For 89er; I honestly didn’t think this thing WOULD or COULD be done....so, of course, here it is.
Lost Eclipse VatFatherhttp://i408.photobucket.com/albums/pp164/taalismn/img330_zps893f39a3.jpg “Hail and glory, oh mighty War Goddess! Wait ‘til you hear what idea I came up with last night! Better yet, let me show you...”
“Ah! How good to see you, Chieftain Shadowsheart! I see you brought me a new lab assistant!”
“*mfphf!*”
“Is that what you’re calling the guinea pigs these days? ‘Lab assistants’? Just a reminder; NO vivisections!”
“*erghk!*”
“Nuts.”
“No dissections either. “
“*-eerrff!!!!!*”
“Killjoy.”
“Just...no....We might want to trade this one later, or something. So nothing immediately or eventually fatal, permanently scarring or deeply traumatizing. Keep it humane. Use sedatives and warm up the instruments first.”
“*...grrgllgg!!*”
“You’re limiting my options here.”
“You’re the genius; deal with it.”
“Wanna puppy? It doesn’t explode or anything.”
“BWAHAHAHAHAHA!!!! I’VE -DONE- IT! NOW I’LL SHOW THOSE FOOLS WHO SAID IT COULDN’T BE DONE BY UNLEASHING M-wait, right, I don’t do that any more...I’ll invite them over for a nice sociable presentation with refreshments and demonstration under closely controlled conditions and I’ll invite their critical thoughts on improvement and application. Safety first, y’know.”
VatFather:(scrutinizing the massive orb of flesh levitating in the middle of the room, dwarfed arms and legs sticking out in futility, sheer terror written on the face sticking out of one side of the ball) “Hmmmm...I can see why you asked for my consultancy! This requires-”
Mage: “I’ll just cast a Negate Magic spell to remove this curse-”
*WHACK!*
“Urk!”
VatFather: “You fool! You said so yourself! ‘Curse’! Open your eyes and observe! Don’t just blunder on ahead! This is clearly a multilevel affliction with several layers! Biological inflation, levitation, negation of mass, violation of biology and physics on several levels! What if your spell only negated one layer, one effect, of the situation?! What if you only negated the levitation affect, and the patient was subsequently crushed to death under their own weight?! Or whatever was holding them together quit and they burst like an overfilled balloon?! We must proceed with caution here! I need a deep scanner and bio-telemetry hookups, and a backup life support system for the patient! This problem must be carefully studied before the appropriate action can be taken! We’re not barbarians, after all, attacking every problem with blunt force or in this case, a sharp instrument!”
It is unknown what Lost Eclipse Elder said ‘Even Madness has a Use”, but that sums up the philosophy behind the VatFather. ‘Necessity is the Mother of Invention, but Temporary Insanity MIGHT be the Father” is another. The VatFather is a MALE Elite class designed as scientific and material support for the Shemarrian warmachine.
The dark secret is that the VatFather was originally conceived of as a way of controlling and utilizing certain mad geniuses that the Lost Eclipse(and the EShemar as a whole) had captured and wanted to use, rather than kill. The infamous Hoyt Sparks was one of the (if not THE) first VatFathers; a classic example of a brilliant mind, too deranged to be allowed to run unchecked, but too useful to let rot in prison or destroy. Transplanted or mind-transferred into a more easily controlled physical form, it was felt that these ‘dark lights’ could still be of use to the Shemarrian Nation(and sentient life), allowed to carry on their work under close supervision.
VatFathers are large and heavy-build(sumo wrestler build) MALE cyborgs roughly as tall as a War Goddess, but much heavier and bulkier, carried on almost elephantine-thick legs. The torso is barrel-like, and the head disproportionately small. The large torso is covered with what looks like a thick vest holding multiple globular ‘cysts’ or plastic sacs; in fact the ‘vest’ is attached directly to the frame of the cyborg and cannot be removed, and the ‘cysts’ are in fact partially embedded in the body of the VatFather. VatFathers sport FOUR antennae, in part to handle the enormous amount of wireless data they commonly process as well as to signal their Elite status. They are traditionally bald, with what little, if any, hair they may possess being limited to a small patch of scalp, like a ponytail or mohawk cut. Like other Male Shemarrians, the VatFather features skin tattoos, but these are actually animated, crawling across the cyborg’s skin and often depicting animals, technology(working gears are a favorite), or molecules(DNA is common). VatFathers are heavily armored, and enormously strong, yet surprisingly agile, though both of the latter characteristics are deliberately tuned down in those probationers not yet considered to be fully rehabilitated. They are also fairly slow compared to other Shemarrians and cyborgs, even with the VatFathers’ speed limiters turned off.
The VatFather is part mobile laboratory and part walking Assembly Forge, their massive bodies packed with advanced nanomanufactory equipment and capability. With a thought, VatFathers are able to activate and direct their bodies to manufacture technology in the various ‘hotbox’ bubble-casings carried embedded in their skin. Ironically, the VatFathers incorporate an internal form of the neurological interface used between ARCHIE-3 and his organic ‘idea men’ in order to allow the VatFather greater ease and accuracy in rendering their ideas into prototype form. Besides prototyping, the VatFathers can also use these bodily nanofactories to produce new hand weapons, manufacture components, and even create ammunition.
One field in particular that the VatFathers seem to have taken on almost as a mandatory avocation is faking magic(see Damon Sutton’s article in Rifter #53), taking it beyond what ARCHIE-3 had done with the idea. Even with the Wayfinders spreading PPE generators and TechnoWizardy implant technology throughout the Tribes, the VatFathers still feel that any sufficiently advanced technology should be indistinguishable from magic. Besides, figuring out how to fake magic is more fun and messes the $#!+ with the practitioners of the ‘real’ stuff. So many VatFathers are accomplished sleight of hand stage magicians and experts at fabricating fake mystical covers for mundane technological attacks and actions. This makes the VatFathers, when encountered, look like powerful warlocks, in addition to engines of techno-creation.
(Note however that VatFathers shun technowizardry, and will NOT incorporate TW into themselves or their creations, preferring their own take on SCIENCE to advance Shemarrian progress.)
The fact that the VatFather was originally a walking cyborg gulag for mad scientists is now overshadowed by the arise of ‘modern’ VatFathers of wholly EShemar origins. There is a growing percentage of MADE(as in Upgraded or Progen-spawned) VatFathers now circulating amongst the Tribes. Many of these new Elites are former apprentices of the original cyborged VatFathers, minus the taint of (raging) insanity. These wholly Shemarrian VatFathers are much more sociable and open than their mentors and work well with Tinkers and Seeresses.
Of the original cyborg VatFathers, though they know that the cyborg frame was originally meant as a sort of prison for them, many of the probationers, even after serving their sentences and offered the chance to be restored to more normal bodies, have refused, finding that they rather ENJOY their new existences. These rehabbed mad scientists have the full range of capabilities of their cyborg bodies unlocked/enabled, and access to templates and production facilities. Working for the Shemarrians, as NeShemar, the ex-rogues now have both funding, support, and a steady stream of challenges to keep them busy; from figuring out how to build better mousetraps to re-tasking WMDs to more benign purposes. VatFathers can be found in Shemarrian space doing such tasks as figuring out the next big anti-Splugorth device and reverse engineering Dominator technology.
While the original VatFathers(and subsequent cyborgs) have tended to be possessed of great manias and insanities(they are, after all, MAD scientists), their trained protégés tend to be rather more restrained in manner, willing to work with others of their kind, and generally more disciplined. However, they do tend to have a streak of creative madness, partially the reason why they were elevated to the Elite status in the first place. Thus, it is not unusual for VatFathers to exhibit strong and bizarre aberrant behaviors, such as obsessions with cats or crabs, collecting exotic elements, watching masked wrestling, or studying mixology(though any drink offered by a VatFather should be regarded with caution and suspicion).
VatFathers rarely ever travel alone; they typically are accompanied by an entourage of security guards(especially if the VatFather is still under probation), assistants, interns, and fellow researchers. The VatFathers’ value as engineers and techno-conjurers makes him extremely valuable to the Tribes, so the VatFathers are rarely allowed to go anywhere unescorted. Initially, the cyborg VatFathers were not allowed access to personal transportation, for fear of the escape risk(their tremendous size and weight also prevents all but the stronger warmounts from being able to carry them), but that restriction has since been lifted, and modern VatFathers have access to special warmounts and vehicles able to accommodate their mass(as well as that of the gear and equipment they invariably lug around with them).
VatFathers are not considered to be front line combatants, and are rarely allowed to take part in fighting. However, they are more than capable of handling their own self-defense, using a combination of their electromagnetic manipulation, fake magic, personal heavy weapons, and possible attendant drones to dominate any would-be attackers. Worse yet, they tend to be cunning geniuses, fond of traps and clever strategies using available materials. A VatFather with time to ‘McGuyver’ something up and set up a killing ground is a very dangerous thing.
As Males, VatFathers CANNOT command (female) Shemarrian combat troops, nor can they head up Tribes. They are generally regarded as being equivalent in rank to Tinkers, or at best the Seeress caste.
Though originally exclusive to the Lost Eclipse Tribe, VatFathers(presumably the apprentices of the original cyborgs) have appeared in the service of other Tribes(though, notably, NEVER the Hawkmoon clan, who have voiced distrust of anything associated with Hoyt Sparks). It is unknown if these individuals are Lost Eclipse members ‘on loan’ to sister Tribes, are permanent adoptees, or are Unattached on walkabout temporary employment. On several occasions, communities known to be affiliated with the Shemarrian Star Nation in the Three Galaxies have been discovered to have a resident VatFather as a science advisor or local liaison to the local president, king, or overlord.
Note: It is unknown what the Lost Eclipse does with FEMALE mad geniuses, if the VatFather is what they do with MALE mad geniuses.
Type: Shemar VatFather Elite
Class: Robot Android
Crew: Cyborg, Transferred Intelligence, or Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 50 each
Arms(2) 280 each
Legs(2) 300 each
Head 150
Antennae(4) 20 each
Main Body 600
Prototype Gestation Cysts(10) 30 each
*Cannot wear normal Shemarrian armor, but CAN wear specially made cyborg plate
Height: 10 feet ,
Width: 5.5 ft feet
Length: 4.2 feet ,
Weight: 2,000 lbs.
Power System: Supposedly Nuclear, but really use an advanced power source; zero point or so-called ‘vacuum energy’, giving the VatFathers a virtually limitless source of power.
Physical Attributes: Equal to Robotic PS. 50(probationers are typically limited to PS. 10), PP. 24(probationers are typically limited to PP. 10 ), P.B. of 2d6, I.Q. 2d6+11.
Cargo: Only what can be carried strapped to the body or carried in the arms
Speed:
Running: 45 MPH(probationers are typically limited to 10 MPH)
Jumping: Not really designed for leaping; can manage a paltry 8 ft up/across, +6 ft with a running start.
Flying: Can hover and slowly fly via magnetic repulsion/levitation at 4 MPH, maximum altitude of 6,000 ft.
Underwater: Can safely tolerate depths of down to 3,000 ft and run along the bottom at 5 MPH.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.
*Tool Hands---The VatFather’s hands and forearms are similar to those of the Spinster/Tinkers in that they conceal an array of tools, combining the features of the Schematic Sensor and Tool Hands. What isn’t hand-mounted is located in the forearms. Each hand has a mini-flash light, soldering iron, small drills/screwdrivers, probes, voltmeter, wire cutters, and other useful tools, as well as a short range EM sensor for mapping and tracing circuits and conduits.
*Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by all the Tribes. These systems repair 4d6 MD per hour, and can repair 200 MDC before needing material stocks to convert to MD repair material. Between this and the demands of the nanofactories and gestation cysts, VatFathers have something of a reputation for being gluttons, feeding themselves to stoke the engines of industry in their bellies.
*Techno-Gestation Cysts---The ten crystalline globes embedded in the VatFather’s skin are manufactory pods for prototyping cybernetic organisms. These are most commonly used to create small-scale Warmount prototypes. The size of the cysts limits the size of the prototype; though typically larger ‘baby warmounts’ are created curled up in a fetal or embryonic state in the gestation cyst.
While attached to the VatFather, the cysts are plugged into the nanite systems of the cyborg, who directs the creation of the new cybernetic organism. The cysts can be removed, to be used as storage, or plugged into an Assembly Forge to be used as a template for the full-sized version of the prototyped Warmount.
Depending on the complexity of the prototype, gestating a ‘techno-chibii’ can take anywhere from twenty-four hours or so to six months.
The cysts can also be used to manufacture existing small cyberanimals for use as pets, techno-familiars, or defender drones, if the VatFather has the template(s) for such critters. A VatFather can mass-produce an existing design much more quickly than a prototype thanks to the design already being laid out:
Example: *Drone Assembly---The onboard manufactory can produce EcoS-D06LE and EcoS-D07LE drones(or can be programmed to produce other similar ‘bots) from scratch.
Typical rate of assembly:
-EcoS-D06LE ---Up to 10 can be produced an hour. Typically it takes about 1 MD or 200 SDC of consumed materials to produce 8 drones
-EcoS-D07LE ---Up to 10 can be produced in a HALF- hour. Typically it takes about 25 MD of consumed materials to produce 1 drone.
If not producing drones, the VatFather can use his gestation-cysts to produce simple tools or ammunition; can produce 10 high explosive/incendiary/ acid/malnano grenades/shells or 100 rounds of solid rail gun ammunition per hour, if properly supplied with the right materials. More sophisticated items and components will take longer, depending on their requirements.
The VatFather can also produce nanites, though of benign/constructive types(unless given special permission by the Tribal Elders). This allows the VatFather to manufacture the nanites used in their own prototype manufacturing. Other types of nanites can be produced, however, given the right templates. Typically, the VatFather can produce enough nanites(or micro-robots) in a single gestation-cyst for four IRMSS/IRVT/RAU/RMK/RSU medical kits in an hour.
It is for this manufacturing ability that probationer VatFathers are monitored closely and not given access to potentially dangerous production templates.
Weapons Systems:
1) ElectroMagnetic Vortex Cannon(2) --Mounted in the palms of the VatFathers’ hands are the projection nodes for firing invisible bolts of electromagnetic force.
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
Payload: Effectively Unlimited
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge, on top of that!
2) ElectroMagnetic Manipulation---By drawing upon the power of the vacuum energy generator, a VatFather can manipulate electromagnetic phenomenon in his immediate area, including levitating metal objects, deflecting metal projectiles, negating magnetic fields(including those effects generated by superpowers), and even blunt ion and particle beam attacks. If the VatFather doesn’t already have the psionic ability of Electrokinesis, this capability is easily mistaken for it.
Range: (Electromagnetic Forcefield) 50 ft range
(Electrokinetic Lift) 40 ft
(Electrokinetic Throw)Can throw objects of 1,000 lbs or lighter up to 300 ft. 40 ft per action spent for objects over 1,000 lbs.
Damage:(Electromagnetic Forcefield) Deflects metal projectiles, such as mortar shells, grenades, metal-headed arrows, bullets, shrapnel, and rail gun rounds. Missiles and rockets can be parried at +4. Ion, Neutron, Particle Beam and Plasma weapons do HALF damage.
The Electromagnetic Forcefield will also negate similar EM forcefields it comes in contact with, taking down their properties(note, however, that there’s a 40% chance that the contact will do the same for the VatFather’s EM protection) opening up a window of opportunity for the VatFather to use his own weapons to strike the other EM generator.
(Electrokinetic Lift) The VatFather’s electromagnetic field can lift up to 2,000 lbs of metal per action spent, so spending two actions per melee the VarFather can lift up to 4,000 lbs.
(Electrokinetic Throw) The VatFather can THROW lifted weights of metal(takes 2 actions; one to lift, the other to throw) up to 40 ft, +40 ft per additional action/attack spent doing so (Example: A VatFather spends 2 APMs lifting a 4,000 lb machine press into the air, then spends two more APMs tossing the heavy object 80 ft).
Objects under 400 lbs will do 2d8-5d8 SD
Objects of 400 lbs will do 1d4 MD, plus 1d4 MD per additional 400 lbs.
Bonuses:
-Sense Electrical Devices: 50 ft range
-Manipulate Electrical Devices---Can turn on and off simple electrical devices(number equal to the VatFather’s I.Q.) in a 100 ft range.
3) Laser Fingers(4)---Two fingers of each hand are variable-mode lasers, used as tools, but also as blasters.
Range: 400 ft
Damage: 1d6 SD, 3d6 SD, or 1d6 MD per single blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Magic Emulation Systems:
VatFathers are infatuated with these fake magic systems, and often self-modify themselves with new systems of their own design. A VatFather will typically have the mechanisms for 2d4 Faux Magic effects from the following list(see Rifter #53, Damon Sutton, pgs 40-43) built into them. Alternatively, GMs may come up with new systems:
-Blinding Flash
-Cloud of Smoke
-See The Invisible
-Thunderclap
-Chameleon(requires the VatFather to be wearing robe-like garments)
-Concealment
-Heavy Breathing
-Armor of Ithan
-Energy Bolt
-Carpet of Adhesion
-Energy Field
-Magic Net
-Fire Bolt
-Multiple Image
-Circle of Flame
-Energy Disruption
-Apparition
-Fire Ball
-Magic Pigeon
-Tongues
-Wind Rush
-Spoil
-Agony
-Familiar Link---easy enough to do, given that the VatFather can manufacture ‘animal’ companions.
-Summon and Control Rodents---Either the real thing, summoned by pheromones, or hordes of disguised rat-bots.
-Create Mummy/Zombie
Psionic Abilities: Object Read, Telemechanics, Telemechanical Possession, Telemechanic Mental Operation(NO ISP cost to use)
Other psionic powers may be ‘faked’ through the use of cunningly disguised technology or overtly deployed super-technology.
Programming/Skills:
Probationers (cyborg implants or mind transferals) have their own original skill sets.
BORN VatFathers have the following:
All standard Shemarrian skill programs, plus:
Medical Doctor 85%*
Cybernetic Medicine 85%*
Botany 85%*
Biology 85%*
Robot Mechanics 85%*
Weapons Engineer 85%*
Mechanical Engineer 85%*
Chemistry 85%*
Artificial Intelligence 80%*
Lore: Magic 40% +5% per level of experience*
Palming/Sleight of Hand 40% +5% per level of experience*
Trap Construction 85%*
Hand to Hand: Expert (Equiv. 10th level)
(*plus any I.Q. bonuses)
As Neural Intelligences, VatFathers can lean an additional TWO skills at levels 2, 4, 6, 9, 12, and 15. Most VatFathers seek to expand their Electrical, Mechanical, Medical, Science, or Technical skills.
Actions/Attacks Per Melee: 6
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative +3
Dodge +2+5
Parry +3+5
Strike +2+5 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +2
Pull Punch +2+1
Disarm +2
Knockout/Stun on a Natural 18-20
Restrained Punch/Slap 1d6 MD
Full Strength Punch 3d6 MD
Power Punch(2 attacks) 1d6x10 MD
Kick 4d8 MD
Body Block/Tackle 3d6 MD
‘Death From Above’ Drop/Leap Kick(2 attacks) 2d4x10 MD
Equipment:
VatFathers will typically have access to a well-equipped laboratory-den, often with an Assembler Forge, material stocks, library, and storage lockers for biological stasis storage and gene samples.
VatFathers can wear special heavy cyborg armor plates fitted over their oversized frames and their protruding gestation cysts. They also favor tailored robes and kilts with armored panels(offering partial protection to their legs).
Because of their lack of extensive built-on weaponry, VatFathers often carry personal weapons, usually quite heavy types. The favorite melee weapon of choice is a heavy staff-like multitool(often described as ‘a cross between a pipe wrench, a vibrohalbard, and a Swiss Army knife’), though Kittani plasma axes, Triax robot weapons, and Gargoyle hand weapons are also popular.
VatFather BattleWrench(aka ‘VatBat’)
This weapon was first seen in the hands of EShemarrian VatFathers, leading to its nickname. The weapon has a long pointed haft that can be used to spear-poke targets, and a heavy head with a polearm-like blade edging one side, a wicked stabbing blade protruding, and a large claw vice grip on the other that can tear and pry like an enormous can opener. The armored head can also extend a powered drill and has a powered torque wrench socket in the side.
Weight: 48 lbs
Size: 7 ft long
MDC: 80
Range: (All) Melee
Damage:
(Blunt Force) 2d4 MD plus Robotic Strength
(Long End Jab) 1d4 MD plus Robotic Strength
(Power Halbard) 1d6x10 MD
(Large Drill) 3d6 MD
Special Features:
*Built-in Adjustable Vice Clamp
*Variable Grip Powered Socket Wrench
‘Baby’ Warmounts “And this is my prototype of the HyperHydra Acid-Spitting DireCyberCat.”
“Oh, how CUTE!”
These are miniature ‘proof of concept’ prototypes that the VatFathers produce as working models of larger Warmounts and cyberanimals. These ‘chibified’ Warmount ‘babies’ are sometimes allowed to be fully activated and run loose as pets or familiars of the Eshemar.
Despite their nickname as ‘babies’, these prototypes do NOT grow with age.
Size: Convert the ‘adult’ size to inches
Weight: Convert the ‘adult’ weight to ounces and divide by 10
MDC: Divide ‘adult’ MDC by 10
Physical Stats: Typically such performance stats are 1/10th that of their ‘adult’ forms and fall within human, rather than Robotic, ranges.
Systems of Note:
Weapons Systems: Most ‘babies’ lack the weapons later incorporated into the ‘adult’ versions.
-Integral weapons have 1/10th the range and damage of the full scale systems.
-External weapons systems such as modular weapons packs are NOT available(unless somebody deliberately customizes a set using regular-scale handguns and weapons).
Skills: Typically have the same (intended) programmed skills as the ‘adult’ forms but proficiencies are typically HALF.
Actions/Attacks Per Melee: Typically HALF that of the ‘adult’ form.
Similarly hand to hand bonuses are HALF that of the full-scale adult forms.
Options:
If not being actively used as a lab model for an ‘adult’ warmount, many ‘babies’ are given ‘plush’ body coverings.