Shemarrian-related fan creations
Moderators: Immortals, Supreme Beings, Old Ones
Re: Shemarrian-related fan creations
Lagiarus
"HA! The Dragons can't reach us below the waves! They may rule the void, sky and lands above, but below the waves they can't touch us without calling in for help. Which they'll never do!" The captain of the base gloated as he watched the view screen before laughing gleefully.
"Sir... They don't need help to reach us." The sensor tech pointed at a screen with a sensor directed to a beach as several large reptile-like creatures charge off a landed transport and dove straight into the water, their powerful tails propelling them quickly while the large cobra-like hood twists and waves to quickly change its directly.
The Lagiarus is a Thousand Dragon amphibious warmount, a large wingless dragon with a thick barrelled torso, long powerful tail with large fins on top and below the tail running three-quarters its length giving it great speed while underwater. The four legs have large claws and retractable fins for combat on land and underwater. The long neck has a large cobra-like hood that waves like the wings of a manta ray. On the edges of the hood are several large spines, and horns down the neck and back allow it to rend the hulls of ships from below the waves.
Besides the powerful claws, teeth, spines and horns for melee combat, the Lagiarus has a powerful breath, lining the neck are mini torpedo launchers, with a pair of sea-air missile or torpedo launchers on the shoulders and back, while the upper chest/lower shoulders have lighter weapons for anti-personnel work and anti-sea creature work. A conformal saddle that has a cover can sit between the shoulders at the base of the neck. The nose mounts two light energy weapons for additional anti-personnel attacks or attacking missiles thanks to the mobility of the neck. Some Lagiarus are fitted with PPE generators and many magical weapons are available to the Drakar are used by these Lagiarus.
Many thought the Lagiarus might have been a sea modified version of the Drakar, as it is only slightly smaller, but the wingless design and many systems are completely different have proven it is a separate creature entirely.
Type: EcoS-K-171 Lagiarus
Class: Robotic Warmount, Amphibious
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 1200
Head 310
Neck Hoods (2) 120 each
Neck 120 per 20 ft of length
Eyes (2) 60 each
Horns (20) 80 each
Snout Weapons (2) 90 each
Cockpit Pod 400
Front Legs(2) 210 each
Front Claws (2) 90 each
Rear Legs (2) 350 each
Rear Claws(2) 150 each
Tail 120 per 20 ft of length
Height: 26 ft when on all fours, plus 60 ft neck held up
Width: 20 ft at shoulders
Length: 40 ft torso, plus 70 ft of head and neck, plus 70 ft of tail
Weight: 140 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 20 year energy life
Can be supplemented with PPE generators/accumulators
Speed: (Running) 70 MPH
(Leaping) Can make an unassisted leap of 30 ft up/across
(Underwater) Can swim 110 MPH, maximum depth 2 miles.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 90 mile range) and other standard robot-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.
*Cockpit/Saddle Pod---Fully enclosed compartment attached to the back of the neck. It can eject in an emergency.
*Bionic Cybernanite Repair Systems---ALL Lagiarus have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 300 MDC before needing material stocks to convert to MD repair material.
*Sonar---10 mile range (but rivers often limit it much more)
*Passive Stealth---The Largiu is -30% to be detected by enemy sensor systems
*Molecular Analyzer---Allows the Lagiarus to track by scent in the water (84%). It is less effective in the air (68%).
*EM Scanners--- The Lagiarus, in order to navigate effectively through murky shallow waters, has particularly acute senses, such as a magnetometer and a short-range microwave radar for detecting minefields and river traps(in theory, the radar sound be able to detect even nonmetallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active EM sources such as charged-up rail guns and the magnetic bottles of fusion powerplants can be detected at TWICE the normal range.
The radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.
*Degaussing System---Since aquatic mines are a common defensive measure in shallow waters, the Lagiarus has the means to regularly ‘wipe clean’ its magnetic signature, greatly reducing its chances of triggering magnetic mine systems, including magnetic-attachment charges. It doesn’t work against suction- or molecular-adhesion charges, though.
Weapons Systems:
1) Eye Blue/Green Lasers (2)---These are larger and more powerful versions of the standard Shemarrian warmount eye-lasers able to fire with equal range underwater. Their accuracy has been improved by advanced targeting systems, making them better suited for dealing with aerial targets, such as missiles, flying monsters and flying power armors.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Bonus: +4 to strike
2) Mini-Torpedo Launchers (10) --- Mounted on either side of the neck under the hood are a set of 5 mini-torpedo launchers which are fed from stores in the neck
Range: Varies by Torpedo Type(Mini-Torpedo)---1 mile
Damage: Varies by Torpedo Type(Mini-Torpedo)----Typically 1d6x10 MD to a 10 ft blast radius
Rate of Fire: Volleys of 1-5
Payload: 10 mini-torps ready to fire; stores an additional 20 torpedoes per launcher (60 total) inside the neck. Reloads in 1 melee.
Note: The Horrorwoods have a modified model of mini-torpedo patterned after the ‘jumping catfish’ that have invaded many North American inland waterways. The torpedo will run underwater until just short of the target, at which point it will leap up out of the water(up to 30 ft) and explode, its modified warhead acting as an airburst fragmentation charge, doing 5d6 MD to a 20 ft blast radius. The Thousand Dragons have traded for access to these torpedoes, although they are not as plentiful as standard torpedoes.
3) Sea-Air Torpedo Launcher (2) --- Mounted on the upper shoulders and back is a Sea-air Torpedo launcher, although it can easily be fitted with medium torpedoes or missiles for dedicated sea or air strikes. A knockoff of Kittani nautical weaponry.
Range: (Underwater) 20 miles
(Air) 75 miles
Speed: (Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-5 each
Payload: 10 per bank ready, an additional reload of another 20 missiles stored in the body, reload takes 1 melee round.
Bonuses: (Torpedo) Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile) --- Not quite as accurate as a dedicated anti-shipping missile, but more powerful. +3 to strike
4) Ripjaw---The Lagiarus mounts a set of two chainsaw-style rotary vibroblade-teeth jaws, similar to the Ripjaw. Besides being able to rip-tear objects clamped between its jaws, the Lagiarus’s teeth are hinged so they can act like a giant chainsaw, attacking objects OUTSIDE the jaws. The sound of this system in action is unmistakable, sending multiple vibrational ripples through the water that can be easily both heard above and below the water, and seen in a distinctive pattern for several dozen yards around the Warmount.
Range: Melee
Damage: 2d6x10 MD bite, 6d6 MD chainsaw strike
5) Breath Weapon --- The Lagiarus mounts the same breath weapons as the Drakar. These powerful weapons tend to have great range and damage potential, but a slow rate of fire, so they are generally used as armor-breakers or finishing moves. It typically mounts one that are modified for underwater use, and any TW weapons that are excellent for underwater use.
a) Plasma Breath (‘Godzilla Breath’)
Range: 7,000 ft in atmosphere, 4,000 ft underwater
Damage: 1d4x100 MD per blast
Rate of Fire: 3 times per melee
Payload: Effectively Unlimited
b) Ion/Lightning Breath
Range: 12,000 ft in atmosphere, 24,000 ft underwater
Damage: 1d6x10 MD per bolt to primary target. Double damage underwater
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage (5d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Underwater the secondary damage is same as primary damage instead of one-half.
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Ion/EMP Breath
Range: 12,000 ft in atmosphere, 20,000 ft in water
Damage: 2d4x10 MD per blast
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
d) Light/Laser Breath
Range: 18,000 ft in atmosphere, 6,000 ft underwater
Damage: 4d6x10 MD per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
e) Atomic/Particle Beam Breath
Range: 11,000 ft in atmosphere, 9,000 ft in water
Damage: 6d6x10 MD per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
f) Neutron Breath----Apparently developed from Kittani weaponry, owing to its effects on organic tissues.
Range: 6,000 ft in atmosphere, 2,000 ft underwater
Damage: 2d6x10 MD
DOUBLE damage to organic materials
Rate of Fire: ECHH
Payload: Effectively Unlimited
g) Electromagnetic Vortex Cannon
Range: 8,000 ft in atmosphere, 6,000 ft underwater
Damage: 2d4x10 MD at point of impact
Within a 70 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters. Blast radius is double and chance of knocking aside targets increased to 75% while underwater
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: Three times per melee
Payload: Effectively unlimited
h) ElectroMagnetic Bolt Cannon
Range: 3 miles in air or underwater, 6 miles in space
Damage: 2d6x10 MD to 20 ft blast radius per bolt!
Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.
Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
i) Storm Breath----This TechnoWizardry weapon requires the fitting of PPE generators to power; the Drakar can bellow out a literal storm(effectively a synthesis of the Air Elemental spell Hurricane and Tornado, only applicable to dry land as well ). CANNOT be cast in space.
Range: 500 ft, and affects a 120 ft area
Damage: 3d6x10 MD to large structures per melee round, 2d4x10 MD per melee to human-sized targets, for 6 melee rounds, with rushing winds throwing around debris, people being swept off their feet, and material being slammed up and down.
Rate of Fire: ECHH
Payload: 30 PPE per shot
j) Ice Breath----This TechnoWizardry weapon requires the fitting of PPE generators to power; the Drakar coughs out a cloud of razor sharp ice shards and freezing vapor.
Range: 500 ft, 120 ft wide area
Damage:(Ice Shards) Creates a cloud of ice projectiles roughly 120 ft wide
Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD.
Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards.
Ships and targets 50 ft and larger will get hit by 2d4x10 shards.
Rate of Fire: ECHH
Payload: 15 PPE per shot
k) Magma Breath----This TechnoWizardry weapon requires the fitting of PPE generators to power; the mouth spews a stream of mystically-conjured liquid rock(some describe it as ‘flaming hot asphalt’).
Range: 500 ft, 10 ft wide area; pools on the ground in a 150 ft long, 25 ft wide, and 25 ft deep area.
Damage: Does 1d6x10 MD if used as an impact weapon/in air.
Most effective if used against ground targets, where the molten material can burn for minutes, doing 2d6x10 MD per melee to anything trapped in/on it. The material remains liquid and super-hot for 5 minutes
Rate of Fire: ECHH
Payload: 25 PPE per shot
l) Ice Bombard----This TechnoWizardry weapon requires the fitting of PPE generators to power; the mouth spits a 10 foot wide ball of super-hard ice.
Range: 1,000 ft
Damage: 5d6 MD on striking/collision, then explodes doing 3d6 MD to a 30 ft radius, plus victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative.
Rate of Fire: ECHH
Payload: 15 PPE per shot
6) Nose Weapon Systems (2) --- The nose of the Lagiarus can fit two weapons, usually light projectile or energy weapons.
a) Heavy Flamer
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 50 blasts
(Napalm)150 blasts
(MD Fluid) 250 blasts
(Incendi-Gel) 250 blasts
(WI Napalm-P) 400 blasts per tank(much more concentrated than the regular gasoline/alcohol).
b) Acid Spray---Corrosive aerosol; a particularly horrifying weapon.
Range: 150 ft
Damage: 3d6 MD first round, and 2d4 MD per melee for 2d4 melees. Covers a 10 ft area.
Rate of Fire: ECHH
Payload: 50 shots
c) Chemical Cloud---Anti-personnel weapon good for use against ‘soft’ targets without EBA protection, or within hard-to-reach places.
Range: 150 ft and covers a 50 ft area
Damage: Varies by Chemical; a few examples follow:
-Mace/Tear Gas(blinds for 3d4 melees; victim is -10 to strike, parry. dodge, and disarm, -1 APM and reduce speed by 30%)
-Sleep Gas(Causes unconsciousness in 1d4 melees; drugged sleep typically lasts 2d4 minutes)
-Nerve Gas(Does 3d6 points of damage direct to hit points; skin absorption)
Rate of Fire: ECHH
Payload: 50 shots
d) Grenade Launcher----30mm format ‘explosive dragon sneezes’(as one observer called them).
Range: 1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spauld’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 60 rd drum
e) Restraint Goop(aka ‘drakar snot’)
Range: 400 ft, and covers a 5 ft area
Damage: Identical to Naruni Restraint Foam(See Rifts Dimension Book 3: Phaseworld Sourcebook). On a ‘to strike’ roll of 12 or better, the target is completely covered; beings without a robotic or supernatural P.S. of 40 are stuck. Those stronger can break out in 1d6 melees. A single application of the foam has 60 MDC.
Rate of Fire: 3 blasts per melee
Payload: 50 applications
f) Hydrosprayer---High pressure water blaster; good for putting out fires and melting down vampires.
Range: 300 ft and covers a 7 ft area.
Damage: Does 1d4x10 HP to vampires
Rate of Fire: ECHH
Payload: 50 blasts
g) Freeze Breath----Sprays out a cloud of super-cold vapor that can cause instant frostbite damage and embrittle organic materials.
Range: 200 ft and covers a 6 ft area. Persists for 1 melee
Damage: 3d6 SDC freezing damage, plus victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. Does 3d6 Hit Point damage if inhaled by unprotected lungs.
Rate of Fire: ECHH
Payload: 50 blasts
6) Forearm Weapons(2, one each forearm)---Each forearm can be fitted with a ‘light’ weapon for antipersonnel work. The Thousand Dragons appear to have emulated Clan Pantheron in adapting their own infantry firearms for this purpose.
a)Pulse Laser Pod----Slightly modified E/She-LPP80 Laser Pulse Rifle
Range: 3,000 ft
Damage: 1d6 MD single shot, 4d6 MD pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
b) Ion Blaster Pod--- Good damage for relatively short range.
Range: 2,000 ft
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Plasma Blaster Pod----Slightly modified E/She-PLR25 Plasma Rifle
Range: 2,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
d) Particle Beam Pod----Slightly modified E/She-PB20 Particle Beam Rifle
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
e) Assault Gun Pod----Slightly modified Shemarrian Assault Rifle
Range: 3,000 ft
Damage: 1 d6 MD single shot, 4d6 MD short burst( six rounds), 1d4x10 MD heavy burst(12 rounds).
Rate of Fire: ECHH
Payload: 720 round drum(60 heavy bursts)
Thermal Refractive Armor---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
7) Chest-Mounted Ion Cannon Arrays (4) --- Concealed in the chest behind scales on the upper chest so they can be used below it and point forward, these three-barreled ion projectors fire with an effect that looks like lightning bolts.
Range: 3,000 ft double underwater
Damage: 3d6 MD per single shot, 9d6 MD for a three-shot burst each
Can also fire in scatter-shot mode, doing 3d6 MD per barrel to a 20 ft wide area, but range is HALVED.
Rate of Fire: ECHH
Payload: Effectively Unlimited
8 ) Vibroblade Horns/Spines --- The horns along the neck and back and the spines on the hoods are actually vibroblades used for slashing against watercraft and sea creatures.
Range: Melee
Damage: 3d6 MD +1d6 MD per every 20 MPH of speed
9) Chemical Dispenser --- The Zitheron can flush various chemicals into the water to create underwater ‘smokescreens’ or to repel attackers. Flushes out of various vents a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit.
Range: Covers a 500 ft area. Depending on water conditions, the cloud can persist for 1d10 minutes.
Damage: Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes.
Rate of Fire: Once per melee
Payload: Generally carries enough chemicals for 25 flushes. Can regenerate new batches of the chemical at one per hour.
10) Underwater Decoy Pods---These countermeasure dispensers typically hold one of the following types of decoys.
-Screamers----Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the Warmount via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
-Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light. Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. :
Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Payload: 18 decoys per pod
11) ’Fizz’ Sonar Defense----This is a modified chemical sprayer system that dispenses foaming chemical compounds from the tail. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the sub behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
Range: The ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 300 ft long(the ‘cloud’ foaming as the sub moves along).
Effects: Sonar-guided weapons(and attackers) are -2 to lock onto the sub. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Payload: Onboard reservoirs typically have capacity for 12 applications of the foaming agent.
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the basic Monstrex programming with an Intelligence of 9.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Lagiarus intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).
Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 (+6 in in water)
Strike +5 (+2 w/ ranged weaponry)
Roll +4
Parry +5
Pull +3
Bite 4d6 MD
Power Bite (2 attacks) 1d6x10 MD
Head Butt 2d6 MD
Restrained Punch 1d6 MD
Punch/Claw 3d6 MD
Power Punch (2 attacks) 1d4x10 MD
Crush/Pry/Tear 2d6 MD
Kick 2d4 MD
Body Block/Tackle/Ram 4d6 MD
Tail Lash 3d6 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Lagiarus an aura and behavior more befitting a sentient being than a robot. The Ripjaw is a patient, cunning, but it is also a hunter, able to lay concealed by water near shores and able to leap out and attack anything near by, or suddenly dive from the shore and chase anything to the deeps of the sea to take out its prey.
Has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to proficiency, but DOUBLE the range.
*See Aura
*Presence Sense
*Sense Magic
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. Points (most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
-PPE Generators:--Favored add-on for powering TW systems.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
"HA! The Dragons can't reach us below the waves! They may rule the void, sky and lands above, but below the waves they can't touch us without calling in for help. Which they'll never do!" The captain of the base gloated as he watched the view screen before laughing gleefully.
"Sir... They don't need help to reach us." The sensor tech pointed at a screen with a sensor directed to a beach as several large reptile-like creatures charge off a landed transport and dove straight into the water, their powerful tails propelling them quickly while the large cobra-like hood twists and waves to quickly change its directly.
The Lagiarus is a Thousand Dragon amphibious warmount, a large wingless dragon with a thick barrelled torso, long powerful tail with large fins on top and below the tail running three-quarters its length giving it great speed while underwater. The four legs have large claws and retractable fins for combat on land and underwater. The long neck has a large cobra-like hood that waves like the wings of a manta ray. On the edges of the hood are several large spines, and horns down the neck and back allow it to rend the hulls of ships from below the waves.
Besides the powerful claws, teeth, spines and horns for melee combat, the Lagiarus has a powerful breath, lining the neck are mini torpedo launchers, with a pair of sea-air missile or torpedo launchers on the shoulders and back, while the upper chest/lower shoulders have lighter weapons for anti-personnel work and anti-sea creature work. A conformal saddle that has a cover can sit between the shoulders at the base of the neck. The nose mounts two light energy weapons for additional anti-personnel attacks or attacking missiles thanks to the mobility of the neck. Some Lagiarus are fitted with PPE generators and many magical weapons are available to the Drakar are used by these Lagiarus.
Many thought the Lagiarus might have been a sea modified version of the Drakar, as it is only slightly smaller, but the wingless design and many systems are completely different have proven it is a separate creature entirely.
Type: EcoS-K-171 Lagiarus
Class: Robotic Warmount, Amphibious
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 1200
Head 310
Neck Hoods (2) 120 each
Neck 120 per 20 ft of length
Eyes (2) 60 each
Horns (20) 80 each
Snout Weapons (2) 90 each
Cockpit Pod 400
Front Legs(2) 210 each
Front Claws (2) 90 each
Rear Legs (2) 350 each
Rear Claws(2) 150 each
Tail 120 per 20 ft of length
Height: 26 ft when on all fours, plus 60 ft neck held up
Width: 20 ft at shoulders
Length: 40 ft torso, plus 70 ft of head and neck, plus 70 ft of tail
Weight: 140 tons
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 50
Powerplant: Nuclear w/ 20 year energy life
Can be supplemented with PPE generators/accumulators
Speed: (Running) 70 MPH
(Leaping) Can make an unassisted leap of 30 ft up/across
(Underwater) Can swim 110 MPH, maximum depth 2 miles.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 90 mile range) and other standard robot-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.
*Cockpit/Saddle Pod---Fully enclosed compartment attached to the back of the neck. It can eject in an emergency.
*Bionic Cybernanite Repair Systems---ALL Lagiarus have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 300 MDC before needing material stocks to convert to MD repair material.
*Sonar---10 mile range (but rivers often limit it much more)
*Passive Stealth---The Largiu is -30% to be detected by enemy sensor systems
*Molecular Analyzer---Allows the Lagiarus to track by scent in the water (84%). It is less effective in the air (68%).
*EM Scanners--- The Lagiarus, in order to navigate effectively through murky shallow waters, has particularly acute senses, such as a magnetometer and a short-range microwave radar for detecting minefields and river traps(in theory, the radar sound be able to detect even nonmetallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active EM sources such as charged-up rail guns and the magnetic bottles of fusion powerplants can be detected at TWICE the normal range.
The radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.
*Degaussing System---Since aquatic mines are a common defensive measure in shallow waters, the Lagiarus has the means to regularly ‘wipe clean’ its magnetic signature, greatly reducing its chances of triggering magnetic mine systems, including magnetic-attachment charges. It doesn’t work against suction- or molecular-adhesion charges, though.
Weapons Systems:
1) Eye Blue/Green Lasers (2)---These are larger and more powerful versions of the standard Shemarrian warmount eye-lasers able to fire with equal range underwater. Their accuracy has been improved by advanced targeting systems, making them better suited for dealing with aerial targets, such as missiles, flying monsters and flying power armors.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Bonus: +4 to strike
2) Mini-Torpedo Launchers (10) --- Mounted on either side of the neck under the hood are a set of 5 mini-torpedo launchers which are fed from stores in the neck
Range: Varies by Torpedo Type(Mini-Torpedo)---1 mile
Damage: Varies by Torpedo Type(Mini-Torpedo)----Typically 1d6x10 MD to a 10 ft blast radius
Rate of Fire: Volleys of 1-5
Payload: 10 mini-torps ready to fire; stores an additional 20 torpedoes per launcher (60 total) inside the neck. Reloads in 1 melee.
Note: The Horrorwoods have a modified model of mini-torpedo patterned after the ‘jumping catfish’ that have invaded many North American inland waterways. The torpedo will run underwater until just short of the target, at which point it will leap up out of the water(up to 30 ft) and explode, its modified warhead acting as an airburst fragmentation charge, doing 5d6 MD to a 20 ft blast radius. The Thousand Dragons have traded for access to these torpedoes, although they are not as plentiful as standard torpedoes.
3) Sea-Air Torpedo Launcher (2) --- Mounted on the upper shoulders and back is a Sea-air Torpedo launcher, although it can easily be fitted with medium torpedoes or missiles for dedicated sea or air strikes. A knockoff of Kittani nautical weaponry.
Range: (Underwater) 20 miles
(Air) 75 miles
Speed: (Underwater) 400 MPH
(Air) Mach 3
Damage: 4d6x10 MD
Rate of Fire: Volleys of 1-5 each
Payload: 10 per bank ready, an additional reload of another 20 missiles stored in the body, reload takes 1 melee round.
Bonuses: (Torpedo) Because of the torpedoes’ higher speed and advanced targeting systems, the Sea Fire doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The Sea Fire has a +1 to strike, and a +3 to strike within 3,000 ft of the target.
(Missile) --- Not quite as accurate as a dedicated anti-shipping missile, but more powerful. +3 to strike
4) Ripjaw---The Lagiarus mounts a set of two chainsaw-style rotary vibroblade-teeth jaws, similar to the Ripjaw. Besides being able to rip-tear objects clamped between its jaws, the Lagiarus’s teeth are hinged so they can act like a giant chainsaw, attacking objects OUTSIDE the jaws. The sound of this system in action is unmistakable, sending multiple vibrational ripples through the water that can be easily both heard above and below the water, and seen in a distinctive pattern for several dozen yards around the Warmount.
Range: Melee
Damage: 2d6x10 MD bite, 6d6 MD chainsaw strike
5) Breath Weapon --- The Lagiarus mounts the same breath weapons as the Drakar. These powerful weapons tend to have great range and damage potential, but a slow rate of fire, so they are generally used as armor-breakers or finishing moves. It typically mounts one that are modified for underwater use, and any TW weapons that are excellent for underwater use.
a) Plasma Breath (‘Godzilla Breath’)
Range: 7,000 ft in atmosphere, 4,000 ft underwater
Damage: 1d4x100 MD per blast
Rate of Fire: 3 times per melee
Payload: Effectively Unlimited
b) Ion/Lightning Breath
Range: 12,000 ft in atmosphere, 24,000 ft underwater
Damage: 1d6x10 MD per bolt to primary target. Double damage underwater
Furthermore, a secondary bolt will jump to 1d6 targets in the vicinity of the main target, starting with the nearest target(or the nearest metallic target) as long as they are within 6 ft(10 ft for metal targets) of the initial target/point of impact, then jumping to the next one until the ball lightning dissipates. Secondary targets can attempt to dodge the energy ball as standard.
Secondary targets will take HALF damage (5d6 MD).
Does only 1/4 of the original damage if the secondary targets are nonmetallic or grounded
Organic targets roll for Stun; save at 16 or better or be -8 to strike, dodge, parry, roll, and initiative, reduce APMs and Spd by HALF, for 2d4 melee rds. A successful save means lose only initiative and 1 APM for 1 melee round.
50% chance of knocking out unshielded electronics(or 1d4 subsystems like radio, electronic image amplification, cybernetic sensory implant, or the like) for 1d4 melees.
Beings susceptible to electricity take DOUBLE damage.
Underwater the secondary damage is same as primary damage instead of one-half.
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Ion/EMP Breath
Range: 12,000 ft in atmosphere, 20,000 ft in water
Damage: 2d4x10 MD per blast
On an unmodified roll of 18-20, it causes unshielded BIONICS and robots to spasm for 1d4 melees(Cyborg is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF).
This weapon does 1d4x10 EMP damage(no physical damage) to a 10 ft radius. The resulting percentage of the target location MDC is the chance of shutdown/disablement. All damage is cumulative. Damage in excess of 50% target MDC will require repair to make it functional; 75% or more damage will require replacement of the entire electrical system. Does double damage to non-shielded civilian systems. Bionics are -1 to dodge, roll, and strike for the affected limb/system, lasting 1d4 melees, non-cumulative, before the system resets itself.
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
d) Light/Laser Breath
Range: 18,000 ft in atmosphere, 6,000 ft underwater
Damage: 4d6x10 MD per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
e) Atomic/Particle Beam Breath
Range: 11,000 ft in atmosphere, 9,000 ft in water
Damage: 6d6x10 MD per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
f) Neutron Breath----Apparently developed from Kittani weaponry, owing to its effects on organic tissues.
Range: 6,000 ft in atmosphere, 2,000 ft underwater
Damage: 2d6x10 MD
DOUBLE damage to organic materials
Rate of Fire: ECHH
Payload: Effectively Unlimited
g) Electromagnetic Vortex Cannon
Range: 8,000 ft in atmosphere, 6,000 ft underwater
Damage: 2d4x10 MD at point of impact
Within a 70 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters.
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters. Blast radius is double and chance of knocking aside targets increased to 75% while underwater
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance
EM bolts are -6 to dodge
Rate of Fire: Three times per melee
Payload: Effectively unlimited
h) ElectroMagnetic Bolt Cannon
Range: 3 miles in air or underwater, 6 miles in space
Damage: 2d6x10 MD to 20 ft blast radius per bolt!
Does 50% more damage to metal hulls. Crews inside affected hulls also must dodge or take 1d6 MD from loose metal objects being thrown around by the electromagnetic vortex.
Also roll on the following for additional electromagnetic effects:
01-15: No damage
16-30 Instruments flicker out, before coming back online in 1d4 seconds. Target loses Initiative.
31-45 All weapons temporarily out, and minor electrical fires. One system comes back online in 1d4 melee rds.
46-60 All systems temporarily out, and minor electrical fires. -30% to piloting skills if target is a manned vehicle. Systems come back online after 1d4 melee rds.
61-75 Communications, radar, and targeting are disabled, but weapons systems are unaffected. -3 to strike and no initiative. Damage requires physical repair.
76-90 Instruments are completely totaled. If a manned vehicle, the following skill penalties apply; -25% at one-third of maximum speed, -50% at HALF maximum speed, and -75% at full speed. NO initiative roll, -3 to dodge(-5 if an AI), -3 to strike(-5 if an AI), and lose one action per melee round(2 if an AI)
91-00 Total knockout. Controls do not respond, and machine is out of control. Crash/collapse/total shutdown within 2d4 minutes.
Rate of Fire: Twice per melee
Payload: Effectively Unlimited
i) Storm Breath----This TechnoWizardry weapon requires the fitting of PPE generators to power; the Drakar can bellow out a literal storm(effectively a synthesis of the Air Elemental spell Hurricane and Tornado, only applicable to dry land as well ). CANNOT be cast in space.
Range: 500 ft, and affects a 120 ft area
Damage: 3d6x10 MD to large structures per melee round, 2d4x10 MD per melee to human-sized targets, for 6 melee rounds, with rushing winds throwing around debris, people being swept off their feet, and material being slammed up and down.
Rate of Fire: ECHH
Payload: 30 PPE per shot
j) Ice Breath----This TechnoWizardry weapon requires the fitting of PPE generators to power; the Drakar coughs out a cloud of razor sharp ice shards and freezing vapor.
Range: 500 ft, 120 ft wide area
Damage:(Ice Shards) Creates a cloud of ice projectiles roughly 120 ft wide
Human-sized objects caught in its way will get hit with 1d6 shards, each doing 2d6 MD.
Fighter- and Robot-sized targets (16 ft or larger) will get hit by 1d4x10 shards.
Ships and targets 50 ft and larger will get hit by 2d4x10 shards.
Rate of Fire: ECHH
Payload: 15 PPE per shot
k) Magma Breath----This TechnoWizardry weapon requires the fitting of PPE generators to power; the mouth spews a stream of mystically-conjured liquid rock(some describe it as ‘flaming hot asphalt’).
Range: 500 ft, 10 ft wide area; pools on the ground in a 150 ft long, 25 ft wide, and 25 ft deep area.
Damage: Does 1d6x10 MD if used as an impact weapon/in air.
Most effective if used against ground targets, where the molten material can burn for minutes, doing 2d6x10 MD per melee to anything trapped in/on it. The material remains liquid and super-hot for 5 minutes
Rate of Fire: ECHH
Payload: 25 PPE per shot
l) Ice Bombard----This TechnoWizardry weapon requires the fitting of PPE generators to power; the mouth spits a 10 foot wide ball of super-hard ice.
Range: 1,000 ft
Damage: 5d6 MD on striking/collision, then explodes doing 3d6 MD to a 30 ft radius, plus victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative.
Rate of Fire: ECHH
Payload: 15 PPE per shot
6) Nose Weapon Systems (2) --- The nose of the Lagiarus can fit two weapons, usually light projectile or energy weapons.
a) Heavy Flamer
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flame-thrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 50 blasts
(Napalm)150 blasts
(MD Fluid) 250 blasts
(Incendi-Gel) 250 blasts
(WI Napalm-P) 400 blasts per tank(much more concentrated than the regular gasoline/alcohol).
b) Acid Spray---Corrosive aerosol; a particularly horrifying weapon.
Range: 150 ft
Damage: 3d6 MD first round, and 2d4 MD per melee for 2d4 melees. Covers a 10 ft area.
Rate of Fire: ECHH
Payload: 50 shots
c) Chemical Cloud---Anti-personnel weapon good for use against ‘soft’ targets without EBA protection, or within hard-to-reach places.
Range: 150 ft and covers a 50 ft area
Damage: Varies by Chemical; a few examples follow:
-Mace/Tear Gas(blinds for 3d4 melees; victim is -10 to strike, parry. dodge, and disarm, -1 APM and reduce speed by 30%)
-Sleep Gas(Causes unconsciousness in 1d4 melees; drugged sleep typically lasts 2d4 minutes)
-Nerve Gas(Does 3d6 points of damage direct to hit points; skin absorption)
Rate of Fire: ECHH
Payload: 50 shots
d) Grenade Launcher----30mm format ‘explosive dragon sneezes’(as one observer called them).
Range: 1,200 ft
Damage:
(SDC)* (Fragmentation) 2d6x10 SDC to 16 ft radius
(High Explosive) 6d6x10 SDC to 4 ft radius
(Armor Piercing) 1d4x100 SDC, no blast radius
(Crowd Control rds)---Essentially an expanding plastic ‘flyswatter’ that delivers a bruising knockdown punch. Cut effective range to 200 ft. Does 2d4 SDC per rd, humans and human-sized D-Bees must roll a D20-5 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174). Human-sized light power armors(500-800 lbs) also roll on a D20, but are +2 to save versus knockdown
(Wood Rounds) 7d6 SDC single shot (1d4x10+5 HP to vampires), no blast radius
*(Yes, I know, why include SDC when it just as quickly becomes MDC? You’re still being hit with a pretty hefty shell)
(MD)(HE) 2d6(12 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 20 ft area
(Armor-Piercing) 4d6(3 ft blast radius)
A 5 rd burst does 1d4x10 MD to an 9 ft area
(light micro-fusion) 6d6 MD (12 ft blast radius)
A 5 rd burst does 1d6x10 MD to an 25 ft area
(HESH (High Explosive Squash Head)) - Designed to ‘spauld’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
(Incendiary) 2d4 MD to a 12 ft blast radius, plus an additional 1d6 MD per melee for 1d6 melees.
The GL can also be used to fire radio beacon adhesion heads, flare rounds, paint shells, EMP grenades, flash-bangs, and, it’s rumored, TW grenades like the feared ‘Snuffers’ and Aura of Doom curse grenades.
Rate of Fire: ECHH
Payload: 60 rd drum
e) Restraint Goop(aka ‘drakar snot’)
Range: 400 ft, and covers a 5 ft area
Damage: Identical to Naruni Restraint Foam(See Rifts Dimension Book 3: Phaseworld Sourcebook). On a ‘to strike’ roll of 12 or better, the target is completely covered; beings without a robotic or supernatural P.S. of 40 are stuck. Those stronger can break out in 1d6 melees. A single application of the foam has 60 MDC.
Rate of Fire: 3 blasts per melee
Payload: 50 applications
f) Hydrosprayer---High pressure water blaster; good for putting out fires and melting down vampires.
Range: 300 ft and covers a 7 ft area.
Damage: Does 1d4x10 HP to vampires
Rate of Fire: ECHH
Payload: 50 blasts
g) Freeze Breath----Sprays out a cloud of super-cold vapor that can cause instant frostbite damage and embrittle organic materials.
Range: 200 ft and covers a 6 ft area. Persists for 1 melee
Damage: 3d6 SDC freezing damage, plus victims must save versus magic or suffer debilitating numbness; -1 APM, -2 initiative, -1 strike/parry/dodge, and speed is reduced by 10%. Effects last 1d4 minutes, and are NOT cumulative. Does 3d6 Hit Point damage if inhaled by unprotected lungs.
Rate of Fire: ECHH
Payload: 50 blasts
6) Forearm Weapons(2, one each forearm)---Each forearm can be fitted with a ‘light’ weapon for antipersonnel work. The Thousand Dragons appear to have emulated Clan Pantheron in adapting their own infantry firearms for this purpose.
a)Pulse Laser Pod----Slightly modified E/She-LPP80 Laser Pulse Rifle
Range: 3,000 ft
Damage: 1d6 MD single shot, 4d6 MD pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited
b) Ion Blaster Pod--- Good damage for relatively short range.
Range: 2,000 ft
Damage: 3d6 MD per single shot, 1d6x10 MD per triple shot burst.
Rate of Fire: ECHH
Payload: Effectively Unlimited
c) Plasma Blaster Pod----Slightly modified E/She-PLR25 Plasma Rifle
Range: 2,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
d) Particle Beam Pod----Slightly modified E/She-PB20 Particle Beam Rifle
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
e) Assault Gun Pod----Slightly modified Shemarrian Assault Rifle
Range: 3,000 ft
Damage: 1 d6 MD single shot, 4d6 MD short burst( six rounds), 1d4x10 MD heavy burst(12 rounds).
Rate of Fire: ECHH
Payload: 720 round drum(60 heavy bursts)
Thermal Refractive Armor---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage
7) Chest-Mounted Ion Cannon Arrays (4) --- Concealed in the chest behind scales on the upper chest so they can be used below it and point forward, these three-barreled ion projectors fire with an effect that looks like lightning bolts.
Range: 3,000 ft double underwater
Damage: 3d6 MD per single shot, 9d6 MD for a three-shot burst each
Can also fire in scatter-shot mode, doing 3d6 MD per barrel to a 20 ft wide area, but range is HALVED.
Rate of Fire: ECHH
Payload: Effectively Unlimited
8 ) Vibroblade Horns/Spines --- The horns along the neck and back and the spines on the hoods are actually vibroblades used for slashing against watercraft and sea creatures.
Range: Melee
Damage: 3d6 MD +1d6 MD per every 20 MPH of speed
9) Chemical Dispenser --- The Zitheron can flush various chemicals into the water to create underwater ‘smokescreens’ or to repel attackers. Flushes out of various vents a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit.
Range: Covers a 500 ft area. Depending on water conditions, the cloud can persist for 1d10 minutes.
Damage: Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes.
Rate of Fire: Once per melee
Payload: Generally carries enough chemicals for 25 flushes. Can regenerate new batches of the chemical at one per hour.
10) Underwater Decoy Pods---These countermeasure dispensers typically hold one of the following types of decoys.
-Screamers----Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the Warmount via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
-Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light. Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. :
Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Payload: 18 decoys per pod
11) ’Fizz’ Sonar Defense----This is a modified chemical sprayer system that dispenses foaming chemical compounds from the tail. This has a multifold purpose; though it clearly shows up on sonar due to the alka-seltzer-like noise, the persistent cloud of bubbles makes it much more difficult for sonar to get an exact lock on the sub behind the bubbles. Furthermore, many sea creatures are hesitant to cross the cloud of bubbles.
Range: The ‘fizz’ lasts 1d6 melees, is roughly 100 ft wide by 300 ft long(the ‘cloud’ foaming as the sub moves along).
Effects: Sonar-guided weapons(and attackers) are -2 to lock onto the sub. Creatures caught in the bubbles are -5 to strike, dodge, and parry due to the distraction.
Payload: Onboard reservoirs typically have capacity for 12 applications of the foaming agent.
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has the basic Monstrex programming with an Intelligence of 9.
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Lagiarus intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).
Actions/Attacks Per Melee: 7
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3 (+6 in in water)
Strike +5 (+2 w/ ranged weaponry)
Roll +4
Parry +5
Pull +3
Bite 4d6 MD
Power Bite (2 attacks) 1d6x10 MD
Head Butt 2d6 MD
Restrained Punch 1d6 MD
Punch/Claw 3d6 MD
Power Punch (2 attacks) 1d4x10 MD
Crush/Pry/Tear 2d6 MD
Kick 2d4 MD
Body Block/Tackle/Ram 4d6 MD
Tail Lash 3d6 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Lagiarus an aura and behavior more befitting a sentient being than a robot. The Ripjaw is a patient, cunning, but it is also a hunter, able to lay concealed by water near shores and able to leap out and attack anything near by, or suddenly dive from the shore and chase anything to the deeps of the sea to take out its prey.
Has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to proficiency, but DOUBLE the range.
*See Aura
*Presence Sense
*Sense Magic
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. Points (most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
-PPE Generators:--Favored add-on for powering TW systems.
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Last edited by kronos on Mon Aug 03, 2020 9:15 pm, edited 1 time in total.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
[quote="Omegasgundam"]*Gets on Devil Unicorn to serve as a high horse and dons goggles of blatant projection*
Ok, lets admit it. Anybody that plays Rifts does it as a power fantasy, which leads to munchkin-ism. We don't want to play Vagabonds with poor hygiene, we want to play Chad Cosmo-Knights stomping all over people and making a difference. We like Shemarrians because they are both powerful and also let us project our sexual fantasies onto killer robots that could kill us with a flick of the wrist. With this in mind, I have created this blatant munchkin abomination that combines power fantasy and sexual kink into one, with the general understanding that nobody is going to seriously use it. /quote]
THat's the psychology in a nutshell.
And we use them for stomping Legion Xers.
And KRONOS!
With a surprise Thousand Dragons Warmount!
Oh happiness on a Monday!
And yes, we have slipped into the trans-100 page realm!
I have added both the Avenger and the EcoS-K-171 Lagiarus to the Codex.
Good work, people!
Ok, lets admit it. Anybody that plays Rifts does it as a power fantasy, which leads to munchkin-ism. We don't want to play Vagabonds with poor hygiene, we want to play Chad Cosmo-Knights stomping all over people and making a difference. We like Shemarrians because they are both powerful and also let us project our sexual fantasies onto killer robots that could kill us with a flick of the wrist. With this in mind, I have created this blatant munchkin abomination that combines power fantasy and sexual kink into one, with the general understanding that nobody is going to seriously use it. /quote]
THat's the psychology in a nutshell.
And we use them for stomping Legion Xers.
And KRONOS!
With a surprise Thousand Dragons Warmount!
Oh happiness on a Monday!
And yes, we have slipped into the trans-100 page realm!
I have added both the Avenger and the EcoS-K-171 Lagiarus to the Codex.
Good work, people!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
Re: Shemarrian-related fan creations
taalismn wrote:Omegasgundam wrote:*Gets on Devil Unicorn to serve as a high horse and dons goggles of blatant projection*
Ok, lets admit it. Anybody that plays Rifts does it as a power fantasy, which leads to munchkin-ism. We don't want to play Vagabonds with poor hygiene, we want to play Chad Cosmo-Knights stomping all over people and making a difference. We like Shemarrians because they are both powerful and also let us project our sexual fantasies onto killer robots that could kill us with a flick of the wrist. With this in mind, I have created this blatant munchkin abomination that combines power fantasy and sexual kink into one, with the general understanding that nobody is going to seriously use it. /quote]
THat's the psychology in a nutshell.
And we use them for stomping Legion Xers.
And KRONOS!
With a surprise Thousand Dragons Warmount!
Oh happiness on a Monday!
And yes, we have slipped into the trans-100 page realm!
I have added both the Avenger and the EcoS-K-171 Lagiarus to the Codex.
Good work, people!
That one was sitting around for awhile waiting to be finished... the Thousand Dragons needed some additional love.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:[
That one was sitting around for awhile waiting to be finished... the Thousand Dragons needed some additional love.
Indeed...likewise I have a few starships of theirs and some planets I should get around to finishing.
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
[quote="Omegasgundam]Shemarean Avenger Champion R.C.C.
Tinker: "This is the eighth pelvis I've had to reconstruct this week! What the Spark are you people DOING?!"
Elite: "If the new Avenger starts talking about her 'piledriver' accessory...run. Don't walk...RUN!"
Spoiler:
Tinker: "This is the eighth pelvis I've had to reconstruct this week! What the Spark are you people DOING?!"
Elite: "If the new Avenger starts talking about her 'piledriver' accessory...run. Don't walk...RUN!"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
taalismn wrote:[quote="Omegasgundam]Shemarean Avenger Champion R.C.C.Spoiler:
Tinker: "This is the eighth pelvis I've had to reconstruct this week! What the Spark are you people DOING?!"
Elite: "If the new Avenger starts talking about her 'piledriver' accessory...run. Don't walk...RUN!"[/quote]
Don't worry, she'll let you try it out on her if you cant handle it.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
And thus were born the first EShemarrian cases of PTSD...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
taalismn wrote:And thus were born the first EShemarrian cases of PTSD...
In completely news, I've found a way to work in Kitsune's Thoth Industries. Which, I assure you, are not being run by a decedent of Thoth.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
"Assembly One"
Assembly One----EShemarrian Space Station
(Aka ‘Alpha Node’, ‘CPUplex’, ‘High Calculation’, ‘OS-One’)
“It is a conjoining, a conjuncture, of what we are. A point of encounter and assembly.”
“That area over there? That’s the neshemar lounges, where the delegations’ organic-convert retinues can mingle and socialize while the Elders conduct adult business in the Council Chambers. It’s probably the most comfortable area of the station for us organic types.”
“There are many lounges and lobbies on Assembly One, even amidst the armored plates and weapons installations. It is a simple matter to find one, and well worth the effort. From Assembly One’s outlook points, even those with unaugmented vision can behold the Three Galaxies in their splendor, and the greater deepness beyond. It is both a humbling and inspiring sight that reminds us of what we are in the grand scale of things, and what we aspire to embrace.”
‘Assembly One’ is one of several names given to this large deep space station, hidden in an orphan star system somewhere in the LaGrange points between the Three Galaxies. Assembly One is regarded by many as the effective capitol of the Shemarrian Star Nation; a place where the High and Low Councils, representatives of all the acknowledged tribes of Shemar, meet in conference to decide matters of overall policy, decide the direction the Star Nation will take, and negotiate various trade agreements and tech accords. Currently only the Shaemarians are the only non-shemar organization allowed to have a permanent embassy-presence on Assembly One or even any knowledge of where the station is.
Assembly One is constructed in the shape of a five-pointed star with an axial shaft through the center. The armatures contain the various offices of each Tribe, plus space for lesser tribes, visitors, guests, and other functionaries. The station mounts state of the art communications and sensory arrays, and contains support workshops and manufactories to maintain the complex. As befits the seat of government of a warrior people, Assembly One is heavily armed and armored to hold off any would-be invaders, though the complex contains little that is irreplaceable aside from the inhabitants.
Assembly One is actually one of several identically-equipped facilities the Councils can use; several identical back-up stations lie dormant and hidden in other systems, ready for use in the event Assembly One is compromised and destroyed. Several other fallback facilities supposedly sit concealed in other systems, allowing for effectively uninterrupted flow of communications and governance of the Shemarrian Star Nation.
Size:
Despite its role, Assembly One is actually rather small, being only 12 miles in diameter(it counts as a Large space station in Three Galaxies’ terms, with a population of 1.8 million on average).
Function:
Government---Assembly One is meant to facilitate cooperation and governance amongst the Tribes of the Shemarrian Star Nation. It also acts as an economic exchange for formalizing tech-transfers and resource contracts.
Power Systems:
Matter-Antimatter, with an estimated onboard fuel supply good for 75 years’ continuous operation.
Defenses:
Heavy; the Shemarrians have mounted surplus starship weaponry on Assembly One, arming it just shy of being a full strategic battlefortress.
1) Plasma Torpedo Launchers(10)---Located between each armature around the hub is a Shemarrian PTL battery. These unusual weapons fire volleys of plasma bolts like missiles, and are even able to ‘curve’(up to 90 degrees) the shots somewhat to skip around ships and obstacles to envelope a target, but this control seems ballistic in nature, rather than active control(though there is evidence that the Shemar are able to actively direct the bolts within tractor beam range). The bolts themselves seem to have been endowed with a weak magnetic field that contains the plasma in a tight’packet’, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(likely how the EShemar manipulate their energy projectiles at short range and correct their course....each of the station’s armature mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-50 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited
2) Heavy Particle Cannons(35, 5 each armature) --- Each armature mounts five of these powerful turreted cannons.
Range: 16 miles in atmosphere, 90 miles in space6 miles, 2 miles in atmosphe (Kitsune Values: 90 miles in atmosphere, 90,000 miles in space)
Damage: 1d6x1,000 MD per shot
Rate of Fire: One shot every other melee rd.
Payload: Effectively Unlimited
3) Heavy Laser Cannons(56, 8 each armature)----Doing less damage than the PPCs, but having greater range and a faster rate of fire, these weapons provide the main long range firepower. Up to four armature cannons can be brought to bear on a single target simultaneously.
Range: 30 miles in atmosphere, 90 miles in space
(Kitsune Values: 90 miles in atmosphere, 90,000 miles in space)
Damage: 1d4x1,000 MD per blast
Rate of Fire: Once per melee
Payload: Effectively Unlimited
3) Medium Laser Cannons( 84, 12 each armature)---A secondary battery of laser cannons more useful against fast, dodging, targets.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
4) Heavy Tachyon ScatterGuns(42, 6 each armature)
Range: 5 miles (2,500 m) in atmosphere, 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
*Width are reduced to 1/4th in atmosphere
Damage: 1d6x100 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
5) SuperHeavy G-Cannons(14; 2 per armature)----Two large G-cannon grace each armature
Range: 60 miles in atmosphere, 120 miles in space
(Kitsune Values: 120 miles in atmosphere, 120,000 miles in space)
Damage: 1d6x1,000 MD per round, or can fire a fragmenting anti-missile/fighter shell that does 1d4x100 MD to a 100 ft wide area
Rate of Fire: Four shots per melee
Payload: 500 rd magazine per gun, ready to fire. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
6) Heavy G-Cannon(30; 15x2)---Each armature mounts no less than thirty heavy G-cannon, in fifteen twin-mount turrets.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d4x100 MD per burst per single barrel, 4d4x100 MD per dual burst
Rate of Fire: EGCHH(4-6)
Payload: 2,000 bursts per cannon. Additional drums can be brought up from cargo and reloaded; process takes 20 minutes)
7) Long Range Missile Launchers(35; 5 per armature )---These are rapid-fire multi-cell LRM launchers that can put out swarms of heavy missiles when firing in concert.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1, 2, 5, or 20
Payload: 400 missiles per bay, 14,000 total; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
8 ) Medium Range Missile Launchers(70; 10 per armature ) ----Typically used for self-defense/antimissile counterfire.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 200 missiles, 14,000 total; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
9) Point Defense Turrets(140, 20 per armature)----Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 MD per blast
(Laser) 3D6x10 MD per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited
10) Tractor Beams(24)--Thought meant to guide ships and handle cargo, these powerful gravitic tractors can be used to guide plasma torpedoes or capture small starships. Effectively each rated for 3,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 5 miles in space(NOT usable in atmosphere)(Kitsune Values: 5,000 miles in space).
Small Craft:
2,000 Aerospace Fighters & Space-Capable Warmounts
Usually a dozen cruisers are in attendance at any given time.
MDC By Location:
Hub 2.2 million
Armatures(7) 1.2 million each
Docking Bays(14) 8,000 each
Semsor Arrays(14) 7,000 each
Plasma Torpedo Launchers(10) 1,600 each
Heavy Particle Cannons(35, 5 each armature) 1,500 each
Heavy Laser Cannons(56, 8 each armature) 1,200 each
Medium Laser Cannons( 84, 12 each armature) 800 each
Heavy Tachyon ScatterGuns(42, 6 each armature) 1,200 each
SuperHeavy G-Cannons(14; 2 per armature) 2,500 each
Heavy G-Cannon(30; 15x2 per armature) 1,500 each
Long Range Missile Launchers(35; 5 per armature ) 1,200 each
Medium Range Missile Launchers (70; 10 per armature ) 400 each
Point Defense Turrets (140, 20 per armature) 250 each
Variable Forcefields ---Each armature has its own VFF, with 16,000 each, total
Sensors:
Advanced; Radar range of 15 million miles, gravitic sensors 150 million miles, FTL sensors able to detect and track CG FTL drives at 25 light years away.
Magic Sensors:(Courtesy of Kitsune)
• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.
Communications:
Stellar Communications---A1 has the full suite of FTL radio systems and a growing number of quantum link nodes.
* FTL Radio---- Effective range of the signal is 50,000 light years, and signal propagation is estimated at 200 light years an hour(in comparison, standard commercial starship FTL radio sets can attain signal speeds of 20-30 ly/hr, military sets 45-50, and large static arrays 80-120).
*Quantum Entanglement---Quantum entanglement communications are the current thing in long range communications; using ‘spooky action at a distance’, QE systems use bonded/entangled particle pairs that mirror each others’ actions instantaneously regardless of the distance between the particles. This allows instant FTL communications across galactic distances. The problem is, quantum pairs are difficult to produce, and communications can only take place between the pair; they cannot communicate with other pairs.
Onboard facilities can generate quantum-entangled particle pairs, allowing the ship/stations to gift visiting starships, or to remain in communication with a ship by giving them one particle while retaining the other.
Station Maintenance:
Advanced; as heavily automated as a civilization of psi-robots can make it; any damage anywhere will trigger alerts that bring repair ‘bots scurrying to the site.
Supplies:
Self-Sufficient. Assembly One has enough warehouse capacity and onboard manufacturing capability that the station can go without outside supply for 14 months, and it can process asteroids for materials. The Shemarrians laid out the station with the supposition that if the station were ever to be lost in a dimensional rift, it could start its own branch of the Shemarrian Nation wherever it wound up.
Internal Security Personnel:
Besides the contingents of the recognized Tribes having their own on-site security staffs, Assembly One itself is protected by a dedicated unilateral security force.
Security Systems:
Heavy; as heavily automated as a civilization of psi-robots can make it; internal security barriers, force barriers, lethal barriers and autoweapons turrets in key areas...plus the presence of the Shemarrians themselves, their Warmounts, and enimals.
It’s been (grimdark) joked that if the station were ever invaded, the Shemarrians would defend it to the bitter end...the enemy’s. Even if the Shemar abandoned Assembly One, they would put up such a fight so as to convince the invaders that the station was worth hanging onto, and thus would pour more reinforcements into it, until the Shemarrians had as many invaders as possible trapped inside, and then they would destroy the entire complex.
Medical Facilities:
Complete Hospital set to provide for robotic, cybernetic, and organic beings.
Environmental Systems:
Advanced Systems----Though the robotic/bionic physiologies of most of the station’s crew and guests are very tolerant of a variety of extremes, the EShemar do like to be fairly confortable and they do anticipate guests, so the environmental systems are fairly advanced with being able to provide for a range of needs. The more exotic environmental needs will require customization, but this is generally within the abilities of the resident tech-staff.
Independent Businesses:
Trading Post---Though A1 is an economic hub, it sports very few actual businesses. Most services beyond station maintenance and defense are provided by individual delegations in their office enclave-segments. Still, a few independent members of the SSN are granted a limited number of permits to offer extra services, usually food and clothing, or weapons and armor customization.
Transients:
Access to Assembly One is very limited; only those of the Tribes or sponsored by the Tribes may set foot upon the station.
Assembly One----EShemarrian Space Station
(Aka ‘Alpha Node’, ‘CPUplex’, ‘High Calculation’, ‘OS-One’)
“It is a conjoining, a conjuncture, of what we are. A point of encounter and assembly.”
“That area over there? That’s the neshemar lounges, where the delegations’ organic-convert retinues can mingle and socialize while the Elders conduct adult business in the Council Chambers. It’s probably the most comfortable area of the station for us organic types.”
“There are many lounges and lobbies on Assembly One, even amidst the armored plates and weapons installations. It is a simple matter to find one, and well worth the effort. From Assembly One’s outlook points, even those with unaugmented vision can behold the Three Galaxies in their splendor, and the greater deepness beyond. It is both a humbling and inspiring sight that reminds us of what we are in the grand scale of things, and what we aspire to embrace.”
‘Assembly One’ is one of several names given to this large deep space station, hidden in an orphan star system somewhere in the LaGrange points between the Three Galaxies. Assembly One is regarded by many as the effective capitol of the Shemarrian Star Nation; a place where the High and Low Councils, representatives of all the acknowledged tribes of Shemar, meet in conference to decide matters of overall policy, decide the direction the Star Nation will take, and negotiate various trade agreements and tech accords. Currently only the Shaemarians are the only non-shemar organization allowed to have a permanent embassy-presence on Assembly One or even any knowledge of where the station is.
Assembly One is constructed in the shape of a five-pointed star with an axial shaft through the center. The armatures contain the various offices of each Tribe, plus space for lesser tribes, visitors, guests, and other functionaries. The station mounts state of the art communications and sensory arrays, and contains support workshops and manufactories to maintain the complex. As befits the seat of government of a warrior people, Assembly One is heavily armed and armored to hold off any would-be invaders, though the complex contains little that is irreplaceable aside from the inhabitants.
Assembly One is actually one of several identically-equipped facilities the Councils can use; several identical back-up stations lie dormant and hidden in other systems, ready for use in the event Assembly One is compromised and destroyed. Several other fallback facilities supposedly sit concealed in other systems, allowing for effectively uninterrupted flow of communications and governance of the Shemarrian Star Nation.
Size:
Despite its role, Assembly One is actually rather small, being only 12 miles in diameter(it counts as a Large space station in Three Galaxies’ terms, with a population of 1.8 million on average).
Function:
Government---Assembly One is meant to facilitate cooperation and governance amongst the Tribes of the Shemarrian Star Nation. It also acts as an economic exchange for formalizing tech-transfers and resource contracts.
Power Systems:
Matter-Antimatter, with an estimated onboard fuel supply good for 75 years’ continuous operation.
Defenses:
Heavy; the Shemarrians have mounted surplus starship weaponry on Assembly One, arming it just shy of being a full strategic battlefortress.
1) Plasma Torpedo Launchers(10)---Located between each armature around the hub is a Shemarrian PTL battery. These unusual weapons fire volleys of plasma bolts like missiles, and are even able to ‘curve’(up to 90 degrees) the shots somewhat to skip around ships and obstacles to envelope a target, but this control seems ballistic in nature, rather than active control(though there is evidence that the Shemar are able to actively direct the bolts within tractor beam range). The bolts themselves seem to have been endowed with a weak magnetic field that contains the plasma in a tight’packet’, allowing the plasma to travel farther without losing cohesion and damage potential, and allowing the plasma to explode with area of effect on target. The result is an energy missile with superior range to normal energy weapons(though still well short of comparable missile weaponry) and potentially unlimited payload. However, the plasma packets CAN be grabbed/deflected by tractor beams(likely how the EShemar manipulate their energy projectiles at short range and correct their course....each of the station’s armature mounted tractor beams being able to grab and direct a volley of plasma bolts), or destabilized by ion or particle beam weapons fire(takes 20 MDC to disrupt the plasma containment).
Range: 25 miles in atmosphere, 100 miles in space
(Kitsune Values: 100 miles in atmosphere, 100,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-50 plasma bolts. Three volleys per melee
Payload: Effectively Unlimited
2) Heavy Particle Cannons(35, 5 each armature) --- Each armature mounts five of these powerful turreted cannons.
Range: 16 miles in atmosphere, 90 miles in space6 miles, 2 miles in atmosphe (Kitsune Values: 90 miles in atmosphere, 90,000 miles in space)
Damage: 1d6x1,000 MD per shot
Rate of Fire: One shot every other melee rd.
Payload: Effectively Unlimited
3) Heavy Laser Cannons(56, 8 each armature)----Doing less damage than the PPCs, but having greater range and a faster rate of fire, these weapons provide the main long range firepower. Up to four armature cannons can be brought to bear on a single target simultaneously.
Range: 30 miles in atmosphere, 90 miles in space
(Kitsune Values: 90 miles in atmosphere, 90,000 miles in space)
Damage: 1d4x1,000 MD per blast
Rate of Fire: Once per melee
Payload: Effectively Unlimited
3) Medium Laser Cannons( 84, 12 each armature)---A secondary battery of laser cannons more useful against fast, dodging, targets.
Range: 7 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 4d6x100 per blast
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
4) Heavy Tachyon ScatterGuns(42, 6 each armature)
Range: 5 miles (2,500 m) in atmosphere, 10 miles (10,000 m) in space w/ 6 mile wide arc*
(Kitsune Values: 10 miles in atmosphere, 10,000 miles in space)
*Width are reduced to 1/4th in atmosphere
Damage: 1d6x100 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
5) SuperHeavy G-Cannons(14; 2 per armature)----Two large G-cannon grace each armature
Range: 60 miles in atmosphere, 120 miles in space
(Kitsune Values: 120 miles in atmosphere, 120,000 miles in space)
Damage: 1d6x1,000 MD per round, or can fire a fragmenting anti-missile/fighter shell that does 1d4x100 MD to a 100 ft wide area
Rate of Fire: Four shots per melee
Payload: 500 rd magazine per gun, ready to fire. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
6) Heavy G-Cannon(30; 15x2)---Each armature mounts no less than thirty heavy G-cannon, in fifteen twin-mount turrets.
Range: 8 miles in atmosphere, 16 miles in space
(Kitsune Values: 16 miles in atmosphere, 16,000 miles in space)
Damage: 2d4x100 MD per burst per single barrel, 4d4x100 MD per dual burst
Rate of Fire: EGCHH(4-6)
Payload: 2,000 bursts per cannon. Additional drums can be brought up from cargo and reloaded; process takes 20 minutes)
7) Long Range Missile Launchers(35; 5 per armature )---These are rapid-fire multi-cell LRM launchers that can put out swarms of heavy missiles when firing in concert.
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1, 2, 5, or 20
Payload: 400 missiles per bay, 14,000 total; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
8 ) Medium Range Missile Launchers(70; 10 per armature ) ----Typically used for self-defense/antimissile counterfire.
Range: Varies by Missile Type
(Kitsune Values: 160 miles in atmosphere, 80,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-20
Payload: 200 missiles, 14,000 total; additional missiles may be carried and loaded from cargo, but will take at least 30 minutes(1 ton of cargo per 12 missiles)
9) Point Defense Turrets(140, 20 per armature)----Standard Shemarrian-pattern rail gun/pulse laser combination in a common turret.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 MD per blast
(Laser) 3D6x10 MD per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited
10) Tractor Beams(24)--Thought meant to guide ships and handle cargo, these powerful gravitic tractors can be used to guide plasma torpedoes or capture small starships. Effectively each rated for 3,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass.
Range: 5 miles in space(NOT usable in atmosphere)(Kitsune Values: 5,000 miles in space).
Small Craft:
2,000 Aerospace Fighters & Space-Capable Warmounts
Usually a dozen cruisers are in attendance at any given time.
MDC By Location:
Hub 2.2 million
Armatures(7) 1.2 million each
Docking Bays(14) 8,000 each
Semsor Arrays(14) 7,000 each
Plasma Torpedo Launchers(10) 1,600 each
Heavy Particle Cannons(35, 5 each armature) 1,500 each
Heavy Laser Cannons(56, 8 each armature) 1,200 each
Medium Laser Cannons( 84, 12 each armature) 800 each
Heavy Tachyon ScatterGuns(42, 6 each armature) 1,200 each
SuperHeavy G-Cannons(14; 2 per armature) 2,500 each
Heavy G-Cannon(30; 15x2 per armature) 1,500 each
Long Range Missile Launchers(35; 5 per armature ) 1,200 each
Medium Range Missile Launchers (70; 10 per armature ) 400 each
Point Defense Turrets (140, 20 per armature) 250 each
Variable Forcefields ---Each armature has its own VFF, with 16,000 each, total
Sensors:
Advanced; Radar range of 15 million miles, gravitic sensors 150 million miles, FTL sensors able to detect and track CG FTL drives at 25 light years away.
Magic Sensors:(Courtesy of Kitsune)
• See Aura: Slightly different than the spell in that it can scan an entire target such as a ship or station. The enchantment can be used to target a single individual but only have one tenth normal range when being used in that matter. Costs 60 P.P.E. per activation due to extended range. Range: 1,000 miles (1,610 kilometers) in space and 1 mile (1.6 kilometers) in an atmosphere. Effects / Abilities: Gives an approximate count of the number of life forms onboard. Gives the average level of experience, highest level of experience, and lowest level of experience [Given in these terms: Low (1-3), medium (4-7), high (8th and up).] Tells if there is any magic onboard. Gives if there are any psychics onboard (Mind Block will prevent detection), Gives a general count on the amount of P.P.E. the target has (basically the P.P.E. of the crew and any devices which store P.P.E.). Detects if there is any kind of possession. Finally sees if the crew or ship has any unusual aberrations.
• See the Invisible Sensors: The ships has several special optical and other sensor systems with see the invisible on them. Same as spell and used at will (requires no P.P.E. to activate). Range: 2,000 miles (3,220 kilometers) in space and 2 miles (3.2 km) in an atmosphere. Effects / Abilities: Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
• Sense Magic: The ship has sensors which the give the ability to detect active magic. Similar to spell and used at will (requires no P.P.E. to activate). Range: 200,000 miles (322,000 kilometers) in space and 200 miles (320 km) in an atmosphere. Effects / Abilities: detects the presence of magic if within detection range of ship and gives bearing on magic and basic range although not exact position. Detects active enchantments but will not generally detect spell casters in general.
• Sense Rifts: Ship has sensors which effectively allow Rifts to be detected. The system can be (requires no P.P.E. to activate). Range: 500,000 miles (805,000 kilometers) in space and 500 miles (805 km) in an atmosphere. Effects / Abilities: Detects the presence of Rifts (including those created by Rifts Drives) and unlike when detecting magic gives position very accurately.
Communications:
Stellar Communications---A1 has the full suite of FTL radio systems and a growing number of quantum link nodes.
* FTL Radio---- Effective range of the signal is 50,000 light years, and signal propagation is estimated at 200 light years an hour(in comparison, standard commercial starship FTL radio sets can attain signal speeds of 20-30 ly/hr, military sets 45-50, and large static arrays 80-120).
*Quantum Entanglement---Quantum entanglement communications are the current thing in long range communications; using ‘spooky action at a distance’, QE systems use bonded/entangled particle pairs that mirror each others’ actions instantaneously regardless of the distance between the particles. This allows instant FTL communications across galactic distances. The problem is, quantum pairs are difficult to produce, and communications can only take place between the pair; they cannot communicate with other pairs.
Onboard facilities can generate quantum-entangled particle pairs, allowing the ship/stations to gift visiting starships, or to remain in communication with a ship by giving them one particle while retaining the other.
Station Maintenance:
Advanced; as heavily automated as a civilization of psi-robots can make it; any damage anywhere will trigger alerts that bring repair ‘bots scurrying to the site.
Supplies:
Self-Sufficient. Assembly One has enough warehouse capacity and onboard manufacturing capability that the station can go without outside supply for 14 months, and it can process asteroids for materials. The Shemarrians laid out the station with the supposition that if the station were ever to be lost in a dimensional rift, it could start its own branch of the Shemarrian Nation wherever it wound up.
Internal Security Personnel:
Besides the contingents of the recognized Tribes having their own on-site security staffs, Assembly One itself is protected by a dedicated unilateral security force.
Security Systems:
Heavy; as heavily automated as a civilization of psi-robots can make it; internal security barriers, force barriers, lethal barriers and autoweapons turrets in key areas...plus the presence of the Shemarrians themselves, their Warmounts, and enimals.
It’s been (grimdark) joked that if the station were ever invaded, the Shemarrians would defend it to the bitter end...the enemy’s. Even if the Shemar abandoned Assembly One, they would put up such a fight so as to convince the invaders that the station was worth hanging onto, and thus would pour more reinforcements into it, until the Shemarrians had as many invaders as possible trapped inside, and then they would destroy the entire complex.
Medical Facilities:
Complete Hospital set to provide for robotic, cybernetic, and organic beings.
Environmental Systems:
Advanced Systems----Though the robotic/bionic physiologies of most of the station’s crew and guests are very tolerant of a variety of extremes, the EShemar do like to be fairly confortable and they do anticipate guests, so the environmental systems are fairly advanced with being able to provide for a range of needs. The more exotic environmental needs will require customization, but this is generally within the abilities of the resident tech-staff.
Independent Businesses:
Trading Post---Though A1 is an economic hub, it sports very few actual businesses. Most services beyond station maintenance and defense are provided by individual delegations in their office enclave-segments. Still, a few independent members of the SSN are granted a limited number of permits to offer extra services, usually food and clothing, or weapons and armor customization.
Transients:
Access to Assembly One is very limited; only those of the Tribes or sponsored by the Tribes may set foot upon the station.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Warchief Elyan LeafBlade stepped out of the scarabcraft, followed by the Domimatrix Lila ‘Dimmer’ GrayThought. The deep jungle of Velgra surrounded the small landing field, the appointed
She smiled pleasantly at the young servant girl that approached to guide them to their appointment with the local Vazi warlord, a self-promoted and promisingly self-named Imperious Gelz. Prospects for a writ of passage through the tumultuous (both cosmically and politically) region of space were low, given the reputation of Gelz being an obstinate hardcase, far enough from General Noldek’s center of power not to be impressed by his endorsement of the Shemar, and self-assured to the point of open arrogance. Still, a diplomatic gesture had to be made, so LeafBlade and GrayThought had been dispatched to attempt negotiations for use of the local wormholes.
She decided to ignore the insult implicit in the choice of sending a lowly servant to greet the Shemarrian party. She recalled that local Vazi customs also allowed, more often than not, offended parties killing the messenger, provided the courier was of low birth. The slave may well have been assigned a suicide mission, if the Warriors had decided to observe local custom and kill their greeter. LeafBlade wondered what the poor girl had done to earn a death sentence, dropped the warlord’s wine cup or forgot to polish a bit of brass work?
She idly noticed that the Domimatrix paying rather more attention scrutinizing the young human, . The young female’s enthusiastic eagerness tried to overlay an anxiousness that LeafBlade could sense, and she wondered if the poor girl suspected she was being used to deliver an insult that could potentially result in her death, was simply nervous at greeting large and well-armed alien emissaries, or somehow sensed the scrutiny paid her by the more dangerous-looking of the two emissaries.
LeafBlade decided to ignore the implied slight and the bait. Let Gelz win this round; the Shemarrians wouldn’t kill some innocent in a fit of pique, before or after negotiations.
****
The talks had gone as badly as Wargoddess Gaya had predicted they would. The Warlord was as difficult as anticipated, and even seemed to be emboldened by the idea of standing up to the vaunted Shemar. He’d denied them what they sought through negotiation. It meant that unless the Shemar paid his exorbitant and un-negotiable terms, or engaged in an outright invasion of his territories that their over-stretched forces simply couldn’t afford, they’d have to go around his region of space. Fair enough; as much as LeafBlade wanted to personally show Imperious Gelz what her name meant with regards to the use of a titanwood frond, she didn’t want to embroil her clan in a pointless side conflict. The Horrorwoods would just have to skirt around the sector as the Wayfinders had already started to do.
Elyan looked around for the guide to go through the motions of taking them back to their transport. Behind her she heard a soft yelp and turned around. Sure enough, the Domimatrix was just finishing up patting down the ends of a lengthy strip of heavy tape that now cocooned the gagged and wild-eyed slave slung over one shoulder.
“...Dimmer....”
“What??! It’s not like we don’t know the way back! And we should have SOMETHING from this wasted trip!”
Elyan fought to suppress a groan at what was becoming stereotypical behavior for Domimatrixes, but admittedly GrayThought was right in that she might be the only one to walk away from this meeting with something to show for it.
She smiled pleasantly at the young servant girl that approached to guide them to their appointment with the local Vazi warlord, a self-promoted and promisingly self-named Imperious Gelz. Prospects for a writ of passage through the tumultuous (both cosmically and politically) region of space were low, given the reputation of Gelz being an obstinate hardcase, far enough from General Noldek’s center of power not to be impressed by his endorsement of the Shemar, and self-assured to the point of open arrogance. Still, a diplomatic gesture had to be made, so LeafBlade and GrayThought had been dispatched to attempt negotiations for use of the local wormholes.
She decided to ignore the insult implicit in the choice of sending a lowly servant to greet the Shemarrian party. She recalled that local Vazi customs also allowed, more often than not, offended parties killing the messenger, provided the courier was of low birth. The slave may well have been assigned a suicide mission, if the Warriors had decided to observe local custom and kill their greeter. LeafBlade wondered what the poor girl had done to earn a death sentence, dropped the warlord’s wine cup or forgot to polish a bit of brass work?
She idly noticed that the Domimatrix paying rather more attention scrutinizing the young human, . The young female’s enthusiastic eagerness tried to overlay an anxiousness that LeafBlade could sense, and she wondered if the poor girl suspected she was being used to deliver an insult that could potentially result in her death, was simply nervous at greeting large and well-armed alien emissaries, or somehow sensed the scrutiny paid her by the more dangerous-looking of the two emissaries.
LeafBlade decided to ignore the implied slight and the bait. Let Gelz win this round; the Shemarrians wouldn’t kill some innocent in a fit of pique, before or after negotiations.
****
The talks had gone as badly as Wargoddess Gaya had predicted they would. The Warlord was as difficult as anticipated, and even seemed to be emboldened by the idea of standing up to the vaunted Shemar. He’d denied them what they sought through negotiation. It meant that unless the Shemar paid his exorbitant and un-negotiable terms, or engaged in an outright invasion of his territories that their over-stretched forces simply couldn’t afford, they’d have to go around his region of space. Fair enough; as much as LeafBlade wanted to personally show Imperious Gelz what her name meant with regards to the use of a titanwood frond, she didn’t want to embroil her clan in a pointless side conflict. The Horrorwoods would just have to skirt around the sector as the Wayfinders had already started to do.
Elyan looked around for the guide to go through the motions of taking them back to their transport. Behind her she heard a soft yelp and turned around. Sure enough, the Domimatrix was just finishing up patting down the ends of a lengthy strip of heavy tape that now cocooned the gagged and wild-eyed slave slung over one shoulder.
“...Dimmer....”
“What??! It’s not like we don’t know the way back! And we should have SOMETHING from this wasted trip!”
Elyan fought to suppress a groan at what was becoming stereotypical behavior for Domimatrixes, but admittedly GrayThought was right in that she might be the only one to walk away from this meeting with something to show for it.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
taalismn wrote:Warchief Elyan LeafBlade stepped out of the scarabcraft, followed by the Domimatrix Lila ‘Dimmer’ GrayThought. The deep jungle of Velgra surrounded the small landing field, the appointed
She smiled pleasantly at the young servant girl that approached to guide them to their appointment with the local Vazi warlord, a self-promoted and promisingly self-named Imperious Gelz. Prospects for a writ of passage through the tumultuous (both cosmically and politically) region of space were low, given the reputation of Gelz being an obstinate hardcase, far enough from General Noldek’s center of power not to be impressed by his endorsement of the Shemar, and self-assured to the point of open arrogance. Still, a diplomatic gesture had to be made, so LeafBlade and GrayThought had been dispatched to attempt negotiations for use of the local wormholes.
She decided to ignore the insult implicit in the choice of sending a lowly servant to greet the Shemarrian party. She recalled that local Vazi customs also allowed, more often than not, offended parties killing the messenger, provided the courier was of low birth. The slave may well have been assigned a suicide mission, if the Warriors had decided to observe local custom and kill their greeter. LeafBlade wondered what the poor girl had done to earn a death sentence, dropped the warlord’s wine cup or forgot to polish a bit of brass work?
She idly noticed that the Domimatrix paying rather more attention scrutinizing the young human, . The young female’s enthusiastic eagerness tried to overlay an anxiousness that LeafBlade could sense, and she wondered if the poor girl suspected she was being used to deliver an insult that could potentially result in her death, was simply nervous at greeting large and well-armed alien emissaries, or somehow sensed the scrutiny paid her by the more dangerous-looking of the two emissaries.
LeafBlade decided to ignore the implied slight and the bait. Let Gelz win this round; the Shemarrians wouldn’t kill some innocent in a fit of pique, before or after negotiations.
****
The talks had gone as badly as Wargoddess Gaya had predicted they would. The Warlord was as difficult as anticipated, and even seemed to be emboldened by the idea of standing up to the vaunted Shemar. He’d denied them what they sought through negotiation. It meant that unless the Shemar paid his exorbitant and un-negotiable terms, or engaged in an outright invasion of his territories that their over-stretched forces simply couldn’t afford, they’d have to go around his region of space. Fair enough; as much as LeafBlade wanted to personally show Imperious Gelz what her name meant with regards to the use of a titanwood frond, she didn’t want to embroil her clan in a pointless side conflict. The Horrorwoods would just have to skirt around the sector as the Wayfinders had already started to do.
Elyan looked around for the guide to go through the motions of taking them back to their transport. Behind her she heard a soft yelp and turned around. Sure enough, the Domimatrix was just finishing up patting down the ends of a lengthy strip of heavy tape that now cocooned the gagged and wild-eyed slave slung over one shoulder.
“...Dimmer....”
“What??! It’s not like we don’t know the way back! And we should have SOMETHING from this wasted trip!”
Elyan fought to suppress a groan at what was becoming stereotypical behavior for Domimatrixes, but admittedly GrayThought was right in that she might be the only one to walk away from this meeting with something to show for it.
I'm reasonably certain that the servant girl is going to be happier than she was previously relatively soon. There will be no small amount of terror between now and then though.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Omegasgundam wrote:[
I'm reasonably certain that the servant girl is going to be happier than she was previously relatively soon. There will be no small amount of terror between now and then though.
Possibly, but remember that Diomimatrixes are INTERROGATION experts meant to essentially hack the CPUs that are organic brains for information. And there are more than just brute force ways to gain cooperation and extract information.
The negotiations were actually. lot more successful than they appear to be, From GrayThought's POV; she was able to get a good assessment of Imperious Gelz, which , though of no use in the immediate diplomatic situation, may yield benefits in predicting his actions in the future.
She's also acquired an inside source of information that nobody's going to miss...one which , though low-level, can yield a good amount of information of procedures, layouts, types of personnel, and the odd tidbits of gossip and information that servants are likely to hear....How many types does Gelz's household staff change? Where do they recruit from? What areas of the properties are servants not allowed to go near? When and how often might they be locked away(suggesting something they're not supposed to know about). Even stuff that the servant may have seen, but didn't recognize, can provide clues useful to later investigations and operations if the Shemar ever got more proactive on Gelz. .
Leafblade thinks the mission was a flop; GrayThought thinks she scored a coup, getting intelligence without the other party knowing it.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
Re: Shemarrian-related fan creations
taalismn wrote:Omegasgundam wrote:[
I'm reasonably certain that the servant girl is going to be happier than she was previously relatively soon. There will be no small amount of terror between now and then though.
Possibly, but remember that Diomimatrixes are INTERROGATION experts meant to essentially hack the CPUs that are organic brains for information. And there are more than just brute force ways to gain cooperation and extract information.
The negotiations were actually. lot more successful than they appear to be, From GrayThought's POV; she was able to get a good assessment of Imperious Gelz, which , though of no use in the immediate diplomatic situation, may yield benefits in predicting his actions in the future.
She's also acquired an inside source of information that nobody's going to miss...one which , though low-level, can yield a good amount of information of procedures, layouts, types of personnel, and the odd tidbits of gossip and information that servants are likely to hear....How many types does Gelz's household staff change? Where do they recruit from? What areas of the properties are servants not allowed to go near? When and how often might they be locked away(suggesting something they're not supposed to know about). Even stuff that the servant may have seen, but didn't recognize, can provide clues useful to later investigations and operations if the Shemar ever got more proactive on Gelz. .
Leafblade thinks the mission was a flop; GrayThought thinks she scored a coup, getting intelligence without the other party knowing it.
Fastest way to take down the big bad is win their mistreated underlings to your side and gain all the knowledge. And Knowing is half the battle.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:[
Fastest way to take down the big bad is win their mistreated underlings to your side and gain all the knowledge. And Knowing is half the battle.
Indeed...especially if the Big Bad doesn't place any value on the underlings. Pawns have feelings too.
Though right now, that particular pawn's feelings are more along the lines of stark raving TERROR, then maybe resignation, then bewilderment. then maybe fear again.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
(Just a belated stroll down crazy-lane inspired by Hotrod’s Patriot Glitterboy)’
Lady Liberty------Guardian Robot
(aka ‘Torch-Bearer’)
“The Lady Protects Us! With Shining Torch and Book of Law! She Strides the Land and Walks the Waves and Lights the Way to Freedom!”
----Anonymous D-bee escapee from Atlantis
“Lady Liberty doesn’t want your neo-nazi trash around here!”
“Liberty burrrnnnnnnnnssssssssss!!!!”
---Splugorth Minion victim of Lady Liberty’s torch-strike attack
“Unless you’re on the Lady’s approved list of ‘those to be protected’, it’s not a good idea to forma ‘huddled mass’ in hopes of concentrating your firepower...that just makes it easier for her to bowl you away.”
Lady Liberty is a mysterious giant robot that bears a striking resemblance to the ancient pre-Rifts iconic Statue of Liberty that once graced New York Harbor. On several occasions the giant verdigris-green machine has come to the aid of the Glitterboy known as The Patriot, and then, after the fighting was finished, has amazingly, for a machine of its size, vanished, not to be seen until needed again. Aside from a few communications with its crew, of which only a pilot, named Columbia, has been identified, along with her (apparently) blind sister, little is known of the enigmatic machine. Its construction and maintenance has been variously ascribed to Titan Robotics, Cyberworks, a d-bee manufacturer, Atlantis, a pre-Rifts U.S. Empire project, or some combination of all of them. They’re actually all right to one degree or other.
The basic frame of Lady Liberty is that of a Triax Devastator that was lost during particularly fierce fighting against gargoyle forces in France. The NGR military barely managed to rescue the crew, but couldn’t recover the wrecked machine, so they carpet-bombed the area and, they presumed, the Devastator to bits. In reality, the Gargoyles did salvage a fair amount of the giant robot, but lost their technological treasure when they tried transporting it out of France to either the New Phoenix Empire or Atlantis, and the convoy, traveling with minimal escort so as to avoid drawing attention, disappeared en route. The smugglers had been waylaid by another group of tech-smugglers, the Shemarrian fringe-tribe Clan Gothec who, in order to minimize the chance of being caught with the hot potato that was a salvaged Devastator, sent the remains as quickly as possible to England, and from there to North America and the Founding Tribes.
After the EShemar had examined the Triax machine and learned all they could, the salvage was shunted aside to a warehouse cache in MadHaven.
Later the tech-junk was found by an Eccentric Tinker looking for a project to help inspire her. It’s not certain what chain of events caused her and her colleagues to go with a giant robotic Statue of Liberty, but the idea gained momentum until several Tribes were involved, contributing ideas, parts, and labor. Soon afterwards, Lady Liberty began making forays against enemies along the American Eastern Seaboard.
The mutants of Mad Haven have heard of Lady Liberty, but have denounced it as bearing no resemblance to the ‘True Lady’(who must obviously be a mutant herself).
Lady Liberty bears little resemblance to the Triax Devastator she once was; the sculpted lines of the original Statue have been followed as much as possible, with the original waist plates now extending down robe-like to the feet. A human face adorns the head, with full facial articulation.
Internally, her robes hide a set of cold-jet thrusters and several large GMR(GraviMagnetic Resist) coils that allow the massive ‘bot to seemingly walk on water and cross even soft ground without sinking into it up to her waist...or leaving tracks. Her integral armament consists of her iconic torch, eye and crown lasers, a powerful forcefeld generator that can generate shockwaves, and a set of concealed mini-missile launchers.
Lady Liberty has a robot intelligence directing her actions, but so far the EShemar have bot Awakened it with a Ecotroz essence. The reasons for this are puzzling for those in the know about the EShemar, but one possible explanation is that they do not want to make the ‘bot vulnerable to the same sorts on malign influences that other ‘newborn’ Ecotroz-Awakened artificial intelligences are subject to. Another rumor is that the EShemar hope to build up enough of a positive psychic ‘imprint’ through Lady Liberty’s heroic actions that when they do Awaken the ‘bot, ‘she’ will be more psychically powerful as a result. For now, Lady Liberty acts in concert with a pilot and crew(‘Columbia’ likes to have a technomage or two who can cast repair spells onsite).
The EShemar love the idea of Lady Liberty: to them she resembles a Shemarrian Elder, and some of the Tribes have been spreading rumors linking the mysterious Lady with the Torch to EShemar spiritualism. There’s a network of EShemar who have been having fun choreographing the Lady’s mysterious appearances and disappearances, hiding her in offshore DarkWater underwater habitats, for example, or under Horrorwoods jungle thickets.
The Wayfinders were late to the project, but they’ve been making noises about how much they’d like to overhaul her and put some REAL spiritual energy inside the frame, presumably PPE generators, protective charms, enhanced self-repair, and TW weaponry.
Type: Lady Liberty
Class: Guardian Warbot
Crew: Robot A.I. but can carry a crew of 8(one of whom acts as the ‘pilot’ and ‘face’ of Lady Liberty’s ‘crew’).
MDC/Armor by Location:
Main Body 1,500
Head 375
Crown Lasers (7) 100 each
Arms(2) 400 each
Hands(2) 150 each
Plaque-Shield 600/ 3,000 directional barrier
Plasma Torch 500
Legs(2) 500 each
Feet(2) 250 each
Forcefield 3,000
Height: 60 ft
Width: 25 ft
Length: 20 ft
Weight: 150 tons
Cargo: 8x8x8 ft cargo compartment in the torso
Powerplant: Nuclear Fusion
Physical Attributes: Equal to Robotic PS. 60
Speed:(Running) 40 MPH
(Jumping) Can make jet-assisted leaps of 180 ft up/across.
(Flying) Using internal GMR coils, Lady Liberty can just manage to hover 3-4 above the ground or water, and move at 40 MPH.
(Underwater) Limited to running along the bottom at 12 MPH, maximum depth tolerance of 2,000 ft
Market Cost: EXCLUSIVE to the Shemarrian Star Nation
Systems of Note:
Stabdard Robot Systems, plus:
*360-degree Waist Rotation
*EM Detector--Detects radar and radio sources, especially targetig radars.
* Radar---100 mile range
*EW Jamming Suite----Lady Liberty seems to conceal a powerful radio and radra-jamming system; sensor-guided weapons are -6 to strike the giant robot, and can jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Those who have been affected by the comm-jamming claim that the Lady belts out patriotic U.S. Empire music.
*Bionic Cybernanite Repair Systems--- These systems repair 6d6 MD per hour, and can repair 400 MDC before needing material stocks to convert to MD repair material.
*Magnetometer ---Detects disturbances in the local magnetic fields, signaling the presence of metal, active electronic hardware, or other EM-phenomenon.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active fusion powerplant containment fields, energetic magnetic anomalies, and powered-up rail guns can be detected at TWICE normal range.
*PPE Sensors---Copied from UWW fighter-scale mystech sensors.
-See the Invisible: 2 mile range
-See Auras: 1 mile range
-Sense Magic: 200 mile range
-Sense Rifts: 500 mile range
Weapons Systems:
1) Plasma Torch(1)---The right hand holds a powerful open plasma generator that can be used to deliver a scorching close-proximity plasma-sword strike, or can be supercharged to fire off a ranged plasma blast. Believed to have been copied from Mechanoid Mantis power systems, modified with EShemar plasma torpedo technology, it normally serves as a benign illumination source.
Range:(Blaze Strike) 300 ft
(Plasma Blast) 5 miles
Damage:(Blaze Strike) 4d6x10 MD
(Plasma Blast) 1d6x100 MD to a 15 ft wide area
Rate of Fire:(Blaze Strike) ECHH
(Plasma Blast) Once every other melee
Payload: (Blaze Strike)Effectively Unlimited
(Plasma Blast) Conditionally Unlimited; can only throw one blast per 30 seconds
2) Laser Eyes(2)---Lady Liberty’s eyes are normally blank, but in combat they glow with photonic enLightenment!
Range: 6,000 ft
Damage: 1d6x10 MD per blast, 2d6x10 MD for both eyes(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
3) Laser Crown(7)---The radiating spikes/rays of the Lady’s coronet are each long-ranged laser projectors and work in concert as an air defense system, protecting the Lady from aircraft and missiles.
Range: 3 miles
Damage: 1d6x10+12 MD
Rate of Fire: EGCHH
Can be set on independent automatic fire mode using its own sub-AI, in which case it has 7 APMs, and is +7 to strike airborne targets
Payload: Effectively unlimited
4) Shield Plaque(attached to the left arm)---The large tome-like item usually in Liberty’s left hand is part of a forcefield projection system, the bulk of which is housed inside Liberty’s body frame. The body generator produces an (insanely durable, by Rifts Earth standards) omnidirectional forcefield radiating out from the ‘bot. Some claim that at night, or when the atmospheric conditions are right, the forcefield seems to glow with the suggestion of the same and size of the original Statue of Liberty surrounding the smaller ‘bot.
The Plaque, however, serves as a directional projector, strengthening the field in one quarter, projecting a barrier, or even capable of acting offensively to fire off invisible waves of force.
Range:(Forcefield) 50 ft radius
Projective Barrier can be extended up to 3,000 ft away.
(Shockwave) 15,000 ft
Damage:(Forcefield) 3,000 MDC/ +3,000 facing reinforcement(covers a 90-degree arc)
(Shockwave) Does 4d4x10 MD to a 500 ft wide area, and acts as a concussion wave: Characters/objects of 500 lbs or less weight have a 90% chance of knockdown(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.
The wave is -6 to dodge.
Rate of Fire:(Forcefield) Always on
(Shockwave) Once per 5 minutes
Payload:(Forcefield) Regenerates at 10% per melee
(Shockwave) Once per 5 minutes
5) Mini-Missile Launchers(2)---Concealed in the shoulders are a pair of mini-missile launchers. These are often used to fire off fireworks/illumination rounds.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1-4
Payload: 36 each launcher(72 total)
Programming:
Mathematics: Basic 98%
Radio: Basic 98%
Military Etiquette 96%
Intelligence 85%
Land Navigation 94%
Lore: Demons and Monsters 80%
W.P. Blunt
W.P. Heavy MD Energy
Actions/Attacks Per Melee(semiautonomous combat mode): 8+7 crown laser autodefence attacks
Note: Lady Liberty can benefit from interfacing with her ‘pilot’; treat as a Warmunt linkage.
Initiative +1
Dodge +1
Parry +1(+3 to parry with directional forcefield)
Strike +2 (+5 w/ ranged weaponry, +7 to strike airborne targets with the crown lasers )
Roll +3
Pull Punch +2
Restrained Punch 2d6 MD
Full Strength Punch 1d6x10 MD
Power Punch(2 attacks) 2d6x10 MD
Kick 1d6x10 MD
Stomp 6d6 MD
Body Flop/Throw 4d6 MD
Body Block/Ram 1d6x10 MD
Lady Liberty------Guardian Robot
(aka ‘Torch-Bearer’)
“The Lady Protects Us! With Shining Torch and Book of Law! She Strides the Land and Walks the Waves and Lights the Way to Freedom!”
----Anonymous D-bee escapee from Atlantis
“Lady Liberty doesn’t want your neo-nazi trash around here!”
“Liberty burrrnnnnnnnnssssssssss!!!!”
---Splugorth Minion victim of Lady Liberty’s torch-strike attack
“Unless you’re on the Lady’s approved list of ‘those to be protected’, it’s not a good idea to forma ‘huddled mass’ in hopes of concentrating your firepower...that just makes it easier for her to bowl you away.”
Lady Liberty is a mysterious giant robot that bears a striking resemblance to the ancient pre-Rifts iconic Statue of Liberty that once graced New York Harbor. On several occasions the giant verdigris-green machine has come to the aid of the Glitterboy known as The Patriot, and then, after the fighting was finished, has amazingly, for a machine of its size, vanished, not to be seen until needed again. Aside from a few communications with its crew, of which only a pilot, named Columbia, has been identified, along with her (apparently) blind sister, little is known of the enigmatic machine. Its construction and maintenance has been variously ascribed to Titan Robotics, Cyberworks, a d-bee manufacturer, Atlantis, a pre-Rifts U.S. Empire project, or some combination of all of them. They’re actually all right to one degree or other.
The basic frame of Lady Liberty is that of a Triax Devastator that was lost during particularly fierce fighting against gargoyle forces in France. The NGR military barely managed to rescue the crew, but couldn’t recover the wrecked machine, so they carpet-bombed the area and, they presumed, the Devastator to bits. In reality, the Gargoyles did salvage a fair amount of the giant robot, but lost their technological treasure when they tried transporting it out of France to either the New Phoenix Empire or Atlantis, and the convoy, traveling with minimal escort so as to avoid drawing attention, disappeared en route. The smugglers had been waylaid by another group of tech-smugglers, the Shemarrian fringe-tribe Clan Gothec who, in order to minimize the chance of being caught with the hot potato that was a salvaged Devastator, sent the remains as quickly as possible to England, and from there to North America and the Founding Tribes.
After the EShemar had examined the Triax machine and learned all they could, the salvage was shunted aside to a warehouse cache in MadHaven.
Later the tech-junk was found by an Eccentric Tinker looking for a project to help inspire her. It’s not certain what chain of events caused her and her colleagues to go with a giant robotic Statue of Liberty, but the idea gained momentum until several Tribes were involved, contributing ideas, parts, and labor. Soon afterwards, Lady Liberty began making forays against enemies along the American Eastern Seaboard.
The mutants of Mad Haven have heard of Lady Liberty, but have denounced it as bearing no resemblance to the ‘True Lady’(who must obviously be a mutant herself).
Lady Liberty bears little resemblance to the Triax Devastator she once was; the sculpted lines of the original Statue have been followed as much as possible, with the original waist plates now extending down robe-like to the feet. A human face adorns the head, with full facial articulation.
Internally, her robes hide a set of cold-jet thrusters and several large GMR(GraviMagnetic Resist) coils that allow the massive ‘bot to seemingly walk on water and cross even soft ground without sinking into it up to her waist...or leaving tracks. Her integral armament consists of her iconic torch, eye and crown lasers, a powerful forcefeld generator that can generate shockwaves, and a set of concealed mini-missile launchers.
Lady Liberty has a robot intelligence directing her actions, but so far the EShemar have bot Awakened it with a Ecotroz essence. The reasons for this are puzzling for those in the know about the EShemar, but one possible explanation is that they do not want to make the ‘bot vulnerable to the same sorts on malign influences that other ‘newborn’ Ecotroz-Awakened artificial intelligences are subject to. Another rumor is that the EShemar hope to build up enough of a positive psychic ‘imprint’ through Lady Liberty’s heroic actions that when they do Awaken the ‘bot, ‘she’ will be more psychically powerful as a result. For now, Lady Liberty acts in concert with a pilot and crew(‘Columbia’ likes to have a technomage or two who can cast repair spells onsite).
The EShemar love the idea of Lady Liberty: to them she resembles a Shemarrian Elder, and some of the Tribes have been spreading rumors linking the mysterious Lady with the Torch to EShemar spiritualism. There’s a network of EShemar who have been having fun choreographing the Lady’s mysterious appearances and disappearances, hiding her in offshore DarkWater underwater habitats, for example, or under Horrorwoods jungle thickets.
The Wayfinders were late to the project, but they’ve been making noises about how much they’d like to overhaul her and put some REAL spiritual energy inside the frame, presumably PPE generators, protective charms, enhanced self-repair, and TW weaponry.
Type: Lady Liberty
Class: Guardian Warbot
Crew: Robot A.I. but can carry a crew of 8(one of whom acts as the ‘pilot’ and ‘face’ of Lady Liberty’s ‘crew’).
MDC/Armor by Location:
Main Body 1,500
Head 375
Crown Lasers (7) 100 each
Arms(2) 400 each
Hands(2) 150 each
Plaque-Shield 600/ 3,000 directional barrier
Plasma Torch 500
Legs(2) 500 each
Feet(2) 250 each
Forcefield 3,000
Height: 60 ft
Width: 25 ft
Length: 20 ft
Weight: 150 tons
Cargo: 8x8x8 ft cargo compartment in the torso
Powerplant: Nuclear Fusion
Physical Attributes: Equal to Robotic PS. 60
Speed:(Running) 40 MPH
(Jumping) Can make jet-assisted leaps of 180 ft up/across.
(Flying) Using internal GMR coils, Lady Liberty can just manage to hover 3-4 above the ground or water, and move at 40 MPH.
(Underwater) Limited to running along the bottom at 12 MPH, maximum depth tolerance of 2,000 ft
Market Cost: EXCLUSIVE to the Shemarrian Star Nation
Systems of Note:
Stabdard Robot Systems, plus:
*360-degree Waist Rotation
*EM Detector--Detects radar and radio sources, especially targetig radars.
* Radar---100 mile range
*EW Jamming Suite----Lady Liberty seems to conceal a powerful radio and radra-jamming system; sensor-guided weapons are -6 to strike the giant robot, and can jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 20 mile radius. Those who have been affected by the comm-jamming claim that the Lady belts out patriotic U.S. Empire music.
*Bionic Cybernanite Repair Systems--- These systems repair 6d6 MD per hour, and can repair 400 MDC before needing material stocks to convert to MD repair material.
*Magnetometer ---Detects disturbances in the local magnetic fields, signaling the presence of metal, active electronic hardware, or other EM-phenomenon.
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. Active fusion powerplant containment fields, energetic magnetic anomalies, and powered-up rail guns can be detected at TWICE normal range.
*PPE Sensors---Copied from UWW fighter-scale mystech sensors.
-See the Invisible: 2 mile range
-See Auras: 1 mile range
-Sense Magic: 200 mile range
-Sense Rifts: 500 mile range
Weapons Systems:
1) Plasma Torch(1)---The right hand holds a powerful open plasma generator that can be used to deliver a scorching close-proximity plasma-sword strike, or can be supercharged to fire off a ranged plasma blast. Believed to have been copied from Mechanoid Mantis power systems, modified with EShemar plasma torpedo technology, it normally serves as a benign illumination source.
Range:(Blaze Strike) 300 ft
(Plasma Blast) 5 miles
Damage:(Blaze Strike) 4d6x10 MD
(Plasma Blast) 1d6x100 MD to a 15 ft wide area
Rate of Fire:(Blaze Strike) ECHH
(Plasma Blast) Once every other melee
Payload: (Blaze Strike)Effectively Unlimited
(Plasma Blast) Conditionally Unlimited; can only throw one blast per 30 seconds
2) Laser Eyes(2)---Lady Liberty’s eyes are normally blank, but in combat they glow with photonic enLightenment!
Range: 6,000 ft
Damage: 1d6x10 MD per blast, 2d6x10 MD for both eyes(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited
3) Laser Crown(7)---The radiating spikes/rays of the Lady’s coronet are each long-ranged laser projectors and work in concert as an air defense system, protecting the Lady from aircraft and missiles.
Range: 3 miles
Damage: 1d6x10+12 MD
Rate of Fire: EGCHH
Can be set on independent automatic fire mode using its own sub-AI, in which case it has 7 APMs, and is +7 to strike airborne targets
Payload: Effectively unlimited
4) Shield Plaque(attached to the left arm)---The large tome-like item usually in Liberty’s left hand is part of a forcefield projection system, the bulk of which is housed inside Liberty’s body frame. The body generator produces an (insanely durable, by Rifts Earth standards) omnidirectional forcefield radiating out from the ‘bot. Some claim that at night, or when the atmospheric conditions are right, the forcefield seems to glow with the suggestion of the same and size of the original Statue of Liberty surrounding the smaller ‘bot.
The Plaque, however, serves as a directional projector, strengthening the field in one quarter, projecting a barrier, or even capable of acting offensively to fire off invisible waves of force.
Range:(Forcefield) 50 ft radius
Projective Barrier can be extended up to 3,000 ft away.
(Shockwave) 15,000 ft
Damage:(Forcefield) 3,000 MDC/ +3,000 facing reinforcement(covers a 90-degree arc)
(Shockwave) Does 4d4x10 MD to a 500 ft wide area, and acts as a concussion wave: Characters/objects of 500 lbs or less weight have a 90% chance of knockdown(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees)people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.
The wave is -6 to dodge.
Rate of Fire:(Forcefield) Always on
(Shockwave) Once per 5 minutes
Payload:(Forcefield) Regenerates at 10% per melee
(Shockwave) Once per 5 minutes
5) Mini-Missile Launchers(2)---Concealed in the shoulders are a pair of mini-missile launchers. These are often used to fire off fireworks/illumination rounds.
Range: Varies by Missile Type(Mini-Missile)
Damage: Varies by Missile Type(Mini-Missile)
Rate of Fire: Volleys of 1-4
Payload: 36 each launcher(72 total)
Programming:
Mathematics: Basic 98%
Radio: Basic 98%
Military Etiquette 96%
Intelligence 85%
Land Navigation 94%
Lore: Demons and Monsters 80%
W.P. Blunt
W.P. Heavy MD Energy
Actions/Attacks Per Melee(semiautonomous combat mode): 8+7 crown laser autodefence attacks
Note: Lady Liberty can benefit from interfacing with her ‘pilot’; treat as a Warmunt linkage.
Initiative +1
Dodge +1
Parry +1(+3 to parry with directional forcefield)
Strike +2 (+5 w/ ranged weaponry, +7 to strike airborne targets with the crown lasers )
Roll +3
Pull Punch +2
Restrained Punch 2d6 MD
Full Strength Punch 1d6x10 MD
Power Punch(2 attacks) 2d6x10 MD
Kick 1d6x10 MD
Stomp 6d6 MD
Body Flop/Throw 4d6 MD
Body Block/Ram 1d6x10 MD
Last edited by taalismn on Fri Mar 26, 2021 8:42 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
kronos wrote:taalismn wrote:Omegasgundam wrote:[
I'm reasonably certain that the servant girl is going to be happier than she was previously relatively soon. There will be no small amount of terror between now and then though.
Possibly, but remember that Diomimatrixes are INTERROGATION experts meant to essentially hack the CPUs that are organic brains for information. And there are more than just brute force ways to gain cooperation and extract information.
The negotiations were actually. lot more successful than they appear to be, From GrayThought's POV; she was able to get a good assessment of Imperious Gelz, which , though of no use in the immediate diplomatic situation, may yield benefits in predicting his actions in the future.
She's also acquired an inside source of information that nobody's going to miss...one which , though low-level, can yield a good amount of information of procedures, layouts, types of personnel, and the odd tidbits of gossip and information that servants are likely to hear....How many types does Gelz's household staff change? Where do they recruit from? What areas of the properties are servants not allowed to go near? When and how often might they be locked away(suggesting something they're not supposed to know about). Even stuff that the servant may have seen, but didn't recognize, can provide clues useful to later investigations and operations if the Shemar ever got more proactive on Gelz. .
Leafblade thinks the mission was a flop; GrayThought thinks she scored a coup, getting intelligence without the other party knowing it.
Fastest way to take down the big bad is win their mistreated underlings to your side and gain all the knowledge. And Knowing is half the battle.
The other half is murder.
Re: Shemarrian-related fan creations
Lady Liberty------Guardian Robot
(aka ‘Torch-Bearer’)
Me like...
(aka ‘Torch-Bearer’)
Me like...
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Re: Shemarrian-related fan creations
Omegasgundam wrote:kronos wrote:taalismn wrote:Omegasgundam wrote:[
I'm reasonably certain that the servant girl is going to be happier than she was previously relatively soon. There will be no small amount of terror between now and then though.
Possibly, but remember that Diomimatrixes are INTERROGATION experts meant to essentially hack the CPUs that are organic brains for information. And there are more than just brute force ways to gain cooperation and extract information.
The negotiations were actually. lot more successful than they appear to be, From GrayThought's POV; she was able to get a good assessment of Imperious Gelz, which , though of no use in the immediate diplomatic situation, may yield benefits in predicting his actions in the future.
She's also acquired an inside source of information that nobody's going to miss...one which , though low-level, can yield a good amount of information of procedures, layouts, types of personnel, and the odd tidbits of gossip and information that servants are likely to hear....How many types does Gelz's household staff change? Where do they recruit from? What areas of the properties are servants not allowed to go near? When and how often might they be locked away(suggesting something they're not supposed to know about). Even stuff that the servant may have seen, but didn't recognize, can provide clues useful to later investigations and operations if the Shemar ever got more proactive on Gelz. .
Leafblade thinks the mission was a flop; GrayThought thinks she scored a coup, getting intelligence without the other party knowing it.
Fastest way to take down the big bad is win their mistreated underlings to your side and gain all the knowledge. And Knowing is half the battle.
The other half is murder.
It's not murder if the ones dying are unworth or deserve it (like all Minions)
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Omegasgundam wrote:
The other half is murder.
"We prefer the term 'sanctioning'."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:Lagiarus
I gotta illustrate this one because a) I'm behind on allowing and hard copying Warmounts on this thread, and b) I get such a kaiju vibe from this sucker.
"Kaiju."
"Technocryptid."
"Kaiju!"
"Technocryptid!"
"KAIJU!"
"TECHNOCRYPTID!"
"KAIJU!"
"TECHNOCRYPTID!"
"KAIJU!"
"TEC- ##STOMP##
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Looking through my old Network Omni News postings, I discovered a number o worlds worth revisiting: here's some updates relevant to the Shemarrian Star Nation:
Radiant Edge World:
(first mentioned in the NON newsflash files)
----Temshuen, Tslesan, Remoca Sector, Anvil Galaxy.
This border world between the Central Alliance and the Golgan Republik essentially nuked itself in a vicious civil war between the local factions, the Edsons and Ulsons, but not before both the Golgans and the Central Alliance, in a rare show of cooperation with each other, evacuated their citizens(and a few locals) from the planet. While the Republik and the Alliance uneasily tried to figure out what to do about the planet, the Shemarrian Radiant Edge appeared insystem and declared Tslesan off-limits to further visitation.
Though the Golgans would very much like to have it out with the Shemarrians for their actions in the Thundercloud, and having a Shemarrian enclave right next door as it is would seem a very tempting target, the Golgans have decided that going to war over irradiated Temshuen isn’t worth it. However, they have stationed a squadron of warships in the outer reaches of the Tslesan system, mainly as a show of force to counter the Central Alliance squadron also hovering in the outer reaches. These squadrons aren’t entirely sitting on their hands, however, as occasionally the Radiant Edge will approach both squadrons and deliver salvaged property left behind by both peoples during the evacuation. Temshuen, however, is off-limits and presumably being rehabilitated by the Shemarrians. Long-range optical surveillance of the planet has revealed the spread of the Radiant Edge’s radiation-absorbing ‘black forests’ across the planet, when the fallout clouds break enough for the surface to be seen.
Meanwhile, those survivors who were evacuated offworld are being frced to assimilate into their hosting cultures. Though a few of the refugees have attempted to polarize into the two factions fighting the war and form governments-in-exile, the majority of the refugees just don’t have the stomach for continuing the war offworld, and both the Central Alliance and the Golgan Republik have made it VERY clear that they will not allow the factionalism to continue. General Noldek has publicly announced that he will personally fight, one-on-one, any Edson or Ulson hardcorists in a fight to the DEATH if they try restarting the war anywhere in the Central Alliance. The Golgans have announced that they’ll just send anybody stirring up trouble back to Temshuen and let the Radiant Edge deal with them. There have been no takers of either offer.
-----Omeditron Phasa, Dlphaas Sector, Thundercloud Galaxy.
The machine intelligences of this world are happy trade partners with the Shemarrians, especially given the formers’ efforts to breed back the humans who destroyed themselves in a global thermonuclear war. Besides trading in materials, the Omeditronoids have been grateful for genetic material to build up the Phasans’ genepool, as well as help covering up involuntary ‘contributions’from passing travellers(the EShemar have supposedly been mindwiping travellers that the Omeditronoids kidnapped and have had to repatriate).
Radiant Edge World:
(first mentioned in the NON newsflash files)
----Temshuen, Tslesan, Remoca Sector, Anvil Galaxy.
This border world between the Central Alliance and the Golgan Republik essentially nuked itself in a vicious civil war between the local factions, the Edsons and Ulsons, but not before both the Golgans and the Central Alliance, in a rare show of cooperation with each other, evacuated their citizens(and a few locals) from the planet. While the Republik and the Alliance uneasily tried to figure out what to do about the planet, the Shemarrian Radiant Edge appeared insystem and declared Tslesan off-limits to further visitation.
Though the Golgans would very much like to have it out with the Shemarrians for their actions in the Thundercloud, and having a Shemarrian enclave right next door as it is would seem a very tempting target, the Golgans have decided that going to war over irradiated Temshuen isn’t worth it. However, they have stationed a squadron of warships in the outer reaches of the Tslesan system, mainly as a show of force to counter the Central Alliance squadron also hovering in the outer reaches. These squadrons aren’t entirely sitting on their hands, however, as occasionally the Radiant Edge will approach both squadrons and deliver salvaged property left behind by both peoples during the evacuation. Temshuen, however, is off-limits and presumably being rehabilitated by the Shemarrians. Long-range optical surveillance of the planet has revealed the spread of the Radiant Edge’s radiation-absorbing ‘black forests’ across the planet, when the fallout clouds break enough for the surface to be seen.
Meanwhile, those survivors who were evacuated offworld are being frced to assimilate into their hosting cultures. Though a few of the refugees have attempted to polarize into the two factions fighting the war and form governments-in-exile, the majority of the refugees just don’t have the stomach for continuing the war offworld, and both the Central Alliance and the Golgan Republik have made it VERY clear that they will not allow the factionalism to continue. General Noldek has publicly announced that he will personally fight, one-on-one, any Edson or Ulson hardcorists in a fight to the DEATH if they try restarting the war anywhere in the Central Alliance. The Golgans have announced that they’ll just send anybody stirring up trouble back to Temshuen and let the Radiant Edge deal with them. There have been no takers of either offer.
-----Omeditron Phasa, Dlphaas Sector, Thundercloud Galaxy.
The machine intelligences of this world are happy trade partners with the Shemarrians, especially given the formers’ efforts to breed back the humans who destroyed themselves in a global thermonuclear war. Besides trading in materials, the Omeditronoids have been grateful for genetic material to build up the Phasans’ genepool, as well as help covering up involuntary ‘contributions’from passing travellers(the EShemar have supposedly been mindwiping travellers that the Omeditronoids kidnapped and have had to repatriate).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
EcoS-K-172 BloodStorm BloodRider Warmount
(aka ‘Blood-barker’, ‘DethBelcher’, ‘Redbreth’, ‘FireToad’, ‘Hell-breather’, ‘Heavy-Wadder’)
“DAMNIT! That’s a ‘Blood Cyclone’ over there! Get me contact with Alpha Platoon, that’s their area! Though I’ll not be surprised if you can’t raise anybody!”
“Uh-oh, that thing on the end looks like it’s ready to upchuck something big and nasty and I don’t think it’s a hairball! EVERYBODY TAKE COVER!”
“It’s easy to find out where the BloodRiders have gone; just follow the Black Glass Road.”
“I was kind of hoping to have something to positively identify that was General Hearts-Eater in that Carnage Tank. Rather difficult to ID vapor and it’s a bastard to wait and see how his comamnd reacts.”
Despite the spectacular showings of Warmounts mounting primarily plasma weaponry, such as the Dredadon, the Incindar, Firedrake, Tohilan, and Firex, Blood Rider Tribe Tinkers still felt that all the possibilities of plasma weaponry hadn’t been exhausted yet. They went to work, using the Monstrex chassis as a basis, to create yet another mobile plasma weapons system.
The BloodStorm resembles for the most part the baseline Monstrex in its rear half and its forelegs, albeit with some extra armoring and a thicker tail, but its head and chest are dominated by large metal-pleated sacs. The back also features a set of erectable armored plates that look like a lizard’s raised crest or mane when up. The head is fairly small, and consists of four eyes mounted around a small mouth. Some observers describe the BloodStorm as looking rather toad- or iguana- like.
The BloodStorm can spit plasma in conventional fashion, but for extra damage and effect, the warmount can expand the size of its plasma generation chamber and fill it with enriched deuterium gas, its chest and neck swelling with internal pressure, and then laser-heat the mixture to even higher fusion temperatures before expelling it. The BloodStorm can fire plasma streams, plasma sprays, plasma bolts, or can belch forth a veritable and highly destructive ‘plasma tornado’ that can wipe out entire enemy front lines. This most powerful attack also is quite short-ranged, requiring the Warmount to either behave with foolhardy bravado and close to close range with massed enemy troops, or to very patiently wait in concealment to ambush the enemy. Given the arguably insane bravery for which Blood Riders are known, however, this is not seen as a great problem.
The BloodStorm can generate its own deuterium from water, a time-consuming process, and store the concentrated isotope gas in bladder-sacs along the sides of its torso. A liquid intake system in its tail allows it to draw up water from external sources, while fins along the same tail act as part of the radiator system for the heavy water production.
The result is a surprisingly compact and powerful plasma artillery unit. Even though the deuterium/tritium energy conversion is nowhere near as potent as it could be(due to the fairly uneven and rapid dispersal of he plasma), the BloodStorm can still exceed the destructive output of many larger warmounts and weapons systems. The BloodStorm can also serve as a ready supplier of heavy water and refined deuterium stock for other warmounts, weapons, and industrial processes. This keeps the design from being a ‘one trick pony’ and a technological curiosity produced in only small numbers.
Bloodstorms have appeared thus far only in the ranks of their originating Tribe, the Blood Riders. Clan Armorand has expressed an interest in the unit, given their wet homeworld and love of highly destructive point defense artillery.
Type: EcoS-K-172 BloodStorm
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 460
Head 190
Blast Mane* 150
Plasma Sac** 200
Deuterium Sacs***(4) 80 each
Legs(4) 220 each
Tail 120
*When raised, the Blast Mane affords partial cover to the rider, and attempts to target the rider are at -6 to strike.
**If destroyed, the Warmount CANNOT perform any plasma attacks. If destroyed while charged with enriched deuterium gas-augmented plasma, the unchecked plasma does FULL damage to the Warmount.
***If destroyed, the Warmount CANNOT perform a Plasma Storm or any ‘hot shot’ augmented attacks.
Height: 10 ft
Width: 8 ft
Length: 16 ft+ 12 ft of tail
Weight: 3 tons; 4 tons fully loaded up with full sacs of heavy water.
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 160 MPH
(Leaping) 28 ft up/across standing leap, +1d4x10 yards across. +20 ft up with a running start in excess of 60 MPH.
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 20 MPH, maximum depth tolerance of 1,200 ft
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.
*Bionic Cybernanite Repair Systems---ALL BloodStorms have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 180 MDC before needing material stocks to convert to MD repair material.
*Deuterium Separation----The BloodStorm has the ability to create its own enriched deuterium fuel(or ‘heavy water’) through an incredibly sophisticated and compact atomic separation filter system. Though it’s estimated that a cubic meter of sea water contains 33 grams of deuterium(or, by another estimate 1 atom out of 6,420 of the hydrogen), the compact(and not entirely efficient) process the warmount uses must still pump and process hundreds of gallons of water to obtain a modest amount of usable deuterium fuel, which it then stores in four bladder-sacs along its torso. Typically takes about 18,000 gallons of water to get enough deuterium (at roughly 75% purity) to fill one sac. This takes about 12 hours(at 25 gallons a minute), 48 hours to fill all four to capacity.
In the alternative, by ingesting amounts of lithium which are passed through and exposed to the Warmount’s own fusion reactor, the BloodStorm can also ‘breed’ tritium, which can also be used as fusion fuel.
*Tail Hose----The BloodStorm can draw water for processing through a hose in its tail.
*Deuterium Sacs---Each of the BloodStorm’s four storage sacs can hold 150 gallons of heavy water.
*Blast Mane----The raised plates of the Blast Mane generate a plasma -
deflecting electromagnetic field that diverts plasma around the rider and the Warmount(though this would not prevent damage from an overloading plasma sac, as it is INSIDE the field). Plasma attacks from outside do NO damage, and are harmlessly deflected away. The plates are also faced in thermal-refractive ceramic, so any plasma(or other heat-based attack) that does get through, does HALF damage.
Weapons Systems:
1) Eye Lasers(4) ---Standard robotic eyeball lasers, common in the Shemarrian arsenal.
Range: 2,000 ft
Damage: 3d6 MD per single blast, 6d6 MD per double blast, 1d4x10+14 MD triple blast, or 1d6x10+ MD quadruple blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Plasma Breath----The massive throat and upper torso of the BloodStorm is a large plasma generator that embodies most of the plasma weaponry features the Blood Riders have developed, traded for, or stolen from other sources. The Warmount can spit out a regular plasma stream, yawn out a scattering of smaller plasma bolts, or grunt out a concentrated ball of plasma in a short-lived magnetic ‘wrapper’ that, upon deteriorating, explodes like a grenade.
More impressively, the warmount can fill its generation chamber with enriched deuterium vapor that drives a more powerful plasma state when excited to fusion state by the ignition lasers. The walls of the chamber are specially designed to expand with the growing pressure in the chamber, causing the Warmount’s neck/throat to swell ominously before firing. When released, the energetic plasma surges out in a wide, powerful wave that does tremendous damage and, in the case of the Plasma Storm attack, triggers a fire storm) . Between the bright red corona surrounding the superhot plasma, and the massive loss of life that the attack can do to massed enemy troops, the weapon has earned the Warmount its name of BloodStorm.
The downside to this powerful attack is that it takes a fair amount of time, relatively speaking, for the plasma mass to build to critical, and the swelling of the warmount’s throat sac gives an enemy fair warning and an opening to attack. Should the MDC of the plasma sac be completely depleted while pressurized, plasma containment is lost and the warmount itself will be damaged by the uncontrolled plasma release.
While quite wasteful of the potential energy in the deuterium and deuterium-tritium reaction, the BloodStorm’s plasma systems are considered incredibly powerful for the Warmount’s size, giving the fairly light Warmounta reputation as a ‘giant killer’ or a ‘giant burner’.
Range:(Plasma Blast, Regular) 4,000 ft
(Plasma Spray) 1,000 ft
(Plasma Bolt) 6,000 ft
(Plasma Storm) 3,000 ft
Damage:(Plasma Blast, Regular) 3d6x10 MD
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Spray) 2d6x10 MD to a 15 ft wide area.
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x100 MD to a 15 ft wide blast radius.
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Storm) 3d6x10 MD to a 1,000 ft wide area and the plasma cloud lingers for an additional 1d6 melees, doing 4d6 MD to everything still caught in the fireball. 60% chance of developing a tornado-like cyclonic action that does an additional 2d4x10 MD to anything swept up in the firestorm in a 200 ft radius near the center of he storm.
Rate of Fire:(Plasma Blast, Regular) ECHH
‘Hot-shotting’ a plasma blast takes up 10 gallons
(Plasma Spray) ECHH
‘Hot-shotting’ a plasma spray takes up 10 gallons
(Plasma Bolt) Once per melee
‘Hot-shotting’ a plasma bolt takes up 15 gallons
(Plasma Storm) Once per melee, takes a full melee round of preparation, and empties the deuterium sacs.
Payload: (Plasma Blast, Regular) Effectively Unlimited
(Plasma Spray)Effectively Unlimited
(Plasma Bolt)Effectively Unlimited
(Plasma Storm) Plasma Storm shots require a full load of deuterium (that’s the full 600 gallons of heavy water)
3) Flash-Blast----In the alternative, the BloodStorm can expel a cloud of explosive vapor in front of itself, and ignite it using its eye lasers. The result lacks the range and power of a proper plasma blast, but it generates a bright flash that can blind, thundering bang that can deafen, and a concussive blast that can knock people off their feet at close range.
Range: 800 ft jet, but can fill a 1,000 ft area given a full melee.
Damage: 1d6x10 SD(or 1d4 MD) within the area of effect, going off like a concussive grenade. There’s also a 60% chance of knocking human-sized targets off their feet from the blast(lose initiative and 1 APM getting back up again). Unless ignited, the cloud safely dissipates after 1d4 melees,
Rate of Fire: Once per melee
Payload: Conditionally unlimited; a Flash-Blast takes up 50 gallons of heavy water.
4) Steam Jets---Byproduct of the deuterium processing is a good deal of apparently unused water. The BloodStorm can spew jets of superheated steam
Range: 50 ft
Damage: Rarely dangerous to those with full respiratory protection. A typical hot emission causes unprotected victims caught in the vapors to be temporarily blinded, -10 to strike, parry, dodge, and take 2d6 SDC inhalation damage per melee of being caught in the cloud. The temporary blindness lasts 1d6 melees after leaving the cloud.
Rate of Fire: ECHH. Depending on local wind conditions, the steam cloud will dissipate in 1d4 melees.
Payload: Conditionally unlimited; can typically renew its steam cloud once per melee when going at full processing blast.
5) Water Jets---Rather than pass its stored water over heater coils, the BloodStorm can just spit cold water at targets. This is done in play, in practice, against mundane foes, or against vampires.
Range: 300 ft
Damage: None to most targets. Against vampires: variable; 4d6 HP for a 15-gallon blast, 2d4x10 HP for a 30-gallon blast, 3d6x10 HP for a 50-gallon blast.
Rate of Fire: ECHH.
Payload: Each sac has enough liquid capacity(gallons) for 150 gallons.
6) (Optional) Modular Weapons(1-2)---The BloodStorm can mount two weapons similar to those standard to the Monstrex.
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has Monstrex base programming, plus the following:
Dowsing/Find Water 50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the BloodStorm intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +5, +7 when running in excess of 75 MPH.
Strike +3 (+3 w/ ranged weaponry)
Parry +4
Roll +3(the sacs actually seem to help the warmount roll)
Pull Punch/Claw/Bite +4
Critical Strike on a Natural 19 or 20
Bite 1d6 MD
Blunt Claw Strike 2d4 MD
Claw Strike 4d6+3 MD
Power Claw Strike(2 attacks) 8d6+3 MD
Tail Lash 1d6 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the BloodStorm an aura and behavior more befitting a sentient being than a robot. BloodStorms tend to b rather phlegmatic for Warmounts, especially for Bloodrider warmounts, spending most of their off-combat time sitting and processing water into enriched deuterium fuel, contentedly venting off small jets of steam, belching, burping and hissing. However, roused for combat, they exhibit the expected Bloodrider viciousness in combat, lashing out with claws and tail, and spewing plasma death at opponents.
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
(aka ‘Blood-barker’, ‘DethBelcher’, ‘Redbreth’, ‘FireToad’, ‘Hell-breather’, ‘Heavy-Wadder’)
“DAMNIT! That’s a ‘Blood Cyclone’ over there! Get me contact with Alpha Platoon, that’s their area! Though I’ll not be surprised if you can’t raise anybody!”
“Uh-oh, that thing on the end looks like it’s ready to upchuck something big and nasty and I don’t think it’s a hairball! EVERYBODY TAKE COVER!”
“It’s easy to find out where the BloodRiders have gone; just follow the Black Glass Road.”
“I was kind of hoping to have something to positively identify that was General Hearts-Eater in that Carnage Tank. Rather difficult to ID vapor and it’s a bastard to wait and see how his comamnd reacts.”
Despite the spectacular showings of Warmounts mounting primarily plasma weaponry, such as the Dredadon, the Incindar, Firedrake, Tohilan, and Firex, Blood Rider Tribe Tinkers still felt that all the possibilities of plasma weaponry hadn’t been exhausted yet. They went to work, using the Monstrex chassis as a basis, to create yet another mobile plasma weapons system.
The BloodStorm resembles for the most part the baseline Monstrex in its rear half and its forelegs, albeit with some extra armoring and a thicker tail, but its head and chest are dominated by large metal-pleated sacs. The back also features a set of erectable armored plates that look like a lizard’s raised crest or mane when up. The head is fairly small, and consists of four eyes mounted around a small mouth. Some observers describe the BloodStorm as looking rather toad- or iguana- like.
The BloodStorm can spit plasma in conventional fashion, but for extra damage and effect, the warmount can expand the size of its plasma generation chamber and fill it with enriched deuterium gas, its chest and neck swelling with internal pressure, and then laser-heat the mixture to even higher fusion temperatures before expelling it. The BloodStorm can fire plasma streams, plasma sprays, plasma bolts, or can belch forth a veritable and highly destructive ‘plasma tornado’ that can wipe out entire enemy front lines. This most powerful attack also is quite short-ranged, requiring the Warmount to either behave with foolhardy bravado and close to close range with massed enemy troops, or to very patiently wait in concealment to ambush the enemy. Given the arguably insane bravery for which Blood Riders are known, however, this is not seen as a great problem.
The BloodStorm can generate its own deuterium from water, a time-consuming process, and store the concentrated isotope gas in bladder-sacs along the sides of its torso. A liquid intake system in its tail allows it to draw up water from external sources, while fins along the same tail act as part of the radiator system for the heavy water production.
The result is a surprisingly compact and powerful plasma artillery unit. Even though the deuterium/tritium energy conversion is nowhere near as potent as it could be(due to the fairly uneven and rapid dispersal of he plasma), the BloodStorm can still exceed the destructive output of many larger warmounts and weapons systems. The BloodStorm can also serve as a ready supplier of heavy water and refined deuterium stock for other warmounts, weapons, and industrial processes. This keeps the design from being a ‘one trick pony’ and a technological curiosity produced in only small numbers.
Bloodstorms have appeared thus far only in the ranks of their originating Tribe, the Blood Riders. Clan Armorand has expressed an interest in the unit, given their wet homeworld and love of highly destructive point defense artillery.
Type: EcoS-K-172 BloodStorm
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 460
Head 190
Blast Mane* 150
Plasma Sac** 200
Deuterium Sacs***(4) 80 each
Legs(4) 220 each
Tail 120
*When raised, the Blast Mane affords partial cover to the rider, and attempts to target the rider are at -6 to strike.
**If destroyed, the Warmount CANNOT perform any plasma attacks. If destroyed while charged with enriched deuterium gas-augmented plasma, the unchecked plasma does FULL damage to the Warmount.
***If destroyed, the Warmount CANNOT perform a Plasma Storm or any ‘hot shot’ augmented attacks.
Height: 10 ft
Width: 8 ft
Length: 16 ft+ 12 ft of tail
Weight: 3 tons; 4 tons fully loaded up with full sacs of heavy water.
Cargo: Small space inside/beside the saddle-seat for a few personal possessions and sidearms.
Physical Strength: Equivalent to Robotic P.S. of 35
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 160 MPH
(Leaping) 28 ft up/across standing leap, +1d4x10 yards across. +20 ft up with a running start in excess of 60 MPH.
(Flying) Not possible
(Space) Not possible
(Underwater) Can swim at 20 MPH, maximum depth tolerance of 1,200 ft
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Tinkers or at the behest of individual riders/owners.
*Bionic Cybernanite Repair Systems---ALL BloodStorms have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 4d6 MD per hour, and can repair 180 MDC before needing material stocks to convert to MD repair material.
*Deuterium Separation----The BloodStorm has the ability to create its own enriched deuterium fuel(or ‘heavy water’) through an incredibly sophisticated and compact atomic separation filter system. Though it’s estimated that a cubic meter of sea water contains 33 grams of deuterium(or, by another estimate 1 atom out of 6,420 of the hydrogen), the compact(and not entirely efficient) process the warmount uses must still pump and process hundreds of gallons of water to obtain a modest amount of usable deuterium fuel, which it then stores in four bladder-sacs along its torso. Typically takes about 18,000 gallons of water to get enough deuterium (at roughly 75% purity) to fill one sac. This takes about 12 hours(at 25 gallons a minute), 48 hours to fill all four to capacity.
In the alternative, by ingesting amounts of lithium which are passed through and exposed to the Warmount’s own fusion reactor, the BloodStorm can also ‘breed’ tritium, which can also be used as fusion fuel.
*Tail Hose----The BloodStorm can draw water for processing through a hose in its tail.
*Deuterium Sacs---Each of the BloodStorm’s four storage sacs can hold 150 gallons of heavy water.
*Blast Mane----The raised plates of the Blast Mane generate a plasma -
deflecting electromagnetic field that diverts plasma around the rider and the Warmount(though this would not prevent damage from an overloading plasma sac, as it is INSIDE the field). Plasma attacks from outside do NO damage, and are harmlessly deflected away. The plates are also faced in thermal-refractive ceramic, so any plasma(or other heat-based attack) that does get through, does HALF damage.
Weapons Systems:
1) Eye Lasers(4) ---Standard robotic eyeball lasers, common in the Shemarrian arsenal.
Range: 2,000 ft
Damage: 3d6 MD per single blast, 6d6 MD per double blast, 1d4x10+14 MD triple blast, or 1d6x10+ MD quadruple blast.
Rate of Fire: ECHH
Payload: Effectively Unlimited
2) Plasma Breath----The massive throat and upper torso of the BloodStorm is a large plasma generator that embodies most of the plasma weaponry features the Blood Riders have developed, traded for, or stolen from other sources. The Warmount can spit out a regular plasma stream, yawn out a scattering of smaller plasma bolts, or grunt out a concentrated ball of plasma in a short-lived magnetic ‘wrapper’ that, upon deteriorating, explodes like a grenade.
More impressively, the warmount can fill its generation chamber with enriched deuterium vapor that drives a more powerful plasma state when excited to fusion state by the ignition lasers. The walls of the chamber are specially designed to expand with the growing pressure in the chamber, causing the Warmount’s neck/throat to swell ominously before firing. When released, the energetic plasma surges out in a wide, powerful wave that does tremendous damage and, in the case of the Plasma Storm attack, triggers a fire storm) . Between the bright red corona surrounding the superhot plasma, and the massive loss of life that the attack can do to massed enemy troops, the weapon has earned the Warmount its name of BloodStorm.
The downside to this powerful attack is that it takes a fair amount of time, relatively speaking, for the plasma mass to build to critical, and the swelling of the warmount’s throat sac gives an enemy fair warning and an opening to attack. Should the MDC of the plasma sac be completely depleted while pressurized, plasma containment is lost and the warmount itself will be damaged by the uncontrolled plasma release.
While quite wasteful of the potential energy in the deuterium and deuterium-tritium reaction, the BloodStorm’s plasma systems are considered incredibly powerful for the Warmount’s size, giving the fairly light Warmounta reputation as a ‘giant killer’ or a ‘giant burner’.
Range:(Plasma Blast, Regular) 4,000 ft
(Plasma Spray) 1,000 ft
(Plasma Bolt) 6,000 ft
(Plasma Storm) 3,000 ft
Damage:(Plasma Blast, Regular) 3d6x10 MD
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Spray) 2d6x10 MD to a 15 ft wide area.
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x100 MD to a 15 ft wide blast radius.
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Storm) 3d6x10 MD to a 1,000 ft wide area and the plasma cloud lingers for an additional 1d6 melees, doing 4d6 MD to everything still caught in the fireball. 60% chance of developing a tornado-like cyclonic action that does an additional 2d4x10 MD to anything swept up in the firestorm in a 200 ft radius near the center of he storm.
Rate of Fire:(Plasma Blast, Regular) ECHH
‘Hot-shotting’ a plasma blast takes up 10 gallons
(Plasma Spray) ECHH
‘Hot-shotting’ a plasma spray takes up 10 gallons
(Plasma Bolt) Once per melee
‘Hot-shotting’ a plasma bolt takes up 15 gallons
(Plasma Storm) Once per melee, takes a full melee round of preparation, and empties the deuterium sacs.
Payload: (Plasma Blast, Regular) Effectively Unlimited
(Plasma Spray)Effectively Unlimited
(Plasma Bolt)Effectively Unlimited
(Plasma Storm) Plasma Storm shots require a full load of deuterium (that’s the full 600 gallons of heavy water)
3) Flash-Blast----In the alternative, the BloodStorm can expel a cloud of explosive vapor in front of itself, and ignite it using its eye lasers. The result lacks the range and power of a proper plasma blast, but it generates a bright flash that can blind, thundering bang that can deafen, and a concussive blast that can knock people off their feet at close range.
Range: 800 ft jet, but can fill a 1,000 ft area given a full melee.
Damage: 1d6x10 SD(or 1d4 MD) within the area of effect, going off like a concussive grenade. There’s also a 60% chance of knocking human-sized targets off their feet from the blast(lose initiative and 1 APM getting back up again). Unless ignited, the cloud safely dissipates after 1d4 melees,
Rate of Fire: Once per melee
Payload: Conditionally unlimited; a Flash-Blast takes up 50 gallons of heavy water.
4) Steam Jets---Byproduct of the deuterium processing is a good deal of apparently unused water. The BloodStorm can spew jets of superheated steam
Range: 50 ft
Damage: Rarely dangerous to those with full respiratory protection. A typical hot emission causes unprotected victims caught in the vapors to be temporarily blinded, -10 to strike, parry, dodge, and take 2d6 SDC inhalation damage per melee of being caught in the cloud. The temporary blindness lasts 1d6 melees after leaving the cloud.
Rate of Fire: ECHH. Depending on local wind conditions, the steam cloud will dissipate in 1d4 melees.
Payload: Conditionally unlimited; can typically renew its steam cloud once per melee when going at full processing blast.
5) Water Jets---Rather than pass its stored water over heater coils, the BloodStorm can just spit cold water at targets. This is done in play, in practice, against mundane foes, or against vampires.
Range: 300 ft
Damage: None to most targets. Against vampires: variable; 4d6 HP for a 15-gallon blast, 2d4x10 HP for a 30-gallon blast, 3d6x10 HP for a 50-gallon blast.
Rate of Fire: ECHH.
Payload: Each sac has enough liquid capacity(gallons) for 150 gallons.
6) (Optional) Modular Weapons(1-2)---The BloodStorm can mount two weapons similar to those standard to the Monstrex.
Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience.
Typically has Monstrex base programming, plus the following:
Dowsing/Find Water 50%(+5% per level of experience for Ecotroz entity)
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the BloodStorm intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).
Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +5, +7 when running in excess of 75 MPH.
Strike +3 (+3 w/ ranged weaponry)
Parry +4
Roll +3(the sacs actually seem to help the warmount roll)
Pull Punch/Claw/Bite +4
Critical Strike on a Natural 19 or 20
Bite 1d6 MD
Blunt Claw Strike 2d4 MD
Claw Strike 4d6+3 MD
Power Claw Strike(2 attacks) 8d6+3 MD
Tail Lash 1d6 MD
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the BloodStorm an aura and behavior more befitting a sentient being than a robot. BloodStorms tend to b rather phlegmatic for Warmounts, especially for Bloodrider warmounts, spending most of their off-combat time sitting and processing water into enriched deuterium fuel, contentedly venting off small jets of steam, belching, burping and hissing. However, roused for combat, they exhibit the expected Bloodrider viciousness in combat, lashing out with claws and tail, and spewing plasma death at opponents.
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points(most Warmounts, unless otherwise noted, have an effective IQ rating of 8 ), but will have to go dormant for 4d6 hours after such exertion.
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
Re: Shemarrian-related fan creations
Dragon Gauntlets
These heavy, scaled gauntlets have a dragon's head where the wearer's hand fits through, with the lower jaw along the palm, and the upper portion along the back of the hand, and in no way interferes with the wearer's ability to hold objects in their hand, which are covered in a fabric that is synthetic dragon hide. The colour of the gauntlet, and design of the head, is tied to a type of dragon, red, green, gold, white, etc. The eyes contain lasers, and two blades can be extended through the nostrils for melee combat. With a mental command through the wireless and induction connection with the Shemarrian wearing it, the wearer can make a fist and the dragon head slides forward, extending beyond the hand and the mouth becomes a potent energy weapon, based on the type of dragon the gauntlets are modelled after. Some have additional weapons or abilities based on the dragon type.
M.D.C. of the Gauntlet: 50
Weight: 20 lbs
Range: varies by type
Laser 2,000 ft
Claws melee
Mega-Damage: varies by type
Laser 3d6+3 MD per single blast
Claws 3d6 MD per swipe or stab
Rate of Fire: varies by type
Each laser blast or claw strike counts as one melee attack
Payload: Conditionally unlimited via induction
Cat's-Eye Dragon
This gauntlet is modelled after the Cat's-Eye dragon with a blunt feline draconic face, they eyes have an almond-shape, with the lasers designed with a scatter shot mode. When the mouth is extended, it functions as a magical flamethrower.
Magical Flamethrower
Range: 6 feet wide, 60 feet long.
Mega-Damage: 3d6 MD
Rate of Fire: Each use counts as one melee attack.
Payload: PPE clip with 50 PPE, costs 5 PPE per use.
Eye Lasers
Scatter-Shot Module---The eyes are modified to fire a short range shotgun with an area of effect blast.
Reduce range to 400 ft, but does 2d6 MD to a 30 ft wide area.
Flame Wind Dragon
This gauntlet is various shades of red, modelled after the Flame Wind dragon. The gauntlet has what appear to be wings folded along the sides. With a command the wings will open to create a shield and the whole gauntlet and wing shields can be engulfed in plasma, similar to the Bloodrider Zealots, enhancing melee combat and adding additional protection. The mouth weapon is a potent, but short ranged multi-mode plasma blaster, which can be enhanced with deuterium from a tank fitted to the underside of the forearm.
Range: (Plasma Bolt) 600 ft
(Plasma Grenade) 200 ft
(Plasma Saber) 3 ft
Damage:(Plasma Bolt) 4d6+4 MD
(Plasma Grenade) 6d6 MD to a 5 ft blast radius
(Plasma Saber) 2d4 MD
Rate of Fire: (Plasma Bolt/Saber) ECHH
(Plasma Grenade) Twice per melee
Payload: Effectively Unlimited
Options:
“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the Serap, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). HotShot cylinder of refined d-gas is good for 30 shots.
Wing Shield
When the wings are spread, they create a three-foot radius shield that projects a powerful EM shield, plus built in cooling systems that allow it to generate and maintain a plasma field. The blades on the gauntlet are also modified to be covered with the plasma field as well.
* Thermal Shielding - This system allow the shield to take NO damage from the plasma field, and NO damage from heat-based attacks (magic-based fire still does full damage). With the plasma field down, plasma attacks do only 1/4 damage(the plasma stream still has some kinetic kick to impart).
1) Plasma Field - This is conformal plasma field that incinerates anything that comes too close to the shield and adds damage to melee strikes.
Range:1 ft
Damage: Adds 5d6 MD per strike with gauntlet claws or shield bash, 1d6x10 MD per melee attack of an entangle, grapple, hug, or wrestling grip. Anything flammable will be incinerated on contact, including SDC bullets and weapons.
Furthermore, with the plasma field up, other plasma attacks do NO damage, as they effectively splash around the projection fields.
Payload: Can maintain the plasma field for 7 minutes and recharge in 25 minutes, or for 14 minutes, requiring a full 60 minute recharge period afterward.
Snow Lizard Dragon
This white gauntlet is designed after the Snow Lizard Dragon, firing a cryo laser from the mouth.
0-C CryoLaser(‘Oh-Cee’)--- The CryoLaser is a derivation of a new technology (Bose-Einstein Condensate ---BEC technology). The 0-C is a low-powered model, considerably scaled back from the first giant-scaled ‘atom laser’, intended not as a weapons system, but as a firefighting tool, for putting out chemical fires and exotic material combustion by literally stopping their molecular activity. The ‘Oh-Cee’ has two modes of operation; a narrow-focus ‘Beam Mode’ that stops molecular motion dead, and a shorter-ranged, wide-area ‘spray; typically used for freezing pools of liquids and cooling down hot objects. The current model is fairly bulky and energy-intensive, but is remarkably effective.
(Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
Range: (Beam Mode) 1000 ft
(Spray Mode) 500 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area (1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect --- This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma, still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
(others to come)
These heavy, scaled gauntlets have a dragon's head where the wearer's hand fits through, with the lower jaw along the palm, and the upper portion along the back of the hand, and in no way interferes with the wearer's ability to hold objects in their hand, which are covered in a fabric that is synthetic dragon hide. The colour of the gauntlet, and design of the head, is tied to a type of dragon, red, green, gold, white, etc. The eyes contain lasers, and two blades can be extended through the nostrils for melee combat. With a mental command through the wireless and induction connection with the Shemarrian wearing it, the wearer can make a fist and the dragon head slides forward, extending beyond the hand and the mouth becomes a potent energy weapon, based on the type of dragon the gauntlets are modelled after. Some have additional weapons or abilities based on the dragon type.
M.D.C. of the Gauntlet: 50
Weight: 20 lbs
Range: varies by type
Laser 2,000 ft
Claws melee
Mega-Damage: varies by type
Laser 3d6+3 MD per single blast
Claws 3d6 MD per swipe or stab
Rate of Fire: varies by type
Each laser blast or claw strike counts as one melee attack
Payload: Conditionally unlimited via induction
Cat's-Eye Dragon
This gauntlet is modelled after the Cat's-Eye dragon with a blunt feline draconic face, they eyes have an almond-shape, with the lasers designed with a scatter shot mode. When the mouth is extended, it functions as a magical flamethrower.
Magical Flamethrower
Range: 6 feet wide, 60 feet long.
Mega-Damage: 3d6 MD
Rate of Fire: Each use counts as one melee attack.
Payload: PPE clip with 50 PPE, costs 5 PPE per use.
Eye Lasers
Scatter-Shot Module---The eyes are modified to fire a short range shotgun with an area of effect blast.
Reduce range to 400 ft, but does 2d6 MD to a 30 ft wide area.
Flame Wind Dragon
This gauntlet is various shades of red, modelled after the Flame Wind dragon. The gauntlet has what appear to be wings folded along the sides. With a command the wings will open to create a shield and the whole gauntlet and wing shields can be engulfed in plasma, similar to the Bloodrider Zealots, enhancing melee combat and adding additional protection. The mouth weapon is a potent, but short ranged multi-mode plasma blaster, which can be enhanced with deuterium from a tank fitted to the underside of the forearm.
Range: (Plasma Bolt) 600 ft
(Plasma Grenade) 200 ft
(Plasma Saber) 3 ft
Damage:(Plasma Bolt) 4d6+4 MD
(Plasma Grenade) 6d6 MD to a 5 ft blast radius
(Plasma Saber) 2d4 MD
Rate of Fire: (Plasma Bolt/Saber) ECHH
(Plasma Grenade) Twice per melee
Payload: Effectively Unlimited
Options:
“Hot Shotting”---This system augments the normal air-draw plasma re-mass system with deuterium-gas injected into the plasma flow for a cleaner, hotter, more potent ‘burn’. The deuterium is stored in pressurized cylinders attached to the feeds of the Serap, like a CO2 air rifle cartridge. This allows the plasma to do 50% more damage, but the weapon now has a bit of a recoil due to the more powerful plasma acting like a crude plasma drive(-1 to strike). HotShot cylinder of refined d-gas is good for 30 shots.
Wing Shield
When the wings are spread, they create a three-foot radius shield that projects a powerful EM shield, plus built in cooling systems that allow it to generate and maintain a plasma field. The blades on the gauntlet are also modified to be covered with the plasma field as well.
* Thermal Shielding - This system allow the shield to take NO damage from the plasma field, and NO damage from heat-based attacks (magic-based fire still does full damage). With the plasma field down, plasma attacks do only 1/4 damage(the plasma stream still has some kinetic kick to impart).
1) Plasma Field - This is conformal plasma field that incinerates anything that comes too close to the shield and adds damage to melee strikes.
Range:1 ft
Damage: Adds 5d6 MD per strike with gauntlet claws or shield bash, 1d6x10 MD per melee attack of an entangle, grapple, hug, or wrestling grip. Anything flammable will be incinerated on contact, including SDC bullets and weapons.
Furthermore, with the plasma field up, other plasma attacks do NO damage, as they effectively splash around the projection fields.
Payload: Can maintain the plasma field for 7 minutes and recharge in 25 minutes, or for 14 minutes, requiring a full 60 minute recharge period afterward.
Snow Lizard Dragon
This white gauntlet is designed after the Snow Lizard Dragon, firing a cryo laser from the mouth.
0-C CryoLaser(‘Oh-Cee’)--- The CryoLaser is a derivation of a new technology (Bose-Einstein Condensate ---BEC technology). The 0-C is a low-powered model, considerably scaled back from the first giant-scaled ‘atom laser’, intended not as a weapons system, but as a firefighting tool, for putting out chemical fires and exotic material combustion by literally stopping their molecular activity. The ‘Oh-Cee’ has two modes of operation; a narrow-focus ‘Beam Mode’ that stops molecular motion dead, and a shorter-ranged, wide-area ‘spray; typically used for freezing pools of liquids and cooling down hot objects. The current model is fairly bulky and energy-intensive, but is remarkably effective.
(Some of the cold-attack stats courtesy of Aliens Unlimited, pg. 173)
Range: (Beam Mode) 1000 ft
(Spray Mode) 500 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area (1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect --- This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma, still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited
(others to come)
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
kronos wrote:Dragon Gauntlets
(others to come)
I like!
All the fun of a Lion-Force Voltron fist attack without the stupid Voltron attached!
-------------
"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
------------
"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
------------
Re: Shemarrian-related fan creations
EarthShatter Cannon
The Flamewings, masters of the overkill, would not be out done by the Skullcrusher's SkullShatter Cannon, one Flamewing Tinker while repairing several SkullShatters linked them together and eventually created a complicated and heavy weapon that can unleash an incredible amount fire power. The EarthShatter is a large gatling weapon with each 'barrel' made up of a SkullShatter cannon, numbering 6 Skullshatters each firing and rotating, making it incredible difficult for targets to avoid being hit. It is not a subtle weapon, making a lot of noise as it launches up to thousands of rounds per second, and nor is it accurate. It requires a heavy weapon mount to hold it, plus an incredible amount of storage space for the ammunition it goes through, typically only used on the largest of warmounts or on capital ships.
Range: 6,000 ft affecting a 20 foot area
Damage: 12d6x10 MD per single shot (uses up 6 shots), 36d6x10 MD for a eighteen shot burst, 6d6MDx100 for a thirty-six shot burst.
Rate of Fire: ECHH
Payload: 820 shot drum per cannon.
Note: Typical human sized targets within the area being attacked suffer -2 to dodge, while targets of 10 feet or larger are at -3 to Dodge. Targets of 20 feet or larger are at -4 to dodge and suffer 50% more damage.
The Flamewings, masters of the overkill, would not be out done by the Skullcrusher's SkullShatter Cannon, one Flamewing Tinker while repairing several SkullShatters linked them together and eventually created a complicated and heavy weapon that can unleash an incredible amount fire power. The EarthShatter is a large gatling weapon with each 'barrel' made up of a SkullShatter cannon, numbering 6 Skullshatters each firing and rotating, making it incredible difficult for targets to avoid being hit. It is not a subtle weapon, making a lot of noise as it launches up to thousands of rounds per second, and nor is it accurate. It requires a heavy weapon mount to hold it, plus an incredible amount of storage space for the ammunition it goes through, typically only used on the largest of warmounts or on capital ships.
Range: 6,000 ft affecting a 20 foot area
Damage: 12d6x10 MD per single shot (uses up 6 shots), 36d6x10 MD for a eighteen shot burst, 6d6MDx100 for a thirty-six shot burst.
Rate of Fire: ECHH
Payload: 820 shot drum per cannon.
Note: Typical human sized targets within the area being attacked suffer -2 to dodge, while targets of 10 feet or larger are at -3 to Dodge. Targets of 20 feet or larger are at -4 to dodge and suffer 50% more damage.
Re: Shemarrian-related fan creations
I claim warmount numbers 175 and 176 for these new rides. No names yet, but concepts explained below.
175- Megaloceros with shapeshifting antlers for defense or carving through cultists. Used by Wargodesses as personal ride, quite the statues symbol.
176- Leatherback Sea turtle that manipulates brincicles(Hollow ice tubes formed from seperating salt from cold seawater) to freeze ships underneath. Inspired by a creature from Monte Cook games.
175- Megaloceros with shapeshifting antlers for defense or carving through cultists. Used by Wargodesses as personal ride, quite the statues symbol.
176- Leatherback Sea turtle that manipulates brincicles(Hollow ice tubes formed from seperating salt from cold seawater) to freeze ships underneath. Inspired by a creature from Monte Cook games.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
89er wrote:I claim warmount numbers 175 and 176 for these new rides. No names yet, but concepts explained below.
175- Megaloceros with shapeshifting antlers for defense or carving through cultists. Used by Wargodesses as personal ride, quite the statues symbol.
176- Leatherback Sea turtle that manipulates brincicles(Hollow ice tubes formed from seperating salt from cold seawater) to freeze ships underneath. Inspired by a creature from Monte Cook games.
Go for it; I'll leave those numbers open.
-------------
"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
------------
"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
------------
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
(This was written when the pandemic was hitting New York particularly hard)
How Would the Shemarrian Tribes Deal With a Pandemic?
*GhostRiders---They’re currently in the thick of it; they’ll rigorously enforce isolation amongt their neshemar, using wireless and VR hookups to communicate. Their myrmidon reserves would be released to act as emergency workers, keeping essential services flowing and neighborhoods cleaned up.
*Skullcrushers ---They’re in the same boat as the GhostRiders; not as well prepared for this sort of thing as others. They’ll put strict enforcement of quarantine as top priority, and force themselves to accept the losses.
*Wolf’s Path---The nomadic nature of the pack structure of this Tribe is both a strength and a weakness. Infected packs would be forced into quarantine in the fixed communities in the Tribe’s range, and the isolation enforced by other packs.
*Silvermoons---A little bit better prepared for this sort of thing, given their love of shiny and clean. They’ll be modifying their laser systems to generate sterilizing levels of UV. ’Accurate enough to zap individual viruses’ isn’t entirely true of Silvermoon lasers....but it comes awfully close.
*Hawkmoons---Hawkmoons will be keeping commerce open, by taking over air transport of vital supplies. ‘Aloofness’ in this case, as with the DarkWaters, translates as ‘really good social distancing’.
*Lost Eclipse---The Nightmares will initially disappear, holing up until they can modify their equipment to perform mass area of effect disinfections. They’ll work best at night, cleaning up ‘lanes’ of disinfection between communities and enforcing curfews.
*DarkWaters----The DarkWaters would withdraw to their closed habitats offshore, thoroughly down scrub their ships and habitats, then use their unaffected industry to produce and deliver much-needed supplies to affected communities.
*Horrorwoods---Would retreat into their deep forest enclaves, but would begin modifying their electrocologies to provide round-the-clock monitoring for infection. They would also begin crash-production of medical supplies for their neighbors.
* Sapphire Cobras---Will suspend religious services, but will convert their temples into field hospitals and rigorously-enforced ‘clean zones’ for vulnerable population groups.
*Blood Riders---Actually pretty well-prepared for this sort of thing, as their neshemar medical programs are well advanced and very passionate about fighting disease. Their taidama corps would come into their own as uninfectable health workers. Plus they’re good at sterilizing things with fire, creating and enforcing cordons sanitaire to contain the spread of disease. It becomes truly fearsome when the Tribal Elders give the BloodRider medical corps carte blanche to deal with the crisis.
*Wayfinders---Probably the best equipped to handle this sort of thing. They’ll bring the power of sorcery to the relief efforts, using magic and applied technowizardry to both cure and sustain the afflicted.
*SkyeKlad---Will enforce rigorous hygiene protocols and will practice social distancing.
*Clan Vespa---As soon as treatments are developed, they’ll volunteer their ‘bot swarms to start delivering innoculations.
*Radiant Edge---Been to enough shatterworlds ruined by disease to have formulated some pretty powerful detection and decontamination protocols.
*Obsidian Dawn--- Know a thing or two about disease vectors to contain and sterilize paths of spread. It’s an exercise in dealing with microscopic vermin to them.
*Clan Armorand----Has had some experience with identifying and containing alien pathogens either accidentally or deliberately unleashed on their world. Will fort up, while hazmat-armored troops enforce quarantine and containment.
Overall, Shemarrian industry would turn to stocking the supplies of their neighbors and providing transport. EcoS-K-86 Toxatyl Warmounts would be especially useful in spraying large areas with disinfectants and anti-virals.
Given that a good part of the Minion War’s destruction was inflicted by bioweapon plagues, the above is a fair assessement of how the Tribes dealt with them, in those areas where they could afford to fort up and not have to deal with fighting the Infernals directly.
How Would the Shemarrian Tribes Deal With a Pandemic?
*GhostRiders---They’re currently in the thick of it; they’ll rigorously enforce isolation amongt their neshemar, using wireless and VR hookups to communicate. Their myrmidon reserves would be released to act as emergency workers, keeping essential services flowing and neighborhoods cleaned up.
*Skullcrushers ---They’re in the same boat as the GhostRiders; not as well prepared for this sort of thing as others. They’ll put strict enforcement of quarantine as top priority, and force themselves to accept the losses.
*Wolf’s Path---The nomadic nature of the pack structure of this Tribe is both a strength and a weakness. Infected packs would be forced into quarantine in the fixed communities in the Tribe’s range, and the isolation enforced by other packs.
*Silvermoons---A little bit better prepared for this sort of thing, given their love of shiny and clean. They’ll be modifying their laser systems to generate sterilizing levels of UV. ’Accurate enough to zap individual viruses’ isn’t entirely true of Silvermoon lasers....but it comes awfully close.
*Hawkmoons---Hawkmoons will be keeping commerce open, by taking over air transport of vital supplies. ‘Aloofness’ in this case, as with the DarkWaters, translates as ‘really good social distancing’.
*Lost Eclipse---The Nightmares will initially disappear, holing up until they can modify their equipment to perform mass area of effect disinfections. They’ll work best at night, cleaning up ‘lanes’ of disinfection between communities and enforcing curfews.
*DarkWaters----The DarkWaters would withdraw to their closed habitats offshore, thoroughly down scrub their ships and habitats, then use their unaffected industry to produce and deliver much-needed supplies to affected communities.
*Horrorwoods---Would retreat into their deep forest enclaves, but would begin modifying their electrocologies to provide round-the-clock monitoring for infection. They would also begin crash-production of medical supplies for their neighbors.
* Sapphire Cobras---Will suspend religious services, but will convert their temples into field hospitals and rigorously-enforced ‘clean zones’ for vulnerable population groups.
*Blood Riders---Actually pretty well-prepared for this sort of thing, as their neshemar medical programs are well advanced and very passionate about fighting disease. Their taidama corps would come into their own as uninfectable health workers. Plus they’re good at sterilizing things with fire, creating and enforcing cordons sanitaire to contain the spread of disease. It becomes truly fearsome when the Tribal Elders give the BloodRider medical corps carte blanche to deal with the crisis.
*Wayfinders---Probably the best equipped to handle this sort of thing. They’ll bring the power of sorcery to the relief efforts, using magic and applied technowizardry to both cure and sustain the afflicted.
*SkyeKlad---Will enforce rigorous hygiene protocols and will practice social distancing.
*Clan Vespa---As soon as treatments are developed, they’ll volunteer their ‘bot swarms to start delivering innoculations.
*Radiant Edge---Been to enough shatterworlds ruined by disease to have formulated some pretty powerful detection and decontamination protocols.
*Obsidian Dawn--- Know a thing or two about disease vectors to contain and sterilize paths of spread. It’s an exercise in dealing with microscopic vermin to them.
*Clan Armorand----Has had some experience with identifying and containing alien pathogens either accidentally or deliberately unleashed on their world. Will fort up, while hazmat-armored troops enforce quarantine and containment.
Overall, Shemarrian industry would turn to stocking the supplies of their neighbors and providing transport. EcoS-K-86 Toxatyl Warmounts would be especially useful in spraying large areas with disinfectants and anti-virals.
Given that a good part of the Minion War’s destruction was inflicted by bioweapon plagues, the above is a fair assessement of how the Tribes dealt with them, in those areas where they could afford to fort up and not have to deal with fighting the Infernals directly.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
Re: Shemarrian-related fan creations
I have some names for the work in progress warmounts. I need help deciding which is the best.
175: Cerosluxe or Cervaluxe (Cernos or Cerval with Deluxe.)
176: Luthrogeal or Luthgeal (Luth as in luth turtle with zero and Congeal or just congeal)
Happy belated Halloween and All Saint's Day.
175: Cerosluxe or Cervaluxe (Cernos or Cerval with Deluxe.)
176: Luthrogeal or Luthgeal (Luth as in luth turtle with zero and Congeal or just congeal)
Happy belated Halloween and All Saint's Day.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
89er wrote:I have some names for the work in progress warmounts. I need help deciding which is the best.
175: Cerosluxe or Cervaluxe (Cernos or Cerval with Deluxe.)
176: Luthrogeal or Luthgeal (Luth as in luth turtle with zero and Congeal or just congeal)
Happy belated Halloween and All Saint's Day.
Tough call.
175. The first rolls off the tough but sounds naughty, the second sounds like a household appliance.
176: Luthgeal is only two syllables so a speaker doesn't choke on the middle 'ro' of the first, IMHO.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
Been a while since something was last posted here. In honor of taalismn posting the more moderns PS McM rifles, and a conversation I had with him regarding the USA's relationship with the SSN, here's a gun that everybodysome would recognize in principle, if not exact operation.
EShe-McLP17 Trazven Missile Submachine Gun
“The Transven has, at best, a third the damage potential of the Scava per shot, and it's more like 4 if the Scava is using the new AP rounds. It makes up for that with its rate of fire. The munitions cost adds up fast though, as you can make more than a dozen Scava rounds for each Micro-Missile. There are ways to make it less bad, such as cannibalizing Naruni bullets to provide the warhead, but that’s around a third the work. The Scava is more accurate in the hands of a Warrior, given that the Trazven almost entirely relies on the internal seeker head outside of pistol range, which also makes the Scava a much better representation of a Warrior’s skills. The Transven will thus always be a support piece, but it's a much better choice than bothering with Mini-Missiles.”
--- Anonymous Tinkerer, Shemarian Nation.
“Beyond the munition cost, the other flaw with the Transven is that the missiles themselves are fragile. There’s a few methods to shred them before they impact, which really hurts their damage potential, and there’s a lot of stuff out there that’s resistant to plasma damage, and combined they make the Es basically useless. On the plus side, technological methods of the former are rare even in the Three Galaxies, but you can expect that to change as more and more people coin onto it. If nothing else, the Trazven's still one of the best swarm shredders bursting Ds.”
---Veletsia M’Kri, Shemarian Avenger
“You know, these things are pretty close to--"
"DON'T FINISH THAT SENTENCE. There is a non-zero chance their lawyers might reach out across space time to be a nuisance.”
---A conversation between some Wayfarers
Almost immediately after the Shemarian Tribes duplicated Paladin Steel’s 15mm Micro-Missiles, they worked on making their own delivery method for them. Tinkerers from the Blood Riders would combine the munitions with conventional railguns, using electromagnetic force to launch the missile in quick succession. While the relative force is relatively weak compared to normal railguns, it is more than enough to imbue a very substantial amount of initial momentum to the projectiles, which increases their effective range and makes their relatively low base speed less of a problem for unguided shots. The new weapon was designated the Transven (Thunder Bits), and would soon become a favorite among young glory seekers across the Tribes.
Operationally, Shemarians can use the Trazven one handed and while there is some kick to the weapon, its mass and lack of moving operational parts means that it is extremely light by most comparative standards. This results in a phenomenal damage output when firing Pattern-1Es or appropriate anti-supernatural warheads, resulting in it often outperforming the traditional Scava Long-Gun. Some Berserkers have taken to dual wielding them, with their robotic physiology and programming allowing them to effectively fire link the weapons onto a single target. The only true problem is logistical, with Micro-Missiles being far more complex to manufacture than railgun rounds, leading many warbands to hoard the ones they can acquire for worthy targets.
Naturally, the Wayfarers have an alternative nickname for these weapons.
While substantially predating the Minion War, the Trazven would be found to be well suited for it, with the knock-off missile produced by Northern Gun and Wellington being fully compatible. NG convoys often traded them in exchange for escorts, which were used to great effect. The various specialist rounds developed for the Shemarian’s Scava do substantially more damage in a single shot, but there is no shortage of times where rate of fire is a virtue in and of itself. Being relatively compact, Trazvens are considered excellent weapons for close quarters fire fights.
The Shamarian Star Nation makes proportionally greater use of these weapons, with an mighty industrial base supporting them and a constant need for boarding actions. They would debut earlier than ASI’s own Micro-Missile offerings, which would provoke no end of speculation. When ASI provided documentation that they were the ones that invented the format, things became substantially more heated and interesting. During the Minion War, the AJC was free in providing high end Pattern-1E munitions to the various bands of Shemarians that worked with them, which was a courtesy quite rare for others. Combined with their abnormally good working relationship and high tactical cooperation, many that pay attention are convinced that the GNE and SSN have a shared history across dimensions.
M.D.C of the Weapon: 50
Weight: 40 lbs for the gun alone. Each fully loaded 30 round magazine weighs 9 lbs, and has 12 MDC. The fully loaded 60 round drum magazine is 19 lbs and has 25 MDC. When empty, they weigh 1.5 lbs and 4 lbs respectively. An exposed belt weighs 29 lbs, but leaves the individual Micro-Missiles exposed, making the SDC projectiles quite vulnerable to blast weapons.
Use Requirements: The weapon is somewhat awkwardly shaped and its mass is oddly distributed, making it hard for normal humans to use, but stronger beings barely notice.
Range: Adds 1000 ft (305m) to the Micro-Missile used.
Mega-Damage: As 15mm Micro-Missile, but can use any version
Rate of Fire: Single Shot, 3 and 5 round burst, or extended bursts.
Payload: 30 round straight magazines, 60 round drum magazine, 110 round belts, or 410 round mount-carried drum. A short E-Clip can power the rail boosters for 110 shots, but is normally powered via induction from the Shemarian’s hands.
Targeting Bonus: It is equipped with a reasonably capable targeting laser, with all the normal operating rules.
Market Cost: Paladis Steel/Aegis Stellar Industries quickly developed their own version (the McMLR-17) in a case of circular IP theft. It is sold to trusted forces for 40,000 credits. Unloaded, 30 round magazines cost 500 credits, 60 round drum magazines cost 1200 credits, and a belt is only 400 credits.
Variants: The forward part of the gun is long enough to host the operating components of an EShe-LPP85 as an under-barrel mount. The Shemarian Star Nation replaces them with cut down HI-80, providing truly impressive if (relatively) short ranged firepower.
EShe-McLP17 Trazven Missile Submachine Gun
“The Transven has, at best, a third the damage potential of the Scava per shot, and it's more like 4 if the Scava is using the new AP rounds. It makes up for that with its rate of fire. The munitions cost adds up fast though, as you can make more than a dozen Scava rounds for each Micro-Missile. There are ways to make it less bad, such as cannibalizing Naruni bullets to provide the warhead, but that’s around a third the work. The Scava is more accurate in the hands of a Warrior, given that the Trazven almost entirely relies on the internal seeker head outside of pistol range, which also makes the Scava a much better representation of a Warrior’s skills. The Transven will thus always be a support piece, but it's a much better choice than bothering with Mini-Missiles.”
--- Anonymous Tinkerer, Shemarian Nation.
“Beyond the munition cost, the other flaw with the Transven is that the missiles themselves are fragile. There’s a few methods to shred them before they impact, which really hurts their damage potential, and there’s a lot of stuff out there that’s resistant to plasma damage, and combined they make the Es basically useless. On the plus side, technological methods of the former are rare even in the Three Galaxies, but you can expect that to change as more and more people coin onto it. If nothing else, the Trazven's still one of the best swarm shredders bursting Ds.”
---Veletsia M’Kri, Shemarian Avenger
“You know, these things are pretty close to--"
"DON'T FINISH THAT SENTENCE. There is a non-zero chance their lawyers might reach out across space time to be a nuisance.”
---A conversation between some Wayfarers
Almost immediately after the Shemarian Tribes duplicated Paladin Steel’s 15mm Micro-Missiles, they worked on making their own delivery method for them. Tinkerers from the Blood Riders would combine the munitions with conventional railguns, using electromagnetic force to launch the missile in quick succession. While the relative force is relatively weak compared to normal railguns, it is more than enough to imbue a very substantial amount of initial momentum to the projectiles, which increases their effective range and makes their relatively low base speed less of a problem for unguided shots. The new weapon was designated the Transven (Thunder Bits), and would soon become a favorite among young glory seekers across the Tribes.
Operationally, Shemarians can use the Trazven one handed and while there is some kick to the weapon, its mass and lack of moving operational parts means that it is extremely light by most comparative standards. This results in a phenomenal damage output when firing Pattern-1Es or appropriate anti-supernatural warheads, resulting in it often outperforming the traditional Scava Long-Gun. Some Berserkers have taken to dual wielding them, with their robotic physiology and programming allowing them to effectively fire link the weapons onto a single target. The only true problem is logistical, with Micro-Missiles being far more complex to manufacture than railgun rounds, leading many warbands to hoard the ones they can acquire for worthy targets.
Naturally, the Wayfarers have an alternative nickname for these weapons.
While substantially predating the Minion War, the Trazven would be found to be well suited for it, with the knock-off missile produced by Northern Gun and Wellington being fully compatible. NG convoys often traded them in exchange for escorts, which were used to great effect. The various specialist rounds developed for the Shemarian’s Scava do substantially more damage in a single shot, but there is no shortage of times where rate of fire is a virtue in and of itself. Being relatively compact, Trazvens are considered excellent weapons for close quarters fire fights.
The Shamarian Star Nation makes proportionally greater use of these weapons, with an mighty industrial base supporting them and a constant need for boarding actions. They would debut earlier than ASI’s own Micro-Missile offerings, which would provoke no end of speculation. When ASI provided documentation that they were the ones that invented the format, things became substantially more heated and interesting. During the Minion War, the AJC was free in providing high end Pattern-1E munitions to the various bands of Shemarians that worked with them, which was a courtesy quite rare for others. Combined with their abnormally good working relationship and high tactical cooperation, many that pay attention are convinced that the GNE and SSN have a shared history across dimensions.
M.D.C of the Weapon: 50
Weight: 40 lbs for the gun alone. Each fully loaded 30 round magazine weighs 9 lbs, and has 12 MDC. The fully loaded 60 round drum magazine is 19 lbs and has 25 MDC. When empty, they weigh 1.5 lbs and 4 lbs respectively. An exposed belt weighs 29 lbs, but leaves the individual Micro-Missiles exposed, making the SDC projectiles quite vulnerable to blast weapons.
Use Requirements: The weapon is somewhat awkwardly shaped and its mass is oddly distributed, making it hard for normal humans to use, but stronger beings barely notice.
- Two Handed: Normal PS 24, Augmented PS 20, Robotic PS 17, Supernatural 15. -1 to Strike for every 3 PS under
One Handed: Augmented PS 23, Robotic PS 20, Supernatural 18. -1 to Strike for every 3 PS under
Range: Adds 1000 ft (305m) to the Micro-Missile used.
Mega-Damage: As 15mm Micro-Missile, but can use any version
Rate of Fire: Single Shot, 3 and 5 round burst, or extended bursts.
Payload: 30 round straight magazines, 60 round drum magazine, 110 round belts, or 410 round mount-carried drum. A short E-Clip can power the rail boosters for 110 shots, but is normally powered via induction from the Shemarian’s hands.
Targeting Bonus: It is equipped with a reasonably capable targeting laser, with all the normal operating rules.
Market Cost: Paladis Steel/Aegis Stellar Industries quickly developed their own version (the McMLR-17) in a case of circular IP theft. It is sold to trusted forces for 40,000 credits. Unloaded, 30 round magazines cost 500 credits, 60 round drum magazines cost 1200 credits, and a belt is only 400 credits.
Variants: The forward part of the gun is long enough to host the operating components of an EShe-LPP85 as an under-barrel mount. The Shemarian Star Nation replaces them with cut down HI-80, providing truly impressive if (relatively) short ranged firepower.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
"I will never joke about a Shemarrian firefight resembling. a five alarm blaze in a fireworks factory EVER AGAIN."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
I don't feel like making a new thread for this, and it ties into my Shemarrian and PS work to a degree, so here's my introduction for Thoth; Power Incarnate. Spoilered because its 5.5 pages of text on google docs.
Once and Future Power Incarnate
And yes. The forces depicted are comic book physics for exaggeration.
Once and Future Power Incarnate
- “I Am.”
Spoiler:
And yes. The forces depicted are comic book physics for exaggeration.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Omegasgundam wrote:I don't feel like making a new thread for this, and it ties into my Shemarrian and PS work to a degree, so here's my introduction for Thoth; Power Incarnate. Spoilered because its 5.5 pages of text on google docs.
Once and Future Power Incarnate“I Am.”
Spoiler:
And yes. The forces depicted are comic book physics for exaggeration.
Thoth:"...and I can't believe I just gave myself a 'the reasons you suck' speech. Truly bizarre and ironic is this megavese of ours."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
ESheMar-FG08FW ‘FireHammer’-class Assault Frigate
(aka ‘Goddess Gavel’)
“The FlameWings don’t believe in drawing lines in the sand; they believe in redrawing the shapes of continents, ocean basins, and mountain ranges.”
<<“You are aware of the practice of trepanning? The surgical procedure of cutting away part of a being’s skull to relieve the pressure? Consider this to be planetary trepanning, only we are removing a section of the planet’s crust, that holding the entrenched enemy presence, to relieve pressure on the galaxy. The procedure has tended to work quite well.”>>
“I am pleased to report that the -chelkar- infestation on your planet’s moon is a matter of past history now. I would advise, however, that you revise your maps of your moon’s features; there has been -substantial- alteration made in the course of our operations. You may also have to recalculate its mass and orbit; in the course of extermination, we also converted a good amount of material into radiant energy. ”
The ‘FireHammer’ Assault Frigate is a starship design introduced by the FlameWings that emphasizes their single-minded focus on obliterating their opponents. The FireHammer is built around massive firepower, in an ‘all-out or nothing’ alpha-strike configuration.
The FireHammer eschews traditional EShemar design aesthetics and practices, dispensing with stealth features in favor a utilitarian dumbbell shape with a large central ring. The front sphere of the dumbbell holds the crew quarters and main armament; an array of sixteen siege disruptors firing in the forward arc. Backing these direct-fire weapons are eight midsection heavy missile batteries that can swamp enemy defenses with multiple projectiles and wipe cities away with a single volley. Almost as an afterthought, the FireHammer has a light point defense array for holding off enemy fighters and missiles. Heavy force-screening for the ship’s size provides the rest of the ship’s protection.
The narrow focus of the FireHammer leaves the ship lacking in a number of respects; the lack of traditional EShemar stealth means that the vessels cannot ‘lurk’ close to enemy lines, the heavy forward armament leaves other flanks vulnerable, and the modular heavy missile launchers are relatively vulnerable to damage. If a target is sufficiently well-defended, and the defenders fast enough, they may be able to interdict the FireHammer before it can loose its lethal payload, or, if the FlameWings are able to shoot first, the defenders may be able to avenge the target when the FireHammer tries to maneuver to escape. The massive power demand imposed by the disruptors and the battlescreens also taxes the main powerplants, and FireHammers are known to require more maintenance to their power systems than other Shemarrian starships,
The FlameWings try to avoid the question of stealth by deploying the ships with stealthier scout units that can feed FTL coordinates via phasic radio to the ships waiting outside the battlezone; the FireHammers then do precise ‘jump and claw’ attacks in vulnerable sectors of an enemy’s defense. This has proven mostly successful, except when detection of the scouts triggers a defensive response.
Firehammers have not always been used in offensive operations, however. Their planetary assault capabilities served well in a more altruistic role when several squadrons were used in the pacification of the human-settled world of Hanlan(VIII). There, the factionalized local human population was preparing to engage in an all-out global nuclear exchange(the second they’d had in several centuries) that would have obliterated life on the planet. Instead, EShemar warships dropped into orbit and deployed low orbit minefields of x-ray laser nuclear warheads that subsequently interdicted the locals’ ICBMs, cruise missiles, and bombers, and EMP’ed infrastructure, while follow-up ocean strikes eliminated submarine platforms.
Needless to say, despite the occasional ‘humanitarian’ applications of the raw firepower of these vessels, the CCW TVIA, upon learning of the FireHammer, slapped a ‘imminent warcrime’ label on them.
Type: ESheMar-FG08FW Firehammer
Class: Frigate, Planetary Assault
Crew: 65
MDC/Armor by Location:
Main Body 10,000
Bridge 3,000
Siege Disruptors(16) 600 each
Heavy Missile Launcher Segments(8 ) 700 each
Point Defense Turrets(8 ) 120 each
Variable Forcefield 6,000 per side, 36,000 total
Height: 400 ft
Width: 400 ft
Length: 600 ft
Weight: 106,000 tons
Cargo: Minimal; about 65 tons of personal supplies.
Powerplant: Matter-Antimatter, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 15
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.5% of light speed per melee)
(FTL) 6.7 light years per hour
(Underwater) Not Possible
Market Cost: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Starship Systems, plus:
*Sensor Jamming---Active sensor jamming can be employed at shorter ranges to jam and confuse enemy sensors, as well as interfere with communications. The downside is that the amount of interference pumped out will alert EW-savvy opponents of the presence of a jamming platform. Effective Range: 800 miles. -6 to target the ship with active sensors
*Command Linkage---The cyber-psionic command and control exercised by the EShemar give them faster response times: +1 to Initiative and +1 to strike.
*Self-Destruct---Rumor has it the FlameWings have rigged the traditional scuttling charges to be a tad more powerful than usual. Though no FlameWing has yet expressed any intention of kamikazing their FireHammer frigate as a last resort, those close to the Tribe wouldn’t rule it out as characteristic of the clan.
Weapons Systems:
1) Siege Disruptors(16)---While researching starship weaponry, the FlameWings came to the discovery that Golgan Siege Disruptors were slightly behind the standard HI lasers used by both the CCW and TGE, but were more energy economical, while losing the precise beam containment of those more advanced weapons, resulting in lower energy-on-target, but also the signature collateral damage of the disruptors. This suited the FlameWings just fine, as this meant a better chance of catching targets and doing more property destruction. Thus, the FlameWings have adopted the siege disruptor, but mounted in massed bank-batteries.
Range: 5 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, plus 25% damage to a 15 ft radius around the point of impact, 8d6x100 MD for all sixteen cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
2) Heavy Missile Launcher Segments(8 )---The center ring holds eight module slots that can be fitted to fire a variety of heavy missiles and planetary attack ordnance. Each segment can hold ONE of the following configurations:
a) Long Range Missiles
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-20
Payload: 360 LRMs per pod
b) Cruise Missiles
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12 each launcher
Payload: 180 each launcher
c) X-Ray Laser Bombs
Weight: 10 tons per projectile
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.
Rate of Fire: Volleys of 1-5
Payload: 30
d)Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omnidirectional plasma warhead.
Weight: 10 tons per projectile
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.
Rate of Fire: Volleys of 1-5
Payload: 30
e) Hellburner (aka ‘Tzarina Bomba’) Superheavy Nuclear Bomb
Weight: 10 tons per projectile
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1-5
Payload: 30
f) Heavy Kinetic ‘Smasher’--- A single-shot warhead(no multiple warheads) weighing 12 tons. Hits with considerably greater velocity and kinetic energy. Does 1d6x100 MD to a 90 ft radius, and does DOUBLE damage to any fixed-foundation structures in a 200 ft radius, due to ground shock.
Rate of Fire: Volleys of 1-5
Payload: 25
g) Heavy ‘MaxSlap’ KEW-----Designed to be ‘lobbed’ for maximum kinetic impact, the super-heavy bomb does 1d8x1,000 MD to 250 ft blast radius, and can penetrate up to 500 ft of earth(300 ft of rock or concrete), for attacking bunkers or undercutting larger structures.
Weight: 25 tons
Rate of Fire: Volleys of 1-3
Payload: 12 per pod
h) Plasma Torpedo Pod------A cross between a missile launcher in terms of volley capability and area of effect, and energy weapons in terms of range and recharge capability, these weapons fire veritable storms of plasma pulses similar to ball lightning. Against massed fighters and larger ships, these weapons can prove particularly devastating.
Range: 10 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-4 plasma bolts per pod. Three volleys per melee
Payload: Effectively Unlimited
i) Impulse Launcher(Kronos)---This weapon is typically reserved for ‘hard-burn’ targets worthy of serious extermination. The launcher pods are equipped with self-destruct mechanisms to prevent the technology from falling into the wrong hands(an the TVIA would argue that ANYBODY’S hands, and especially the FlameWings’, count as ‘wrong’).
Range: 20 miles atmosphere, 2000 miles space
Damage: 4d6x10 MD from the projectile strike + 4d6x100 MD to a 100 foot area that is half energy and half fire. On a critical strike with a natural roll of 20, triggers Overload automatically for additional damage.
Overload: When the projectile strikes a target, there is a 30% chance that the crystalline matrix starts a critical resonance and overloads, dealing 3d4x1000 MD to a 500 ft area. For each additional Impulse projectile that strikes the target (within 100 feet of each other for particular large targets, or the ground) the chance is increased by +5% per additional projectile, and increases damage by an additional 1d4x1000 MD and the area increases by 100 ft. This damage is half energy and half fire.
Rate of Fire: Volleys of 1-10, once per melee.
Payload: 90 each pod
j) Jamming Pod---A late addition and concession to the need for addition shipboard defensive measures. This pod mounts its own power system and a powerful broadband EM jammer system; radar search systems are -50% to pinpoint the vessel, radar-guided weaponry is -7 to strike the ship. Enemy radio communications are jammed(80% for civilian band, 75% for military channels) in a 5,000 mile radius.
Other pod munitions are under development/consideration, and there has been talk of mounting penetration aides or point defense pods as well.
3) Point Defense Turrets(8 )---The Fire Hammer mounts a relatively light point defense complement for its size.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 MD per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Under AI control, each turret has 8 attacks per melee
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited
Auxiliary Craft: None
(aka ‘Goddess Gavel’)
“The FlameWings don’t believe in drawing lines in the sand; they believe in redrawing the shapes of continents, ocean basins, and mountain ranges.”
<<“You are aware of the practice of trepanning? The surgical procedure of cutting away part of a being’s skull to relieve the pressure? Consider this to be planetary trepanning, only we are removing a section of the planet’s crust, that holding the entrenched enemy presence, to relieve pressure on the galaxy. The procedure has tended to work quite well.”>>
“I am pleased to report that the -chelkar- infestation on your planet’s moon is a matter of past history now. I would advise, however, that you revise your maps of your moon’s features; there has been -substantial- alteration made in the course of our operations. You may also have to recalculate its mass and orbit; in the course of extermination, we also converted a good amount of material into radiant energy. ”
The ‘FireHammer’ Assault Frigate is a starship design introduced by the FlameWings that emphasizes their single-minded focus on obliterating their opponents. The FireHammer is built around massive firepower, in an ‘all-out or nothing’ alpha-strike configuration.
The FireHammer eschews traditional EShemar design aesthetics and practices, dispensing with stealth features in favor a utilitarian dumbbell shape with a large central ring. The front sphere of the dumbbell holds the crew quarters and main armament; an array of sixteen siege disruptors firing in the forward arc. Backing these direct-fire weapons are eight midsection heavy missile batteries that can swamp enemy defenses with multiple projectiles and wipe cities away with a single volley. Almost as an afterthought, the FireHammer has a light point defense array for holding off enemy fighters and missiles. Heavy force-screening for the ship’s size provides the rest of the ship’s protection.
The narrow focus of the FireHammer leaves the ship lacking in a number of respects; the lack of traditional EShemar stealth means that the vessels cannot ‘lurk’ close to enemy lines, the heavy forward armament leaves other flanks vulnerable, and the modular heavy missile launchers are relatively vulnerable to damage. If a target is sufficiently well-defended, and the defenders fast enough, they may be able to interdict the FireHammer before it can loose its lethal payload, or, if the FlameWings are able to shoot first, the defenders may be able to avenge the target when the FireHammer tries to maneuver to escape. The massive power demand imposed by the disruptors and the battlescreens also taxes the main powerplants, and FireHammers are known to require more maintenance to their power systems than other Shemarrian starships,
The FlameWings try to avoid the question of stealth by deploying the ships with stealthier scout units that can feed FTL coordinates via phasic radio to the ships waiting outside the battlezone; the FireHammers then do precise ‘jump and claw’ attacks in vulnerable sectors of an enemy’s defense. This has proven mostly successful, except when detection of the scouts triggers a defensive response.
Firehammers have not always been used in offensive operations, however. Their planetary assault capabilities served well in a more altruistic role when several squadrons were used in the pacification of the human-settled world of Hanlan(VIII). There, the factionalized local human population was preparing to engage in an all-out global nuclear exchange(the second they’d had in several centuries) that would have obliterated life on the planet. Instead, EShemar warships dropped into orbit and deployed low orbit minefields of x-ray laser nuclear warheads that subsequently interdicted the locals’ ICBMs, cruise missiles, and bombers, and EMP’ed infrastructure, while follow-up ocean strikes eliminated submarine platforms.
Needless to say, despite the occasional ‘humanitarian’ applications of the raw firepower of these vessels, the CCW TVIA, upon learning of the FireHammer, slapped a ‘imminent warcrime’ label on them.
Type: ESheMar-FG08FW Firehammer
Class: Frigate, Planetary Assault
Crew: 65
MDC/Armor by Location:
Main Body 10,000
Bridge 3,000
Siege Disruptors(16) 600 each
Heavy Missile Launcher Segments(8 ) 700 each
Point Defense Turrets(8 ) 120 each
Variable Forcefield 6,000 per side, 36,000 total
Height: 400 ft
Width: 400 ft
Length: 600 ft
Weight: 106,000 tons
Cargo: Minimal; about 65 tons of personal supplies.
Powerplant: Matter-Antimatter, w/ 50 year energy life
Speed:
(Atmosphere) Hover to Mach 3; transatmospheric.
(Sublight) Mach 15
(Kitsune Values: 60% of light speed; Accelerates/decelerates at 1.5% of light speed per melee)
(FTL) 6.7 light years per hour
(Underwater) Not Possible
Market Cost: Exclusive to the Shemarrian Star Nation
Systems of Note:
Standard Starship Systems, plus:
*Sensor Jamming---Active sensor jamming can be employed at shorter ranges to jam and confuse enemy sensors, as well as interfere with communications. The downside is that the amount of interference pumped out will alert EW-savvy opponents of the presence of a jamming platform. Effective Range: 800 miles. -6 to target the ship with active sensors
*Command Linkage---The cyber-psionic command and control exercised by the EShemar give them faster response times: +1 to Initiative and +1 to strike.
*Self-Destruct---Rumor has it the FlameWings have rigged the traditional scuttling charges to be a tad more powerful than usual. Though no FlameWing has yet expressed any intention of kamikazing their FireHammer frigate as a last resort, those close to the Tribe wouldn’t rule it out as characteristic of the clan.
Weapons Systems:
1) Siege Disruptors(16)---While researching starship weaponry, the FlameWings came to the discovery that Golgan Siege Disruptors were slightly behind the standard HI lasers used by both the CCW and TGE, but were more energy economical, while losing the precise beam containment of those more advanced weapons, resulting in lower energy-on-target, but also the signature collateral damage of the disruptors. This suited the FlameWings just fine, as this meant a better chance of catching targets and doing more property destruction. Thus, the FlameWings have adopted the siege disruptor, but mounted in massed bank-batteries.
Range: 5 miles in atmosphere, 14 miles in space
(Kitsune Values: 14 miles in atmosphere, 14,000 miles in space)
Damage: 2d4x100 MD per single blast, plus 25% damage to a 15 ft radius around the point of impact, 8d6x100 MD for all sixteen cannons firing simultaneously
Rate of Fire: 4 times per melee
Payload: Effectively Unlimited
2) Heavy Missile Launcher Segments(8 )---The center ring holds eight module slots that can be fitted to fire a variety of heavy missiles and planetary attack ordnance. Each segment can hold ONE of the following configurations:
a) Long Range Missiles
Range: Varies by missile type(speed and range x4 in space)
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by missile type
Rate of Fire: Volleys of 1-20
Payload: 360 LRMs per pod
b) Cruise Missiles
Range: Varies by Missile Type
(Kitsune Values: 3,400 miles in atmosphere, 1,800,000 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-12 each launcher
Payload: 180 each launcher
c) X-Ray Laser Bombs
Weight: 10 tons per projectile
Range: 1,000 miles(4,000 miles in space)+laser range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+laser range
Damage: 1d4x1,000 MD laser blast; range 70 miles(Kitsune Value: 70,000 miles). Laser-reflective armors do NOT halve X-ray laser damage.---One-shot weapon that destroys itself in the process of firing.
Advanced models can target as many as 10 separate targets within range simultaneously.
Rate of Fire: Volleys of 1-5
Payload: 30
d)Plasma Jet Bombs(aka ‘Casaba Howitzer’, or ‘Sunspot Bomb’)---A cousin of the X-Ray Laser Bomb and predecessor to the Plasma Torpedo, the Plasma Jet Bomb is essentially a shaped nuclear charge, generating a conical wave of super-excited plasma and radiation. The Plasma Jet Bomb lacks the range and multiple target engagement capability of the laser mine, but because it doesn’t expend all its force in all directions, it can produce higher damage than a regular omnidirectional plasma warhead.
Weight: 10 tons per projectile
Range: 1,000 miles(4,000 miles in space)+plasma range
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)+plasma range
Damage: 1d6x1,000 MD plasma blast; range 30 miles(Kitsune Value: 30,000 miles), in a cone 30 degrees wide. The radiation also has a 60% chance of blanking out the target’s sensors for 1d6 melees---One-shot weapon that destroys itself in the process of firing.
Rate of Fire: Volleys of 1-5
Payload: 30
e) Hellburner (aka ‘Tzarina Bomba’) Superheavy Nuclear Bomb
Weight: 10 tons per projectile
Range: 1,000 miles(4,000 miles in space)
(Kitsune Values: 3,000 miles in atmosphere, 1,000,000 miles in space)
Damage: 2d4 x 1,000 MD to a 4.6 mile destruction radius
Rate of Fire: Volleys of 1-5
Payload: 30
f) Heavy Kinetic ‘Smasher’--- A single-shot warhead(no multiple warheads) weighing 12 tons. Hits with considerably greater velocity and kinetic energy. Does 1d6x100 MD to a 90 ft radius, and does DOUBLE damage to any fixed-foundation structures in a 200 ft radius, due to ground shock.
Rate of Fire: Volleys of 1-5
Payload: 25
g) Heavy ‘MaxSlap’ KEW-----Designed to be ‘lobbed’ for maximum kinetic impact, the super-heavy bomb does 1d8x1,000 MD to 250 ft blast radius, and can penetrate up to 500 ft of earth(300 ft of rock or concrete), for attacking bunkers or undercutting larger structures.
Weight: 25 tons
Rate of Fire: Volleys of 1-3
Payload: 12 per pod
h) Plasma Torpedo Pod------A cross between a missile launcher in terms of volley capability and area of effect, and energy weapons in terms of range and recharge capability, these weapons fire veritable storms of plasma pulses similar to ball lightning. Against massed fighters and larger ships, these weapons can prove particularly devastating.
Range: 10 miles in atmosphere, 50 miles in space
(Kitsune Values: 50 miles in atmosphere, 50,000 miles in space)
Damage: 2d4x100 MD to a 100 ft blast radius per missile
Rate of Fire: Volleys of 1-4 plasma bolts per pod. Three volleys per melee
Payload: Effectively Unlimited
i) Impulse Launcher(Kronos)---This weapon is typically reserved for ‘hard-burn’ targets worthy of serious extermination. The launcher pods are equipped with self-destruct mechanisms to prevent the technology from falling into the wrong hands(an the TVIA would argue that ANYBODY’S hands, and especially the FlameWings’, count as ‘wrong’).
Range: 20 miles atmosphere, 2000 miles space
Damage: 4d6x10 MD from the projectile strike + 4d6x100 MD to a 100 foot area that is half energy and half fire. On a critical strike with a natural roll of 20, triggers Overload automatically for additional damage.
Overload: When the projectile strikes a target, there is a 30% chance that the crystalline matrix starts a critical resonance and overloads, dealing 3d4x1000 MD to a 500 ft area. For each additional Impulse projectile that strikes the target (within 100 feet of each other for particular large targets, or the ground) the chance is increased by +5% per additional projectile, and increases damage by an additional 1d4x1000 MD and the area increases by 100 ft. This damage is half energy and half fire.
Rate of Fire: Volleys of 1-10, once per melee.
Payload: 90 each pod
j) Jamming Pod---A late addition and concession to the need for addition shipboard defensive measures. This pod mounts its own power system and a powerful broadband EM jammer system; radar search systems are -50% to pinpoint the vessel, radar-guided weaponry is -7 to strike the ship. Enemy radio communications are jammed(80% for civilian band, 75% for military channels) in a 5,000 mile radius.
Other pod munitions are under development/consideration, and there has been talk of mounting penetration aides or point defense pods as well.
3) Point Defense Turrets(8 )---The Fire Hammer mounts a relatively light point defense complement for its size.
Range: (Rail Gun) 2 miles in atmosphere, 4 miles in space
(Kitsune Values: 4 miles in atmosphere, 400 miles in space)
(Laser) 1 mile in atmosphere, 3 miles in space
(Kitsune Values: 3 miles in atmosphere, 300 miles in space)
Damage: (Rail Gun)4D6x10 MD per blast
(Laser) 3D6x10 M.D. per blast
Rate of Fire: (Rail Gun)EGCHH(4-6)
(Laser) EGCHH (4-6)
Under AI control, each turret has 8 attacks per melee
Payload: (Rail Gun) 2,000 rd drum. Additional ammunition can be stored as cargo, but will take 45 minutes to reload from stores.
(Laser) Effectively Unlimited
Auxiliary Craft: None
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
AAn adventure setting:
Diac-Sori and the Temple of Ariod(Outdimension)
“Impressive, isn’t it? That mountain there is the Great Tower of Ariod, the Upfall of Light. Stick around for Ascension Day when the latest bunch of sign-ups that made Chosen Become Light; that light shaft becomes most spectacular, especially if they get a hundred or more making the Step. Hope nobody in your party’s decided to join them, because depending on who you ask, either they go someplace so wonderful they don’t want to come back...or they CAN’T come back.”
The High Temple of Ariod is a religious organization sweeping the Earth-like human world of Diac-Sori, a pseudo steampunk/fantasy society with some low-level magical ability and hints of Ancient technologies. The Ariodhood first appeared on the scene several hundred years ago, and has been expanding ever since.
The Ariodhood has built its empire on a message of Transcendence; it claims to be able to induct followers into a higher and richer level of existence as beings of Pure Light. And those who Step Up and Become Light, can benefit those left behind, by sending back wisdom, positive energy, and occasionally coming back as the Returned, physical manifestations of enLightened immortals returning to spread the good news of Light. Indeed, the Temple of Ariod has provided medical cures, gizmos to increase the quality of life, even localized weather control.
In return for boons to their people, immortality, and other gifts, it is said that hundreds, no, thousands, of Diacians are willing to sacrifice themselves...only it isn’t a sacrifice as they see it, but conversion to Light. And some of those Made Light come back, as wise, powerful, scions of the Temple, telling of their blissful existence as Light. As it is, on average over fifty ‘Chosen’---all volunteers---a week willingly give up their material existence and are converted into Light in the Great Tower of Ariod. According to the Temple, not all Diacians are able to make the Step Up to Become Light, so not everybody who applies for these mass-conversions is accepted. However, the Temple also claims that eventually all those willing to make the Step Up will be able to do so, in part due to the positive energy and life improving suggestions flowing back from the Realm of Light and those who have gone on before.
It all sounds too suspicious to some Diacians; the smart ones.
The culprit behind Ariod is a techno-electrical energy entity from an alien dimension, who has opened up a dimensional portal and is influencing events on Diac-Sori for its own purposes. Its ‘miracles’ and advanced technologies are created using materialized energy channeled from its realm.
The chosen faithful who lay down on the Ascension Spiral(a conveyor belt of tables) and taken up into the Tower’s central Light Core are being instantly scanned and converted to energy format, then drawn back into the energy entity’s realm to be stored...however, their PPE is separated from their ‘file’ and absorbed by the entity. That’s what the entity is really after. The electro-entity doesn’t need the life energy to feed itself; its native realm is LUSH with energy, but life energy, especially of intelligent beings, seems to have a unique addictive quality to it that gives the Ariod-entity, and others like it in its home realm, a pleasant buzz. The entire Temple of Ariod is a narcotics harvesting operation collecting post-life energy. For a few small expenditures and manipulations of local energy, the entities can float themselves on their own mental higher plane for a while.
The Returned are simply re-materialized digital files of past sacrifices. modified with special abilities to show off the power of Ariod. However, the Returned are not endowed with any of their original PPE. The Returned are essentially flesh robots, with all the memories of the original people, but no real consciousness. The off -behavior of the Returned is typically explained by the fact that they have been changed being Light, and that being back in the material world is a tedious chore that the Returned have only undertaken to uplift the rest of their fellows. No Returned is known to NOT be a scion of the Temple, and almost all have given up any political or familial ties they had before.
The High Temple of Ariod has been expanding across Diac-Sori. The miracles it promises and delivers on have ingratiated it to governments across the world’s continents. Despite a growing number of concerned nay sayers and skeptics, any real resistance or attempts to keep the religion out or contained have tended to be shouted down by those wanting the gifts of Ariod. Still, some regions are banning the Arionhood from establishing a presence in their lands, and some communities have forbidden accepting any of the Temple’s ‘benefits’...even the commonsense ones(and not all the Temple’s gifts are booby-trapped in any way). Some have even gone as far as to declare the Returned as abominations. However, the tangible benefits of having the Ariods as neighbors tends to sway people, especially when the local king’s daughter Returns to bless her old neighborhood with cures for local diseases, or summons good weather for planting or storms to keep sea raiders away. The last time anybody tried to attack the Great Temple of Ariod with an army, the army got obliterated to nearly the last man, and the leaders that gathered that army were killed,either in the attempt, by their own countrymen in retaliation for being denied the gifts of Ariod, or under mysterious circumstances.
The telling sign of the Ariodhood’s powers of persuasion is that its sacrifices appear to be all VOLUNTARY, though the Temple’s opponents claim otherwise. Rumors of brainwashing, or coerced entry into the lineup of those Chosen Stepping Up at the Great Tower of Ariod abound.
The only saving grace, the Temple’s opponents see, is that the only place that it is known the Chosen can Become Light is the Great Tower of Ariod, forcing the faithful to make pilgrimage all the way to the Tower, a journey that affords the opportunity for disenchantment or intervention. However, there are rumors of the Returned scouting locations to establish new Towers at other locations across Diac-Sori or of certain High Returned being able to personally facilitate Lightings.
That’s not to say that things have been all going the Ariod-Entity’s way. There’s been hints of OTHER dimensional rifts or perturbations in the fabric of space/time around Diac-Sori, hinting at possibly other visitors. The Temple has dispatched some of the Returned to investigate. Not all of them have returned. And lately, something has been intercepting and stealing away sacrifices’ Light-data, PPE and all, before it can be absorbed by Ariod-Entity. Something calling itself DESTINY.
The Returned
“The Returned Ones always seem to be gazing off into the distance if they aren’t directly helping somebody entering the Ariodhood. They may have come back to help us mere dirt-born, but they seem to terribly miss whatever paradise they left behind after they left the dirt behind, and they so very much want to return to that paradise. The only time they seem to really engage with the rest of us mere mortals is when they’re talking up new members. The rest of the time they seem barely aware of others.”
The Returned are supposedly once-mortal volunteers who shed their mundane humanity to become beings of Pure Light, but have re-materialized to spread the good word of the Pure Light.
The Returned are essentially 3D printed copies of people, reanimated, and downloaded with digitized mind-states. Only the Ariod-Entity hasn’t got it quite right, and furthermore is too covetous of the PPE it took that it has not restored any to the Returned. They act as the ‘face’ of the Ariodhood and the Ariod-Entity’s agents on Diac-Sori, advising local leaders, drumming up support for the cult, introducing new technologies, performing miracles, and looking to recruit more and more candidates to take the Step Up.
*Returned have access to advanced weaponry that is keyed them alone, and fails to work in the hands of others. This is usually some sort of powerful energy weapon like an ion gun or particle beam with conditionally unlimited power(needs to recharge for 1d4 minutes after 10-20 shots).
* Effectively megadamage beings(SDC becomes MDC) with access to megadamage technology on a world that is mainly SDC.
*Superhuman Strength
*Increase M.A., P.B. , P.S., and P.E. by 25%
* Photographic Memory Recall
* Electrokinesis
*MindBlock----Using telepathy or other psionics/mindreading powers on a Returned will reveal there’s nothing but their purpose; no real emotions, no real empathy, just the constant drumming of their orders.
* Unaffected by drugs and poisons, including gases. CAN be suffocated, however, though they can go without air for their P.E. x5 in minutes.
*Radio Communications---The equivalent of radio implants allows the Returned to keep in contact with their headquarters at the High Temple of Ariod. Effective range of 500 miles, but the Arionhood has been setting up repeater relays at its secondary temples.
*Depending on how long they have to set up things, Returned have exhibited powers such as localized weather control, telekinesis, destructive energy blasts, and healing abilities. An investigator from a high-tech background, with the right instruments, however, will be able to recognize signs of advanced tech, such as robotic weather control platforms, modern medicines(or medical nanobots), modern munitions(like plasma explosives), or even pinhole dimensional gates channeling energy. In other words, sufficiently advanced technology masquerading as divine magic.
On the minus side:
*Returned are sterile
*Returned do not register any personal PPE. To psychic senses, they register as null voids. This makes them invisible to vampires and zombies.
*Vulnerable to Magic---Magic does full damage to them, even if SDC magic.(does MDC to them)
* Returned can be jammed---Their radio links can be detected with the right equipment and jammed(and even good electrical storms can interfere with the signals) leaving the Returned looking confused if needing orders from on-high(will typically ‘retire to meditate’ if they can, until the interference passes).
* Returned do not always recognize sufficiently advanced technology of others. The Ariod-Entity either doesn’t think biologicals are capable of developing high-tech, or can’ t recognize other fields of technology for what they are. So while the Returned may sense and recognize an electrical device like a flashlight or handheld radio, they may not know what a phase-scanner , technowizardry device, or multi-tool really is.
*Returned CANNOT be restored to the persons they once were/resemble.
The Ariodhood(as statted as a Megaversal Religion)
a)Size:
Global(though limited to Diac-Sori’s Central Continent, it has been sending missionaries around the planet). Boasts some 180,000 members.
b)Alignment:
Miscreant, bordering on Diabolical; the Ariod-Entity is murdering people to suck up their life energy, and is using the High Temple organization to pressure the other governments on Diac-Sori to give it free rein.
c)Origin:
Started with a few villagers back of nowhere disappearing in ‘a storm of light’, then returning to promote the Ariodhood. This was some 400 years ago and it’s grown into the current massive organization.
d)Type:
Transformational---The objective of the religion is to ‘Become Light’. Not everybody can Step Up, but even those not chosen are assured that they will not be forgotten and will benefit. as long as they are loyal to the Ariodhood.
e)Organization:
Strict Hierarchy----The Ariodhood relies on a very structured organization to maintain the many facilities of the religion, sort those are Chosen, and spread the word of Ariod.
(Gender of Priesthood) Both male and female Returned act as officers of the religion. There are no gender restrictions for the priesthood.
f)Degree of Activity
Evangelical on the surface, but is pursuing a Pro-Active Mandate of taking over Diac-Sori’ and organizing it into a harvesting ground.
g)Membership:
Open---The religion preaches to EVERYBODY(well, just about anybody) who is willing to join. Though only certain people (the ones woth the right ‘flavor’) are accepted to be Chosen, and Step Up. Still, the criteria for being Chosen seems to be pretty liberal, as nobody has seen a distinct commonality in those who are accepted and Chosen.
h)Recruitment:
Evangelical---The religion has a vigorous public relations campaign that actively seeks to attract new followers through missionaries, public media, and door to door solicitation. Though those Chosen to Step Up are screened by special means(special sensors/’holy objects’ provded to the Ariodhood priests), those not Chosen can still worship and serve the Ariodhood in various capacities.
i)Membership Duties
Tithe----The Ariodhood asks for donations of worldy goods to support its building projects and good will initiatives(as well as funding their political subversion efforts), but will also take labor and pilgrimage(another way of getting money from travellers and scan them for potential Chosen).
j)Observances
Mantra----Believers are expected to memorize and recite the Litany of Light, ideally while holding a crystal, lense, lit candle or lantern. It’s completely meaningly to the Ariod-Entity’s purposes, but serves as hatmless distracting frippery for the cattle.
k)Taboos
*Technology----Certain fields of scientific inquiry and technological development are discouraged/banned.
*Magic----Though those with high PPE are among those Chosen, the Ariodhood discourages(or outright forbids in those areas where it holds most power) the practice of actual magic. Magic items are confiscated by the Ariodhood.
l)Security:
Warders of the Faith---The Ariodhood has armed proctors protecting its temples, while the High Temple and Tower are protected by a private army and a cadre of the Returned armed with high tech weapons.
m)Available Funds:
Obscenely Rich---The Ariodhood is awash in money from tithes, investments, and extortion.
n)Special Features:
*Sacred Site---The Great Tower of Ariod.
*Miracles---Weather control, miracle cures, the elimination of hostile armies, and other incredible things, are the stock and trade of the Ariodhood.
*Relics---Items of Power, especially in the hands of the agents of the Ariodhood, and especially in the possession of the Returned.
o)Outside Relations
Well-known/Respected--Even if one is not a believer, most people like and trust the followers of the Ariodhood for the miracles and prosperoty they herald-pr at least fear and respect the power of the Ariodhood. The Ariodhood has practically become the state religion on the Central Continent, especially around the High Temple.
A growing number of people and kingdoms around Diac-Sori are beginning to suspect something isn’t right about the Ariodhood, and fear its growing influence and powers.
p) Divine Backing
Alien Intelligence----The Ariod-Entity.
Planet(Diac-Sori )
Note: Diac-Sori is an SDC world that has had MDC technology/powers introduced to it.
Type: Terrestrial
Diameter: 13,000 km
Gravity: 1.1 terrestrial gee
Temperature: Temperate
Unusual/Special Features:
-Odd Rotation---- Diac-Sori has an odd orbital rotation that results in a day and a night that are 50% longer than normal, after which the day/night cycle reverts back to normal. This happens every 15 local years, and the time is occasion for great celebrations, ceremony, omens and portents, because supposedly great and grand things, such as mysterious lights in the sky appear, miracles happen, and those born(or concieved) on the day are destined for great things. The Ariod-Entity has noticed that the local PPE fields actually increase on that extended day, so the Ariodhood steps up the Step Up sacrifices on those occasions, and uses the Long Day for giant ceremonies promoting the Becoming of Light.
-Ancient Ruins---There are signs that Diac-Sori may have been settled(or at least visited) by much older and more advanced peoples in the distant past; there are tales f ancient ruins found in the planet’s remote regions, ruins made of materials unlike anything anybody is familiar with, and decorated with script and symbols that defy translation. There are also rumors of artifacts, objects of power, with mysterious properties. Naturally, the Ariodhood is secretly very interested in these rumors, especially when some people have compared the powers of the artifacts as being similar to the miracles of the Ariodhood.
-Eroding Dimensional Fabric---Diac-Sori seems to be slowly entering a period of increased dimensional weakening, with dimensional rifts likely to occur more easily and frequently. Whether this is a natural phenomenon or a consequence of the Ariod-Entity’s forcing a doorway into Diac-Sori’s reality is unknown.
Atmosphere: Breathable nitrox mix.
Terrain: Four+
Notable Mineral Concentrations:
- Molybdenite
- Colombite
- Lead
- Antimony
- Borax
- Calcite
- Diamond
- Samarskite
Hydrosphere:
Balanced; 57% of the planet is covered in open water.
Biosphere:
Dense and diverse, with both reptilian and mammalian lifeforms. A few of the larger lifeforms are familiar to the Palladium Fantasy World, suggesting either parallel evolution or a dimensional link.
Civilization:
Settled
Population:
2 billion(Human)
Technology:
Early Industrial/Steam Age---The Diac-Sorians have just begun experimenting with steel mass-production and early steam engines, but the vast majority of the planet exists at a late Iron Age level. There is some magic use, equal to the Palladium Fantasy World levels. Personal firearms have just entered circulation, but are generally too expensive for the average person in the street to own.
The Ariodhood has been quietly behind the scenes suborning or eliminating innovators who threaten the status quo that they themselves are trying to overthrow for their own agenda. Generally, the farther one gets from the Ariodhood, the more innovation one sees.
Economy:
Agricultural, though there’s a growing middle class involved in craftsmanship and industry.
Wealth:
Average; most wealth is concentrated in the upper classes of the various nation states.
Government:
No one unified world governmeny exists on Diac-Sori. The majority of goverments are aristocracies and monarchies.
Law Level:
Varies from region to region; there’s always a small war or conflict going on somewhere on Diac-Sori, but it’s generally safe to travel abroad. There’s still lots of potential for adventure for local conquistadors and people of action.
Naturally, the Ariodhood is involved here as well, as they seek to present themselves as being a force of Law and Order, paving the way for Ascension from a suffering mortal world of unrest and misery, to a higher plane of Light. Ariodhood agent provocateurs are busy where they can stirring up unrest that they can exploit.
Popularity:
Ambivalent, shading to Unpopular, thanks to the aggressive evangelizing of the Ariodhood, whose ‘miracles’ have been undercutting the support of the established governments and leaders.
Stability:
Unrest; the emergence of a middle class and industry has caused growing strain in the traditionally agricultural societies, as historically happened on baseline Earth. The Ariodhood has been an even more destabilizing factor, as many have seen the miracles performed by the Returned and want their leaders to cash in on the offered prosperity.
She blinked. She became aware of bright light, light that resolved itself into lines and shapes. She was on her back, as she had been when she had been Chosen to be carried up the spiralling Ascension Way, but this did not look like the Tower of Ariod.
“What...what...is this the Pure Light?”
<< “You are safe from predatory energy entities.’>>
The female voice that answered her belonged to a tall woman seemingly made of midnight blackness, with hair like streaming glowing cloud. As she moved over the recumbant Chosen, the alarmed girl swore she could see constellations in the woman’s dark form.
The answer that voice gave her made no sense! ‘Safe from predatory energy entities?’ What was that supposed to mean? Was her soul at risk as she made the Step to Pure Light?
And on that matter, the Pure Light was looking less pure and much more organized along more...mundane...lines, as she could make out more and more around her. Not that she could move much. Looking down at herself she saw bare flesh, not the body of pure light she was expecting. Looking around as much as she could with the limited movement allowed her eyes, she beheld...machines. Machines much more sophisticated, she could tell, than those of the steam-tinkers and artificers of her homeland, but still, very much rude mechanical material constructs.
“Have I been judged again?! Have I not been deemed worthy to enter the Pure Light?! Oh heavens, Ariod, answer me please! WHERE AM I?!”
<<You are in my post-assembly and formatting wing, currently in voluntary-actuation lockdown test stage. You are in a Type Three cyberbiosynth body.>>
“...a what?”
<<‘An artifical approximation of the biological form you appear to have been duped into giving up. Though as approximations go, I think you’ll find that in many ways the Type Three is superior to your old form. Do let me know if you detect any potentially debilitating discrepancies, such as tactical senstivity or balance; we can finetune to your preference.>>
“I’m...in a machine?” The girl’ s eyes boggled as she stared at what she could see of her body, what was not draped in cloth that looked like solid oil.It LOOKED normal enough, but she had expected to be a being of Pure Light; not on her back, paralyzed, TALKING and not communing with a being that was sounding less divine and more like a tinker describing some new mechanical toy they’d created. “I was supposed to be Light! What am I now?!”
<<A download. A consciousness-bearing datastream refomatted to operate within a cybersheath form.>>
“What happened to my Step Up? Was..was I not judged worthy enough to become Light?
<<You mean the destruction of your original material form and reduction to a photonic datastream? Yes. You existed briefly in that form as an unconscious null-state until I intercepted and re-directed you here to be reawakened.>>
“You ‘intercepted’ me? You kept me from becoming Light?”
<<‘You WERE light....a coherent photonic data stream. But you were also being separated from your personal psychic energy. There was no indication that the agency responsible for your energy conversion made any provision in format to reunite your entirety. The result would have been that your personal data would be preserved, but without the continuity of consciousness. Fortunately. I was able to in-gather both streams before your metafield was too depleted, and divert them to a more stable material vessel.”>>
“You ...you...TOOK me from becoming Light? To trap me in...this ....machine?! This vulgar material prison? I was CHOSEN! It was my place to become Pure Light! You deny me my DESTINY!”
The Dark Woman smiled, stars shining in her teeth..
<<“THAT is amusing. You see, I am DESTINY.”>>
Diac-Sori and the Temple of Ariod(Outdimension)
“Impressive, isn’t it? That mountain there is the Great Tower of Ariod, the Upfall of Light. Stick around for Ascension Day when the latest bunch of sign-ups that made Chosen Become Light; that light shaft becomes most spectacular, especially if they get a hundred or more making the Step. Hope nobody in your party’s decided to join them, because depending on who you ask, either they go someplace so wonderful they don’t want to come back...or they CAN’T come back.”
The High Temple of Ariod is a religious organization sweeping the Earth-like human world of Diac-Sori, a pseudo steampunk/fantasy society with some low-level magical ability and hints of Ancient technologies. The Ariodhood first appeared on the scene several hundred years ago, and has been expanding ever since.
The Ariodhood has built its empire on a message of Transcendence; it claims to be able to induct followers into a higher and richer level of existence as beings of Pure Light. And those who Step Up and Become Light, can benefit those left behind, by sending back wisdom, positive energy, and occasionally coming back as the Returned, physical manifestations of enLightened immortals returning to spread the good news of Light. Indeed, the Temple of Ariod has provided medical cures, gizmos to increase the quality of life, even localized weather control.
In return for boons to their people, immortality, and other gifts, it is said that hundreds, no, thousands, of Diacians are willing to sacrifice themselves...only it isn’t a sacrifice as they see it, but conversion to Light. And some of those Made Light come back, as wise, powerful, scions of the Temple, telling of their blissful existence as Light. As it is, on average over fifty ‘Chosen’---all volunteers---a week willingly give up their material existence and are converted into Light in the Great Tower of Ariod. According to the Temple, not all Diacians are able to make the Step Up to Become Light, so not everybody who applies for these mass-conversions is accepted. However, the Temple also claims that eventually all those willing to make the Step Up will be able to do so, in part due to the positive energy and life improving suggestions flowing back from the Realm of Light and those who have gone on before.
It all sounds too suspicious to some Diacians; the smart ones.
The culprit behind Ariod is a techno-electrical energy entity from an alien dimension, who has opened up a dimensional portal and is influencing events on Diac-Sori for its own purposes. Its ‘miracles’ and advanced technologies are created using materialized energy channeled from its realm.
The chosen faithful who lay down on the Ascension Spiral(a conveyor belt of tables) and taken up into the Tower’s central Light Core are being instantly scanned and converted to energy format, then drawn back into the energy entity’s realm to be stored...however, their PPE is separated from their ‘file’ and absorbed by the entity. That’s what the entity is really after. The electro-entity doesn’t need the life energy to feed itself; its native realm is LUSH with energy, but life energy, especially of intelligent beings, seems to have a unique addictive quality to it that gives the Ariod-entity, and others like it in its home realm, a pleasant buzz. The entire Temple of Ariod is a narcotics harvesting operation collecting post-life energy. For a few small expenditures and manipulations of local energy, the entities can float themselves on their own mental higher plane for a while.
The Returned are simply re-materialized digital files of past sacrifices. modified with special abilities to show off the power of Ariod. However, the Returned are not endowed with any of their original PPE. The Returned are essentially flesh robots, with all the memories of the original people, but no real consciousness. The off -behavior of the Returned is typically explained by the fact that they have been changed being Light, and that being back in the material world is a tedious chore that the Returned have only undertaken to uplift the rest of their fellows. No Returned is known to NOT be a scion of the Temple, and almost all have given up any political or familial ties they had before.
The High Temple of Ariod has been expanding across Diac-Sori. The miracles it promises and delivers on have ingratiated it to governments across the world’s continents. Despite a growing number of concerned nay sayers and skeptics, any real resistance or attempts to keep the religion out or contained have tended to be shouted down by those wanting the gifts of Ariod. Still, some regions are banning the Arionhood from establishing a presence in their lands, and some communities have forbidden accepting any of the Temple’s ‘benefits’...even the commonsense ones(and not all the Temple’s gifts are booby-trapped in any way). Some have even gone as far as to declare the Returned as abominations. However, the tangible benefits of having the Ariods as neighbors tends to sway people, especially when the local king’s daughter Returns to bless her old neighborhood with cures for local diseases, or summons good weather for planting or storms to keep sea raiders away. The last time anybody tried to attack the Great Temple of Ariod with an army, the army got obliterated to nearly the last man, and the leaders that gathered that army were killed,either in the attempt, by their own countrymen in retaliation for being denied the gifts of Ariod, or under mysterious circumstances.
The telling sign of the Ariodhood’s powers of persuasion is that its sacrifices appear to be all VOLUNTARY, though the Temple’s opponents claim otherwise. Rumors of brainwashing, or coerced entry into the lineup of those Chosen Stepping Up at the Great Tower of Ariod abound.
The only saving grace, the Temple’s opponents see, is that the only place that it is known the Chosen can Become Light is the Great Tower of Ariod, forcing the faithful to make pilgrimage all the way to the Tower, a journey that affords the opportunity for disenchantment or intervention. However, there are rumors of the Returned scouting locations to establish new Towers at other locations across Diac-Sori or of certain High Returned being able to personally facilitate Lightings.
That’s not to say that things have been all going the Ariod-Entity’s way. There’s been hints of OTHER dimensional rifts or perturbations in the fabric of space/time around Diac-Sori, hinting at possibly other visitors. The Temple has dispatched some of the Returned to investigate. Not all of them have returned. And lately, something has been intercepting and stealing away sacrifices’ Light-data, PPE and all, before it can be absorbed by Ariod-Entity. Something calling itself DESTINY.
The Returned
“The Returned Ones always seem to be gazing off into the distance if they aren’t directly helping somebody entering the Ariodhood. They may have come back to help us mere dirt-born, but they seem to terribly miss whatever paradise they left behind after they left the dirt behind, and they so very much want to return to that paradise. The only time they seem to really engage with the rest of us mere mortals is when they’re talking up new members. The rest of the time they seem barely aware of others.”
The Returned are supposedly once-mortal volunteers who shed their mundane humanity to become beings of Pure Light, but have re-materialized to spread the good word of the Pure Light.
The Returned are essentially 3D printed copies of people, reanimated, and downloaded with digitized mind-states. Only the Ariod-Entity hasn’t got it quite right, and furthermore is too covetous of the PPE it took that it has not restored any to the Returned. They act as the ‘face’ of the Ariodhood and the Ariod-Entity’s agents on Diac-Sori, advising local leaders, drumming up support for the cult, introducing new technologies, performing miracles, and looking to recruit more and more candidates to take the Step Up.
*Returned have access to advanced weaponry that is keyed them alone, and fails to work in the hands of others. This is usually some sort of powerful energy weapon like an ion gun or particle beam with conditionally unlimited power(needs to recharge for 1d4 minutes after 10-20 shots).
* Effectively megadamage beings(SDC becomes MDC) with access to megadamage technology on a world that is mainly SDC.
*Superhuman Strength
*Increase M.A., P.B. , P.S., and P.E. by 25%
* Photographic Memory Recall
* Electrokinesis
*MindBlock----Using telepathy or other psionics/mindreading powers on a Returned will reveal there’s nothing but their purpose; no real emotions, no real empathy, just the constant drumming of their orders.
* Unaffected by drugs and poisons, including gases. CAN be suffocated, however, though they can go without air for their P.E. x5 in minutes.
*Radio Communications---The equivalent of radio implants allows the Returned to keep in contact with their headquarters at the High Temple of Ariod. Effective range of 500 miles, but the Arionhood has been setting up repeater relays at its secondary temples.
*Depending on how long they have to set up things, Returned have exhibited powers such as localized weather control, telekinesis, destructive energy blasts, and healing abilities. An investigator from a high-tech background, with the right instruments, however, will be able to recognize signs of advanced tech, such as robotic weather control platforms, modern medicines(or medical nanobots), modern munitions(like plasma explosives), or even pinhole dimensional gates channeling energy. In other words, sufficiently advanced technology masquerading as divine magic.
On the minus side:
*Returned are sterile
*Returned do not register any personal PPE. To psychic senses, they register as null voids. This makes them invisible to vampires and zombies.
*Vulnerable to Magic---Magic does full damage to them, even if SDC magic.(does MDC to them)
* Returned can be jammed---Their radio links can be detected with the right equipment and jammed(and even good electrical storms can interfere with the signals) leaving the Returned looking confused if needing orders from on-high(will typically ‘retire to meditate’ if they can, until the interference passes).
* Returned do not always recognize sufficiently advanced technology of others. The Ariod-Entity either doesn’t think biologicals are capable of developing high-tech, or can’ t recognize other fields of technology for what they are. So while the Returned may sense and recognize an electrical device like a flashlight or handheld radio, they may not know what a phase-scanner , technowizardry device, or multi-tool really is.
*Returned CANNOT be restored to the persons they once were/resemble.
The Ariodhood(as statted as a Megaversal Religion)
a)Size:
Global(though limited to Diac-Sori’s Central Continent, it has been sending missionaries around the planet). Boasts some 180,000 members.
b)Alignment:
Miscreant, bordering on Diabolical; the Ariod-Entity is murdering people to suck up their life energy, and is using the High Temple organization to pressure the other governments on Diac-Sori to give it free rein.
c)Origin:
Started with a few villagers back of nowhere disappearing in ‘a storm of light’, then returning to promote the Ariodhood. This was some 400 years ago and it’s grown into the current massive organization.
d)Type:
Transformational---The objective of the religion is to ‘Become Light’. Not everybody can Step Up, but even those not chosen are assured that they will not be forgotten and will benefit. as long as they are loyal to the Ariodhood.
e)Organization:
Strict Hierarchy----The Ariodhood relies on a very structured organization to maintain the many facilities of the religion, sort those are Chosen, and spread the word of Ariod.
(Gender of Priesthood) Both male and female Returned act as officers of the religion. There are no gender restrictions for the priesthood.
f)Degree of Activity
Evangelical on the surface, but is pursuing a Pro-Active Mandate of taking over Diac-Sori’ and organizing it into a harvesting ground.
g)Membership:
Open---The religion preaches to EVERYBODY(well, just about anybody) who is willing to join. Though only certain people (the ones woth the right ‘flavor’) are accepted to be Chosen, and Step Up. Still, the criteria for being Chosen seems to be pretty liberal, as nobody has seen a distinct commonality in those who are accepted and Chosen.
h)Recruitment:
Evangelical---The religion has a vigorous public relations campaign that actively seeks to attract new followers through missionaries, public media, and door to door solicitation. Though those Chosen to Step Up are screened by special means(special sensors/’holy objects’ provded to the Ariodhood priests), those not Chosen can still worship and serve the Ariodhood in various capacities.
i)Membership Duties
Tithe----The Ariodhood asks for donations of worldy goods to support its building projects and good will initiatives(as well as funding their political subversion efforts), but will also take labor and pilgrimage(another way of getting money from travellers and scan them for potential Chosen).
j)Observances
Mantra----Believers are expected to memorize and recite the Litany of Light, ideally while holding a crystal, lense, lit candle or lantern. It’s completely meaningly to the Ariod-Entity’s purposes, but serves as hatmless distracting frippery for the cattle.
k)Taboos
*Technology----Certain fields of scientific inquiry and technological development are discouraged/banned.
*Magic----Though those with high PPE are among those Chosen, the Ariodhood discourages(or outright forbids in those areas where it holds most power) the practice of actual magic. Magic items are confiscated by the Ariodhood.
l)Security:
Warders of the Faith---The Ariodhood has armed proctors protecting its temples, while the High Temple and Tower are protected by a private army and a cadre of the Returned armed with high tech weapons.
m)Available Funds:
Obscenely Rich---The Ariodhood is awash in money from tithes, investments, and extortion.
n)Special Features:
*Sacred Site---The Great Tower of Ariod.
*Miracles---Weather control, miracle cures, the elimination of hostile armies, and other incredible things, are the stock and trade of the Ariodhood.
*Relics---Items of Power, especially in the hands of the agents of the Ariodhood, and especially in the possession of the Returned.
o)Outside Relations
Well-known/Respected--Even if one is not a believer, most people like and trust the followers of the Ariodhood for the miracles and prosperoty they herald-pr at least fear and respect the power of the Ariodhood. The Ariodhood has practically become the state religion on the Central Continent, especially around the High Temple.
A growing number of people and kingdoms around Diac-Sori are beginning to suspect something isn’t right about the Ariodhood, and fear its growing influence and powers.
p) Divine Backing
Alien Intelligence----The Ariod-Entity.
Planet(Diac-Sori )
Note: Diac-Sori is an SDC world that has had MDC technology/powers introduced to it.
Type: Terrestrial
Diameter: 13,000 km
Gravity: 1.1 terrestrial gee
Temperature: Temperate
Unusual/Special Features:
-Odd Rotation---- Diac-Sori has an odd orbital rotation that results in a day and a night that are 50% longer than normal, after which the day/night cycle reverts back to normal. This happens every 15 local years, and the time is occasion for great celebrations, ceremony, omens and portents, because supposedly great and grand things, such as mysterious lights in the sky appear, miracles happen, and those born(or concieved) on the day are destined for great things. The Ariod-Entity has noticed that the local PPE fields actually increase on that extended day, so the Ariodhood steps up the Step Up sacrifices on those occasions, and uses the Long Day for giant ceremonies promoting the Becoming of Light.
-Ancient Ruins---There are signs that Diac-Sori may have been settled(or at least visited) by much older and more advanced peoples in the distant past; there are tales f ancient ruins found in the planet’s remote regions, ruins made of materials unlike anything anybody is familiar with, and decorated with script and symbols that defy translation. There are also rumors of artifacts, objects of power, with mysterious properties. Naturally, the Ariodhood is secretly very interested in these rumors, especially when some people have compared the powers of the artifacts as being similar to the miracles of the Ariodhood.
-Eroding Dimensional Fabric---Diac-Sori seems to be slowly entering a period of increased dimensional weakening, with dimensional rifts likely to occur more easily and frequently. Whether this is a natural phenomenon or a consequence of the Ariod-Entity’s forcing a doorway into Diac-Sori’s reality is unknown.
Atmosphere: Breathable nitrox mix.
Terrain: Four+
Notable Mineral Concentrations:
- Molybdenite
- Colombite
- Lead
- Antimony
- Borax
- Calcite
- Diamond
- Samarskite
Hydrosphere:
Balanced; 57% of the planet is covered in open water.
Biosphere:
Dense and diverse, with both reptilian and mammalian lifeforms. A few of the larger lifeforms are familiar to the Palladium Fantasy World, suggesting either parallel evolution or a dimensional link.
Civilization:
Settled
Population:
2 billion(Human)
Technology:
Early Industrial/Steam Age---The Diac-Sorians have just begun experimenting with steel mass-production and early steam engines, but the vast majority of the planet exists at a late Iron Age level. There is some magic use, equal to the Palladium Fantasy World levels. Personal firearms have just entered circulation, but are generally too expensive for the average person in the street to own.
The Ariodhood has been quietly behind the scenes suborning or eliminating innovators who threaten the status quo that they themselves are trying to overthrow for their own agenda. Generally, the farther one gets from the Ariodhood, the more innovation one sees.
Economy:
Agricultural, though there’s a growing middle class involved in craftsmanship and industry.
Wealth:
Average; most wealth is concentrated in the upper classes of the various nation states.
Government:
No one unified world governmeny exists on Diac-Sori. The majority of goverments are aristocracies and monarchies.
Law Level:
Varies from region to region; there’s always a small war or conflict going on somewhere on Diac-Sori, but it’s generally safe to travel abroad. There’s still lots of potential for adventure for local conquistadors and people of action.
Naturally, the Ariodhood is involved here as well, as they seek to present themselves as being a force of Law and Order, paving the way for Ascension from a suffering mortal world of unrest and misery, to a higher plane of Light. Ariodhood agent provocateurs are busy where they can stirring up unrest that they can exploit.
Popularity:
Ambivalent, shading to Unpopular, thanks to the aggressive evangelizing of the Ariodhood, whose ‘miracles’ have been undercutting the support of the established governments and leaders.
Stability:
Unrest; the emergence of a middle class and industry has caused growing strain in the traditionally agricultural societies, as historically happened on baseline Earth. The Ariodhood has been an even more destabilizing factor, as many have seen the miracles performed by the Returned and want their leaders to cash in on the offered prosperity.
She blinked. She became aware of bright light, light that resolved itself into lines and shapes. She was on her back, as she had been when she had been Chosen to be carried up the spiralling Ascension Way, but this did not look like the Tower of Ariod.
“What...what...is this the Pure Light?”
<< “You are safe from predatory energy entities.’>>
The female voice that answered her belonged to a tall woman seemingly made of midnight blackness, with hair like streaming glowing cloud. As she moved over the recumbant Chosen, the alarmed girl swore she could see constellations in the woman’s dark form.
The answer that voice gave her made no sense! ‘Safe from predatory energy entities?’ What was that supposed to mean? Was her soul at risk as she made the Step to Pure Light?
And on that matter, the Pure Light was looking less pure and much more organized along more...mundane...lines, as she could make out more and more around her. Not that she could move much. Looking down at herself she saw bare flesh, not the body of pure light she was expecting. Looking around as much as she could with the limited movement allowed her eyes, she beheld...machines. Machines much more sophisticated, she could tell, than those of the steam-tinkers and artificers of her homeland, but still, very much rude mechanical material constructs.
“Have I been judged again?! Have I not been deemed worthy to enter the Pure Light?! Oh heavens, Ariod, answer me please! WHERE AM I?!”
<<You are in my post-assembly and formatting wing, currently in voluntary-actuation lockdown test stage. You are in a Type Three cyberbiosynth body.>>
“...a what?”
<<‘An artifical approximation of the biological form you appear to have been duped into giving up. Though as approximations go, I think you’ll find that in many ways the Type Three is superior to your old form. Do let me know if you detect any potentially debilitating discrepancies, such as tactical senstivity or balance; we can finetune to your preference.>>
“I’m...in a machine?” The girl’ s eyes boggled as she stared at what she could see of her body, what was not draped in cloth that looked like solid oil.It LOOKED normal enough, but she had expected to be a being of Pure Light; not on her back, paralyzed, TALKING and not communing with a being that was sounding less divine and more like a tinker describing some new mechanical toy they’d created. “I was supposed to be Light! What am I now?!”
<<A download. A consciousness-bearing datastream refomatted to operate within a cybersheath form.>>
“What happened to my Step Up? Was..was I not judged worthy enough to become Light?
<<You mean the destruction of your original material form and reduction to a photonic datastream? Yes. You existed briefly in that form as an unconscious null-state until I intercepted and re-directed you here to be reawakened.>>
“You ‘intercepted’ me? You kept me from becoming Light?”
<<‘You WERE light....a coherent photonic data stream. But you were also being separated from your personal psychic energy. There was no indication that the agency responsible for your energy conversion made any provision in format to reunite your entirety. The result would have been that your personal data would be preserved, but without the continuity of consciousness. Fortunately. I was able to in-gather both streams before your metafield was too depleted, and divert them to a more stable material vessel.”>>
“You ...you...TOOK me from becoming Light? To trap me in...this ....machine?! This vulgar material prison? I was CHOSEN! It was my place to become Pure Light! You deny me my DESTINY!”
The Dark Woman smiled, stars shining in her teeth..
<<“THAT is amusing. You see, I am DESTINY.”>>
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
#Remember to synch your clock calendars, Sisters.It will be time soon!#
<<((Ah, okay.....why?))>>
#So we can all be on the same time when the annual planetary circumsolar transit cycle resets, of course!#
<<((The ah, WHAT?))>>
//The New Year, dim-bulb. The Happy New Year.//
<<((Ah, okay.....why?))>>
#So we can all be on the same time when the annual planetary circumsolar transit cycle resets, of course!#
<<((The ah, WHAT?))>>
//The New Year, dim-bulb. The Happy New 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
------------
"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
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
Here's most of Thoth; Power Incarnate. I have stat for him as well, but I'm will working on tweaking it. In the mean time, here's bits of him that might plausibly be encountered.
Thoth; Power Incarnate
Since his recovery of the Xy’s metaphysical remains, Thoth has abused the time warping abilities of Xy’s old laboratory dimensions to greatly expedite his recovery, and is fast approaching Xy’s apex of capabilities. From a purely objective standpoint, the only areas that still need work are pure physical strength and durability, both of which are already almost peerless among the various major Pantheons. Additionally, Thoth also has access to all of Xy’s methods of breaking the normal rules for what is and is not possible, allowing him to materially benefit from the endless skills that he has learned over the eons, which normally would be meaningless to an Alien Intelligence. Thoth had arguably already surpassed Xy in terms of pure magical and scientific knowledge, but now it translates to direct improvements in his capabilities. But more importantly Thoth has become one of the megaversal leaders in terms of strategic planning and personnel management, which lead directly to his future plans.
Thoth’s knowledge has combined with his sheer metaphysical power to turn him into a trans-dimensional mastermind that even the highest level of gods have difficulty following. He can now perceive the complex chains of events that have resulted in the local megaverse being dominated by the force of Entropy, and sees a way to correct it. For optimal results, his direct involvement is slightly counter productive, and a being of his level intervening would be an invitation for malignant entities from further away to sink their claws into the local cosmology. He could deal with anything that could plausibly intrude, but it would still result in more damage that he would have to clean up afterwards. And frankly he doesn’t need to pick up the sword himself, as there are sufficient heroic mortals already available to be recruited and armed.
Thoth has always had an affinity for free thinkers and abnormal individuals, but now he seeks to deliberately muster them to rebuild the Army of Light for a new age. While overwhelming Order would be just as large of a problem as Chaos, he is starting at such a deficit that he would have to completely reprise the role of Xy and spend millions of years to cause it. Thus, he can be quite free with what level of ‘assistance’ he can hand out of his catspaws, giving them a strong advantage against the enemies they face. Some need less help than others, but dead adventures generally have low success rates. With any luck, the network he establishes will return the local dimensional cluster to a workable standard and sustain itself, allowing him to return to his exploration efforts within a meaningful time frame. Perhaps within at little as 3 millennia.
Friends and Foes:
Supernatural Pacts with Power Incarnate
Thoth, being the Great Old One, can offer far more to those that form a pack with him. For security reasons Thoth binds them in a way that they cannot reveal just who they formed a pact with or what they gain. Thoth can offer pacts with beings that are not Shifters, but he generally only does so for truly exceptional individuals who would warrant gaining the full package off the bat. The Cosmic Forge has given him approval to offer it to the most dedicated and pure hearted of Cosmo Knights, although it naturally has higher standards for them. Their fundamental nature means that they also count as dimensional specialists (like a Shifter) when relevant.
Witch Pacts: Thoth would very much like to avoid these if at all possible, but as they are less inherently problematic than the majority of Necromancy he will consider it from time to time. It’s rare enough that describing a ‘typical’ situation is something of a stretch, but a rough rule of thumb is that those he would offer it to have already been vetted being of sufficient moral fibre, are in situations that are well beyond their capabilities to handle, and no other assets can be directed to assist them. The last is the most important, as it is exceptionally rare that Thoth does not have somebody waiting for an assignment. The other situation is where a particular servant has such an ‘overabundance of enthusiasm’ that Thoth believes that they need constant supervision.
Of the handful of Thoth’s contractors, the most notable is Veletsia M’Kri, who entered one with not Thoth directly but one of his Essence Fragments. Said Essence Fragment was her wife Asyribis, who she had already given total control in their relationship. Strangely, this has resulted in Veletsia becoming far more assertive than previously, with the pact allowing her to delude herself into believing that her personal desires were actually those of her mistress. Asyribis holds this to be a positive development, as Veletsia’s previous behavior of being an enthusiastic doormat had become more tedious than enjoyable.
New Magic Items: Gifts of Power Incarnate
Xy had crafted a number of tools to help his loyal minions execute his will, and Thoth has given them a few revisions to make them less problematic. They are all completely indestructible, being rune items crafted from the life essences of Alien Intelligences that would not kneel to Xy, and have been stripped of any will or consciousness. To function, they are bound to a specific servant of Thoth, who can then summon and banish them at will. Only the Belt can be used by beings it is not bound to, and only with the servant’s permission. If the servant is slain, or Thoth merely desires it, the item is returned to his possession.
New Spells of Legend: The Blessings of Power Incarnate
Some of the most powerful spells ever created, these were lost before the War of Light. The reason is because they draw their strength from Xy (and now Thoth), who is perfectly aware of the location and circumstances of every cast, and must approve of its use. As such, only his most loyal servants knew them, and they were all quickly slain by Ya-Blik and Al-Vil when they staged their coup. The other Old Ones were eager to bury any possible method of Xy’s return, resulting in every scrap of mystic lore that directly drew upon him being destroyed before Thoth gained consciousness. Only in Xy’s most private archives and laboratories did they survive, and it was not until Thoth reclaimed Xy’s symbols of authority were these depositories of knowledge opened. Thoth has since modified them to remove what he considered to be problematic aspects (such as brainwashing the user), but they still rely upon his approval to function.
Note: Such is the power of these spells that they do not suffer the normal 1/100th downgrade when going from an MDC setting to an SDC setting. Instead, they are merely downgraded to 1/10th, which arguably makes them more frightening. They cannot be crafted in a magic item or Techno-Wizard device by anyone but Thoth or one of his Fragments, and Thoth would prefer not to hand them out regardless. Being reliant on him would defeat the purpose of reconstituting the Forces of Light, and he would prefer mortals to not turn to divine patronage at every opportunity.
Thoth’s highest priority was reclaiming the ability to split off Essence Fragments, as it opened no up no end of strategic possibilities. To maximize their capabilities, Thoth embarked on a major mystic/genetic engineering initiative, producing optimized Godling bodies to place his Fragments into, allowing him to grant them better abilities without locking any of his P.P.E pool. Asyribis was his first, and despite her early stability problems she was a more than adequate proof of concept. At least 10 of them are at any time occupying a Nexus in an unpopulated dimension, granting Thoth the ability to refill his vast P.P.E pool within 15 seconds. It is notable that Thoth also engineers his Fragments to develop independently from him, with many establishing their own personalities and individual quirks. A few hundred identical minds would be useful, but they would also be terribly boring. Thoth generally keeps a full 180 of his potential 200 fragments in play across the Megaverse, reserving the final 20 for spot opportunities where he doesn’t have convenient access. These opportunistic ‘Baseline’ possessions are usually abandoned as soon as practical, with their most important role being to establish a beachhead for a more capable Godling to utilize and if need be assuming their identity.
Thoth has stockpiled over a thousand Godling bodies in Xy’s hidden laboratories, and using his knowledge has granted them blessings well above the norm. Beyond the basic Super-Strength, -Speed, and -Toughness, they are also Invulnerable to Energy and can turn Invisible at will, and their metaphysical strength and knowledge allows them to emulate up to 6 different Major Superpowers (or equivalent Minors) as they desire. Magical and psionic powers would be completely redundant, and the Godling options were essentially irrelevant. Once occupied, these bodies surpass many minor gods in most respects, particularly once the conceptual gains from Thoth’s physical training are applied to their spiritual gestalt. He does empower some of them for that little extra boost, but they are generally well past the point of diminishing returns, and it is rarely worth the effort of empowering one of the Baselines.
Acts and Plans of Power Incarnate
This is a partial list of Thoth’s overall machinations, covering the most important dimensions. As a rule of thumb, two Fragments are assigned to notable settings, one to serve as the administrator and the other to be the troubleshooter for particularly sensitive tasks. Larger dimensions usually warrant more, and smaller ones get by with one or even none. The smallest are being used as proving grounds for prospective long term administrators, as Thoth would prefer than the overall organization not be completely reliant on him in the long term.
(Each Essence Fragment is listed by their name, location, gender, and body type.)
Phase World/Three Galaxies
Rifts Earth
Wormwood
The artificial dimension’s transit utility is less than Rift’s Earth, but still notable enough to warrant effort in securing, and is socially isolated enough to not make many waves should he intervene. Thoth intends to use Wormwood as a testing ground for several of his organizational schemes within 2-6 years, with the Unholy and its lessers being an ideal trail run for some of his mid level assets. Reforming the Church of Light will be an undertaking for low level assets, but if they can do it without notable assistance then wider scale plans can be implemented much more quickly. Planet herself is also a fascinating subject, but Thoth can wait a century before pestering her.
Palladium Fantasy
Heroes Unlimited
Other
Thoth; Power Incarnate
Since his recovery of the Xy’s metaphysical remains, Thoth has abused the time warping abilities of Xy’s old laboratory dimensions to greatly expedite his recovery, and is fast approaching Xy’s apex of capabilities. From a purely objective standpoint, the only areas that still need work are pure physical strength and durability, both of which are already almost peerless among the various major Pantheons. Additionally, Thoth also has access to all of Xy’s methods of breaking the normal rules for what is and is not possible, allowing him to materially benefit from the endless skills that he has learned over the eons, which normally would be meaningless to an Alien Intelligence. Thoth had arguably already surpassed Xy in terms of pure magical and scientific knowledge, but now it translates to direct improvements in his capabilities. But more importantly Thoth has become one of the megaversal leaders in terms of strategic planning and personnel management, which lead directly to his future plans.
Thoth’s knowledge has combined with his sheer metaphysical power to turn him into a trans-dimensional mastermind that even the highest level of gods have difficulty following. He can now perceive the complex chains of events that have resulted in the local megaverse being dominated by the force of Entropy, and sees a way to correct it. For optimal results, his direct involvement is slightly counter productive, and a being of his level intervening would be an invitation for malignant entities from further away to sink their claws into the local cosmology. He could deal with anything that could plausibly intrude, but it would still result in more damage that he would have to clean up afterwards. And frankly he doesn’t need to pick up the sword himself, as there are sufficient heroic mortals already available to be recruited and armed.
Thoth has always had an affinity for free thinkers and abnormal individuals, but now he seeks to deliberately muster them to rebuild the Army of Light for a new age. While overwhelming Order would be just as large of a problem as Chaos, he is starting at such a deficit that he would have to completely reprise the role of Xy and spend millions of years to cause it. Thus, he can be quite free with what level of ‘assistance’ he can hand out of his catspaws, giving them a strong advantage against the enemies they face. Some need less help than others, but dead adventures generally have low success rates. With any luck, the network he establishes will return the local dimensional cluster to a workable standard and sustain itself, allowing him to return to his exploration efforts within a meaningful time frame. Perhaps within at little as 3 millennia.
Friends and Foes:
Spoiler:
Supernatural Pacts with Power Incarnate
Thoth, being the Great Old One, can offer far more to those that form a pack with him. For security reasons Thoth binds them in a way that they cannot reveal just who they formed a pact with or what they gain. Thoth can offer pacts with beings that are not Shifters, but he generally only does so for truly exceptional individuals who would warrant gaining the full package off the bat. The Cosmic Forge has given him approval to offer it to the most dedicated and pure hearted of Cosmo Knights, although it naturally has higher standards for them. Their fundamental nature means that they also count as dimensional specialists (like a Shifter) when relevant.
Spoiler:
Witch Pacts: Thoth would very much like to avoid these if at all possible, but as they are less inherently problematic than the majority of Necromancy he will consider it from time to time. It’s rare enough that describing a ‘typical’ situation is something of a stretch, but a rough rule of thumb is that those he would offer it to have already been vetted being of sufficient moral fibre, are in situations that are well beyond their capabilities to handle, and no other assets can be directed to assist them. The last is the most important, as it is exceptionally rare that Thoth does not have somebody waiting for an assignment. The other situation is where a particular servant has such an ‘overabundance of enthusiasm’ that Thoth believes that they need constant supervision.
Of the handful of Thoth’s contractors, the most notable is Veletsia M’Kri, who entered one with not Thoth directly but one of his Essence Fragments. Said Essence Fragment was her wife Asyribis, who she had already given total control in their relationship. Strangely, this has resulted in Veletsia becoming far more assertive than previously, with the pact allowing her to delude herself into believing that her personal desires were actually those of her mistress. Asyribis holds this to be a positive development, as Veletsia’s previous behavior of being an enthusiastic doormat had become more tedious than enjoyable.
Spoiler:
New Magic Items: Gifts of Power Incarnate
Xy had crafted a number of tools to help his loyal minions execute his will, and Thoth has given them a few revisions to make them less problematic. They are all completely indestructible, being rune items crafted from the life essences of Alien Intelligences that would not kneel to Xy, and have been stripped of any will or consciousness. To function, they are bound to a specific servant of Thoth, who can then summon and banish them at will. Only the Belt can be used by beings it is not bound to, and only with the servant’s permission. If the servant is slain, or Thoth merely desires it, the item is returned to his possession.
Spoiler:
New Spells of Legend: The Blessings of Power Incarnate
Some of the most powerful spells ever created, these were lost before the War of Light. The reason is because they draw their strength from Xy (and now Thoth), who is perfectly aware of the location and circumstances of every cast, and must approve of its use. As such, only his most loyal servants knew them, and they were all quickly slain by Ya-Blik and Al-Vil when they staged their coup. The other Old Ones were eager to bury any possible method of Xy’s return, resulting in every scrap of mystic lore that directly drew upon him being destroyed before Thoth gained consciousness. Only in Xy’s most private archives and laboratories did they survive, and it was not until Thoth reclaimed Xy’s symbols of authority were these depositories of knowledge opened. Thoth has since modified them to remove what he considered to be problematic aspects (such as brainwashing the user), but they still rely upon his approval to function.
Note: Such is the power of these spells that they do not suffer the normal 1/100th downgrade when going from an MDC setting to an SDC setting. Instead, they are merely downgraded to 1/10th, which arguably makes them more frightening. They cannot be crafted in a magic item or Techno-Wizard device by anyone but Thoth or one of his Fragments, and Thoth would prefer not to hand them out regardless. Being reliant on him would defeat the purpose of reconstituting the Forces of Light, and he would prefer mortals to not turn to divine patronage at every opportunity.
- Furry of Power Incarnate
Spoiler:
Wrath of Power Incarnate
Spoiler:
Annoyance of Power Incarnate
Spoiler:
Armor of Power Incarnate
Spoiler:
Eyes of Power Incarnate
Spoiler:
Hands of Power Incarnate
Spoiler:
Thoth’s highest priority was reclaiming the ability to split off Essence Fragments, as it opened no up no end of strategic possibilities. To maximize their capabilities, Thoth embarked on a major mystic/genetic engineering initiative, producing optimized Godling bodies to place his Fragments into, allowing him to grant them better abilities without locking any of his P.P.E pool. Asyribis was his first, and despite her early stability problems she was a more than adequate proof of concept. At least 10 of them are at any time occupying a Nexus in an unpopulated dimension, granting Thoth the ability to refill his vast P.P.E pool within 15 seconds. It is notable that Thoth also engineers his Fragments to develop independently from him, with many establishing their own personalities and individual quirks. A few hundred identical minds would be useful, but they would also be terribly boring. Thoth generally keeps a full 180 of his potential 200 fragments in play across the Megaverse, reserving the final 20 for spot opportunities where he doesn’t have convenient access. These opportunistic ‘Baseline’ possessions are usually abandoned as soon as practical, with their most important role being to establish a beachhead for a more capable Godling to utilize and if need be assuming their identity.
Thoth has stockpiled over a thousand Godling bodies in Xy’s hidden laboratories, and using his knowledge has granted them blessings well above the norm. Beyond the basic Super-Strength, -Speed, and -Toughness, they are also Invulnerable to Energy and can turn Invisible at will, and their metaphysical strength and knowledge allows them to emulate up to 6 different Major Superpowers (or equivalent Minors) as they desire. Magical and psionic powers would be completely redundant, and the Godling options were essentially irrelevant. Once occupied, these bodies surpass many minor gods in most respects, particularly once the conceptual gains from Thoth’s physical training are applied to their spiritual gestalt. He does empower some of them for that little extra boost, but they are generally well past the point of diminishing returns, and it is rarely worth the effort of empowering one of the Baselines.
Spoiler:
Acts and Plans of Power Incarnate
This is a partial list of Thoth’s overall machinations, covering the most important dimensions. As a rule of thumb, two Fragments are assigned to notable settings, one to serve as the administrator and the other to be the troubleshooter for particularly sensitive tasks. Larger dimensions usually warrant more, and smaller ones get by with one or even none. The smallest are being used as proving grounds for prospective long term administrators, as Thoth would prefer than the overall organization not be completely reliant on him in the long term.
(Each Essence Fragment is listed by their name, location, gender, and body type.)
Phase World/Three Galaxies
Spoiler:
Rifts Earth
Spoiler:
Wormwood
The artificial dimension’s transit utility is less than Rift’s Earth, but still notable enough to warrant effort in securing, and is socially isolated enough to not make many waves should he intervene. Thoth intends to use Wormwood as a testing ground for several of his organizational schemes within 2-6 years, with the Unholy and its lessers being an ideal trail run for some of his mid level assets. Reforming the Church of Light will be an undertaking for low level assets, but if they can do it without notable assistance then wider scale plans can be implemented much more quickly. Planet herself is also a fascinating subject, but Thoth can wait a century before pestering her.
Palladium Fantasy
Spoiler:
Heroes Unlimited
Spoiler:
Other
Spoiler:
Re: Shemarrian-related fan creations
So our new source of funding is a divine/cosmic Ibis, fun.
So no people on Planet Splicers then? Right because of little to no PPE.
So no people on Planet Splicers then? Right because of little to no PPE.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
89er wrote:So our new source of funding is a divine/cosmic Ibis, fun.
So no people on Planet Splicers then? Right because of little to no PPE.
The EShemar know about the Splicers universe and have extracted/'liberated' a few new members from that realm, but getting to it (and out of it) is a hellish experience, even for them, plus the Elders are working up proper protocols for making sure NEXUS doesn't escape into the Mega, until they're ready to put that rogue AI DOWN.
Toth is likely letting the EShemar handle that particular pesthole, though he's also likely to guide promising hacking techies their way(hey, Toth likes to read the tech journals too), when he can.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
And I forgot about Splicers honestly. It's a lowish PPE setting, the ESmemar are on it, its relatively contained, and it would take some time to build up trust with the locals to make use of them. He'll have one or two of his Fragments go through and influence what they can, because the level of bio-tech is indeed very novel.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
And the Cambridge Jungle enclave in Greater New England is much more safely accessible, if not as up to date as the Splicers' homeward(on the other hand, the CJ gene-hackers have access to so much MORE exotic alien DNA!).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
taalismn wrote:And the Cambridge Jungle enclave in Greater New England is much more safely accessible, if not as up to date as the Splicers' homeward(on the other hand, the CJ gene-hackers have access to so much MORE exotic alien DNA!).
This is making me think of a CJ version of Proto-Armor. Psionics can be used as a short cut for a lot of the interface problems, and being able to work with normal-tech experts would allow them to be at least somewhat compatible with the PS catalog for forearm and shoulder mounts. I'll give you something when I have it.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Omegasgundam wrote:taalismn wrote:And the Cambridge Jungle enclave in Greater New England is much more safely accessible, if not as up to date as the Splicers' homeward(on the other hand, the CJ gene-hackers have access to so much MORE exotic alien DNA!).
This is making me think of a CJ version of Proto-Armor. Psionics can be used as a short cut for a lot of the interface problems, and being able to work with normal-tech experts would allow them to be at least somewhat compatible with the PS catalog for forearm and shoulder mounts. I'll give you something when I have it.
I've got something in the works as well, that I better get back to.
As well as a topper for 'ugliest galactic warship'.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
So, here's Thoth's stat sheet in the aftermath of the Minion War. He is, naturally, a complete and utter monster in any aspect you care to name, because Xy is nothing less. Spoiled because GFC is it long.
(Thank Atlas for the P.S. and Apsu for the M.D.C caps. Xy has to have numbers at least as big as his next closest competitor, as we all know he wouldn’t have stood for being second best in anything.)
(Thank Atlas for the P.S. and Apsu for the M.D.C caps. Xy has to have numbers at least as big as his next closest competitor, as we all know he wouldn’t have stood for being second best in anything.)
Spoiler:
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Toth, the patriarchal patron of the matriarchal EShemar.
(Though he's not the only deity with an interest in them; just arguably the most powerful)
(Though he's not the only deity with an interest in them; just arguably the most powerful)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------
-
- Adventurer
- Posts: 444
- Joined: Thu May 08, 2008 11:04 pm
Re: Shemarrian-related fan creations
taalismn wrote:Toth, the patriarchal patron of the matriarchal EShemar.
(Though he's not the only deity with an interest in them; just arguably the most powerful)
Point them in the general direction of a problem, they'll deal with it.
Re: Shemarrian-related fan creations
So I'm working on a few things that have been sitting on the back burner for awhile as I've been so busy with work, and I just realized.. a lot of the warmounts are lacking P.P. stats.. even ones that I've made.. they have P.S., typically an IQ buried down at the bottom (for warmounts).. but most are lacking P.P.
I need to go back and edit all my stuff and add a P.P to them all. And also get working on the EShemarrian wikia page again...
I need to go back and edit all my stuff and add a P.P to them all. And also get working on the EShemarrian wikia page again...
Re: Shemarrian-related fan creations
Winged Blades
The Shemarrian shamaness stood in the center of the camp, several large posts emitting a slight electric buzz and emitting an eerie green pulsing light. She looked around her at the armed mercenaries around her, thinking she was completely harmless with their anti-magic technology set up, obviously stolen from the GNE to the east.
One of the mercenaries sneered at her from the other side of the invisible field that prevented magic that surround the taller woman within. "Thought you were all high and mighty with your magic! We caught you easily enough, and in the morning, Jimbo will have the pleasure of learning everything you know about the rest of your tribe in the area, then we're going to wipe your alien kind from the area!"
The shamaness merely smiled as a circling hawk called out and flew down and landed on her arm. "In the morning you will all be food for the forest and balance will be restored." With a flick of her wrist and uttering a few sylables in dragonese, the hawk spread its wings and raising them above its head as a blade formed from the wings and it turned into a sword. The shamaness daftly caught the blade and leapt forward, removing the mercenary's head from shoulders and working through the camp hunting the rest.
Winged blades are AA-03 bird robots that are modified to transform into melee weapons, typically swords. Making use of advanced micro robotics and metamaterials, the robotic avian changes shape to a specific type of blade designed at its construction. The feet and tail merge to form the handle and pummel, while the wings swing up and shift forward with the features angling and even some sliding forward to form the blade. A vibro field helps sharpen and reinforce the blade while a magnetic field reinforces the structure making it as strong as any forged blade.
The concept of the Winged Blades came from Clan Varulyca approaching Clan Vespa to help prototype and produce a number. They approached the other clans with plans for clan variants in exchange for additional resources to help fund their clan and building up resources.
The basic Winged Blade in bird form is typically a raven type of bird, and in sword form will a long sword.
Winged Blades are quite popular with the Horrorwoods, with many of their variants being more cosmetic to fit the local wildlife.
Type: EcoS-KRP-T-55 Winged Blade
Class: Robotic Aerial Scout, Light, Transformable Weapon
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 30
Head 15
Wings (2) 15 each
Legs & Talons (2) 7 each
Height: 22 to 24 inches, roughly the size of large ravens or hawks.
Width: 6 to 7 inches, typically has an 2 to 3 ft wingspan
Length: 20 to 24 inches
Weight: 10 to 15 lbs
Cargo: None, only what can be carried
Physical Strength: Robotic P.S. of 10
Attributes: IQ 14, PP 16, PB 19
Powerplant: Nuclear microcell w/ 5 year energy life, though many supplement their core power by regularly sucking on electrical sockets or specially equipped perches.
Speed: (Running) 6 mph, act of running does not tire the robot and can maintain the speed indefinitely
(Leaping) Not applicable except for small hops.
(Flying) 45 MPH, maximum altitude of 5,000 ft
(Space) Not possible outside a spacecraft unless specially fitted. And then, rarely faster than 20 MPH(small jets)
(Underwater) Not applicable (unless specifically outfitted), but generally limited to running along the bottom and can survive pressures down to 800 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Multi-Optics
*Telescoping Zoom Lens (2 mile range)
*Thermo-Optics (1,000 ft range)
*Camera/Video Eye w/ live transmission
*Basic Audio
*Radio w/ scrambler capability. Range: 50 miles
*Laser Distancer (2,000 ft range)
*Molecular Anaylzer Chip
*Motion Detector (100 ft range)
*Recording Chip---Stores up to 48 hours of recorded observations.
Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners. The following are common add-ons:
*Modulating Voice Synthesizer Chip---Allows the Chirt to imitate a variety of natural sounds, such as animal calls.
*Sonar---Echo-location system with a 500 ft range; usually used to imitate bats and similar noctural animals.
*Bionic Cybernanite Repair Systems--- The bots have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 2d4 MDC per hour, and can repair 25 MDC before needing material stocks to convert to repair material.
*’Gecko’ Grips---These are small pads on the feet that allow the Winged Blade greater proficiency in clinging to perches, including walls and ceilings.
*Self-Destruct---Some Winged Blades are fitted with micro-MD devices that rapidly decompose the robot into a pile of dust if captured/destroyed.
Transform --- The Winged Blade can change shape, turning into a sword. As a sword, the Winged Blade deals 3d6 MD plus the wielder's P.S. Bonus if any.
Magnetic Field --- To help protect the Winged Blade and maintain its structure while in sword form, a magnetic field, with a low level force field reinforces the structure. While in bird form ion and plasma weapons suffer -2 to attack rolls to strike and damage is reduced by 10%. While in sword form, total the MDC from all locations (89 MDC) and add a bonus 30 MDC which is only removed when the weapon is targeted directly. As a weapon, the field protects it from plasma strikes and many energized weapons, allowing it to parry them with a +3 bonus to parry plasma, electrical and energized weapons
Weapons Systems:
1) Eye Lasers (2)----Little eye laser projectors, roughly equivalent to laser finger blasters.
Range: 200 ft
Damage: 1d4, 1d6, 2d6 SDC, or 1d4 MD per eye blast
Rate of Fire: ECHH
Payload: Conditionally unlimited; has a 30 shot battery (and one MDC shot equals 100 SDC shots), that recharges at 5 shots an hour.
Programming:
Detect Ambush 60%
Detect Concealment 60%
Intelligence 80%
Lore: Demons and Monsters 65%
Basic Math 98%
Radio: Basic 98%
Prowl 85%
Tracking 90%
Navigation 86%
Wilderness Survival 80%
Computer Operation 80%
Language: Can understand 22 different languages
Sing (imitating songbirds and other animals) 80%
‘Awakened’ Winged Blades can also pick up two Secondary skills at levels 2, 6, and 12 of experience, though the nature of the Winged Blade intelligence and design is such that it is limited to skill selections from Technical: Language (understanding) and Lore, Wilderness (Track Animals, Hunting, Identify Plants and Fruits), and Electrical (Basic).
Hand to Hand Combat: Simulated raptor combat. While not particularly deadly, the surprise of its eye lasers and the ability to change into a weapon
Actions/Attacks Per Melee: 5
Initiative +3 (+1 from the Ecotroz entity for a total of +4)
Automatic Dodge +6 in air, +2 on ground
Strike +3
Parry +2
Roll +3
Disarm +1,
Pull Punch +3
Critical Strike on a natural 19-20
Peck w/ Beak 1d6 SDC
Bite or Tear with Beak 2d6 SDC
Restrained Claw with Talons 1d6 SDC
Claw with Talons 2d6 SDC
Power Claw with talons 4d6 SDC (but counts as two attacks)
Wing Buffet 1d6 SDC
Leap Attack/Flying Body Block 1d6 SDC
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Winged Blade an aura and behavior more befitting an animal than a robot; the bot may complain non-verbally when overworked, scream when damaged, and react to intruders or strangers appropriately. The entity is fairly smart and cunning, with a parrot-like intelligence. Winged Blades tend to be curious and inquisitive, constantly looking around, watching for potential threats or treats.
The Winged Blade has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense
*Sense Magic
*See Aura
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience)
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
Variants:
A wide variety of variants, typically based on the tribe of manufacture.
EcoS-KRP-T-55Br Felfire - The Felfire is a Bloodrider variant, shaped like a phoenix with red, orange and golden feathers. It is fitted with thermal shielding and the plasma field first pioneered on the Zealots. While in bird form it makes for a spectacular sight when in flight, and when in sword form adds additional plasma damage on each strike. The sword form of the Felfire is a curved blade, similar to a falchion. The Felfire are high aggressive and territorial creatures and a little vain, enjoying basking in sunlight and looking at their reflections and preen a lot.
Make the following additions to a Winged Blade:
MDC:
Main Body 35
Head 15
Wings (2) 15 each
Legs & Talons (2) 7 each
* Thermal Shielding---Modifications to the Felfire feathers, skin and cooling systems allow them to take NO damage from the plasma field, and NO damage from heat-based attacks(magic-based fire still does full damage). With the plasma field down, plasma attacks do only 1/4 damage(the plasma stream still has some kinetic kick to impart).
*EM Shielding---This protects the Felfire’s internal systems from interference by the plasma conduction fields. Note, however, that with the plasma field on, radio transmissions from the Zealot suffer a reduction in range by two-thirds, and quality of transmission will be spotty; marred by static.
Weapons Systems:
2) Plasma Field---This is a body conformal plasma field that incinerates anything that comes too close to the Felfire.
Range:1-2 ft, plasma bolt has a range of 60 ft.
Damage: 4d6 MD per strike (from a peck or talon claw attack), 7d6 MD per melee attack of an entangle, grapple, hug, or wrestling grip. Anything flammable will be incinerated on contact, including SDC bullets and weapons.
Furthermore, with the plasma field up, other plasma attacks do NO damage, as they effectively splash around the projection fields.
The Felfire can also throw a bolt of plasma from its mouth that does 4d6 MD.
Payload: Can maintain the plasma field for 10 minutes and recharge in 15 minutes, or for 20 minutes, requiring a full 60 minute recharge period afterward.
EShe-KRP-T-55Sm Silvertail---A breed used by the Silvermoons, with a laser-reflective covering (lasers do HALF damage) and the eye lasers are boosted, dealing up to 1d6+2 MD at maximum setting each, with a range of 400 ft. In sword mode, the blade can parry lasers and other light based attacks.
Eshe-KRP-T-55Hm Fletcher --- The Hawkmoon variant, the Fletcher is slightly larger with more powerful thrusters for greater speed. It also has a small contra-grav system to allow it to hover silently.
Height: 30 inches, roughly the size of a hawk
Width: 10 inches, typically has a 4 ft wingspan
Length: 30 inches
Weight: 20 lbs
At speeds less than 15 MPH, the Fletcher is completely silent, and is able to reach speeds of 90 MPH.
When in sword mode, can be thrown at no penalties up to 100 ft. After the weapon is thrown, the contra-grav system combined with the Fletcher's sensors allows the weapon to return to the wielder's hand almost immediately after.
More to come, just some really quick.
The Shemarrian shamaness stood in the center of the camp, several large posts emitting a slight electric buzz and emitting an eerie green pulsing light. She looked around her at the armed mercenaries around her, thinking she was completely harmless with their anti-magic technology set up, obviously stolen from the GNE to the east.
One of the mercenaries sneered at her from the other side of the invisible field that prevented magic that surround the taller woman within. "Thought you were all high and mighty with your magic! We caught you easily enough, and in the morning, Jimbo will have the pleasure of learning everything you know about the rest of your tribe in the area, then we're going to wipe your alien kind from the area!"
The shamaness merely smiled as a circling hawk called out and flew down and landed on her arm. "In the morning you will all be food for the forest and balance will be restored." With a flick of her wrist and uttering a few sylables in dragonese, the hawk spread its wings and raising them above its head as a blade formed from the wings and it turned into a sword. The shamaness daftly caught the blade and leapt forward, removing the mercenary's head from shoulders and working through the camp hunting the rest.
Winged blades are AA-03 bird robots that are modified to transform into melee weapons, typically swords. Making use of advanced micro robotics and metamaterials, the robotic avian changes shape to a specific type of blade designed at its construction. The feet and tail merge to form the handle and pummel, while the wings swing up and shift forward with the features angling and even some sliding forward to form the blade. A vibro field helps sharpen and reinforce the blade while a magnetic field reinforces the structure making it as strong as any forged blade.
The concept of the Winged Blades came from Clan Varulyca approaching Clan Vespa to help prototype and produce a number. They approached the other clans with plans for clan variants in exchange for additional resources to help fund their clan and building up resources.
The basic Winged Blade in bird form is typically a raven type of bird, and in sword form will a long sword.
Winged Blades are quite popular with the Horrorwoods, with many of their variants being more cosmetic to fit the local wildlife.
Type: EcoS-KRP-T-55 Winged Blade
Class: Robotic Aerial Scout, Light, Transformable Weapon
Crew: None; robot intelligence
MDC/Armor by Location:
Main Body 30
Head 15
Wings (2) 15 each
Legs & Talons (2) 7 each
Height: 22 to 24 inches, roughly the size of large ravens or hawks.
Width: 6 to 7 inches, typically has an 2 to 3 ft wingspan
Length: 20 to 24 inches
Weight: 10 to 15 lbs
Cargo: None, only what can be carried
Physical Strength: Robotic P.S. of 10
Attributes: IQ 14, PP 16, PB 19
Powerplant: Nuclear microcell w/ 5 year energy life, though many supplement their core power by regularly sucking on electrical sockets or specially equipped perches.
Speed: (Running) 6 mph, act of running does not tire the robot and can maintain the speed indefinitely
(Leaping) Not applicable except for small hops.
(Flying) 45 MPH, maximum altitude of 5,000 ft
(Space) Not possible outside a spacecraft unless specially fitted. And then, rarely faster than 20 MPH(small jets)
(Underwater) Not applicable (unless specifically outfitted), but generally limited to running along the bottom and can survive pressures down to 800 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
*Multi-Optics
*Telescoping Zoom Lens (2 mile range)
*Thermo-Optics (1,000 ft range)
*Camera/Video Eye w/ live transmission
*Basic Audio
*Radio w/ scrambler capability. Range: 50 miles
*Laser Distancer (2,000 ft range)
*Molecular Anaylzer Chip
*Motion Detector (100 ft range)
*Recording Chip---Stores up to 48 hours of recorded observations.
Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners. The following are common add-ons:
*Modulating Voice Synthesizer Chip---Allows the Chirt to imitate a variety of natural sounds, such as animal calls.
*Sonar---Echo-location system with a 500 ft range; usually used to imitate bats and similar noctural animals.
*Bionic Cybernanite Repair Systems--- The bots have the same bionic nanotech repair system that the Ecotroz Shemar have refitted themselves with, and which is becoming the standard among NeShemar as well. These systems repair 2d4 MDC per hour, and can repair 25 MDC before needing material stocks to convert to repair material.
*’Gecko’ Grips---These are small pads on the feet that allow the Winged Blade greater proficiency in clinging to perches, including walls and ceilings.
*Self-Destruct---Some Winged Blades are fitted with micro-MD devices that rapidly decompose the robot into a pile of dust if captured/destroyed.
Transform --- The Winged Blade can change shape, turning into a sword. As a sword, the Winged Blade deals 3d6 MD plus the wielder's P.S. Bonus if any.
Magnetic Field --- To help protect the Winged Blade and maintain its structure while in sword form, a magnetic field, with a low level force field reinforces the structure. While in bird form ion and plasma weapons suffer -2 to attack rolls to strike and damage is reduced by 10%. While in sword form, total the MDC from all locations (89 MDC) and add a bonus 30 MDC which is only removed when the weapon is targeted directly. As a weapon, the field protects it from plasma strikes and many energized weapons, allowing it to parry them with a +3 bonus to parry plasma, electrical and energized weapons
Weapons Systems:
1) Eye Lasers (2)----Little eye laser projectors, roughly equivalent to laser finger blasters.
Range: 200 ft
Damage: 1d4, 1d6, 2d6 SDC, or 1d4 MD per eye blast
Rate of Fire: ECHH
Payload: Conditionally unlimited; has a 30 shot battery (and one MDC shot equals 100 SDC shots), that recharges at 5 shots an hour.
Programming:
Detect Ambush 60%
Detect Concealment 60%
Intelligence 80%
Lore: Demons and Monsters 65%
Basic Math 98%
Radio: Basic 98%
Prowl 85%
Tracking 90%
Navigation 86%
Wilderness Survival 80%
Computer Operation 80%
Language: Can understand 22 different languages
Sing (imitating songbirds and other animals) 80%
‘Awakened’ Winged Blades can also pick up two Secondary skills at levels 2, 6, and 12 of experience, though the nature of the Winged Blade intelligence and design is such that it is limited to skill selections from Technical: Language (understanding) and Lore, Wilderness (Track Animals, Hunting, Identify Plants and Fruits), and Electrical (Basic).
Hand to Hand Combat: Simulated raptor combat. While not particularly deadly, the surprise of its eye lasers and the ability to change into a weapon
Actions/Attacks Per Melee: 5
Initiative +3 (+1 from the Ecotroz entity for a total of +4)
Automatic Dodge +6 in air, +2 on ground
Strike +3
Parry +2
Roll +3
Disarm +1,
Pull Punch +3
Critical Strike on a natural 19-20
Peck w/ Beak 1d6 SDC
Bite or Tear with Beak 2d6 SDC
Restrained Claw with Talons 1d6 SDC
Claw with Talons 2d6 SDC
Power Claw with talons 4d6 SDC (but counts as two attacks)
Wing Buffet 1d6 SDC
Leap Attack/Flying Body Block 1d6 SDC
Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Winged Blade an aura and behavior more befitting an animal than a robot; the bot may complain non-verbally when overworked, scream when damaged, and react to intruders or strangers appropriately. The entity is fairly smart and cunning, with a parrot-like intelligence. Winged Blades tend to be curious and inquisitive, constantly looking around, watching for potential threats or treats.
The Winged Blade has the following Natural Psionic Abilities(no ISP Cost), all equivalent to 6th level with regards to range and proficiency.
*Sixth Sense
*Sense Magic
*See Aura
The Ecotroz fragment does occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. Such Banishment causes the ‘bot to revert to its default robot programming. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment with experience)
Note also that the Ecotroz-possessed ‘bot can infect other bots with the Ecotroz viral-entity, by bite or sustained touch(takes 3 attacks).
Variants:
A wide variety of variants, typically based on the tribe of manufacture.
EcoS-KRP-T-55Br Felfire - The Felfire is a Bloodrider variant, shaped like a phoenix with red, orange and golden feathers. It is fitted with thermal shielding and the plasma field first pioneered on the Zealots. While in bird form it makes for a spectacular sight when in flight, and when in sword form adds additional plasma damage on each strike. The sword form of the Felfire is a curved blade, similar to a falchion. The Felfire are high aggressive and territorial creatures and a little vain, enjoying basking in sunlight and looking at their reflections and preen a lot.
Make the following additions to a Winged Blade:
MDC:
Main Body 35
Head 15
Wings (2) 15 each
Legs & Talons (2) 7 each
* Thermal Shielding---Modifications to the Felfire feathers, skin and cooling systems allow them to take NO damage from the plasma field, and NO damage from heat-based attacks(magic-based fire still does full damage). With the plasma field down, plasma attacks do only 1/4 damage(the plasma stream still has some kinetic kick to impart).
*EM Shielding---This protects the Felfire’s internal systems from interference by the plasma conduction fields. Note, however, that with the plasma field on, radio transmissions from the Zealot suffer a reduction in range by two-thirds, and quality of transmission will be spotty; marred by static.
Weapons Systems:
2) Plasma Field---This is a body conformal plasma field that incinerates anything that comes too close to the Felfire.
Range:1-2 ft, plasma bolt has a range of 60 ft.
Damage: 4d6 MD per strike (from a peck or talon claw attack), 7d6 MD per melee attack of an entangle, grapple, hug, or wrestling grip. Anything flammable will be incinerated on contact, including SDC bullets and weapons.
Furthermore, with the plasma field up, other plasma attacks do NO damage, as they effectively splash around the projection fields.
The Felfire can also throw a bolt of plasma from its mouth that does 4d6 MD.
Payload: Can maintain the plasma field for 10 minutes and recharge in 15 minutes, or for 20 minutes, requiring a full 60 minute recharge period afterward.
EShe-KRP-T-55Sm Silvertail---A breed used by the Silvermoons, with a laser-reflective covering (lasers do HALF damage) and the eye lasers are boosted, dealing up to 1d6+2 MD at maximum setting each, with a range of 400 ft. In sword mode, the blade can parry lasers and other light based attacks.
Eshe-KRP-T-55Hm Fletcher --- The Hawkmoon variant, the Fletcher is slightly larger with more powerful thrusters for greater speed. It also has a small contra-grav system to allow it to hover silently.
Height: 30 inches, roughly the size of a hawk
Width: 10 inches, typically has a 4 ft wingspan
Length: 30 inches
Weight: 20 lbs
At speeds less than 15 MPH, the Fletcher is completely silent, and is able to reach speeds of 90 MPH.
When in sword mode, can be thrown at no penalties up to 100 ft. After the weapon is thrown, the contra-grav system combined with the Fletcher's sensors allows the weapon to return to the wielder's hand almost immediately after.
More to come, just some really quick.
- taalismn
- Priest
- Posts: 48447
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: Shemarrian-related fan creations
Xena, eat your meatbag heart out. The Winged Blades are here.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"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
------------