Shemarrian-related fan creations

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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

(Been awhile since I last posted a new Warmount...)

EcoS-K-191 Modrac Light Cavalry Warmount
(aka ‘Dragon-wheeler’, ‘Draco-tryke’, ‘Veloco-Junior’)
“Our science has made great strides in reducing the size and power requirements of various systems, allowing us to pack more into smaller packages, but there are some laws of physics Mother Nature will not allow us to break. We cannot make capital cannons out of flit-guns and light warmounts must perforce be relegated to light duties, not main-line combat. Hoever, we must never underestimate the value of light fast scouts and strikers, though the particulars of that I leave to our experienced warriors and warchiefs-”
----Sasta Battle-Axle, Tinker, Clan Motron

“The bearings on those drac-cycles must run seriously hot; I’ve seen hard-driving Motrons leaking what looked like glowing smoke from their joints; that’s either got to be some sort of expendable coolant or they must have to replace a good part of their wheel assemblies after a fight. Mind you, to the mechanically ignorant, it only makes those cyborgs look all the more scary awesome, but to gearheads like me, it bespeaks either very advanced heat management if they’re not rebuilding their wheels after every high speed fight, or they’ve got access to very good etchs and a generous supply of spares.”

“The Modrac’s more than just a smaller and wheeled version of the VelociClaw, it’s a miniature road-beast dragon who’s determined to make the road its domain. It can turn on its wheels in its own length, and it can snap out with more sharps than a knife cabinet. It’s why the Tribes that have them tend to hand them out to the female neshemar first before the male spear-carriers get assigned them.”

“If you see the Motrons coming up in your rearview mirror and motioning you over? It’s a good idea to pull over. The consequences of not doing so can be pretty ugly. But cooperating? You might be pleasantly surprised. I got chased down by a trike-dragon in Motron territory...not that I knew I was crossing it at the time...and its rider turned out to be one fantastic-looking dragon-lady who just wanted to know who’d pimped my battlecar.”

The Modrac is the result of an unlikely idea cross-pollination between the Thousand Dragons and Clan Motron tribes, likely at a Tinkerfest.
The Modrac is a light cavalry Warmount that resembles a large cyborged dragonsaurus, a pony-sized reptilian resembling a miniature dragon(see Rifts Atlantis, pgs 70-71). Clan Motron’s influence can be seen in that the ‘cyborg’s’ rear legs end in large motorcycle-style powered wheels with ‘smart matter’ tires that can become soft and balloon-flexible for crossing soft terrain, steel-hard for traversing paved surfaces, and can extend durasteel-sharp gRIPPER studs for super-traction or tearing into armor and flesh buzzsaw-style. Though the Modrac can run balanced chariot-style on two wheels, a third wheel can be extended from a cavity in the sharp vee-keeled chest between the forelimbs to either serve as a melee weapon or provide a tricycle suspension configuration. A telescoping segment tail acts as a counterbalance during maneuvers, and can act as both a weapon and a towing link. They are generally dark or steel gray in color, but more flamboyant coloration patterns can be adopted, imitating various strains of dragons or accommodating the rider’s preferences.
Though small for a Warmount, Modracs are fierce fighters, quick, agile, armed with blazing eye lasers, plasma/energy breath(made all the more powerful by advances in weapons technology), a scorpion-like striking tail, and an array of melee cutlery that can savage those who don’t take this ‘little’ cyber-predator seriously. Their main shortcomings are light body armor protection and a lack of projectile weaponry.
The Modrac has been seen deployed in small numbers with Clan Motron. In the Thousand Dragons Tribe, it is mainly used by the tribe’s neshemar auxiliaries in a security patrol capacity. The Sapphire Cobras have also apparently acquired a few, and the Wayfinders have evinced an interest on the new type.

Type: EcoS-K-191 Modrac
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger clutched tight to the rider.
MDC/Armor by Location:
Main Body 270
Head 95
Forelimbs(2) 65 each
Rear Legs(2) 140 each
Wheels(3) 50 each
Tail 80
Height: 8 ft with head fully raised, 10 ft rearing up on its rear legs.
Width: 4.6 ft at hips
Length: 9 ft+ 9-12 ft of tail(telescoping segments)
Weight: 1,800 lbs
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 30
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH, 180 MPH on two wheels, 230 MPH on all three wheels
(Leaping)Standing leap of 40 ft up/across, running leap of 90 ft up/180 ft across, and jet-boosted leap of 150 ft up/300 ft across.
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 20 MPH
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Eye Headlight Beams---The eyes can project visible or infrared light up to 900 ft.

*Bionic Cybernanite Repair Systems---ALL Modrac have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.

Weapons Systems:
1) Eye Lasers(2)---The Modrac;s small size means that it has to use the smaller eye laser size, but it can still do considerable damage.
Range: 2,000 ft
Damage: 2d6 MD single shot, 4d6 MD for both eyes firing simultaneously
Rate of Fire: ECHH
Payload: Effectively Unlimited
Options: The lasers can be modified to a variable frequency type. Special sensors in the head analyze laser hit damage on a target and can adjust to a frequency to defeat laser-resistant armor types after one melee of on-target firing.

2) Plasma Breath---A plasma cannon is located in the mouth. Normally it draws on ambient atmosphere for plasma mass, but damage and area of effect can be enhanced flamethrower-style with the injection of deuterium from a cryogenic reservoir.
Range: 2,500 ft
Damage:(Standard Plasma Bolt) 6d6 MD
(‘Hot Shot’) 1d6x10+5 MD, plus 4d6 MD to a 6 ft ‘splash’ radius
Rate of Fire: ECHH
Payload: Effectively Unlimited
The deuterium supply holds enough liquified deuterium gas for 50 shots. Note that the Warmount cannot generate its own deuterium supply, but requires replenishment from an outside source.

On the alternative, the plasma weapon can be replaced with the following(usually as an Upgrade):
b) Variable Mode Ion Blaster
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Particle Beam Cannon---Patterned after the PS-PBW-10 ‘Fanblaster’.
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Buzzsaw Wheels(3)----The variable-pressure treading on these wheels conceal retractable blade-studs. Normally these are used to dig into hard surfaces like ice and rock to provide traction, but with the tires spinning at high speed, the blades become buzzsaw teeth.
Range: Melee
Damage: Buzzsaw Slash 6d6 MD per slash, 1d6x10+10 MD per full melee cut

4) Foreclaws---The forelimbs of the Modrac sport extendable vibroclaws.
Range: Melee
Damage: +3d6 MD to a punch
Note: Some riders get their ‘mounts’ claws coated in silver for extra damage against opponents vulnerable to the metal.

5) Tail Blades---The Modrac’s long prehensile tail is tipped with retractable vicious blades that can perform lashes, slashes, and a scorpion-style power strike. It can bend to reach targets in front of the Warmount.
Range: Melee
Damage: Tail Lash 4d6 MD
Tail Power-Stab(2 attacks) 1d4x10 MD
Note: The tail is also prehensile enough to grab nearby objects such as human-sized targets and lift/carry them, or, if the warmount/rider is feeling particularly ugly, drag them along behind the speeding warmount, taking abrasion damage.

The rider can, of course, use any personal weapons they may have while riding.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Modrac are vicious fearless predators, not afraid to bite above their weight, but like the dragonsaurs they are modeled after, they be extremely loyal to their riders. They also work well in packs, coordinating hit and run attacks and harassing larger prey.
Typically has the following:
Detect Ambush 80%
Detect Concealment 75%
Land Navigation 40%(+5% per level of experience for Ecotroz entity)
Track and Hunt Animals 60%(+5% per level of experience for Ecotroz entity)
Track Humans 70%(+5% per level of experience for Ecotroz entity)
Tailing 70%(+5% per level of experience for Ecotroz entity)
Prowl 40%(+5% per level of experience for Ecotroz entity)
Climbing 50%
Swimming 70%
Wilderness Survival 80% 50%(+5% per level of experience for Ecotroz entity)
Pilot: Motorcycle(equivalent, for trick manuevers) 70%(+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 Modrac 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 on wheels
Strike +3 (+2 w/ ranged weaponry)
Pull Punch, Tail or Claw +4
Parry +4
Roll +5
Disarm +3
Bite 2d6+4 MD
Head Butt 2d6 MD
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(counts as two attacks) 4d6 MD
Foreclaw Strike +3d6 MD
Tail Lash 4d6 MD
Tail Power-Stab(2 attacks) 1d4x10 MD
Blunt Kick/Punch 4d6 SDC
Wheel Sideswipe 3d6 MD
Wheel Buzzsaw Cut/Slash 6d6 MD per slash, 1d6x10+10 MD per full melee cut
Body Block/Ram 3d6 MD
Leap Attack(counts as two attacks) 5d6x10 MD

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

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Options/Upgrades:
*Wings(2) ---These are small wings that, while they cannot give the warmount true flight, can extend leap distances by some 50% and can provide partial cover to the rider(-4 to strike). Each wing has 95 MDC and can stretch out 10 ft, A wing sideswipe does 2d4 MD.

*Sonic Screech----The head can be modified with a sonic stunner/disruptor for antipersonnel work.
Range:(Stun)80 ft
(Disruptor)90 ft
Damage:(Stun)1 SDC, plus victims must save versus non-lethal poison or be rendered unconscious for 1d6 melee rounds. Even on a successful save, the victim is -2 to strike, parry, and dodge for 1d6 melee rounds. Multiple blasts are cumulative for duration.
(Disruptor)4d6 SDC, or 1d4 MD per blast.
Area of effect ‘shotgun’ blast: Half damage to a 10 ft wide area.
Characters in EBA will take HALF that damage in SDC even through their armor, while vehicle crew will take 1/4 damage in SDC through their vehicle’s armor due to shock and excessive vibration. Vehicles with more than 200 MDC in their main body, or forcefield protection, will NOT be affected.
Rate of Fire: ECHH
Payload: Effectively Unlimited

*Mek-Tazer Horns---Electroconductive horns can be added to the head that hinge forward to fire bolts of tech-disruptive ion energy. Range is limited, but it is extremely useful for subduing opponents.
Range: 500 ft
Damage: 1d6 SDC shock-burn. Plus, victims must make a save of 14 or better, or be -8 to strike, parry, and dodge for 2d6 melees. A savings throw versus non-lethal poison means the person is unimpaired. 25% chance of knocking out unshielded cybernetics for 1d4 melees, and a 75% chance of permanently frying nanotech devices(like Armor-dissolving nanites or RMK/IRMSS systems). Does stun damage through metal armor and light power armor(100 MDC or less).
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: ECHH
Payload: Effectively Unlimited

*Virtual Tread Generation System---A n industrial technology steal form one of the Shemarriams’ trade partners, this energy-hungry system creates a virtual tread surface under the Modrac’s tires, giving greater control over wet or slippery surfaces, greater speed over soft terrain, and better handling at high speed. It’s also claimed to allow the speedster to bank up and even climb vertical surfaces for short bursts of trick maneuvering.
Bonuses:+15% to control rolls

Variants:
Aside from modified/Upgraded individual examples, no Tribal variants of the Modrac have appeared yet. A Wayfinder variant would undoubtably incorporate technowizardry.
Last edited by taalismn on Mon Jun 17, 2024 7:21 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
------------
kronos
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Posts: 1277
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Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote: Sun Jun 16, 2024 3:22 pm (Been awhile since I last posted a new Warmount...)

EcoS-K-191 Modrac Light Cavalry Warmount
(aka ‘Dragon-wheeler’, ‘Draco-tryke’, ‘Veloco-Junior’)

*Wings(2) ---These are small wings that, while they cannot give the warmount true flight, can extend leap distances by some 50% and can provide partial cover to the rider(-4 to strike). Each wing has 95 MDC and can stretch out 10 ft, A wing sideswipe does MD.
Nice, been awhile since we've had anything for our road warriors. Missing damage for the wing sideswipe.

I've been busy with work to do much lately myself.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Thanks. Missing stat applied.
Been busy myself between family health crisises. Still shooting for the 200 Warmounts(9 more to go!).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 49645
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

Updated the Master Codex again...still haven't gotten all variants and e-animal files, though.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1277
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

Solus
"Hello, yes, I know Corporate has been quiet lately. There was some.. Issues.. With some industrial espionage and sabotage. But we've dealt with it and getting factories back up and running. In the mean time, we have some new products for sale."
-Titan Sales Rep, secretly an ARCHIE loyalist android at a small dealer east of Coalition States border.

The Solus is one of the first Titan Robotics robots released by ARCHIE loyalist forces after the supply lines had been cut off being supplied to retailers ARCHIE knows the rebels haven't started to supply, and even some they are, using his sales reps to gather info on what they doing and undermine their representatives. The Solus is a light to medium combat robot, using what appears to be an uparmoured version of the Titan Exploration Robot frame, but with a sleeker design, with improved actuators for speed, and mounts mostly energy weapons for a long endurance combatant. It mounts a pulse laser similar to the Pallas on its right arm, while the left arm mounts twin ion blasters, the same found in the belly turrets of other Titan robots. The shoulders, being smaller are fitted with mini missiles instead short range missiles. It retains the two laser ball turrets on the chest, but also mounts an additional pair, one on each shoulder for additional coverage including behind the bot. The use of primary energy weapons helps keep weight and ammunition costs down, allowing the bot to not worry about running out of ammunition except for the mini missiles.

Type: TR-02S2
Class: Rapid Assault Robot
Crew: One Pilot, one gunner
MDC/Armor by Location:
Main Body 350
Shoulder Missile Launchers (2) 130 ea
Waist Ball Laser Turrets (2) 30 ea
Shoulder Ball Laser Turrets (2) 40 ea
*Sensor Turret (left shoulder) 50
Head 120
Hands (2) 50 ea
Arms (2) 170 ea
Legs (2) 210 ea
Reinforced Pilot Compartment 100
*Destroying the Sensor Tower eliminates the robot's sensor, radar and targeting systems, leaving the pilot to rely on personal vision and hearing. This small target requires a Called Shot at -4 to strike.

Height: 20 ft 8 in
Width: 11 ft
Length: 7 ft ft
Weight: 16.5 tons
Cargo: Minimal storage space, about four feet (1.2 m) for extra clothing, weapons, and personal items and a small storage compartment holding a week of dehydrated emergency rations and a survival kit.
Powerplant: Nuclear, w/ 12 year energy life
Physical Attributes: Equal to Robotic PS. 36.
Speed:
Running: 100 MPH
Jumping: 20 ft up/across, +10 ft w/ running start
Flying: Not possible
Underwater: Can run along the bottom at 30 MPH. Maximum depth tolerance of 2,000 ft
Market Cost: 18.4 million credits.
Proprietary Engineering: Only the robot's
Systems of Note:
Standard Titan Robotics systems, plus: Thermo-Imager, Night Vision, and Telescopic Magnification (range 1 mile)

Weapons Systems:
1) Shoulder Mini Missile Launchers (2) - Each of the robot's shoulders houses a mini missile launcher to add additional ranged capabilities.
Range: Varies by missile, typically 1 mile.
Damage: Varies by missile.
Rate of Fire: one at a time or in volleys of two, three or five.
Payload: 40, 20 missiles each launcher.

2) Heracles Laser Pulse Cannon - The Solus mounts the same pulse laser found on the Pallas, to save on development and logistics. Its ability to fire accurate single blasts or deadly triple pulses lets the pilot choose the right balance between accuracy and damage output.
Range: 6,000 ft
Damage: 6d6 MD single shot, 1d6x10 MD per triple pulse.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Targeting Bonus: +2 to strike with a single blast on an Aimed or Called Shot.

3) Ion Blasters (2) - Mounted on the left arm are a pair of ion blasters, good for close ranged targets.
Range: 1200 ft
Damage 4d6 MD for a single blast or 1d4x10 MD for dual simultaneous blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Laser Ball Turrets (4) - The robot's chest and shoulders feature a quartet of laser turrets, they can fire independently of each other to scatter ground troops or air targets for the shoulder mounted turrets, or can combine their fire in pairs. The shoulder turrets can target all around the robot.
Range: 2000 ft
Damage: 3d6 MD per single blast or 6d6 per twin blast directed at same target from two targets (paired chest or paired shoulders).
Rate of Fire: ECHH
Payload: Effectively Unlimited.

5) Retractable Vibro-Claws - The hands are fitted with retractable vibro-claws for hand to hand combat
Range: Melee
Damage: 3d6 MD
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Mangor

Mangors are an aquatic humanoid being, with a scaled body, a head that's shaped like a power armour helmet but with a piranha like mouth, filled with lots of sharp teeth that interlock for tearing, small fins on the back, at elbows and lower legs to help in maneuvering underwater. They appear to have been cybernetically upgraded with armour and some weapons. They have a pair of plasma ejectors on turrets mounted on the shoulders, and mini missile/torpedo launchers grafted to their arms. Their hands are surprisingly not webbed, which allows them to easily use any infantry level weapon, including heavy weapons easily due to their strength. Used by the Gillocs as heavy amphibious assault units, storming beaches and ships with the plasma weapons on their shoulders and using a mix of mini torpedoes and missiles on their arms, and whatever weapons they are carrying in their hands. Many scholars believe Mangors are an uplifted species that the Gilloc found and use as warriors; or genetically and cybernetically upgraded creatures.
The Mangor is an aquatic humanoid drone, bordering between e-nimal and myrmidon due to their humanoid shape, but are not given a human level intelligence, even when awakened, which is rare. It has a mostly organic appearance but appears to be partly cyborgized, with some armour mixed with scales and obvious weapon systems. Mangor's have a streamlined armoured body, with a head that looks similar to a Titan Robotics Myrmidon helmet, but slightly organic and smoother look. The area where the visor is on the helmet is actually a tooth filled mouth, giving it a piranha like smile, with small eyes mounted more along the sides to provide a wider field of vision. Its arms are relatively slim compared to the rest of its body, with small fins along its elbows, and hands that can make use of any infantry scaled weapons. Its relatively smooth, but thick legs provide it with good power and contain concealed hydro thrusters. The two shoulder plasma ejectors appear similar to those found on the Coalition States Mauler Power Armour, able to rotate 180 degrees.

Type: EcoS-KRP-62
Class: Robotic War Drone, Aquatic
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 150
Head 50
Arms (2) 90 each
Forearm Launchers (2) 50 ea
Legs (2) 50 each
Plasma Shoulder Guns (2) 65 ea
Height: 7 ft
Width: 3 ft body plus another 2 for the plasma guns
Length: 3.5 ft
Weight: 400 lbs
Cargo: none, only what can be carried or strapped to its body.
Physical Strength: Equivalent to Robotic P.S. of 28, P.P. 20, I.Q. 9, P.B. 8
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 40 MPH
(Leaping) Can make a standing jump of 15 ft up/across, 25 ft up/across w/ running start. Can make a leap out of water up to 70 ft with a thruster burst.
(Flying) Not possible
(Space) Not possible
(Underwater) 40 MPH, but for short bursts can increase to 90 MPH for a single round once every 1d4 rounds, Maximum Death 2000 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, and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual operators.

*Depth Gauge --- Mangor have an integral sense of pressure and depth.

*Adjustable Buoyancy ---- Mangor can actively adjust their own buoyancy through special artificial swim bladders and flotation mechanisms inside their bodies.

*Mini-Sonar --- Mangor possess miniaturized active sonar, w/ 2 mile active range. Note that the active ‘click’ of this system can be detected by others with sonic sensors. To avoid detection, Gillocs will use passive senses.

*Passive Sonar --- Mangor have excellent underwater hearing. +2 initiative in the air(+4 underwater), +1 parry, +2 dodge.

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

*Molecular Analyzer---Like an electronic shark, the Mangor can ‘sniff’ its watery surroundings, looking for chemical clues, such as blood or oil in the water. Can effectively track by smell 84%.

Weapons Systems:
1) Shoulder Plasma Ejectors (2) --- Mounted on each shoulder is a short-ranged plasma ejector weapon. Both can rotate 180 degrees and have a 60 degree arc of fire.
Range: 1200 ft
Damage: 4d6 MD per blast each, 8d6 for dual blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Forearm Mini-Missile/Torpedo Launchers (2) --- Each forearm has a launcher that can fire mini missiles or mini torpedoes, each carrying 2 warheads, typically one arm will carry two mini torpedoes and the other mini missiles.
Range: varies by type
Damage: varies by type
Rate of Fire: ECHH
Payload: 4, 2 each arm.

4) Bite --- The mouth is filled with razor sharp teeth that interlock, like a piranha.
Range: Melee
Damage: 2d4 MD nip, 2d6 MD power bite 2 actions.
On a critical strike, deals triple damage.

5) Handheld Weapon - Mangor's will typically carry handheld weapons, typically a Blue-Green laser or railguns with ammunition designed to function both above and below water. Projectile weapons will have a back mounted drum, while energy weapons will have half dozen power packs or can be powered by conduction in the hands.

6) Self -Destruct---The EShemar are unwilling to allow Mangors to be captured by the enemy, so a self-destruct system is virtually standard. Completely obliterates the ‘bot and does 1d6x100 MD to a 200 ft radius.

Programming:
The Ecotroz have installed robotic AIs into the Mangor, with a low level animal Ecotroz essence-fragment. In addition to having an above animal intelligence, it is programmed to use its built in weapons and the basics of most handheld weapons. Has an IQ of 9.
Typically has the following:
Climb 96%/86%
Land Navigation 94%
Math: Basic 98%
Military Etiquette 96%
Pilot: Boat(Motor) 86%
Radio: Basic 94%
Weapons Systems 90%
W.P. Paired Weapons(6th level)
W.P. Blunt(6th level)
W.P. Sword or Knife(6th level)
W.P. Rifles(6th level)
W.P. Energy Rifle or Heavy M.D. Weapons(6th level)

-Military Naval/Aquatic
Swimming 90%
SCUBA 90%
Pilot Water Scooter 90%

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3, +5 in flight
Strike +4 (+3 w/ ranged weaponry)
Parry+4
Roll +2
Pull Punch+4
Disarm +3
Critical Strike on an Unmodified 18-20.
Restrained Punch 1d4 MD
Full Strength Punch 1d6 MD
Power Punch (2 attacks) 2d6 MD
Kick 2d4+5 MD
Leap Kick (2 Attacks) 2d8+5 MD
Body Block/Ram: (2 attacks) 3d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Mangor an aura and behavior more befitting a sentient being than a robot. Most Mangor are patient, but also quick to action, responding to being surprised with quick violence. They operate best in groups, attacking the same target until it is down. They can be sneaky, in slowly moving towards a target until close enough to use a sudden burst of speed to swim or launch out of water. A favoured tactic when attacking ships or shores is a large group slowly gets close while a second wave hangs back. The second group will just surface enough to use their plasma ejectors and mini missiles to bombard the target, quickly followed by the forward group leaping out of the water to engage, as the second group charges in afterwards.

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

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

Options:
*Speed Improvement --- More powerful thrusters are installed in the legs and back, becoming obvious, and appear as cybernetic implants. Grants a water speed of 70 MPH, with a burst of 150 MPH for up to 2 rounds. But land speed is reduced to 30 MPH.

*Thermal Resistant Armor --- Scales and armour take on a reddish-brown colouring, replaced with thermal and plasma resistant versions. Heat- and plasma-based attacks do 1/2 (half) their normal damage.

*Enhanced Melee Capabilities --- The jaws are enlarged and have more powerful actuators, the hands are fitted with vibro claws and slightly larger. Bite now deals 2d6 nip, 2d8+4 on a power bite (2 actions). Adds 2d4 MD for melee strikes with claws, but can't use small infantry sized weapons, larger rifles can still be used, but unless designed for larger or armoured hands like power armour, suffers -1 to strike rolls.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

(Because I never did an expanded or updated file on these folks)
(Still using ideas and material from the old Manhunter supplement, flawed as it was in many ways)


( The Ironhearts Expanded)
“It’s not so much the biological as the mental changes that are increasingly dividing the Ironheart sims from the PATCH sims; an extended, and I do mean -extended-, lifespan is engendering mental changes in perspective for the Ironhearts that may as well be making them alien to their brethren. Oh, the holy grail of the Sims is to enjoy longer lives, so they know they’ll eventually have to face the same issues, but arguably they just can’t deal with the possibility NOW, especially with the physical alterations they’d have to accept in order to enjoy that extended lifespan. After all, they’re fighting to be accepted as ‘human’, and becoming essentially a robot is not seen as the best way to do that and garner public sympathy.
Meanwhile, the Ironhearts are dealing with long stretches of time in which they’re actually becoming BORED, or actually putting off projects until later, which is the opposite of the ‘live fast in the now before you die tomorrow’ attitudes they used to have. They’re beginning to wrap their heads around the idea that tomorrow they’re likely NOT going to burn out and die. It’s a novel and sometimes frightening thing to realize.”


The IronHearts are a sub-tribe founded under the Hawkmoon wing as a training cadre for cyber-augmented forces of Sims(cloned engineered humans) from the Manhunter universe. Politics and a fear of the negative publicity that might come from the unleashing of an alien-trained army of cyborgs and robots led to the partners in the project, PATCH, effectively putting the cyborg cadre on the shelf and away from the home dimension.
In the meantime, the IronHearts have been taking mercenary work to keep sharp, earn credits, and acquire resources. They have also been growing in numbers as they settle in to the cultures of the Three Galaxies.
In their home universe, the IronHearts are a closely guarded secret of PATCH. If their existence were made open knowledge, they would be likely to face harsh persecution from the ATPDS. They would be seen and treated as evil incarnate by the Integrity Guard. Both the Holy Order of the Void and the Manhunters would see them as threats and move to destroy them. The IronHearts would also even get a chilly reception from other Sims; there would be admiration for their courage in their cyber-conversion, envy of their extended lifespans, resentment(especially among the extreme hardcore hardliner Sims) that they were not at home fighting alongside their fellow Sims, and fear of what the IronHearts have become. Chrome Warriors, however, would see them as fellow cyberwarriors and readily join them.

Motif: A black human silhouette with a gray five-pointed star over the region of the heart

a)Origins:
NeShemar formation of cyborg conversion Sims recruited from the Manhunter dimension.
b)Where First Encountered
Three Galaxies
c)Tribe Size
120,000 members. Though their paramilitary contracts have led to a high rate of attrition(at least initially), there’s been enough of a flow of Sim volunteers willing to undergo cyberization(and longer lifespans) to make up for the losses. There’s also a growing number of Progen-born joining the ranks, seeing it as the ‘family trade’.

d)Tribe Organization
Democracy---The tribe elects its leaders with each recognized tribesman having a vote.
e)Tribal Composition
91% Sim(constructed Humans), 7% Kirn*, 2% Progen-born hybrids

*Kirn in general dislike extreme cybernetic augmentation, let alone bionics, though they don’t mind them in others. This makes the full conversion cyborg Kirn in the IronHearts exceptional individuals, either (regarded as/by their fellow Kirn) insane or medically desperate enough to undergo conversion.

f) Highest Caste Class
None; the Ironhearts don’t have a caste structure, though coincidentally they are currently commanded by a female.

g) Gender Division
50/50 male/female split

h) Home Environment
Earth-like terrestrial worlds. The IronHearts have several planetary enclaves throughout the Shemarrian territories. Some of these enclaves double as PATCH refuges far from the reach of Integrity Guard persecution, and house populations of non-IronHeart Sims and sympathizers.

i)Technology Level
Galactic; they started out as second-echelon NeShemar troops, but their steady work as contract warriors has led to them being upgraded.

j) Relations with Outsiders:
The IronHearts are soldiers-for-hire to outsiders. Though the Sims regard themselves as humans, they have adopted the EShemarrian general atitude of stiff upper lip and distance from outsiders, and are all business on the job. They actively discourage those trying to ferret out the Shemarrians’ secrets.
k)Relations with Other ‘Shemarrians’
Open--- The IronHearts are still regarded as a ‘Hawkmoon project’ so they get the same razzing from other Tribes according to the latters’ own relations with the Hawkmoons, but the IronHearts have proven themselves in combat to be resilient and not dependent on full Shemarrians to constantly bail them out of trouble. Thus the IronHearts are respected(and enough that several Sim-Shemarrian Progen-assisted family unions have formed), so the IronHearts generally get along well with other tribes. Still, they aren’t always called upon or up by the Shemarrian Star Nation in event of national/galactic crisises, and are, with a nod to the original deal with PATCH, allowed to ‘opt out’ of actions, on the premise that it’s ‘not their fight’. It takes some prodding in the IronHearts’ part to get included and counted on in such cases.

l) Purpose
Initially trained as a strike force for the People Against the Termination of Constructed Humans movement, but have since become a representative and technology-gathering front for PATCH in the Three Galaxies.

m) Preferred Mode of Combat
Though initially trained in close/melee combat to take advantage of their cybernetic/bionic augmentation, the IronHearts have graduated to a Combined Arms approach, as they learn more modes of combat from their EShemar mentors.
Equipped like any other NeShemar formation. Equivalents of the basic Shemarrian Warmounts and Rifts Earth Robot Horses are the favored Warmounts. The Ironhearts also maintain a small space force of armed transports that can move the entire tribe and its material possessions about.This has been increasingly augmented with fighters and strike craft.

n) Unique Attributes
Could count the Kirn as a unusual Outside Ally, but the IronHearts are also beginning to acquire a number of magic-capable Sim members(mainly ‘Smoker’ combat mages) benefiting from Wayfinder-developed TW cyborgization techniques.

o) Prosperity
Successful---Though still not wholy independent of their Hawkmoon sponsorship, the tribe is very well off, with replacement weaponry and equipment on demand, enough to supply every member in the tribe, and enough surplus capacity to spare for larger projects and trade(though most of this surplus is sent back to PATCH).

p) Chart P: Origin Tribe
The Ironhearts are sponsored by the Hawkmoons for the most part.

q) Chart Q : Cyberization
Total Human cyborgization; about 60% are partial cyborgs, 17% are cyberhumanoids, and 23% are ovious total conversions. Of the 7% Kirn, 4% are cyborgs(Clan Pantheron helped with the bionics).
-------------
"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
------------
Slider65
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Re: Shemarrian-related fan creations

Unread post by Slider65 »

I mentioned in an earlier post that a force of Shemarrian's had been part of a group that A.R.C.H.I.E. had sent after a Force Two Reconnaissance Team of Mechanoids (mentioned on page 16 of the Mechanoids book.) that had been discovered by A.R.C.H.I.E. in northern California 4 years after the events in the Mechanoids book. A.R.C.H.I.E. hired about 100 mercs to chase them down, plus sent 4 dozen AA-60 Hunter-Killer bots, and a separate force of over 100 Shemarrian's to hunt them down. This led to an old NEMA repair depot that the Mechanoid's had fixed up, and re-tooled to make more Mockmen, and even set up a small cloning facility within. It took months to finally chase them out of the place, causing almost 50% casualties among the forces A.R.C.H.I.E. sent, and led to a wild chase across the Atlantic into Russia, Germany and finally Poland before they all were finally dead. (Well, except for the Brain the Angel of Death captured, but no one knows about that anyway. And certainly she's not insane enough to do anything with it, right?)

So, I decided to have some fun....

Now all of A.R.C.H.I.E.'s poor AA-60's got destroyed, some even after the mercs departed back home to the U.S... But that does leave the Shemarrian's. Who went AWOL on A.R.C.H.I.E. Poof, nowhere to be found. So my question is, what do about 70 or so Ecotroz Shemarrian's with mounts do with a fully functionable NEMA repair Depot that is roughly 2 million square feet in size and was responsible for the repair and manufacturing of all NEMA units on the West Coast prior to the War? Whatever shall they do with all that stuff?
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Ye gods, you dangle a fruit like that in front of us, Slider65? :shock:

Well, they could start an enclave of their own origin Tribes, or hook up with one of the Western Tribes...or start their own Fringe Tribe, though themed on what, I dunno(and am tempted to leave to your imagination, Slider). :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
------------
Omegasgundam
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Re: Shemarrian-related fan creations

Unread post by Omegasgundam »

taalismn wrote: Mon Aug 14, 2023 8:40 pm (subject to re-editing and revision upon any input from mu co-conspirators)

Titan Robotics in the EShemarrian/Shemarrian Civil War Universe(Expanded)
(after reading Matthew Celments and Sean Owen Roberson’s Titan Robotics sourcebook)
I'm finally adding my two cents into the ring, with a focus on shared GNE continuities, so the the political situation before the Shemarian Civil War would have cause a fair few changes in the shape of things. The combination of The Zot Smackdown and the Great Temporal Screw Up would have led to Archie being much more willing to pull up roots and move to a safer location, and the Shemarian Declaration of Sovereignty was an attempt at giving his traditional holdings some breathing room against GNE expansion and/or buying time for him to complete his relocation efforts. My current draft at this is ~6 pages right now and still needs some work, so expect something soonish*.

EDIT: Quick preview that covers the top level aspects

A Change of Plans
Inarguably, the most significant divergence point from the normal timeline was The Zot Smackdown. To say that it scared Archie is an understatement, and prompted a major shift in his priorities. Now believing that his position was far more threatened than he previously thought, he began working on a number of plans to shore it up. Beyond his efforts in New England, he drastically accelerated his efforts in the Manistique Imperium, using his increasingly threatened smuggling routes to move manufacturing equipment and key machinery rather than finished merchandise. This had the effect of slowing down Titan Robotics’ growth into the market, but the rise of Paladin Steel’s offerings removed much of the potential pushback from both the Coalition States and Northern Gun. Ironically, the Coalition States would unofficially support TR’s relocation and market distribution efforts, believing that a less advanced and politically hostile company would be preferable to letting the New England giant encroach even more into the Domain of Man.

Then the Great Temporal Screw Up happened, and the wheels of the situation seemingly came off. Archie would only partially benefit from retroactive memories in terms of technology, but he would become absolutely convinced that the GNE would eventually push south and find his facilities. The Shemarrian Nation was an attempt at stopping this, but even if it failed it would hopefully buy him time to shift his operational and industrial focus to the other side of the Appalachians. The Ecotroz virus would bring an end to the possibility of the former, but it did achieve the latter. Indeed, a particularly secret part of the peace treaty would be that Archie would be allowed to extract what he could from the facilities he wasn’t forced to turn over, and the collective tribes agreed believing it was best not to let the Dark One stay in their midst.

Interactions with the E-Shemar since then have been mixed, with the Shemarrian Nation not wanting to immediately provoke another conflict with the Dark One and Archie wanting to hunker down and rework his agenda more than revisiting a fresh trauma. Archie is understandably concerned about minor clans that wander into the Domain of Man, let alone ones that encamp themselves there such as Clan Motron, but so long as they stay out of Upper Michigan he refrains from sending death squads. Shemarian bands have become infamous for harassing Titan Robotics activities, but this is generally chalked down to the history that prompted Titan’s relocation efforts, and they have so far restrained themselves from attacking the company’s facilities.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

...And the EShemar/GNEverse becomes even more divergent from the main line... :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
------------
Omegasgundam
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Re: Shemarrian-related fan creations

Unread post by Omegasgundam »

taalismn wrote: Thu Aug 15, 2024 11:50 pm ...And the EShemar/GNEverse becomes even more divergent from the main line... :D
Look, both events would have happened before 109 PA, and you telling me that he wouldn't be huffing to a metaphorical paper bag over them. Combined with the growing GNE, getting out of town would have been UP THERE on this priority list.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Well, Hagan's no dumb-dumb, as opposed to...that other guy.
And it does give a logical out that allows the 'Shaper and the Maker' to survive, while continuing their character development(face it, ARCHIE-3 really needed to get out of the house and take in some sights. Maybe hit up a singles club....)
-------------
"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 how that I've slept on it and done some last minute edits, here's my 11-page entry onto the matter.

Titan Robotics in the E-Shem/GNE Continuities
  • “Based on the suspected quantities of equipment that our estimates have come up with, we can come to the conclusion that Titan Robotics is actively fleeing the east coast and is transferring its manufacturing facilities to the Domain of Man. The most likely causes for this are quite obvious, and need not be listed again. This has led to our agents being able to observe what are now believed to be founding TR personnel, and the story that is being pieced together is shaping up to be both plausible and not overly concerning. Combined with their frankly panicked efforts to tie themselves to the Manistique Imperium, they should become a much more known and controllable factor in the intermediate future, and there is potential for using them as leverage against Northern Gun with careful management. And if nothing else we can use another face to keep Paladin Steel out of our zone of interest, and if that results in malcontents having notably better equipment than what NG can provide then so be it.”
    -Extract from Executive Council minutes, Chi-Town High Command, dated late 108 PA

    “As the FNG to the Top 50, there’s more than a few things you need to be read into, but the most immediately important is the situation with Sarah. Seymour that is. It's what your predecessor Trombone tripped over. Yah, his retirement was ‘assisted’, along with his retreat from public life. No, Titan didn’t pull strings, this was all in house among the 50, and management looked the other way. He’d been on thin ice for a while anyway, and this is just the last straw. Let me flip this switch and I’ll explain.

    *white noise scrambler starts up*

    Ok, so you know how the press is always complaining that they can never get a conversation with Sarah because one of us interrupts and she gets pulled off to somewhere nobody can find her? There’s a damn good reason for that, and it's because once you actually start talking with her for more than a minute her ‘ice queen’ act melts and you're left with the neurotic trainwreck of anxiety that she actually is. It's bad. It's really bad. It's ‘don’t show your face in public for a few weeks from second hand cringe’ bad. Shelaine is usually the one that helps her get through her episodes, so if you see her moving towards or with Sarah you need to provide the distraction or block others from slowing them down. It's also why you should never give Shelaine any lip about being a girl, because nobody else wants to deal with that mess. Gomez got traumatized the last time he had to get involved, which is also the reason he and Sarah do everything they can to avoid each other.

    Why is she like this? Good question. Fulcon is the one that did most of the leg work and put the scraps together, but we think it's because she’s a cult baby of Cyberworks Network. You’ve heard the rumors? Good, because the ones about them being complete social-fails are true, and she’s honestly the LEAST BAD at talking with outsiders of the bunch. Yup, the actual eggheads that develop TR’s products are even worse. It's why Goodman does everything related to being in public or making business decisions. Your guess is as good as ours why they put her out here, but we’re the ones that have to deal with it.

    Now, it's not all bad news here. There is an upside, and that's when you cover for her she’s very ‘thankful’. You know the sex life rumors? Bingo, she’ll do damn near anything you want without hesitation so long as it doesn’t involve her making choices. It's how she copes, and she’s the best lay any of us have ever had. She also likes being neglected afterwards, so aftercare isn’t an issue. And before you ask, yes, she wants to be punished for being so pathetic, it's what she’d suggest if you don’t have any preference or can’t decide.

    Oh, and back to the original point, Trombone tried to use it against her in a match. It prompted me and the rest of the boys to express our disapproval afterwards. Yes, that was his last match, you're quick on the uptake.”
    -Brandon ‘Kid Silver’ to to Camryn ‘Crusher’ Swalve, Robodome ‘Act Planning’ Offices, February 109 PA

    “Had to go to Sub-4 to install-fix some things today.”
    -“Never a nice time. Did the dorks do anything in particular?”
    “Mostly the usual social incompetence, but Black Ponytail was going DEEP into something they called ‘dynamic elastic curve retention’, which was basically yet another sex bot girlfriend.”
    -“I know they’re brilliant at tech, it's honestly sad just how pathetic they are when outside of that.”
    “That’s why Goodman is the one calling the shots. They are the cringiest losers I’ve ever heard of, and that’s including Pre-Rift media and ‘black market’ GNE slush.”
    -“The sad thing is the people that join them are just as bad. Old Penelopy wandered off a few days ago, the betting pool is waiting on her ‘reassignment’ to be announced.”
    “I think I saw Wallace J nerding out with Blond Fan-Crest when I was there, which confirms him as well.”
    -“Both of them always had more than a few screws loose, so nobody’s really surprised, but it's still a bit squicky to think about. Did you hear any humping sounds around the north-west wing? There’s 50 credits on Pink Spikes and Half-Fro having ‘inspiration’ sessions.”
    “Both of them were in draft room 3 looking like they were about to have a slap fight with Pantsless and Suspenders. They were arguing about the ankle articulation of one of the PA’s.”
    -“I’d believe that. Did you get any names or was it just jargon again?”
    “Jargon. I’m drifting into the ‘they don’t have proper names’ camp.”
    -“Well, as long as they stay in their rubber basement it doesn’t really matter, and they still do amazing work, so they have to be forgiven for their failings. At least they’re happy there.”
    “Here here.”

    -Conversation between senior Titan Robotics technicians, New Cedarville Complex, November 109 PA
As should come as no surprise to external viewers, Archie has gone down a VERY different path regarding his plans for Titan Robotics in this continuity, with the shifts starting very early on.

A Change of Plans
Inarguably, the most significant divergence point from the normal timeline was The Zot Smackdown. To say that it scared Archie is a severe understatement, and prompted a major shift in his priorities. Now believing that his position was far more threatened than he previously thought, he began working on a number of plans to shore it up. Beyond his efforts in New England, he drastically accelerated his efforts in the Manistique Imperium, using his increasingly threatened smuggling routes to move manufacturing equipment and key machinery rather than finished merchandise. This had the effect of slowing down Titan Robotics’ growth into the market, but the rise of Paladin Steel’s offerings removed much of the potential pushback from both the Coalition States and Northern Gun. Ironically, the Coalition States would unofficially support TR’s relocation and market distribution efforts, believing that a less advanced and politically hostile company would be preferable to letting the New England giant encroach even more into the Domain of Man.

Then the Great Temporal Screw Up happened, and the wheels of the situation seemingly came off. Archie would only partially benefit from retroactive memories in terms of technology, but he would become absolutely convinced that the GNE would eventually push south and find his facilities. The Shemarrian Nation was an attempt at stopping this, but even if it failed it would hopefully buy him time to shift his operational and industrial focus to the other side of the Appalachians. The Ecotroz virus would bring an end to the possibility of the former, but it did ultimately achieve the latter. Indeed, the EShemar’s seers would gain the impression that the Dark One was looking for an excuse to flee and possibly never return, resulting in the High Council accepting his negotiated exile rather than paying the price of flushing him out.

Interactions with the E-Shemar since then have been mixed, with the Shemarrian Nation not wanting to immediately provoke another conflict with the Dark One and Archie wanting to hunker down and rework his agenda more than revisiting a fresh trauma. Archie is understandably worried about minor clans that wander into the Domain of Man, let alone ones that encamp themselves there such as Clan Motron, but so long as they stay out of Upper Michigan he refrains from sending death squads. Shemarian bands have become infamous for harassing Titan Robotics activities, but this is generally attributed to the undisclosed history that prompted Titan’s relocation efforts, and they have so far refrained from attacking the company’s facilities.

Post-Shemarian Civil War
As of the end of the SCW, the only remaining base that Archie still operates in his former territory is the Allegheny Mountain Facility itself, and even that has been almost entirely cannibalized and relocated. Much of this work has been thanks to exploiting the standoff between the Coalition States and Greater New England, who have started constantly jamming each other’s long range sensor systems. Combined with Archie’s infiltration of the CS’s monitoring network, he has been able to utilize (fully reverse engineered) GMR stealth cargo craft to transport the equipment material without leaving any credible evidence. Chi-Town’s paranoia regarding their eastern neighbors has also been used as an excuse for the remaining traces that are found, with only minor fiddling needed to firmly shift the blame in the eyes of those that find them.

All of this has resulted in Manistique Imperium now holding the firm majority of his resources, resulting in the near totality of Titan Robotics’ products actually being made there. Observers have noticed this change in focus, and (correctly) assume that this process was due to wishing to get away from the GNE and the Shemarians. This has made Titan Industries something of a more known quantity, as while not actively hostile with the D-Bee loving magic enablers, they are at the very least not friendly either, and given the current circumstances both the Coalition and Northern Gun are willing to take what they can get.

A notable change from the primary timeline is that Titan Robotics is notably more inclusive, being less aggressive with their ‘Proprietary Engineering’. The core systems remain under wraps, but damage prone items such as armor plating and external systems can be improvised until it gets back to a Titan Depot. Titan heavily pushes for licensed servicing and replacement parts however, and has hired a great many hopeful operators to manage widely distributed secondary facilities that are obviously less capable but still gets the job done in a decent time frame. As a natural side effect, this has led to the ‘Field Depots’ becoming quite common among the Domain of Man, and their (mostly) human staff acquire substantial social status often being some of the most important people in town. The provided repair and servicing equipment is able to access the CMM without any serious difficulty, and Operators are happy to leave hazardous components such as the reactor to automatic jigs.

Facility Distribution
(I’m going to the various Satellite Factories well predating the SCW, if only to let the Republicans mix up Factory-7 with NEMA-HQ-ECC. I’m also merging Manufacturing Facility 2 and Satellite Factory 2.)
  • Allegheny Mountain Facility (Maryland):
    Archie was naturally hesitant to tear up his home for the last 3 centuries, but the SCW made it feel much more pressing than it would have otherwise been. With the rest of his facilities under siege or otherwise falling more rapidly than they would have normally been, Archie justified stripping layers of what he saw as his body as defensive measures, turning manufacturing lines into kill boxes and storage bays into bunkers. This would prove to be beneficial in the closing days of the war, with the Eshemarians being unwilling to accept the casualties that would result from trying to breach his greatly reinforced defensive lines.

    Chesapeake Seaport:
    With stealthed GMR platforms, the seabourn routes had become far less critical to overall operations, but as Archie was running all of his transport methods at their maximum capacity it was still valuable. Thus, key portions of the facility would be strategically demolished to mask the size and capabilities of his submarine fleet. The surviving vessels that had been based there have been relocated to the Great Lakes, and Archie has no intention of sending them down the St Lawrence Seaway anytime soon.

    Satellite Factory 1 (Metal Mill and Plastic Synthesis):
    While a lesser priority than SF 2, SF-1 was still half cannibalized before the outbreak of the SCW, and Archie deemed this to be sufficient for establishing his industrial base. As such, the facility was much less contested, resulting in the rest of it falling into Shemarian hands mostly intact.

    Satellite Factory 2 (Titan Robotics):
    The primary focus of early efforts, the Pennslyvannia complex was almost 90% cannibalized and shipped out when the Ecotoz virus first manifested. As such, it has very little significance during the SCW, although it would still fall into the hands of the Ghost Riders. The Riders would strip what was left of it to patch up SF-4, but its location would result in the empty halls being constantly used by traveling Warbands as a rest stop. Later on, it would also become the default location of Tinkerfest, being considered a neutral location that was both expendable and generally able to withstand the various antics that inevitably ensued.

    Satellite Factory 3 (Chemosynthesis and Refinery):
    Archie had evacuated 25% of the facility's industrial capacity before its explosive demise, and while painful in the short term he was able to compensate with external commercial sources. The reduced status also meant that the complex was not as thoroughly destroyed, with some minor annexes receiving only minor damage. All of the machinery would be stripped by the Ghost Riders when they relocated Factory-4 however, wrestling in the majority of the surviving halls collapsing afterwards.

    Satellite Factory 4 (Shemarian Manufacturing):
    One of the two facilities wholly dedicated to the Shemarian Nation scheme, Factory 4 would be meaningfully expanded, but after the BlackSteel Outbreak Archie was fully willing to pull the plug and leave the east coast. The Ghost Riders would ultimately win on possessing it, and almost immediately relocated it to their Mad Haven territory.

    Satellite Factory 5 (Shemarian Manufacturing):
    The site of the BlackSteel outbreak, Archie would actually assist the EShemarians in destroying it. Combined with his Allegheny defenses, this would convince the High Council that he was willing to fully wash his hands of the region, setting the stage for the peace negotiations.

    Satellite Factory 6 (Nuclear Processing and Manufacture)
    While quite valuable, Archie’s continued need for its production resulted in him using Factory-7 to construct duplicate machinery to be sent west rather than cannibalizing it. Its fate remains the same overall, if in a slightly less damaged state due to its decreasing importance. Even after the acquisition of the Trinity modules, the Tribes still source much of their reactor components from this facility, as the nanoforges still take prohibitively long to fabricate them from raw material.

    Satellite Factory 7 (General Manufacturing):
    Archie decided to use Factory 7 to produce replacement industrial machinery to rebuild his manufacturing base in Manistique, resulting in New Liberty finding itself set up for a rapid expansion of their own capabilities after the SCW. Substantial amounts of its output would be traded to the Republicans and Shemarians to sooth issues and reduce tensions.

    Satellite Factory 8 (Materials Refinery):
    As he still needed the output, it was considered more practical to produce duplicate equipment rather than cannibalizing it. It would still fall into the hands of the R’Mar after the treaty signing.

    Factory 9 (Conventional Robots and Munitions):
    Considered to be rather exposed due to its location, a full half of the complex had been cannibalized by the time the SCW started. The Wolf Pack would thus be less concerned of turning it over to the Republicans, but they still deleted everything related to the Shemarians and Archie that they could reach. The Republicans were not exactly pleased to say the least, but restoring capacity with their share of Factory 7’s output was a much higher priority than pursuing a recent moderately sized grudge.

    Satellite Factory 10 (Mechanoid Converted Munitions):
    Archie had exceptionally little attachment to this reminder of his previous shame, and the local stockpile had been greatly reduced due to diverted production elsewhere. Thus, it would fall into EShemarian hands essentially intact.

    Oz Bunkers (Deception):
    As they served no actual industrial purpose, the Oz Bunkers would be untouched. Exceptionally few of them would be intact after the SCW however.

    Bedlam Facilities (‘Research’):
    As normal.

    Titan Robotics Complex (New Cedarville, Manistique):
    The new heart of Archie’s empire, its capabilities are far more extensive than in mainline continuities. Additional D.U.M.Bs are being established to provide resources and security coverage across the Great Lakes, and prospecting efforts are being undertaken in western Ontario.
The New Mask
To justify these actions, Archie and Hagan have dreamed up a new backstory that is both embarrassing enough to justify secrecy but mundane enough to be accepted. Inspired by the zealous behavior that has started to crop up in the Titan employees, they have concocted a Techno-Cult that traces back to the first few years of the Dark Age, where a number of now long forgotten technology firms huddled together for mutual survival against the forces of the Cataclysm. Cyberworks happened to have the single largest contingent, which led to them slowly dominating the cultural makeup as time went on. The group’s fabricated story is one of repeated loss and betrayals, with the only thing that could be truly trusted were the machines they made. This led to machines taking a spiritual significance, and two centuries of relative isolation and struggle led to it becoming a (somewhat counter productive) religion.

According to the scattered stories, the cult that would found Titan Robotics would develop a frankly disturbing fetish for automation, which would lead them to develop incredibly sophisticated manufacturing and maintenance equipment. They managed to be mostly self-sustaining, but several setbacks in the mid 60s PA would force them to start interacting with the outside world. Being an isolated cult that barely knew anything of the outside world, they were completely inept at interpersonal communication, which led to them being extremely hesitant to overtly interact with people, but eventually they started to provide merchandise to the Black Market for badly needed food and supplies.

The Cult is said to still still exist, but have little control over the actual functioning of the company. Hal Lonovich was one of the first outsiders to be able to sustain a relationship with them, and convinced them that they should be more engaged with others. Currently, they are said to reside in the most protected levels of the New Cedarville Complex, and are the ones responsible for the research and engineering of the company’s designs. They deliberately remain isolated thanks to both their cultish mindset and being unbelievably bad at any and all forms of social interaction. As a benchmark, Sarah Seymour’s new background has her being born into the cult and is considered a relative social progeny, with her frosty personality being an act to keep her from constantly embarrassing herself. As a result, the cult was happy to hand over the actual operation of the business to literally anyone else, and in 107 PA Hal scouted out Argent Goodson and brought him onboard, which would eventually lead to where the company is today.

(Both Archie and Hegan try very, very hard to not think about just how much the cult actually sounds like them and their own neuroses. They most definitely don’t ponder about how much the android’s personalities are the result of them pouring their deepest feelings and emotions into crafting them. And above all else they do not reflect on how many of the strange habits are perfect reflections of their own.)

To help sell this story, there are real design offices in the New Chesterson facility, staffed by unaware androids with deliberately shoddy social skills. If an outsider was ever in a position to ask them, they would be able to explain seemingly every design choice that went into each of Titan’s products, and potentially go on for hours before it occurs to them that they’re not supposed to talk with strangers. Add in a few anti-psionic measures and the illusion is complete; and so far it has worked perfectly. The human Titan Robotics employees that have interacted with them firmly believe them to be geniuses that need to be kept hidden away in a safe space for their own good, and the espionage attempts that have been permitted to reach them and escape buy it hook, line, and sinker. Goodson makes a show of occasionally being at his wit’s end keeping them on track, and then there's the new ‘problem’ of their strange ‘initiation’.

‘If you want to get rich, start a religion’
Needless to say, both Hagan and Archie were surprised to find that their fake cult was starting to get actual converts. These prospective novices often have some form of extreme social impediment, making them quite willing to accept the ‘cult’s’ nominal tenants. After some brainstorming, the duo came up with an idea that would turn these would-be initiates into a useful part of the Titan Robotics masquerade. Drawing from the work done at Bedlam-2 and -3, they turn him into a neural upload that was malleable to Archie’s psionic influence. The body was easily handled thanks to the just finished Talos program Sytharoids, whose deployment had been delayed with the outbreak of the SCW. Once they started working, things came together with rapid speed, with synergies not thought of before becoming blindly obvious, the pair truly struck by Inspiration.

Their first test subject would be an elderly Operator by the name of Jordan Vintle, who was of declining health and was widely expected to pass away soon. Additionally, Jordan was an adamant believer of the fake cult’s stated tenants and was thought to be highly susceptible to psionic influences, meaning that he would be easily persuaded into going along with the ‘potentially lethal’ process. Thus, in May of 198 PA, ‘Hal Lonovinch’ approached Jordan in a quiet corner of the staff lounge and raised the subject of ‘initiation’ with him (with several ‘witnesses’ ‘conveniently’ present to testimony should questions later be asked). ‘Hal’ would calmly explain that the Cult had never done this with an outsider or with someone who could be considered ‘an adult’, meaning that there was a very high chance of death or ‘worse’, but they were willing to let Jordan try thanks to his dedication and poor long term prospects. Jordan would immediately agree with great enthusiasm, and so the pair descended to one of the complex’s unmarked sublevels and several minutes later Hagan threw the switch.

Compared to the deeply flawed and incomplete results from Bedlam-3, Jordan would be a near miraculous success, having negligible memory loss and no unintended mental derangement. Additionally, the imprinting process would turn him into a religious fanatic, hearing the whispers of ‘the divine machine’ (ie Archie) and treating them as divine revelations. With some tentative efforts, Archie was able to make Vintle draft technical devices of complexity quite close to what he would do himself, although slightly different in ways that would never have occurred the the Pre-Rifts intelligence. After additional testing and some memory scrambling, Vintle was reintroduced to some of his coworkers, promptly raised concerns with new behavior, was ‘promoted’ to the ‘Design Team’ by Goodman, and the collective pained nods from those that had interacted with the cult before proved that the deception had worked. Once situated into his new home, Jordan would immediately blend in with the socially maladjusted androids, behaving every bit as neurotic as his peers were programmed to be. In the years since he has been joined by 4 other converts of extremely similar backgrounds, although there was also an unfortunate failure.

Considering the fiascos of the EShemar, the Lost Eclipse, and the Blacksteel Outbreak, Hagan and Archie were quite suspicious that things had turned out so well, resulting in a paranoia cycle where they were convinced that it wasn’t entirely their work and that there was a key flaw somewhere that could bring it all down. While they haven’t been able to resolve the first concern, they have become reasonably certain that the reason for the improved success of the upload is due to the subject's mindset and desire to believe in something other than themselves. Ultimately, this results in their selection criteria lining with what experts consider to be ‘cultist bait’, although the end result is still far more merciful than those that seek the attention of Hades or Dyval. The pair would be pleased to discover that they are essentially correct, with the willingness of the subject’s P.P.E pattern being the key factor in its success, which also explains the many failures of the Bedlam project.

They would be the opposite of pleased that their other concern was also correct, resulting in a terrifying conversation when it finally came time to leave Allegheny.

Ending Fiction: You Can’t Go Home Again
(18:15 PM, October 9th, 109 PA. Allegheny Mountain Facility, System Nexus and Monitoring Room)

With one last sip, Hagan finished his extremely expensive drink, and put the glass down on the conference table next to him. This was it, he thought, the last step to moving west. The last step before leaving all of this behind. Before Archie leaves it behind. He sighed, stepping up to the nearest terminal, turning it on for the first time in almost 3 centuries. It took less than a second to boot, resolving into a login screen with a flashing mike. He took a second to steady himself.

“Hagan Lonovich, Facility Director.” He calmly stated, and entered a long code sequence that he had memorized. He could have written it down on a piece of paper, but this was important. This was for Archie. It was the least he could do for his friend. With one final press of a button the system accepted his credentials and displayed an options menu. He worked through the list until he found what he was here for. Omnibus Cortrex Access. Pausing for a second he spoke aloud to his friend.

“Archie. I’m not going to ask if you're ready for this, because nobody ever is. We’ve talked about this. Prepared for this. Practiced this. But…” He trailed off before continuing. “This is it. The last farewell to our old home. What’s done is done, and there is nothing left for us here. It's time.”

His friend responded, coming from everywhere as always, “Thank you Hagan. I’m not ready, but we can wait no longer. It is time.”

Hagan nodded, and pressed the touch screen. Without a sound, a panel on the nearest flipped up and revealed a slot. He walked to it, noting that it was smaller than he thought it would be, but the Golden Age was just full of surprises. There were a pair of handles attached to his friend’s housing. There were words inscribed between them. When Hagan first wandered into this complex, he was illiterate, but now he could understand the words.

Artificial Robot Cerebellum Housing Intellect Experiment-#3.

A.R.C.H.I.E-3

Archie.

Even the Golden Age loved painful backronyms. He’d laugh if this wasn’t so serious. It would be cruel to make fun of his friend's name. It still hurts a bit to remember being teased about his growing up.

He kneeled down and gripped hand handles. He stated to his seemingly ever present friend, “On a count of three.”

“One”

“Two”

“Three”

He jerked the housing sharply out, finding it lighter than he expected. . He gently cradled it, reaching out with his telemechanics power.

‘You alright buddy?’ He asked, feeling his friend's distress.

Archie replied with what felt like whimpering, ‘I’m paralyzed. I can’t feel my body Hagan. I’m helpless.’

‘I’m here buddy. I’m right here.’ Hagan sent back, standing up while holding the casing close to his chest. The normal lights had gone out as expected, replaced by the emergency strips. The entire complex would be like this.

‘Can you feel any of the robots? You can focus on them.’ He proposed, hoping to take his friend’s mind away from the subject.

His friend hesitated for a second before answering, ‘I can Hagan. Can feel every remaining robot within 10 miles. I didn’t know I could do that.’ He sounded surprised. It was always nice when Archie found something nice about himself.

‘Hagan,’ His friend now sounded panicked. ‘I can’t feel the robots in this room.’

“I suppose that means that I should introduce myself to you two then”, a voice said, coming from the opposite side of the room.

‘Of course. Of course something would show up now. They must have been waiting for this.’ Hagan thought, feeling Archie’s panicked agreement. It had been that kind of year hadn’t it. The world just decided to keep **** on them, one after another. Composing himself, he turned to the mystery intruder, who had to have been some sort of mythic monster out of legends.

He still felt surprised when laid his eyes on the intruder and he abruptly realized that it was true. It was Myth. An Old Myth. Older than Myths. A God. A God of Gods. Creator and Destroyer of Worlds. True Power. Power Incarnate.

And from his heart, he knew that there was only one word that could describe the existence before him. It was mentioned in some of the texts the GNE gave to its apprentice wizards, one of the words of power that were used in magic circles.

“Xy”, he whispered, the Great Old One.

“I have been called that, yes.” The indescribable being replied. “Although I like to think that I’ve put all of those bad habits behind me. I go by a different name now, but you can call me Xy if you wish.”

His friend, still stunned, thought to the being ‘Why. Why are you here? Why now?’ It was strange that he wasn’t panicking. Were things so insane that it didn’t register? It felt like that.

Xy slowly walked up to them. “Well, among other things, I believe that I owe you two a fair few explanations. You’ve been involved in some rather important events, and you deserve to know just why they were always going to happen the way they did. But first I need to explain a number of Megaversal mechanics so that you can actually understand things.”

----------
(2 Hours Later. Subterranean Bois Blanc Terminus, Network Nexus)

In a dull flash, Hagan appeared, holding Archie’s case. He stood there for a second and blinked. He slowly looked around, and abruptly realized where he was. With a jolt he rushed over to the central island, climbing up onto it and popping open a panel. A pillar made of solid armor then extended upwards, revealing a cavity that he slit Archie’s housing into. The interface array immediately started retracting, and he collapsed onto his back.

The various lights and screens all around the room started turning on, going through boot sequences and connecting with the greater network. Archie was slipping into his new body.

He kept lying there on the island, spread out and staring into space. Neither him nor his friend said anything for a good few minutes, absorbing what had just happened.

Finally, his friend decided to say something. “You know Hagan, now that I really think about it, I think we can settle with just having fun pulling strings. What do you think?”

Hagan thought for a few seconds before answering. “I can live with that buddy, I can live with that.”

------
(AN: Hagan and Archie are going to spend a good long time rethinking their lives. Not going to stop trying to be shadow kings though.)
Last edited by Omegasgundam on Wed Aug 21, 2024 2:19 am, edited 2 times in total.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

...and hardcopied to be put in my late night reading folder.
-------------
"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 »

I'll be pondering the rest of Titan Robotics, its products, and character for a while. Expect something this year.
kronos
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Re: Shemarrian-related fan creations

Unread post by kronos »

Sorry I haven't posted anything in awhile. I've been doing 10 to 15 hour days at work since mid march, so most of my non work time lately has been trying to sleep, or just doing other stuff I need to.
I've got ideas in the works, some stuff that's been in development hell for a long time, stuff for Clan Varulyca in particular.. A few were-based frames that are just in complete, a frame that can take on characteristics of nearby warmounts (SOOOOO stuck on this one), and a Druid/spellcaster type that can cast actual spells, but also "spells" that enhance warmounts and e-nimals.. I think via hijacking their repair system and reprogramming it to create enhancements that are temporary, while eating up repair stock, overclocking processors/hydraulics etc, removing limiters to prevent damage normally.
so basic strength enhancement "spell" would cause the hydraulics and such to over pressure, or the like to give a good boost for a short while, but will be weakened for a time afterwards.
Or could enhance melee attacks like claws by causing the nanites to build up the claws to make them bigger. lasts for awhile before breaking down.

I've got a Clan Vespa exo-warmount that on its own functions as a resource gatherer, but once an eShemarrian joins with it, OOOH boy will anyone who dismissed these scrap grazers be in for a surprise.

I've also been using taalismn's Mekromancy charts to play around with ideas. The Mangor are actually created using the Mekromancy rolls.

I'm also open to making something from some prompts/ideas/suggestions while I try and figure out the ones I'm stuck on.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

(Haven't forgotten the ladies; just a lot of other projects. Here's an old one, finally finished up)

Shemarrian VRRDS System---NeShemar Proxy System
(aka ‘WarPoppets’, ‘Witch Wires’)

The alert comes as the two young women are between their regular maintenance duty shifts. It is an all-mobilization warning. All personnel are to report to their assigned stations. Theirs is an armored bunker deep under the planet’s icy crust.
They are already shedding their robes as they enter the small defense station. An attending Acolite quickly takes them in hand, ushering them to adjacent open VR pods and overseeing them as they slide into the awaiting somatic restraint couches. Automatic systems, already activated by the alert, begin attaching telemetry leads, biomonitors, and servicing tubing to the couches’ occupants.
The two friends smile at each other, then lay back as their respective pods close over them and seal them into their own dimly-lit cocoons. There is a resonating click that is felt, rather than heard, as a hard connection is made with the cyberports in the back of each girl’s neck and the world as they know it flickers for a moment.
Suddenly they are elsewhere. Now they float, limbs unfolding like butterflies emerging from chrysalis, fully armored and armed, above the rings of a great gas giant. Nearby, other similar nuclear satellites float in rough formation.
‘Above’ them a cluster of particularly bright stars glitters with malign intent. The VR-whisper paints them as an onrushing Splugorth flotilla, intent on plundering the blue-green colony world hovering over the gas giant’s rings.
Raising their weapons to each other in salute, the two friends turn to join their sisters and brothers in facing the oncoming foe.

During the recent expeditions into Rifts Earth’s own orbital backyard, while the Skullcrushers cheerfully plundered the CAN Republic’s arsenal for weaponry designs, the Wayfinders focused instead on reverse-engineering the Republic’s Virtual Reality Robot Defense System, seeing in it the potential for an even more potent system. The VRRDS was seen as a safe way for Wayfinders, especially those NeShemar who still had organic parts, to safely participate in the most dangerous missions without risking valuable lives.
Wayfinder TechnoWizards and Psi-Mechanics focused on the command-control linkages, recognizing their vulnerability to jamming. Instead, they devised an advanced long range psionic linkage system that could not be so easily damaged. Using psylite crystal resonators and cloned neural tissue, the Wayfinder engineers were able to establish a nearly unbreakable command linkage with substantially greater range.
The system is not without its shortcomings, however. The psylite crystal systems are expensive(though the piloting end uses the bulk of the crystal material required to maintain the link). Another shortcoming is psionic feedback; as the robot at the far end of the link took damage, the pilot, though safe at home, would experience sympathetic pain and discomfort. In early trials, inexperienced pilots could even be knocked unconscious or even killed if their attuned robot was severely damaged or suddenly destroyed. Later versions integrated safeguards to protect the health of the VRRD pilot, and a seizing pilot is immediately sedated, cut from the psi-circuit, and administered buffering agents.
The initial Shemarrian VRRDS was virtually identical to the CAN Republic’s, with regard to the robotic hardware involved; the EShe-VRRDS-01 ‘Iron Maiden’* was effectively a direct copy of the VRRDS-10 Samurai, with a few cosmetic changes. Later models, however, would expand the robot drones’ capabilities and allow for greater customization of the ‘bots.
The current model, the -03, resembles an attenuated winged warrior maiden, with improved armor, a contragravity propulsion system, and a wider range of weaponry.
Though developed by and for the Wayfinders, the Iron Maiden features a number of configuration options that suggest the Wayfinders plan on offering the system to the other Tribes. Only time will tell if the Shemarrian VRRDS spreads to usage with the other members of the Shemarrian Star Nation. The Sapphire Cobras, Clan Armorand and Clan Megalith have apparently already evinced interest in the system, or anything similar, as a means of defending their species’ redoubts.
Though Iron Maidens have basic combat AIs that allow them to fight if cut off from direct command by their ‘puppeteer’, or in an emergency where the remote pilot isn’t available, the ‘bots are rarely ever Awakened, and are considered ultimately expendable. That having been said, however, there are rare cases where a linked pilot has been killed, and their consciousness has survived, apparently ‘lifeboated’ in the moment of death into the avatar body. Such fortunates are accorded the ‘Lady Phoenix’ title for their survival.

*The ‘Iron Maiden’ nickname, applied originally to the cosmetically-altered Samuri copies, has since been applied to the system as a whole, in part due to the full-enclosure piloting pods used by the VRRDS pilots.

Range:
The current command-control link uses a Psionic Link that provides unjammable communications over 10 AU(that’s 930 million miles, or roughly 10 times the distance between the Earth and the Sun!) without any degradation of signal. That allows the control centers to be quite far from the battlefront.
The Wayfinders have been exploring the idea of quantum entanglement to allow instantaneous linkage across unlimited distances.

Penalties:
-Feedback Shock----Sympathetic shock does virtual damage to the pilot’s Hit Points; for every 20 MDC that the ‘bot takes, the linked pilot takes 1 HP in virtual damage.
If the pilot’s Hit Points reach 0 or lower, the pilot must make a save versus Psionic Attack. On a successful save, the pilot is only stunned, and drops out of circuit for 1d4 melees. On a failed roll, the pilot is rendered unconscious for 1d6 minutes. Upon recovery, in either case, the pilot’s Hit Points can be considered to be restored, and they can switch over to another psi-VRRDS-equiped ‘mech, though they will be -1 to initiative, strike, dodge, and parry for about 2d6 melees before they adjust to piloting the new machine.

Type: Shemar VRRDS-02 Iron Maiden
Class: Combat Robot/Drone
Crew: Psi-Linked Robot Drone
M.D.C. By Location:
Hands(2) 50 each
Forearms(2) 160 each
Upper Arms(2) 140 each
Shoulder Plates(2) 220 each
Legs(2) 280 each
Armored Skirt 150
Rear Jets 120
Wings(2) 100 each
Head 100
Main Body 400
Height: 20 feet
Width: 8 feet
Length: 7 feet
Weight: 22 tons fully loaded.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 50
Cargo: None; only what can be carried in the arms or clamped to the body
Speed:
Running: 120 MPH
Jumping: 20 ft up/across standing jump, +12 ft with a running start, 70 ft up/across with jet assist. Double distance in lunar microgravity
Flying: Hover to 450 MPH. Thanks to the contragravity system, there is no altitude limit.
Space: Mach 8
Underwater: CAN operate underwater, but moves at a relatively slow 10 MPH running along the bottom, or 50 MPH swimming/under thrust. Maximum depth of 1.2 miles.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 200 MDC before needing material stocks to convert to MD repair material.

Weapons Systems:
1) Eye Lasers(2)---Carried over from the original design.
Range: 2,000 ft in atmosphere, 6,000 ft in space
(Kitsune Values: 2,000 ft in atmosphere, ft in space)
Damage: 3d6 MD single shot, 6d6 MD double blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Forearm Weapons(2)---A light weapon can be attached to the forearm; just point and shoot.
a) Pulse Laser
Range: 4,000 feet/ 12,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Ion Blaster---It also has an EMP ‘tazer’ side effect.
Range: 4,000 ft in atmosphere/ 12,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
(Spray Bolt)1,500 in atmosphere/ 4,500 ft in space and affects a 15 ft wide area
(Kitsune Values: 1,500 ft in atmosphere, 30 miles in space)
Damage: 1d6x10 MD per blast
(Spray Bolt) 4d6 MD to a 15 ft wide area
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: EGCHH
Payload: Effectively Unlimited

c) Plasma Projector
Range: 2,500 ft in atmosphere/ 7,500 ft in space
(Kitsune Values: 2,500 ft in atmosphere, 50 miles in space)
(Spray Bolt) 2,000 ft in atmosphere/ 6,000 ft in space
(Kitsune Values: 2,000 ft in atmosphere, 40 miles in space)
(Plasma Bolt) 3,000 ft in atmosphere/ 9,000 ft in space
(Kitsune Values: 3,000 ft in atmosphere, 60 miles in space)
Damage: 2d6x10 MD per blast
(Spray Bolt) 1d4x10 MD to a 40 ft wide area.
(Plasma Bolt) 1d4x10 MD to 15 ft blast radius
Rate of Fire: ECHH
(Plasma Bolt) Once per melee
Payload: Effectively Unlimited

d) Particle Beam Blaster
Range: 4,000 ft in atmosphere/ 12,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 2d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

e) Heavy Machine Gun---The old reliable ‘Fifty’. However, the relatively slow speed of the projectiles makes long range fire in space inaccurate.
Range: 6,000 ft in atmosphere/ 12,000 ft in space
(Kitsune Values: 6,000 ft in atmosphere, 100 miles in space)
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(High Explosive-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine

f) Gravity Autocannon
Range: 4,000 ft in atmosphere/ 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d6x10+10 MD per 40 rd burst
Rate of Fire: ECHH
Payload: 4,000 rd drum

g) Mini-Missile Launcher----6 shot tube cluster

h) Short Range Missile Launcher---1

i) Grenade Launcher
Range:7,000 ft in atmosphere/ 14,000 ft in space
(Kitsune Values: 7,000 ft in atmosphere, 140 miles in space)
Damage: Identical to the WI-GL20;
Frag rounds do 4d6 MD to a 12-foot radius.
AP rounds do 1d4x10 to a 3-foot blast radius,
and Plasma rounds do 1d4x10+10 to a 5-foot radius.
A 3 round burst of frag shells does 1d4x10 to a 15 foot radius,
a burst of 3 AP shells does 2d4x10 to a 5 foot radius,
and a burst of 3 plasma shells does 3d4x10 to an 8 foot blast radius
A 5 round burst of frag shells does 1d6x10 to a 20 foot radius,
a burst of 5 AP shells does 2d6x10 to a 6 foot area,
and a burst of 5 plasma shells does 3d6x10 to a 10 foot radius.
A 10 round burst of frag shells does 2d6x10 to a 40-foot radius.
A 10 round AP burst does 3d6x10 to an 8-foot area,
and a 10 round plasma burst does 4d6x10+10 to a 15-foot radius!!
Rate of Fire: Standard
Payload: 500 rd magazine

j) Plasma Blade----A modified version of a Kittani hand weapon. The blade can be engerized with a plasma field, and it can also fire short-ranged plasma bolts.
Range:(Blade) Melee
(Plasma Blast) 200 ft in atmosphere/ 600 ft in space
(Kitsune Values: 200 ft in atmosphere, 4 miles in space)
Damage:(Blade) +1d4 MD unenergized, 1d4x10 MD energized.
(Plasma Blast) 1d4x10 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Wing-Mounted Hardpoints---The wings carry mounting points for expendable missile ordnance
a) Mini-Missiles---24 per wing
b) Short Range Missiles---12 per wing
c) Medium Range Missiles---4 per wing
d) Long Range Missiles---1 per wing
e) Flare/Chaff Launcher
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher

f) Nano-Pods-----The second system releases a nanotech swarm of active jamming pods and decoys that are programmed to emulate a spacecraft’s sensor signature, or, at the very least, bury enemy tactical communications in ‘white noise’.
Effective Range: 25 mile jamming radius
Duration: 5 minutes per pod-spray
Effects: Jams radio signals(75% chance of jamming military band command-guidance ordnance), and 60% chance of deflecting ordinary missiles.
Payload: 18 swarm packs per launcher

g) Grav-Pack Decoy---The third system uses modified grav-pack drives and signal projectors to create a moving pattern of sensor signatures. The grav-pack mini-missile drives can go for 10 minutes before self-destructing, and can either be remotely directed or run a preset pattern.
Effective Speed: Mach 6
Duration: 10 minutes per pod
Effects: The decoys have a 70% chance of fooling enemy sensor operators and expert systems. They are are also +2 to enemy sensor-guided munitions to strike, increasing the chance that the missiles will elect to pursue the ‘louder’ sensor signature(the missile rolls to strike for both the original ship and each decoy deployed....highest to strike roll determines which target the missile(s) go after).
Payload: 15 decoys per launcher

4) Handheld Weapons---The Iron Maiden can hold and use mecha-scale weapons in its arms and hands. Typically, an Iron Maiden is issued a gunpod and a vibrosword that can be carried clamped to the robot when not in use. The following is a range of some of the possible(and more commonly carried) weapons options:
a) Giant VibroSword---- Unchanged from the original; 1d6x10 MD

b) Giant Battle Axe---Knockoff of a Kreeghor ‘bot weapon. 2d4x10 MD energized, 4d6 MD unenergized.

c) Giant Mace---Heavy blunt wrecking-ball weapon---Triax knockoff. Does 3d6 MD+ punch damage on a blunt strike, 4d6 MD when energized.

d) Plasma Scythe---Taken from the Naruni NE-R2000 Reaper Assault Robot(200 MDC, 3d6 MD solid spike, 5d6 MD energy blade, 4d6 MD energy bolt w/ 1,200 ft range).

e) Combat Shield---Modeled on Kittani and Triax designs. Shield has 160 MDC and can be fitted with the capability of firing up to 30 mini-missiles OR 3 short range missiles OR 2 medium range missiles OR 1 heavy missile(long range missile warhead with a 2 mile range).

f) Nar-Axe---Giant energy axe from the Naruni Death-Knight Assault Robot(160 MDC, 2d6 MD unenergized strike, 2d6x10 MD energized).

g) Electro-Whip---This is an enormous bullwhip of braided superconductive cabling which can be used to deliver a massive charge, capable of stunning megadamage creatures and shorting out uninsulated/unprotected electrical gear. The Electro-Whip is powered by a battery capacitator that recharges off the 'bot's own powerplant. Requires WP Whip or WP Chain to use.
Range: 30 ft melee
Damage: 1d4 MD unpowered slash, 6d6 MD powered strike Also a powered strike acts much akin to the Triax TX-275 Arc Charge Blaster in its effects on monsters and vehicles:
MDC/living beings suffer a loss of one attack per melee and all initiative for that melee.
Vehicles, power armor, and robots roll on the following(from Rifts: Triax and the NGR)
01-15 No effect!
16-30 Lose 1 APM and initiative has the controls flicker out for 1d4 seconds
31-45 All weapons systems go offline. One comes back after 1d4 melee rounds, and minor electrical fires break out.
46-60 All systems go offline, but return after 1d4 melee rounds. However, until they do, the vehicle is -30% to pilot, and is defenseless.
61-75 Communications, radar, and targeting are out; all else is okay. -3 to strike and no initiative.
76-90 All sensory and communications systems are fried. Pilot must operate vehicle on manual controls and rely on sight. Penalties: -25% at 1/3 maximum speed, -50% at 1/2 max. speed, -75% at full speed, no initiative to strike, -3 to dodge/strike, and -1 APM.
91-00 All systems are locked/overloaded!Vehicle does not respond to controls and nothing works!
Rate of Fire: EPCHH
Payload: 30 power-strikes; before requiring 10 minutes to recharge per strike.

h) WireDart Launcher--- The WireDart is a handheld panzerfaust-style weapon that fires off a reusable rocket head pulling a coil of tough, braided, mega-damage cable behind it. The heavy armored dart can be used to strike the target directly, or to tangle a target in the cable. Furthermore, braided in among the megadamage cables are several cables of heavy-capacity superconductor attached to a heavy-load battery in the hilt of the weapon. The cables can deliver a searing electrical shock that can overload the electrical systems of mechanical opponents and stun organic ones. Another nasty tactic that that some Iron Maiden pilots have become fond of using is to tangle a vehicle or monster about the wheels or legs, pull them over, than fly off, dragging their hapless victim behind them across the ground and through obstacles.
Note: WP Whip/Chain is advised for full bonuses in using this weapon.
Range: 500 ft
Damage: 3d6 MD for a direct hit with the spear head. 2d4 for a lash with the wire. 6d6 MD powered strike Also a powered strike acts much akin to the Triax TX-275 Arc Charge Blaster in its effects on monsters and vehicles:
MDC/living beings suffer a loss of one attack per melee and all initiative for that melee.
Vehicles, power armor, and robots roll on the following(from Rifts: Triax and the NGR)
01-15 No effect!
16-30 Lose 1 APM and initiative has the controls flicker out for 1d4 seconds
31-45 All weapons systems go offline. One comes back after 1d4 melee rounds, and minor electrical fires break out.
46-60 All systems go offline, but return after 1d4 melee rounds. However, until they do, the vehicle is -30% to pilot, and is defenseless.
61-75 Communications, radar, and targeting are out; all else is okay. -3 to strike and no initiative.
76-90 All sensory and communications systems are fried. Pilot must operate vehicle on manual controls and rely on sight. Penalties: -25% at 1/3 maximum speed, -50% at 1/2 max. speed, -75% at full speed, no initiative to strike, -3 to dodge/strike, and -1 APM.
91-00 All systems are locked/overloaded!Vehicle does not respond to controls and nothing works!
(Dragging Attack). This is a called shot to entangle an opponent and then pull them over. A target so seized takes 1d4x10 MD per melee of being dragged across rough terrain(or 1d4 MD per melee if pulled across flat, level, cleared, ground), is -5 to strike, has no initiative
Rate of Fire: Once per melee
Payload: The warhead can be fired and retrieved up to ten times before the rockets need refueling/replacing. The hilt-battery is good for ten charges as well.

i) ES-SC-VH-01 VibroHammer---A giant vibromace/hammer with rocket thruster augmentation to increase the velocity of impact. It takes extra skill to swing the giant 4 ton sledge, but it’s a favorite with SkullCrushers who like the sheer simple brute force of the ‘Cracker’.
Weight: 4 tons
MDC: 320
Range: Melee
Damage: 5d6 MD unpowered strike, + P.S. damage, or 4d4x10 MD powered strike(-1 to strike due to the added momentum from the thrusters fighting control).

j) Pulse Laser Cannon---Identical to the V-10 issued to the Samuri, only stylized to Shemarrian aesthetic, and can mount a vibrobayonet under the muzzle.
Range: 6,000 ft in atmosphere, 18,000 ft in space
(Kitsune Values: 6,000 ft in atmosphere, 100 miles in space)
Damage: 4d6 MD single shot, 1d6x10+20 MD triple blast
Rate of Fire: ECHH
Payload: Effectively Unlimited. Has a backup 200 shot battery.

k) Plasma Rifle
Range: 4,000 ft, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d4x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas

Rate of Fire: EPCHH
Payload: Effectively Unlimited. Has a backup 180 shot battery.
Deuterium Gas Reservoir has enough gas under pressure for 50 shots.

l) Ion Cannon
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune Values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload:200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft.

m) Particle Beam Cannon
Range: 4,500 ft in atmosphere, 9,000 ft in space
(Kitsune Values: 4,500 ft in atmosphere, 85 miles in space)
Damage: 1d6x10 MD per blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Rate of Fire: ECHH
Payload: Effectively Unlimited. Has a backup 150 shot battery.

n) Disruptor Cannon-Rifle---The Golgans would NOT be happy that the Eshemar have already reverse-engineered the workings of their disruptor weaponry.
Range: 4,500 ft in atmosphere, 9,000 ft in space
(Kitsune Values: 4,500 ft in atmosphere, 85 miles in space)
Damage: 1d4x10 MD per blast, plus does 25% damage to everything in a 6 ft radius of the point of impact.
Rate of Fire: ECHH
Payload: Effectively Unlimited. Has a backup 160 shot battery.

Programming/Skills:(Default Drone)
Navigation: (ALW) 90%
Navigation: (Space) 90%
Movement: Zero Gravity
Combat: Zero Gravity
Read Sensory Instruments 98%
Pilot: Jet Pack 98%
Climbing 98%
Swimming 98%
Basic Math 98%
Radio: Basic 98%
Hand to Hand: Expert(8th level)
W.P. Shield(+3 parry, +2 strike)
W.P. Pole-arm(+3 strike/parry, +4 damage, +2 throw)
W.P. Blunt(+3 strike/parry)
W.P. Sword(+3 strike/parry, +2 throw)
W.P. Spear(+3 strike/parry, +4 damage, +2 throw)
W.P. Whip(+3 strike/disarm/entangle, +3 damage)
W.P. Paired Weapons
W.P. Heavy
W.P. Heavy Energy
Language: Can understand 22 different languages

(Default Drone)
Actions/Attacks Per Melee: 6
Note: Bonuses are in addition to those possible from the (Ne)Shemar’s elective training
Initiative +2
Dodge +3, +4 flying
Parry +3
Strike +2 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +, +5 flying
Pull Punch +2
Disarm +2
Critical Strike on a Natural 18-20

(Ne/Shemar Pilot Training)
Actions/Attacks Per Melee: +1 APM, +1 at levels 3, 6.9 and 12, on top of the pilot’s existing HTH attacks.
Note: Bonuses are in addition to those possible from the (Ne)Shemar’s elective training and HTH combat style.
Initiative +2
Dodge +2, +5 flying
Parry +3
Strike +2 (+3 w/ ranged weaponry)
Roll +4, +6 flying
Pull Punch +3
Disarm +2
Critical Strike same as the pilot’s

Options:
*Propulsion Booster Packs----Attached to the back and legs, adding +100 MDC to the main body and +80 to each leg, these boost the flying speed to Mach 10 in space, but reduce running speed by 25%.

*Backbanner Munitions Pod---Adds a third wing or backbanner which can hold an additional 24 mini-missiles, 12 short-range missiles, or 4 medium-range missiles.

*Laser Reflective Armor---Lasers do HALF damage.

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

*Self-Destruct System----Completely obliterates the ‘bot and does 1d6x100 MD to a 200 ft radius(yes, the Wayfinders are serious about keeping their secrets). A special psi-circuit cuts the operator out of the connection just before the self-destruct goes off.

*Sensor Jammers---Because the psi-comm system negates most of the hazard of jamming one’s own communications, the Iron Maidens can carry quite powerful jamming systems; 75 mile range in atmosphere, 7, 500 mile range in space. Jams communications , radars and radar targeting systems with 80% effectiveness, and sensor-guided weapons are -6 to strike.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1277
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

Angrage Gilloc
"What do you mean there's more types of Gilloc?!?"

"The Angrage, we believe, are a regional subspecies variant of the Gilloc, appearing in each version of Gilloc. Similar to different skin tones in Humans, except with shark heads and the ability to absorb electricity. We're not sure what kind of evolutionary stimuli would result in this significant change." Coalition Scientist during a debriefing with several Coalition Generals upon the discovery of Angrage Gilloc

Angrage are a variant Gilloc, which can be found in all forms of Gilloc, Grodek and Gronk. They have a more shark-like appearance to their heads, with larger mouths filled with rows of sharp teeth, slightly more hydrodynamic body, larger fins, and a bit stronger. Their hands are larger with claws, and not well suited to use ranged weapons and delicate items, preferring simple weapon weapons. They are also able to absorb electrical energy to use it to empower their systems and supercharge their repair systems. They are even more aggressive than Grodek and Gronks, although their intelligence doesn't seem much different from the base versions, just more combat oriented, and have their shark-like appearance.
Make following changes to Gilloc, Gilloc Shaman, Gilloc Grodek or Gilloc Gronk:
Can't use most ranged weapons unless designed with open triggers or designed for large fingered hands;
MDC main body increased by 10%;
MDC head increased by 5%;
Strength +2;
Speed under water increased by 25%;
Land speed reduced by 5%;
Repair system MDC stock is increased by 10% (rounded to nearest 5 rounding down);
Claw damage changes dice type increases by 1 (d6 becomes d8) and gain +1 damage per die of damage (for example 3d6 becomes 3d8+3);
Gain Volt Absorber;
Gain Energy Resistance

*Volt Absorber - This system absorbs and converts electrical and ion energy into usable energy for the Angrage. Every 20 points of electrical or ion damage the Angrage would suffer, the Angrage can use that energy for several purposes:
1 - Boost strength by +2 for every 20 points of damage for 5 melee rounds to a maximum of +10 strength. Once at maximum strength, additional energy diverted only increases duration.
2 - Boost speed by 5 mph for every 20 points of damage for 5 melee rounds, to a maximum of +50 mph.
3 - Boost energy weapons by +1d6 MDC for every 20 points of damage it would suffer for 5 melee rounds to a maximum of +5d6.
4 - Boost repair systems, for every 20 points of electrical damage the Angrage would suffer, the repair system requires only half as much MDC stock to repair for 5 melee rounds, example it can repair 10 MD but only uses up 5 MD of stock. OR can increase the rate of repair by +1d6 for every 20 points of damage for 2 melee rounds, to a maximum of +4d6.

*Energy Resistance --- Ion weapons do HALF damage, and electrical attacks do NO damage. Angrage are unaffected by EMP.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote: Sun Oct 27, 2024 5:31 pm Angrage Gilloc
Annnnddd added to the Master Codex!

"Okay, electrified barriers don't stop them!!!!!"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1277
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

A fringe tribe with a War Chief and possible War Goddess upgrade.. I don't think any Fringe have any yet.. and I don't think all of the main Tribes have any yet as well. Need to get on that.

Baskic and Sekmic War Chief/Goddess Upgrade
"The cat Shemarrians are taking the whole motif to a new level with some of their leaders trying to emulate feline deities."

"Reports show the Patheron, or the Cat Tribe, of the Shemarrians, seem to have two new additions to their ranks; either a were-beast, or a shape shifting D-bee. Both seem to be filling leadership rolls." The Agent changes slides on the large projected screen, "The first seems to be a general leader and healer," presses a button to show a short video of a tall humanoid with cat features similar to a Siamese cat laying hands on a wounded Shemarrian with cat ears twitching and its injuries healing within seconds, "while the other," another short video of a Tiger-like woman with three Shemarrian style antenna leading the charge of several large cat creatures, some with obvious cybernetically attached weapons, tearing apart a column of Coalition tanks and combat robots, Skelebots being crushed or slashed in multiple parts from large claws, "is larger and very combat oriented. We believe these might be were-beast infected Shemarrians, which only confirms our suspicious that Shemarrians are not immune to being infected with lycanthropy." The Agent cycles through several more photos and short videos along with action reports.

"The Patheron have proven to be quite resourceful and worthy allies. Perhaps we should revisit their status amongst the Tribes."
"Their War Chief upgrade does show they have improved greatly, but they have not shown any War Goddesses yet, until then, they shouldn't be given full Tribe status!"
Overheard discussion amongst the Elders of the Tribal Council.


The Baskic and Sekmic are two variants of Upgrades for the War Chief, and possibly any War Goddess if they ever produce one. Both seem to be inspired by aspects of the goddess Bastet and Sekhmet, with Bastet geared towards defense and leadership, while the Sekmic is combat oriented. Both have an advanced nanite and meta materials system to transform them their normal Shemarrian appearance to a more cat-like, inspired by Vada and Asenan elites. The Baskic have a more domestic cat style head and colouring, typically black, greys, although some have calico and others, while the Sekmic forms are based on large predatory cats such as lions, tigers and panthers.
Physically in both forms, Baskics have a slightly more rounded frame, less lean and slightly larger stomach. The Sekmic appears more leaner and muscular. Both have two tails instead of one.

The following changes are added/made to War Chiefs and War Goddesses:
Weight: +300 lbs
MDC:
All locations increase 5%
P.P. increases from 24 to 30 (+3 dodge, parry and to strike)

*Skin Sensors --- The Baskic and Sekmic psuedo-flesh is permeated by small pressure sensors that give the robot extra warning and tactile perception; +1 to dodge. It will also alert the robot if a targeting laser is locking on. It is most effective when less than 50% of the cyborg’s body is covered by heavy clothing or armor.

*Sensory Whiskers --- Fitted in the cheeks, penalties for fighting blind are HALVED, and +1 to dodge.

*Transformation ---- A combination of radically advanced nanites and metamaterials and structures allows the Baskic and Sekmic to instantly switch between a normal and a cat-like form. Both have similar basic abilities, but each have some specific differences, such as the sinus cavities expanding in the longer snout to allow for enhanced smelling acuity, and larger ears with greater audio range. The change in either direction takes 15 seconds (1 melee). Note that clothing does not change with the Baskic/Sekmic, so clothing must be specially fitted to adjust to the new body shape, or abandoned/cached when changing forms.
In Cat-like Form, the Baskic/Sekmic gains the following attributes:
Size: Increase height by +6 inches as Baskic, 1 foot Sekmic
Weight: +50 lbs
Legs transform to be digitigrade.
Grow Fur - Both versions grow fur, with the Baskic's being much thicker and glossier, while Sekmic more subdued colours, and many will have leopard spots or tiger strips for improved stealth. Baskic fur reduces damage from physical attacks by 25% (kicks, punches, bullets, blades or stabbing weapons) due to its thickness and padding. Sekmic fur grants bonuses to stealth (further +5% to prowl as it reduces sound, +10% to all skills to hide such as conceal, etc, thermal sensors only have 01-50% chance to detect), but also provides some defense to sonic based attacks, reducing sonic attacks damage by 50%.
Speed: Baskic gains +10 mph, leaping distance increased by 10%. Sekmic gains +50 mph to speed, leaping distances increased by 25%.
-Advanced Sense of Smell --- Sense of smell is similar to warmounts, jumps to Also allows for identifying and tracking by smell at 84%, or if already at that, increased by +10%.
-Advanced Hearing --- Hears a higher range of sound (+3 to Initiative, +2 to Dodge, +1 Parry) and range is doubled normal.
-Prowl (+10%)

*Double-Jointed --- Modified joints allow the Baskic and Sekmic a level of flexibility and able to bend their body in ways not normal in bipedal forms. They can even painlessly dislocate joints, and then pop them back into place afterwards, allowing them to escape grappling holds and slip restraints. They can also squeeze through fairly narrow alleyways and openings. +15% to Escape Artist skill, +1 roll with fall or impact.

Baskic Systems:
*Sensor System Upgrade - The sensors of the Baskic has boosted sensor systems, with a 50% boost in range (then a boost from the Transformation).

*Enhanced Bionic Cybernanite Repair Systems - An upgraded system used on all Ecotroz Shemarrians. These systems repair 5d6 MD per hour, and can repair 120 MDC before needing material stocks to convert to MD repair material. This 120 MDC stock is for repairing itself.

*Targeting and Sensor Uplink - Similar to the Male Sensor/Black Box, but more powerful, allowing the Baskic to share what they can detect with up to 50 Shemarrians and warmounts out to 75 miles. Grants all linked units +2 to initiative and strike, anything the Baskic is aware of, all linked units are aware of. These bonuses can stack with those from any males also using their uplink, and with a male working with the Baskic, the range can boost to 100 miles. Also the Baskic can with a melee action of concentration, can tap into the sensors of a specific linked unit, sensing everything that unit can. This is not the Baskic taking over the unit's senses, just sharing, giving the Baskic their point of view. While doing this, the Baskic is still aware of their surroundings, but generally are motionless, unless attacked, then the Baskic can snap out of the sharing and defend themselves, although at -1 to all rolls for the rest of that round, or let an automatic defense system that will move their body away from the source of danger, but at half bonuses. The Baskic can use this senses sharing for 2x ME rounds.
A War Goddess would be able to link up to 75 units, and bonus to strike would be +3.

*Skill Sharing - The Baskic can temporarily upload and direct, via radio communication skills it knows that up to 10 linked units, allowing these linked units to use any of its skills they don't know, if they are physically capable of doing those skills (a warmount without hands or grasping manipulators, or fit in a vehicle can't drive a vehicle, for example) at half of the Baskic's level, or if they have the skill, they gain a +10% boost if it is lower than the Baskic's. If the Baskic is actively directing the uplink, the time is reduced by 25%.

*Healing Boost - While touching a damaged Shemarrian or warmount with both hands, a slight glow emits from its hands, or paws while transformed, for at least 3 melee actions, causes the touched unit's repair system to go into a short time overdrive, increasing the rate it repairs by +1d6 MDC, and using 10% less MDC stock for 3 melee rounds. If the touched unit is out of MDC stock, the Baskic can transfer from an internal storage of 300 MDC, but doing this requires the Baskic to remain touching the unit, transferring 10 MDC per melee action used to transfer stock. If this stored stock is depleted, the Baskic can transfer some of their own person stock, but at a rate of 5 MDC per melee action.
A War Goddess would have an internal storage of 500 MDC, and boost the repair system by +2d6 MDC.

Weapons Systems:
3 ) Hand Claws - These are relatively the same, except are retractable, and sharper. Critical strike on 19-20, doing double damage.

5) Forcefield Generation --- The Baskic has a much scaled down forcefield system, based on the BarrierHog, although weaker and lacks the bonuses of the Armorand's shields, although Armorand shields can work with the Baskic's as if it was one of theirs, with projectors in the hands and hidden through its body, can be used to throw up a six-sectored re-configurable forcefield, or they can be used to project both force barriers and force bubbles at a distance.
The Baskic’s variable forcefield is remarkable also for its ability to expand to extend protection to an area of effect, allowing it to shield accompanying infantry, or escorted refugees. The forcefield barrier can extend out in a 30 ft radius without diminishment in strength, or can extend out to a 60 ft radius, but reduce overall shield strength by HALF.
Shield strength regenerates at 20% per melee.
Range:
(Variable Forcefield) 15 -30 ft radius
(Force Barrier) 100 ft, line of sight.
(Force Cocoon) 50 ft, line of sight.
Damage Capacity:
(Variable Forcefield) 70 each side (420 total)
(Force Barrier) The Baskic can project a roughly hemispherical force field (about 8 ft wide) around a target to protect or contain it. The Force Barrier CAN be moved like a searchlight, allowing for moving cover. The Barrier has 90 MDC.
(Force Cocoon) This mode produces a spherical forcefield (about 7 ft in diameter) around the target. Unlike the Force Barrier, the Force Cocoon CANNOT be moved, but is stuck in place, even if the projecting generator is moved around. Handy in containing explosives and protecting civilians(or confining them). If used for protecting people, the cocoon is typically used to shield them until the Baskic can move closer to cover them with its more powerful main shield. The Force Cocoon has 120 MDC.
Rate of Fire:
(Variable Forcefield) Can be always on in addition to the Baskic’s regular actions.
(Force Barrier/Force Cocoon) ECHH. Maintaining a projected bubble for a full melee will take all the APMs that melee. At least three projector plates are needed to project and maintain a force bubble. The system can be set such that a cyberlinked operator/rider can manage separate force projection plates, allowing multiple force bubbles to be projected. Up to two additional operators can linked in in this manner.
War Goddess would have 25% boost in MDC and range.

6) Forcefield Telekinesis---’Faux TK’, which uses forcefield manipulation to englobe objects in forcefields, then lift and carry them. This is typically used to protect civilians at a distance, or to disperse dangerous objects, like explosives or combustible materials. Used as a weapon, it can used to pick up enemy soldiers and toss them around, or drop objects on them.
Range: 100 ft, line of sight
Damage: Can pick up and lift up to 200 lbs, levitating the payload up to 100 ft.
The projected force bubble has 30 MDC, which means a quick-minded soldier so entrapped can possibly shoot their way out by disrupting and ‘popping’ the bubble long enough to get to cover before they can be entrapped again.
Rate of Fire: ECHH
War Goddess would have 25% boost in MDC and range.

Sekmic Systems:
*Enhanced Bionic Cybernanite Repair Systems - An upgraded system used on all Ecotroz Shemarrians. These systems repair 4d6 MD per 10 minutes, and can repair 100 MDC before needing material stocks to convert to MD repair material. This 120 MDC stock is for repairing itself. The Sekmic's system is somewhat faster at repairing than average repair systems.

*Nanite Coating System - The Sekmic contains a stock of up to 5 different materials that supernatural creatures are vulnerable, such as silver, bone, jade, wood, cold iron, etc, requiring about 5 lbs of each. A special nanite system breaks down the stock and transfers the material to coat its melee weapons, typically the claws and fangs, taking 2 melee actions, allowing its melee strikes to damage these creatures. Takes 1 melee action to remove the coating. The stored materials must be replaced every 6 months as the material becomes brittle or used up with use, taking about 3 minutes to replace each material. The Sekmic can coat a handheld melee weapon, but takes 4 melee actions to coat it, but can not remove the coating and must replenish the material it used to coat the weapon. The coating on the handheld weapon will last for about a month of use, a the material is fused with the weapon, but does wear down over time. Technically could be used on ammunition, but uses up the internal stores quickly. The internal stock can coat 10 rounds of Shemarrian 6000 railgun ammunition, or 30 standard railgun ammunition.

*Pack Link - The Sekmic has a lower level of the Male and Baskic, except it works with warmounts and e-nimals. All Shemarrian feline type warmounts, drones or cyberanimals within 100 feet gain +2 to strike, dodge, initiative. If any of these feline type warmounts, drones or cyberanimals are attacking the same target as the Sekmic, they deal an extra die of damage for 1 melee around when the Sekmic scores a successful critical strike and dealing damage, as it transmit targeting information to them. Any skills the warmounts, drones or cyberanimals uses to assist the Sekmic or being directed by the Sekmic gain a +5% and take 25% less time to perform.

*Combat Enhancement - For short periods of time, the Sekmic and boost its combat effectiveness, but afterwards it is slowed and less responsive.
For 5 minutes, the Sekmic gains +5 to all melee attacks, speed is increased by +10, and +5 to robotic strength, +1 to Dodge and Parry, when attacked in melee, after dodging or parrying, the Shemarrian gains a free IMMEDIATE melee attack against their attacker at -5. This attack does not count against the Shemarrian's normal attacks per melee, but dodging or parrying does as normal. After this time, suffers -4 to dodge and parry, -4 to P.P., P.S and -20 speed to the original stats for 10 minutes.

Weapon Systems:
3 ) Hand Claws - These are relatively the same, except when transformed into the cat-like form, the larger hands/paws allow larger claws, deals 5d6 and on a critical strike deals triple damage.

5) Bite --- The mouth of the Sekmic is designed so it can make potent bites.
Range: Melee
Damage: 4d6 MD

6) Tail Clubs (2) - The ends of the tails are fitted with spiked clubs.
Range: 15 ft reach
Damage: 2d6 MD each
Rate of Fire: ECHH
Note: Can be used to trip or entangle opponents, each tail used in such a manner grants +1.
A War Goddess would have a 20 ft reach, and each tail would grant a +2 bonus to trip or entangle an opponent. Also the spikes can be launched at a target, dealing 1d4 MD with a range of 100 ft, payload of 8 for each tail, replenished at a rate of 1 spike every 1 minute using 5 MDC from internal stock.

12) Arm mounted Eshe-CPP-04 ‘Cat’s Paw’ Projectile Pistol (2) (War Goddess Only) - If the Patherons ever produce a War Goddess, this would be one of the upgrades, with an Eshe-CPP-04 mounted under each arm, giving it additional arm weapons to the light plasma ejector on the top.
The CCP-04 is a combination light pistol/gauss weapon that fires a burst of needle-like projectiles. The force with which the projectiles are thrown can be varied, allowing for light incapacitating damage to ‘soft’ targets, or hypervelocity blasts that tear through megadamage flesh and armor.
Though the claw-needles individually do light damage, a burst of them can do substantial damage. Adding to their effectiveness, the Pantherons often envenom the needles with various toxins, collectively called ‘Scratch Fevers’, with effects ranging from debilitating illness to instant death.
Range: 400 ft in MD mode, 800 ft in SDC mode
Damage: (MD Mode) 1d4 MD per single projectile, 4d4 MD for a burst of four rounds
(SDC Mode) 1d6 SDC per single projectile, 4d6 SDC for a burst of four rounds
(Optional) Venom Effects---The claw-needles can be filled or coated with various chemicals and toxins for added effect.
Rate of Fire: ECHH
Payload: 36 round box clip, extra clips carried typically on belts or holsters.
The weapon’s stator coils are charged through contact-induction with the cyborg or android firing the weapon. If removed from such contact, the weapon’s integral batteries are only good for 36 shots before needing recharging.
Special Features:
*Laser Spot---+1 to strike

Total bonuses on top of standard War Chief/Goddess:
Baskic +1 APM, Sekmic +2 APM
+2 initiative
Automatic Dodge (+1)
+1 disarm
+1 pull punch
+2 roll with fall or impact.
+1 save versus Horror Factor
+15% to Escape Artist skill
W.P. Paired Weapons
Baskic gain 1d4+1 skills with a base 45% typically none are direct combat skills, but can be combat support skills, such as military skills.
Sehmic gain 1d4+1 skills, with most using them for Weapon skills or upgrading hand to hand combat.
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taalismn
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Re: Shemarrian-related fan creations

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Very nice...I bet the Egyptian cat-goddesses would LOVE to met these folks.
When we're talking CATS, should it not be 'pride', not 'pack' as with canines'? :D

Of course, that can get confusing in conversations, but the options aren't much batter...according to some quick research, other terms for groups of cats are 'clowder' and 'glare'.My favorite, though, is reference to a group of feral cats is...wait for it...
A destruction. 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by kronos »

taalismn wrote: Sat Nov 02, 2024 11:32 am Very nice...I bet the Egyptian cat-goddesses would LOVE to met these folks.
When we're talking CATS, should it not be 'pride', not 'pack' as with canines'? :D

Of course, that can get confusing in conversations, but the options aren't much batter...according to some quick research, other terms for groups of cats are 'clowder' and 'glare'.My favorite, though, is reference to a group of feral cats is...wait for it...
A destruction. 8)
Oh yeah.. Pride.. I just went with first word that came to mind for group tactics.. but is pride only for lions, or does it work for other large predator cats?

Also, I think this is the only upgrade that has more than one option when they take the upgrade, as I made this based on the two versions of Bastet that have appeared when Bastet and Sekhmek basically became the same goddess at one point. Bastet for less combative, but tactically/supportive minded leader, and Sekhmet for combat as Sekhmek is only shown with lioness head.
Ooh.. maybe I should have stated can only pick one form or the other and can't switch between the two. Or would it be better if one can switch between the two.. being able to fill support or offensive rolls as required, with some preferring one over the other.
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Re: Shemarrian-related fan creations

Unread post by taalismn »

kronos wrote: Sat Nov 02, 2024 1:23 pm
Ooh.. maybe I should have stated can only pick one form or the other and can't switch between the two. Or would it be better if one can switch between the two.. being able to fill support or offensive rolls as required, with some preferring one over the other.

I'm now picturing twin sisters acting in concert, one as one form and the other the other. :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 »

Housekeeping: Added Baskic and Sekmic to the Codex Masterfile
-------------
"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

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Additional Crab/Lobster Breed/upgrades

Ucashield
Where Kinglers are offensive breed or upgrades for crab/lobster type warmounts, the Ucashield are defensive versions. One claw is much larger, with a broader design, shaped similar to a shield, with the claw seamlessly integrated, but the grasping part is much smaller. This claw also incorporates a potent force field for additional protection, and any weapons normally in the claw is reduced to a single weapon, which must be an energy weapon, or none at all. The armour incorporates properties of thermo-kinetic armour to protect if from kinetic and heat based weaponry, along with the layer armour design of the Kingler for additional protection from critical strikes.
Ucashields are found amongst the Darkwaters, Horrorwoods and some seen amongst the Clan Armorand.
Make the following changes to any crab or lobster type warmount:
Main Body MDC +5%
Reduce PP by 2;
Land speed reduced by 10%;
Increase maximum depth tolerance by 20%;
Reduce Dodge, Roll with Punches by -2;
Replace one claw with Shield Slaw, increase MDC of that particular claw by four times (x4) original claw (minimum of 75 MDC).

*Layered Armour - The armour is layered in such a way that it is more difficult to strike critical systems. If an enemy makes a critical strike (natural roll on strike that is a critical strike for that attack), bonus damage from the critical strike is reduced by 25%. This is an experimental upgrade and so far has only seen use on the Kingler upgraded warmounts.

*Thermal-Kinetic Armor - The warmount been skinned in knockoff Naruni-style thermo-kinetic armor. Normal fire only does 5% of normal damage after several minutes of burning. Megadamage fires such as plasma and magic only do HALF damage. Takes HALF damage from impacts, falls, and concussive blows. Has only a 25% chance of showing up on thermal sensors(and only 5% when submerged in water).

Shield Claw - This claw is shaped like a large shield, with a small grasper part, and incorporates a potent force field.
P.S. For the claw is +4 higher than original P.S. But only for that claw.
Damage increases by +3 Dice of damage for bash. Snip or Crush are reduced by 1/3 (one-third) to a minimum of 1 die of damage.
Can be used to parry attacks, granting a +3 to Parry with the claw, able to function as a shield.
Force field that has 300 MDC that regenerates at a rate of 20 MDC per melee round, and covers a hemisphere area (half circle) that is double the warmount's width +10 ft in diameter. Making it ideal for protecting warriors standing beside it or protecting entrances.
*Phalanx Shielding Forcefield Technology - Using Armorandite shield technology, the force field can tune other forcefields. VEHICLE/Warmount phalanx shields with a maximum proximity range of 10 ft, and a shield increase of 30%. Infantry/personal forcefields within that 10 ft range also benefit, increasing strength by 30%. Note, however, that vehicle/warmount screens only benefit with an increase of 5% per every ten personal/infantry screens within close proximity.

Paguetrille
Paguetrille are crab/lobster warmount breeds, or upgrades, modified for improved aquatic operations. The shells are even more streamlined, reinforced for deeper tolerances and speed in water. The rear most four legs are a bit wider, and are capable of linking together to create a pair of large flipper/fin-like structures that can propel the warmount fairly quickly and quietly.
Usually found in deeper waters as silent hunters or defenders. Their shells are typically coloured in much darker hues and colours to better blend in and are not reflective, making them a little harder to spot even with lights shining on them.
Make following changes:
MDC to all locations increased by 10%.
Land speed reduced by 25%.
Water speed increased by 15%. If not using any thrusters or waterjets, can swim stealthily up to half normal speed without penalties.
Maximum depth tolerance increased by 50%.
Missile or torpedo type weapons have volley capability reduced by 1/3 (one-third) to minimum of 1, and reduce payload by 10%.
Can't mount external weapons.

*Passive Radar/Sonar, thermal and other non visual sensors increase range by 25%
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Crabs: Nature's Mecha.

Good job as always, Kronos.
-------------
"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: Fri Nov 29, 2024 8:33 pm Crabs: Nature's Mecha.

Good job as always, Kronos.
Thanks.
Just trying to get some content out as I haven't done a lot this year. Work has had me so busy this year barely had time to do anything.
I noticed not all the Fringe Tribes are not listed in the main index/first post.. and the variant/upgrades for warmounts aren't listed.
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taalismn
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Re: Shemarrian-related fan creations

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Variants and upgrades could compose a whole new page, I'm afraid.
But what am I missing for the Fringe Tribes?

Yeah,I haven't been as diligent as I have in the past either(tough RL year).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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Zorid Aerial E-Animal
(aka ‘Jelly Phantom’ )
“I don’t have to tell you to be careful traveling along the beach, but I’m going to repeat it with extra emphasis seeing as we’re going to be skirting near known Skyeklad haunts. Okay, stop the nude beach jokes right now; things get extra dangerous near them, especially of late! You keep an eye on the water, you keep an eye on the sand, and if you see anything funny, like light in the sky out of the corner of your vision, you sing out IMMEDIATELY, you hear? Rumor is, the super-sunbathers really like invisible stuff, including flying stuff, that doesn’t show up if you’re looking right at it, but MIGHT show up if you’re looking around it or away from it! So start practicing paying attention to the rest of your field of sight.”

::“You know, these ‘ninja’ don’t look so imposing when you take away their weapons, their clothes, and dump them bare naked on the beach after a good shot of inhibitol.”::
<<“Oh, hush! They’ll probably say it’s all a mental thing. ‘Attitude makes the ninja, not the clothes!’ or something like that. Oh, look, they’re stirring! Now we get to ask them in person!”>>
::”We’ll get to see how they like learning their little raid on us was spoiled by jellyfish.”::

The stings burn like fire...they WERE fire, Koshgov realized, as another glowing tentacle swept up and struck him, the plasma surging off the appendage and over his entangled arm, burning his armor off and radiating into the skin underneath. He could hear his two -tharl-hounds screaming in agony as they too were attacked by the same invisible foes. He tried to fight his way back to his feet, to offer resistance, but between the cursed venom coursing through his veins and the plasma-fire burning him, he could barely move of his own free will, let alone fight back!

The Zorid is regarded as an ‘unmanned’ derivative of the EcoS-K-121 Chironzid Warmount. The Zorid resembles a flying jellyfish(and most have an angular shape emulating the lethal ‘box’ jellyfish, or a Portuguese Man-o-war). Like the Chironzid, the Zorid uses special optical defraction to appear to be invisible.
Likewise, the Zorid sports several dangling tentacles. Two of them are elongated neural maces, while another pair are plasma whips. The others are adhesive entanglers.
The Zorid can swoop down, unseen and unheard, to cut out a target, stunning them and drawing them up into a containment sack, where more tendrils quickly restrain the prisoner and divest them of their gear, which is shunted to another vacoule for storage and later examination. If expediency is called for, the Zorid can use chemical and nanite means to remove artificial materials from a prisoner, a process that seems from the prisoner’s point of view unsettlingly like being digested.
Zorids can be deployed alone or in coordinated packs, an invisible aerial swarm that can overwhelm the defenses of an unwary target, even groups of foes.
Because of its derivation from the Chironzid, the Skyeklad have first acquisition of the Zorid, followed by the DarkWaters(and their sgen Zarath), the Horrorwoods, and the Lost Eclipse.

Type: EcoS-KRP-61 Zorid
Class: Robotic War-Animal, Sentry, Aerial
Crew: None; robot intelligence, room for 1 passenger/prisoner
MDC/Armor by Location:
Main Body 160
Tentacles(18) 25 each

Height: Roughly 10 ft ; tentacles can trail down 40 ft
Width: Roughly 9 ft in diameter
Length: Roughly 9 ft in diameter
Weight: 1.9 tons

Cargo: Can carry a prisoner of up to 7 ft in height and 500 lbs(this includes gear).
Physical Strength: Equivalent to Robotic P.S. of 25
Powerplant: Nuclear w/ 20 year energy life, but may also use supplemental solar power.
Speed: (Running/Crawling) 20 MPH
(Flying) Hover to 100 MPH, maximum altitude of 9,000 ft
(Space) Not possible
(Underwater) Swim at 20 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( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

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

*Optical Camouflage/Refraction---The aerogel making up the Zorid can bend light passing through it, allowing it to appear much more insubstantial than it really is, or even to become optically invisible under the right conditions. -10 to Perception rolls to detect it, and/or it has a 90% chance of going unnoticed by eyeball.

*Laser Refraction---Not as effective as reflective mirror armor, but still proficient at reducing laser damage. Reduce laser damage by 1/3(round up), and laser targeting systems automatically lose lock.

*Passive Stealth Design---The Zorid is -75% to be detected by sensors.

*Kinetic Absorption---The ‘soft’ aerogel can absorb kinetic damage; punches, kicks, impacts, collisions, bullets, rail guns, and concussive explosions all do 50% of normal damage

*360-degree Panoramic Senses---Despite having no apparent eyes, the Zorid can see all around itself, simultaneously, making it virtually impossible to sneak up on the Warmount.

*Molecular Adhesion Pads---The Zorid can anneal itself to a convenient surface like a limpet. It can also grab hold of a struggling captive, and pry off armor and garments with ease. The pads effectively grip with a robotic PS of 30.

Weapons Systems:
1) L aserTendrils(2-8)---These are equivalent to laser finger blasters.
Range: 300 ft
Damage: 1d4 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Plasma Whips---These are knockoffs of the Kittani weapon, only longer(18 ft long)
Range: Melee; 18 ft.
Damage:(Un-energized) 2d6 SDC, (Energized) 1d6-2d6 MD per lash

3) Tazer Tendrils---The Zorid can shock-stun with a touch
Range: Melee; the tendrils can reach out 40 ft
Damage: 2d4 SDC, and victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes.
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Chemical Sting---Like the jellyfish it resembles, the Zorid can inject targets with chemical venom.
Range: Melee; the tendrils can reach out 100 ft
Damage: 1 SDC-1d6 MD vibro-needle. Additional damage varies by chemical
Rate of Fire: ECHH
Payload: 50 doses of up to 6 different chemicals each(or 300 applications total). The Zorid does NOT have an onboard microfac to replenish the reservoirs.

5) Chemical Spray---- In the alternative, the Zorid can spray an aerosol cloud. Effects vary by the chemical agent deployed, but the sprayers can spray out to 50 ft. Reservoirs hold enough liquid chemical for 25 shots.

6)(Opticnal) Energy Cannon---About one in every eight Zorids carries a more powerful ranged energy weapon in its ‘bell’.
a)Taser----Electric stunner that first fires a small laser to create an ionized guide path to the target, then lets loose a stunning electrical charge.
Range: 100 ft
Damage: Victims must save versus non-lethal poison(12 or better) or suffer
-10 to strike, parry, and dodge, reduce speed and APMs by HALF, for 2d4 melees per hit. Cyborgs(full and partial conversion) save at 8 or better. Also has the effect of shorting out vehicle ignition systems(60% chance)
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively unlimited

b)E-Zapper-- A combination EM-bolt gun and neuro-electric shock cannon.
Range: (EM Bolt) 800 ft
(Scattershot Bolt) 400 ft, covers 15 ft area
(SDC Shot) 800 ft
(Stun Vortex) 300 ft
(Shock Ball) 300 ft
Damage: (EM Bolt) 4d6 MD per shot
(Scattershot Bolt) 2d4 MD to everything in 15 ft area
(SDC Shot) 6d6 SDC per bolt
(Stun Vortex) None; has 80% chance of knocking down human-sized targets(lose initiative and 1 action/attack getting up), plus 60% chance of knocking them out, stunning them with concussion effects(-10 to strike, parry, roll, and dodge, lose initiative, lose HALF speed and actions/attacks for 1d4 melees!)
(Shock ball) Basically an electrically-charged Stun Vortex that works like a more powerful Taser. No damage, but humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. Cyborgs have an 80% chance of having their cybernetics disrupted for 1D10 minutes, and a 40% chance of a non-vital system being permanently shorted out.
Rate of Fire:(EM Bolt)(Scattershot Bolt)(SDC Shot)(Stun Vortex) ECHH
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
Payload: Effectively unlimited

c) Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited

d) Sonic Projector---A megadamage weapon ‘downscaled’ to lower power levels and used only in serious situations.
Range: 500 ft(1,000 ft underwater)
Damage: Wide Beam: 2d6 MD to a 30 ft area
Concentrated Beam: 4d6 MD per blast
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per se, it does affect the hearing and inner ears of crew members, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or un-insulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.
Rate of Fire: ECHH
Payload: Effectively unlimited

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.

Typically has the same skills as the Monstrex, plus following:
Camouflage 90%
Navigation: Underwater 80%
Hunt Sealife 80%
W.P. Whip(8th level)
W.P. Chain(8th level)

The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Zorid intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore, Espionage(Detect Ambush, Detect Concealment), Wilderness(Track Humanoids, Track Animals, Hunting, Identify Plants and Fruits)
Actions/Attacks Per Melee: 8
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +3 (+3 w/ ranged weaponry)
Roll +5
Parry +4
Pull Punch/Strike +4
Entangle +5
Bite 1d6 MD
Tentacle Restrained Slap 1d6 SDC
Tentacle Lash (Un-energized) 2d4-2d6 SDC,
(Energized) 1d6-2d6 MD per lash
Tentacle Punch/Lash 1d6 MD
Tentacle Crush/Squeeze 2d4 MD

Variants:
*EcoS-KRP-61Ew----(aka ‘Jelly-Imp’, ‘Jammer-Jelloid’) This is a Zorid outfitted as a mobile EM jammer platform. Its onboard light jamming module broadcasts enough EM-band static to disrupt radio communications in a 5 mile radius. Jams radars and radar targetting systems with 60% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover).
Hunting packs of Zorids are frequently accompanied by at least one jammer-jelly, preventing opponents from communicating with each other as they are picked off.
-------------
"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 »

Skaxos S’Gen/Male Elite Robotic Body Frame
(aka ’Super-Tengu’)
“It’s rumored that the Thousand Dragons’ tribe uses fetal tissue from unhatched dragon embryos as neural circuitry in those dragon-cyborg warriors of theirs. That’s why they’re so damn fast. At least that’s what I heard. ”

“Do not mess with them Shemarrian dragon-ladies. Even the rank and file ladies can have retinues of various flying lizards at their beck and call. With a flick of their fingers, they can have you surrounded up tight by them lizard-creeps. The big man-shaped ones can be especially scary. You’d think something that big would be clumsy, but they move like quicksilver. And they’re both smart and observant. Guy I knew, he figured he could outwit them big fellahs and escape a cornering by quickly running between and under their legs....they whapped him flat with their tail instead. Fortunately their boss saw a use for us alive and didn’t have her enforcers grape-stomp us into floor stain.”

“So, your people sacrifice regularly young women to monsters? Because the monsters keep your people safe in return for a regular blood feeding? It is tradition and a great honor for the sacrifice selected for the altar and blade? Very well, you may continue your traditional event...with a few changes. Only, from now on, -WE- will keep you safe. In return, my Skaxos servants here will arrive at the appointed time to collect the sacrifice from you. My servants have just killed your monster-god-protector and they will collect the sacrifice ALIVE and unharmed. If any more young women are killed in the name of your tradition, my servants will EAT YOU and any who stand with you. Is that understood? And so we have a nice new tradition started. Come along, dear, and you can tell me about any more traditions that we may have to change here.”

“We don’t need or want dogs or wolves as honorguard to our own. No offense to our kin who walk the Wolf’s Path, but we of the Dragon-Born have rather more ...draconian...standards.”

Skaxos are a Thousand Dragons S’Gen or Male Elite form that came originally from a surprising source. In graititude for help extended to them by the 1KD, Clan Gothec donated parts and data on scavenged Triax EIR-15 Manned Gargoyle and EIR-20 Gargoyle Drone robots. Information from the study of both types resulted in the Skraxos.
The Skaxos has the general configuration of the EIR-15, but is formatted as an obviously mechanical-robotic humanoid dragon, bipedal, with stylized armor plating.
Without the need to be disguised as a living creature, the Skaxos could be maximized with regards to armor protection and attributes. Though large enough to qualify as a Warmount, it was decided to give the Skaxos a sophont-level AI and full manipulatory appendages(hands) capable of picking up and using weapons and tools. They are more often than not Awakened with an Ecotroz soul/essence-fragment, giving them the possibility of random psionics.
Though originally meant as an S’Gen, the Skaxos bodyframe was also requested by some Males as an Elite Upgrade. This prompted the creation of a variant, the Skaxos Prime, with greater access to Upgrades and specialized weaponry.
Like the Adalwulf/Wulfgar and its derivatives, the Skaxos is often deployed in numbers as a guard for Thousand Dragon worthies. Legions of s’gen Skaxos, directed by Male Elite officers, provide flank and airborne support to the 1KD female warriors. Thousand Dragon dignitaries may travel with bodyguard retinues of Skaxos warrior-bots. Though regarded as ‘metal goons’ in the service of the Dragon-Ladies, the Skaxos command the respect and fear of those who have seen them in action, and even dragons hostile to the 1KD tribe are wary of them, after several dragon-led assassination attempts on Thousand Dragon leaders went awry running into details of Skaxos guardians.
The Thousand Dragons have not yet decided whether to try developing a cover story or faux culture for the s’gen Skaxos as their numbers grow. However, they have heard various rumors about the dragonoids being the result of cyborged dragon hatchlings or unhatched embryos being recycled as neural circuitry for androids. Other rumors are that the Skaxos are lizard d-bee dragon-wannabees cyborged as dragon-borgs. The 1KD Elders have neither encouraged nor discouraged these rumors.
For now, the Skaxos are indoctinated/encouraged to project a cultural persona of honorable, loyal, fearless warriors. As the neural intelligences mature and advance in experience, individual traits and pesonalities are expected to emerge in the ranks,
Currently Skaxos are employed only by the Thousand Dragons tribe, but other tribes are starting to take notice and may bid/challenge for the design to add to their own forces.

Type: Shemar Skaxos
Class: Robot Oreseme/S’Gen
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 60 each
Arms(2) 120 each
Legs(2) 190 each
Tail 180
Head 110
Horns (2) 40 each .
Main Body 400
Wings(2) 140 each
Height: 25 ft
Width: 9 ft , 36 ft wingspan
Length: 7 ft at chest. Wings furled add an additional 5 ft. Tail is 15 ft long
Weight: 5,000 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 45, PP. 24,.
Cargo: Only what can be carried in the hands or tied to the body.
Speed:
Running: 60 MPH
Leaping: Standing jump of 20 ft up/across. Powered leap of 100 ft up/ across.
Flying: Hover to 670 MPH, maximum altitide of 45,000 ft
Space: Can operate in the airlessness/vacuum of space, but cannot fly in space unless specially programmed and equipped with appropriate propulsion systems.
Underwater: Perfectly operable underwater; can run along the bottom at 25 MPH, or swim using thrusters at 60 MPH. Maximum depth tolerance of 2 miles.

Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.

*Hardened Circuitry---Insulated against EM weaponry and disruption.

*Radar----75 mile range

*Radio---500 mile range

Weapons Systems:
1) Eye Lasers(2)----These are the larger Shemarrian Warmount versions, more powerful than the EIR-15’s.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Breath Weapon---The mouth conceals an energy weapon, typically a plasma ejector, though several other types are also available:
-Plasma Breath---A plasma cannon is located in the mouth. Normally it draws on ambient atmosphere for plasma mass, but damage and area of effect can be enhanced flamethrower-style with the injection of deuterium from a cryogenic reservoir.
Range: 2,500 ft
Damage:(Standard Plasma Bolt) 6d6 MD
(‘Hot Shot’) 1d6x10+5 MD, plus 4d6 MD to a 6 ft ‘splash’ radius
Rate of Fire: ECHH
Payload: Effectively Unlimited
The deuterium supply holds enough liquified deuterium gas for 50 shots. Note that the Warmount cannot generate its own deuterium supply, but requires replenishment from an outside source.

On the alternative, the plasma weapon can be replaced with the following(usually as an Upgrade):
b) Variable Mode Ion Blaster
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Particle Beam Cannon---Patterned after the PS-PBW-10 ‘Fanblaster’.
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Chemical Sprayer---The EIR-15’s chemical sprayer has now been moved to the Skaxos’ nostrils.
Range: 100 ft and covers a 20 ft area per shot
Damage:Varies by the chemicals deployed.
Rate of Fire: ECHH
Payload: 60 doses of up to 5 different chemicals. The Skaxos lacks the ability to create new chemical stocks, so once its supplies ryn out, it must be resupplied from an outside source.

4) Forearm Weapons(2)---Concealed under sliding plates in the forearms are ranged weapons identical to cyborg-style or Shemarrian Warmount accessory module weapons( similar to those standard to the Monstrex).

5) Vibroclaws---Both the hands and the feet are armed with wicked retractable vibroclaws
Range: Melee
Damage: +3d6 MD to a punch
Note: Some Skaxos get their claws coated in silver for extra damage against opponents vulnerable to the metal.

6)(Optional)Hardpoints(2)----Located between the wings, flanking the spine, are two hardpoints for accessory modules, typically missile pods.
a)Mini-Missile Pod: 36 MMs per pod
b)SRM Pod: 10 SRMs per pod
c)MRM Pod: 4 MRMs per pod
d) Booster Pods---Limited duration booster rocket units that can temporarily increase flying speed by as much as 50% for 6 minutes before needing to be recharged(typically jettisoned after use, though). Restartable(with a total run time of 10-15 minutes) and recharging models(with a lower increase in speed boost--25-30%000but that can be used again after a 30 minute cooldown period) are also available.
e) Flare/Chaff Launcher Pod
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 18 per launcher

7) (Optional)Shoulder Hardpoints(2)---These add ordnance/avionics to the shoulder armor:
a)Mini-Missiles--- 18 MMs per shoulder
b)SRMs----6 SRMs per shoulder
c) MRMs----2 MRMs per shoulder
d) Flare/Chaff Launcher Pod---- Identical to above, but with capacity for only 12 shots
e) ECM/Radar Jammer Pod---5 mile range. Jams radars and radar targetting systems with 70% effectiveness. Radar-guided weapons are -6 to strike. Note that this affects friendly systems as well unless they are set to specific, per-arranged, non-jammed frequencies(that it may be possible for the enemy to discover). Carrying extra jammer pods does NOT increase the range or effective bonuses of the system, but may provide redundancy and multi-wavelength coverage.

8 )(Optional) Body Spikes---Adds sharp barbs/spikes to the body, especially the head and neck.
Range: Melee
Damage: +1d6 MD to Head Butts, Tail Lashes, Wing Strikes and Body Blocks/Tackles

9) (Optional) Use of Handheld Weapons---With the vibroclaws retracted, the Skaxos’ hands are perfectly suited for picking up and using appropriately scaled weapons, such as mek-sized clubs, swords, and firearms.
Favorites include Gargoyle Blast Whips, Naruni Energy Axes and Naruni Energized Combat Scythes, Kittano Energy Lances and Axes, and Shemarrian Rail Guns and Laser Lances(when available).
Aerodynamically-shaped shields are also gaining in popularity.

Programming/Skills:(S’Gen)
The Skaxos’ programming is heavily influenced by what Clan Gothec copied from the recovered EIR AIs. The expanded EShemar versions still tend to be miliatristic, stoic, laconic/taciturn, and very duty/mission-oriented, loyal to their EShemar superiors, but as the intelligences mature, distinct personalities and differences in personal outlook are beginning to emerge.
Speak/Read Dragonese, Shemarrian, Euro and American-English at 98%/98%
+Speaks over fifty other languages at 98%
Navigation:ALW 90%
Math: Basic 90%
Computer Operation 90%
Lore: Demons & Monsters 80%
Climbing 98%/91%
Parachuting 90%
Intelligence 90%
Military Etiquette 96%
Camouflage 80%
Radio: Basic 98%
Laser Communications 98%
Weapons Systems 90%
Detect Ambush 81%
Detect Concealment 74%
Tracking(people) 86%
Wrestling
Boxing
Acrobatics
Pilot Jet Fighter (for aerial maneuvering purposes) 70%(+5% per level of experience).
-
( All W.P.s start at 8th level proficiency)
W.P. Sword
W.P. Spear
W.P. Paired Weapons
W.P. Energy Rifle
W.P. Heavy Weapons
- W.P. Ancient Weapons---Select 5 all at 8th level

Can select TWO Secondary Skills at levels 2, 4, 6, 9, 12, and 15.
Ecotroz-Awakened Skaxos gain an extra Secondary skill in addition to those normally gained, and get to roll for ME(5d6) and MA(3d6)(+2 because of the especially intimidating nature of the Skaxos’ dragon-design).

Ecotroz Limitations:
Ecotroz can only take over machines that normally can move by themselves(can’t take over a power armor or truck for instance), and is limited by the physical abilities of that body.
Ecotroz do 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. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment, but by sacrificing their ability to use their psionics on other machines, or by effectively becoming ‘sterile’; unable to infect other machines)

Actions/Attacks Per Melee: 7
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 3(+1 from the Ecotroz entity for a total of +4)
Dodge +6
Parry +6
Automatic Dodge(takes no actions) +1
Strike +6 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +2
Pull Punch +4
Disarm +2
Knockout/Stun on a Natural 18-20
Pin/Incapacitate on a Natural 18-20
Critical Strike on a Natural 19-20

Bite 1d6 MD
Power Bite (2 attacks) 3d6 MD
Head Butt 2d6 MD
Restrained Punch 1d6 MD
Punch/Claw 3d6 MD
Power Punch (2 attacks) 1d6x10 MD
Crush/Pry/Tear 1d6 MD
Kick 5d8 MD
Leap Kick (2 attacks) 2d4x10 MD
Tail Lash 3d8 MD +60% chacne of knocking targets 10 ft or smaller off their feet(lose 1 APM and -1d4 on initiative getting back up)
Wing Strike 1d6 MD
Body Block/Tackle/Ram 5d6 MD

Variants:
By and large, most variants of the Skaxos are cosmetic. As the design spreads among the various subtribes of the Thousand Dragons, their new members can be distinguished by variations in the color and shape of the body armor, and head ornamentation. The use of heat-resistant armor materials is also popular.
The main variant is the Elite model:

*Skaxos Prime----Male Elite variant of the Skaxos. They differ primarily in having greater access to Upgrades, including specialized armor types(laser-reflective chroming being popular), TW systems( Protective and ley line booster systems are especially popular), weapons enhancements/additional weaponry(‘ripper’ claws, chest-mounted weapons and wing laser clusters are popular) and superior communications. They also incorporate more advanced materials in their armor, for greater protection.
Changes/Modifications:
M.D.C. By Location:
Hands(2) 90 each
Arms(2) 210 each
Legs(2) 280 each
Tail 200
Head 200
Horns (4) 50 each .
Main Body 700
Wings(2) 220 each
Systems of Note:
Skaxos Primes also have superior command/coordination over s’gen Skaxos. Up to 10 Skaxos can be networked to a Prime, sharing information and targeting data. A Skaxos ‘squad’ behaves muc h like a Wolfspath pack; they enjoy a +1 to Initiative, +1 to strike, and +3 to Perception as long as they are in line of sight of each other.

Skaxos Primes also get access to a ‘turbocharged’ version of the Energized Combat Scythe that has an energy blast range of 4,000 ft, and can be ‘hotshotted’ with a deuterium infusion, doing 1d4x10+5 MD on a powered-up slash strike, and 6d6 MD on a power shot. A clip-on reservoir holds enough concentrated deuterium for 60 enhanced strikes/shots. Additional cryobottles can be carried and swapped in as needed(takes 3 actions).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
Hero
Posts: 1277
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

A couple pieces of equipment created by a couple Fringe Tribes.

Burning Mind Piercer
This glaive, with a 24 inch single-edge tapering blade on the end of a 18 foot long pole, created by Clan Armorand. It has psylite crystals imbedded within the blade and part of the pole. In addition of the vibro-blade, it can be empowered with psionic fire, allowing it to deal further damage and damage creatures that can only be damaged by psionics and magic, including incorporeal creatures.
Weight: 21 lbs
Range: Melee, reach up to 10 feet.
Size: 20 feet long
Damage: 2d6+2 M.D. +2d6 MD psionic fire when energize.
Special Features: Psylite crystals allow the blade to be energized with psionic fire, which can damage creatures normally can only be damaged by magical or psionic energies. Can damage incorporeal creatures, deals double damage to shadow based creatures, for up to 20 melee rounds per 24 hour period. Wielder can pump in 2 ISP for an additional 1 melee round. Alternatively, the user can pump +5 ISP to increase the psionic fire damage by +1 die of damage for 1 melee round, but this can only be done during the 20 melee rounds the weapon can normally be energized.
Paralyze - While energized, targets struck must make a save vs non-lethal poison 16 or higher, failed save the target is paralyzed for one round, can't move, loses all attacks and bonuses for rest of melee round. Psionic beings, have a ISP base over 50 ISP suffer -4 to their save, and are paralyzed for 4 melee rounds. Each additional strike and failed save of the target increases the time by 4 rounds.

Phalanx Wall
This armour was designed by the Ghezo Guards to provide extra protection when heavy assaults are expected or to hold positions, such as anti siege or during boarding actions, providing extra protection, increasing strength, and providing a hands free machine gun on a shoulder mount. Typically assigned to regular soldiers, some higher level heavy weapons users will don this armour for the added armour, or to blend in with regular troops.
This set of armour is lightly modelled after Greek Spartan armour, primarily in the shape of the helmets, boots, greaves, and gauntlets. The armour is heavy and is designed to be virtually immune to high speed kinetic attacks such as bullets, railgun rounds and the like, but explosions, kicks, punches and melee weapons can still deal damage to it. Over the left shoulder is a machine gun that fires gyrojet rounds for increased range, which also have charges that can cause targets struck to be knocked back several feet. On the back is a large ammo drum for this weapon. Other weapons can be fitted depending on the wearer's rank and position. A few of the other Fringe Tribes are looking into trading for this armour to augment their non and lightly cybernetic forces.

MDC by Location
Body 160 mdc
Arms 70 mdc
Legs 80 mdc
Helmet 100 mdc
Mobility: Low, -20% to climb, swim, -50% to perform acrobatics and similar demanding skills
Battery provides power for 2 days at combat readiness, 4 days light combat or used for work.
Weight: 55 lbs, the robotic exoskeleton disperses teh weight and augment's the wearer's strength so it feels lighter.
Bonuses: Those without robotic strength gain a +8 bonus to Strength and considered augmented. Those with robotic strength only gain a +2 bonus. Gain a +5% increase to running speed.
Cost: Eshemarrian exclusive, Ghezo Guards
Special Features: Standard EBA systems and systems (loud speakers, 5 hours air, radiation shielded, basic power armour sensors.
Bullet immunity: The armour plating is made of multiple layered material that allows it to be immune to damage from high speed projectiles, such as bullets, arrows, bolts, railguns, kinetic energy damage missiles, etc. Kicks, punches, being crushed, explosions deal normal damage.
Weapon Mounts: The right shoulder and back have mounts to clip melee weapons or additional weapons to be carried. Only the machine gun is built in and operated via the HUD and voice control, or weapons link to wearer.

Weapons:
1) Gyrojet Machine Gun --- Mounted on the shoulder is a machine gun that fires gyrojet rounds. The decision to use this weapon was to provide a fairly easy to maintain and build weapon. The weapon is on a turret mount to allow it to fire in a 340 degree arc around the user's head, so it can attack targets behind the wearer. It's fed from a large drum mounted on the mid back. It can attack using a targeting system on its own to strike anything within designated area around the wearer, or can be directed by the wearer.
Range: 1,250 ft
Damage: 5d6 MD 10 round burst
Rate of Fire: ECHH
Payload: 1500 rounds
Special Features: Automatic targeting within up to 600 ft has +4 to strike roll. When directed gains +2 to strike rolls
Knockdown - Targets struck must make a d20 roll, at -3 vs the attacker's to strike roll, can add half strength bonus. Failed rolls the target is flung back 1d10 feet, loses initiative, are dazed (all bonuses are half for 1 melee round), loses 1 melee action/attack. Power armour, full conversion cyborgs, robots over 10 feet, giants, supernatural beings and creatures of magic don't suffer the -3 penalty.
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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 »

...and added to the equipment section of the Codex. Thank you! 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 49645
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-K-192 Sirara----SandBlades Scorpion Warmount
(aka ‘Kolotl’)
“They might have done better getting a variant of our own mega-scorp, instead of that budget Buthidid they came up with, but to each their own. There’s nothing particularly new about it technologically, but it’s just in the right place for its particular tribe.”
---Anonynous Skullcrusher Warrior

“The Sisters of the Sand fight monsters with monsters of their own these days. We don’t mind, because the sand-sisters and their mechanical beasts are friends to the people.”

“When the bloodsuckers hide from the sun, or the space solar mirrors, it takes some hard effort to dig them out. The Sirara’s got both the muscle and the firepower for the job, and it can carry a small squad of well-armed warriors to help with the prying and extermination.”

“Some might call the Sirara a vanity project born of stubborn pride, but the SandBlades are survivors. They don’t back down from a worthy challenge and they don’t yield ground without taking their blood price. And their kolotl-mechs are as rugged and rough as their cyborg builders.”

The Mexico Crusade was, for its distance, a slog for those EShemarrian Tribes who participated in it, operating as they were forced to far from their sources of resupply. It also took a toll on those forces deployed to the field, though as advanced robots, few of the EShemmarians’ casualties were truly fatal and many were quickly repaired to rejoin their sisters and brothers.
For the cyborg SandBlades, the Crusade took a more serious toll. Being made largely up of survivors of vampire attacks and though starting out with a limited logistics base, the small sub-tribe threw themselves into the conflict with particularly hard passion and fury. Being partially organic, many tribe members suffered true death in battle and the campaign furthermore exacted a great material price, leaving the SandBlades almost destitute at the war’s wind-down.
Post-Crusade, however, the SandBlades struggled to rebuild back up to strength, foreseeing a remanent vampire threat in Mexico(and vampire empires further south) as well as other threats to the newly-liberated region. Though other Tribes offered assistance, including Warmounts, the SandBlades wanted to assert their own identity. While they accepted some help, they also launched a number of projects to show that they could stand on their own feet.
One of these projects was a new Warmount, the Sirara, a kludged-together kitbashed mech built from salvage and using technologies from a variety of sources, including some inspired SandBlades tech. In general configuration it is centauroid or insectoid; it runs on four legs, each ending in a three-toed expandable claw) with an upper body on a rotating waist, two arms at its front, and a long heavy articulated tail at the rear. It looks reminiscent of a giant mechanical scorpion, hence its name of ‘sirara’ from a native name for the poisonous creatures. LIke another scorpion-themed Warmount, the Skullcrushers’ Buthidid, the Sirara seats its crew ad passengers in an internal crew compartment; they exit from hatches in the back. A crab-like mechanical mouth with extendable mouth parts sits recessed in the front of the main body hull, though its main purpose is to intake material fed to the warmount’s bionic nanotech repair system. Though no eyes are apparent, the Sirara is studded with various sensors, affording all-around sensor coverage. The main body is well-armored, being based off the hull of the Coalition States’ ‘Line Backer’ hovertank.
Though mistaken for a vehicle, with its obvious mechanical origins and nature, the Sirara is underneath its armor plates a biomechanical Warmount capable of acting semiautonomously. Its AI can be Awakened with an Ecotroz essence-fragment(provided by the handful of EShemar who have joined the tribe).
Despite its clumsy appearance, the Sirara is surprisingly agile for a ‘clunker’; a favorit tactic is to close with an opponent, knock them down and use its multiple feet to pin them down while tearing with its claws and stabbing with its double-barbed tail.
The Sirara acts as a heavy armored personnel carrier and fire support machine for the SandBlades, providing heavy firepower against the tech-defenses of vampires, their allies, and other monsters.
The only real criticisms of the Sirara, besides it ungainly appearance, are its high profile, relatively slow speed(for a Warmount at least) and, at least in its initial versions, a lack of a major anti-vampire weapon(unusual in a tribe founded to hunt vampires). It did better against conventional foes and later refits did some to remedy the lack of vampire countermeasures. A lack of missile weaponry is also sometimes brought up, but as traditionally missiles hav played only a small part in Shemarrian tactics, this is not seen as a major shortcoming(still, some Tinkers are looking at trying out modified ‘Whomp-Pack’ missile racks similar to those available to other Warmounts.
Being a small clan, the SandBlades have only produced a few Siraras that are subsequently worked hard in the tribe’s actions patroling the Mexican wilds. The good combat record of the cobbled-together warmount-vehicles has earned them recognition by the other EShemmarian clans and a place in the Codex as proper Warmounts. So far, only the SandBlades are known to use these Wamounts.

Type: EcoS-K-192 Sirara
Class: Robotic Warmount, Heavy Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1-7 passengers(who can serve as gunners)
MDC/Armor by Location:
Main Body 750
Reinforced Crew Compartment 100
Cannon Turrets(3) 150 each
Arms(2) 250 each
Forearm Weapons Mounts(2) 100 each
Tail (3 segments) 180 each
Legs(4) 250 each
Height: 14+13 ft from thei legs in full elevation. The tail can reach an additional 16 ft overhead ft
Width: 15 ft main body+10 ft from the legs(total width of 25 ft)
Length: 20 ft + 25 ft tail length
Weight: 80 tons
Cargo: Small space inside/beside the cabin for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 45
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 75 MPH
(Leaping) Can make an unassisted leap of 15 ft up/across
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to running along the bottom at 25% of its running speed. Maximum depth tolerance of 2,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Sirara 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.

*Mag-Scanner and Ground Radar----The Sirara has a magnetometer(MAD) and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic 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. It can detect powered-up rail guns and EM containment fields(such as fusion generator) at TWICE that range.
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.

*360-degree waist rotation ---The entire upper body can spin completely around, as many opponents, thinking to sneak up on the scorpion-like clanker from behind, have discovered to their regret.

*Tail Sensors---Protected sensors in the end of the tail allow the upraised tail to act as a sensor tower or periscope. The SandBlades will use this feature to look around the surrounding terrain from behind cover or buried concealed in sand.

*KIrilian Vison Optics----The Sirara can ‘see’ magic auras and magic activity, including the magically invisible, out to 300 ft.

Weapons Systems:
1)Heavy Cannons(3)----The Sirara swivel-mounts three heavy cannon turrets in the front of its body; one on each ‘cheek’ and one atop the body/head. Originally fitted with C-T 60 Laser Cannon(scavenged from wrecked CS vehicles), but some later refits use ion and plasma cannons, or even liquid-sunlight-pumped TW laser cannon.
a)C-T 60 Laser Cannon---Great range and good damage, but initially in short supply(the SandBlades got their first examples from a CS convoy found wrecked in the Mexican desert) , until the EShemarrians could produce their own.
Range: 6,000 ft
Damage: 1d6x10 MD per blast, 3d6x10 MD per simultaneous triple blast on on target(counts as one attack)
Rate of Fire: EGCHH
Payload: Effectively Unlimited

b) Heavy ‘Lightning Bolt’ Ion Cannon---A substitute for the C-T 60s when supplies were unavailable. Originally supplied by Greater New England sources, the ion cannons can be modified for damage spread or extended range.
Range: 4,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Options:*Ion Scatter-Shot Module---This is a barrel mod that turns the cannon into a short range shotgun with an area of effect blast. Reduce range to 2,000 ft, but does 5d6 MD to a 30 ft wide area.
*Ion Booster Module---Another mod that boosts the range of the ion bolts, albeit with a small reduction in damage capability. Reduce damage to 1d4x10 MD, but boost range to 7,000 ft.

c) Plasma Cannon---Another GNE-sourced weapon, adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder.
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
.
d) Heavy TW Sulight Laser Cannon---- A TW technology provided by the Wayfinders, swiped/copied originally from a RSN ally, and taking advantage of the proliferation of stabilized liquid sunlight production in liberated Mexico. These weapons ‘burn’ magically-liquified solar energy like old-style chemical lasers to produce collimated beams of mystically-charged light. While limited by onboard supplies of the liquic ammunition, the TW solar-chemical lasers do damage to creatures vulnerable to sunlight.
Range: 5,000 ft
Damage: 5d6 MD MD per single blast, 2d6x10+30 MD per five-shot burst, 5d6x10 MD per ten-shot burst, double damage to beings sensitive to sunlight, and 5d6 HP per shot to vampires.
Rate of Fire: Single shot, 5-, 10-shot bursts, or spray attacks, ECHH
Payload: Tankage for 150 shots per cannon(50 gallon tank per gun)

2) Forearm Hardpoints(2)---Each forearm mounts a weapon hardpoint, typically an antipersonnel weapon such as a pulse laser, ion blaster, flamethrower, or light rail gun, of types scavenged from other sources..
a) Pulse Laser
Range: 3,000 ft
Damage: 3d6 MD per blast, 6d6 MD per pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Ion Blaster
Range: 2,000 ft
Damage: 5d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Flame-Thrower
Range: 400 ft
Damage: 1d4x10 MD per blast to a 10 ft area
Rate of Fire: ECHH
Payload: 50 blasts

d) Light Rail Gun----Typically modified to throw wood rounds.
Range: 4,000 ft, 2,000 ft for special rds(wood, silver)
Damage: 1d4 MD single shot, 1d6x10 MD 60 rd burst
Rate of Fire: ECHH
Payload: 2,250 rd drum

f) Plasma Projector
Range: 1,500 ft
Damage: 6d6 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited

g) Grenade Launcher
Range: 1,800 ft
Damage:
(Fragmentation) 3d6 MD to 12 ft blast radius
(High Explosive-Armor-Piercing)4d6 MD to 3 ft blast radius
(Plasma) 6d6 MD to 5 ft blast radius
(Smoke/Gas) Varies, but generally creates a cloud 25-40 ft in radius.
Rate of Fire: ECHH
Payload: 120 rds

3)Vibroclaws---Each hand and foot sports retractable vibroclaws for tearing and prying.
Range: Melee
Damage:+3d6 MD to a punch or kick
Note: When possible, claws can coated in silver for extra damage against opponents vulnerable to the metal. Another possibility is getting th blades TW-enhanced with the ‘Silverize’ spell to save wear and tear on the blades’ coatings when slicing up non-supernatural targets and materials.

4) Battle Tail---Apparently inspired by the North American Coalition States’ Scorpion Spider-Skull Walker and the Northern Gun Scorpion Battler, but more heavily reinforced.
Besides mounting a massive stinger-blade, the battle-tail also conceals a powerful plasma emitter based on Kittani technology, that can surround the double-barbed stinger head in corrosive plasma, or can fire an area of effect plasma blast.
Range:(Blade) Melee
(Plasma Blast) 1,600 ft
Damage:(Blade) 4d6 MD un-powered, 1d6x10 MD powered
(Plasma Blast) 5d6 MD to 25 ft wide area
Rate of Fire:(Blade) ECHH
(Plasma Blast) ECHH
Payload: (Blade) Effectively Unlimited
(Plasma Blast) Effectively Unlimited

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Math 98%
Climb 55%
Detect Ambush 60%
Detect Concealment 60%
hand to hand Expert
Identify Plants and Fruits 90%
Land Navigation 94%
Prowl 55%
Tracking(People) 80%
Track Animals 70%
Tailing 55%
Wilderness Survival 94%
Excavation 80%
Language:
American 98%
Euro 98%
Gobbley 98%
French 98%
Spanish 98%
Dragonese 98%
Splugorth 80%
Demongogian 80%
Literacy:
American 98%
Spanish 98%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Sirara 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 +3
Strike +2 (+2 w/ ranged weaponry). Tail is +3 to strike
Roll +3
Parry +3
Pin/Incapacitate on a Natural 18-20, using its multiple limbs and tail.
Bite 2d4 MD
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Kick 5d8 MD(well-stabilized by the other three legs to deliver a kick)
Stomp(targets 6 ft or shorter) 2d4 MD
Tail Stab 4d6+3 MD
Tail Lash 4d6 MD
Tail Power Stab(2 attacks) 1d6x10+10 MD
Power Tail Sweep(2 attacks)---This consists of rapidly rotating the upper body at high speed while extending the tail like a wrecking ball or centrifuge sling. This does 6d6 MD, but also has a 60% chance of knocking even giant-sized opponents off their feet.

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Sirara an aura and behavior more befitting a sentient being than a robot. Awakened Siraras display little in the way of individual personality, but instead exhibit behavior similar to patient stalk-and-ambush predators.

So far, only about 30% of the several dozen or so Siraras already produced have been Ecotroz-Awakened. Those that have, hav consistantly shown a manifestation of additional psychic activity, having the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense/Danger Sense
*See Aura
*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).

Variants:
Aside from armament refits, there are as yet no major variants of the Sirara. However, as the SandBlades expand their numbers, become more integrated with the rest of the Shemarrian Nation, establish their own domain and identity, and increase their capabilities, new variants are expected to appear. Already discussion has begun between the SandBlades and West Coast Tribes such as the Wayfarers of acquiring TechnoWizardry systems to make the next generation of SandBlade warmounts more effective against supernatural opponents.
A lighter version, using more advanced(but no less strong) materials is also being discussed. This would cut overall weight by as much as 30% and increase speed and leaping distance by as much as 25%...or the weight savings could allow for more armor to be added.
In answer to some criticisms of a lack of missile armaments, some Tinkers have suggested the SandBlades look into mounting ‘WOMP-Pack’ external ordnance pods like those available to smaller warmounts. These two‘saddle packs’ could be fitted to the main body behind the foreclaws and could each hold 19 mini-missiles, 5 SRMs, 3 MRMs, 4 ‘Katyushas’ , or a variety of grenade launchers or mortars.
-------------
"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 »

kronos wrote: Sun Feb 16, 2025 9:00 pm Phalanx Wall
This armour was designed by the Ghezo Guards to provide extra protection when heavy assaults are expected or to hold positions, such as anti siege or during boarding actions, providing extra protection, increasing strength, and providing a hands free machine gun on a shoulder mount.
Tough stuff. The thought occurred to me that an even tougher and lighter version could be manufactured with the mineral Stenthamine(which appears in the Anvil Galaxy book ).
Problem is, canonically, it's only so far appeared on Minamede, a planet in the Altess sectors. But it's not noted as unique to that world.
Elsewhere, in the GNEvrse, I've so far rolled up other source worlds for the metal: Maldahan(Anvil Galaxy), which is currently under interdiction because of a nasty civil war, Claster and Slokum-32(both in the UNited Systems Alliance. As yet, I haven't rolled up any worlds in the Shemarrian Star Nation that have any noted Stenthamine deposits, so the Shemarrians are either due to make a strike, or they;ve been secretly trading for the metal.
-------------
"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 »

And lo and behold, returning to an old unfinished post gave me the opportunity to provide that missing mineral bonanza.

Patolos---Radiant Edge Intervention World(Thundercloud Galaxy)
“The Patolans’ biggest problem was that somebody thought nuclear war was winnable, and even profitable, and put their business plan into action.”

<“Our continued presence in the Darminian system is admittedly not entirely altruistic, though our interest in its minerals could be considered such in light f the following speculation; if the Patolan eugenics fanatics ever start expanding off their world, find the stenth deposits, and figure out how to use them to make stronger wargear, they could pose a serious threat to other civilizations in the sector. Given their genocidal tendencies, this should give anybody even remotely civilized cause for concern. Our appropriation and securing of the strategic mineral-bearing bodies in the system is thereby denying the resources to known species-criminals.”>

“The surviving Patolans...NOT the Reclaimists, I clarify---are likely to wind up as a sub-tribe of one of the Shemar clans...a sad gathering of refugees that will need plenty of medical care to keep alive and reverse the damage radiation, pollution and deprivation have done to them. The Radiant Edge may have to move them offworld while they try to repair the planetary ecosystem. But at least they’ll survive as neShemar.
As for the heretic Reclaimists? Hammering down the lids on their bunker cities is attractive, but of late I’ve heard the Radiant Edge is negotiating for the use of Terragore warmounts for some big project of theirs.”

“These ‘supremacists’ don’t seem so tough after they meet one of our Monstrexes in the ruins. That doesn’t mean they aren’t still dangerous; there’s concern that they may still have nuclear weapons stockpiled, no reluctance to using them and they almost certainly have the ability to make more in their bunker-holes, so we have to tread carefully and not give them any big tempting targets to throw missiles at. But without the nukes, they squish easily.”

Patolos is a hellworld claimed by the Radiant Edge. Its history and occupation has echoes of the Skullcrusher enclave world of Carnaphade.
Patalos was once home to a human civilization that was the technological near-equal of Rifts Earth’s Golden Age in its achievement of an advanced, peaceful, progressive society.
Sadly that peace came to an end when a neo-fascist minority faction decided that the resources of the planet were better utilized not serving the ‘impure’, a vaguely-defined majority of the population that were said to be overbreeding and perpetuating damaged genetic lines. The Reclaimists claimed that the planet rightly belonged to an earlier ‘superior’ ethnic group, and they cited the discovery of ancient ruins on the planet(actually the remains of an Atlantean outpost) as proof of this ‘master race’ from which the Reclaimists naturally claimed direct descent. These ruins and the ‘legacy’ made whole-cloth from them were used as the excuse for the Reclaimists to build up stockpiles of weaponry, including nuclear and chemical weaponry, while the rest of the world focused on applying their technology to resolving issues of sustainable energy and food supply.
Once the Reclaimists had milked what they wanted from the rest of the planet’s societies before the others got suspicious of their motives, they unleashed their nuclear arsenal on the unsuspecting global civilization, while their own population holed up in deep-sited prepared bunkers.
Taken completely by surprise by the ferocity and scale of the Reclaimist attacks, world order collapsed, leaving but piecemeal resistance to the Reclaimists’ follow-up invasions. Extermination squads in power armor and fortified with combat drugs scoured the areas around the nuked cities, cutting down refugees and destroying recovery efforts. Dirty nukes and chemical weapons were liberally used on those regions not immediately desired by the Reclaimists for their own use, as well as any communities and centers of gathering organization and resistance. The Reclaimists plan was to exterminate all competition, then rebuild the planet at their leisure from the safety of their fortified underground cities.
Into this hellscape came the Radiant Edge, led by visions of their Valkari and Shamanesses of planetary mass die-off. Unfazed by chemical poisons and nuclear radiation, the Radiant Edge has since been dividing and isolating Reclaimist enclaves, jamming their communications and knocking off extermination patrols and resource-hunting parties. Radiant Edge war parties are cheerfully stalking the Reclaimists through the wastelands, ambushing them and rescuing their intended victims. The Radiant Edge has been gathering survivors in several pockets they’ve cleansed and stabilized, while they decide whether to keep the refugees in place in their own bunker-communities while the EShemar deal with the Reclaimists, or transport them to sanctuaries offworld.
The Reclaimists, cut off from each other, believe that they are facing either an unexpectedly well-organized resistance of survivors, another survivalist organization like their own, or some sort of weaponized mutants(possibly a doomsday weapon system that they didn’t know about, and reeking of the sort of paranoid thought they themselves historically indulge in)---alien androids isn’t one of the possibilities they’re entertaining.

Ironically, the Reclaimists have done the sort of damage to Patolos’ ecology that will take far longer and far more resources of the sort they were claiming the ‘impure’ were wasting to rebuild.

The EShemar have recently found other reasons to invest in the system; geoscience surveys of the various bodies have turned up two large asteroids with exploitable amounts of the valuable mineral Stenthamine in them. This discovery can put the Radiant Edge in a very good position to acquire resources from the other Tribes for the Edge’s work on Patolos. Interest in the impact-resistant metal may lead to other Tribes offering their services to the Radiant Edge efforts.

Solar System(Darminian 51510)
Number of Stars: 1
Types of Stars: Yellow Dwarf
Number of Planets: 7
-Asteroid(Bivak)----A dwarf planetoid with large amounts of Stenthamine in its crust. It is theorized that Bivak may have been part of a larger planet that broke apart, another piece of which is thought to be the outer asteroid Trovis. Bivak’s mineral wealth has suddenly made it one very valuable rock and the Radiant Edge has been quick to stake claim.

-Gas Giant(Ratelium)----Small Ratelium is sun-blasted to the point of exhibiting a definite ‘halo’ of ionized gas visible from Patolos with even simple telescopes. It has also managed to hang onto a pair of small moons. Ratelium features in a number of ancient Patolan religions as a divine messenger. In a desperate resurrection of old beliefs, some of the surviving Patolans have referred to the EShemar as ‘Ratelites’, equating them with angelic beings sent by the divinities.

-Asteroid(Nivos)---- The prewar Patolans sent space probes to this rock and found it interesting from an astronomical point of view, but not much else. The Reclaimists don’t know it, eschewing astronomy for the time being, but this planetoid has since become a naval base for the EShemarrians investing the system.

-Terrestrial( Patolos)---System Lifeworld

-Asteroid(Trovis)----Trovis was known to the Patolians as an unusually bright reflector of light for a large asteroid, and possessing a strange spectrum in its reflected light. The EShemar have discovered that impacts with space debris have polished and burnished the planetoid’s core of valuable Stenthamine metal. The Radiant Edge has subsequently secured a presence on the metal-rich rock. It is speculated that Trovis may be part of the same planetary body that spawned similarly-stenthamine-rich Bivak.

-Gas Giant(Kaloso)---Tiny for a gas giant, Kaloso does have three large moons which the EShemarrians are looking to develop as base camps.

-Gas Giant(Urola)----Huge gas giant. Monitoring the planet’s deep atmosphere has detected growing turmoil deep under its clouds; there is speculation that the planet may be experiencing deep core energy fluctuations caused by the same phenomena responsible for Patolos’ growing PPE field. This may possibly develop into a PPE-triggered brown dwarf conversion of the planet.


Planet( Patolos)
Type: Terrestrial
Diameter: 10,000 km
Gravity: 0.8 g
Temperature: Was Temperate, but has dropped to the cooler end of that category, thanks to nuclear winter effects.
Unusual/Special Features:
*Low Ambient Magic Field---Patolos possesses a low ambient PPE field, enough that prewar it may have made possible the occasional magic or chi-manipulation trick. The Reclaimists were aware that some people might possess abilities beyond the norm, but scoffed at the idea of magic. They did, however, seek out those individuals and places of supposed magic power, using them as subjects in experiments to see if the ‘mutations’ might be weaponized.
Postwar, there’s been a gradual, but definite, climb, detectable by the EShemarrians (who know what to look for and what they’re looking AT) in the levels of PPE, despite the local ecology being wrecked and the global population all but destroyed. EShemar speculation is that the genocidal release of death-energy has weakened the dimensional fabric around Patolos and ‘raw’ extradimensional PPE is leaking through around the ‘spike’.
If this upward trend continues, the EShemar are checking to see if there’s a corresponding increase in possible meta-abilities such as psionics or magic manifesting in the survivor population.

Atmosphere:
Breathable terrestrial nitrox mix, but has become Tainted with fallout and war chemicals. Breathing filters, at the least, are advised.
Terrain: Varied
Notable Mineral Concentrations:
- Zinc
- Pitch Blend
- Cobalt
- Manganese
- Titanium
- Quartz
- Samarskite
- Thorium

Hydrosphere:
Balanced; roughly 57% of Patolos is covered in open water. However, much of the available fresh water is contaminated with fallout and chemical pollution.
Biosphere:
Was once Dense, but has been reduced to Scant due to nuclear winter and the effective poisoning of the ecology.

Civilization:
Settled(but in decline, after a mass-extinction genocide)
Population:
Was once 8.9 billion, but has been reduced to a scant 14 million worldwide, of which 40% are Reclaimists.
There are also some 145,000 EShemarrians already landed on the planet, looking to establish safe-zones for the survivors they rescue from the Reclaimists, and lay the groundwork for planetary recovery efforts.

Technology:
Roughly equivalent to Golden Age pre-Rifts Earth. The Patolans had perfected ‘safe’ nuclear fission technology(and the Reclaimists perverted it to give themselves weapons-grade fissionables). The Reclaimists have deployed power armored troops(roughly equivalent to Chipwell suits) and gauss weapons, some cybernetics and bionics, some bio-mod techniques(testing them out on captured survivors to produce expendable slave-soldiers) but energy weapons were not yet developed. Space travel was limited to orbital flights(Patolos lacks a moon or neighboring terrestrial planets to encourage manned spaceflight ), and what hardened satellites the Reclaimists retained control, were taken out of commission with the arrival of the Radiant Edge.
Since the War, most survivors live in much more primitive conditions, Those high-tech shelters and enclaves not under Reclaimist control live at risk of being discovered by the genocides and either conquered or destroyed outright.
The EShemar, of course, represent Galactic technology. They have established several fortified enclaves n their own, shielded by contamination zones and careful jamming to hide radio and EM spoor from Reclaimist detection. So far, it’s worked; the Reclaimists assume the loss of communication from their scout teams near those regions are due to environmental interference or accidents claiming their operatives, and not the methodical staking-out of territory by extraterrestrials.

Economy:
Was Industrial with a movement towards sustainable ‘green’ technologies when the Reclaimists launched their genocide campaign.
Wealth:
Squalor---The Reclaimists live in regimented rationing fortified communes, while the rest of the survivors live in ruins. Global economies have collapsed.

Government:
The Reclaimists are militant racial supremacists run by a military council.
Most other survivors have descended to the strongman/tribal level.
The EShemar are a galactic matriarchy with elements of meritocracy.
Law Level:
Lawless. Within the Reclaimist bunkers, the law is Authoritarian
Popularity:
Needless to say, the Reclaimists are VERY unpopular wish the other survivors.
Stability:
Chaotic. The Reclaimists are ruled by fanaticism and fear. The rest of the Patolans live desperate and on-the-edge lives.
To the latter group the EShemarrians are seen as saviors.
-------------
"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: Mon Feb 24, 2025 8:22 pm
kronos wrote: Sun Feb 16, 2025 9:00 pm Phalanx Wall
This armour was designed by the Ghezo Guards to provide extra protection when heavy assaults are expected or to hold positions, such as anti siege or during boarding actions, providing extra protection, increasing strength, and providing a hands free machine gun on a shoulder mount.
Tough stuff. The thought occurred to me that an even tougher and lighter version could be manufactured with the mineral Stenthamine(which appears in the Anvil Galaxy book ).
Problem is, canonically, it's only so far appeared on Minamede, a planet in the Altess sectors. But it's not noted as unique to that world.
Elsewhere, in the GNEvrse, I've so far rolled up other source worlds for the metal: Maldahan(Anvil Galaxy), which is currently under interdiction because of a nasty civil war, Claster and Slokum-32(both in the UNited Systems Alliance. As yet, I haven't rolled up any worlds in the Shemarrian Star Nation that have any noted Stenthamine deposits, so the Shemarrians are either due to make a strike, or they;ve been secretly trading for the metal.
Oh can probably made with lighter and tougher stuff, but that raises the costs, and would probably be used for more elite units fitted with more equipment. This was basically a "standard" heavier armour with a fairly cheap and easy to maintain weapon built in.
Although I can see some elite units built with Stenthamine, carrying a railgun or particle cannon on the shoulder instead of the gyrojet machinegun. maybe some built in melee weapons, etc.
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

Yah, the Stenthamine-versions would likely be issued to Elite units or as rewards to exceptional performers. Custom stuff that gives the Tinkers the opportunity to really express their creative side. Artistic but still very much functional.
-------------
"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: 1277
Joined: Sun Oct 14, 2007 4:38 pm

Re: Shemarrian-related fan creations

Unread post by kronos »

taalismn wrote: Sat Mar 01, 2025 8:05 pm And lo and behold, returning to an old unfinished post gave me the opportunity to provide that missing mineral bonanza.

Patolos---Radiant Edge Intervention World(Thundercloud Galaxy)

-Asteroid(Bivak)----A dwarf planetoid with large amounts of Stenthamine in its crust. It is theorized that Bivak may have been part of a larger planet that broke apart, another piece of which is thought to be the outer asteroid Trovis. Bivak’s mineral wealth has suddenly made it one very valuable rock and the Radiant Edge has been quick to stake claim.

-Asteroid(Trovis)----Trovis was known to the Patolians as an unusually bright reflector of light for a large asteroid, and possessing a strange spectrum in its reflected light. The EShemar have discovered that impacts with space debris have polished and burnished the planetoid’s core of valuable Stenthamine metal. The Radiant Edge has subsequently secured a presence on the metal-rich rock. It is speculated that Trovis may be part of the same planetary body that spawned similarly-stenthamine-rich Bivak.
Would there happen to be any space fairing creatures native to the system? Image Radiant Edge making 'mutant' versions that are imbued with stenthamine protected versions, with the excuse they feed on, or birth their children on these asteroids?
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taalismn
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Re: Shemarrian-related fan creations

Unread post by taalismn »

While I didn't mention any exolife in the system...given that there seem to be some ...changes...going on, it's possible something could emerge.

Hell, maybe some of the Reclaimants' biological weapons misfire, combine, and start creating mutations, or one of their black projects to create more efficient extermination devices goes awry, those these would be confined to the planet. and not be space borne.
-------------
"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 »

Nanite-Transmittable Mecka-Lycanthropy Syndrome(NTMLS)-----NeShemar Werewolves
(aka ‘Nitmils’, ‘Robot Rabies’, ‘Bite-Child’)

“It’s the Asenan transformation, only without a biolab needed, just a bite. That’s...groundbreaking.”

“What’s really scary is that while half of this thing is recognizable as our stuff, the Shemarrians managed to fit it into a nanovirus. It would normally take forty-eight hours of detail work in a specialized autosurgeon to get the implants in for the human-side of the enhancement alone, not counting the cyborg part, which would require at least a day’s work with an already-prepared chassis, but this? It’s like a cyberlab compressed into a microbe. Or a high-energy extra-dimensional physics test stand...we still don’t know where some of the missing mass between forms goes! It almost looks like our TriPhase ‘borg tech! But it’s programmed into microparticles that act almost like leprosy or syphilis in their settling deep in the living host! This is technology that’s...well, I can’t tell if it really is high technology or ultra-sophisticated magic.”
-Anonymous Paladin Steel tech-analyst, after examining an NTMLS ‘victim’.

‘Nope, nope. nope. Not investigating the strange noises coming from the morgue drawers. Nope. Just nope. Just going to go take an extended potty break, like in another building.”
----Anonymous city morgue nightshift attendant missing out on witnessing a NTMLS revival.

“Okay, you claim you heard noise from the morgue and went to investigate, when a wolf or really big dog with glowing eyes suddenly burst through the door, yelped and-or growled at you, then ran away. You found the drawer where you were keeping a fresh-kill corpse before autopsy looking like it had been trashed and EATEN and the body gone. And the door looks like it was cut with a blowtorch. “

“Okay, wolf-dogs do NOT shrug off high-caliber rifle rounds, tear through steel nets, nor do they shoulder aside large animal control vehicles like high speed battering rams. I think I can safely say, I don;t think we’re dealing with an ordinary animal here...”

“---so the last our suspected infectee were is likely to have remembered is being repeatedly stabbed to death on the train, then she wakes up in a strange dark place in a strange new body and she goes berserk. Provided she hasn’t transformed back already and finding herself stark naked, finding and calming down a frantic cyborg saber-toothed wolf is going to be FUN.”

“I thought you were dead!”
“I thought I was too!”

“NorthPaw’s been bumped up from merely ‘Eccentric’ to ‘Spark-crazy-genius’ level. Whether she’s just negligently mad-science-tripping or a potential threat to our Tribes is why we desperately want to find and talk to her.”

Though the EShemarrians have graduated to bio-modding worthy or interesting neShemar subjects of theirs, the process has normally been a complex affair requiring the facilities of a well-equipped cyber-laboratory-surgery. Therefore it came as more than a shock to observers when an Eccentric Wolfs Path Tinker developed the NTMLS process.
Despite its clumsy name, NTMLS is a potent transformative nanotech application which can radically augment a biological being with a nanite-laced bite.
Much of the technology is derived from industrial espionage from one of the Shemarrian Nation’s nominal allies, Greater New England. The human-side of the NTMLS process is recognizable as Paladin Steel’s MODEST REBAR bio-aug and BINAS implants, with a suspected bit of artificial dimensional pocket generation thrown in. The rest is EShemar tech identifiable as Wolfs Path.
The process begins with an injection(typically delivered by a bite from a specially-equipped Shemarrian Wolf/kantara) . This delivers a nanotech ‘virus’ that implants itself in the recipient’s bones and nervous system, where it begins incubating. This process may take several weeks, during which the recipient may experience hot flashes, occasional wooziness, flu-like symptoms, occasion skin rashes, and an increase in appetite, accompanied by odd cravings(especially for mineral-rich foods). Internally, the NTML virus begins modifying the body of the ‘victim’, weaving a network of fibers through their body, altering their skeleton, and growing a second parallel nervous system. This is accompanied by the development and generation of a ‘baffling field’ that hides the ongoing alterations from conventional medical scanners such as x-rays and ultrasound.
The more radical transformation into a kantara-form becomes possible after this several-week period. It is usually stimulated by extreme stress or trauma, of a type incapacitating the victim(though it also be more gently triggered with the aide of an EShemarrian mystic). In extreme cases, the victim may actually be killed, at which point the NTMLS virus goes full bore-active. As long as the body is reasonably intact, the NTMLS nanites go to work, bringing up reserves and using nanotube tendrils to forage any needed extra material from the immediate vicinity of the victim’s body. In a process that takes 1d4x10 minutes, the victim’s body is transformed into a Shemarrian wolf-form and awakens, the BINAS component both helping retain the person’s consciousness and helping them adjust to their lupin form.
Depending on the circumstances of the person’s transformation, they may or may not be able to immediately transform back to their human form(which will incidentally be regenerated by the process). The transformation is typically accompanied by a subsequent ravenous appetite and hunger.
Fortunately the new cyberwerewolves are not themselves contagious; they cannot infect others with NTMLS
The NTMLS transformation process was so radical, even for the EShemarrians, that they immediately investigated the originator of it, the Eccentric Wolf’s Path Baotra-Tinker Myncelane NorthPaw. NTMLS represented such a leap in czhzetra( ‘Blood Technology’) that the Tribal Elders were concerned enough to want to halt its deployment until its implications could be fully studied and evaluated. Unfortunately, either by strange coincidence or deliberate evasion, NorthPaw had gone nomad, only leaving word that she was ‘pursuing some really interesting research’, leaving her clan scrambling to find her. Enough evidence was also found that she had already equipped a number of kantara with doses of the NTMLS nanites, though how many and where she sent them remain unknown.
Several of the carrier-wolves have since been captured; these have been used sparingly to infect promising neShemar candidates, though with the condition that the neShemar submit to regular examination and evaluation, especially after NorthPaw’s notes hinted at ‘self-improvement’ protocols programmed into the nanites.
Meanwhile, a number of NTMLS infectees outside the Wolf’s Path have been discovered and identified, though knowledge of the ‘affliction’ is known only to the EShemarrians and Greater New England authorities. An effort has been made to bring in these infectees, evaluate them and counsel them, as well as figure out what pattern, if any, there is to infections, with the aim of tracking down NorthPaw’s movements. As several NTMLS patients have been identified out-dimension, this has gotten a LOT more difficult.
Some have wondered why the NTMLS nanites weren’t set to produce the arguably simpler Asenan transformation. Indeed, NorthPaw’s notes have hinted that she did pursue that angle, though it’s not clear if she went through with engineering nanites capable of achieving that, or discarded the idea entirely in favor of the full cyborg-kantara conversion. This has aroused concerns that there may be TWO different sets of conversion nanites on the loose.

Note: Other kantaran will immediately identify the NTMLS recipient as another fellow cyberwolf and accept them as one of their own, unless specifically ordered not to by an EShemar superior.

Human Form Enhancements:
“Frankly, I’ve never felt or looked better!”

The NTMLS recipient enjoys augmentation similar to Paladin Steel’s MODEST REBAR bio-aug(which is used as the general basis for several more advanced enhancements). The augment consists of subdermal mesh implants and muscle enhancements, as well as a general health tune-up, granting improved stamina, strength, and durability.

Powers/Abilities:
--Extraordinary Physical Endurance(Minor)---The NTMLS mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant subdermal armor. The enhancements to Physical Endurance make the recipient more resistant to disease, poison, and magic.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Physical Transformation---The recipient of a MODEST REBAR aug is physically optimized, becoming pictures of prime health. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Healing Factor---Heals 3 SDC every 10 minutes, 1 HP every 15 minutes, or 1 MDC every 30 minutes(switching to Wolf mode allows them to heal faster using that mode’s more efficient regeneration system).

Total bonuses:
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Also convert HP and SDC to MDC.
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus is considered to be Extraordinary
+1d6+1d4 +5 P.E.
*Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD

BINAS----(Biotech Implant Neural Assistant Symbiote)
The neurological component of the NTMLS is a secondary hardwired nervous system that acts to buffer the human brain against the shock of transformation. It also acts as a ‘watchdog’, subconsciously parsing the person’s senses for warning signs and sounding an alert when it picks up on possible threats.
The BINAS has a rudimentary personality which is akin to a savant-wolfdog’s. It is survival-oriented, providing enhanced instinctual reactions and increased situational awareness. It will also act in defense of the convert in situations where the rational mind freezes up, though it cannot completely take over the person if they consciously will it not to and override its reactions.

-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

-Heightened Sense of Awareness(Minor)---This is CONSTANT heightened awareness of surroundings, allowing for anticipation of actions, and appropriate planning in response.
*+2 initiative
*+1 Roll
*+2 save vs Horror Factor
*Automatic Dodge

-Skills:
Wilderness Survival 50%(or +10% to an existing skill)
Language-translation: Shemarrian 90%

-Sensor Baffling----The nanite systems somehow generate a scrambling effect that conceals the additions to the NTMLS recipient’s body form such medical diagnostic tools as X--rays, metal detectors, and ultrasound. Medical exams are thus at -35% to detect the alterations. More complex medical scanners such as CATscans have a better chance of detecting anomalies(-15%) and blood tests would show up anomalous materials/cells/chemicals in the patient’s blood. Another sign would be how difficult it becomes to pierce the person’s skin or inject them with anything because of the subcutaneous armor.

-Psychic Shielding---The BINAS provides some protection against psychic influences and probes: +1 save vs psionic attacks, +2 save vs possession, and +1 save vs magic illusions and mind control.

Wolf-Kantara Form:
“I’m told I have a ‘wolf spirit’ in me. I don’t think the three-headed shaman-guy who told me that was just speaking metaphorically. When I go four-legged, my perceptions noticeably shift to something -different-, otherwise I just couldn’t handle running on four legs at speeds faster than a motorcycle without crashing into things.”

This is the transformed ‘werewolf’ state. The NTMLS-kantara is generally similar to the baseline fully-furred AA-10SW/A-009(EShe-10SW) Shemarrian Wolf with a cyborg life support system. More advanced technology has allowed for a slightly lighter, but still resilient, body-frame, and provide space for additional internal systems, such as a cyborg life support system, eye lasers, and transformation mechanics(though some use of dimensional pocket PHASEtech is suspected). A CPU with additional skills also provides a mental buffer for the cyborged brain, affording both attacks against psychic shock and adding additional skills.

Type: NeShemar Nanite-Transmittable Mecka-Lycanthropy Syndrome
Class: Cyborg
Crew: Cyborged Human
M.D.C. By Location:
Front Legs(2) 60 each
Rear Legs(2) 80 each
Head 60
Main Body 175
Tail 20
Height: 3.6 ft at shoulders
Width: 2 ft at shoulders
Length: 6 ft head to rump, + 3 ft of tail
Weight: 690 lbs.
Power System: Nuclear
Physical Attributes: Equal to Robotic PS. 30, PP. 20,.
Cargo: None, unless harnessed to the cyborg
Speed:
Running: 180 MPH
Jumping: 20 ft up/across standing jump, +80 ft lengthwise/+20 ft up with a running start in excess of 60 MPH.
Climbing: 70%(CANNOT Rappel)
Flying: Not possible
Underwater: Can dogpaddle at 5 MPH, or run awkwardly along the bottom at 10 MPH; maximum safe depth of 800 ft.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems/Traits of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems.

*Radio Hearing/Transmitter----Can listen in on broad-band radio transmissions. Can transmit via radio, 50 mile range.

*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. These systems repair 4d6 MD per hour, and can repair 60 MDC before needing material stocks to convert to MD repair material.
If the Kantaran form can fully regenerate, then any damage/injury to the human form prior to transformation will be repaired/healed upon transforming back, though the transformation process may take 1d4 times longer.

*Transformation----This is the process via which the NTMLS-convert can change between their human form and a fully cyborg Shemarrian Wolf body.
It takes roughly 15 seconds/1 melee round to transform between forms.
Note that unless the cyborg is wearing specially-fitted clothing with form-change in mind, the process of transformation is likely to damage or destroy anything the person is wearing.

*Enhanced Chemical Analyzer - The Kantaran has enhanced chemical analyzers allowing it to track by smell alone with a base skill of 50% +10% per level.

*PPE Sensor---This is identical to the SNARLSystem deployed as a gun sight by the Rifts Earth Japanese military. Slightly more sensitive with a PPE trigger threshold of 40 PPE. Effective range of 200 ft, with 50% margin of error beyond that out to 500 ft.

*Vocalization----Oddly enough, the NTMLS-wolf form CANNOT produce articulate speech in the normal audible range, though it can speak perfectly fine in the subsonic /’sub-woofer’ ranges where only those with enhanced hearing can pick up. The wolf-mode can also communicate by radio(though that might be picked up by others).

*90-Decibel Howl---Amplified Wolf Call.

* ‘Watchdog’ Mode---This is a subprocessor-AI that switches on when the organic mind goes to sleep, and keeps monitoring the local environment even while the cyborg is unconscious, and will wake its organic part up in event something trips its alarm criteria parameters. It’s effectively impossible for the cyborg to be surprised even in its sleep. No penalties for ‘quick starts’.

*Extended Life Support----The cyborg can go for a week without eating, and 48 hours without breathing, with no ill effect.

Weapons Systems:
1) Eye Lasers(2)---Both eyes conceal short-range combat lasers.
Range: 800 ft
Damage: 1d4 MD single eye, 2d4 MD for both eyes firing simultaneously.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +2 to strike.

2)Retractable Vibroclaws
Range: Melee
Damage: 3d4 MD

Programming/Skills:
Tracking 88%
Land Navigation 88%
Detect Ambush 80%
Detect Concealment 80%

Actions/Attacks Per Melee: + 2
Note: Bonuses are in addition to those possible from the neShemar’s elective training;
Any bonuses that the convert had from previous hand to hand skills are now HALVED due to the change in form, then added to the following:
Initiative + 2
Dodge +3
Parry +3
Automatic Dodge(takes no actions) +1
Strike +3 (+2 w/ eye lasers)
Roll +3
Pull Punch +3
Controlled SDC Strike 2d6+15 SDC
Restrained Paw Strike 1d4 MD
Full Strength Paw Strike 1d6 MD
Power Paw Strike(counts as two attacks) 2d6 MD
Claw Strike 3d4 MD
Power Claw Strike(counts as two attacks) 6d6 MD
Rear Leg Kick 1d4 MD
Leaping Pounce 2d6 MD(60% chance of knocking opponents down; lose initiative and 1 APM, -2 strike/dodge/parry fighting from a prone position)
Head Butt/Body Block 2d6 MD
Bite 1d6x10 SDC or 1d4 MD restrained nip
3d6 MD Full Strength Bite
6d6 MD Power Bite(counts as two attacks)
Bonuses: Standard cyborg bonuses of +3 save vs magic, impervious to
bio-manipulation. also gains an additional +1 save vs psionic attacks(total of +2).


Partial Transformation
“Taller, fuzzier…scarier.”

According to NorthPaw’s left-behind notes, NTMLS is a ‘living’ transformation. This has been proven recently by several converts discovering that they can reach a hybrid wolfman form similar to the ‘Channide’ conversion. This generally happens after the person reaches a sixth level of experience after being infected.
In this mode, the cyborg assumes an upright bipedal stance and can use the superior strength of its wolf form, but also use handheld weapons, and possesses full speech.
Changes/Modifications:
Speed:(Running) 60 MPH
*Full Speech
+1 Parry
Punches get a +1 to damage
Kicks now do 2d4 MD, Leap Kicks 2d8 MD

Variants:
There have been reports of encounters with a NTML-style entity possessing the additional abilities, in both human and wolf form, of the Sapphire Cobra Quiksil, in manifesting a silvery skin and the ability to extend tendrils and appendages of nanite metal. Whether this is a variant created by NorthPaw(and that raises questions of how many other Tribes she’s had contact with), or independent and unreported parallel developments of the Sapphire Cobras or Silvermoons remains unknown, but in the interests of proper documentation(and curiosity) the Wayfinders are investigating.
-------------
"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 »

Interdimensional Omake: Fourth World

The Wayfinder looked up to see her expedition head coming down the way from the hilltop house. The Academe Celesti’s mood was somber as she approached.
“It is done; they have been Awakened. The seed has been planted and the tree of knowledge will have a chance to grow with them. You have done as I requested?”
The jhori- solarii nodded, “Our spare Trinity Modules have been embedded and the manufactories started. They have already begun building basic support structure, and then the complex will await further instructions.”
“Good, when they recognize their need, they will have knowledge to make use of what we leave them. The man will not last forever, but the woman and child will now have the means to go on. “
The two Wayfinders made they way back down the slope trail, their nightvision allowing them to negotiate the path in the dark easily. Still, there was no need to hurry.
“I’d have liked to spin off a new tribe-in-residence with more than two members -”
“I suspect that if the two share their new knowledge they will be able to persuade him to make contribution to the expansion of their family. That would be ideal, and it would grant him a legacy beyond his life span. And though their numbers may grow slowly, they will eventually come in contact with the other survivors...then I expect their growth to blossom.”
“Provided they don’t start fighting over resources. This is not a young world after all.”
“Little chance of that, with a reminder of consequences so close, so to speak.” The celesti nodded to where a particularly bright star floated in the night sky. To Eshemarrian eyes, though, it glowed luridly with nuclear radiation even at the interplanetary distance. “It will be centuries before they reacquire spaceflight, if they are so inclined to visit other worlds instead of learning how to make the most of this one. And if and when they decide to venture forth, our work on the second planet should be yielding results....and perhaps even our efforts on the third will have made it accessible again. And as for the resources of this one, the asteroid-eaters we deployed can always drop water and metals as needed .”
Like a cloud come to rest on a mountainside, the Wayfinder scoutship loomed quietly over the two gynoids. A ramp opened casting soft light on the two as they boarded.
“We will leave them alone for now to sort themselves out, but I think it will be worthwhile to visit again in another century or so and see how this garden has grown.”

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

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 49645
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Shemarrian-related fan creations

Unread post by taalismn »

(Lictor cruiser, Caramelles Kingdom, and Viscountess Aurellia carrier are from Kitsune's Palladium Webpages)
Cheega Velgar---Kittani Mad Scientist
“Our ships should tap into the evolved instincts and aggression of living minds, though harnessed to obedience to their superior masters.”

“The intelligence that we’ve developed is that researchers like Velgar are are rare among the Kittani; the Splugorth have an aversion to letting their minions potentially develop the means to separate themselves from under the Splugorth tentacle grip. The fact that Velgar has been allowed to continue -breathing-, let alone conduct her experiments, suggest that either her ultimate superiors are stringing her along for some purpose, or that she is receiving approval and material support from somebody other than the Splugorth intelligences of her realm. If the Splugorth have decided to loosen the reins on Kittani research and development, that’s of strategic importance. If there’s a movement within the Kittani ranks to undermine the stranglehold the Splugorth have on retarding their technological advancement, that’s also news of great importance. ”

“Cheega Velgar’s arguable main success is in creating a small exclusive club of involuntary members who are well-embodied to hunt her down and kill her. It’s a good example of karma brewing up a storm.”

Cheega Velgar is a Kittani psycho-surgeon and scientist infamous for her work on techno-organic computer systems, especially with regards to starship AI. She is inarguably brilliant but also depraved in her callous treatment of her test subjects.
Her specialization and obsession is computer command-control systems that use chemo-organic components for faster, more intuitive, responses. Rather than clone up artificial brains, however, Velgar decided to co-opt existing brains, stripped of their bodies, and implanted as the cores of starships. An existing trained brain, Velgar felt, could more readily appreciate the costs of failure, and respond more appropriately and quickly to threats and coercion commands.
Velgar has’t been allowed to use Kittani/Splugorth ships for her experiments, however, because of the unproven nature of her designs, so the mad scientist has had to make do with a variety of salvaged and refitted hulls and scavenged equipment. The Splugorth HAVE, however, provided her with a plentiful supply of involuntary test subjects for her work.
Velgar has heard of the Central Alliance’s new fleet’ ‘brain-ships’ where cyborg volunteers run the new warships via cyberlinkage, and would LOVE to sudy captured examples, though she’s certain she could improve on them.
One bad side effect of Velgar’s process is that the original captive consciousnesses become assimilated into the circuitry of their new ship-bodies, the original brain and nervous system becoming little more than organic circuitry rather than the seat of consciousness. This makes unplugging the brain ‘core’ from the rest of the surrounding hardware, in hopes of freeing and restoring the captive, an exercise in futility. This has come as a rude surprise to several liberated slave-ships hoping for bodily restoration, though Velgar has also been known to dangle the possibility of re-embodiment as an incentive for several of her experiment subjects(that she has allowed a fuller degree of consciousness).
Velgar has experimented with a variety of species and age groups, hoping to find the best combination of traits and performance, but she has found humans make the most promising test subjects so far. She also tends to focus on larger ships rather than smaller craft.
Velgar’s work has had a checkered record of successes and failures. Her first run of experiments were captured when EShemarrians discovered and raided her base. She managed to escape to continue her work elsewhere using more captured test subjects and repurposed prize-vessels. She is currently at large in the Three Galaxies, hunted by a number of parties, first being the EShemarrians.
Of her successful implantations, many have gone mad and have had to be euthanized, either by their Kittani handlers or by their would-be liberators. A few have managed to resist their captivity and fight the security measures imposed on them, in some cases to the point they’ve been able to escape, and in other cases to put their captors in the path of destruction. Velgar’s overall track record is of failure, as the Splugorth have yet to implement her designs on any larger scale, though they allow her to continue her experiments.
Velgar HAS managed to create a few truly loyal brainships, but their sanity is suspect and have not proven her work to the satisfaction of the Kittani and Splugorth superiors. Thus most of her loyal successes are employed protecting the mad scientist. Still, Velgar persists in pursuing her experiments, mainly financed by her own resources.

The EShemarrians have had the most encounters and experience with Cheega Velgar, and have her listed as a wanted fugitive, They have rescued, rehabilitated/refitted, and liberated several of her experiments, often providing the newly-freed ship-brains with avatar bodies to help them cope with their new existences.

Cheega Velgar can be considered to be Aberrant in alignment; she is loyal to her species, but absorbed in her work. She doesn’t regard her experimental subjects as equals, but as material, and if she does show any sort of empathy towards them, it is to express disappointment that they do not appreciate being ‘elevated’ in usefulness and ability by being ship-brained. She is an accomplished political fighter in justifying her requests and explaining away her failures. Though an accomplished fighter in her own right(she’s fought and won combat duels with some of her detractors), she prefers to fight her battles through proxies.
Velgar holds an Iyuzobi (Lt. Commander/Specialist) rank, but operating in her own taskforce, she acts locally more as an Oziru(Commander). At any given time she is accompanied by a retinue of Kittani warriors, and a staff of like-minded Kittani engineers/scientists and lesser Minions. She also has a transport-modified Servitude-class heavy cruiser with most of the slavepen decks turned into laboratory space(the ship’s downgraded weaponry and transport-status means that it can be captained by an Iyuzobi -rank, rather than a more martial Upov/Captain-ranked warrior ). At the best of times, she may be commanding a flotilla of support vessels and several of her loyalist brainships(up to cruiser-sized!).

Brainship Bonuses(Optional):
Velgar’s successes in larger vessels generally give them the following bonuses:
+1d4 on Initiative
+1-2 Dodge(yes, virtually unheard of in larger ships)
Generally start with a baseline skill at starship piloting of 75%. They use the Dragon Experience Tables for skill advancement.
With their greater sensitivity and awareness of their hull-selves, the implantees can tweak-increase their maximum speed by as much as 2% per level of experience, and sensor acuity/range by as much as 5% per level of experience.
(Also optional is the chance for insanity; most of Velgar’s failures were crippled by massive insanities and her few successes are likely to have one or two to overcome; 65% chance of a Random Insanity/Cyberpsychosis)

Success in a Velgar implant also means, unfortunately, that the brain-donor becomes so assimilated into the ship’s circuitry that they become a Transferred Essence-Intelligence; the original brain cannot be removed and freed from the system and re-embodied as the original person. At best, one winds up with a blank-slate clone that needs to be re-educated; in most cases that re-embodiment has been attempted, the brain just dies.

Notable Velgar experiments include the following:
-SSN-NShm-SCG-P01 (Tasmir) Pentac---Light Cruiser. ”My journey started out very unfavorably, but the people I’ve met since have changed my course for the better.”
Former Human male, LaFayette-Class Light Cruiser embodiment, now an EShemarrian Eccentric,traveling between Tribes, lending his services as needed, gaining modifications with each Tribe he serves a stint with. Improvements of note include the ability to create humaniform android avatars and feline-model remotes, a ventral ‘tray’ for six swappable mission modules, half the secondary laser batteries replaced with siege disruptor cannon, TGE Smasher laser lances replacing the main twin laser cannon, and stealth systems.
Pentac hopes to find his homeworld, if only to assure himself that it didn’t suffer OTHER alien invasions/incursions. Essentially married to his medical officer/Ship’s Consort; they have Progened at least one child.

-SSN-NShm-SCG-Sakura ‘Okemi’----Heavy Cruiser. ”Why yes, I WAS raised by Wolves. Why do you ask?”
Four year old human girl ‘rescued’ from drowning(and shark bite) by a passing Velgar(who was stopping on her planet and incidentally using the opportunity to acquire test subjects). Velgar was delighted to find that the young girl possessed an almost instinctual tactical thinking ability that translated well into space combat planning.
Sakura’s brain was transplanted into an ex-Wolfen Lictor-class heavy cruiser(though lost in the annexation of the Wolfen Empire but actually captured and evaluated by the Kittani before being passed along to Velgar). Work on modifying the heavily-damaged vessel while its new AI core went through simulations was proceeding apace when Velgar’s shipyard-lab was hit by the EShemmarians. Sakura thus fell into the custody of the cyber-amazons who were similarly impressed by the brain-girl’s potential. She was formally adopted into the Wolfs Path Tribe, which at the time was desperately in need of space assets.
Sakura’s Lictor hull has been further modified by the EShemarrians and they have also gifted Sakura with the ability to produce and operate humaniform avatar proxy-bodies, the better to relate with normal beings.
Sakura was allowed to age mentally to maturity before her biological aging was effectively frozen. Now effectively a young adult, Sakura has spent most of her life and her formative years learning to be a warship. The Wolfs Path have had to socialize her and direct her from potentially becoming a violent sociopath.
Sakura has worked with the Wolfs Path as part of their space navy and has distinguished herself quite well in combat. This has led to her receiving a number of ship-sized Upgrades and some leeway in choosing her own assignments. She carries the tribal rank of Alpha Secundus (Eilae Maeleler) (High Captain) and enjoys the patronage of her adoptive mother-matriarch Alpha-Primus/Alpha Secundus (Eilae Maeleler)Kanys Greystar.
Her hull has been substantially modified in keeping with EShemarrian policies and technologies. As the Lictor was designed with operating as a flagship if needed, ‘Okemi’s’ improvements reflect that she will often serve as the ride of a High Matriarch, Primus or Luminari. She is arguably one of the few neShemar to have a permanent retinue of Wulgar/‘Adalwulf (marines) assigned to serve under her. Her hull has been modified with a Class-E FTL drive, bringing her transit speed up to 5 light years an hour, increased forceshielding( 7,000 MDC per side, 48,000 total), upgraded fire control(+2 strike with capital weapons, +4 to strike with PDS),stealth(-70% to detect while stationary, -30% when moving), and improved weaponry.
Sakura has hopes of finding the world she came from; she has memories of her family, including an infant brother. She hopes that recently-decrypted data from Velgar’s seized databases may give her a location, and that she will be allowed the opportunity to mount an expedition to find her roots.

-SSN-NShm-SCv-Cinitari---Light Carrier. “Sicc’em, boys.”
Another experiment using a young woman’s brain as the core. Cinitari Tworins would be kidnapped as a teenager and sold as an experimental subject to the mad scientist Velgar.
The ‘body’ she would be transplanted into would be a Viscountess Aurellia-class light carrier, an example of which had been purchased from the Caramelles Kingdom by the Duchy of Harwinton-Sachs and which was being transferred with a skeleton crew when the convoy was ambushed by Kittani raiders and the ship captured. The crew were either all killed or enslaved when the ship was boarded, and the carrier was taken as a prize, evaluated, and eventually passed on for Velgar’s use.
Like the other ships liberated from Velgar’s base(s),Cinitari’s new body-hull would be worked over and rendered virtually unrecognizable visually for what it once was.
The engine systems have been gutted and replaced with a larger but more easily serviced and refueled advanced fusion system, and faster( 5 l-y/hr) FTL system installed, the hull sheathed in stealth materials(-70% to detect while stationary, -30% when moving), the entire ship heavily automated, and the crew accommodations cut back to support expanded onboard. She still maintains a set of luxurious officers’ quarters for organic visitors, and a top-notch sickbay. Her accommodations for embarked Eshemar are much more spartan, consisting mainly of maintainance and VR-connection booth-stalls. The ship’s complement of light fighters has been expanded with lighter combat drones; the space used to house the aircrews has been made over into more aitomated servicing and hangar capacity.
Cinitari came from a family that raised and trained canoid security animals and she came to have an affinity with animals. She thus treats her complement of fighter-drones affectionately like she would her family’s attack dogs, but also knows how to unleash them on enemies.
Cinitari, like many of the other successful Velgar liberatees, has been assisted in acquiring a degree of normality by their EShemarrian rescuers. This has included a humanoid avatar capability.
Cinitari is a close friend of Sakura Okemi and the two have frequently worked together. Cinitari dreams, though, of romance; finding a compatible mate and possibly Progening a family.


-Mavas Olden---Heavy Interstellar Transport. “So you be needing some cloned body organs for your med-bay? I may just have a few in stock.”
Mavas was a young Munro girl who became one of Velgar’s involuntary brain donors. Mavas was transplanted into a cargo ship to test various subsystems and mental interfaces. Unlike most other ex-Velgar experiments, Mavas is exceptional in that she freed herself. Mavas was already a prodigy polymath obsessed with mathematics and computer systems. While her custodial ‘crew’ pretty much left ship operations up to the obedient ship-brain, Mavas worked on breaking down the codes on her systems and especially the safeguards keeping her enslaved. She made a breakthrough but didn’t immediately jump at the chance to escape, biding her time until a routine cargo run allowed her to reset the course. She jumped to a distant system far off course, queering her bridge readouts to show that she was still on her original heading, but actually made for a desert system. Upon arrival she faked a catastrophic system cascade failure, forcing the skeleton crew to the lifeboats...which were promptly ejected on a high speed collision course with an asteroid. Assured that her abusive captors could not sound an alarm about her escape, Mavas fled for parts distant.
Mavas now works as a freelance merchanter, trading in goods and services. She works through a front of disguised robot drones and an occasional hiree paid to act the absentee ship-owner’s ‘agent’. She has encountered several other free ex-Velgarans, recognized them for what they are, and regularly offers them tender service. Among the social circle of brain-ships, Mavas has acquired a reputation of a friendly grocer and supply contact, and enjoys the quiet patronage of the Shemarrian Star Nation which can offer her repairs, protection, and occasional trade supply(The GhostRiders find her a convenient go-between).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

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EcoS-K-193 ‘Astroz’ Warmount---Deep Space Warmount
(aka ‘Astrochewer’, ‘Asteroid-Eater’, ‘Star-Spider’, ‘Grinder-myte’, ‘Spazzder’)
“For a clan that prefers planets, the Radiants came up with a right nasty space-fighter design remarkably quickly. Even though they had a right nasty critter to model for it, some of their design feature choices were inspired. It’s something I wish we’d have come up with.”
---DarkWaters assessment of the Radiant Edge’s new Warmount

“Tasty.”
----Astroz assessment of an asteroid.

“***Extra Tasty***”
----Astroz assessment of an alien derelict and its complement of tech-and flesh-scavenging murder-pods.

“THIS ROCK’S FULL OF BUGS! CAST OFF! CAST OFF!!!!!”

The Radiant Edge’s effective annexation of the Darminian 51510/Patolos system put the Tribe in a unique position for itself. The discovery of substantial quantities of Stenthamine metal in several asteroids in the system suddenly made the intervention zone a stratgically valuable one.
The Radiant Edge is not known as a space power among the Shemarrian Star Nation Tribes, having generally only enough space assets to move between shatterworlds and deal with the occasional still-functional orbital weapons platform network or doomsday machine. Suddenly, though, the Tribe of Ruin found istelf having to protect at least two large asteroids’ worth of invaluable damage-resistant metal. In order to cover and protect these finds, the Radiant Edge needed to enlist the aid of other Tribes, especially space-powers like the DarkWaters, Hawkmoons and Silvermoons. However, they also wanted to delevop their neglected space defenses against future need. Making deals with the aforementioned Tribes in return for favorable rates access to the windfall mineral finds was a rare opportunity for the Radiant Edge.
The first of the new projects benefitting from the stenthemine profits was a new Warmount optimised for space combat. The Astroz is actually based on a predatory exolife creature, the Asteropid(Aliens Unlimited: Galaxy Guide, pgs. 124-125). These Warmount-sized eight-legged silcate arachnoids are infamous for infesting asteroids and feasting on unwary spacecraft. They seemed a natural basis for an asteroid-security war machine.
Indeed, the resulting Astroz resembles the horrid creatures with their craggy bodies and multiple limbs. However, under the skin is a state of the art warmachine. Each leg holds a high-power ion projector that doubles as propulsion and ranged weapon. Though ion drives tend to be low-thrust, eight of them working in concert, asssited by a negative mass generator, can propel the warmount at suprisingly high velocity. As weapons, the ion projectors can fire ion bolts with considerable range, or can deliver a power-disrupting contact strike.
Backing this formidable ion armament is an equally impressive array of six heavy eye-lasers, plasma fangs, and corrosive sprayers. Early examples also sport web-throwers usable for intercepting missiles and bagging small asteroids and space junk.
The riders sit in an enclosed cockpit-pod disguised inside the upper hide of the Warmount. Physical armoring is quite heavy, as microgravity negates many of the problems of moving on land.

As a cover story, until they can fully secure their presence in the Darminian system, the Radiant Edge is spreading the rumor that the creatures are a form of Asteropid found nesting on the aateroids. Besides being guadian-beasts and starfighters, Astrozes also work as deep space miners and prospectors.

Despite its newness, the Astroz has already attracted attention from other Tribes, especially the space Tribes that had a hand in its development, and it is expected that they make offers to acquire the design, which would make additional profit for the Tribe of Ruin. The Astroz seems destined as an asteroid miner in addition to a space combat unit.

Type: EcoS-K-193 ‘Astroz’
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 1,000
Crew Cabin/Saddle-Pod 200
Head 400
Plasma Fangs(2) 100 each
Legs(8) 250 each
Height: 20 ft
Width: 25 ft
Length: 40 ft
Weight: 40 tons
Cargo: Small space inside/beside the cockpit for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 55
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Leaping) Can make a standing leap of 30 ft up/60 ft across under terrestrial gravity.
(Flying) Not possible in an atmosphere/gravity-well
(Space) Mach 3 per each pair of legs dedicated to thrust; with all eight legs acting in propulsion mode, the Astroz can hit Mach 12.
(Kitsune Values: 40% of light speed; Accelerates/decelerates at 0.3-1.2% of light speed per melee)
(FTL) Not possible
(Underwater) Limited to running along the bottom at 25 MPH, maximum depth of 2,500 ft
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range/ 500,000-1.5 million miles in space) 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 Astroz 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 200 MDC before needing material stocks to convert to MD repair material.

*Stealth---Unless actively thrusting or emitting energy, the Astroz shows up on starship sensors as just another silica-metallic rock. Has a 75% chance of passing as a normal piece of space junk on sensors, 30% chance of being missed altogether.

*Prospector Senses----The Astroz has advanced sensors for detecting metals and metallic ores.

Weapons Systems:
1) Eye Lasers(6)----The Astroz mounts six of the heavier model Shemarrian eye-lasers.
Range: 4,000 ft in atmosphere, 2 miles in space
(Kitsune Values: 2 miles in atmosphere, 200 miles in space)
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)
All six laser eyes firing at once on the same target can do 24d6 MD(or 2d6x10+20 MD) for a single shot, or 4d6x10 MD for a pulse burst(counts as one attack).
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Ion Projectors(8)---Each leg contains a high-powered ion projector. Each leg propulsion unit has a full 360-degree rotation, so the legs can position to thrust in just about any direction....or cover all fire arcs.
Range:(Shock Claws) Melee
(Ion Bolts) 2.4 miles in atmosphere, 5 miles in space
(Kitsune Values: 2.4 miles in atmosphere, 240 miles in space)
Damage:(Shock Claws) (variable) 4d6 SDC-6d6 MD
Against machines, roll on the following:
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.
Against organic targets, the Electro-Shok has the following effects: victim must save at 16 or higher is -8 to strike, parry, and dodge, plus speed and actions/attacks per melee are reduced by half, for 2d4 melees, plus 2d4 melees per additional strike. After being struck four times, the victim may be stunned unconscious(42% chance) for 2d4 melees. Upon waking up, the victim continues to suffer the stun penalties for 1d4 minutes.
(Ion Bolts) 4d6 MD for a single blast, 32d6/192 4d4x10 MD for all eight legs firing simultaneously(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

3) Plasma Fangs(2)---The Astroz has two fangs that conceal close-range plasma cutters useful in carving up asteroid rock or burning through hulls. They can also project short-range plasma blasts.
Range:(Plasma Cutter) 1-10 ft
(Plasma Blast) 100 ft in atmosphere, 500 ft in space
Damage:(Plasma Cutter) 6d6 MD on a burst attack, or 4d4x10 MD for a full melee of cutting(takes all APMs that melee), per fang, so a full-melee burn from both fang-projectors does 4d8x10 MD(counts as one attack).
(Plasma Blast) 4d6 MD per fang, 8d6 MD for both fangs firing simultaneously(counts as one attack).
Rate of Fire: ECHH
Payload: Effectively Unlimited

4) Acid Spit---Inspired by the Asteropids’ acidic feeding mechanism.
Range: 300 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 before needing 12 hours to regenerate a new batch.

5) Net Launcher(1)----A web of silica and metal fibers extruded and launched from an aperature in the lower abdomen. This is attached to a miles-long tether, allowing netted targets to be reeled back in and the nets potentially reused.
This can be replaced with a TechnoWizardry Magic Net projector. This requires the installation of a PPE powerplant/generator, which is often used to power additional TW systems.
MDC: Each net has 75 MDC. The tether-cable has 75 MDC
Range: 10 miles in space and covers a 50 ft area.
Damage:
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 1d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain.
Rate of Fire: One per melee. Only one if the tether cable is attached, otherwise the Warmount will have to attach the free cable to another object before deploying another net.
Payload: 15 nets ready to go
Nets are produced as a byproduct of the Cybernanite Repair System; each net takes up 75 MDC from the reserves. It takes 30 minutes to create a new net.

6)(Optional)Weapons Slots (2) ---The Astroz sports two mounts on the body that allow the standard warmount weapons similar to the Monst-Rex’s optional weapons modules. Some have taken to mounting specialized weapons modules such as strap-guns or ball-coccooner projectors for taking live prisoners on boarded spacecraft.

7)(Optional) Self-Destruct----A more powerful (usually nuclear) self-destruct charge can be carried, turning the Astroz into a kamikaze nuclear missile or massive-yield asteroid-mover charge of last resort.
In the alternative, this charge can be detachable; an implantable bomb that the Asteroz deposits on an asteroid or ship, before jetting away and detonating it from a safe distance.
Damage: 1d4x1,000 MD to a 50 ft radius(rather contained for a fusion reaction warhead)

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Navigation: Space 80%
Movement: Zero Gravity 98%
Math: Basic 98%
Radio: Basic 90%
Pilot Space Yacht(Solar/Microwave Sail) 90%
Basic Maintenance 75%
Combat: Zero-G
Excavation 84%
Camouflage 50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Asteroz 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: 9
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3(+4 in space)
Strike +3 (+2 w/ ranged weaponry)
Roll +2(+5 in space)
Parry +5
Entangle +3
Pin/Incapacitate on a Natural 18-20
Bite 5d6 MD
Kick 6d8 MD
Tear/Pry 4d6 MD
Leap Attack(2 attacks) 2d6x10 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Astroz an aura and behavior more befitting a sentient being than a robot. The Astroz has a predatory attitude, but is as patient as a trapdoor spider. A favorite tactic is to burrow a hole in an asteroid and cover the opening with rock-covered webbing/netting, while the Astroz lurks inside for a ship to approach. Then the warmount springs out in ambush, attacking exterior weapons, sensors, and engines, crippling the target vessel for a more leisurely dissection later.
Another favorite tactic is to cover oneself with loose space dust and rock, and many smaller asteroid chunks, and move slowly under low ion thrust or gravitic drive, pretending to be just another piece of asteroid debris, and creep up on potential prey that way.

The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).

Options:
*Microwave Sail----Aping the original asteropid organism, the Astroz can also deploy a high-efficiency microwave sail that unfurls from a package little bigger than a sedan automobile. The microwave sail accelerates/decelerates slowly, but can achieve 75% of light speed and cruises at Mach 5, is roughly 8-10 miles in diameter when fully deployed, but is virtually invisible to sensors as it emits no energy and the wispy fibers and fabric are little more substantial than vapor(-40% on detection rolls).

*Extendable Vibroblades---Each leg can be fitted with an extendable heavy vibroblade, adding extra damage to a leg strike. They can also act as improvised anchor pylons(see below).
Range: Melee
Damage:+3d6 MD to a kick/leg strike

*Anchor Pylons---Copied from Glutterboy designs; retractable stake-like pylons and laser drills built into its legs that can shoot into the ground to help stabilize and lock the Warmount into place on an asteroid, spacecradt, or wrestled target. If the Warmount decides to step on a fallen or grounded opponent and inject the pylon into them it causes 1D6 M.D., plus the victim will be impaled unless they pull themselves free with a successful roll of 18 or higher, causing an additional 2D4 M.D. of damage!

*Technowizardry-----This has required the installation of PPE power-generators and batteries.
Sample TW Powerplants:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/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

Note: The EShemarrians have acquired spell-booster focal element TechnoWizardry from other sources, that can boost the range of spells as much as DOUBLE.

(Favorite) Spells:
-Magic Net----Copies more faithfully the Asteropid’s ability to generate and project nets in space.
Range: 300 ft in space
Damage: Creates a 50 ft-wide net of magic fibers that only megadamage weapons or magic can cut; requires two full melees to break loose.
Rate of Fire: ECHH
Payload: 4 PPE per shot/ 4 minutes’ duration

-Magic Tether---Often taken in combination with Magic Net
Range: 400 ft
Damage: Has 4 MDC and can be snapped by a Supernatural P.S. of 24+ or a Robotic P.S. of 40+. Has a pull strength of 2,100 lbs(x3 in space)
Save: Dodge on a 16 or better(14 or better in a atmosphere
Rate of Fire: ECHH
Payload: 5 PPE(8 in atmosphere) per 45 minutes’ duration

-Magic Tug Tether---Often taken in combination with Magic Net
Range: 500 ft in space
Damage:Has a pull strength of 180,000 tons in space(Does NOT work in an atmosphere))
Rate of Fire: ECHH
Payload: 11 PPE per 45 minutes’ duration

-Invisibility: Superior---Great for lurking, spying and approaching targets/victims...up to a point.
Range: Self
Damage: Renders the Warmount invisible to most sensors, including Mark One Eyeball. It doesn’t even disturb grass, dust, or visible atmosphere. However, use of active sensors and transmission systems, or even a deliberate attack run renders the Warmount visible.
Rate of Fire: ECHH
Payload: 20 PPE per 3 minutes’ duration

-Invisibility to Sensors---If visual detection isn’t an issue, this lower PPE-cost and longer-duration spell allows the Warmount to approach potential targets overly-reliant on sensors.
Range: Self
Damage: Renders the Warmount invisible to sensors, EXCEPT Mark One Eyeball. Active sensors and weapons fire still gives the Warmount away, but at least the Warmont can make aggressive approaches without decloaking.
Rate of Fire: ECHH
Payload: 10 PPE per 30 minutes’ duration

-Magic Decoy Vessel---Often used to lure targets in close to where the Astroz is lurking in ambush.
Range: 11,000 ft in space
Damage: Creates the illusionary image of a small spacecraft or lifepod that can fool most sensors.
Rate of Fire: ECHH
Payload: 20 PPE per 45 minutes’ duration

-Frequency Jamming---Ideal for keeping a target from broadcasting distress and sounding an alert. Because it isn’t technological, the effect doesn’t carry the same signs of artiicial and deliberate jamming.
Range: 1,500 ft or two machines by touch
Damage: Jams/disrupts radio, radar, sonar, microwave, heat, and other active sensor/communications transmissions.
Rate of Fire: ECHH
Payload: 8 PPE per 4 minutes’ duration

-Electromagnetic Attack---The Astroz can either shoot metallic projectiles scrounged from asteroids or space wreckage, or deliver a close-quarters electromagnetic pulse(EMP) capable of burning out electronics.
Range:(Rail Gun Attack) 5,000 ft in atmosphere, miles in space
(Kitsune Values: 2.4 miles in atmosphere, 240 miles in space)
(ElectroMagnetic Pulse) 240 ft and affects a 15 ft radius of effect
Damage:(Rail Gun Attack) 1d6x12 MD per shot
(ElectroMagnetic Pulse) Knocks out unshielded electronic devices in the area of effecr.
‘Hardened’ targets such as medium to heavy power armors, robot vehicles, and spacecraft get a save of 14 or better to avoid being knocked out, and in the larger vessels, this may mean only the immediate(gun turret, communications antennae, engine thruster) systems are affected.
Rate of Fire: ECHH
Payload: (Rail Gun Attack) 15 PPE per shot
(ElectroMagnetic Pulse) 15 PPE per shot

-Horror---Duplicating the Asteropid’s effect on others, the Astroz can radiate Horror Factor , seriously creeping out and terrifying even hardened spacers. The thought of something EATING its way into one’s ship.....
Range: 60 ft radius
Damage: Can generate an aura effect of Horror Factor 16
Rate of Fire: ECHH
Payload: 5 PPE per 75 minutes’ duration

Variants:
*EcoS-K-193RE--aka ‘Royal Asteroz’ or ‘Regal’. This is actually the FIRST model of the Asteroz by virtue of it being designed with protecting the motherlode asteroids and as such can be distinguished by its silvery-gray covering of stenthamine metal that reduces kinetic damage by 75%.
Note: Unless the Royal Asteroz has stenthamine stock to ‘eat’, itsCybernanite Repair damage will NOT share the same damage resistance.

*’Cyborg’--For now the Radiant Edge has kept the Astroz looking like its feral inspiration(the ‘Royals’ differences being explained away as a result of them nesting and feeding on a stenthamine-laced asteroid), and the few times it has been seen in combat with Shermarrian riders, it’s produced the rumor that the EShemar have somehow managed to tame a few of the creatures or even breed them. Eventually, however, the Radiant Edge(or some other Tribe acquiring the design) will likely debut a fully ‘borged-out’ version with obvious technological add-ons(as if ion blaster legs and laser eyes weren’t obvious enough), mounting additional waponry and thrusters.
-------------
"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 »

EcoS-R303 Nixgu---SandBlades Myrmidon Drone
(aka ‘Desert Striders’, ‘Bat-Raks’)
“Pretty hard for the giant bats to strafe us when the Nixes are on watch. I watched one snag one of those giant flying rats out of the air and tear it in half like a paper towel.”

“Meet the Nixgu; arguably the TyraClaw’s landbound cousin. Both are tall gangling claw-goons ready and eager to engage enemies to the death.”

The Nixgu is another of the SandBlades subTribe’s efforts to build up its strength in the aftermath of the Mexico Crusade.
The Nixgu is a derivative of the Sirara Warmount, but is shorter and lighter, cannot carry riders, and has a bipedal, rather than a quadrapedal, configuration. It retains the long tail of its parent design, but on a shorter, more ovoid body. The claw arms are retained, but are now covered in heavier armor plates, concealing energy weapons, and the claw-hands are based on those of the Northern Gun EXC-17 Ogre’s for extra damage. The nose cannons have been dropped, and instead a cyclopean faceplate added, with a fanged mouth underneath. The Nixgu has all the sensors of the Sirara, allowing it to act as an effective scout, sentry and minesweeper.
The Nixgu is faster at running and long-jumping. and can perform leap-kicks. It is also slightly better at leaning and dodging out of the way of danger.
The Nixgu is, like the initial Siraras, poorly equipped to deal with the undead, but it can tackle larger opponents, such as the vampires’ monster companions. The hulking tall Nixgu is intended to draw the attention of and battle the minions of vampires, allowing the SandBlade warriors to engage the bloodsuckers and other priority targets. Nixgu also stride alongside SandBlade caravans as picket-guards.
Currently only the SandBlades produce and employ the Nixgu, and it is becoming a welcome sight to communities in the North American deserts, seeing as it means that EShemarrian monster-hunters are in the area.

Type: *EcoS-R303 Nixgu
Class: Robotic Drone, Combat
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 450
Head/Faceplate 120
Arms(2) 250 each
Forearm Plates(2) 200 each
Tail (3 segments) 180 each
Legs(2) 250 each
Height: 14ft . The tail can reach an additional 16 ft overhead ft
Width: 15 ft at shoulders
Length: 9 ft + 25 ft tail length
Weight: 30 tons
Cargo: None; only what can be carried in the arms.
Physical Strength: Equivalent to Robotic P.S. of 45
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 120 MPH
(Leaping) Can make an unassisted leap of 25 ft up/across; a running start adds 50% to distance/height.
(Flying) Not possible
(Space) Not possible
(Underwater) Limited to running along the bottom at 25% of its running speed. Maximum depth tolerance of 2,000 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Nixgu 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.

*Mag-Scanner and Ground Radar----The Nixgu has a magnetometer(MAD) and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic 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. It can detect powered-up rail guns and EM containment fields(such as fusion generator) at TWICE that range.
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.

*360-degree waist rotation ---The entire upper body can spin completely around, as many opponents, thinking to sneak up on the scorpion-like clanker from behind, have discovered to their regret.

*Tail Sensors---Protected sensors in the end of the tail allow the upraised tail to act as a sensor tower or periscope. The SandBlades will use this feature to look around the surrounding terrain from behind cover or buried concealed in sand.

*KIrilian Vison Optics----The Nixgu can ‘see’ magic auras and magic activity, including the magically invisible, out to 300 ft.

Weapons Systems:
1) Laser Eyes(2)---Hidden behind the cyclopean faceplate is a pair of heavy eye-lasers.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Forearm Cannons(4, 2x2)---Each forearm conceals a pair of energy cannon..
a) Pulse Laser
Range: 3,000 ft
Damage: 3d6 MD per blast, 6d6 MD per pulse burst, x2 for a dual blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

b) Ion Blaster
Range: 2,000 ft
Damage: 5d6 MD per blast, x2 for a dual blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

c) Ion Fhazzer---An adaptation of the Paladin Steel PSIC-01 Tesla Infantry Ion Cannon. Can fire ion bolts of varying strength, or generate an electrocuting ‘shock field’. The technology to produce this weapon has recently become more available to the SandBlades.
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively Unlimited

d) Plasma Projector
Range: 1,500 ft
Damage: 6d6 MD per blast, x2 for a dual blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

3)Vibroclaws---Each hand and foot sports retractable vibroclaws for tearing and prying.
Range: Melee
Damage:+3d6+9 MD to a punch or kick
Note: When possible, claws can be coated in silver for extra damage against opponents vulnerable to the metal.

4) Battle Tail---Apparently inspired by the North American Coalition States’ Scorpion Spider-Skull Walker and the Northern Gun Scorpion Battler, but more heavily reinforced.
Besides mounting a massive stinger-blade, the battle-tail also conceals a powerful plasma emitter based on Kittani technology, that can surround the double-barbed stinger head in corrosive plasma, or can fire an area of effect plasma blast.
Range:(Blade) Melee
(Plasma Blast) 1,600 ft
Damage:(Blade) 4d6 MD un-powered, 1d6x10 MD powered
(Plasma Blast) 5d6 MD to 25 ft wide area
Rate of Fire:(Blade) ECHH
(Plasma Blast) ECHH
Payload: (Blade) Effectively Unlimited
(Plasma Blast) Effectively Unlimited

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Math 98%
Climb 85%
Detect Ambush 60%
Detect Concealment 60%
hand to hand Expert
Identify Plants and Fruits 90%
Land Navigation 94%
Prowl 55%
Tracking(People) 80%
Track Animals 70%
Tailing 55%
Wilderness Survival 94%
Excavation 80%
Language:
American 98%
Euro 98%
Gobbley 98%
French 98%
Spanish 98%
Dragonese 98%
Splugorth 80%
Demongogian 80%
Literacy:
American 98%
Spanish 98%
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Nixgu intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +4
Strike +4 (+2 w/ ranged weaponry). Tail is +3 to strike
Roll +3
Parry +4
Pin/Incapacitate on a Natural 19-20, using its tail.
Bite 2d6 MD
Restrained Punch 1d6 MD
Full Strength Punch 3d6 +9 MD
Power Punch(2 attacks) 1d6x10+12 MD
Kick 5d8 MD
Stomp(targets 8 ft or shorter) 2d4 MD
Leap Kick(2 attacks) 1d8x10 MD
Tail Stab 4d6+3 MD
Tail Lash 4d6 MD
Tail Power Stab(2 attacks) 1d6x10+10 MD
Power Tail Sweep(2 attacks)---This consists of rapidly rotating the upper body at high speed while extending the tail like a wrecking ball or centrifuge sling. This does 6d6 MD, but also has a 60% chance of knocking even giant-sized opponents off their feet.

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Nixgu an aura and behavior more befitting a sentient being than a robot. Awakened Nixgus display little in the way of individual personality, but instead exhibit behavior similar to patient stalk-and-ambush predators.

So far, only about 30% of the several dozen or so Nixgus already produced have been Ecotroz-Awakened. Those that have, have consistently shown a manifestation of additional psychic activity, having the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense/Danger Sense
*See Aura
*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).

Options:
*Sonic Dazzler---An experimental system that broadcasts ultra-high frequency sound that has proven particularly painful to those with enhanced hearing. It’s aimed at handicapping the vampires’ bat-minions.
Range: 700 ft radius
Damage: Disrupts echo-location and sonar senses/systems, rendering them useless. Those with enhanced hearing must save under their ME or be incapacitated by pain(-5 to initiative, strike, parry, dodge, and roll, HALF APMs and Speed).

*’Staker’ Arms---Replaces the forearm energy mounts with rail guns, especially types capable of firing wooden stakes.
Range: 4,000 ft
Damage: 1d4 MD single rd, 1d6x10 MD 60 rd burst (Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
2d4x10+10 SDC per 5 rd burst (2d4x10+10 HP to vampires), 2 ft blast radius
6d6 MD per 10 rd burst (3d6x10+10 HP to vampires), 3 ft blast radius
Rate of Fire: ECHH
Payload: 6,000 rd drum(100 bursts)

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

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

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Variants/Upgrades:
*EcoS-KRP-50T TyraClaw(aka ‘Tyra-Tail’)

“Somebody compared the SandBlades’ Nixgu to the ‘Wet Clan’s’ TyraClaw, so the DarkWaters decided to copy the Nix’s scorpion tail with one of their own. It’s worked out pretty damn well, from what I’ve heard.”

This is an effort to upgun the DarkWaters’ EcoS-KRP-50 TyraClaw myrmidon-drone with an extra appendage in the form of a tail taken off the Coalition States’ Scorpion Spider-Skull Walker. This addition has proven quite effective and popular, with many Darkwaters and Horrorwoods units refitting older Tyraclaws accordingly.
The tail itself has 520 MDC(3x180 MDC segments), adds +1 extra APM, and mounts a full complement of weapons; 2x light blue-green lasers(2,000 ft range in air, 1,500 ft underwater, 3d6 MD per single blast), 3x rail guns modified to fire supercavitating ammunition(4,000 ft in air, 2,000 ft underwater, 1d4x10 MD per single burst, 2d4x10 MD for a double burst, 3d4x10 MD for a triple burst---counts as one attack regardless of how many rail guns are firing simultaneously--- 200 bursts per gun) , and a choice of 2 x mini-missile/torpedo launchers(5 per launcher), or micro-missile/torpedo launchers(30 per launcher).
-Micro-Missiles
Range:2 miles in atmosphere
Damage:
(Micro-Missile)(Varies) Pattern-1A---1d4 MD to 2 ft blast radius
Pattern-1B---1d6 MD to 5 ft blast radius
Pattern-1C---4d6 MD to 4 ft blast radius, or 1d4 MD to a 10 ft blast radius in fragmentation mode
Pattern-1D----6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Pattern-1E---1d4x10 MD to 3 ft blast radius
Rate of Fire: Volleys of 1-6
Bonus: +4 to strike

-Micro-Torpedoes
Range:(Pattern-MT1A)2,500 ft underwater, 500 ft in air
(Pattern-MT1B)2,500 ft underwater, 500 ft in air
(Pattern-MT1C)3,200 ft underwater, 700 ft in air
(Pattern-MT1D) 4,000 ft underwater, 900 ft in air
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;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/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
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.
Effective radius of effect of the 18mm screamers is approximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.

Melee Combat:
The tail also adds a +2 to parry/block attacks from behind, and can bludgeon for 2d4 MD.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

EShemarrians Abroad(Japan)

The Clan Shinden Cal-Taros looked at her available forces to stop the oncoming Horune invasion force; this was going to be a bloody challenge.
Two Izuumers, which had delivered full loads of hastily gathered up troops, would give them some waterborne firepower, though the shallows around here would limit their usefulness in the land battle, and they were already outgunned by the Horune at sea, otherwise a land battle would never have become an issue in the first place. That left a beach and inland defense with available forces.
A rough platoon of mekanekki troops; female neshemar who looked like their cybernetics and bionics were inspired by dozens of anime programs and who were of dubious value as heavy troops, what with the eccentric mix of abilities and weaponry they possessed, and inconsistant armor protection, judging from the scant armor coverage some of them possessed(and she doubted all of them were equal to her eshemar Bereserkers) . She’d classified them as irregulars, distributed some of the rocket launchers the Izuumers had brought, and deployed them to high ground with some of her Males, to snipe at the Horune war drones when they came ashore. Their male support elements would guard their rear flank and man the couple of ballistic mortars they’d brought.
She placed the other platoon of neshemar cybersamurai on the other flank, which had more exposed ground, but the cyborgs were more consistantly heavily armored at least.
Her main line consisted of a mix of Warriors and her handful of Warmounts, against at least one Horune raid-ship, its parasites, and their complements of marauders and drones.
The local militia would have no part in this battle; they would be busy evacuating the nearest villages and assembling a secondary defense line with the time bought for them by the Shindens. They’d be the fallback position if and when the Shemar had to abandon the coast.
She would keep her forces back from the beach and out of sight; she didn’t want the Horume to back away from a landing and go farther down the shoreline where she’d have to hurriedly re-deploy to interdict them. But if the Horune knew the lay of the land well, they’d know that this area was the closest they could approach the inland villages with a minimum of rough terrain to cross, and the Horune were no fliers.
They just might be able to pull this off, but the Cal-Taros was experienced enough in the ways of war to know that combat rarely played to expectations.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 49645
Joined: Tue Sep 02, 2003 8:19 pm
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Re: Shemarrian-related fan creations

Unread post by taalismn »

EcoS-K-194 Argusyne----Strategic Recon Aerial Warmount
(aka ‘Snoopdorah’, ‘Argus-Drakon’, Steiner Light Recon’)
“We take ‘strategic recon’ to mean ‘find stuff and destroy it’.”

“This is another of those ‘and the kitchen sink’ creations that I swear the Tinkers come up with just to show how much they can cram into a Wamount frame. Not, as a High Warchief, that I’m against it, but when something like this comes out, I have Warriors and subchieftains clamoring for the opportunity to be assigned to one.”

“How can something that big maneuver so frolling fast?!”

“This little monster is a threat on so many levels. The only consolation an enemy has is that it’s relatively fragile, and sustained hits CAN bring this lizard-puppy down, but that’s only if it allows itself to get hit. It has so many sensors that it will see any threat large enough to yyake it down in short order farther away than that threat can see its target. And even if an enemy does manage to close with it, odds are the Argi isn’t traveling alone. ”

“We were so grateful to have driven off that damned snoop-dragon that we totally overlooked the whelps it left behind...until our sensor towers and ammo dumps started blowing up.”

Resembling a slightly scaled-down Kittani Dragon Dreadnought, the Argusyne is an experimental ‘strategic recon’ warmount. Besides being multiple weapons mounts, the seven heads provide quick and detailed multi-perspective scanning of the warmount’s surroundings. It is thought to be a result of collaboration between the Dark Waters and Thousand Dragons tribes.
Uninhibited by watchful Splugorth overlords, the EShemarrians have been able to cram more advanced systems into the smaller Argusyne frame.
The smaller Argusyne is distinguishable visually immediately by its seven heads(as opposed to the Dragon Dreadnought’s mere four), though two are ‘dummies’ and serve as launch racks for drones and the apertures of a brace of heavy energy cannon. The leg arrangement is also different, with all four limbs equally well-armored. The hull is also more streamlined with better ballistic deflection and stealth in mind. The Argusyne is still rather awkward on land, though it is surprisingly agile for a construct its size when in flight, thanks to its ‘living’ aerodynamic-adaptive wings and multiple thruster nodes. The Argusyne is truly multi-environment, able to cruise underwater, run-crawl on land, fly in atmosphere and operate in space at respectable speeds. An integral forcefield doubles as protection and streamlining.
The five articulated heads double as antennae arrays in addition to beig a very flexible point defense and scanning system.
Each ‘false’ neck grows what looks like a series of scales that increasingly resemble heads as they near the back of the head. These are detachable flying drones; the Argusyne actually ‘grows’ additional drones as needed, and launches them when ‘mature’. Each ‘dummy’ head has 6 drones ready for launch.
The Argusyne is a ‘vehicle-type’ Warmount in that it carries its riders in a fully enclosed cockpit that doubles as a lifeboat/ejection pod.
The Argusyne is well-armed for self-defense, though it is not considered to be an offensive combat asset. Its superb point defense, hyper-accurate fire control, advanced sensors and multi-channel communications capabilities often get it assigned as the warmount of Warchieftains in a command role. Argusynes are typically parts of deep recon groups, drone strike groups, or ground support overwatch, providing point defense coverage against enemy air attacks.
Despite being still very new, the Argusyne is attracting considerable interest among the EShemar Tribes. Though some EShemarrian warriors object to its very obvious resemblance to a vehicle of their sworn Splugorth(Minion) enemies, othrs like the idea of throwing vaunted Kittani engineering prowess back in their faces. Still others have considered false-flag operations, though the designers of the Argusyne concede that the Warmount best and ideally operates unseen on the edges of the battlefield.
The Argusyne has yet to go up against a proper Kittani Dragon Dreadnought, but speculation is it is only a matter of when, not if, such an encounter occurs, and the probable outcome is still being tried in simulation and debated.

Type: EcoS-K-194 Argusyne
Class: Robotic Warmount, Aerial
Crew: None; robot intelligence
1 rider/pilot, and room for 1-6 passengers, usually EW surveillance specialists or scouts.
MDC/Armor by Location:
Main Body 1,200
Reinforced Crew Compartment 200
Heads(5) 200 each
Necks(5) 200 each
False Heads/Heavy Energy Cannons(2) 360 each
Head Drones (Typically 4-12) 60
Legs(4) 350 each
Wings(4) 400 each
Wing Particle Beam Turrets(4) 400 each
Tail 300
Forcefield 500*

*Note that when active, the forcefield negates any stealth bonuses, as the active energy field can be more easily detected on sensitive instruments.

Height: 25 ft
Width: 36 ft , 77 ft wingspan fully extended
Length: 65 ft + 60 ft tail
Weight: 220 tons
Cargo: Small space inside the cockpit for a few personal possessions, sidearms and some 600 lbs of miscellaneous gear. If not carrying missiles, the missile bays can be modified to carry an additional 1,000 lbs of cargo each, and the wing hardpoints can carry cargo pods.
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 25 year energy life
Speed: (Running) 50 MPH
(Flying) Hover to Mach 3, no maximum altitude(transatmospheric-capable)
(Space) Mach 9
(Underwater) 35 MPH, maximum depth tolerance of 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 power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.

*Advanced Communications----Radio and directional laser communications range up to 2,000 miles. Multiple channels and can conduct up to 20 separate radio conversations and 5 laser connections(through the head towers) simultaneously.

*Laser Designator---’Paints’ targets for laser-guided weaponry. 10 mile range

*Sonar---90 mile range

*Lidar---50 mile range

* Advanced Perception----The multiple heads and other sensors are constantly scanning their surroundings using a combination of active and passive means. This makes it impossible to sneak up on the Warmount. +4 to Perception rolls. +2 on Initiative, as long as two or more heads remain operational.

*Advanced Optics---The Argusyne’s visual sensors are particularly acute, able to see normal light, low light, infrared, and thermal imaging with incredible resolution; they can make out details as fine as the lettering on a license plate from 4 miles away. Plus the multiple heads tracking on the same targets mean effectively a multi-sense collective optic with excellent depth perception.

*KIrilian Vision Optics----The Argusyne can ‘see’ magic auras and magic activity, including the magically invisible, out to 500 ft.

*Radar Detection---Can ‘see’ radar and targeting lasers

*Ground-Search Radar---Has a microwave radar system for mapping and detailing the ground, pinpointing features as small as one foot wide from as far away as five miles. Also has a ground-penetration feature for scanning for tunnels and underground structures(maximum depth in soil is about 50 ft, rock is 25 ft), but this takes rather more time overhead(takes about ten minutes to scan a 500 square ft area).

*Magnetic Anomaly Detector(MAD)---The long tail doubles as a MAD array, picking up on anomalies in local magnetic fields. It can detect metal objects at a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy, moving metal objects at a range of 8,000 ft. Active electrical systems at 5 miles, and active nuclear fusion containment fields and charging rail guns can be detected at TWICE normal range.. Has a 70% chance of detecting submerged vessels( -20% for non-metallic artificial objects, and no chance of detecting organics).

*Electronic Warfare/Jamming Suite----Adjacent to its EWAR frequency detection and sampling, the Argusyne has a comprehensive EW system for both offensive and defensive jamming. Electronic jamming system that gives radar-guided weaponry a -6 to strike the Warsteed. Or it can be used offensively, to foil ALL radar-guided weaponry in a 5 mile radius(-3 to strike), providing protective coverage to other friendly units in its area.
-Jammer-----A powerful radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 50 mile radius.

*Advanced Fire Control---The Argusyne’s multiple heads and advanced neural circuitry give it nearly unparalleled response reflexes and accuracy in targeting oncoming attackers. With all five heads functional, the Argusyne has a +6 to strike airborne targets. If it loses three or more heads, this drops to +2(has other sensors scattered about its body).

*Bionic Cybernanite Repair Systems---ALL Argusynes 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 400 MDC before needing material stocks to convert to MD repair material.

* Flying Hover Recon Drones---These resemble miniature partial dragon-heads with small wings. Each is approximately 4 ft long, 3 ft wide, 1.2 ft tall, weighs 250 lbs, and has 60 MDC. Can fly from a stationary hover to 300 MPH, maximum altitude of 12,000 ft, and an operational battery range of 72 hours before needing recharging. They have all the standard sensors of power armor. Sole armament is a pair of standard eye lasers( 3,000 ft range, 3d6 MD for single blast, 6d6 MD for double blast----counts as one attack, 200 shots before needing recharging) and a self-destruct charge that can be used in a kamikaze attack( does 6d6x10 MD to a 30 ft blast radius). 5 actions/attacks per melee, +2 to strike, +4 to dodge.
Once they leave the Warmount, the drones can return to their creating Warmount(typically dock on the wings), or can be assigned over to other controllers, allowing the Argusyne to equip its entire scout unit with drones, given enough time and resources.

*Drone Generation----The Argusyne can actually build additional recon drones(see below for stats). Each drone takes 16 hours to assemble, and takes 75 MDC from the reserve pool.

*Advanced Drone Control---As long as the ‘head ‘ drones remain in line-of-sight (typically 5-10 miles)of the host Argusyne, the drones gain a +1 to initiative, strike, and dodge. Control can also be handed off to other Argusynes and retain bonuses, thanks to the advanced command/control.

*Distributed Intelligence(Ecotroz-Awakened models only)---Because of its multiple heads, the Argusyne circumvent the need for Ecotroz-Awakened Shemarrian constructs to occasionally ‘go off-line’ or ‘sleep’ . The Argusyne gets around this by having a distributed intelligence or multiple ‘sub-sparks’ that allow the massive Warmount to remain effectively conscious and aware around the clock. Two the heads can continue on watch while the other three ‘rest’, then they swap off for the next work period. Note that in this state, the Argusyne’s combat bonuses and APMs are HALVED; full bonuses are restored when the Argusyne is fully ‘awake’.

*Cockpit-Pod--The Argusyne features a fully enclosed and ejectable ‘cockpit pod’ protecting the rider/pilot and passengers. The pod rockets free of the stricken Warmount in an emergency, can deploy glide wings from its back and can float, allowing it to become a lifeboat in an emergency.

Weapons Systems:
1) Eye Lasers(10, 2x5)---Each articulated head mounts a pair of standard eye-lasers.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Breath Weapon(5)---- Each of the articulated heads also has a mouth-mounted ion cannon. Besides doing energy damage, the blasts can cripple electrical systems. A common tactic is all five heads throwing out blasts in a ‘wall of lightning’ that fries the systems of approaching missiles and power armors.
Range: 5,000 ft
Damage: 1d6x10+10 MD per blast, plus roll on the following:
01-15: No additional damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, 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: ECHH
Payload: Effectively Unlimited

3) Heavy Energy Cannons(2)---These are mounted in the false ‘heads’ bracing the articulated ones. The arc of fire is fixed forward, with a 30 degree cone-arc of positioning.
Range: 11,000 ft(double in space)
Damage: 5d6x 10 MD single blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited

4) Wing Particle Beam Turrets(4)---Twin-barrel turrets on the outer wing panels that can revolve and elevate to engage targets in front, under, above, behind, and to the sides of the Warmount.
Range: 4,000 ft(8,000 ft/1.6 miles in space)
(Kitsune Values: 160 in space)
Damage: 1d6x10 MD per single blast, but on a strike roll of 18 or more, the weapon does 2d4x10+10 MD! Double, for a double-barrel blast(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively unlimited

5) Missile/Torpedo Bays(2)---Rather than central and a dorsal weapons bays, the Argusyne has two rotary weapons bays, one in each lower wingroot.
a) Mini-Missiles/Torpedoes---36
b) Short Range Missiles/Torpedoes---24
c) Medium Range Missiles/Torpedoes---12
d) Long Range Missiles/Torpedoes---6

6) Tail ----The long flexible articulated tail ends in a plasma blade. Though too unfocused to serve as an effective plasma thruster, the plasma emitter can be flared to produce a shock-source of illumination, or a dazzler.
Range:(Melee) 60 ft
(Plasma Blast) 1,800 ft
Damage: (Melee)4d6 MD uncharged, 4d6x10+10 MD plasma-charged.
(Plasma Blast) 4d6x10 MD
Rate of Fire: ECHH
Payload: Effectively unlimited
(Optional) Once per melee, the plasma emitter can be energized to produce a sudden bright illumination, equivalent to a Blinding Flash spell, temporarily blinding those without appropriate eye protection. Radius of effect: 600 ft.

7)Thrust Downdraft----The Argusyne’s thruster fans are powerful enough that their DOWNDRAFT thrust can be used as a weapon, with force equivalent to a small tornado, able to knock down light structures and blow people off their feet.
Range: 100 ft and covering an 80 ft wide area
Damage: Objects up to 600 lbs in weight can be picked up and whirled by the winds and thrown up to 50 ft, doing 5d6 SDC/MD damage on landing(or inflicting that much on hit targets)

8 ) Extendable Claws---The feet can extend powerful claws that are normally used to anchor the Warmount to hillsides, ships, and asteroids, but can also be used in close combat.
Range: Melee
Damage: + 3d6 MD to melee punches/kicks

9) Decoy Cluster Launchers(4)---Each launcher carries three different kinds of decoys:
The first is simple sensor-reflective chaff and thermo-flares. These countermeasures are inexpensive and very effective against lower-end targeting systems and sensor equipment(such as that used by nations equivalent to the Coalition States on Rifts Earth), but are ineffectual against more advanced technology.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
In space, anything flying at high speed through the cloud will take 2d6 MD +1d6 MD per every 100 miles of speed over 670 MPH.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 36

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

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

10) (Optional) Wing Hardpoints(8; 2 each wing)---Additional ordnance can be slung from hardpoints under the four wings
a) Mini-Missiles---12-shot pod per hardpoint
b) Short Range Missiles---5-shot pod per hardpoint
c) Medium Range Missiles--- 3 per hardpoint
d) Long Range Missiles---2 per hardpoint
e) Cruise Missiles---1 per hardpoint
f) Decoy Launcher-- Same as for 9 ) above.
g) ‘Head’ Drones----A single ‘head drone’ can latch onto a wing hardpoint for a ride.
h) Cargo Pod---Can hold up to 3,500 lbs of cargo. Typically used to airdrop supplies to ground troops.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the following:
Pilot Jet Fighter 70%(+5% per level of experience).
Pilot Space Fighter 70%(+5% per level of experience).
Electronic Countermeasures 50%(+5% per level of experience for Ecotroz entity)
Navigation: Space 85%
Movement: Zero Gravity 98%
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 Argusyne 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: 12(this is in addition to any possible rider/passenger/gunner APMs)
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 ( +6 in flight)
Strike +3 (+6 w/ ranged weaponry)
Parry +3
Roll +2( +6 in flight)
Pull Punch +2
Critical Strike on a Natural 19-20
Bite 3d6 MD
Head Butt 2d6 MD
Claw Slash+ 3d6 MD
Restrained Punch 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(not possible)
Kick 5d8 MD
Leap Kick(2 attacks) 1d8x10 MD
Wing Swipe 2d4 MD, plus 80% chance of knocking groud targets off their feet(lose initiative and 2 APMs getting back up)
Tail Strike 4d6 MD
Tail Lash 6d6 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Argusyne an aura and behavior more befitting a sentient being than a robot.
Even at rest, Argusynes are constantly looking around, scanning/tasting their environment. They are passively curious, watching their surroundings and absorbing data from a variety of sources. They are very attentive to details; even a mouse crawling around them will receive scrutiny(most likely to the horror of the tiny rodent when a massive draconic head drops to within inches of it before pulling back in satisfaction).

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. In the case of the Argusyne, its split-consciousness allows at least part of it t stay conscious around the clock, ever watchful and attentive.
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:
The Argusyne is too new to have spawned any major variants, though there’s been a lot of discussion among Tribes interested in the design about what would be best for them.
Options include swapping out the head cannons, wing guns, and tail weaponry for other types and increasing the available hardpoint options. ‘Ripper’ claws and tail blades are also under consideration as field refits. Nw producible drone types have also been speculated on.
Under discussion are technowizardry-enhanced versions of the Argusyne, and a stripped-down variant that removes about half the heavy armaments in favor greater speed, stealth, and drone capability.

The only known operational variant of the Argusyne is one of the prototypes, which was fitted with an interface capsule for a organic sentient ‘conjoiner’. The first such conjoined partner was not necessarily a voluntary one; but an outworlder freelance journalist who was prying too closely into EShemarrian affairs and was captured and ‘repurposed’ for her spying. Using a suspended animation system and advanced nueral interface, the ‘Journala’ reportedly uses the conjoiner’s subconscious mind to more efficiently process sensory data and respond quicker in combat; attributes reportedly reach a +2 to Perception, +1 on initiative, +4 APM(though at the direction of the warmount or rider) and the Warmount possesses the ability to sense magic and psionic activity at a range of 5,000 ft.
The ‘Journala’ currently belongs to a WarChieftainess of the Thousand Dragons Tribe, who is reputedly using the experience to subliminally manipulate her prisoner into becoming a Tribe-member. The Warchief is also rumored to be submitting carefully edited and doctored news footage through the reporter’s contacts and in the journalist’s name to spread misinformation(or the ‘right’ information about various parties the EShemar want highlighted).
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"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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