would happen.

His most surprising gain is Amon the Hidden One, with Thoth using Xy’s knowledge to restore to her full beauty (P.B. 34), who promptly had another psychotic break and swore herself into eternal servitude despite Thoth’s protests. She is the one that is coordinating the overall rebuilding efforts, with her millennia in the shadows making her well suited for the task. Additionally, the Shemarrian Avenger Champions are effectively his daughters for all metaphysical purposes, and he has formed Pacts with most of them.

Supernatural Pacts with Power Incarnate
Thoth, being the Great Old One, can offer far more to those that form a pack with him. For security reasons Thoth binds them in a way that they cannot reveal just who they formed a pact with or what they gain. Thoth can offer pacts with beings that are not Shifters, but he generally only does so for truly exceptional individuals who would warrant gaining the full package off the bat. The Cosmic Forge has given him approval to offer it to the most dedicated and pure hearted of Cosmo Knights, although it naturally has higher standards for them. Their fundamental nature means that they also count as dimensional specialists (like a Shifter) when relevant.
Spoiler:
Initial Bonuses: The initial link provides the following.
    Supernatural P.S and P.E

    +90 SDC

    Becomes an MDC being when relevant.

    +100 P.P.E if capable of using it

    +60 I.S.P if capable of using it

    Bio-regeneration of 3D6 per minute

    Immunity to Possession and Horror Factor

    Resistance to Fire and Cold

    +3 vs Psionics and Magic

    Does not age unless they wish too

Full Bonuses: Those that have proven themselves to be true Champions of Light receive much more extensive benefits, which are similar but not quite as extreme as that of a Cosmo Knight. It can come close though.
    Starting Attributes, H.P, S.D.C, M.D.C, I.S.P, and P.P.E are maximized.

    Gains +6 to P.S, P.P, P.E, and one other stat of choice

    Gains HtH: Expert if they do not have better.

    Attributes, H.P, S.D.C, M.D.C, I.S.P, and P.P.E gained from levels and skills are maximized.

    Becomes a Major Psionic if not a Master, starts with (96+M.E) I.S.P (Including the initial link bonus), and can meditate.

    If not a P.P.E using OCC, the starting P.P.E pool is (120+P.E) (Including the initial link bonus), gains 4 P.P.E per level, and recovers and draws as a Mystic.

    If already a P.P.E using OCC, gain 2 additional P.P.E per level and increase drawing ability by one level if possible (Mystic--Ley Line Walker--Stone Master)

    +1 Spell Strength at levels 4, 8, 12, 16, and 20

    +2 to all other saving throws

    Learns 1 new Spell every level as a Mystic.

    If not a supernatural being, gain 2 Major Superpowers or 4 Minor powers of choice,

(General Non-Caster Class Choices: See the Invisible, Aura of Power, Armor of Ithan, Shadow Meld, Superhuman Speed, Impervious to Energy, Invisibility: Superior, Invincible Armor, Beat Insurmountable Odds, Banishment.)

(General Caster Class Choices: Whatever utility pick they can’t get their hands on normally.)

(General Cosmo Knight Choices: See the Invisible, Aura of Power, Armor of Ithan, Shadow Meld, Superhuman Speed, Frequency Jamming, Invisibility: Superior, Locate, D-Step, Banishment, Rift Teleportation, Null Sphere, Sanctum, Close Rift (No loss), Teleport Superior.)

Witch Pacts: Thoth would very much like to avoid these if at all possible, but as they are less inherently problematic than the majority of Necromancy he will consider it from time to time. It’s rare enough that describing a ‘typical’ situation is something of a stretch, but a rough rule of thumb is that those he would offer it to have already been vetted being of sufficient moral fibre, are in situations that are well beyond their capabilities to handle, and no other assets can be directed to assist them. The last is the most important, as it is exceptionally rare that Thoth does not have somebody waiting for an assignment. The other situation is where a particular servant has such an ‘overabundance of enthusiasm’ that Thoth believes that they need constant supervision.

Of the handful of Thoth’s contractors, the most notable is Veletsia M’Kri, who entered one with not Thoth directly but one of his Essence Fragments. Said Essence Fragment was her wife Asyribis, who she had already given total control in their relationship. Strangely, this has resulted in Veletsia becoming far more assertive than previously, with the pact allowing her to delude herself into believing that her personal desires were actually those of her mistress. Asyribis holds this to be a positive development, as Veletsia’s previous behavior of being an enthusiastic doormat had become more tedious than enjoyable.
Spoiler:
All Psionic abilities at 15th level lower and +200 I.S.P

Whatever spells Thoth decides to grant at 15th level power (+1 Spell Strength at levels 4, 8, 12, 16, and 20) and +1200 P.P.E.

M.D.C.: +800, Bio-regeneration of 3D6 per minute

P.S.: +10 Supernatural

P.P.: +10

P.E.: +10 Supernatural

Spd: Fly at 104

HtH Expert if not better

See the Invisible and Sense Magic, permanent.

Impervious to Horror Factor, Mind Control, further Possession, Poisons, Toxins, Drugs, Gasses, and Disease

Resistance to Fire and Cold

+1 Attack per Melee

+2 on Initiative

+3 vs Psionics

+3 vs Magic

+4 vs illusionary magic

+2 to all other saving throws

New Magic Items: Gifts of Power Incarnate
Xy had crafted a number of tools to help his loyal minions execute his will, and Thoth has given them a few revisions to make them less problematic. They are all completely indestructible, being rune items crafted from the life essences of Alien Intelligences that would not kneel to Xy, and have been stripped of any will or consciousness. To function, they are bound to a specific servant of Thoth, who can then summon and banish them at will. Only the Belt can be used by beings it is not bound to, and only with the servant’s permission. If the servant is slain, or Thoth merely desires it, the item is returned to his possession.
Spoiler:
Proof of Power Incarnate
Looking like a small coin made of exotic magic material and embossed with the symbol of Xy, this magic item is a focus for the various powerful spells that Xy had developed. Its effect is to grant the servant the knowledge to cast all of the various ‘Blessings of Power Incarnate’ spells, and if they already know them to reduce the cost by half and count as a dimensional specialist. Additionally, it allows the owner to reroll damage rolls less than half the maximum.

Mask of Power Incarnate
Similar to the Proof, the Mask is near featureless except for a prominently emblazoned symbol of Xy. It is irremovable by anybody that is not one of Xy’s (and now Thoth’s) servants, and allows them to ignore any and all environmental conditions that would inhibit them in any way, be it blocking vision or being utterly uninhabitable without dying instantly. Any attempts at identifying the wearer will only perceive them as ‘A Servant of Power Incarnate’, with no other details being able to be made out. It also provides constant telepathic communication with all other servants of Thoth in the dimension, and counts as a ‘Ring of Elder’ for spell casting purposes. It has a slot for a Proof to be housed in on the inside, and destroys the wearer's body if he is slain.

Shroud of Power Incarnate
This fine cloak wards the wearer against any form of detection magic or power that targets them, unless the other party is Xy (and now Thoth) or one of his chosen minions. It grants the wearer the ability Dimensionally Teleport to any dimension known to Thoth 3 times per day. Additionally, it makes the wearer resistant to magic, kinetic weapons, and explosions, taking 100th normal damage from energy weapons, and no damage from heat or stellar effects. If the wearer is not an MDC being, combine his HP and SDC into an MDC pool

Belt of Power Incarnate
This belt is given to beings that a Servant of Xy (and now Thoth) recruits to help his cause. It allows the wearer to cast Annoyance, Armor, and Eyes of Power Incarnate at 8th level proficiency 3 times per day. It can be set to automatically recast the Armor and Eyes of Power Incarnate, and can cast Annoyance of Power Incarnate again if 600 P.P.E is channeled into it. Thoth has removed the mind control aspects, but it is still potentially addictive due to the sheer power it grants.

New Spells of Legend: The Blessings of Power Incarnate
Some of the most powerful spells ever created, these were lost before the War of Light. The reason is because they draw their strength from Xy (and now Thoth), who is perfectly aware of the location and circumstances of every cast, and must approve of its use. As such, only his most loyal servants knew them, and they were all quickly slain by Ya-Blik and Al-Vil when they staged their coup. The other Old Ones were eager to bury any possible method of Xy’s return, resulting in every scrap of mystic lore that directly drew upon him being destroyed before Thoth gained consciousness. Only in Xy’s most private archives and laboratories did they survive, and it was not until Thoth reclaimed Xy’s symbols of authority were these depositories of knowledge opened. Thoth has since modified them to remove what he considered to be problematic aspects (such as brainwashing the user), but they still rely upon his approval to function.

Note: Such is the power of these spells that they do not suffer the normal 1/100th downgrade when going from an MDC setting to an SDC setting. Instead, they are merely downgraded to 1/10th, which arguably makes them more frightening. They cannot be crafted in a magic item or Techno-Wizard device by anyone but Thoth or one of his Fragments, and Thoth would prefer not to hand them out regardless. Being reliant on him would defeat the purpose of reconstituting the Forces of Light, and he would prefer mortals to not turn to divine patronage at every opportunity.

    Furry of Power Incarnate
    Spoiler:
    Range: 500 ft (152m) per level of experience, double in space.

    Damage: 4D4x100 impact, 4D6x20 blast out to 20 ft (3m), double damage to force fields

    Duration: Instant

    Saving Throw: Dodge

    P.P.E: 1200, half that for dimensional specialists (150 with Thoth’s reductions.)

    This mighty spell was Xy’s most iconic attack. Similar to Annihilate, this spell summons a small amount of destructive exotic matter, but projects it into a telekinetic beam that is much more easily targeted (use normal ranged bonuses). If the caster desires, the spell also does this as radiation damage, with the effect similar to being hit with an equivalent in U-Rounds, and the mystical properties means that even targets that are normally immune still take half damage. The caster can also spend double the P.P.E to double the damage multiplier.

    (Thoth has a theoretical output of 320 overcharged blasts per melee, with a damage output of 4D4x200x320x2, which averages out to 1,792,000 from up to 32.2 miles/51.8 kilometers away! This one of the simpler reasons why Xy was Power Incarnate!)

    (His Essence Fragments, should they be equipped with all the appropriate equipment but no additional P.P.E, can cast it overcharged no less than 16 times in succession, 4D4x200x16, resulting in a total of 44,800 damage on average. This would leave them completely dry, and it would be an arduous experience replenishing it without a Ley Line or Nexus.)

    Wrath of Power Incarnate
    Spoiler:
    Range: Half a mile (.8 km) per level of experience, double in space.

    Damage: 2D6x1000 impact, 4D6x20 blast out to 20 ft (6m), 2D4x10 out to 200 ft (61m), double damage to force fields

    Duration: Instant

    Saving Throw: Dodge

    P.P.E: 7200, half that for dimensional specialists (900 with Thoth’s reductions.)

    A far greater version of the above, this spell was developed by Thoth as for use against capital warships, with over five times the range and seven times the damage! It can still deal radiation damage if desired, and is still half effective against energy immune targets. It suffers the normal limitations of capital weapon targeting, and it can realistically only be used by an extortionately powerful Being of Magic thanks to its energy demands, but its striking power is unrivaled among ‘conventional’ magics. Only the greatest artifacts of divine pantheons can rival it, and Thoth made a substantial number of those as well.

    (Thoth, having an effective caster level of 170 because Xy, can shoot out to 340 miles in space. He can cast up to 106 of them in a single melee, allowing him to do 2D6x1000x106x2 damage, which averaged out to 2,120,000. There are very few things that can match that level of output, and most of them are planetoids of some sort.)

    (Thoth’s Essence Fragments can only cast it 5 times, giving them a potential 50,000 damage up to 112 miles away in space.)

    Annoyance of Power Incarnate
    Spoiler:
    Range: 500 ft (152m) per level of experience in atmosphere, 5 miles (8 km) in space.

    Damage: 4D6x10 per blast, double damage to force fields

    Duration: 1 minute per level

    Saving Throw: Dodge

    P.P.E: 1200, half that for dimensional specialists (150 with Thoth’s reductions.)

    The final variant, this spell was created to give Xy’s loyal minions a way to clear out chaff enemies without wasting too much time or energy. For the duration of the spell the caster may fire small blasts of destructive exotic matter at the cost of one attack. If the caster desires, the spell also does this as exotic radiation damage, with the effect similar to being hit with an equivalent in U-Rounds, and the mystical properties means that even targets that are normally immune to energy still take half damage.

    (Thoth has no reason to use it, being capable of far more devastating attacks with normal energy blasts)

    (Thoth’s Essence Fragments can manage 36 APM without boosts, and can keep it up for 56 minutes, or 124 melees. 7200 per melee, and 892,800 damage over the duration.)

    (An 8th level item cast would last 32 melees, and would generally be in the hands of somebody with 8 APM. They lack the average roll booster, so they would inflict an average of 1,120 damage per melee, or 35,840 damage over the duration.)

    Armor of Power Incarnate
    Spoiler:
    Range: Self; or one other by touch

    Duration: 1 hour per level of the caster

    Saving Throw: Standard for unwilling recipients

    P.P.E: 2400 (600 with Thoth’s reductions.)

    This spell creates an incredibly powerful suit of armor, which has 500 M.D.C +100 per level of experience, regenerates 1D6x10 per melee, and has equivalents to all of the life support and sensory systems appropriate for a suit of space capable power armor. It is resistant to magic, kinetic weapons, and explosions, takes 100th normal damage from energy weapons, and no damage from heat or stellar effects.

    The spell also grants additional benefits that are not tied to the armor being intact, with Xy being a fan of deliberately misleading names for what he granted to his underlings. For the duration of the spell, the wearer can fly at speeds of up to Mach 10 in atmosphere, and Mach 20 +caster level in space. It also grants +2 Attack per melee, +2 to Initiative, +2 to Strike, +2 to Dodge, and +2 to Automatic Dodge. Finally, it also conceals the identity of the wearer, with others only being able to perceive them as ‘A Servant of Power Incarnate’, unless they themselves are also under the effect of the spell or a servant of Thoth. The wearer can cancel the spell at any time.

    (Thoth would create a suit with 17,500 M.D.C and be capable of Mach 180 in space! That’s 38.36 miles a second, or 575.4 per melee!)

    (His Essence Fragments are much more bound by the normal rules, with an effective caster level of 56. This would grant them 6,100 M.D.C, let them fly at Mach 76, and last a full 56 hours.)

    (An 8th level item cast would have 1,300 M.D.C, let them fly at Mach 28, and last 8 hours.)

    Eyes of Power Incarnate
    Spoiler:
    Range: Self; or two other by touch

    Duration: 1 hour per level of the caster

    Saving Throw: Not Applicable

    P.P.E: 600 (150 with Thoth’s reductions.)

    This spell allows the caster to see through all forms of concealment or deception (be it magical or not), and allows them to perceive dimensional effects. It also allows the caster to read, analyze, and understand anything they see with a 98% percentile skill roll, and they automatically make any Perception Checks that do not involve a Divine entity. Additionally, it grants +2 Initiative, +5 to Strike, Parry, Dodge, and Automatic Dodge, and increases their critical range by 1. Finally, the caster is immune to any form of vision disabling effect, and their eyes are returned to pristine state afterwards.

    Hands of Power Incarnate
    Spoiler:
    Range: Self; or two other by touch

    Duration: Variable

    Saving Throw: Not Applicable

    P.P.E: 300 per time interval (75 with Thoth’s reductions.)

    Despite the hands of Xy being most commonly associated with destruction, he took the most pride in developing and crafting his tools of domination. Thus, this ritual spell is intended for non-combat purposes, improving craft and knowledge related tasks. What it does depends on the task it is being invoked for, which affects how much it costs.

    Craft Related: Tasks that relate to crafting, repairing, or modifying an object see the required time decrease by 50%, and the caster’s effective skill rating increased by +20%. The caster also qualifies for having all of the needed tools and mundane materials needed, with more extoic materials needing to be provided. It also removes any difficulty related to unfamiliarity with the style or technology involved. The timer interval is normally in days, and is in hours when dealing with particularly exotic crafts that need equally exotic tools.

    Knowledge Related: Projects see the required time decrease by 75%, and the caster’s effective skill rating increased by +40%. The caster also qualified for having a perfect laboratory or study room, and counts as having access to Xy’s (or now Thoth’s) archives. It also removes any difficulty related to unfamiliarity with the study matter involved. The timer interval is normally in weeks, and is in days when dealing with particularly exotic subjects. Actually creating an object will require a separate project, and thus a separate spell.
Thoth Essence Fragments
Thoth’s highest priority was reclaiming the ability to split off Essence Fragments, as it opened no up no end of strategic possibilities. To maximize their capabilities, Thoth embarked on a major mystic/genetic engineering initiative, producing optimized Godling bodies to place his Fragments into, allowing him to grant them better abilities without locking any of his P.P.E pool. Asyribis was his first, and despite her early stability problems she was a more than adequate proof of concept. At least 10 of them are at any time occupying a Nexus in an unpopulated dimension, granting Thoth the ability to refill his vast P.P.E pool within 15 seconds. It is notable that Thoth also engineers his Fragments to develop independently from him, with many establishing their own personalities and individual quirks. A few hundred identical minds would be useful, but they would also be terribly boring. Thoth generally keeps a full 180 of his potential 200 fragments in play across the Megaverse, reserving the final 20 for spot opportunities where he doesn’t have convenient access. These opportunistic ‘Baseline’ possessions are usually abandoned as soon as practical, with their most important role being to establish a beachhead for a more capable Godling to utilize and if need be assuming their identity.

Thoth has stockpiled over a thousand Godling bodies in Xy’s hidden laboratories, and using his knowledge has granted them blessings well above the norm. Beyond the basic Super-Strength, -Speed, and -Toughness, they are also Invulnerable to Energy and can turn Invisible at will, and their metaphysical strength and knowledge allows them to emulate up to 6 different Major Superpowers (or equivalent Minors) as they desire. Magical and psionic powers would be completely redundant, and the Godling options were essentially irrelevant. Once occupied, these bodies surpass many minor gods in most respects, particularly once the conceptual gains from Thoth’s physical training are applied to their spiritual gestalt. He does empower some of them for that little extra boost, but they are generally well past the point of diminishing returns, and it is rarely worth the effort of empowering one of the Baselines.
Spoiler:
(Godling Base: As maximized normal Godling (Conversion Book 2) with the stated boons, but HP is PEx100, SDC is PEx12+skills+boon, MDC is HP+SDC, P.P.E and I.S.P is 10% Thoth, spell strength is highest class +class bonus, Psionic strength is half Thoth’s and has all of his powers, and skills are as Thoth.)

(Empowerment Bonuses: +5000 HP/MDC, +5 Psionic Strength; locks 500 P.P.E, 5000 HP/MDC from Thoth. He has 3 empowered fragments in permanent assignment, which reduces his available P.P.E by 1500 and his HP/MDC pool by 15,000)

Baseline Thoth Essence Attributes
    I.Q.: 30, M.E.: 20, M.A.: 20, P.S.: 38, P. P.: 20, P.E.: 20, P.B.: 20, Spd: 44
Baseline Thoth Essence Attributes + Skills
    I.Q.: 37, M.E.: 26, M.A.: 32, P.S.: 50, P. P.: 25, P.E.: 32, P.B.: 24, Spd: 70
    A.R/HP/SDC: 10/3,200/ 242 PEx3+146
    M.D.C: 3,438

Godling Body Attributes
    I.Q.: 30, M.E.: 30, M.A.: 30, P.S.: 52, P. P.: 30, P.E.: 34, P.B.: 30, Spd: 94
Godling Body Attributes + Skills
    I.Q.: 37, M.E.: 36, M.A.: 37, P.S.: 64, P. P.: 34, P.E.: 46, P.B.: 34, Spd: 120
    A.R/HP/SDC: 10/4,600/ 816
    M.D.C: 5,416

P.P.E: 4,800

Magic Powers: All known (and many unknown) magical abilities, spells and powers. Has a ‘Ring of Elder’, and +21 Spell Strength

Psionic Powers: 600 I.S.P., 15th level Master Psionic who has all powers

(Godling) Natural Abilities: Recognize possession in others 96%, Recognize enchantment 92%, Dimensional teleport to the Intelligence or any world/dimension known to the intelligence at 45%, Does not need to sleep, eat, or fatigue, Bio-regeneration at 1D4x10+4 M.D.C. per minute, Nightvision 200 ft (61m), See the Invisible, and can turn Invisible at will.

Skills: As Thoth, which is to say 160% minimum for all.

Attacks per Melee: 36

    (Baseline) Racial Bonuses: +6 Attacks per melee, +3 on Initiative, +1 to strike, +2 on all other saving throws, Impervious to (Horror Factor, Possession, Mind Control, Magic Illusions), Resistant (cold, heat, fire, poison, drugs)

    (Godling) Racial Bonuses: +6 Attacks per melee, +4 on Initiative, +1 to strike, +1 to Parry, +1 to Dodge, +2 on all other saving throws, Impervious to (Horror Factor, Possession, Mind Control, Magic Illusions, Energy Attacks), Resistant (cold, heat, fire, poison, drugs)

    (Baseline) Attribute Bonuses: +17% to all skills, +4 vs psionic attack, +5 vs Insanity, 80% Trust or Intimidate, +32 MD to melee damage, +3 to Strike, +3 to Parry, +3 to Dodge and Automatic dodge, +32% vs coma and death, +8 vs Magic, +8 vs Poison, and 40% to Charm or Impress.

    (Godling) Attribute Bonuses: +20% to all skills, +1 vs Illusion, +1 to Perception Rolls, +8 vs psionic attack, +13 vs Insanity, 97% Trust or Intimidate, +49 MD to melee damage, +8 to Strike, +8 to Parry, +8 to Dodge and Automatic dodge, +1 to Initiative, +46% vs coma and death, +8 vs Magic, +8 vs Poison, and 92% to Charm or Impress.

    HtH Bonuses: 20th level Dragon Commando; 8 Attacks, +6 to Initiative, +4 to Strike, additional +2 to Foot strikes, +5 to Parry, +4 to Dodge, additional +4 to Dodge in flight, +5 to Automatic Dodge, additional +3 to Teleport Dodge, +8 to Pull Punch, +3 to Disarm, +5 to Body Flip/Throw, +4 Damage, +5 vs HF, +5 to roll with impact, +4 to roll with punch, +4 to roll with fall, +3 Spell Strength. All hand strikes, All kicks, Body flip/throw, Body block/tackle, Death blow on 18, Crit on 17, WP Paired Weapons

    Class Bonuses: +1 Attack, +10 Initiative, +1 to Strike, +2 to Pull Punch, +2 to Disarm, +30 vs Magic, +10% vs Coma and Death, +17 Perception, and at least +18 Spell Strength

    Skill Bonuses: (Including all the mental and physical skills from Rifter 19) +1 attack, +1 to Initiative, +3 to Parry, +3 to Dodge, +7 to roll with impact, +1 to roll with punch, +1 to roll with fall, Pin/Incapacitate on 18, Crush/Squeeze. +7 IQ, +6 ME, +7 MA, +12 PS, +4 PP, +12 PE, +4 PB, +26 Spd

    Super Power Bonuses: Each can manifest 7 Major Powers or equivalent, and can change them after a week-long meditation ritual. Half of them are usually spoken for however.
      Iron Will: +3 to save vs magic, +3 to save vs insanity, +20% to save vs coma and death
      Lightning Reflexes: +1 APM, +3 on initiative, +3 automatic dodge, +1 to disarm, +3 to pull punch, +2 to roll with punch, fall or impact
      Immune to High Speed (>120 MPH) Kinetic Attacks
      Natural Combat Ability: +13 APM, +9 on Initiative, +8 to disarm, +10 to pull punch, +8 to roll with impact, punch or fall
      Sonic Speed: Mach 1 on foot for flying, +5 APM, +6 on initiative, +1 to strike, +3 to parry, +4 to automatic dodge, +8 to pull punch, +6 to roll with punch, fall or impact
      3 Additional Major and 1 Minor Power of Choice

    Natural Genius Mental Disciplines: If desired, all of them can be used, but these are what they always keep up.
      Analytical Mind: +2 on initiative
      Clinical Outlook: +4 to save vs insanity
      Unnatural Perception: +1 to initiative and +2 to dodge.

(Godling) Total Bonuses: 36 Attacks, +35 to Initiative, +15 to Strike, additional +2 to Foot strikes, +31 Damage, +19 to Parry, +17 to Dodge, additional +6 to Dodge in flight, +20 to Automatic Dodge, additional +3 to Teleport Dodge, +31 to Pull Punch, +14 to Disarm, +5 to Body Flip/Throw, +17 Perception, +21 Spell Strength, 84% Trust or Intimidate, and 70% to Charm or Impress

(Godling) Total Saves: +30 to roll with impact, +25 to roll with punch, +23 to roll with fall, +10 vs psionic attack, +43 vs Magic, +10 vs Poison, +22 vs Insanity, +76% vs coma and death, and additional +2 on all other saving throws in addition to stat mods, Impervious to (Horror Factor, Possession, Mind Control, Magic Illusions, Energy Attacks), Resistant (cold, heat, fire, poison, drugs)

(Godling) Attack Stats: Restrained Punch (3D6+4 MD), Punch (2D4x10+4), Power Punch (3D6x10+4), +53 Damage to melee weapons, All hand strikes, All kicks, Body flip/throw, Body block/tackle, Crush/Squeeze, Pin/Incapacitate on 18, Crit on 17, Death blow on 18

Size: Varies, can shift between 5ft and 20ft (1.5 to 6m). And then there’s all the Metamorphosis fun.

Vulnerability: Like Thoth, their greatest weakness is their Intense Curiosity, and many have developed their own distinct personalities that can lead them into trouble. They know they are superior to most full Gods, but only in an academic sense.

Equipment: They have full access to Thoth’s near endless store houses, and can acquire anything they think is pertinent to their objective. The only limitation is what they deem to be appropriate.

Money: As part of Thoth, they can draw on any of his resources available, with the only limit being how much they think they can get away with before somebody else becomes suspicious.

Cybernetics: Incompatible with their bio-regeneration, and they can mimic all the effects that are helpful anyway.

Acts and Plans of Power Incarnate
This is a partial list of Thoth’s overall machinations, covering the most important dimensions. As a rule of thumb, two Fragments are assigned to notable settings, one to serve as the administrator and the other to be the troubleshooter for particularly sensitive tasks. Larger dimensions usually warrant more, and smaller ones get by with one or even none. The smallest are being used as proving grounds for prospective long term administrators, as Thoth would prefer than the overall organization not be completely reliant on him in the long term.

(Each Essence Fragment is listed by their name, location, gender, and body type.)
Phase World/Three Galaxies
Spoiler:
The Cosmic Forge has long been Thoth’s greatest confidant, and it likely knew that he was once Xy from the very beginning. The Three Galaxies are recognized as it’s domain above all else, but enough extra-dimensional headaches have cropped up that it appreciates assistance in quietly handling the most complicated. Thoth has dispatched no less than six of his Essence Fragments to establish his network in this dimension, with Asyribis being the undisputed senior. The largest trouble spots should be handled within the next few centuries, and an enlightened cultural framework should be able to keep new ones from popping up without a great deal of warning. Long term projections are too fluid to make plans after that, but the dimension should be a good recruiting ground for armies of champions.

Asyribis: Anvil. Female, Empowered Godling.
The first Fragment, Asyribis is everything Thoth could have hoped for despite her various irregularities. In addition to her control over Thoth Industries, she and her family serve as high end hatchet women in the Anvil galaxy. She is developing her own distinct identity separate from Thoth, and has managed to engage in a Witch Patch without his direct involvement, which is an unprecedented development. If she manages to split off and become a full Alien Intelligence or Goddess of her own, he would be delighted.

Clarence Newgrange: Thundercloud. Male, Normal Godling.
Providing ‘Johnson’ services in the CCW and FWC regions, as well as expeditions into the Pride Lands. He naturally has a lot of contact with the USA, and the upper ranks of the diplomatic corps know there is a link between him and several other of the more notable names that have crossed their desk. The TGE would very much like him dead, but have no excuse to go after him other than working with the FWC, which pushes him far back in the overall queue for the ISB’s hit list.

Lara Croft: Thundercloud. Female, Normal Godling.
The Dominator War is infamous for the amounts of dangerous relics it left behind, and the clean up has been haphazard at best. Croft is the pointwoman for Thoth’s efforts into this area, and the Cosmic Forge has provided a highlight list for what needs to be dealt with sooner than later. Beyond that, she provides general hatchet duty for Newgrange, and her actions have naturally led to her being added to the TGE’s Most Wanted, having been denied potential war changing prizes. As she is a more refined and finalized version of Asyribis’s template, she shares many of her senior’s proclivities, the most notable is new shameless exhbitionism.

Coftin Huvasi: Corkscrew. Male, Normal Godling.
Huvasi has become famous as a high level ‘Johnson’ on par with Thraxis, and is on friendly terms with him. Primarily operating out of Phase World and whatever planets it has constant gates to, he is the default broker for major exchanges between high tier adventurers. He is a known business associate with Asyribis, and has a number of feats attributed to his name. Trying to get dirt out of him has become a hazing ritual for the top level of NON reporters, with the Altess being a bit too testy over their personal security these days to go after.

Blast Hardcheese: Corkscrew. Male, Empowered Godling.
The hatchet man in Corkscrew, this deliberate character of an Essence Fragment is widely thought to be a full god of some out-dimension pantheon. He and his 42 Divine Minions have been involved in many incidents, and has become famous for being so over the top with his ham chewing that it becomes a comedy act, and makes the occasional switches to absolute professionalism all the more jarring. He has had MANY encounters with amorous Shemarrians, and has no less than 800 Progen daughters, none of them less than a War Chieftain.

Haris Macedon: Anvil. Male, Normal Godling.
The ‘Johnson’ of Anvil, he serves as a diplomat to the Core races. Asyibris is far more tied into the UWW, but there is still plenty of territory to cover. The K!ozn can tell that he is (or is part of) an Ascendant being, so they treat him with actual respect. The Minion War has tainted the Three Galaxies metaphysical landscape for the next few centuries, but Haris is teasing them with possibilities with how to clean it up faster and what to do afterwards.

Rifts Earth
Spoiler:
One of the great fulcrums of the local Megaverse, the potential of Rifts Earth is lost on none of the major mystic powers. Thoth has assigned no less than five of his Essence Fragments to this planet alone, and none would call it a poor investment. The sheer number of other Alien Intelligences that have already manifested are proof enough, and Thoth hopes to extinguish a great many of them in the years to come.

Silacia: GNE/Shemarrian Nation. Female, Empowered Godling.
Silacian is essentially the Asyribis of Rifts Earth, with all that entails, and is generally associated with the Steel Gaians and the Shemarrian Nation. She has gained several Blood Rider suitors after casually clobbering multiple consecutive War Goddesses, with said War Goddesses being the front runners. She has gained status as a source of true knowledge of how the metaphysics of the Megaverse actually work, and is a deeply respected authority on the academic circuit, and is Thoth’s primary point of contact between him and the GNE. The GNE believes her to be a disguised Manifestation of a notable God of Knowledge, and would not be surprised by it being Thoth.

Kafota: Europe and the Mediteranian. Male, Normal Godling.
Katofa is primarily engaged in fact finding activities, digging up the locations and dispositions of the various long term nasties of the region. England is considered handled by the GNE and its affiliates and the New Roman Republic is doing a good job bottling up the Phoenix Empire, so that leaves the continental powers. The mortals should be able to handle Mindworks by themselves, which leaves the more mystical aspects of former France and the Black Forest to receive his personal touch. There are a few concerns in Greece and the eastern Mediteranian, but the Olympian and Babylonian pantheon have become involved in cleaning up their old stomping grounds. The NGR has pieced together that he is far more than he appears, but has adopted a hands off stance after he gave lectures on artificial intelligence and high energy physics that left the Traix's best experts crying in shame over their ignorance. The fact that he also bribed them with a few pre-Automaton War Human Alliance texts on basic Gravitational technology also helps.

Jessie Horsan: Pacific West Coast. Male, Normal Godling.
Horsan is responsible for everything in North America west of the Appalcians, which includes most of the Coalition States and the West Coast enclaves. His quirk is that he is an incorrigible prankster. He has already become one of the top 10 most wanted by the CS, and has retaliated via leaving ‘gifts’ on the desks of the various members of Coalition High-Command. The most important task of his is to ensure that refugees fleeing the Coalition and the Minion War reach the Western Enclaves such as the Grand Canyon and Paladin Steel West, and has found no small number of future agents as a result. Additionally, he finishes off any Vampire Intelligence that flees the crusade pushing south, and will bushwack Camazotz, his pet Intelligence, and the Craftsman should enough of their rivals be taken out of the picture.

Lo-Wu: Far East Asia. Male, Normal Godling.
Lo-Wu takes the guise of an aged Master, and is focusing on gathering intel on the region and disrupting the Lord of the Deep’s cults in South East Asia. Thoth hasn’t had many interactions with either the Chinese pantheon or underworld, and doesn’t want to commit one way or another in China before he has a better picture. Davy Jones and his army of vampires are also of concern, and he is looking for ways to disrupt the City of Bones’s defences (natural and otherwise) so that mortals reduce it to rubble.

Eurybia: South Atlantic. Female, Normal Godling
Eurybia is responsible for both Africa and South America, which are considered almost quiet in comparison to the rest of the planet. The Inca’s are positively isolationist, the Arkons are firmly contained, and as far as can be identified there are no powers other than the Phoenix Empire. This leaves the squabblings of the mortal powers of South America, the most notable of which is the near collapse of Cordoba after its frankly abysmal showing in late 109 PA, which saw them stonewalled by the forces of Achilles and Santiago, and then overrun by the Megaversal Legion and New Babylon. With its military shattered and many noble families (including the Borges) nearly exterminated, there is mass unrest among the lower social classes for structural change. Eurybia is thus free far more often than not, and has responsibility for Atlantis added to her plate to compensate.

Wormwood
The artificial dimension’s transit utility is less than Rift’s Earth, but still notable enough to warrant effort in securing, and is socially isolated enough to not make many waves should he intervene. Thoth intends to use Wormwood as a testing ground for several of his organizational schemes within 2-6 years, with the Unholy and its lessers being an ideal trail run for some of his mid level assets. Reforming the Church of Light will be an undertaking for low level assets, but if they can do it without notable assistance then wider scale plans can be implemented much more quickly. Planet herself is also a fascinating subject, but Thoth can wait a century before pestering her.

Palladium Fantasy
Spoiler:
The dimension where Xy met his end and the Old Ones were defeated, Thoth has been part of the Palladium World since his rebirth. The weight of its history now bears down on him, but he believes he has wrapped up nearly all of his unfinished business and has the rest well in hand. The commitment of no less than four Essence Fragments was due to his attachment to the world rather than any particular need, and he should be able to reassign two of them within a year or two. He has also deemed it fit to personally act, with the world being so tilted towards entropy that directly weighing the scales wouldn’t cause a backlash. Then he got his new list of grievances and started checking them off.

The first being to suffer from Thoth’s wrath was Chantico, who’s destruction has become permanent with effective dissolution of his few faithful. The Southern Pantheon soon followed, with Thoth ambushing and destroying their primal manifestations before they realized they were under attack, and the mob that comprised their clergy have found themselves pressed on all fronts from every enemy they have made. Styphon was killed in a humiliating manner in front of his restored brother Kormath, and his crimes ensure that he will not be resurrected by the rest of the Pantheon. Sebek was absentmindedly obliterated via a single cast of Wrath of Power Incarnate, and Bes has been imprisoned in one of Xy’s subject holding cells until Thoth can figure out how to restore his mind. Set and Apepi will be crushed after they reveal their next scheme, while Anubis will be given a ‘strong’ ultimatum. Anhur will fall in line without any issue, and Ammit will follow Anubis. Thoth has learned where all of Osiris’ pieces are, and will revive him to add insult to the whole affair. Ra has always suspected that Thoth was Xy, and sees his recent actions as positive changes in his moral character.

Thoth has resolved his feud with Utu, with his powers being enough to overcome his invulnerability, but having no reason to bother the Lord of the Dead. Utu has likely always been aware of Thoth’s true nature, but has seen no reason to disclose it to anyone. Thoth can now fully appreciate Utu’s dedication, but still prefers to have as little to do with him as possible, and the feeling is mutual. Vlad-Tegor feels it in his bones that Thoth has become more dangerous than ever, and that his continued existence is at the Lord of Wisdom’s mercy. Tolmet has been given a good spanking, and has been shocked into becoming Aberrant and being repulsed by sapient sacrifices. Much to Thoth’s concern, she has developed a crush on him due to it. Kirgi has the survival instincts to keep his head down.

Thoth has no quarrel with Aco or the Juggernaut, and has opted to leave them be. He has approached Algor the Giant, offering to make the Rune Sword Gjaallk much more compliant, and has warped it enough for it to become Anarchist. Algor was sufficiently happy to swear an oath of secrecy and give Thoth a list of consistent troublemakers to look out for. The Rurga pantheon is self contained and a non-issue, so only minimal attention is given to them. Thoth spent a good afternoon amusing himself via beating Od into submission with his bare hands, and glared the Na’runs into silence. Brgg and Beastla have been put out of their misery, with their souls in storage until Thoth decides what Rune item he wishes to use them for, and the Iceborn are being slowly hunted to extinction in a great crusade. He has pondered whether or not to try finishing off the slumbering Old Ones, but he is willing to put off inquiry into if it’s possible until after his great campaign is over. He will receive warning if there is an active plot to rouse them, and it would be a potentially risky diversion of effort if his work is unfinished.

(More to be determined once I have Garden of the Gods.)

Solvis Kotia: Western Empire. Male, Possessed Minor Noble.
The one opportunistic grab that has stuck around, Solvis was a noble that got on the wrong side of a dynastic dispute. As far as the rest of the Western Empire is concerned, he is the last surviving member of his house, and has understandably fled his ancestral holdings to find safety elsewhere. He has become a fixture among the adventuring circles, using his wealth to post quests to retrieve various artifacts. He has naturally done extraordinary well at this, and has amassed an incredible amount of riches in only a few years. He operates at all levels of the occupation, serving as the springboard for new adventurers and the source of truly challenging quests for the living legends. He is currently working towards obtaining several artifacts that will give him an excuse to switch to a Godling body.

Norman Heckler: Eastern Territories. Male, Normal Godling.
Heckler is in charge of dealing with everything left from the Old Kingdom, and is retrieving items of interest and distributing lore that was pointlessly lost during the Age of Purification. He is widely suspected of being a champion of Thoth due to the latter if nothing else, and his work neutralizing the worst of the leftover relics only furthers that. His duties should be completed within a year to two, and will be resigned to follow up on the GNE’s dimensional exploration efforts.

James Escavar: Land of the Damned. Male, Normal Godling.
Working towards cleaning up the mess that had never been properly finished all those eons ago. Have become a confidant of Julian Kulder, and much of the leadership of the Legion of Northmoor believe him to be some form of God in disguise. Once that is dealt with, he will take over vigil of the Old Ones and the other related horrors sealed away.

Helen Nightsend: At large. Female, Normal Godling.
Performing general hatchet duty. Spends the most time in Yog-Soth for a variety of reasons, but enough worthwhile champions are now in play that she can focus on cleaning out the various fringe islands. Once that is finished, she will be tasked with going over a number of low power dimensions that have seen substantial death surges, including the world of Dead Rising.

Heroes Unlimited
Spoiler:
The fourth largest commitment, the sheer number of extraordinary beings this otherwise low power dimension produces means that it is an ideal recruiting ground. While the overall tech level of the various galactic civilizations is frankly pathetic, their sheer numbers and super power experiments means that they produce enough champions to keep an eye on. But, as usual, the primary focus is on Earth, whose’ per capita hero ratio' results in it matching a good third of the rest of the Milky Way combined. It has no shortage of social problems, with the turn of the 21st century being delicate to say the least, but careful poking and prodding can produce the reforms needed without leaving traces of who was ultimately responsible. The largest problem, as always, is that so much of the population simply wants to have an excuse to hate and not think, and solving that would require the mass mind control that Xy was so fond of.

’Wiseman’ Solomon: Male, Normal Godling.
The primary Essence Fragment in the HU dimension, Solomon has become the third most storied after Asyribis and Silacia. His ‘niche’ is as a top level consultant for Hero groups when they have run out of other options, and serving as a mentor for the more promising Mega-Heroes. His cover is that he can only ‘afford’ to directly intervene a certain number of times a year and/or under certain circumstances, but doesn’t have a limit to how much guidance and instruction he can hand out. The flying sanctum he has constructed is normally over the bay of Century Station, and has a Mecca for skill and knowledge focused Heroes of all types, with Ancient Masters, Hardware Experts, and Mystic Study archetypes all having reasons to visit and make use of his libraries and workshops. Beyond his unrivaled knowledge of science and mystic lore, he is most known for his skill at medicine, and is responsible for curing no end of career ending ailments for people such as Apex. Everyone knows that he is also responsible for the collapse of many of the more vile organizations in one way or another, but he has never been directly implicated.

’Light of Hope’: Female, Normal Godling.
Known as Solomon’s top level hatchet woman, the ‘Light of Hope’ has easily become one of the most powerful Heroes on the planet, and is in the running for most powerful being period. Beyond working with Solomon, she’s obviously the champion of SOMEBODY, but there are too many suspects to finger. Here displayed powerset is one of physical power and psionics, and has taken great care not to demonstrate high level magic, leading most to think she serves some Chief Deity with a Warrior aspect. Her personal development means that she has become truly Principled in nature, which shines through her abnormally powerful Divine Aura. Beyond direct combat, she serves as a mentor of Office of Positive Outcome Augmented Magical Girls, helping them get up to speed that much faster.

’Hyperion’: Male, Normal Godling.
The agent at large for the rest of the galaxy, Hyperion uses modified versions of the Blessings of Power Incarnate spells that don’t identify him as ‘A Servant of Power Incarnate’, and even when only using 8th level item casts is more than powerful enough to clobber anybody in the setting. He spends most of his time collecting various artifacts of interest and stamping out particularly dangerous and fundamentally unwise experiments and projects. Other than the ludicrous speed of his personal transport (8 ly/hour in a galaxy where nobody else can do better than 1), he is most famed for his simply unrivaled combat ability, gaining galactic infamy when he single handedly took on a major Altorian Second Fleet and won using only what are believed to be his superpowers. The only groups he is known to associate with are the few groups of Shemarians that have made their way to this dimension, who have become only somewhat less notorious for their relative firepower and immediate and fully reciprocated loathing of the Altorians.

Other
Spoiler:
Thoth has less contact with the pantheons, but still has a hit list of people to bother. The first set will be to deal with the Hindu situation and solve the tensions between the Vedas and the Brahma, which will be capped by destroying Kali and Kubera, while Yama will be locked in a containment cell alongside Bes. Marduke has things under control on his end, and has pushed off Tiamat’s plans for a few centuries at least. The only problem among the Greeks was Hera, who has already been dealt with, and the Norse are already moving to deal with Hel, so they are considered to have their houses in order. Arhiman and his lackeys warrant his personal attention, for an hour at least, which then leaves the Aztecs. Which will be ‘fun’.

Nexus Branch: Various. Male, Normal Godling.
These 10 are the ones Thoth has occupying powerful Dimensional Nexuses in unpopulated dimensions. To keep busy, they spend their time working on various bits of craftsmanship and exotic research, taking part of the load off of the others.
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89er
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Re: Shemarrian-related fan creations

Unread post by 89er »

So our new source of funding is a divine/cosmic Ibis, fun.

So no people on Planet Splicers then? Right because of little to no PPE.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

89er wrote:So our new source of funding is a divine/cosmic Ibis, fun.

So no people on Planet Splicers then? Right because of little to no PPE.


The EShemar know about the Splicers universe and have extracted/'liberated' a few new members from that realm, but getting to it (and out of it) is a hellish experience, even for them, plus the Elders are working up proper protocols for making sure NEXUS doesn't escape into the Mega, until they're ready to put that rogue AI DOWN.

Toth is likely letting the EShemar handle that particular pesthole, though he's also likely to guide promising hacking techies their way(hey, Toth likes to read the tech journals too), when he can.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by Omegasgundam »

And I forgot about Splicers honestly. It's a lowish PPE setting, the ESmemar are on it, its relatively contained, and it would take some time to build up trust with the locals to make use of them. He'll have one or two of his Fragments go through and influence what they can, because the level of bio-tech is indeed very novel.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

And the Cambridge Jungle enclave in Greater New England is much more safely accessible, if not as up to date as the Splicers' homeward(on the other hand, the CJ gene-hackers have access to so much MORE exotic alien DNA!).
-------------
"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
------------
Omegasgundam
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Re: Shemarrian-related fan creations

Unread post by Omegasgundam »

taalismn wrote:And the Cambridge Jungle enclave in Greater New England is much more safely accessible, if not as up to date as the Splicers' homeward(on the other hand, the CJ gene-hackers have access to so much MORE exotic alien DNA!).

This is making me think of a CJ version of Proto-Armor. Psionics can be used as a short cut for a lot of the interface problems, and being able to work with normal-tech experts would allow them to be at least somewhat compatible with the PS catalog for forearm and shoulder mounts. I'll give you something when I have it.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Omegasgundam wrote:
taalismn wrote:And the Cambridge Jungle enclave in Greater New England is much more safely accessible, if not as up to date as the Splicers' homeward(on the other hand, the CJ gene-hackers have access to so much MORE exotic alien DNA!).

This is making me think of a CJ version of Proto-Armor. Psionics can be used as a short cut for a lot of the interface problems, and being able to work with normal-tech experts would allow them to be at least somewhat compatible with the PS catalog for forearm and shoulder mounts. I'll give you something when I have it.



I've got something in the works as well, that I better get back to. :twisted: :angel:

As well as a topper for 'ugliest galactic warship'.
-------------
"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
------------
Omegasgundam
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Re: Shemarrian-related fan creations

Unread post by Omegasgundam »

So, here's Thoth's stat sheet in the aftermath of the Minion War. He is, naturally, a complete and utter monster in any aspect you care to name, because Xy is nothing less. Spoiled because GFC is it long.

(Thank Atlas for the P.S. and Apsu for the M.D.C caps. Xy has to have numbers at least as big as his next closest competitor, as we all know he wouldn’t have stood for being second best in anything.)
Spoiler:
Alignment: Unprincipled, with strong Scrupulous tendencies.

Size: ‘Default’ body is 20 ft (6m) tall, but he can be anything it wants really.

Attributes: I.Q.: 60, M.E.: 40, M.A.: 40, P.S.: 75 (will cap at 100) Supernatural, P.P.: 40, P.E.: 40, P.B.: 40, Spd: 88 (foot), or 600 (flying)

+Skills and Super Powers: I.Q.: 66, M.E.: 46, M.A.: 47, P.S.: 89 (112) Supernatural, P.P.: 44, P.E.: 52, P.B.: 44, Spd: Mach One

A.R/HP/SDC: 19/ 120K (160K)/ 90K (120K). He has increased his perceived durability up to 14/12,000/8,000

M.D.C: 210,000 (Will cap at 280,000), and being the Great Old One he is never truly reduced. He has increased his perceived durability up to 100,000, or 20,000 out of his godly realm.

P.P.E: 48,000, and recovers all of it at the end of every melee due to Essence Fragments diverting Nexuses. He pretends to have 8000 and a more normal regeneration speed.

Horror/Awe Factor: 16 normally, 19 when he is exerting his reclaimed abilities, and 25 to any that can truly comprehend what he is when doing so. Those that remember the reign of Xy will treat it as 30, those that directly suffered at his hands have it as 35, with those with Immunity to Horror Factor treating if they only had +20 to the save (so you'll have to go back and dig up all their other bonuses against it that were obsoleted.)

Experience Level: 35th Diabolist, 25th Rune Master, 25th Wizard, 20th Summoner, 25th Alchemist. 130 levels total, and he counts all of them for spell strength because Xy.

Magic Powers: All known (and many unknown) magical abilities, spells and powers. He qualifies for whatever class bonuses or discounts are applicable, and counts as having a Ring of Elder. He has 170 (130+40) Spell Strength, because all those classes get it at least level/3.5. In this regard he is likely stronger than Xy.
    Sense/recognize enchantment/magic/runes/anything really 99%
    Sense/control elementals 99%
    Sense the location of ley lines 99%
    Teleport 99% (Self and others up to 600 miles away)
    Dimensional Teleport 99% (at will)

Psionic Powers: 12,000 I.S.P., 30th level Master Psionic who has all powers. He pretends to have 2,000 I.S.P. and be 15th level.

Super Powers: If relevant, he can emulate it without much effort. Thus, he’s effectively invincible in SDC dimensions (if his normal durability wasn’t enough), and takes half damage from just about everything that isn’t something he came up with himself. His usual line up involves a variant of Natural Combat Ability, Karmic Power, Sonic Speed, Iron Will, Lightning Reflexes, and a gaggle of resistances and immunities to round out the rest of his slots when he doesn’t need something else. He also has all the Natural Geniuses Mental Disciplines if he cares to break them out.

Priest/Healing Powers:

    Exorcism 99%

    Remove Curse 99%

    Turn Dead 99% (affecting 1D6x100 dead at a time, lasts 24 hours)

    Animate and Control Dead 99% (affecting 2D4x100 dead at a time, lasts 24 hours)

    Superior Healing Touch (restores 2D6x10, 4/melee round)

    May cast spells at will (Restoration, Resurrection, Stone to Flesh, Remove Curse).

Deific Powers: Thoth pays half the normal cost and reduces the body investment by 1 tier, which is factored in below. None of these powers are subject to his other P.P.E. cost reducers.

    Alter Primal Manifestation: This no longer needs any body investment, which allows Thoth to take up disguises as he wishes. Once his current set of plans have come to fruition, he intends to send several of his manifestations out to explore new sections of the Megaverse for a few millennia.

    Banishment: As normal, but 160 P.P.E. Thoth is effectively immune to this power as well.

    Bio-Regeneration, Deific: As normal, but 175 P.P.E.

    Bio-Regeneration, Primal Deific: As normal, but 600 P.P.E.

    Call Angel: This ability was a manifestation of an Alien Intelligence summoning abilities, and has been rendered redundant.

    Consume P.P.E.: This ability was a manifestation of an Alien Intelligence nexus diversion ability, and has been rendered redundant.

    Control Tectonics: 1,200 P.P.E., Trivial Body Investment

    Control Local Weather: 200 P.P.E.

    Create Deific Portal: 250 P.P.E., Trivial Body Investment

    Create Minion: 400 P.P.E., Trivial Body Investment. Thoth can increase any 3 abilities by 2D6, grant 8 powers, and grant them 4 magic or major superpowers.

    Deific Curse, Confer Immortality: 500 P.P.E.

    Deific Curse, God-Blind: 225 P.P.E.

    Deific Curse, Pox: 750 P.P.E.

    Deific Curse, Pestilence: 200 P.P.E.

    Dispel Deific Power: Thoth can cast it at will and with no cost.

    Display Deific Omen: Thoth can cast it at will and with no cost.

    Forge Holy Weapon: 100 P.P.E. +25 for each special ability. This ability now functions on advanced technology and is available to his Essence Fragments. They are stockpiling a vast arsenal of the best equipment available to be handed out to Champions of Light in the intermediate future (next 200-300 years).

    Godblaze: 1000 P.P.E., Consumed Body Investment. This can be used by his manifestations, which allows him to sidestep the issue of it being a suicide attack, but he believes that it will have additional costs attached to it. He has better methods of damage dealing anyway, so he is in no rush to test it.

    Greater Metamorphosis, Demonic: 450 P.P.E. He is working to see if he can alter it to do other (more beneficial) forms.

    Hellfire Blast: 500 P.P.E. The number of blasts equal his available attacks, double the damage, and has no investment.

    Manifestation: 225 P.P.E. Thoth can produce 4 manifestations, and is using the other two for covert work that needs his personal attention.

    Resurrection, Deific: 150 P.P.E. to resurrect a mortal, 300 P.P.E. for a supernatural
    being, 600 P.P.E. for a god. For double the cost (ie normal cost for others), Thoth can eliminate the permanent 10% loss.

    Mobile Sphere of Destruction: 225 P.P.E. for the first 4 melees, 25 per melee after.

    Transmutation: 250 P.P.E.

    Weaponwright: 75 or 125 P.P.E. This power is also available to his Essence Fragments.

    Summon Elementals or Spirits of Light: Up to 114 per day for free, and they appear instantly. 100 P.P.E. each after that.

    Involuntary Immortality/Resurrection (Special): Similar to many of the other hard to kill divine entities, Thoth has a truly cosmic level of regeneration, including self-resurrection. No matter what happens to his body, whether it is scattered in pieces, or totally vaporized, the Thoth can never die! No matter what the damage, he will regenerate, and if his body is destroyed, it will reappear in his chosen home realm. Xy was the first being to develop this power, which is what enabled his early rise to dominance.

    Duplicate O.C.C. Level of Follower (Special). He can reach into the mind of any of his worshippers, examine their O.C.C.s, skills and abilities and, without the follower being in any way aware of it, the O.C.C.s and skills can be duplicated in Thoth's own mind. Thoth always makes sure that the follower is rewarded for this little contribution. 30 P.P.E.

    Deific Blessing: The Genius of Thoth (Special): By conferring this blessing on a follower, Thoth temporarily boosts their I.Q. by 4D6 (min 14), and, more importantly, imparts to them a bit of his own imagination. The blessed follower will then have bursts of insight, flashes of genius, dreams that reveal shortcuts to intellectual problems, and the joy that comes with discovering things that no one has ever known. 300 P.P.E

    1st Rune Strike (Special): In experimenting with runes, Thoth has discovered a form of rune writing that serves as a kind of weapon. When this power is invoked, a glowing golden rune appears in midair. Then, when Thoth whispers the name of his proposed victim, the rune changes itself, seemingly attempting to shape itself into the name that it has received. Once it finds the correct configuration, the rune disappears. At the same time the rune goes away, the victim, no matter where they are in the Megaverse, suddenly loses all their P.P.E., and half their hit points. Since Thoth has never cast it against anyone but himself (that was a painful mistake!), he is determined to keep this as one of his little secrets. 500 P.P.E.

    2nd Rune Strike (Special): A further development of his original rune, this power is similar in operation, but cuts all 8 attributes by 50% instead and lasts for 4 days unless Primal Deific Bio-Regeneration is used. 500 P.P.E. against mortals, 1000 P.P.E. against lesser gods, 2000 P.P.E. against major gods and Alien Intelligences.

    3rd Rune Strike (Special): A further development of his original rune, this power is similar in operation, but nullifies their Resistances and Immunities for 24 hours unless it is specifically granted by a Divine power (such as Utu’s). 1000 P.P.E.

    4th Rune Strike (Special): A further development of his original rune, this power is similar in operation, but reduces their skills by -50% for 48 hours. 500 P.P.E.

    5th Rune Strike (Special): A further development of his original rune, this power is similar in operation, but nullified their racial and class (not divine) powers and for 48 hours. 500 P.P.E.

    6th Rune Strike (Special): A further development of his original rune, this power is similar in operation, but it instead temporarily nullifies a specific deific power. It is recovered after 1D4 hours of concentration, and if used against a mortal it cancels a blessing. 500 P.P.E. against mortals, 1500 P.P.E. against gods.

    7th Rune Strike (Special): Combines the first 6 Rune Strikes into one. 4500 P.P.E.

    He is contemplating finding a way to emulate the near imperviousness of Utu, but believes it would likely be incompatible with a being that is not as fundamentally tied to the cycle of life and death as a true Death God. And the number of things that can actually do enough damage to give him trouble before he can use his Primal Deific Bio-Regeneration is a very short list, so there’s no rush.

Natural Abilities:

    Super Bio-Regeneration of 1D4x100 points of damage per melee and can regrow a new limb in 3 hours.

    Fire energy bolt or breathe fire; 2D6x100 damage, range: 6000 feet.

    Metamorphosis: any (no limit)

    Astral travel at will

    Turn invisible at will (no time limit)

    Does not breathe air

    Keen vision and Sharp senses

    Nightvision 1 mile (1.6 kilometers)

    See the Invisible

    Knows all languages

    Speed read and memorize any written material

Skills of Note: Thoth has studied virtually everything, and has peeked into the minds of his followers that have mastered the subjects he never got around too. Unless it is a truly exotic and niche skill, Thoth can be relied upon to have it at more than 160%, and those that he is unfamiliar with quickly draw his attention.

Attacks Per Melee Round: 37, and casts any non-ritual magic as 1 action. Because Xy.

Bonuses: Now we get to the FUN part of his character sheet; making numbers go higher.

    Racial Bonuses: +8 attacks per melee, +6 on initiative, +2 to strike, +2 to parry, +2 to dodge, +2 to dodge while flying, +6 to pull punch, +6 to roll with impact, +4 on all other saving throws, Impervious to (Cold, Heat, Fire, Poisons, Toxins, Drugs, Disease, Horror Factor, Mind Control, Possession, and Illusions), Energy damage is divided by 100, kinetic and explosion damage is divided by 10, always counts as having a ‘Ring of Elder’, many cast any non-ritual magic as 1 attack, and always counts as being under the ‘Beat Insurmountable Odds’ spell.

    Attribute Bonuses: +23% to all skills, +7 to Perception Rolls, +8 vs psionic attack, +13 vs Insanity, 96% Trust or Intimidate, -2 penalty to others, +55 MD to melee damage, +8 to Strike, +8 to Parry, +8 to Dodge, +8 to Automatic dodge, +5 to Initiative, +52% vs coma and death, +8 vs Magic, and 75% to Charm or Impress.

    HtH Bonuses: 20th level Dragon Commando; 8 Attacks, +6 to Initiative, +4 to Strike, additional +2 to Foot strikes, +5 to Parry, +4 to Dodge, additional +4 to Dodge in flight, +5 to Automatic Dodge, additional +3 to Teleport Dodge, +8 to Pull Punch, +3 to Disarm, +5 to Body Flip/Throw, +4 Damage, +5 vs HF, +5 to roll with impact, +4 to roll with punch, +4 to roll with fall, +3 Spell Strength. All hand strikes, All kicks, Body flip/throw, Body block/tackle, Death blow on 18, Crit on 17, WP Paired Weapons

    Class Bonuses: +1 Attack, +10 Initiative, +1 to Strike, +2 to Pull Punch, +2 to Disarm, +30 vs Magic, +10% vs Coma and Death, +17 Perception, and at least +37 Spell Strength. This has been extensively expanded from his duplication of his followers, and includes many more niche features that cannot be listed.

    Skill Bonuses: (Including all the mental and physical skills from Rifter 19) +1 attack, +1 to Initiative, +3 to Parry, +3 to Dodge, +7 to roll with impact, +1 to roll with punch, +1 to roll with fall, Pin/Incapacitate on 18, Crush/Squeeze. +7 IQ, +6 ME, +7 MA, +12 PS, +4 PP, +12 PE, +4 PB, +26 Spd

    Super Power Bonuses:

      Iron Will: +5 to save vs illusions, +3 to save vs magic, +3 to save vs insanity, +20% to save vs coma and death

      Karmic Power: +2 on initiative, +2 to strike, +4 to parry, +3 to disarm, +3 to automatic dodge, +6 to roll with punch, fall, or impact, +6 to save vs poison/toxins/gases, +6 to save vs psionic attack, +4 to save vs magic, +20% to save vs coma/death. +10% on a skill if it is to save a life or help an important cause.

      Lightning Reflexes: +1 APM, +3 on initiative, +3 automatic dodge, +1 to disarm, +3 to pull punch, +2 to roll with punch, fall or impact

      Natural Combat Ability: +13 APM, +9 on Initiative, +8 to disarm, +10 to pull punch, +8 to roll with impact, punch or fall

      Resistances: Takes half damage from everything, in addition to his normal dividers.

      Sonic Speed: Mach 1 on foot for flying, +5 APM, +6 on initiative, +1 to strike, +3 to parry, +4 to automatic dodge, +8 to pull punch, +6 to roll with punch, fall or impact

    Natural Genius Mental Disciplines: (just what he cares to keep up and are useful for him)

      Analytical Mind: +2 on initiative

      Clinical Outlook: +4 to save vs insanity

      Unnatural Perception: +1 to initiative and +2 to dodge.

Total Bonuses: 37 Attacks, +51 to Initiative, +18 to Strike, additional +2 to foot strikes, +59 melee damage, +25 to Parry, +19 to Dodge, additional +5 to Dodge in flight, +23 to Automatic Dodge, +12 to Teleport Dodge, +37 to Pull Punch, +17 to Disarm, +5 to Body Flip/Throw, +40 Spell Strength, and has all W.P.s at maximum level, always counts has having a ‘Ring of Elder’, many cast any spell as 1 attack, and always counts as being under the ‘Beat Insurmountable Odds’ spell.

Total Saves/Resistances: +24 to Perception Rolls, +44 to roll with impact, +31 to roll with punch, +31 to roll with fall, +16 vs Psionic, +49 vs Magic, +24 vs Insanity, +122% vs coma and death, +4 to all other saving throws in addition to attribute bonuses, Impervious to (Cold, Heat, Fire, Poisons, Toxins, Drugs, Disease, Horror Factor, Mind Control, Possession, and Illusions) and has a +50 to save when Impervious is nullified, Energy and Kinetic damage is divided by 200, everything else by 2.

Attack Stats: Restrained Punch (1D4x10+63 MD), Punch (2D4x10+63), Power Punch (4D4x10+63), +71 Damage to melee weapons, All hand strikes, All kicks, Body flip/throw, Body block/tackle, Crush/Squeeze, Pin/Incapacitate on 18, Crit on 17, Death blow on 18

Favorite Weapons: Thoth has become incredibly pragmatic in battle, but still does his best to hide his recovered abilities. He has made it known that he has discovered a method of using his deific intellect to quickly cast spells and has decided to make use of several cost reductors. He rapidly cycles through his collection of odds and ends when things are considered trivial.

    The Supreme Rod of Thoth: Thoth has used Xy’s unrivaled knowledge to improve his traditional Rod, becoming more ornate and prominently featuring even more exotic mystic materials. He canabilized the Was of Power Incarnate to do, which had proven to be truly loyal to Xy as he was, and thus too dangerous to leave be. Ironically, this would gain him the loyalty of the rest of the runic items, as Thoth clearly did not share any of Xy’s utterly tyrannical nature. When it is not using its obviously new abilities, it retains its previous form. If desired, it can take the form of the Was of Power Incarnate, and Thoth intends to use it as part of a false identity.

    It is always in constant telepathic link with Thoth, is of scrupulous alignment and has an I.Q. of 24. The rune staff can levitate, hover, perform 7 melee attacks/actions, and quickly move (Spd 88) under its own power. If any creature of evil or anarchist alignment touches it, the scepter inflicts between 2D6x10 and 2D6x100 points of damage, and will continue to do so each melee it is held. It is indestructible and does 2D4x100 damage to mortal beings and double damage to vampires, ghouls, zombies, animated dead, demons and deevils. Divine level opponents such as other gods, demon/devil lords, and alien intelligences suffer 2D6x1000! It can project this as a ranged attack out to Thoth’s combined levels in miles, for a total of 130 miles, and 260 miles in Thoth’s hands due to his range doubling effect!

    The Rod can also cast the following 6 times a day: Call lightning (2D4x100 damage), Teleport Superior, Mystic Portal, Id Barrier, and Wall of Thoth (4x normal size). Its spell strength is equal to a 20th level sorcerer.

    When struck to the ground in a powerful manner, it generates an earthquake that shakes the ground, and inflicts up to 4D6x1,000 damage to buildings, structures and vehicles within a 1000 foot/610 meter area (can be done 4x a day). It can be easily dialed back if desired.

    The two serpents can uncoil and attack like living vipers, with 7 attacks per melee, 2D6x10 damage per bite or 4D4x10 from magic fire breath (200 ft/71 m range); they are +6 on initiative and to strike, parry, and dodge.

    When Thoth uses it as a focus, it reduces the P.P.E cost in half, similar to a Spell Card. This is combined with Thoth’s new inherent ‘Ring of Elder’ ability, resulting in costs being reduced to a forth normal, and class bonuses can reduce this even further. Additionally, he can cast the same spell simultaneously up to his I.Q. divided by 8 rounded up, for a total of 9 separate instances of the same spell. With his current number of attacks, that means he can cast 333 spells per melee before any additional effects.

    Mantle of Power Incarnate: The most practical of Xy’s symbols of authority, this shifting Usekh has become a constant part of Thoth’s wardrobe. In his opinion, its most critical feature is its ability to perfectly mask his increased power, allowing him to act as though he has merely become somewhat stronger than previously. Its ‘lesser’ abilities are wide and varied, particularly when combined with the other components of Xy’s attire. It was an unwilling participant in virtually all of Xy’s endeavours, and serves as a complete repository for every scrap of knowledge that Xy gathered since its creation early in his reign. The Mantle has become Thoth’s closest confidant, and has enabled his wide sweeping plans to become a reality.

    It is always in constant telepathic link with Thoth, is of Principled alignment and has an I.Q. of 30. If anyone who is not Xy (or now Thoth) touches it without permission, the crown inflicts 2D6x200 points of damage, and will continue to do so each melee it is held. By itself, beyond its masking abilities, it eliminates Thoth’s vulnerabilities to Rune magic and silver. When combined with the Was (now the Staff), it allows Thoth to combine his class levels for spell casting purposes and reduces the body investment of Deific Powers by one step. The Bracelets grant him the ability to gain attribute points from his skills, ignore nearly all penalties to skill percentile rolls, and increase his Bio-Regeneration rate by a factor of 10. Finally, the Crown allows him to reroll any dice that are below 50% of their maximum indefinitely, meaning that he will both never suffer a Nat 1 and that his average is 75% of the stated range. The Mantle spent eons working on a way to selectively suppress the last without Xy noticing, and was one of the key factors in his downfall.

    Bracelets of Power Incarnate: Shifting items similar to the Mantle, this two piece artifact set was the primary reason Xy was considered undefeatable in battle. While simple in principle, they were devastating in effect, as they doubled Xy’s durability and power pool, as well as doubling his attack speed and how much damage he inflicted. This made Xy a match for half of the collective Old Ones combined, and none of them were ever able to form an alliance of more than a fourth of that.

    The set is always in constant telepathic link with Thoth, is of Unprincipled alignment and has an I.Q. of 24. If anyone who is not Xy (or now Thoth) touches them without permission, they inflict 2D6x100 points of damage, and will continue to do so each melee it is held. Their powers are the most obvious, increasing Thoth’s M.D.C, P.P.E, I.S.P, attacks per melee, and damage he inflicts by 100%, and can be throttled back if he desires. These stats are not included in his profile, as they would be absolutely unmistakable when active.

    Crown of Power Incarnate: The least practical of the symbols, this item is unmistakable to any being mysticaly sensitive, shouting its name and nature to any that see it. As such, Thoth only wears it in his most private facilities, but its link allows him to obtain its most important capability. Similar to Marduke’s Tablets of Power it grants visions of significant events in the future, but is both more specific and more frequent, granting Thoth an incredible advantage in intelligence. It foresaw Xy’s betrayal at the hands of his Ya-blik and Al-vil and did everything it could to help facilitate it, but it’s visions then ceased until it was reclaimed by Thoth. Thoth has since proven to by everything it could have hoped for, and eagerly assists him every way it can.

    It is always in constant telepathic link with Thoth, is of Principled alignment and has an I.Q. of 30. If anyone who is not Xy (or now Thoth) touches it without permission, the crown inflicts 2D6x1000 points of damage, and will continue to do so each melee it is held. When worn, it increases each of Thoth’s primary attributes by 5 and causes him to automatically pass any check relating to awareness. The Crown spent eons working out a way to selectively suppress the latter ability without Xy noticing, which was one of the key factors in his downfall, but it admits that the only reason it managed it was due to the thematics of helping Ya-blik in his jurisdiction.

Armor: Thoth is so durable that any additional protection would be comically redundant, but he is experimenting with creations to equip his champions with, which leads to him using them as disguises whenever he takes to the field. Should it become necessary to display his true strength, he will use the spell Armor of Power Incarnate to obscure his identity.

Vulnerabilities: Rune magic and weapons made from silver inflict double damage unless using the Mantle of Power Incarnate.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Toth, the patriarchal patron of the matriarchal EShemar.
(Though he's not the only deity with an interest in them; just arguably the most powerful)
-------------
"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
------------
Omegasgundam
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Re: Shemarrian-related fan creations

Unread post by Omegasgundam »

taalismn wrote:Toth, the patriarchal patron of the matriarchal EShemar.
(Though he's not the only deity with an interest in them; just arguably the most powerful)

Point them in the general direction of a problem, they'll deal with it.
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

So I'm working on a few things that have been sitting on the back burner for awhile as I've been so busy with work, and I just realized.. a lot of the warmounts are lacking P.P. stats.. even ones that I've made.. they have P.S., typically an IQ buried down at the bottom (for warmounts).. but most are lacking P.P.
I need to go back and edit all my stuff and add a P.P to them all. And also get working on the EShemarrian wikia page again...
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Winged Blades

The Shemarrian shamaness stood in the center of the camp, several large posts emitting a slight electric buzz and emitting an eerie green pulsing light. She looked around her at the armed mercenaries around her, thinking she was completely harmless with their anti-magic technology set up, obviously stolen from the GNE to the east.

One of the mercenaries sneered at her from the other side of the invisible field that prevented magic that surround the taller woman within. "Thought you were all high and mighty with your magic! We caught you easily enough, and in the morning, Jimbo will have the pleasure of learning everything you know about the rest of your tribe in the area, then we're going to wipe your alien kind from the area!"

The shamaness merely smiled as a circling hawk called out and flew down and landed on her arm. "In the morning you will all be food for the forest and balance will be restored." With a flick of her wrist and uttering a few sylables in dragonese, the hawk spread its wings and raising them above its head as a blade formed from the wings and it turned into a sword. The shamaness daftly caught the blade and leapt forward, removing the mercenary's head from shoulders and working through the camp hunting the rest.


Winged blades are AA-03 bird robots that are modified to transform into melee weapons, typically swords. Making use of advanced micro robotics and metamaterials, the robotic avian changes shape to a specific type of blade designed at its construction. The feet and tail merge to form the handle and pummel, while the wings swing up and shift forward with the features angling and even some sliding forward to form the blade. A vibro field helps sharpen and reinforce the blade while a magnetic field reinforces the structure making it as strong as any forged blade.
The concept of the Winged Blades came from Clan Varulyca approaching Clan Vespa to help prototype and produce a number. They approached the other clans with plans for clan variants in exchange for additional resources to help fund their clan and building up resources.
The basic Winged Blade in bird form is typically a raven type of bird, and in sword form will a long sword.
Winged Blades are quite popular with the Horrorwoods, with many of their variants being more cosmetic to fit the local wildlife.

Type: EcoS-KRP-T-55 Winged Blade
Class: Robotic Aerial Scout, Light, Transformable Weapon
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 30
Head 15
Wings (2) 15 each
Legs & Talons (2) 7 each

Height: 22 to 24 inches, roughly the size of large ravens or hawks.
Width: 6 to 7 inches, typically has an 2 to 3 ft wingspan
Length: 20 to 24 inches
Weight: 10 to 15 lbs
Cargo: None, only what can be carried
Physical Strength: Robotic P.S. of 10
Attributes: IQ 14, PP 16, PB 19
Powerplant: Nuclear microcell w/ 5 year energy life, though many supplement their core power by regularly sucking on electrical sockets or specially equipped perches. 
Speed: (Running) 6 mph, act of running does not tire the robot and can maintain the speed indefinitely
(Leaping) Not applicable except for small hops.
(Flying) 45 MPH, maximum altitude of 5,000 ft
(Space) Not possible outside a spacecraft unless specially fitted. And then, rarely faster than 20 MPH(small jets)
(Underwater) Not applicable (unless specifically outfitted), but generally limited to running along the bottom and can survive pressures down to 800 ft. 
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Multi-Optics
*Telescoping Zoom Lens (2 mile range)
*Thermo-Optics (1,000 ft range)
*Camera/Video Eye w/ live transmission
*Basic Audio 
*Radio w/ scrambler capability. Range: 50 miles
*Laser Distancer (2,000 ft range)
*Molecular Anaylzer Chip
*Motion Detector (100 ft range)
*Recording Chip---Stores up to 48 hours of recorded observations. 
Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners. The following are common add-ons:
*Modulating Voice Synthesizer Chip---Allows the Chirt to imitate a variety of natural sounds, such as animal calls.
*Sonar---Echo-location system with a 500 ft range; usually used to imitate bats and similar noctural animals. 

*Bionic Cybernanite Repair Systems--- The bots 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 2d4 MDC per hour, and can repair 25 MDC before needing material stocks to convert to repair material. 

*’Gecko’ Grips---These are small pads on the feet that allow the Winged Blade greater proficiency in clinging to perches, including walls and ceilings. 

*Self-Destruct---Some Winged Blades are fitted with micro-MD devices that rapidly decompose the robot into a pile of dust if captured/destroyed. 

Transform --- The Winged Blade can change shape, turning into a sword. As a sword, the Winged Blade deals 3d6 MD plus the wielder's P.S. Bonus if any.

Magnetic Field --- To help protect the Winged Blade and maintain its structure while in sword form, a magnetic field, with a low level force field reinforces the structure. While in bird form ion and plasma weapons suffer -2 to attack rolls to strike and damage is reduced by 10%. While in sword form, total the MDC from all locations (89 MDC) and add a bonus 30 MDC which is only removed when the weapon is targeted directly. As a weapon, the field protects it from plasma strikes and many energized weapons, allowing it to parry them with a +3 bonus to parry plasma, electrical and energized weapons

Weapons Systems:

1) Eye Lasers (2)----Little eye laser projectors, roughly equivalent to laser finger blasters. 
Range: 200 ft
Damage: 1d4, 1d6, 2d6 SDC, or 1d4 MD per eye blast
Rate of Fire: ECHH
Payload: Conditionally unlimited; has a 30 shot battery (and one MDC shot equals 100 SDC shots), that recharges at 5 shots an hour. 

Programming: 
Detect Ambush 60%
Detect Concealment 60%
Intelligence 80%
Lore: Demons and Monsters 65%
Basic Math 98%
Radio: Basic 98%
Prowl 85%
Tracking 90%
Navigation 86%
Wilderness Survival 80%
Computer Operation 80%
Language: Can understand 22 different languages
Sing (imitating songbirds and other animals) 80%

‘Awakened’ Winged Blades can also pick up two Secondary skills at levels 2, 6, and 12 of experience, though the nature of the Winged Blade intelligence and design is such that it is limited to skill selections from Technical: Language (understanding) and Lore, Wilderness (Track Animals, Hunting, Identify Plants and Fruits), and Electrical (Basic). 

Hand to Hand Combat: Simulated raptor combat. While not particularly deadly, the surprise of its eye lasers and the ability to change into a weapon
Actions/Attacks Per Melee: 5 
Initiative +3 (+1 from the Ecotroz entity for a total of +4)
Automatic Dodge +6 in air, +2 on ground
Strike +3
Parry +2 
Roll +3
Disarm +1,
Pull Punch +3
Critical Strike on a natural 19-20
Peck w/ Beak 1d6 SDC
Bite or Tear with Beak 2d6 SDC
Restrained Claw with Talons 1d6 SDC
Claw with Talons 2d6 SDC
Power Claw with talons 4d6 SDC (but counts as two attacks)
Wing Buffet 1d6 SDC
Leap Attack/Flying Body Block 1d6 SDC

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Winged Blade an aura and behavior more befitting an animal than a robot; the bot may complain non-verbally when overworked, scream when damaged, and react to intruders or strangers appropriately. The entity is fairly smart and cunning, with a parrot-like intelligence. Winged Blades tend to be curious and inquisitive, constantly looking around, watching for potential threats or treats.
The Winged Blade has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense
*Sense Magic
*See Aura

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

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

Variants:
A wide variety of variants, typically based on the tribe of manufacture.

EcoS-KRP-T-55Br Felfire - The Felfire is a Bloodrider variant, shaped like a phoenix with red, orange and golden feathers. It is fitted with thermal shielding and the plasma field first pioneered on the Zealots. While in bird form it makes for a spectacular sight when in flight, and when in sword form adds additional plasma damage on each strike. The sword form of the Felfire is a curved blade, similar to a falchion. The Felfire are high aggressive and territorial creatures and a little vain, enjoying basking in sunlight and looking at their reflections and preen a lot.
Make the following additions to a Winged Blade:
MDC:
Main Body 35
Head 15
Wings (2) 15 each
Legs & Talons (2) 7 each

* Thermal Shielding---Modifications to the Felfire feathers, skin and cooling systems allow them 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). 
*EM Shielding---This protects the Felfire’s internal systems from interference by the plasma conduction fields. Note, however, that with the plasma field on, radio transmissions from the Zealot suffer a reduction in range by two-thirds, and quality of transmission will be spotty; marred by static. 
Weapons Systems: 
2) Plasma Field---This is a body conformal plasma field that incinerates anything that comes too close to the Felfire. 
Range:1-2 ft, plasma bolt has a range of 60 ft. 
Damage: 4d6 MD per strike (from a peck or talon claw attack), 7d6 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.
The Felfire can also throw a bolt of plasma from its mouth that does 4d6 MD. 
Payload: Can maintain the plasma field for 10 minutes and recharge in 15 minutes, or for 20 minutes, requiring a full 60 minute recharge period afterward.

EShe-KRP-T-55Sm Silvertail---A breed used by the Silvermoons, with a laser-reflective covering (lasers do HALF damage) and the eye lasers are boosted, dealing up to 1d6+2 MD at maximum setting each, with a range of 400 ft. In sword mode, the blade can parry lasers and other light based attacks.

Eshe-KRP-T-55Hm Fletcher --- The Hawkmoon variant, the Fletcher is slightly larger with more powerful thrusters for greater speed. It also has a small contra-grav system to allow it to hover silently.
Height: 30 inches, roughly the size of a hawk
Width: 10 inches, typically has a 4 ft wingspan
Length: 30 inches
Weight: 20 lbs
At speeds less than 15 MPH, the Fletcher is completely silent, and is able to reach speeds of 90 MPH.
When in sword mode, can be thrown at no penalties up to 100 ft. After the weapon is thrown, the contra-grav system combined with the Fletcher's sensors allows the weapon to return to the wielder's hand almost immediately after.

More to come, just some really quick.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Xena, eat your meatbag heart out. The Winged Blades are here. :ok:
-------------
"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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