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Re: Shemarrian-related fan creations

Posted: Fri Apr 15, 2022 11:30 pm
by kronos
taalismn wrote:- EcoS-K-182 Canponnon-

Should be K-183
K-182 was the Yaganar


Oops. I missed that.
And the self destruct/upon death the plasma generator goes boom..

Re: Shemarrian-related fan creations

Posted: Sat Apr 16, 2022 12:41 am
by taalismn
kronos wrote:[

Oops. I missed that.
And the self destruct/upon death the plasma generator goes boom..

S'right.

It's been added to the Master Index on page one. :)

Tactical nuclear;ants.....(shakes head)

Re: Shemarrian-related fan creations

Posted: Sat Apr 16, 2022 12:54 am
by kronos
taalismn wrote:
kronos wrote:[

Oops. I missed that.
And the self destruct/upon death the plasma generator goes boom..

S'right.

It's been added to the Master Index on page one. :)

Tactical nuclear;ants.....(shakes head)


Simple but effective. Clan Vespa needed some heavy guns.

Re: Shemarrian-related fan creations

Posted: Sat Apr 16, 2022 1:28 am
by taalismn
...And I'm working on statting up the defrosted NEMA army community started in Shemar territory....
Tentative name of New Liberty, but I'm open to other suggestions...

Re: Shemarrian-related fan creations

Posted: Sat Apr 16, 2022 1:57 am
by kronos
taalismn wrote:...And I'm working on statting up the defrosted NEMA army community started in Shemar territory....
Tentative name of New Liberty, but I'm open to other suggestions...


Interesting...
Depending on where it is located, named after something or someone famous from the area?
Question is how will they take to being awoken by cyborg (as far as they know) alien amazons?
Can't image some of their leaders liking that, or the fact the AI that was watching over them didn't wake them when it should have and basically went rogue (at least it didn't pull a Skynet).

Maybe some of the more open minded members might join the EShemarrians as NeShemar eventually? Bribe them with big puppers (Shemarrian wolf puppies).

Re: Shemarrian-related fan creations

Posted: Sat Apr 16, 2022 2:10 am
by Omegasgundam
kronos wrote:
taalismn wrote:Can't image some of their leaders liking that, or the fact the AI that was watching over them didn't wake them when it should have and basically went rogue (at least it didn't pull a Skynet).

Archie would have enough information on hand to clearly indicate that the Splugorth could have run over the combined armed forces of the Pre-Cataclysm world in an afternoon, so the plan was doomed from the beginning. Lord Splynn would not have tolerated a functional industrial nation on the east coast, and there's nothing anybody could have done about it. Archie (a biological AI) going insane over the last few centuries wouldn't be a major surprise either, and its honestly impressive that he's still remotely functional. The Republicans would be a much bigger disappointment though.

Re: Shemarrian-related fan creations

Posted: Sat Apr 16, 2022 11:01 am
by taalismn
I'm checking the maps to see again where regions like SoulHarvest and other hellzones lie before putting the NEMA settlement's location...however, it will be built around ARCHIE3's Factory #7, so it shouldn't be not too far from his main HQ.
I'm developing the description of the settlement and some updated NEMA vehicles using (largely) canon systems to show how the NEMAns might try to show some independence in technology without relying overly much of outside sourcing.

Bit of a model community, given the assistance they'll be receiving, but actually does little except emphasize that they're getting help(the Shemarrians, Lazlo, the GNE, the Squilb), sort of like Liberia in its early days.

Re: Shemarrian-related fan creations

Posted: Mon Apr 18, 2022 8:48 pm
by taalismn
...and just when I think I can focus on just one project and finish it in a timely manner, it spawns offspring that I have to chase down and give attention to....
Coming soon(maybe)...lotsa stuff.

Re: Shemarrian-related fan creations

Posted: Mon Apr 18, 2022 9:52 pm
by kronos
taalismn wrote:...and just when I think I can focus on just one project and finish it in a timely manner, it spawns offspring that I have to chase down and give attention to....
Coming soon(maybe)...lotsa stuff.


If you need some help you know how to reach me.
I just had a request to share my copy of the Paladin Steel pdf I forgot who created original, on my Google drive..

It needs to be seriously updated as it's a few years and a lot of posts out of date now. :?

Re: Shemarrian-related fan creations

Posted: Mon Apr 18, 2022 10:15 pm
by taalismn
I can tell yah that I'm almost done with a variant on the Canponnon(just a few stats to figure out and some new equipment to cook up).
I'm edging closer to choosing a location for the NEMA settlement, and once that's accomplished, I can see how it affects what I'm already written for the various settlement description categories.
Ava update...what's Goddess-Girl been up to?
And more....

Re: Shemarrian-related fan creations

Posted: Tue Apr 19, 2022 1:47 am
by kronos
taalismn wrote:I can tell yah that I'm almost done with a variant on the Canponnon(just a few stats to figure out and some new equipment to cook up).
I'm edging closer to choosing a location for the NEMA settlement, and once that's accomplished, I can see how it affects what I'm already written for the various settlement description categories.
Ava update...what's Goddess-Girl been up to?
And more....


oooh.. Ava update, that'd be nice.
I'm still waiting for Titan Robotics to be released so I can plunder it.

Re: Shemarrian-related fan creations

Posted: Tue Apr 19, 2022 2:01 pm
by taalismn
Here be posted new Tribal variants:

* EcoS-K-183Fx ‘Formex’ Combiner(based on the EcoS-K-183 Canponnon by kronos)
(aka ‘Gestaltant’, ‘SuperSoldier Ants’, ‘Nest-Burner’, ‘Nest EcoS-K-183-Sieger’, ‘Mightyant’)

“FORM X!”

“..our giant ant problem just became more urgent...”

The EcoS-K-183Fx is an experimental variant of the EcoS-K-183 Canponnon. The concept behind the Formex was intriguing enough that the Vespans decided to dedicate enough of their limited production capacity to run off a limited production batch of the modified Warmounts for field trials.
The Formex is a combiner unit, consisting of seven modified Canponnons, six unmanned units and a manned command-ant(sometimes referred to as a ‘field-queen’), though field deployment calls for additional unmanned units to accompany as escorts and replacement components.
The modified individual Formex units can be distinguished from regular Canponnons by having false-wing armor plates on their backs, mandibles that divide into four smaller mandible-shears with more jagged teeth, and slightly different leg articulation. The field-queen unit has an enclosed saddle pod and extra antennae, though this is not readily apparent, given how the wing-casings obscure the backs of all the Formex units.
The real difference is when the seven Formex units combine in the field(ina process that takes 1d6 melees) into a massive humanoid techno-gestalt. One unit forms each arm or leg, and three units form the body and head. The legs become system connectors and conduits, while the wing-casings become armoring for jointing and critical systems. Only one unit, the field-queen, can be carrying passengers in this mode; any riders of the other component units must get off and seek other transportation or shelter.
In gestalt-mode, the merged warmounts can pool their energy output. The giant humanoid can still throw plasma bolts and laser beams from its arms, but can also fire off a more powerful plasma torpedo, or use the combined output of the seven plasma generators to fire a more destructive ‘siege blast’ or use the plasma ejectors as flight thrusters. The Formex units also carry more reserve MDC material for their self-repair systems that can be shared with the other units in the linkup.
Formex riders are chosen for their tactical small unit skills, as they are responsible not just for their personal warmount, but for a small swarm of unmanned warmounts. A typical Formex operational unit consists of the field-queen command unit, six baseline component Formex-Canponnons, and four to ten additional Formex-Canponnon escorts, to make best use of the design’s capabilities.
If a significant complaint has emerged yet from the combat trials of the Formex, it is that the design’s claw/pincer hands are of limited versatility; they cannot pick up and use anything but the crudest weapons like giant clubs, and aren’t articulated enough to use weapons like gun pods. Given that the main armament of the Formex(plasma and lasers) is energy-based, this can become a liability on the battlefield if facing energy-resistant opponents. To compensate for this weakness, experienced riders assigned Formexes outfit their Formex-Canponnons with varied mixes of modular tertiary armaments, such as missile launchers or machine guns.
Another complaint is that the humanoid combiner-mode isn’t as fast or agile as other oversized humanoid EShemar machines, such as the Necriants or Tekents, which are superior to similarly-sized ‘mundane’ robots such as the Titan series, Coalition robots, or Triax designs, but given concessions to engineering in the combination mechanisms and the experimental nature of the Formex, the performance parameters are considered acceptable.
Regardless of whether the Formex combiner sees wider acceptance and deployment, some of the features are being considered for widespread adaptation in the general production runs of EcoS-K-183s.

Changes/Modifications:
(Individual Formex-Canponnons)
MDC/Armor by Location:
Wing Plates*(4) 100 each
Cockpit Pod 100
*These afford any riders limited cover; enemy fire is -6 to strike them, even on a called shot.

Systems of Note:
*Bionic Cybernanite Repair Systems---Same as for the regular Canponnon warmounts, except that Formex units carry 160 MDC in reserve repair stock.

*Command Channel---The field-queen unit acts as command node for a Wolf’s Path-style synergistic command net. The un-merged ant-units enjoy a +2 to Initiative, +2 to strike, and +3 to Perception as long as they are in line of sight of the queen-unit. This is carried over into the Combined Formex-Gestalt humanoid mode, with the greater stature of the combined units allowing it to benefit escorting Canponnons.

Weapons Systems:
4) VibroPincers----The EcoS-K-183Fx mouth features two wicked vibroblade-edged pincers, for tearing into prey, but it has been modified to split into four smaller pincers that can act as ‘fingers’ in humanoid mode. The EcoS-K-183Fx pincers also sport more jagged dentition for extra damage.
Range: Melee
Damage: 3d6 MD on a bite, 6d6 MD on a two-attack pry/chew

(Combined Formex-Gestalt)
Type: EcoS-K-183F Formex
Class: Robotic Warmount, Combined Techno-Gestalt Mode
Crew: None; robot intelligence
1 rider/pilot, and room for 1 passenger
MDC/Armor by Location:
Main Body 3,300
Head 450
Arms(2) 900 each
Legs(2) 900 each
Height: 40 ft
Width: 32 ft
Length: 9 ft
Weight: 32 tons
Cargo: Small space inside/beside the saddle-pod for a few personal possessions and side arms.
Physical Strength: Equivalent to Robotic P.S. of 60
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 30 MPH
(Jumping) 20 ft up/across standing jump, 180 ft up/across jet booster-assisted
(Flying) Using plasma thrust from jets in the back and legs, the Formex can hover or fly at up to 400 MPH, maximum altitude of 2,000 ft.
(Space) Could use a plasma burst to give itself a burst of speed equal to Mach 2.5 in complete vacuum and no forces to slow it down
(Underwater) Limited to running along the bottom at 15 MPH, maximum depth tolerance of 500 ft.
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive nightvision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 60 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of individual riders/owners.

*Bionic Cybernanite Repair Systems---ALL Canponnons 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 160 MDC before needing material stocks to convert to MD repair material.
By merging, the individual units can share repair resources, including their MDC reserves. The repair nanites also become shared and supercharged, and can repair 3d6x10 MDC per hour.

*Thermal-Resistant Covering ---- The Canponnon's exoskeleton is made of heat-resistant materials that take only 1/4 damage from plasma and heat-based attacks/extremes. The abdomen/plasma torpedo launcher is immune to plasma and fire attacks as its designed to withstand the temperatures of the weapon itself.

Weapons Systems:
1) Laser Nodes(14, 2 each leg, 2 each arm, 2 in the head, and 4 in the torso)---The eye lasers of the individual Canponnons are available in the combined Formex mode. The ones in the arms are point-and-shoot, as are the head-mounted ones, while the leg lasers provide ground-level point defense against enemy ground forces.
Range: 2,000 ft
Damage: 3d6 MD per single blast, or 6d6 MD per double blast
A combined laser blast from the torso-mount hex-array does 6d6x3 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Plasma Torpedo Launcher(s)(3; one in each arm and a torso-mount ‘siege blaster’) - A direct line of sight energy weapon firing a bolt of plasma that ‘splashes’ on target. The power demands of this weapon are quite high, however, limiting rate of fire. By drawing the combined output of the merged Formex’s seven plasma generators, the arm-mounted blasters can fire far faster and more often, and have slightly greater range.
However, the Formex-gestalt can also supercharge and generate a far more powerful ‘siege blast’ from its chest. This retains a slow recharge rate, but does massive damage. The firing aperture is hidden behind the torso armor plates until immediately before firing.
Range:(Arm Blasters) 4.5 miles in atmosphere, 12 miles in space
(Kitsune Values: 4.5 miles in atmosphere, 450 miles in space)
(Siege Blaster) 6 miles in atmosphere, 18 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: (Arm Blasters)10d6x10+20 MD to a 20 ft blast radius per missile, plus deals 6d6 MD for 1d6+1 rounds
(Siege Blaster) 1d6x100+100 MD to a 50 ft blast radius per missile, plus deals 6d6 MD for 1d6+3 rounds
Rate of Fire:(Arm Blasters) Single shot, ECHH
(Siege Blaster) Once per melee, but uses up all plasma blaster attacks that melee
Payload: Effectively Unlimited

3) Plasma Wave----The plasma ejectors in the torso and legs can be used to generate an area of effect shockwave of plasma that radiates out from the humanoid combiner.
Range: 100 ft radius
Damage: 4d6 MD, plus 80% 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)
Rate of Fire: Once per melee
Payload: Effectively Unlimited

4) VibroPincers----The mouth features two wicked vibroblade-edged pincers, for tearing into prey.
Range: Melee
Damage: 3d6 MD on a bite, 6d6 MD on a two-attack pry/chew

5) (Optional) Modular Weapons ( up to 14) --- The Formex retains the ability to carry and use the individual Canponnon units’ modular accessory weapons pods. Thus the gestalt-mode can fairly BRISTLE with tertiary armaments. Some Vespan Formex riders choose their ant-swarm’s modular accessories to compensate for the shortcomings of an all-energy main armament.

6) Self Destruct/Death ---- In combined mode, the Formex is an even bigger potential bomb than the individual Canponnon units.
Range: 200 ft radius centered on itself
Damage: 1d4x1,000 MD self destruct, 8d6x10 MD upon destruction. 900

Actions/Attacks Per Melee: 5+ rider/pilot’s own
Initiative +1 (+1 from the Ecotroz entity for a total of +2)
Dodge +3 (+5 Dodge in flight)
Strike +2 (+4 w/ ranged weaponry)
Parry +3
Roll +3
Pull Punch +4
Critical Strike on an Unmodified 19-20
3d6 MD bite
6d6 MD pry/chew(2 attacks)
Restrained Punch 2d6 MD
Full Strength Punch 6d6 MD
Power Punch(2 attacks)2d6x10 MD
Stomp 2d6 MD
Kick 4d8 MD
Leap Kick(2 attacks)2d4x10 MD
Body Block/Tackle 4d6 MD

Re: Shemarrian-related fan creations

Posted: Wed Apr 20, 2022 2:26 pm
by kronos
taalismn wrote:Here be posted new Tribal variants:

* EcoS-K-183Fx ‘Formex’ Combiner(based on the EcoS-K-183 Canponnon by kronos)
(aka ‘Gestaltant’, ‘SuperSoldier Ants’, ‘Nest-Burner’, ‘Nest EcoS-K-183-Sieger’, ‘Mightyant’)


Nice!

Re: Shemarrian-related fan creations

Posted: Wed Apr 20, 2022 9:14 pm
by taalismn
Yah, I'm eager to plunder Titan Robotics as well; the delayed release stymied the completion of another random-roll kit bash table-series for the Shemarrians.

Well, gotta establish where, in general, in the Allegheny Mountains HQCC is, and from there figure where I want to put New Liberty.
I'm figuring on placing A3's HQ either under a parkland(Golden Age tunneling technologies allowing them to conceal its construction) or else in a played-out mine region.

My biggest problem thus far with updating Ava is that I randomly rolled her doing an Eccentric-style walkabout, visiting several Tribes long enough to walk away with Upgrades or other gifts..Some of the Tribes that came up were surprising, and left me shaking my head what she might have gotten in her stays.

Thus far, I have her staying with the following core Tribes:
*Hawkmoons----Easy enough; they give her upgraded self-repair
*Wayfinders---Again; easy upgrades; Third Eye sensor and PPE generators(which incidentally reawaken some of her spell casting abilities)
*Silvermoons---Improved laser systems. Maybe some additions to her holography systems.

*GhostRiders---Trying to figure out what she gets helping them out; greater mental/firewall protections maybe? Something from the Knights of the White Rose?
*SkullCrushers---What does a Tribe of morose death wishers give the Avatar of Happiness who cuts a swath of hugs through their ranks?
*Darkwaters---Drawing a blank here
*Sapphire Cobras---Another blank here

Re: Shemarrian-related fan creations

Posted: Wed Apr 20, 2022 9:59 pm
by kronos
taalismn wrote:Yah, I'm eager to plunder Titan Robotics as well; the delayed release stymied the completion of another random-roll kit bash table-series for the Shemarrians.

Well, gotta establish where, in general, in the Allegheny Mountains HQCC is, and from there figure where I want to put New Liberty.
I'm figuring on placing A3's HQ either under a parkland(Golden Age tunneling technologies allowing them to conceal its construction) or else in a played-out mine region.

My biggest problem thus far with updating Ava is that I randomly rolled her doing an Eccentric-style walkabout, visiting several Tribes long enough to walk away with Upgrades or other gifts..Some of the Tribes that came up were surprising, and left me shaking my head what she might have gotten in her stays.

Thus far, I have her staying with the following core Tribes:
*Hawkmoons----Easy enough; they give her upgraded self-repair
*Wayfinders---Again; easy upgrades; Third Eye sensor and PPE generators(which incidentally reawaken some of her spell casting abilities)
*Silvermoons---Improved laser systems. Maybe some additions to her holography systems.

*GhostRiders---Trying to figure out what she gets helping them out; greater mental/firewall protections maybe? Something from the Knights of the White Rose?
*SkullCrushers---What does a Tribe of morose death wishers give the Avatar of Happiness who cuts a swath of hugs through their ranks?
*Darkwaters---Drawing a blank here
*Sapphire Cobras---Another blank here


What about these ideas...
GhostRiders - Maybe some upgrades for drone control/hacking.. could have a bunch of 'animal' companions that she can control when necessary (without really realizing it), and with a hug can 'convert' other robots (maybe temporarily) to her cause or at least make them friendly to her and not attack her and those she designates friends.
SkullCrushers - maybe beef up her defensive systems, improved combat stats.. non laser weapons get some boosts? Joten upgrade? SUPER SIZED HUGS!!!
Darkwaters - Aquatic upgrades or space flight capability? Like her wings can reshape themselves to be more like a manta ray, giving a humanoid appearance with Aquilon warmount wing structure ??
Sapphire Cobras - Enhanced physical mobility (P.P.), chemical spray system that releases 'pheromones' to make others less hostile and friendlier to her upon first meeting? or incapacitating chemicals/nanites, Lamaid upgrade ??

Re: Shemarrian-related fan creations

Posted: Wed Apr 20, 2022 11:29 pm
by kronos
Titan Slayer

This berserker Executioner sword has black runes etched into the blade which describe killing giants and wards against giants. Its blade is a tarnished silver and when in the presence of giants, titans, and similar types of creatures, the blade has a dull red glow, as part of its powers are designed for killing such creatures. The other part of its power is to allow its wielder to grow in size and physical power.
Weight: 45 lbs
Range: Melee
Size: 6.5 feet long
Damage: 4d6+3 M.D. / 9d6+10 using Titan Might (not counting bonus from supernatural strength). Double damage on a critical roll of natural 20.
Special Bonuses: +3 to strike rolls, deals double damage to giants, titans and similar creatures.

Titan Might - Once per day, the wielder can command the sword to cause them to grow in size and power for 5 minutes, taking 4 actions /melee or if wielder has less than 4 actions per melee, the entire melee round, to grow in size.
The wielder grows to a height of 60 feet. Strength becomes Supernatural and increases by +4, but suffers a -2 to P.P. M.D.C. to main body increases by 300 and all other locations increase by 50%. Weight is multiplied by 10, and melee attack damage (punches, kicks, finger claws, etc.) increase by 3 die.
To strike in melee combat increases by +4. The wielder’s speed increases by 10%, while dodge rolls suffer -3.
Cost: Unique to Eshemarrians, could fetch tens to hundreds of millions of credits on the black market.

Re: Shemarrian-related fan creations

Posted: Thu Apr 21, 2022 12:57 am
by taalismn
kronos wrote:Titan Slayer.


"Okay, who gave the Wayfinders the key to the mithril stockroom?!"

Re: Shemarrian-related fan creations

Posted: Thu Apr 21, 2022 1:35 am
by ZINO
taalismn wrote:
kronos wrote:Titan Slayer.


"Okay, who gave the Wayfinders the key to the mithril stockroom?!"

:lol: :lol: :lol: :lol: :lol: :lol:

Re: Shemarrian-related fan creations

Posted: Thu Apr 21, 2022 11:02 am
by taalismn
kronos wrote:Titan Slayer




(I see your Giant-Killer and raise you a Buzzkill...)

‘Buzzkill’ Blade
(aka ‘Hornet Sword’, ‘Moonlet Blade’, ‘Orbiter-Blade’)
“The ‘honorable’ Shemar will launch their death-buzzers to clear a field of combat around you and them; that way nobody interferes with your fight. It’s also effectively a declaration of intent to the Shemarrian’s companions. That means you only have to worry about the one coming at you at a time. Of course, it also means that the Shemarrian is going to be focusing her FULL attention on you because she deems you ‘worthy’ of being personally carved up.”

Buzzkill blades are oversized vibroswords with what look like two ornamental circular metal pieces set into the sides of the hilt and crossguard. In reality, these are Shemarrian-improved knockoffs of the Malkovitch Enterprises death-disc-weapon(see Rifts Phaseworld Sourcebook pgs 58-59.). In combat. the two buzzsaw-edged disks can be launched and directed by the sword wielder to defend or attack. Though some Shemarrian Berserkers consider the discs to be cheating in honorable single combat, others consider them useful force-multipliers, especially against more numerous and unworthy opponents, such as star wasps and Splugorth minions.
Both the Hawkmoons and the Silvermoons claim credit for having created the Buzzkill Blade, though others suspect either the Wayfinders or the Blood Riders came up with the concept. The Skullcrushers have gleefully embraced the weapon as a way of annihilating opponents as efficiently as possible in short order.

Weight: 16 lbs
MDC:(Vibroblade) 30
(Razor Discs) 10 each
Range:(Vibroblade) Melee
(Razor Discs) 500 ft
Damage:(Vibroblade) 4d4 MD
(Razor Discs) 5d6 MD per strike
Rate of Fire:(Vibroblade) ECHH
(Razor Discs) 4 attacks per melee and an 18 hour charge life
Payload:(Razor Discs) 2
Special Features:
- Discs are +4 to strike and +2 to dodge.
-Recharge Link---The razor discs are recharged by induction by the Shemarrian/cyborg holding the sword.
Cost: Exclusive to the Shemarrian (Star) Nation, but having seen the weapon and grasped its concept, others, Malkovitch Enterprises included, are rushing to copy it and get a similar weapon to market.
Options:
*Silver-Plating a favorite for option for moth the vibrosword and the disc teeth.
Variants:
The death disc dock system has been applied to other platforms as well:
*Vibro-Executioner’s Sword---The larger sword (3d6 MD)with two discs attached
*Vibro-Axe---Vibro-cleaver or scythe (3d6 MD) with two discs attached. Sometimes called the ‘clock-chop’ due to the resemblance of the discs to clockwork mechanisms, or the ‘Beak’ in reference to the discs looking like eyes on a particularly pointed axe/scythe blade.
*Mega-Scythe----The disc-dock system has likely reached its maximum with this massive Necriant-scale mecha-swing-blade(1d6x10 MD), with provision for 6-10 discs(3-5 on each side) attached to the head of the blade. Variously nicknamed the ‘Buzzcutter’, ‘Daisy-shredder’ and ‘Swarm-scythe’.

Re: Shemarrian-related fan creations

Posted: Sat Apr 23, 2022 11:10 am
by taalismn
Urchin Spike Rifle
“As silly as the Gilloc seem to be in their speech and manner, their weaponry shows a decided nasty streak to it, suggesting that either the Gillo are sadistic clowns or they come from an environment that’s particularly cruel and nasty to require such weaponry. That having been said, I hope whatever the Gilloc were fighting in their homeland never follows them to Earth.”

The early success of the Urchin Gun/Pistol encouraged the DarkWaters(cheered on by the Gilloc sgen who’d enthusiastically combat-tested it) to try scaling up the weapon to a heavier rifle format. Again using a Kizh weapon, in this case the Ion Rifle(See Rifts World Book 21: Splynn Dimensional Market, pg. 171) as a visual basis to confuse the weapon’s origins, the DarkWaters made a proper aquatic assault rifle based on the Urchin Gun. The actual weapon has more in common with Kittani rail guns than Kizh ion guns, with a large-capacity helical magazine feeding supercavitating darts into a high-impulse gauss-accelerator powered by induction by the robot Gilloc itself. Though individually the darts do relatively light damage, a selective burst mode can do tremendous damage to targets.
The Urchin Spike Rifle has only a megadamage mode, making envenoming the darts fairly useless(as most megadamage beings have insanely high poison resistance). Nevertheless, the Gilloc have included the option. The ax-blade portion of the weapon has also been upgraded, using copied Naruni ‘ripper’ blade technology to deliver partcularly painful jagged wounds to opponents.
The Spike Rifle first appeared in limited numbers on Rifts Earth, but saw larger distribution during the Aerthlast campaigns.

Weight: 18 lbs
MDC: 60
Range:(Projectiles) 2,500 ft in air, 1,000 ft underwater
(VibroAxe)Melee
Damage:(Projectiles)1d4 MD per spike; a 5-rd burst does 5d4 MD, a 1--shot burst 1d4x10 MD
(Option) Darts can have an internal reservoir for holding a dose of drugs/toxins. During the Aerthlast campaign, the Gilloc frequently carried anti-Qowoth nuerotoxins.
(VibroAxe) 4d6 MD, plus wounds take days longer to heal without intervention.
Rate of Fire:(Projectiles) Single shot, 5- or 10-shot bursts,
(VibroAxe) ECHH
Payload: 120 rd magazine
Special Features:
*Neutral Buoyancy
Cost: Not avalable for sale, and none as yet have been made available to the Black Market
Options:
Some Gilloc upgrade their ripper-blade axes with silver plating for extra effect against supernatural foes. The silver coatings have earned the blades the nickname of ‘flashies’ for their appearance.


Urchin Launcher
“Having examined the bodies of ‘Deep Ones’ who have been hit with this thing, I can say I’m almost sympathetic towards the creatures. This thing’s a literal chest-burster and vein opener that makes ‘black talon’ bullets look clean in comparison. It’s clear that wherever these ‘gilloc’ come from, they practice total war with few, if any, restrictions on weapons.”

The next step up in the ‘Urchin’ series of weapons, the Urchin Launcher fires a larger and more sophisticated projectile. The larger spike fired by the launcher, upon penetrating a target, explosively expands into a multibarbed ‘prickerball’. Against ‘soft’ organic targets, this has the effect of tearing the entry wound wide open to bleed more freely and prevent easy healing/regeneration.
Like the Spike Rifle, the Urchin Launcher first trialed on Rifts Earth, before larger deployment on Aerthlast.

Weight: 25 lbs
MDC: 80
Range:(Projectiles) 2,500 ft in air, 1,000 ft underwater
(VibroAxe)Melee
Damage:(Projectiles) 2d6 MD per spike; on a strike roll of 18 or greater, against organic targets the spike successfully penetrates the target’s skin, does DOUBLE damage, and holds open the wound, preventing fast healing until the expanded caltrop-urchin is removed.
(VibroAxe) 4d6 MD, plus wounds take days longer to heal without intervention.
Rate of Fire: (Projectiles) Single shot, ECHH
(VibroAxe)ECHH
Payload: 18
Special Features:
*Neutral Buoyancy
Cost: Not avalable for sale, and none as yet have been made available to the Black Market
Options:
Some Gilloc upgrade their ripper-blade axes with silver plating for extra effect against supernatural foes. The silver coatings have earned the blades the nickname of ‘flashies’ for their appearance.

Re: Shemarrian-related fan creations

Posted: Sun Apr 24, 2022 12:39 am
by kronos
Eshe-AA10 Crested Jacu

The hunters sat around the fire eating their food while one sat off to the side muttering prayers to the forest.
"Hey Joe, what you doing over there?"
'Joe' finished his prayers before joining the rest with his food after leaving an offering at the edge of the forest. "I'm praying to those who live here and to let us pass in peace as long as we don't take more than we need."
"What? A bunch of d-bee nature worshippers?" Harry laughed.
"Those 'D'bees' have control over nature and machine.. I've seen one of their druids turn a bird into a weapon that vaporized a vampire."
"Bulls--t! No way they can do that!"
"You remember the reports of the destroyed vampire nest in Swanston 6 months back? I was there."
The hunters sat in silence eyeing the treeline before muttering prayers of their own."

The Eshe-AA10, Crested Jacu, is an Avyet breed that is never awakened, appears similar to a Strikebeak, but with a red breast and a crest. The legs are thicker, and the wings conceal sharp edges that form a vibro blade, that allow it to strike with them. What makes it unique is it transforms into a weapon upon command. At the command of a Shemarrian, typically a Shaman or similar caste, it'll land on their hand, legs will lock together, tail forms a guard over the wrist, the neck extends and the beak opens wide and parts extend to complete a barrel of a laser. The wings bend so they form a guard over either side of the hand and angle forward so they can be used as blades in melee.
While in bird form, it can not use the laser itself as the body has to morph in order to be used, rendering it immobile, so it can only use its beak like a normal bird. While in gun form, its on board power system provides enough power for 20 shots, and can recharge a total of 5 times at a rate of 1 shot every minute. While used as a weapon, it can draw power via induction with a full Shemarrian android, or with NeShemar that are at least 75% cyborg and the arm using the Crested Jacu is also cybernetic.
First developed by the Steel Gaians who got the basic idea from the Ratling drone laser pistol, and traded with many of the other tribes, particularly the Hawkmoon, Horrorwoods and others.

Following changes to base AA-03 Avyet:
Flying speed reduced to 35 MPH

Wing blades (bird mode)
Range: Melee
Damage: (Wing Blades) 1 MD on a slash

Transform - The Crested Jacu can tranform to a weapon, using up 2 of its actions once landed on an Eshemarrian's hand, or within a foot for the Shemarrian to grab. The neck extends, wings form guards and slashing melee weapons.
Laser
Range: 350 ft
Damage: 3d6+3 MD per shot
Rate of Fire: Standard
Payload: 20 shot internal battery, recharges 1 shot / minute up to 5 times, while in contact with full android or 75% cyborg NeShemar infinite via induction.
Bonuses: +1 to strike from integral laser targeting
Special Features:
*Integral laser targeting and distancing---1,000 ft range
*Wraparound hand guard
*Can't be disarmed without removing wielder's hand.

Wing Guard Blades - The wings form guards around the wielder's hands and form slashing blades
Range: Melee
Damage: 1d6+1 MD slash.

Variants:
*Eshe-AA-10Sm Silver Breasted Jacu--- Another breed popular with the Silvermoons, the AA10Sm has a laser-reflective covering(lasers do HALF damage) and the laser deals 4d6+4 MDC and range of the laser increased to 400 ft.

*EShe-AA10Hm Crowned Jacu ---- This variant from the Hawkmoons is similar to the Shrikewing Avyet with the ability to carry micro-missiles(a weapon design stolen/acquired from other sources) under its wings, own the crest on its head has multiple points and is larger, allowing for the programming to fire the missiles, and it has a much larger and wider tail. When in weapon mode, the tail acts as a guard and directs the thrust from the missiles protecting the wielder's hand and arm.
Size: The standard Micro-Missile is about 15mm in diameter and 7 inches long. Weight about 35 grams
Range: 7,500 ft
Damage: 6d6 MD to a 5 ft blast radius, or 2d6 MDC out to a 18 ft blast radius in fragmentation mode
Bonuses: (+4 to strike, in addition to W.P. Heavy bonuses, Same ‘beamrider’ capability as with Pattern-1D. ) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Rate of Fire: 1-8(all)
Payload: 8, four under each wing

Alternatively, the Crowned Jacu can carry 30mm micro-missiles:
Range: 11,000 ft
Damage: (Pattern-3a) 4d6 MD single rd to 5 ft blast radius
(Pattern-3b) 1d4x10 MD to a 5 ft blast radius, or 3d6 MDC out to a 20 ft blast radius in fragmentation mode
(Pattern-3c)(Incendiary)2d6 MD to 5 ft blast radius, does an additional 1d4 burn damage for 2d4 melees
Rate of Fire: Volleys of 1-6(all)
Bonuses:(All Patterns)(+3 to strike airborne targets, +1 to strike ground targets) Gyro-Compass Chip, Laser-Sensor Microchip, Radar Trigger Chip, Image Sensing Chip, Infra-Red Sensing Chip.
Payload: 6 rds

*EShe-AA10Dw Webbed Footed Jacu --- The Webbed Footed Jacu has webbed feet and can swim at 10 MPH, it has a thicker throat and larger head. Instead of a laser a particle wave pistol is mounted inside.
Particle Wave Gun
Range: 250 ft
Damage: 5d6+10 MD per blast.
Rate of Fire: ECHH
Payload: 15 shots, regenerates 1 shot per minute, 5 recharges.

*EShe-AA10I Striped Jacu --- This version has several yellow stripes along the wings and mounts an ion pistol instead of a laser. Range: 300 ft, Damage: 4d6 MD, Rate of Fire: ECHH, Payload: 20 shots and recharges at 1 shot per 1 minute, up to 5 times.

Re: Shemarrian-related fan creations

Posted: Sun Apr 24, 2022 8:39 pm
by taalismn
(with some ideas from oemgasgundam)

Fort Providence/New Liberty---A Community in the Shemarrian Nation Zone
(aka ‘Chromeville’, ‘Eagleville’, ‘Eagleton’)
“New America Begins Here.”

“As hardcore as the NEMAns act, and as resolute as they are to establish even a fraction of the country and culture they used to know, they are still very much babes in the woods. They don’t yet fully appreciate how much they’re being buffered by their neighbors from the likes of such hellholes as Soulharvest and Madhaven. They’re getting an education, though, thanks to their allies, and though the maps and screens in their briefing and classrooms show a lot of familiar names, there’s a whole lot of strangeness there too, that’s going to take getting used to.”

“Frankly, most of the Old Timers are so overwhelmed by the tales that the Squilb especially tell them of the heroism of NEMA and the American Way that they don’t spare much thought to bitterness. Nevertheless, it’s taken no small amount of time and effort to break the old-timers of the habits of the past, such as the idea that they can freely roam America like they did in the distant past, or to automatically open fire on anything unfamiliar they come across. ”

New Liberty is the settlement established by the awakened NEMA army previously held in cryostasis by ARCHIE-3, and defrosted by the victorious EShemarrians in the aftermath of their triumph in the Shemarrian Civil War.
With the Republicans’ Operation Chi-Town Coup and Operation CS America in shambles, the NEMA army is without a mission to be pointed at. Though initially ready to duke it out with the EShemar, the NEMAns got enough fresh perspective from others such as representatives from Lazlo and the GNE about the true state of the world to keep the revived army from haring off on a fool’s crusade. The EShemar graciously agreed to cede the Factory Seven industrial complex and a handful of other territories to the awakened NEMAns as bases of operation....and spread the word to NEMA’s known Rifts Dark Ages allies, such as the Squilb, of NEMA’s return from the dead. The Shemarrians also offered the NEMAns resources to settle and build an enclave for themselves, but warned them against trying to carve out an empire for themselves, especially by attacking established (d-bee specifically) communities under Shemarrian protection.
Not all the NEMAns agreed with the proposal; some deserted to try to find what became of their homes or try their luck with the Coalition States, but most, after being made aware of how much time had passed, have chosen to remain loyal to the NEMA oath and stick with their fellow soldiers. Less than 5% left the Awakened Army. In time, others, such as other human villagers, Republicans, or escaped slaves, joined the new settlement, and it has begun to grow.
Though New Liberty considers itself an independent nation and the (by virtue of continuos loyalty to the pre-Rifts US government) ‘true America’, the fact of the matter is they really exist as a province of the Shemarrian Nation and dependent on trade with New Lazlo and Greater New England(and by extension the Five Star League and the United Systems Alliance).
New Liberty is built around Fort Providence, the former Factory Seven industrial complex, lying some ninety miles north of the HQ-ECC (hidden in what was the Savage River State Park area near FRostburg, Maryland) and roughly twenty miles south of the site of what was Altoona, Pennsylvania. After much time spent debugging the facility against any backdoors that ARCHIE-3 may have left behind, the Republicans have gotten the facility up and running again to produce technology for their use. However, they are still reliant on materials only available through trade with the Shemarrians. After using the factory to produce a stockpile of gear for their own citizen-militia use and foreseeable future expansion, the NEMAns are now wondering how best to put its technical capabilities to use, given the current situation in North America.
The New Libertians have the ability to produce the full range of NEMA tactical hardware, but much of it is dated and poorly suited to survive in the modern(Rifts) world. While a few items, such as the small arms and armor, are adequate enough, other designs, such the NEMA vehicles, which were designed more for antiterrorism and domestic security, are inadequate for dealing with the daily total war that is typical of everyday Rifts Earth.
Fortunately, the New Libertians are educated, imaginative, and have a Golden Age high-tech factory complex at their disposal. They also have the talents of many new citizens with post-Rifts skills and equipment to lend, and, though some New Libertians won’t admit it, they have good trade allies that are willing to give them assistance with updating their capabilities and equipment, and supplying them with gear to plug the holes in their capabilities with those pieces of equipment that aren’t up to snuff.
Factory 7 could easily produce knockoffs of Northern Gun and Black Market weaponry, but such would put them in competition with Northern Gun or draw them into the Black Market. They could also license-produce to blatantly knockoff some of Paladin Steel’s low- to mid-range equipment, but such would also draw them into the GNE orbit, and General Emmel isn’t ready to make that decision as yet. The EShemar have suggested that the NEMAns could collaborate in producing Titan Robotics equipment, joining the Ghost Riders in ‘ghost-owning’ the former ARCHIE-3-run front company, but again, the NEMAns are not sure they’re ready or willing to take such a step(and such a step would draw the attention of Desmond Masters and the suffering cutoff New Cedarville branch of Titan Robotics). For now, the NEMAns are focusing on upgrading their own equipment and supplying their Glitterboy allies with new suits and spare parts.
More critically, New Liberty has caused the Republicans to fracture; many feel the community is a sellout, and at worst a concentration of hostages held by the non-human Shemarrians. Others feel that it is the best chance to rebuild American culture, while still others feel that the success of communities and nation states like Lazlo and Greater New England show that there already IS an America with its head on straight and building security and prosperity.
New Liberty is still only a nascent power in the region, and the NEMAns still consider themselves a people under siege, but they also feel more stable and secure than they were a couple(hundred) years ago. Though records of the fate of the New Republic have educated them in caution, most New Libertians feel condident now with proven allies and a few friends that they may yet become a local power of importance. Beyond simply providing for their immediate survival, New Libertian engineers are looking at such projects as setting up a high atmosphere semi-satellite system for early warning and cmmunications, and expanding their industrial output to include more exportable items..

-General Anthony Emmel
The man behind the original cryostasis scheme, current head of the NEMA army, and defacto mayor of New LIberty, General Emmel very much feels like the man out of time he is. The America he remembers has been distorted, balkanized, and changed in ways both physically and philosophically that he barely recognizes. Whole swathes of North America are deadly wastelands roamed by monsters from beyond, and the habitable zones are contested between fallen humans and aliens who have lived long enough or been born to b considered native Earthlings. New York City is a ruin that drives men mad, Chicago and Middle America are ruled by death-icon-loving fascists, Mexico inhabited by vampire hordes, the Atlantic dominated by monstrous aliens and a risen Atlantis, and small pockets of civilization and technology struggle to survive. His would/should be-allies, the Republicans, are secretive manipulative zealots; the General’s few dialogues with Director Eliot led Emmel to suspect that his people were being cultivated as cannonfodder in a foolhardy gambit-play. His closest allies are tribes of bionic Amazons who dominate the Eastern Seaboard, a corporate-socialist New England state running an offworld empire, and a Canadian city of fairy tale idealists. Yet, this is an IMPROVEMENT over the conditions he and his army escaped via stasis in ARCHIE-3’s vaults.
What really irks General Emmel is that he’s back playing politics with the Eagle’s Nest, rather than building New Liberty stronger full time.
Nevertheless, General Emmel is determined to make the best of it. Despite the temptation of assimilating into one of the dominant factions of North America, the good General means to hold onto the culture of pre-Rifts America and make a distinct niche for his people in a land grown strange and terrible. To that end, General Emmel is leaning much on the legend of NEMA to awe and sway others and keep his own people together and working for a better tomorrow. That means using the past heroism of NEMA and the current escapades of living legends like Colonel Wilson Clarke to promote New Liberty.
(Update: Much as he would hate to admit it, General Emmel will sigh with relief to learn of Director Eliot’s death, apparently of natural causes. Without the manipulative powermonger trying to wrest control of his people away, the General can focus hs attention on building up New LIberty and mending fences with Colonel Isabelle Copper and the Republicans, However, this becomes complicated by diehard Eliot-circle fanatics claiming that General Emmel conspired in having Eliot assassinated, or at least hold him complicit in creating the stress that led to the late Director’s fatal stroke)

-Director James Elliot
The Man Who Would Be Leader of an America Reborn is incensed at the turn of events. His BRILLIANT plan to use the reawakened NEMA legion to take over Chi-Town and assume control of the mighty Coalition States has collapsed in ruin with the aftermath of the Shemarrian Civil War. The Reformed Shemarrian Nation now holds that same army as an effective client state of theirs. New kingdoms on the American East and West Coast have effectively caged the once-feared CS, and the Republicans have been reduced in stature and influence. All this has caused the normally very strong-willed and unflappable man to become increasingly unhinged. Director Elliot spends much of his time ranting and bemoaning the ‘wasted opportunity’ and cursing those who caused it. The rest of the time he struggles to hold onto power, appealing to the familial loyalty of the Republican organization and quietly working a dozen plots to ensure that loyalty, whatever it takes.
Though Director Elliot still holds the loyalty of many stalwart diehards, that circle gets smaller almost everyday. This loss of influence and control on the Director’s part has been matched by his growing paranoia, as he sees conspiracy and subversion in the ‘defections’ around him. He rarely ventures from the Eagle’s Nest, and then, only with a heavy escort of his most loyal bodyguards.
Though the NEMAns recognize Director Elliot’s position as a civilian leader, his mental deterioration has become so obvious on the few occasions he’s met with their leadership that the NEMAns have quietly hemmed and hawed and delayed on any move to acknowledge whether he has any authority over them.
(Update: A spiteful Director Eliot will ultimately betray his own organization by selling the Coalition States hoarded and stolen technical secrets, as a means of influencing the CS and altering the balance of power to spite who Eliot sees as the ‘corruptors’ and ‘pretenders’ that have split the loyalty of the, and ‘his’, Republican cause.
Director Eliot’s subsequent death by cerebral aneurysm will seemingly end the threat of the Directorship, but for the questions raised by its circumstances. How could a man who enjoyed some of the best medical care in North America suddenly fall victim to a sudden traumatic disorder? The Director’s increasingly eccentric behavior before his death could be ascribed to stress and personal health neglect that culminated i his sudden and catastrophic decline, but others seen more suspect factors at play. Eliot’s unusual movements just before hs death, the circumstances under which his body was discovered, the rush to perform a forensic exam and issue its results, and the quick deposition of the body by cremation have some whispering of cover-ups, though of what remains uncertain. Some in the Eagle’s Nest claim the Director was assassinated, while a minority claim the Director faked his own death to escape the ‘traitors’ in the Republican organization. Even among the non-Eliotists, there are rumors that the man may have been possessed or otherwise influenced by malign outside forces; what else could have so affected the once brilliant and much-respected man? Most people, though, believe that James Elliot simply overworked himself into a premature death, and they charitably believe that the master schemer would have been pleased to know of the conspiracies being spin about his death. )

-Colonel Isabelle Copper
Still nominally in command of the Republicans’ Strike Force, Col. Copper is somewhat disappointed with Director Elliot ‘s reaction to changing events. The flow of history, however, is showing her that Elliot’s vision is not necessarily the best for America and the people known as Americans, especially with revelations of the GNE and the United Systems Alliance. She’s seen enough indisputable evidence to convince her that Operation Chi-Town Coup would more than likely fail, and leave the Republicans in a horribly vulnerable position. To the veteran Republican commander, Director Elliot just seems unable to adapt to the times and the collapse of his perfect scenario has apparently unhinged him. Meanwhile, heroes like General Emmel and Colonel Wilson Clarke seem to be embracing a dynamic idealism increasingly in step with the times.
Col. Copper has led several joint military exercises with the forces of New LIberty, bringing them up to speed on the threat situation in the modern day. She has been offered a position and place at Fort Providence, but has refused it, having decided to remain with the Republicans provide some stability to the fracturing situation at the Eagle’s Nest.
(Update: Post-Eliot, Col. Copper becomes the effective leader of the Eagle’s Nest, though she refuses to assume the Directorship, a position she sees as having no future as the Republican organization continues to break up, Instead a deputy director takes over and continues to administrate an increasingly irrelevant group, though splinter cells continue to operate across the continent, some holding to the original ‘Eliot Doctrine’ while others simply try to do right by the ‘American Way’. Not even Col. Copper or the new Director know all the Republican cells and operations that exist, as Eliot seems to have kept that information to himself by various means that his successors have not yet uncovered.
Unfortunately, that means that increasingly Col. Copper’s responsibilities include dealing with rogue elements of the Republicans themselves, hunting down and contacting isolated field operatives working under no longer relevant orders, and in some cases extracting field teams from trouble because they’ve been out of the loop and as a consequence are being caught as their operations unravel catastrophically. That, on top of her coordinating patrols and security sweeps with New LIberty and their Shemarrian neighbors. )

New Liberty
(aka ‘NEMAville’, ‘America-town’, ‘New America’, ‘Little America’, ‘Chromeville’, ‘Eagleville’, ‘Eagleton’)

Location: Western edge of Pennsylvania’s Appalachian Mountains, and roughly twenty miles south of the former community of Altoona.

-Orientation & Disposition:
Tight Bonds---The NEMAns are emerging from a xenophobic ‘us against them’ mindset into a more tolerant, but still very much guarded, attitude. The soldiers are bound by their organization and comrade-allegiances, and remain distant and suspicious of outsiders, but they’re willing to share their memories and visions of the America they knew with the neobarbarians of this new age if they’re willing to listen.

-Type and Size:
Major Military Encampment: 36,000 humans +9,000 Squilb+2,000 others(non-humans)

A. Weapons and Armor:
Superior ---Every able-bodied adult has a suit of EBA and access to modern weaponry. Children and civilians also have access to emergency body armor and are drilled in NBC(nuclear-biological-chemical) warfare protocols.
Factory 7 can turn out advanced weapons and power armors, including the revised Glitterboys and SAMAS.

B. Medicine:
Superior ----New Liberty enjoys excellent health care, though some conditions, especially magic- and psionic-inflicted conditions, give the NEMAns problems, requiring them to turn to their allies for help. Much as it may irk some of the NEMA medical staff, they’ve had to hire a few ‘witch doctors’...magical or psychic healers...to the New Liberty hospital staff. The facility can also do cybernetic repairs and implants, and limb replacement, but not bionic conversion.

C: Agriculture and Natural Resources:
Good---Besides traditional farms/truck gardens, New LIberty has greenhouses and ‘climate-controled ‘bunker gardens’ to provide its residents with food. Several local aquifers provide a reliable supply of fresh water.

D. Real Estate and Land:
Good--- While the location could be better, the position in the foothills of the Appalachians affords the New LIbertians good defensive terrain. Plans to expand into the more fertile lowlands are in the works, and a more exhaustive survey of Rifts-altered geology in the area of Altoona is planned.
New LIberty also sits atop/near a metal-rich ore bed(Rifted strata) which ARCHIE-3 sited the Factory-7 complex to take advantage of.

E. Vehicles and Fuel:
Superior ----Most of the NEMA military vehicles are nuclear-powered, using powerplants manufactured by Fort Providence’s Factory 7, or by electrical batteries recharged by the community electrical grid.

F. Administration:
Good/Sound----Military----New LIberty is still very much under military governance and organization. Currently, General Anthony Emmel is regarded as the ultimate authority, but he increasingly delegates the more mundane day to day tasks to the appropriate subordinates in charge of the respective sections; motorpool, logistics, (combat) engineering, and a growing number of civilian specialists.

G. Alignment: Scrupulous and Unprincipled

H. Magic:
Good Knowledge; the NEMA army regards magic and the supernatural as the main causes of the rapid collapse of the old United States, and so , at the first opportunity, studied up on it to better understand their old enemy. With the greater knowledge acquired since the Coming the Rifts has come understanding and a more reasoned response to it.
The old guard NEMAns are still very leery of magic, and the Republicans discouraged it, but many of the Heritage Pilot clans and local new residents have grown up with it, and many of their allies practice magic. As a ‘combined arms’ approach seems to be the best in combating the supernatural, the NEMAns have had to take a second and more respectful look at magic. A few Provender Mages and TechnoWizards have helped convince them that magic can be considered an extension of SCIENCE, but the NEMAns are far less accepting of other schools of magic.
It also helps that no leylines come near New Liberty.

I. Racial Tolerance:
Reasonably tolerant; many of the old NEMAns remember d-bees only as the enemy, but many of those they’ve more recently encountered, especially the Squilb, have proven themselves trustworthy. A few other d-bees, sympathetic to the NEMAns, have settled in or near New Liberty.

J. Trade:
New LIberty currently doesn’t have a whole lot to trade, but they have done some manufacturing of useful items, such as the lower-end body armors, camping gear, e-clips, and personal electronics, that have helped them acquire goods and services from their neighbors. Scholars from Lazlo and elsewhere consider the Libertians a gold mine of information on the Golden Age, and are willing to pay hard currency for copies of Golden Age books stored in ARCHIE-3’s history databanks, enough that publishing is emerging as New LIberty’s secondary industry.
Travellers and traders are permitted in only a few sections of the walled and partitioned community, and none within Fort Providence and the factory complex under it.

Notable Allies:
-Shemarrian Nation---Though official policy is to hold the Shemarrians at arm’s length, the NEMAns have to concede that without the Shemar intervention, the NEMAns would still be stasis-hostages of ARCHIE-3. Furthermore, the NEMAns and Republicans can only move about with the Shemarrians’ permission, as the latter are the big heavily-armed and fearsomely-advanced power controlling much of the American Eastern Seaboard. So while they may be leery of them, the NEMAns can’t exactly ignore or shut out the EShemar, who regularly trade and share information with New LIberty.

-Greater New England---The other major power controlling the rest of the American Eastern Seaboard. Though they are nonhuman-accepting magic-embracing corporate-socialists, the Greater New Englanders are, the NEMAns have to admit, arguably closer to the ideals of the America they knew than the deaths-head wearing human-supremacists of the Coalition States. And since Paladin Steel dates to the pre-Rifts days(if only as a minor company) their claim to being American is at least as good as Chi-Town’s. They produce a number of vehicles that are clearly advanced models of NEMA’s own hardware. Then there’s the tempting hints about a GNE-led (or a least influenced) galactic nation.
Membership in the GNE/Five Star Alliance has been brought up, but General Emmel and his staff are still considering their options.

-New Lazlo---- Good trade partners who have assisted in getting the NEMAns up to speed about the new age. The annoying thing about Lazloites is that they come down wanting to ask every Old Timer NEMAn about every detail of the pre-Rifts world. The academic scholar-tourists are beginning to drive some of the New Libertians a bit batty, but the money they spend and the trade they bring make them tolerated.

-Squilb----These old allies of the original NEMA have kept the memory of their bravery and faimindedness alive through generations of campfire stories. When the existence of the ‘lost’ NEMA legion became public, brave Squilb flocked to New Liberty to offer their assistance and brought with them much material support. This unexpected outpouring of unreserved support from a nonhuman group overwhelmed the NEMAns, who were at first suspicious and reluctant to accept the offered help. The fact that that the Squilb have the habit of partnering up with a chosen NEMAn and show them ‘the ropes’ of the modern era is proving a godsend for the survival of the new community, and has gone considerably towards defusing much of the NEMAns’ initial distrust and suspicion of d-bees. There is already a subdivision of New Liberty that is locally called ‘Squilbton’ that attracts new Squilb to the community.

-Northern Gun----As if to prove that they’re not a captive market, New Liberty conducts some trade with Northern Gun, mainly for vehicles and equipment to replace or modify outmoded NEMA-era hardware. NG is frankly pleased as punch to be making sales inside the Shemarrian Nation zone and is happy to send trade caravans to the new community, though the Northern Gunners have been made aware that the Shemarrians are watching them and can cut off the trade if they deem the NG is acting squirrely and using the right of way granted them to conduct un-sanctioned activities.

-Finton---Finton is just one of a number of communities under the Shemarrian wing that trades with New Liberty. Lord Frommalaine recognizes the NEMAns from his readings of history, and, though initially skeptical of their claims, has come to trust them, especially after the EShemarrians vouched for them.

-Republicans ---Though the Republican organization has been splintering, New LIberty is on generally good terms with them, especially after Director Eliot’s death. There are some dissident Republican elements who blame General Emmel’s policies and denouncement of the late Director for the collapse of the Republican core mission, the majority of the Republicans who have come over to New Liberty’s side see the rescue and settlement of the ‘lost NEMA’ army’ as a victory, and their possession of one of the reclaimed HQ-ECC factory complexes as a first real step to reclaiming their legacy(though the Shemarrians may have different ideas about that). Even though most sympathetic Republicans have NOT moved to New LIberty, many of them contribute support to the community.
The most obvious part of the Republican organization network to help New Liberty is the Heritage Pilot clans who have stepped forward to offer their support in protecting the community. Of course, part of the reason for this is that fact that Factory #7 produces new Glitterboys and spare parts for them; giving the legacy Chromium Guardsmen units an unrestricted source of new hardware.

K. Threats:
Notable Enemies:
-Splugorth Atlantis---The Splugorth remember the District of Columbia and the ‘New America’ community as happy hunting grounds before the Grand Banks Treaty shut them out(ideally only temporarily, as The ZOT has not been heard from in over a decade)from North America. Though the Splugorth could care less about another community of potential cattle springing up, the fact that these ones are intent on resurrecting a dead nation the Splugorth would pick the remains of, rather irks the Splugorth. That the NEMAns are in cahoots with a group claiming ties to the old New Republic that Splynncryth once ordered smashed as an example to those would dare defy the Splugorth, would anger them even more(and there are many long-lived minions who still remember the original New Republicans and their fate).

-Coalition States----Emperor Prosek and his son recognize the symbols, insignia, and equipment of NEMA in the reports presented by their military intelligence. Though initially encouraged by reports of the New Libertians’ xenophobic attitudes, follow-up reports of their increasing tolerance and growing ties to the Shemarrian Nation and powers like Greater New England have caused him to write it off as another potential ally corrupted by the enemies of the CS. Actually, though, that came as something of a relief to him; though Emperor Prosek remains unaware of Operation Chi-Town Coup, he regards the NEMAns as a potential problem given their knowledge of pre-Rifts history and their symbolism. They would be difficult to assimilate and pose a challenge to his rule. As it is, as just another community in the bosom of the CS’s enemies, the NEMAns are now just another group easily isolated and painted in a bad light.
Just to keep his options open, however, Karl Prosek has had his son’s intelligence apparatus sniffing around New Liberty, looking to recruit any disgruntled Old Timers and human supremacists dissatisfied with the new status quo. Individual quislings and defectors he can deal with, and at the least he’ll have some inside sources on the plans and movements of the Five Star Alliance.
(Update: Emperor Prosek will be pleasantly surprised to discover that nobody less than a disenchanted Director Eliot of the shadowy Republicans ends up offering the CS a technological bonanza of designs. Though he recognizes an effort to ingratiate and manipulate the CS, Prosek is grateful for the windfall and has accorded the treacherous Eliot special attention and status as the Coalition States’ newest and arguably greatest intelligence asset. Of course, he’s also asked his son, who rightly distrusts the Republican Director, to pay special attention to leashing the renegade Director and making the would-be puppetmaster into a Chi-Town pawn, especially as more information about the ‘Republicans’ comes to light. While the CS doesn’t know much more than a fraction of the true extent of the Republican organization and its actions, what they HAVE managed to piece together has begun ringing alarm bells with them.)

-Horune---The Horune don’t care about the Grand Banks Treaty and so feel free to flout it all along. Their raids along the Atlantic Seaboard have brought them on occasion into conflict with New Liberty-based patrols. It has not gone well for them and only increased their hatred towards the mainlanders.

L. Skill Levels and Professionalism:(Notable skilled personnel groups)
-Military and Technical(5th level and up)
New Liberty has a large number of Robot/PA pilots/crew

M. Community Overall: Average
Highly skilled/Educated, especially with regards to military sciences and technical upkeep.

N. Shelter:
Fortified---Virtually all buildings in New Liberty are reinforced for use as shelters or defensive strongpoints in an emergency. While the Libertians haven’t adopted the GNE policy of ‘equip your communities as if you were expecting to be Rifted to another world tomorrow’, the NEMAns are darnn close.
New Liberty has several walls/embankments dividing up the community into more easily defended sections. Bunkeres and watch towers are positioned at various locations to give defensive coverage.
At the heart of New Liberty is Fort Providence and the underground Factory 7.

O. Security and Fighting Force:
Every able-bodied adult citozen of New LIberty is expected to serve in the community militia. This means attending regular drills, having a familiarity with firearms, and having an assigned station in a crisis. ‘Walking the walls’ or doing a regular watch on the city defensive works is expected of the citizen-soldiers. The core ‘professional’ and active duty soldiers man the heavy weapons emplacements and conduct active patrols outside the city proper.
In addition, New Liberty has perhaps the highest per capita ratio of Glitterboys and laser-chromed power armors of any community in North America, second only to the Shemarrian Silver Moons tribe. Besides the original NEMA Chromium Guardsmen, a number of Heritage Piloting clans have moved to New Liberty, or at least sent representatives.
New LIberty’s most glaring deficiency currently is the lack of an air force, the NEMA army being a ground force. New Liberty relies on multiple batteries of medium range missile launchers and long range guns both in the city and in several outposts in the surrounding hills, plus an adhoc air patrol of various hovercraft acquired from various sources, for air defense. However, New LIberty is still dependant on being under the air defense umbrella of the Shemarrian Nation and outlier patrols of the GNE.

P. Power/Energy:
Nuclear Fusion supplemented by wind and solar power.

Q: Special Features:
-Advanced Garage--- New LIberty can service and repair most any Earth-made vehicles.

-Electronics Lab--- New Liberty has an excellent electronics center. For a fee, they will repair travellers’ electronic devices.

-Robotics Workshop---Able to affect repairs to Glitterboys, especially.

-Cellars---They double as bunkers

-Hydroponics---Without secure access to the broader lowland plains, New Liberty relies on greenhouses and indoor ‘bunker farms’ as much as regular open air farmsteads to keep its population fed.

-Library---The EShemarrians graciously provided New LIberty with copies of ARCHIE-3’s cultural reference database.

-Manufacturing Facility(Factory 7)---General manufacturing, including ARCHIE-3’s ‘ancient’ Glitterboy No. 7s. It is also the factory the Republicans subverted to manufacture their new combat gear. With EShemar assistance, the factory has been upgraded to produce smaller runs of the new Republican/NEMA SAMAS, Chromium Guardsman Mk III and Chromium Troop armors previously built at the Factory 8 and 9 facilities respectively. This added limited run capability has mollified some of the Republicans who figure it’s better to have half a cake than none, but not Director Eliot’s diehards, who want ALL the factory complexes and HQ-ECC under their exclusive control.

Note:
Independent of New Liberty, the Republican organization controls Factory/Temple-9, though it operates in a much diminished capacity producing Chromium Troop armors.

Re: Shemarrian-related fan creations

Posted: Sun Apr 24, 2022 11:31 pm
by Omegasgundam
And that's my cue to post some more Kitsune conversion on the PS thread.

Re: Shemarrian-related fan creations

Posted: Mon Apr 25, 2022 8:56 pm
by taalismn
Next I'll tackle the deposition of classic NEMA gear and some of New Liberty's initial efforts to upgrade to better meet the challengers fo the new times.

And yes, Kronos, I agree with you' I wish Titan Robotics would come out sooner so I can pillage their stockroom...

Re: Shemarrian-related fan creations

Posted: Sun May 01, 2022 6:31 pm
by kronos
A little more BlackSteel good(?)ness...

Slitherslime

The Chieftess cautiously crossed the entrance to the temple, the doors smashed in and appeared half melted. The two Nagas followed her and spread out slowly, each carrying multiple weapons scanning the area. The stench of acidic ozone filled the air, scorch marks along the floor and walls showed the scene as a major battle.
"We found something." One of the Naga's called from farther inside.
The Chieftess hurried over before swearing upon seeing the form of one of the priestesses of the temple. The mangled and melted body was spread about the room forming part of a blasphemous symbol along with scorched marks made by acid, black acidic ichor dripping from the wounds. "These aren't very old.. The creature mustn't be far! FIND IT!"

Slitherslimes were recently discovered after one of the older Sapphire Cobra's temples was attacked, half the priestesses and guardians were missing, the other half destroyed and their tortured remains spread about the temple. Afterwards reports of nightmarish snake people appeared in the area.
Slitherslimes are BlackSteel converted, or crafted, Sapphire Cobra Nagas, slight bodies, humanoid upper bodies with six arms, and a snake head. The scaled body is covered and oozes a black acidic ichor. The arms all end in wicked long claws that drip with acidic ichor, leaving agonizing burns deep within a victim's wounds. Four of the arms are fitted with BlackSteel corrupted weapons. The ichor coating on its body can form pseudopods or tentacles to smash or grab things, and also aids in helping it slip through the grips of anything grabbing it, in addition to burning anything that bites it. For short periods of time, it can actually make itself less solid, becoming amorphous, able to change shape and squeeze through tiny spaces. This form allows it to hide in swamps, and other areas of brackish water, floating along or just under the surface, ambushing its prey.
Slitherslimes are both ambush predators and active hunters. They can lay in wait for days, or rush straight into combat, depending on their moods. They take a perverse pleasure in defiling anything relating to the Eshemarrian's religion, destroying holy sites, using pieces of shamanesses and priestess to create gruesome scenes with blasphemous symbols and phrases, also using their acid ichor to complete the symbols when they don't have enough parts to use.
While not many reports of Slitherslimes have been confirmed, the Sapphire Cobras believe them to be some kind of evil entity trying to corrupt the Shemarrian Goddess and her agents. A few of the reports have reached the Skullcrushers and they are trying to confirm them and hunt these creatures down to confirm their theories these creatures are BlackSteel corruptions, which confirms their suspicions that the BlackSteel has been growing and affecting other Tribes.

Type: BlackSteel Abomination - Slitherslime
Class: Corrupted Robot Gynoid
Crew: Corrupted Neural Intelligence
MDC/Armor by Location:
Main (Humanoid Torso) Body 350
Head 150
Arms (6) 210 each
Hands (6) 30 each
Lower (Snake) Body 450
Snake Tail Blade 50
Height: Can rear up to stand at 13 ft tall
Width: 3 ft at shoulders
Length: 30 ft
Weight: 1.2 ton
Attribute Equivalents of Note:
IQ: 22
ME: 25
MA: 18
PB: 19
P.P.: 26
Physical Strength: Equivalent to Supernatural P.S. of 40
Cargo: What can be carried strapped to the person
Powerplant: Nuclear ?)
Speed: (Running/Slithering) 55 MPH
(Flying) Not possible without a jetpack
(Climbing) 35 MPH
(Swimming/Underwater) 45 MPH
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, built-in radar( 10 mile range) and other standard power armor-equivalent systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Acid Resistance --- The Slitherslime is immune to the effects of its own acid and similar chemical attacks.

*Corrosive Ichor --- The skin and scales of the Slitherslime excrete a corrosive ichor, deal 2d6 MD per melee for 1d4 melees to anything it touches or anything that grabs it. The material can be scrapped off or extinguished with magic, or total immersion in water, but conventional fire extinguishing measures are useless against it. Causes intense pain from BlackSteel touch.

*Ooze Form --- The Slitherslime can become less solid, like an use, losing its shape, but allows it to squeeze through spaces as small as 1 inch. Its speeds remain the same, but stealth bonuses are increased by +15%. While in ooze form, it can only attack with pseudopods and tentacles it forms. It will use this form to float in swamps, along walls and floors of dark areas, or even on the surface of pools of brackish water. It takes 2 melee actions to switch to and from ooze form and its regular form, and can maintain this form indefinitely.
While in ooze form, it takes only 10% damage from slashing and piercing attack, high speed bullets and railgun rounds. Powerful punches and similar attacks only deal half damage.

*Corrosive Path - The Slitherslime leaves behind a corrosive ichor that remains for 1d4 melees, killing plant life within 10 feet of where it slithered, be it on the ground, walls or ceiling. Anyone chasing a Venomous Strider must either reduce speed to one-quarter and make a successful Acrobatics roll at -10% (increase additional -10% for each 25% of full speed) each melee round chasing the Venomous Strider, or suffer 1d6 MD from the corrosive ichor left behind. This ability can be suppressed while in ooze form.

*Demonic Regeneration---ARCHIE-3 Loyalist ‘bots lack the nanite regeneration systems of the EShemar, but the BlackSteel possesees have evolved a similar form of self-repair. The chassis will regenerate damage at a rate of 5% per hour per location damaged. The Slitherslime can also devour MDC materials, ideally MDC flesh and robot parts, and regain lost MDC at one point of regeneration MD per every two points of devoured MD, within 1d6 minutes of consumption.


BlackSteel Traits:
*Horror Factor---Has an effective H.F. of 12

*Stealth Armor --- Slitherslimes are covered in a dark psuedo-organic-looking material that appears ‘greasy’ to vision, blurring the outlines of the ‘bot. Laser targeting systems are -1 to lock on to the ‘bots, and even Mark One Eyeball is -1 to strike them(-2 under low light conditions) when they are moving. There is only a 25% chance of spotting them on thermal optics.

*BlackSteel Touch---A Slitherslime’s touch causes acute agony to living beings: It causes agonizing pain to any living being that touches it, even lightly. It can even send someone into a coma/death situation, unless they are devoid of a soul. Those who touch Blacksteel suffer -2 to all rolls, -20% to skills and loses 2 attacks for 1d4 minutes per melee round touched, plus must save vs coma/death 17. A successful save means the victim is rendered unconscious for 1d4 melee rounds in a near coma-like state, failure means they suffer 4d4 damage straight to Hit Points, or 5d6 M.D. for M.D.C. creatures. If save by more than 5, they are only stunned for that melee round, unable to take any actions or defend themselves.


Vulnerabilities:
*Silver---Silver weaponry does DOUBLE damage to BlackSteel creations. If a called shot of 20+ (modified) strikes the skull or chest area with silver, the tainted container/CPU/powerplant will be struck and an explosion of 6D6 MDC to a 3 ft. radius will erupt and annihilate the Black-Steel... and decommission the ‘bot(self-destruct will still go off, however).
*Holy Magic---Attacking with Holy Magic will cause the normal materials of the ‘bot to expel the BlackSteel. The ‘bot will still fight on using its original programming, but it will lose its viciousness and malevolent cunning(reduce initiative by HALF), and BlackSteel properties, and all other aspects of its operation remain unchanged. However, the expelled BlackSteel will remain a threat if picked up and incorporated into other machines.


Weapons Systems:
1) Blacklight Eye Lasers (2) --- The eyes of the Slitherslime have a jet-black appearance, and they can also project focused beams of corrupted light.
Range: 1,000 ft
Damage: 1d8 MD single eye blast, 2d8 MD for both eyes (counts as one attack)
Do 25% more damage to living beings, and direct exposure of the wound to sunlight(and Globe of Daylight spells) will cause the injury to become acutely photosensitive; victims must roll under their ME or be -1 on initiative, perception, strike, dodge, and parry due to the itching/burning sensations from the wound. The photosensitivity ends when the wound is healed.
Rate of Fire: ECHH
Payload: Effectively Unlimited
Bonus: +2 to strike

2) Finger Claws --- The hands of the Slitherslime ends in wicked claws, combined with their supernatural strength make them deadly melee combatants. The upper arm claws are larger than the middle and lower arms.
Range: Melee
Damage: 2d6x10 MD per slash + corrosive ichor deal 2d6 MD per melee for 1d4 melees plus BlackSteel Touch for upper arms
Middle & Lower arms 1d6x10 MD + corrosive ichor deal 2d6 MD per melee for 1d4 melees plus BlackSteel Touch.

3) Injector Fangs/Chemical Spray System --- Aka ‘The Cobra’s Bite’. The Slitherslime’s jaws have been modified with extendable fangs, that can deliver a powerful drug or poison venom, similar to the Enaga, however it uses nanomachines similar to the Infectus. The Slitherlsime can also spit chemicals, although a short range.
Range: (Bite)Melee
(Spit) 100 ft, or 50 ft and covers a 10 ft wide area.
Damage: (Bite) Bite does from 1 SDC to 1d6 MD. Chemical damage varies by chemical type(see also below)
(Spit) As for chemical/drug, but some chemicals will only do HALF damage used as an aerosol, or may be completely ineffective unless sprayed into open wounds, eyes, mucus membranes, or inhaled(GMs, use your discretion)
Rate of Fire: ECHH
Payload: 20 doses of up to two different nanites. The Slitherslime can regenerate 1 dose per hour. It can change which nanites it has, but has to use up all the doses of one type, then wait 12 hours as its body changes and generates the new set.

*Devourers---The most blatantly vicious form, devourers instantly begin to disassemble organic and inorganic materials alike, in an effect akin to acid. These eat away at materials, doing 3d6 MD for 1d6 melee rounds. Normal SDC beings are reduced to organic sludge within seconds.

*Cyber-Rabies---These nanites attack an organic victim’s nervous system, attaching themselves to nerve endings and interfering with a person’s ability to move. Victims will be beset by convulsions, severe trembling, trouble breathing(causing the person to alternately choke and scream as their diaphragm muscles convulse).
In any event the toll on the victim is terrible; the victim’s nervous system is swisscheesed with damage, and long term problems like acute arthritis loom in their future sooner than they’d fear.
Incubation: 1d4 minutes
Duration: 8d6 hours
Effects: The victim loses control of their voluntary muscles, going into muscle tremors and herky-jerky movements when they try to move their limbs; NO Initiative, -2 APM, and reduce all bonuses for physical movement by HALF. Just standing up is nearly impossible; the victim must roll under their P.P. (-2) or fall down. P.E. is HALVED, as the lungs spasm, cough, and choke.
If not treated, the Cyber-Rabies does eventually burn out, but victims must make a roll versus non-lethal poison(16 of better) or suffer the following long-term damage: -1 to initiative, -1 P.E., -2% to skills requiring fine motor control, and has a 20% chance of developing arthritis-like symptoms within the next 2d4 years.
Treatment: Cyber-Rabies can be successfully countered with specially programmed counter-nanites, or generous use of Purge spells.

*Grot-Nano---This is a straightout malicious nanotech infection intended to disfigure.
Incubation: 1d4 hours
Duration: P.B. loss is permanent
Effects: Attacks the dermal layers, raising thick welt-like scars, bleeding pimples, ‘spider ‘ rashes, swelling, and discolored, rough, skin. Victims will suffer -2d6 P.B.
Treatment: Specially programmed counter-nanites, or generous use of Purge spells(the use of the latter will reduce the P.B. damage by HALF).Once the nano has run its course and is flushed out of the system, cosmetic surgery and regenerative treatments can restore the abused tissue, but only about 2d4x10% of the victim’s original P.B. be restorable by most conventional therapies.

*BrainScram---This particular version of m-nano is related to Sens-Dep, but attacks the brain directly and with an opposite effect; it overstimulates the brain, lighting up the whole sensory spectrum with such intensity that the victim can’t think straight, can’t make sense of everything they are feeling/experiencing, and lapsing into unconsciousness, plagued by MASSIVE headaches.
A more advanced form of BrainScram, called ‘Shoc-Lite’ on the streets, is longer-lived(3d4 hours) and can be remotely turned on and off by a transmitted command.
Incubation: 4d6 minutes
Duration: 1d8 hours
Effects: Victims must roll under their M.E. every five minutes or be simply overwhelmed by sensory overload; lose all initiative, HALF APMS, NO bonuses, and -20% to all skill rolls. If the victim loses 3 rolls in a row, they must then roll under their P.E. to keep from passing out. Even if the victim is asleep, they will be plagued by vivid, terrifying, nightmares and delusional sensory input.
If not treated, the BrainScram does eventually burn out, but victims must make a roll versus non-lethal poison(16 of better) or suffer the following long-term damage: -1 to initiative, - 1 to Perception., and -3% to skills requiring tactile senses(like Pick Pockets or Pick Locks).
Treatment: If applied quickly enough, powerful anti-seizure medications can reduce the effects of BrainScram by HALF.

*Sens-Dep(aka ‘Black Out’)----One of the more common and favorite m-nano is sens-dep, or sensory deprivation, nano, that attacks the senses. Sens-dep nano blocks vital connections such as the optic nerve, auditory nerves, and sensation. Trapped inside their own heads, unsure of their circumstances, many victims wind up wondering if they’re alive or dead, and can go insane from the experience.
Incubation: 1d4 hours
Duration: 8d6 hours
Effects: Victim loses all senses(sight, hearing, touch, smell) and becomes trapped inside their own head for the duration of the attack. Victims must roll versus their M.E. or can suffer coming out of the experience with a random insanity.
Treatment: Powerful stimulants(such as Juicer harness drugs( can dull the effects of the sens-dep, restoring SOME sensation to the victim and removing the risk of insanity(reduce penalties by HALF). Telepathic contact with the victim will also help keep them sane.

*Adrenal-Stop---This variety of m-nano attacks a victim’s adrenal system, clamping down on a person’s ability to produce adrenaline and sustain physical activity---a victim simply cannot engage in anything physically exerting---like fighting or fleeing, without becoming extremely fatigued, short of breath, and rapidly burnt out.
The BlackSteel version is even longer lasting than the Black Market version, and has more profound side effects.
Incubation: 2d6 minutes
Duration: 4d6 hours
Effects: Victim fatigues 2-4 times as fast(roll a 1d4, with ‘1-2’ meaning double fatigue rate). -1 to strike, parry, dodge, and reduce Speed by 1/4.
If not treated, the Adrenal-Stop does eventually burn out, but victims must make a roll versus non-lethal poison(16 of better) or suffer the following long-term damage: -1 to initiative, - 2 P.E..
Treatment: Powerful stimulants and artificial adrenaline analogues can supply what’s being cut off, though the recipient will feel even more like $&$# even with correct dosages.

*Cyber-Palsey---This insidious m-nano starts firing off the voluntary muscles left and right, inducing an epileptic seizure.
Incubation: 4d6 minutes
Duration: 1d4 hours
Effects: The victim loses control of their voluntary muscles, going into muscle tremors and herky-jerky movements when they try to move their limbs; NO Initiative, -2 APM, and reduce all bonuses for physical movement by HALF. Just standing up is nearly impossible; the victim must roll under their P.P. (-2) or fall down.
If not treated, the Cyber-Palsey does eventually burn out, but victims must make a roll versus non-lethal poison(16 of better) or suffer the following long-term damage: -1 to initiative, -2 P.E., -2 SPD, -5% to skills requiring fine motor control, and -1 to Sense of Balance.
Treatment: If applied quickly enough, powerful anti-seizure medications can reduce the effects of Cyber-Palsey by HALF.

*Gimp-Weave---An m-nano corruption of so-called Muscle Weave, Gimp-Weave grows strong polycarbon fibers throughout the muscles and joints of the body, producing a stiff, subdermal net that actually fights a person’s ability to bend and move freely. The victim actually gains some small amount of extra SDC, but loses considerable mobility.
A more advanced version of Gimp-Weave, known as ‘smart-gimp’, allows for freedom of movement, but instantly tightens up when stimulated by certain microwave frequencies. Infestuses are known to carry both forms; the latter known to affect victims who later run into higher-echelon BlackSteel abominations.
Gimp-Weave’s biggest drawback is its slow incubation rate before it becomes effective. However, that is part of its insideous nature; victims may not know they are infected with anything until the first symptoms appear days later.
Incubation: 2d4 days(half that if the victim is a Juicer; the Juicer-aug seems to speed the incubation process)
Duration: Permanent
Effects: +4d6 SDC, but reduce P.P. by 2d6, reduce APMs, Strike, Parry, Dodge, and Roll bonuses by HALF, and reduce Speed to 1/4.
Treatment: Gimp-Weave can only be removed by extensive nano-therapy that dismantles the nanofibres...the process takes 3d6 days...or powerful magic therapies like the Restoration spell.

*Zombie Nanites---This specific form of malnano infects metal body armors worn by organic beings. The infected armor suddenly breaks out as if being rapidly rotted by fungus, with tendrils piercing the flesh of the wearer. The nanites quickly knit themselves into an exoskeleton that ‘puppet-walks’ the victim against their will, turning them into a shambling zombie-like biot-bot. Their movements will be jerky and convulsive, and they tend to telegraph their moves easily enough that others stand a good chance of dodging and avoiding the cyber-zombie, but the fact remains that their colleague is trapped and being used to attack them.
It is possible for a victim of this attack to survive, if the zombie-bot can be restrained and kept from hurting others and its wearer.
Incubation: 1d4 minutes
Duration: Conditionally permanent. The zombie-bot draws its power from the entrapped victim, and can keep moving for as many minutes as the victim has P.E. Increase duration by 50% if the victim has Superhuman P.E.(such as Juicers or Crazies), and DOUBLE if Supernatural. At the end of the active duration, the zombie-bot will go dormant until the core-victim recovers their P.E. (though the robotic exoskeleton will still serve as a straitjacket for the entrapped victim), whereupon it will again rampage until either its cre victim dies or the armor is destroyed.
Effects: Turns metal body armors into drone robot exoskeletons that rampage, attacking anybody nearby. The ‘Armor-Zombie’ retains the original MDC of the infected armor, but has a Supernatural P.S. of 30, a Speed of 14, and has 4 actions/attacks per melee, but no bonuses in hand to hand combat. Ranged weapons already held in the hands can still be fired, but count as Shooting Wild.
Cyborgs and Power Armors CANNOT be ‘zombified’ by this form of nanite.
Treatment: Destroy the armor and free the person inside. If the core victim is killed, the zombie-armor dissolves into a metallic slag and corrosion dust.

4) Middle Forearm Ion Weapons (2) --- The middle set of arms are fitted with the equivalent of Bsl-20 ion pistols.
Range: 500 ft
Damage: 4d6 MD per shot
Living targets must save versus non-lethal poison(16 or better; children and small animals need an 18 or better). On a successful save, the target is
-1 APM from the jolt, plus takes damage. On an Unsuccessful save, augmented human(id)s are -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(id)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d4 SDC per melee for 2d4 MELEES. There is also a 15% cumulative chance per additional strike of being rendered unconscious for 1d4 minutes. If SDC is burned through, the damage goes to Ht Points, and at 0 H.P. the victim goes into full cardiac arrest and will die unless immediate medical care is not administered.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) Lower Forearm Plasma Weapons (2) --- The lower set of arms are fitted with the equivalent of BsP-15 plasma rifles. The BlackSteel also sensed its power, but has added its own diabolical taint to the copies it produces. In this case, the barrel of the plasma rifle features a reservoir under the barrel that holds a thick ichor that is vaporized by each plasma shot and propelled along the plasma stream. Upon contact, the ichor solidifies into a burning slag, like a lava bomb launched like a grenade.
Range: 4,000 ft
(Slag shot) 2,000 ft
Damage: 1d4x10 MD per shot
(Slag shot) Does 6d6 MD to a 5 ft blast radius on impact and does 3d6 MD per melee for 1d4 melees. The material can be scrapped off or extinguished with magic, or total immersion in water, but conventional fire extinguishing measures are useless against it.
Rate of Fire: ECHH
Payload: Effectively unlimited.
(Slag shot) The underbarrel reservoir holds enough ichor for 30 shots. The ichor regenerates 1 shot every minute.


5) Tail Vibroblade---The tail end of the serpent body sports a wicked vibroblade that does 5d6 MD on a slash
Range: Melee
Damage: 5d6 MD + corrosive ichor deal 2d6 MD per melee for 1d4 melees

6) Psuedopod Punch/Entangle ---- The Slitherslime can create pseudopodia of its seeping ichor and attempt to entangle its target(s). Can create up to 4 in normal form, and 8 in ooze form.
Range: Melee; the Slitherslime’s pseudopodia can reach up to 15 ft.
Damage: (Punch) The psuedopods can punch with hydraulic pressure behind its blows: 1d6x10 SDC, Power Punch/Kick (2 attacks) 3d6 MD.
(Entangle) The psuedopods can hold targets with an effective grip that takes a robotic or supernatural PS of 40 or greater to break free. Creatures with a greater strength can break free in 1d4 melees.
Rate of Fire: ECHH

7) Hand Held Weaponry---Of course, the Slitherslime can pick up and use any handheld weaponry, from the usual range of Shemarrian and BlackSteel weapons to battlefield salvage.


Programming/Skills:
The skills of the Slitherslime is similar to Berserkers.

Actions/Attacks Per Melee: 14
Initiative +5
Dodge +5
Parry +4 (+1 per arm holding weapon or shield)
Automatic Dodge (takes no actions) +3
Strike +5 (+4 w/ ranged weaponry, +6 w/Shermarrian or BlackSteel weapons)
Roll +6
Pull Punch +5
Disarm +8
Entangle: +4 +1 per pseudopod
Restrained Punch 1d6x10 SDC
Power Punch 6d6 MD (counts as two attacks)
Head Butt 2d4 MD
Bite 1 SDC -1d6 MD
Serpent Crush/Squeeze 3d6x10 MD per melee of pressure
Cobra Body Strike (counts as two attacks) ---- This is a lunge using the coiled tail to propel the body forward in a quick body block/attack with all arms. 1d6x10 MD
Tail Strike 3d6 MD
Tail Power Strike (counts as two attacks) 7d6 MD

Re: Shemarrian-related fan creations

Posted: Sun May 01, 2022 8:24 pm
by taalismn
Ouch...like the classic D&D giant acid-spitting slug...only with a real brain and a sense of the profane.

Re: Shemarrian-related fan creations

Posted: Sun May 01, 2022 9:24 pm
by kronos
taalismn wrote:Ouch...like the classic D&D giant acid-spitting slug...only with a real brain and a sense of the profane.


well.. Slug/Snake hybrid..
This was one of two possible designs for a Naga BlackSteel conversion.. I might still do the other one.

Re: Shemarrian-related fan creations

Posted: Sun May 01, 2022 9:37 pm
by taalismn
kronos wrote:
taalismn wrote:Ouch...like the classic D&D giant acid-spitting slug...only with a real brain and a sense of the profane.


well.. Slug/Snake hybrid..
This was one of two possible designs for a Naga BlackSteel conversion.. I might still do the other one.



Well, given the number of Tekent variants we have....evil is no less creative or diverse in its maliciousness... :twisted:

Re: Shemarrian-related fan creations

Posted: Mon May 02, 2022 8:25 pm
by taalismn
Gelkek Spiner-Fish E-animal
(aka ‘water-porcupine’, ‘black-spike-slug’)
“Those damn spike-spodders the Gilloc like harvesting for their needles? Had a problem with them chewing on the supports of our offshore platforms. Just smashing them wasn’t a solution and only made the problem worse the way them critters corrosively decay. Fortunately our section head had our fish-talkers contact the Gilloc and they gave us some chemical patches that keep the spodders off our gear.”
---Anonymous marine engineer, Paladin Steel West

((“The gelkek allow us to live off the land,....or rather the ocean bottom.”))

This large hog-sized alien sea animal resembles a cross between a sea-slug and a lionfish, with a vaccum-cleaner bottom-sucking mouth, and back and flanks covered in sharp spines. The Gilloc cultivate this bottom feeder to harvest its long spines for use in their Urchin Pistols and Urchin Spike Rifles, though whether the gellek is native to the Gillocs’ original homeworld or just a happy useful find for the d-bees is unknown.
In reality, the gelkek is a compact robotic self-moving, self-feeding plastic extruder, generating and molding tough composite carbon fiber strands laced with enough trace metal for the Gilloc rail gun mechanisms to grab hold of and propel the projectiles. The gelkek provides an extra bit of useful window-dressing to conceal the Gillocs’ true robotic nature and technological capabilities.
Gelkek have no offensive or defensive capabilities aside from dodging and presenting their spikes to an opponent. However, their destructive rapid decay when killed and the ‘taste’ of certain chemicals in their skins has given the gelkek a reputation as a ‘poison fish’, and most aquatic lifeforms that might try to eat it avoid gelkeks. Thet same ‘smell’ also allows the Gilloc to easily find the gelkek. even in the dark depths of the ocean.
The Gilloc maintain semi-free range schools of gelkek to supply their forces with rifle ammunition.

Type: EcoS-R19 Gelkek
Class: Robotic Utility E-Animal
Crew: None; robot drone intelligence
MDC/Armor by Location:
Main Body 30
Height: 3 ft
Width: 4 ft
Length: 7 ft
Weight: 270 lbs
Cargo: None, except up to 250 ammunition-spikes
Physical Strength: Equivalent to Robotic P.S. of 4
Powerplant: Nuclear powercell, good for 18 months of operation.
Speed: (Crawling) 2 MPH
(Leaping) Not possible
(Climbing) Not possible.
(Flying) Not possible
(Space) Not possible
(Underwater) Swims at 7 MPH, 2.2 mile depth limit
Market Cost: Exclusive to the Ecotroz-Shemar
Systems of Note:
Full optical systems, passive nightvision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection( 50 ft range) . Has molecular analyzer and metal detector(10 ft range) for finding promising sources of browse to chew on. Has inertial compass and underwater navigation systems, as well as a depth gauge.

*Bionic Cybernanite Production Systems--- An adaptation of the nanite regeneration systems used by the EShemar and their warmounts, but reprogrammed not to repair the gellek, but to gather materials, filter out usable carbon and metal, and extrude carbon fiber strands usable as ammunition.
If provided with a steady supply of raw materials, the gelkek can generate 25 spines per hour . It is adorned with up to 250 spikes.

*Self-Destruct---If tampered with by unauthorized parties, the gelkek can engage a self-destruct system: mini-capsules of molecular acid ad an overheating of the RTG powerplant that dissolves the e-animal into a pool(or underwater cloud) of poisonous, slight radioactive, sludge. Anybody in a 5 ft radius takes 1d4 MD per melee for 1d4 melees.

Weapons Systems: None. Anybody trying to grab hold of the gelkek is likely to get scratched up(2d4 SDC) by the sharp spines, however.

Programming:
The gelkek AI is pretty simple-minded; seek, eat, extrude. Other than bump along and avoid obstacles, the drone isn’t capable of higher cognitive decisions.
Underwater Navigation 88%
Actions/Attacks Per Melee: 4
Dodge +1(swimming)
Roll +2(swimming)
Bite---A gelkek’s bite is too weak to be an effective weapon, but can, with time, prove destructive to structures; 15 minutes’ worth of grinding can do 1 MD.

Re: Shemarrian-related fan creations

Posted: Wed May 04, 2022 9:29 pm
by taalismn
Seaweed Suit-Drone
(aka ‘Sea-Shag’)
“Yeah, letting the weedsuit dress you feels kinda creepy, but when our ship went down in deep water, the auto-don really helped in the darkness and confusion. Even better was camouflage mode; if me and the other survivors hadn’t goe floating-sargasso mode amidst all the other floatsom in the aftermath of the wreck, tjose onster sharks would easily have picked us all off as snacks.”

Continuing the theme of ‘animals as armor’, the Seaweed Suit is a Kelpek drone modified to reconfigure itself around a host-operator as a suit of EBA or light power armor.
The Seaweed Suit indeed looks like a mass of seaweed draped over the wearer like a ghillie-suit, and can act as camouflage. It also gives some augmentation bonuses, increasing the wearer’s strength and giving them access to the drone’s sensors. It is fully rated as environmental body armor and diving gear.
In all other respects, the Seaweed Suit is identical to the regular Kelpek. The resident drone AI has been programmed to make the suit ‘smart’ and capable of interacting with the wearer, advising them of threats and on aspects of the suit’s operation.
The Seaweed Suit has proven a popular accessory for neShemar coastal communities and crewmembers, espeically in the Darkwaters Tribe.

MDC/Armor by Location:
Main Body 70
Head 40
Arms(2) 40 each
Legs(2) 40 each
Features of Note:
Has all the regular Kelpek features, plus:
*’Buddy A.I.’----The drone’s AI can act as a companion helper-app. warning the wearer of imminent threats and providing information from its own AI skill base, in te form of advisoroes and tutorials.

*Gills---This extracts oxygen from the water for the wearer to breath. The system feaures a bubbleless respirator that dissolves respiratory waste gases back into the water, or chemically filters them for a rebreather system. Also has a 45-minute backup air supply.

*Fresh Water Filter---The Seaweed Suit uses osmotic filters to remove brine and impurities from seawater, providing the wearer with a small, but reliable, trickle of freshwater through a nipple in the head-helmet. If the suit can float on the surface in direct sunlight, it can increase production of fresh water through the extrusion of a solar still arrangement.

*Strength Enhancement---The power-fibers of the Kelpek add +9 to the wearer’s P.S. strength

*Extenor Tendrils---The Seaweed suit can throw out extensions of itsefl as climbing grapples or capture lassoes. Adds 20 feet to melee reach, DOUBLE underwater.

*Adjustable Buoyancy---The Seaweed Suit AI can adjust its buoyancy through inflating or deflating multiple flotation bladders woven troughout its structure.

*Nanite Repair - While not as sophisticated as the Bionic Cybernanite repair system the Eshemarrians use, the nanites that help control the Kelpek can do a quick repair, able to repair 6d6 MDC. The system can recharge but takes 24 hours if the Kelpek has access to fertile soil/mud, water and sunlight.

*Bio-Regeneration - The organic nature of the Kelpek allows it to heal 1d4 MDC every hour, 2d4 MDC every hour underwater.

*Auto-Don---The Kelpek drone can actively help its wearer suit up, reducing suit-up time by as much as 75%, very helpful in emergency situations.

Re: Shemarrian-related fan creations

Posted: Sun May 08, 2022 9:46 am
by taalismn
(Revisiting a neglected fringe-tribe and still using the old Rifts: Manhunter book, flawed as it is, for inspiration)

EcoS-K-184 Molator Warmount
(aka ‘Iron-Belly’, ‘Jelly-Mound’, ‘Blubberoid’. ‘Umphbug’,‘Blug’ )
“Helluva big wart-walker, but insanely tough. Not the fastest, the most heavily armed, or the prettiest, but it sez a lot about sim nature in being one mean ground-fighter.”

“The Integrity Force ever finds out about the IronHearts, you can be sure they’ll try to launch a preemptive strike against them, find a way to smite them on their base worlds in either dimension. But the IronHearts have been digging in deep something busy-like. The ATPDS lynch-boys are going to find themselves having to cave-crawl and that’s going to be descending into a meatgrinder what with all the wartech the IronHearts got. The Integries instead oughta be real glad PATCH has been keeping the IronHearts on fridge duty.”

The IronHearts are a sub-tribe founded to give the People Against the Termination of Constructed Humans a source of cyborg-conversion Sim special operatives and assault troops, equipped and trained by the outdimension EShemarrians. However, fears of negative publicity(and mistaken association with the Manhunter robots and the corruptive Holy Order of the Void) has kept PATCH from deploying their cyborged troops. leaving the IronHearts waiting for a mission. Adding to the problem is growing tension between the original PATCH constituency of limited-life sims and the changing perspectives of the cyborged Sims of he IronHearts, who are beginning to realize that their augmented life spans may last CENTURIES, and one has the potential of a schism brewing.
Faced with the prospect of being divorced or disowned from PATCH, and of subsequently likely being assimilated into the Shemarrian Tribes, especially as more Progen-born members join the ranks, the IronHearts have been seeking to establish a distinct identity for themselves, and especially of not forgetting their roots. Part of this initiative has been to find other ways of helping PATCH and the Sim cause; through their mercenary contract contacts, the IronHearts have been acquiring outdimension technologies and funneling them to PATCH. Some of these technologies, once reverse-engineered by sympathetic companies, have made profits for PATCH-front concerns. Other technologies have had a more direct impact; IronHeart dealings with the United Systems Alliance’s bioscience concerns have resulted in several renewal and rejuvenation treatments for extending Sim lifespans, and ways of completely removing the biological ‘death limits’ of constructed humans have gone a long way towards softening PATCH anxieties and attitudes towards the distaff branch of their organization.
The other part of the IronHeart initiative is to develop distinct equipment inspired by their original homeworlds in the Manhunter universe. The Molator warmount is one of the first products of this; it is clearly modeled in general form after the Musyplo Molefrog, a giant burrowing animal native to the Qulaki homeworld.
The Molator has a bulbous blister-covered body that sits atop two muscular legs ending in broad webbed feet. The Molator lacks a head, but has a distinct pig-like snout, and four small arms arrayed above and below its small beady eyes. A short afterthought of a tail completes the appearance of the beast.
Internally, the Molator bears no resemblance to the Musyploian animal. It is much much tougher than the original animal, though its thick leathery(or blubbery) composite armor imitates the Molefrog’s own resistance to physical attacks. It is also much faster and stronger than the organic animal, has a nanite regeneration system, and the ability to generate its own adhesive and acidic spits. A set of lasers, sonic, and other energy weapons give it a modest capability as a ranged attacker, but the Molator is best known for its ability to pounce to targets, using its mass to knock down and pin targets, while tearing at them with its four arms. Another common tactic is to sit under a shallow covering of sand and soil, then leap out in ambush.
The riders sit in a covered saddle-pod concealed as a blister atop the Molator’s back, camouflaged in among the other protrudences on the warmount’s skin. Direct cybernet-connecting provides the riders with virtual view through the Molator’s own sensors. Also hidden in the welter of blisters are several concealed weapons mounts(uncharitably called ‘gun zits’ or ‘missile zits’ by some wags).
The Molator has thus far seen only limited deployment with the IronHearts’ mercenary forces, as it is considered too slow to be an effective escort or strike unit, but it sees plenty of use as a security picket and construction burden-beast on the sub-tribe’s base worlds. It is regarded, however, as a sign that this fringe-tribe means to carve out a distinct identity for itself.

Type: EcoS-K-184 Molator
Class: Robotic Warmount, Cavalry
Crew: None; robot intelligence
1 rider/pilot, and room for 1-3 passengers
MDC/Armor by Location:
Main Body 900
Cockpit Blister 180
Arms(4) 190 each
Legs(2) 380 each
Height: 12 ft laying down, 35 ft standing up
Width: 45 ft
Length: 60 ft
Weight: 15 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, the four arms have a Robotic P.S. of 40 each
Powerplant: Nuclear w/ 20 year energy life
Speed: (Running) 50 MPH
(Leaping) The same powerful legs that can push the Molator through soft earth also give it incredible leaping abilities; can make a standing leap of 80 ft up/120 ft across.
(Flying) Not possible
(Space) Not possible
(Underwater) Excellent swimmer; 20 MPH and maximum depth limit of 2,000 ft.
(Tunneling) Varies according to the depth and composition of the material being tunneled through. The Molator can tunnel through loose sand and clay at about 4d4x10 ft per minute, or 5d6 ft per minute through dense rock(granite, regolith).
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 Molators 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.

*Damage Resistance---The thick rubbery armor covering the Molator takes only 25% damage from bladed weapons like vibroblades and spikes, and only HALF damage from physical attacks like explosions, projectile weapons, and impacts.
Also, an advanced cooling system and heat-resistant fibers woven through the skin reduce the damage from megadamage heat and plasma by HALF.

*Seismic Sensors---Passive sonar system. Can pick up on earth tremors and detect ground motion; can detect the movement of heavy vehicles as far away as 10 miles with 75% accuracy. Generally can pick up individual footfalls at a range of 800 ft.

*Ground Radar Scanner---The nose holds a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even nonmetallic mines, but takes twice as long).
Range: The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordnance.

Weapons Systems:
1) Eye Lasers(2)---The massive Molator can support the more powerful warmount eye lasers. These weapons come as a shock to those who see them in action because the emitter eyes are so small and almost buried among the blisters and folds on the Molator’s skin.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
8d6 MD dual shot, 2d4x10 MD for a dual pulse burst(counts as one attack)
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Arm Weapons(4)---Each of the Molator’s forearms can be fitted with cyborg-style forearm weapons.

3) VibroClaws---Both the small arms and the feet can extend vibroclaws
Range: Melee
Damage:(Arms) + 2d6 MD to a punch
(Feet) +3d6 MD to a kick

4) Sonic Projector----The Molator uses a short range ultrasonic projector to pulverize rock and liquify soil, making burrowing and tunneling easier. The projector can also effectively liquify the ground under a target, turning it into the equivalent of miring quicksand. The Molator often uses this effect to trap targets and immobilize them while moving in for the kill.
Range:( Stonecutter) 60 ft and affects an 50 ft wide area.
( Soil Liquefier) 1,000 ft and affects an 80 ft wide area.
Damage:( Stonecutter) 3d6 MD
( Soil Liquefier) Turns soil(bit not rock or concrete) in the affected area into the equivalent of quicksand; personnel and vehicles standing atop the liquifying soil sink into it at a rate of 2 ft per melee. Struggling/movement(like churning wheels/treads) will double the rate of sinking. Even after the effect is turned off, the victims/vehicles will still be caught in the re-solidifying ground.
Rate of Fire: ECHH
Payload: Effectively Unlimited

5) Glob Spitter-------Taking a cue from such constructs as the Aracha and the Bursk, the Molator can be fitted to generate a sticky, quick-setting polymer adhesive that it can exude as a milky-white spit. This can be used to glue together masses of wood, stone, and other debris as part of field fortifications or dams, or it be used to encase prisoners and glue them to trees and boulders.
Range: Can spit up to 100 ft. A spit-glob covers roughly 10 ft of surface in icky, sticky, mess.
Damage: None. Anyone caught in the goo must have a supernatural or robotic PS of 36 or better to break free; otherwise they are stuck until the goo is somehow removed. To completely cover a human-sized target, the attacker must roll a 10 or better on the strike roll, otherwise only a limb is glommed. Used against giant robots, the adhesive goo can be used to impede the movement of limbs; unless the robot limb has a P.S. greater than 36, the limb can be considered immobilized. Even for robots possessing a greater strength, it will take 1d4 melees to free the limb to full strength and functionality.
The epoxy sets within seconds, and can be used underwater. However, the sprayed epoxy needs 1d4 hours to properly cure, at which point it attains its maximum strength.
Epoxy has 2d6 MDC per application, but hardens to 2d8 +4 MDC after curing for 1d4 hours.
Rate of Fire: Can spit a five-pound glob of adhesive goo in a single attack, ECHH
Payload: Can generate about fifty pounds of resin per hour.

6) Acid Spit----The Molator can also spit a stream of corrosive acid. THis is used in both tunneling and in combat.
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, and can generate about 2 shots per hour.

7)(Optional) Weapons Blisters(1-4)----The Molator can carry up to four accessory weapons like those available to the Monstrex, only concealed in false blisters on the warmount’s back.

8 )(Optional) Use of Handheld Weapons---The Molator can pick up and use infantry-scale weapons and use them. Many an opponent has been shocked to see the giant beast charging them, its four paws filled with guns or melee weapons.

Programming:
The Ecotroz have installed robotic AIs, then infected the matrix with a low-level Ecotroz sentience. Molators have an intelligence akin to that of a well-trained ape, can use tools, and construct simple traps. An interesting habit that many Molators seem to pick up is picking up sticks and laying them in patterns on the ground; this seems to become a cooperative game when two or more Molator meet and have idle time. The behavior isn’t programmed, so the Ironhearts believe it to be an original pattern emergent in the neural intelligences.
Has all the same standard programing as the Monst-Rex, plus:
Excavation 80%(+5% per level of experience for Ecotroz entity)
Spelunking 80%(+5% per level of experience for Ecotroz entity)
Mining 86%
Wrestling
Camouflage 80%
(all at 6th level)
W.P. Blunt
W.P. Ax
W.P. Sword
W.P. Spear
W.P. Shield
W.P. Chain
W.P. Rifle
W.P. Heavy
W.P. Energy Rifle
W.P. Energy Heavy
The Ecotroz entity can also pick up one Secondary skill at levels 2, 6, and 12 of experience, though the nature of the Molator intelligence and design is such that it is limited to skill selections from Technical: Language(understanding) and Lore (Cattle & Animals, Indians, Juicers, Magic, Demons & Monsters, D-Bees, Faerie---at least with regards to identifying their relative threat level), and Wilderness( Hunting).

Actions/Attacks Per Melee: 6
Initiative +2 (+1 from the Ecotroz entity for a total of +3)
Dodge +3
Strike +3 (+2 w/ ranged weaponry)
Parry +3
Roll +4
Pull Punch +3
Pin/Incapacitate on a Natural 18-20
Bite 2d6 MD
Arm Restrained Punch 1d4 MD
Arm Full Strength Punch 2d6 MD
Arm Power Punch(2 attacks) 4d6 MD
Arm Claw Strike + 2d6 MD
Kick 4d8 MD
Power Kick(balances on one leg and kicks HARD with the other)(2 attacks) 1d4x10 MD
Stomp 5d6 MD against targets 8 ft tall or smaller
Body Block/Tackle 2d8 MD, plus 85% 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)
Leap Attack/Pounce(2 attacks) 1d6x10 MD

Note: The Ecotroz intelligence fragment inhabiting the ‘bot gives the Molator an aura and behavior more befitting a sentient being than a robot. Molators are patient ambush predators, and can sit in their burrow/revetments for days or weeks without moving, waiting for an intruder to come close. They do not seem to mind sharing their burrows with smaller e-animals, such as the Bursk.

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).

Re: Shemarrian-related fan creations

Posted: Sun May 08, 2022 9:18 pm
by taalismn
Updated the Master Codex to reflect latest additions.

Re: Shemarrian-related fan creations

Posted: Wed May 18, 2022 10:07 pm
by taalismn
(expanding on the New Liberty post)
Equipment of New Liberty
“They have access to a good chunk of Titan Robotics’ tech-base, minus what the EShemar doubtlessly carefully deleted from the Dark One’s surviving hard drives, but even with the missing super-tech, the Libertians STILL have an impressive tech-base to work with. Right now, though, they’ve been fairly conservative with what they produce, until they have a better handle on what they can do, what’s needed, what’s already available and what’s possible. Provided they don’t just all-out sublime into one of the cultures of the American Eastern Seaboard, the Libertians can be expected to field some distinctive technologies of their own in a few years.”
-Doctor Vance Pepper/Aur-Steelspinner, Professor of Alien Technologies Studies, University of Lazlo, recognized Veshemar and provisional member of the EShemar DarkWaters Tribe

Taking advantage of the relative peace and quiet they have been ejoying of late, New Liberty has been re-equipping with the Republican designs featured in Rifts Sourcebook One(Revised)
Note: Prior to Director Eliot’s breakdown, the Eagle’s Nest Republicans negotiated a deal with New Liberty for a portion of the Factory 7 output to be contributed to the Republicans’ strategic reserve of war material. However, it wasn’t long before Director Eliot and his hardliners began making greater demands of New Liberty, including a steadily increasing part and quota of New Liberty’s industrial output. Growing dissatisfaction with the increasingly erratic Republican leadership led General Emmel to delay what he saw as production line-direct-to-backshelf delivery at a time when New Liberty needed to fulfill its own immediate needs first. After Director Elliot’s sudden death and the collapse of the hardliner leadership, the Republican demands became more modest requests. As the situation stabilizes and New Liberty finishes re-equipping its current forces, they have been able to supply more of their output to the various post-Republican groups allied with them.

*MX-366 Combat ATV
This has been superceded and replaced by more rugged Northern Gun land rovers.

*MX-144 Combat Bike
Though more than adequate for policing the streets of Golden Age America, the MX-144 has proven less suited in its standard configuration for operations in the post-Rifts world. Aside from a few examples marketed in urban areas like the Relic, the MX-144 has NOT been adopted for production and deployment by the NEMA forces of New Liberty, being dropped in favor of more modern motorcycles and hovercycles.

*HX-355 Hover Platform
The few the NEMAns had available to them have been replaced in frontline service with their technological grandchild, the PS-GMRHV-355 ‘Vader’ Light Hover Vehicle acquired from GNE. The HX-355s have been seconded to civilian support duties.

*USA-G20 Gunbuster
The NEMAns have been divided between modifying their existing stocks of this power armor and acquiring the post-Rifts version of it, the PSPA-22 Xebenn.
The New Liberty-modified -G20NL replaces the G-55 plasma cannon option with recased Northern Gun NG-E12s of greater power and reliability.
-TWO shoulder-mount mini-missile launchers are mounted, and can be swapped for 25-shot cassette micromissile launchers instead.

*USA-GA100 Chromium Trooper
#“Yes, I am aware that we haven’t sent our latest production run of Gee-Ay One Hundreds to Director Eliot’s reserves. Why? Because we’re using them to equip our Squilb troops. Why? Because I’m not sendng them ito combat without proper protection! Yes, I am aware they’re non-humans...what does that have to do with anything? I’m not sending the chrome-troopers to gather dust in a supply depot when I can use active units right here. Yes, I am aware that Director Eliot is upset with me, but our agreement was that we supplied our immediate needs first, and would turn over any future surplus to the Director’s strategic reserve. Well, we’re still filling the orders of our security forces. When will we be finished? I’ll let you know when we are.”#

The USA-GA100 is, as a result of upgrades, produced at the Factory 7 complex at the heart of Fort Providence. Though the rate of production is nowhere near that of Factory 9 at its peak, Fort Providence still manages to turn out a few dozen of the suits a month.
The production and distribution of USA-GA100s(and USA-R107 SAMAS) by New Liberty is a source of some contention between the Libertians and the Republican core. Though the GA100 was originally produced(and still is) produced at the Factory 9 complex, damage done during the brief joint occupancy with the Shemarrian Wolf’s Path Tribe has resulted in the automated lines that once were able to turn out hundreds in a matter of hours, can now only churn out a handful in a week(the Republicans claim deliberate sabotage by the Shemarrians). Director Eliot has demanded that New Liberty’s production be sent to the Republican reserves to make up for the Factory 9 deficit, while they recruit and gather up enough troops to man them. General Emmel has countered that New Liberty still needs to re-equip its own security forces first, rather than wait for the Eagle’s Nest to approve and release requested material from its reserve stockpiles, and got the Republican leadership to reluctantly agree that New Liberty’s forces got the first production runs to make up their ranks. That General Emmel seems to be drawing out the ‘re-equip’ clause of their agreement by supplying new recruits and especially d-bees in what seems to be an ever expanding defense militia irks Director Eliot. The whole thing smacks of willful disloyalty and potential treason.
The New Liberty USA-GA100s follow the stats presented in Rifts Sourcebook One(Revised) pgs 129-131, but for a few modifications. The CPA-001 forearm laser(s) can be replaced with a pair of wing-lasers off the Flying Titan PA(4,000 ft range, 2d6 MD single blast). A power induction linkage system is built into each hand, allowing handheld energy weapons to be energized directly from the power armor’s own power system. A shield(250 MDC) is also available and can be attached to an articulated clamp-arm on the back. Another, shoulder-mount, power-stabilized(+1 to strike) clamp can hold an energy rifle, light rail gun, or light projectile weapon, making the Chromium Trooper look like a miniature Chromium Guardsman. The USA-GA100NL is a favorite with the Squilb.

*USA-R107 ‘Golden Eagle’ SAMAS
As with the USA-GA100, Factory 7 has been expanded to produce this Republican design, complementing the original NEMA-issue USA-106 Silver Eagles the Lost Army took into stasis with them. However, having lost access to the Factory 8 site that produced them, the Republicans have been even more anxious to claim the lion’s share of the trickle of new SAMAS rolling off Fort Providence’s production lines. General Emmet has managed to get away with sending the Eagle’s Nest only a handful of new machines, while holding back the rest for his own troops, though Director Eliot is enraged by reports that the City of Charter, in Greater New England, recently apparently acquired several ‘Golden Eagle’ SAMASes*.
Those deployed with the New Liberty security forces have some extra modifications the standard -R107 doesn’t. The -R107NL features a pair pf PS/GNE-style micromissile launchers on the back, each with 25 rounds, and each forearm sports a small laser similar to the Flying Titan forearm blasters on the USA-GA100s.
*(Not helping matters any is that the EShemarrians apparently ran off a production run of Golden Eagles prior to their informal agreement with the NEMAns not to produce any of the major Republican mech-types)

*USA-106 Silver Eagle SAMAS
The engineers running Factory 7 have managed to reprogram the works to produce a limited number of new USA-106s to a New Liberty spec, the USA-106NL(sometimes called the USA-107). The Eagle’s Nest has NOT been made aware of this development, and sightings of the modified Silver Eagles have been chalked up to older stockpiled units being field-modified.
USA-106NLs ape the Coalition States PA-06-A SAMAS in having a forearm hardpoint capable of accepting a three-shot mini-missile, 9 shot 40 mm grenade, or 25-shot micromissile cassette launcher, or a cyborg-style forearm weapon. The wings also sport optional hardpoints for carrying 3 mini-missiles per wing, or an additional 25-shot micromissile cassette.

* USA-G10 Chromium Guardsman
The Factory 7 complex can mass-produce these units easily and it’s one of the few equipment lines that the Eagle’s Nest hasn’t complained about being shorted on with regards to New Liberty’s tithe to the Reserves, That having been said, General Emmel hasn’t sent ALL surplus production to the Republican HQ, but has seen fit to distribute spare units to expanding militia and Heritage Pilot clans pledging support to the NEMA community.
The USA-G10NL ‘Liberty 7’ version retained by the New Liberty militia has a few differences from the standard -G10. Aping the GNE/Paladin Steel upgrades, the -G10NL mounts modular forearm mounts for cyborg-style weapons, in addition to an extendable vibroblade(3d6 MD). The head mounts a pair of Flying Titan wing-lasers(4,000 ft range, 2d6 MD single blast). The BoomGun accepts multi-munition clips and quick-cjange drums, as well as an underbarrel weapons mount, and the hands have induction systems for powering handheld weapons.
Factory 7 also produces the new Republican Chromium Guardsman Mk III.

* NEMA Pitbull
The existence of the derived and more up-to-date PS-A-18 ‘Mongrol’ has New Liberty engineers divided between trying to come up with their own updated Pitbull or copy/buy the Paladin Steel machine.

*NEMA Mastiff and Super-Mastiff
Similarly, the availability of the PS-CR-008 ‘SuperMutt’ Heavy Infantry Assault & Rescue Robot, clearly a development of the NEMA Mastiff/Super-Mastiff, has New Liberty debating whether to develop their own updated version, or license-build/buy the Paladin Steel machine.

*NEMA-RX2020 Robot Drone
Having been brought up to date about ARCHIE-3, its history and its robot legions, and having been introduced to the Coalition’s Skelebots, General Emmel isn’t so sure anymore that he trusts autonomous combat robots, despite their usefulness. Emmel cannot deny that his people need force-multipliers, but with the situation arguably slightly less desperate than when his army went into stasis, the General has put off any decision to produce new humanoid drones. That having been said, his technical people have acquired a few Northern Gun drones(that the Shemarrians haven’t dismantled or Awakened) for evaluation and heavy labor, eschewing Factory 7’s ability to produce its own robots.

* Spider/Flying Probes
New Liberty has become a source for these very useful reconnaisance tools. New Liberty engineers are also developing kamikaze versions capable of delivering a grenade-sized explosive payload.

*Combat Hound/Pup Scout
New Liberty has been producing small numbers of these drones, deeming them less objectionable than the humanoid drone-bots.

*A-74 Tactical Artillery Robot
The Republicans captured a dozen of these artillery drones when the facility they were protecting powered down at the end of the Shemarrian Civil War. When the Republican organization began breaking down, Republican sympathizers donating several of the ex-ARCHIE3 robots to New Liberty. Knowing of the ‘bots’ history from the Shemarrians, the New Libertians have yanked the AIs from the spider-like robots and instead they require a live director/gunner, who often rides on an exposed platform on the quad-bot. Though the A-74s have proven themselves in being able to negotiate the hilly terrain around New Liberty, currently Geeral Emmel has NO plans to build more of the Shemarrian Civil War-vintage ARCHIE-3 ‘bots.

Re: Shemarrian-related fan creations

Posted: Fri May 20, 2022 10:56 am
by taalismn
She-PBP1Dw Particle Beam Pistol
(aka ‘Altchenec/’Resolver of Disputes’/’Peacemaker’, ‘Atom-Masher’)
“One shot is all it usually takes to wreck the average troublemaker’s day if they’re caught in its sights. But what scares me is the knowledge that the Shemarrians consider this thing a LIGHT weapon. If you’re smart, you’ll worry about what the Shemar bring to the fight if they’re REALLY pissed at you.”

The EShemar experience with the Mechanoids is a murky one; while ARCHIE-3 definitely had the opportunity to study and reverse-engineer a large amount of Mechanoid technology left after their destruction(including data bases they had fed him in anticipation of converting Earth industrial sites into factories for their robot war machines), a good amount of that data was lost(destroyed during the Shemarrian Civil War, hidden in deeply encrypted files, or erased by A3 and Hagan themselves as the EShemar closed in) leaving scant but tantalizing crumbs for the new Shemarrian Nation to pick over. Despite rumors that that the EShemar may have had the secret assistance of AbMechanoids in setting up their rebel industrial infrastructure, and that it was this assistance that was responsible for the almost explosive bloom of new designs
The Dark Waters, with a predilection for exotic energy weapons, took to studying particle beam weaponry. One of their latest debutes is a powerful particle beam pistol based on the chest cannon of the Type 1 Mechanoid Brute.
The PBP1Dw is a particularly intimidating-looking weapon done in dark-finish heavy metal, but it’s still considered little better than a hold-out weapon by the EShemar. It’s gained popularity and the most use among neShemar who find the hefty and powerful blaster a good peacemaker, hence its nickname.

Weight: 9 lbs.
MDC: 45
Range: 1,600 ft
Damage: 1d4x10 MD per blast
Rate of Fire: ECHH
Payload: 15 shots
Special Features:
*Sight Rail---Can be fitted with a scope or smartgun sight atop it.
*Induction Link---A Shemarrian or appropriately-equipped neShemar fullcon cyborg can power the weapon directly via hand-link to their own powerplant.
Cost: Exclusive to the EShemarrian Nation; none have been made available to the black market, but if they were, an xample in perfect working condition would likely cost upwards of 120,000 credits


IronHeart StarHart El-One Variable Frequency Heavy Laser Pistol

“Lead the way through the darkness with purifying laser light bled from the heart of a star!”

“Looks familiar, but the range and damage curve are way off the scale for anything we know Mack-ewl’s putting out these days...unless they’re holding out on us. And if they are, how the hell the Patchers got hold of it first raises some questions.”
---Anonymous ZED Corps intelligence analyst (Manhunter universe)

The Starhart L-1 is one of several new weapons commissioned, and later produced, by the IronHearts sub-tribe to establish their image. The weapon bears more than a passing resemblance to the McKenzie F5/F7 blasters(se Rifts: Manhunters for details) the tribe’s founders were familiar with back home, but the Starhart is slightly heavier(but easily within comfortable use with the augmented strength of the cyborged IronHearts) while the internals are actually a combination of Three Galaxies High Intensity laser technology and Silvermoon optics. A coaxial barrel sensor feeds information to a variable frequency modulator, allowing the pistol to quickly adapt to most laser-resistant armors. It can also fire single shot or in two- or three-shot bursts.
Besides the IronHearts, the Silvermoons also use the Starhart(out of pride and confidence in a weapon they contributed to, if nothing else), and a few examples of the weapon have made it back to the Manhunter universe.

Weight: 4.2 lbs
MDC: 35
Range: 1,250 ft
Damage: 3d6+3 MD single shot, 6d6+6 MD double pulse burst, 1d6x10+3 MD triple-pulse burst.
Rate of Fire: Standard
Payload: Usually powered directly by hand induction link by the IronHeart cyborgs’ own powerplants, but has a 15 shot e-clip backup, and can take a 25 shot long e-clip
Special Features:
*Variable Frequency Modulator---Inline barrel sensor system that remodulates the laser frequency to compensate for laser-reflective armor types within 1d4 melees
*Induction Link---Allows the handheld weapon to be directly powered by the neShemar cyborg or Shemar android’s own power system.
*Accurate Scoping---’Smart’ scoping gives the weapon a +1 to strike with aimed shots.
Cost: Not available for sale’ considered the exclusive property of the IronHeart neShemar tribe and the Silvermoons EShemar. If an example were to become available to the black market anywhere, it could bring upwards of 25,000 credits. MaKenzie Energy Arms Ltd of the Manhunter universe, upon hearing rumors of the ‘Monster-MaK’, would easily offer twice this for a working example they could reverse-engineer.
Options:
*Folding Wire Stock

CS CV-213/ New Liberty NLLR-54 ‘Brigand’ Variable Frequency Pulse Laser Rifle
“The old ceevee two-twelves just didn’t have the beam throw-weight to really hurt a g-boy before the soldier got stomped. You either had to have a LOT of infantry shooting at the same target, or a damned good sniper position with lots of range to give you time to whittle down the g-boy, provided they didn’t spot and boom-gun you. A lot of other pulse weapons were coming down with real rip-fire pulse modes, why not the vee-eef types?”

“’Resistant’ doesn’t mean ‘invilnerable’. I’d have thought those Heritage chrome-jocks would have had that drilled into their genes by now before they ever considered undertaking such a half-assed scheme as trying to overthrow our defenses. But I guess every family has a dumb generation or two. We were the ones who had to prune a few, after our lasers adjusted to this bunch’s ‘resistance’ and made them very much NOT ‘invulnerable’ .”
---Anonymous New Liberty security soldier, after the ‘Chrome Raid’ on Fort Providence.

“Calling it the ‘Brigand’s’ appropriate, it was PIRATED from us!”
---Anonymous CS Lone Star technician, on doing an evaluation of the NLLR-54

The ‘Brigand’ is a variable frequency pulse laser rifle with two names because it has the distinction of being produced by two different users on opposite sides of the Shemarrian Nation divide. The CV-213 was an effort by the Coalition States to upgrade the CV-212 laser rifle to be more damaging to the Free Quebec Glitterboys(and their derivatives) and the Shemarrian Silvermoons the CS was expecting to face. However, it wasn’t until the Republicans’ Director Elliot, in his late fits of pettiness and spite, leaked advanced technological data in NEMA’s Golden Age small arms, such as the details of the LGR-360 ‘Terror Stopper’ that the CS made some headway on upgrading the CV-212. The CV-213 might have emerged as a new weapon in the Coalition States arsenal exclusively, if the plans and prototypes hadn’t been swiped from the Lone Star testing range where the new laser rifle was being developed. The damage done to the lab by parties unknown set back the CS effort and forced them to reconstruct their work, costing them nearly a year’s time, by which time the CV-213 appeared as the NLLR-54 ‘Brigand’ rifle produced by New Liberty. And so two nearly identical weapons entered service on North America.
Both weapons appear identical, sharing the sleek black (sometimes described as ‘Wilks-like’) long box-body of the CV-212 and swept-foward magazine/e-clip, and a thicker body and muzzle end, thanks to an improved cooling jacket. The New Liberty weapon, however, is slightly lighter and more durable than the CS weapon, thanks to more advanced materials. The New Liberty weapon is also more efficient in power draw and has an SDC pulse mode.
Despite its origins as a Coalition weapon, the appearance ot the laser rifle first as a New Liberty product has confused many outsiders, who have spread the rumor that CS copied the New Liberty weapon, rather than the other way around.
The CV-213 has entered Coalition service, though some in the CS military felt that the weapon was ‘compromised’ by its debut in what amounted to enemy hands. Others, especially those backing the project, felt that abandoning the design would be a waste of the time and effort spent developing the rifle, and it was the economic factors that carried the day, though some bad feelings still linger over the breaches of security that caused the problem. This controversy hasn’t hurt the acceptance of the harder-hitting laser rifle with Coalition special forces any, however, and the CV-213 is expected to replace the CV-212 as the Coalition upgrades its prouction capabilities. .
For the New Libertians, there’s been some criticism of them manufacturing a weapon originally designed to be used against a strength of theirs(Glitterboys) and a nominal ally of theirs(the Silvermoon Shemarrians). However, the issuance of new NLLR-54s came in very handy when a faction of Heritage Glitterboy pilots, goaded by a splinter group of hardliner Republicans, staged an attack against New Liberty in an effort to seize control of the Factory 7 complex. The attack was beaten off in part thanks to the security forces beig armed with the new variable frequency lasers.
Besides New Liberty’s forces, the NLLR-54 has appeared in the hands of Shemarrian Nation neShemar, suggesting that limited trade of the weapons with New LIberty’s host nation is ongoing.
Rumors that Wilks Laser Technologies is developing a weapon along similar lines remain unconfirmed.

Weight: (CV-213) 8.4 lbs
(NLLR-54) 7.6 lbs
MDC:(CV-213) 32
(NLLR-54) 36
Range: 2,000 ft
Damage:(SDC Mode)
(CV-213) 6d6 SDC single shot
(NLLR-54)6d6 SDC single shot, 2d6x10+10 SDC triple shot pulse burst
(MDC Mode)(Both) 3d6 MD single shot, 9d6 MD triple shot pulse burst
Rate of Fire: Standard
Payload: (CV-213)21 shots standard E-clip, 30 shots long E-clip, 60 shots from an E-canister
(NLLR-54)27 shots standard E-clip, 42 shots long E-clip, 72 shots from an E-canister
(Both)1 MDC shot = 20 SDC shots
Special Features:
*Bonus: +1 to strike on an aimed shot
*Variable Frequency Adjustment Sensor---Analyzes spectrographic data from laser hits and automatically re-adjusts the laser to a frequency able to overcome most laser-relfective armors within 1 melee round(15 seconds)
*Folding Stock
*Top Sighting Rail---Can accommodate a vaiety fo sighting scopes and packages
*Power Cable or Induction Link(NLLR-54) allowing the wapon to draw on a power armor or robot’s power source.
Cost: (CV-213) 55,000 credits(rarely available)
(NLLR-54) 56,000 credits(rarely available)

Re: Shemarrian-related fan creations

Posted: Sun May 22, 2022 7:12 pm
by kronos
Eshe-IP32 Ion Pistol Arc
"When using an Arc, you need to be careful not to fire it too close to friendlies. These things arc to random nearby targets, which is perfect in a target rich environment. These are not good for in close with your neighbour's standing 10 feet away."
-Shemarrian Male training the militia of a village near a Shemarrian enclave.

The IP32 Arc ion pistol is an offshoot in ion technology that led to the KIP-22. Instead of creating a burst of energy that can knock a being prone, instead an arc of ion energy releases from the blast point to strike nearby targets. This arc is completely random, although short ranged, and weaker than the primary blast, on a critical hit, the primary blast still benefits from the concussive blast of the KIP-22. An interesting affect is when used underwater, or similar medium, instead of a single arc, it will arc to 1d4 targets within 15 feet, making it more popular with forces near large bodies of water. It bares a resemblance to the KIP-22, quite ugly, however it has a longer barrel to put more distance between the target and the firer. The IP32 are used as backup weapons, given to secondary units, rear echelon and militias that have proven very loyal. While originating in the Silvermoon Tribe, they have traded the weapon with several of the other Tribes and Fringe Tribes including the Darkwaters and Gillocs.

Weight: 4.1 lbs
MDC: 30
Range: 850 ft
Damage: 3d6 MD single shot, 1d4x10 MD triple burst plus Arc 2d6 MD to nearest target within 10 ft.
On a Natural 19 and 20 (Critical Strike) the ion weapon does TRIPLE damage instead of the normal double, while on a natural 20, generates a concussive contact explosion that effectively does knockdown; human-sized targets must roll or surpass, on a d20, the shooter’s ‘to strike’ roll, or be knocked off their feet and back 1d4 ft, and lose initiative and 1 APM.
Rate of Fire: ECHH
Payload: 21 single shots/7 bursts. Effectively unlimited powered by induction when held by Shemarrian gynoids, androids, and cyborgs.
Special Features:
Laser Targeting--- +1 strike with single shots
Arc - Random target within 10 ft of the primary target is hit, using the same to strike roll as the primary target, the target can attempt to dodge but at -3. The arc deals double damage if the original to strike was a natural 20. Underwater can strike 1d4 targets within 15 ft of the original target.
Cost: Exclusive to the Shemarrians and not offered for sale, but if it were, it could be expected to bring 57,000 credits


Eshe-IR33 Ion Rifle Striker
"I bet 5 credits I can hit all 6 of those skull boys with one shot."
'10 says only half!'
-Two Gillocs testing their new IR-33 Ion rifles.

The IR33 Striker ion rifle is an expansion of the IP-32 ion pistol, with greater range, power, and can arc to multiple targets instead of a single one. The arcs are completely random, and can strike up to 6 additional targets within 15 feet of the original struck. Underwater, the IR33 can release up to 10 arcs instead of 6, up to 20 feet away from the original target. While not as common on the front lines as lasers, plasma and railguns, the IR33 is seeing increased use among amphibious forces amongst the Darkwaters and Gillocs and others.

Weight: 8.9 lbs
MDC: 45
Range: 1200 ft
Damage: 5d6 MD single shot, 1d8x10 MD triple burst plus Arc 3d6 MD to nearest 1d6 targets within 15 ft.
On a Natural 19 and 20 (Critical Strike) the ion weapon does TRIPLE damage instead of the normal double, while on a natural 20, generates a concussive contact explosion that effectively does knockdown; human-sized targets must roll or surpass, on a d20, the shooter’s ‘to strike’ roll, or be knocked off their feet and back 1d6 ft, and lose initiative and 1 APM.
Rate of Fire: ECHH
Payload: 21 single shots/7 bursts. Effectively unlimited powered by induction when held by Shemarrian gynoids, androids, and cyborgs.
Special Features:
Laser Targeting--- +1 strike with single shots
Arc - 1d6 Random targets within 15 ft of the primary target is hit, using the same to strike roll as the primary target, the target can attempt to dodge but at -3. The arc deals double damage if the original to strike was a natural 20. Underwater can strike 1d10 targets up to 20 ft away.
Cost: Exclusive to the Shemarrians and not offered for sale, but if it were, it could be expected to bring 65,000 credits

Re: Shemarrian-related fan creations

Posted: Sun May 22, 2022 9:37 pm
by taalismn
kronos wrote:Eshe-IP32 Ion Pistol Arc
"When using an Arc, you need to be careful not to fire it too close to friendlies. These things arc to random nearby targets, which is perfect in a target rich environment. These are not good for in close with your neighbour's standing 10 feet away."
-Shemarrian Male training the militia of a village near a Shemarrian enclave.



"It's all fun and games until somebody gets terminally ionized." :P

Re: Shemarrian-related fan creations

Posted: Wed Jun 01, 2022 1:57 pm
by taalismn
Steel Gaian ‘Security’Bots’---Oreseme Series

Though the Steel Gaian fringe tribe has long cooperated with their host-nation Greater New England, to the point that they are often refered to, by both outsiders and other EShemar, as ‘pet Shemarrians’, they are well aware of the cautious scrutiny paid them by the GNE’s domestic security apparatus, as well as those curious about the Shemarrians in general.
This scrutiny has curtailed a good deal of original design and development work on the part of the Steel Gaians, who are under constraints not to reveal all the EShemarrians’ technological and cultural secrets to prying outside eyes. Fortunately, the Steel Gaians have established themselves as experienced tinkerers and kitbashers, more than not creating ‘technic art’ displays of little utility, but eccentric enough to deflect attention from other projects.
Recently, several Steel Gaian Tinkers entered into friendly competition with each other to create new original cybernetic organisms---oreseme---using a variety of parts acquired from their neighbors. This competition grew so obvious, that the tribal Elders decided to let out the rumor that the Tinkers were developing new robots with an eye towards marketing the demonstration prototypes as security robot designs to their neighbors. At least four robots were assembled as a result of this competition, and upon activation, they were sent around the Tribes for ‘field tests’, which would allow the artificial inteliigences to develop with experience, and for the ‘bots to be ‘lost’ if deemed necessary.
Interestingly, though the four ‘prototypes’ were developed independently of each other, in a tribe as small and closeknit as the Steel Gaians, there was little secrecy between the teams. This showed as the respective projects developed at different rates, and in some cases, either deliberately or unconsciously, began to complement each other with regards to capabilities and general attitudes.
The ‘bots developed were programmed with at least basic knowledge of law enforcement procedurals(rather than straight-out ‘kill-bot’ programming). All were Awakened with an Ecotroz essence, giving them emotional sapience to complement their A.I.s.
In the event that the GNE should actually show any interest in the ‘bots produced, the Steel Gaians are prepared to offer up ‘dumbed-down’ versions based on the prototypes.


Weyland---Steel Gaian Oreseme(NPC)
(aka ‘Metal-Marshal’, ‘Tinstar’, ‘Sheriff of Nettingham’)

“Heard you have problems with some Infernals, Taros. I’m here to help out.”
“You heard right. We’ll all need to be packing the heaviest weapons we can for this. You know how to handle a scava, oree?”
“Besides teaching me to handle law and my own shooting irons, my matri programmed me with how to properly shoot a tribegun.”
“Good, help yourself to a scava and ammo drums. We’ll need all the firepower in this party we can get.”
“Don’t mind if I do.”
“Got a name, oreseme?”
“Marshal Weyland, ot the Steel Gaian Tribal Constabulary, at your service.”

“The long arm of the law is photonic.”

“The law takes many forms out here. Sometimes justice requires arrest and trial. Sometimes keeping the peace requires swift and terrible retribution. Sometimes a firm stance and rady determination are all it takes to keep the darkness that threatens civilization at bay. Sometimes it takes a body and mind of steel to go and reclaim the land in the name of law and order. I was built to those specifications.”

‘Weyland’ is suspected of being a prototype police power armor that was acquired and modified by the EShemar into an oreseme. Weyland was assembled by the Steel Gaian tribe as part of a series of experiments in creating law enforcement robots(possibly with the idea of selling/licensing the refined designs to their Greater New England neighbors).
Weyland is a squat, broad, angular humanoid machine armored in low-contrast gray-green plate. It lacks a separate head, instead having an opaque gold-tinted sensor canopy attached directly to the torso. Like the EcoS-KRP-53 Cryptis , Weyland has an internal compartment that can hold a passenger, such as a fellow law officer or an appropriately restrained prisoner.
Jumpjet thrusters on Weyland’s legs and back give the oreseme great mobility, the ability to quickly clear obstacles and jump in and out of trouble quickly. Rounded ‘bumpers’ of rubberoid on the knees, shoulders, and arms provide roll protection in a tumble or a bad landing.
Weyland is well-armed with a varied array of weaponry for just about any situation. A heavy forearm stunner can drop even Juicers in their tracks, several projectile weapons can chamber and fire a variety of ordnance of varying effect and lethality, and a forearm pulse laser, shoulder ion blaster, and a flamethrower serve quite ably if lethal force is required.
When internal doors and passageways prove too small for Weyland to get through them, the ‘bot can call upon a pair of modified NEMA-style Pup Scouts and a Combat Hound to flush out suspects.
Weyland was the first of the polibot ‘prototypes’ started and finished, and shows a theme of being a generalist, equipped and programmed to be able to respond to a variety of situations, without, arguably, being a master at any of them. Besides carrying a mixed array of weaponry, the ‘bot can also serve as an EMT, first responder, and even carry out limited crime scene investigation.
Weyland is dedicated to law enforcement, but has also appeared in the ranks of the Knights of the Tin Can. Its membership in the Knights of the Tin Can is more honorary than anything else, and the ‘bot keeps a sword mainly as a symbol of office(though ‘he’ still possesses the skill to use it). Weyland has some issues with the KptTC’s mercenary attitudes and taking of battlefield slaves, but as long as nobody is abused or molested, cannot pin anything on its fellows that would activate its law enforcement protocols.
Weyland has made several trips beyond the borders of Steel Gaian territory(‘field trials’ to deflect curiousity),ocasionally adventuring with the Knights of the Tin Can or other EShemar militia, but generally sticks around the SG enclaves. During the Minion War, Weyland helped keep banditry in the rear echelons of the forces fighting the Infernals in check. Reports of the activities of the ‘security mech’ in operation have aroused some interest in the GNE and affiliates.

Type: Shemar Weyland
Class: Robot, Oreseme
Crew: Advanced Neural Intelligence
Alignment: Scrupulous
Disposition:
Through-and-through lawman, well-versed in the law. Weyland believes in making the punishment fit the crime, if possible, but understands that organics can sometimes go overboard in seeking justice. As a machine, Weyland means to keep it fair, but impersonal, and not let emotions compromise the law. Weyland is equally comfortable working alone or as part of a team.
M.D.C. By Location:
Hands(2) 30 each
Arms(2) 180 each
Legs(2) 150 each
Sensor Canopy 100
Main Body 360
Height: 7 ft
Width: 4 ft
Length: 3 ft
Weight: 700 lbs.
Power System: Nuclear
Physical Attributes: Equal to IQ 16, ME 18, MA 12 , Robotic PS. 35, PP. 20,.
Cargo: If not carrying a humanoid passenger, Weyland can carry some(typically 100-200 lbs) cargo internally
Speed:
Running: 100 MPH
Jumping: 25 ft up/across standing jump. 60 ft up /120 ft across jet-assisted leap. Increase height/distance by 50% with a running leap
Flying: Not possible
Underwater: 20 MPH running along the bottom, Maximum depth tolerance 1,000 ft.
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

* Nanorepair System----An earlier, cruder nanotech self-repair system based on existing cyborg repair options. While working faster than the Shemarrian Regenerative System, the Nanorepair system relies on a fixed number of repair units. Once their MDC capacity is used up the entire system must be recharged from an external source; the Nanorepair CANNOT assimilate and convert new material on its own. Repairs 25 MDC per activation; 10 uses before needing recharging.

*Internal Automated Medkit---The ‘bot’s internal passenger space is fitted with a small robotic medical system. Copied from the NG MAU-500 and identical in performance, this system, with its own medical AI, can be used to treat accident or crime victims onsite. It can also be used to sedate and restrain suspects/criminals for transport.

*PPE Sensor---Considered standard for the polibot project, and adapted from a gunsight sensor package manufactured by Paladin Steel who, in turn, copied it from Japanese technology. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).

*Forensics Sensors---Weyland has a molecular analyzer, still- and video-recording optics, and a shoulder-mounted laser scanner that can adjust scanning resolution to map crime scenes and even detect fingerprints on surfaces.

Weapons Systems:
1) Forearm Pulse Laser---One forearm mounts a powerful pulse laser. Its range and power allow it to reach out and seriously damage armored targets at considerable distance.
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10+10 MD triple pulse burst
Rate of Fire: ECHH
Payload: Effectively unlimited

2) Forearm Neural Disruptor ---The other forearm mounts a powerful neural stunner, a knockoff of a Northern Gun weapon.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: Effectively unlimited

3) Shoulder Ion Blaster---Adapted version of the PSIC-01 Tesla Infantry Ion Cannon. Besides being powerful, it can set up an electrocuting shock barrier as a defensive measure.
Range:(Ion Bolt) 1,900 ft
(Lightning Blast) 2,500 ft
(Shock Zone) 200 ft, and affects a 55-ft wide area
Damage: (Ion Bolt) 5d6 MD single shot, 2d4x10 MD five-shot burst
(Lightning Blast) 1d6x10 MD
(Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload: Effectively unlimited

4) Shoulder Grenade Launcher---Mounted in the torso is a Northern Gun-style grenade launcher, offering a high degree of versatility due to its changeable munitions types. For domestic security work, flash-bangs and tear gas can be carried, while for more lethal combat fragmentation and plasma ordnance can be swapped in.
Range:1,000 ft
Damage: Varies by grenade type
Rate of Fire: Volleys/Bursfs of 1-5.
Payload: 25 rds

5) Shoulder Flame Thrower---Small flame thrower for brush clearance, vermin extermination, and anti-personnel work. Weyland has also been known to use this weapon to scare the hell out of bandits and literally smoke them out of hiding.
Range: 250 ft for napalm gels
Damage:
(Wellington plasma napalm) 3d6 MD burst
(MD Gel)4D6 MD Upon contact, burning for 1D6 rounds doing 2D6 MD per round. Anything that the character touches also starts on fire. Any combustible materials within touching distance, clothes, brush, etc. also ignite.
Rate of Fire:Standard
Payload: Enough fuel for 25 blasts

6) Shoulder Light Cyborg Machine Guns(2)---Mounting two machine guns provides redundancy and versatility; one weapon can be loaded with regular ammunition while the other can be held in reserve, loaded with specialized rounds, such as silver.
Range: 2,000 ft
Damage: (Conventional) 1d6x10 SDC/HP per 10 rd burst
(Exploding) 1 MD single round, 2d4 MD ten-shot burst
(PSX-1)1d4 MD per single rd, 1d4x10 MD per 10 rd burst
(Rubber Baton) Range 300 ft, 1 SDC, and a 15% chance of knocking down a suspect. This option is best used in a burst, for maximum chance of knockdown.
Rate of Fire: Standard
Payload: 100 rd box magazine per gun

7 ) Laser Flash-Blinder---The laser scanner can be used to generate sudden intense pulses of light that can temporarily blind those without eye protection.
Range: 100 ft and affects a 20 ft wide area.
Damage: Those without eye protection or polarized vision will be affected similar to a Blinding Flash spell; -10 to strike, parry, dodge for 1d4 melees.
Rate of Fire: ECHH
Payload: Effectively unlimited

8 ) Use of Handheld Weapons--- If the situation requires it, Weyland can pick up and use human-scale weaponry.

Programming/Skills:(5th level Awakened Neural Intelligence)
Language/Literacy:
American/English 94%
Spanish 94%
Gobblely 94%
Dragonese 94%
Shemarrian 94%
General Repair & Maintainance 80%
Land Navigation 94%
Mathematics: Basic 98%
Military Etiquette 96%
Parachuting 90%
Pilot: Boat, Motor Type 86%
Pilot: Hovercraft 92%
Radio: Basic 94%
Climbing 96%/86%
Weapons Systems 90%
Hand to Hand: Expert
(all at 6th level proficiency)
W.P. Paired Weapons
W.P. Blunt (+3 strike/parry, +1 Throw)
W.P. Sword (+3 strike/parry, +1 Throw)
W.P. Rifles(+3 strike)
W.P. MD Heavy Weapons(+3 strike)
-Investigative
Criminal Science/Forensics 88%
Intelligence 90%
Interrogation 80%
Photography 88%
Surveillance Systems 82%
Research 88%
Cryptography 80%
Optic Systems 80%
-Military Intelligence
Detect Ambush 81%
Detect Concealment 74%
Camouflage 86%
Track(People) 86^
-Social Sciences
Anthropology 80%
Law: General 88%
Language/Literacy
-Latin 80%/ 80%
-Demongogian 80%/ 80%
-Lore: D-Bee 86%
-Lore: Demons & Monsters 86%
-oPsychology 65%
-oLore: Faerie 50%
-oLore: Cities 50%
-oRope Works:60%
-o First Aid 50%
-oAppraise Goods: 60%
-oLore: Juicer 60%
-o2 Locate Secret Compartments/Doors 30%
-o2 Find Contraband, Weapons & Cybernetics 38%
-o2 Detect Concealment & Traps 50%
-o4 Tailing 35%
-o4 Pilot: Truck 44 %
-o4 Lore: Juicers 40%

-(Has two program slots available against future Upgrades)

Actions/Attacks Per Melee: 7
Initiative +2
Dodge +3+3+2
Parry +3+3+2
Strike +2+3 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +2+1
Pull Punch +2+1
Disarm +2
Knockout/Stun on a Natural 18-20
Critical Strike on a Natural 18-20
Save vs Exorcism and Banish spells +7

Limitations:
Ecotroz do occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment, but by sacrificing their ability to use their psionics on other machines, or by effectively becoming ‘sterile’; unable to infect other machines)

Special Equipment
Short Sword(2d6 MD, silver-edged)
2xNEMA-style Pup Scouts
1xNEMA-style Combat Hound

Re: Shemarrian-related fan creations

Posted: Thu Jun 02, 2022 9:43 pm
by taalismn
Sentran---Steel Gaian Orseme(NPC)
(aka ‘Leatheren’, ‘Sidestalker’ )
“Identified: Minor Eldritch Horror, Tentacle-type, designated ‘Splugling’. Identified: Human lifeform, 98% chance of being Summoner/accomplice of aforementioned Splugling. Both engaged in molesting/nonconcensual physical manipulation of three humanoid females. All parties currently unaware of this unit’s presence and approach. Situation trips criminal activity criteria and anti-supernatural protocols. Alerting nearby allied units of situation. Loading explosive and cold iron rounds to SMGs #1 and #2. Moving to engage. Let’s see how you like facing Justice, ####ers.”

Sentran was one of a number of law enforcement robot designs experimented with by the Steel Gaian tribe, the police aspect possibly being part of a weapons development scheme to remain under the radar of neighboring Greater New England, or with the ultimate goal of selling a license-design to GNE’s industrial powerhouse Paladin Steel. Any such sale has yet to materialize, but in the meantime the product prototypes of the R&D effort have been making their rounds of the Tribes.
Sentran is assembled from frames scavenged or copied from a number of sources. The main body and arms with their multi-layered ‘scaled’ armor appear to have been copied from Kittani Universal or Manling suits(which is in keeping with the EShemar proclivity for scavenging the hardware of their traditional enemies the Splugorth)., while the head seems lifted from Northern Gun designs. The legs are elongated and appear inspired by Triax ‘bots such as the Hunter. The weapons fitout comes from a variety of Paladin Steel-made small arms, and combine a selection of nonlethal/reduced lethality types with a few more powerful offensive weapons. Sentran appears tall, on the lean side for a power armor, covered in scaled armor, and is blue-black in coloration.
Sentran’s designers made the controversial decision in adapting the Kittani chassis to cut down on the overall armor values, and not carrying the maximum cladding the frame could originally handle. However, they compensated by skinning the chassis in Naruni-style thermal-kinetic armor, itself a controversial move. Though Paladin Steel, along with other arms manufacturers, is well-known to be, on public record, pursuing efforts to reverse-engineer or replicate the Naruni armor system, what ISN’T publicly known is that PS’s Three Galaxies branch/fascade Aegis Stellar Industries has been covertly approached by the Consortium of Civilized Worlds with the ready specs of a number of NE products the CCW wants secretly duplicated in the CCW’s backhand scheme to undercut the amoral Naruni corporation. Though this deal is known only to the higher echelons of Paladin Steel management, given that the establishment of the Steel Gaians was in part to infiltrate Greater New England and Paladin Steel, it is possible that the EShemarrians may have learned of the negotiations and tapped into transferred tech databases, including the specs for thermal-kinetic armor. Whether the material used on Sentran was scavenged off Naruni suits sold on Earth and reverse-engineered, or produced directly from EShemar industrial espionage is unknown, but may be part of the reason Sentran was sent on extraterritorial ‘field trials’ away from the prying eyes of PS executives and OTAR agents, and that any ‘production-model’ Sentran-derivative is unlikely to mount the thermal-kinetic armor(at least initially).
Sentran is designed with speed and mobility in mind, roaming on patrol and striking fast. Long-limbed and fast, Sentran is good at chasing down suspects and bringing them down, be it with a close-range stun shot or a precise crippling shot.
Like Weyland, another ‘bot in the same experimental series, Sentran is a ‘hollow man’, a modified power armor retaining an interior space for carrying a passenger(or prisoner). While this takes space that could be used for other purposes(such as additional elecronics or a full self-supplying regeneration system), it is in keeping with the ‘bots’ development as prototypes for sellable police mecha.
Like other ‘bots in the ‘polibot experiment’, Sentran’s been deployed on what have been called ‘advanced field trials’, but which are actually tours of duty with other Tribes. Sentran was last sighted hunting down bandits and bail-skippers in the American SouthEast. Sentren tends to operate alone, but has been known to temporarily hook up with other groups in fending off a common foe or tracking down a shared bounty(making it possible that Sentran may appear to/with a PC adventurer group).

Type: Shemar Sentran
Class: Robot , Oreseme
Crew: Advanced Neural Intelligence
Alignment: Scrupulous
Disposition:
Less procedure-oriented and more action-inclined. Likes the thrill of the chase, pursuit, and take-down. Gives the impression of being impatient and fairly humming with anticipation and nervous energy(for a robot, that is). Sentran might well become a ranger(would get along famously with the Tundra Rangers if they ever met) or bounty hunter, given its leanings towards fieldwork.
M.D.C. By Location:
Hands(2) 35 each
Arms(2) 90 each
Legs(2) 100 each
Head 90
Main Body 250
Height: 7.6 ft
Width: 3 ft
Length: 2 ft
Weight: 700 lbs.
Power System: Nuclear
Physical Attributes: Equal to IQ 21, ME 12 , MA 11, Robotic PS. 30, PP. 24,.
Cargo: If not carrying a humanoid passenger, Sentran can carry some(typically 100-200 lbs) cargo internally
Speed:
Running: 140 MPH
Jumping: 20 ft up/across standing jump. 70 ft up /150 ft across jet-assisted leap. Increase height/distance by 50% with a running leap
Flying: Not possible
Underwater: 30 MPH running along the bottom, Maximum depth tolerance 1,000 ft
Market Cost: EXCLUSIVE to the (E)Shemarrian Tribes
Systems of Note:
Standard Shemarrian Robot Systems, plus:
Full optical systems, laser targeting, passive night vision, telescopic vision, thermal imaging, infrared, ultraviolet, and polarization filters. Also has motion and heat detection, and other standard Shemarrian systems. Additional/special sensors may be built in by the creating Spinsters or at the behest of the individual.

*Nanorepair System----An earlier, cruder nanotech self-repair system based on existing cyborg repair options. While working faster than the Shemarrian Regenerative System, the Nanorepair system relies on a fixed number of repair units. Once their MDC capacity is used up the entire system must be recharged from an external source; the Nanorepair CANNOT assimilate and convert new material on its own. Repairs 25 MDC per activation; 10 uses before needing recharging.

*PPE Sensor---Considered standard for the polibot project, and adapted from a gunsight sensor package manufactured by paladi Steel who, in turn, copied it from Japanese technology. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).

*Internal Automated Medkit---The ‘bot’s internal passenger space is fitted with a small robotic medical system. Copied from the NG MAU-500 and identical in performance, this system, with its own medical AI, can be used to treat accident or crime victims onsite. It can also be used to sedate and restrain suspects/criminals for transport.

* Thermo-Kinetic Armor--- Reduced thermal signature: only 25% chance of showing up on heat sensors. High-velocity kinetic impacts do only HALF damage. Heat-based attacks do HALF damage.

Weapons Systems:
1) Right Forearm Pulse Lasers(2)---The right forearm mounts a basic hand manipulator flanked by two light pulse lasers adapted from PS’s ‘Partisan’ line.
Range: 2,000 ft
Damage: (SDC Mode) 6d6 SDC per shot per single barrel
(MDC Mode) 2d6 MD per bolt, 6d6 MD per triple burst, 1d6x10+10 MD for both barrels firing simultaneously(counts as one attack).
Rate of Fire: ECHH
Payload: Effectively Uniimited

2) Left Arm Weapons Cluster---The left arm consists of a hand manipulator surrounded by four projectile weapons; two light submachine guns(one typically loaded with reduced lethality rounds), a shock bead gun, and a shock plug gun. For lethal force situations, a particle beam projector is mounted on the outside of the forearm.
It is possible that future upgrades to this arm/system may make it modular; swapping out the shock guns, for instance, for additional SMGs, switching the SMGs for other nonlethal weapons, or replacing the particle beam blaster for another energy weapon type.
Range:(SMGs) 500 ft
(Shock Bead Gun)500 ft
(Shock Plug Gun)500 ft
(Particle Beam Blaster) 1,500 ft
Damage:(SMGs)( Standard .45 ACP) 4d6 SD
(Express Round) 5d6 SD(increase range to 550 ft)
(Ramjet) 1 MD per rd, a 10-round burst 1d10 MD.
(Wellington/PS Exploders) 12d6 SD per rd
(PSX-2) 1d6 MD per rd, a three round burst does 3d6 MD, a 10-round burst 1d6x10 MD.
Can chamber a variety of other ammunition types, including silver, wood, Glaser, and TW bullets.
(Rubber Baton) Range 300 ft, 1 SDC, and a 15% chance of knocking down a suspect. This option is best used in a burst, for maximum chance of knockdown.

(Taser) 1d6 SDC, victim is -8 to strike, dodge, and parry for 1d4 melees, plus an additional 1d4 melees per subsequent hit, Also must save versus non-lethal poison, 16 or higher, or be knocked unconscious.

(Tear gas) None...Due to the small internal volume of the bullet, this shell can deliver only a small amount of chemical agent to the target area; enough for a 5 ft cloud. It’s best used in a burst for maximum effect. Victims are -10 to strike, parry, and dodge, plus lose one attack/action per melee for 1d6+1 melees

(Tag) None...This is either a paintball round or a special scent pellet...the scent pellet gives a +20% to anyone with an advanced sense of small to identify and track a tagged suspect. Paint or scent tags can only be removed with a paint remover like turpentine.

(Drug Dart) Does no damage, but victim must make a save versus non-lethal poison or fall asleep for 3d6 minutes. A successful save means that the victim has fought off most of the drug, but is still dizzy and disoriented; -5 to initiative/strike/parry/dodge/ and roll, and -1 APM for 1d6 melees.
The danger comes in multiple strikes; for every dart strike after the first, while its effects are still being felt, the victim has a chance of suffering physical damage from drug overdose...each strike/unsuccessful save thereafter does 1d4 SDC, as well extends the effects of the dart. For this reason, police rarely ever fire drug darts in bursts, except against exceptional physical specimens, like Juicers or Crazies.

(Shock Bead Gun)Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. EBA defeats it, but partial body armor and heavy clothing provide only partial cover against a taser bead strike.
Partial Cyborgs have a 50% chance of having their cybernetics disrupted for 1D10 minutes, and a 20% chance of a non-vital system being permanently shorted out. Full conversion cyborgs have only a 25%/5% chance, and Assault Cyborgs and those with hardened systems aren’t affected at all.

(Shock Plug Gun) None against inorganic targets.
Against organic targets, the stun-plug inflicts an electrical shock that does 1d6 SDC/HP per jolt. However, this is STUN damage and not tissue-damage. Being shocked five or more times, or with less than HALF hit points remaining, and failing a roll of 15 or better means falling unconscious for 2d4 melee rounds, and suffering stun penalties for a minute(4 melees) afterwards. Stunned victims are -6 to strike, parry, dodge and reduce Speed and APMs by HALF.
The Stun Plug has enough capacity for 60 charges. Depending on the situation and intended target, the Stun Plug can be set to discharge at rates of 1-5 shocks per melee until they run dry or the target falls unconscious, whichever comes first. If the person regains consciousness with the Stun Plug still attached(and with remaining charges in it), there’s a 60% chance of the Stun Plug re-activating and proceeding to discharge.
Note that even if/when the Plug runs out of electrical charge, it may still be attached and the tracker chip will still be active for up to 4 hours.
Effects from multiple stun-plugs are cumulative.
A full charge discharge(as can occur when tampering) does 4d6 SDC/HP damage. Unlike the stun-shock, this IS tissue damage, and at 8 or less hit points remaining, there’s a 01-60% chance of cardiac arrest and death within 1d4 minutes unless CPR is administered or a successful save versus coma/death is made. Recovery from such will leave the victim feeling stunned(same penalties) for 2d4x10 minutes.

(Particle Beam Blaster) 2d4x10 MD per shot
Rate of Fire:(SMGs) Standard
(Shock Bead Gun) Standard
(Shock Plug Gun) Standard
(Particle Beam Blaster) ECHH
Payload:(SMGs) 150 rd helical magazine per barrel
(Shock Bead Gun) 150 rd helical magazine
(Shock Plug Gun) 15 rd drum
(Particle Beam Blaster) Effectively Uniimited

3) Eye Laser---As a backup energy weapon, Sentran mounts a bionic laser eye concealed in its sensor visor. The laser can also be modulated and targeted to blind those with unprotected eyes. Though as a ‘police weapon’, the blinding mode might seem harsh, in an environment where cybernetic eyes are available, and magic and psiychic healing are available, the blinder-laser is actually considered a ‘soft’ attack option.
Range: (Strike Laser) 250 ft
(Blinding Attack) 1,000 ft and covers a 10 ft wide area
Damage: (Strike Laser) 1d6 MD per shot
(Blinding Attack) None, but on a ‘to strike’ roll(no bonuses) of 5 or better those with unprotected eyes will be temporarily blinded for 1d6 minutes. On a ‘to strike’ roll of 17-19, retinal damage is done; the person’s visual acuity is reduced by 1d6x10% even after that, and the victim must roll vs non-lethal poison; successful roll means that full eyesight is restored after 2d4 days of rest, while a failed save means the damage is permanent, unless medical treatment(or eye replacement) is applied. On a roll of 20, the person’s eyesight is permanently blinded(without treatment or replacement)---01-50% one eye is blinded, 51-00% both eyes are affected. Looking through unfiltered magnifying optics at a blinder laser lowers the damage threshold by -1(so temporary blindness occurs on a 16-18, and permanent blindness on a 19-20).
Rate of Fire: ECHH
Bonus: +1 to strike
Payload: Effectively unlimited

4) Use of Handheld Weapons--- It’s rare, but if circumstances require it, Sentran can pick up and use human-scale weapons

Programming/Skills:(5th level Awakened Neural Intelligence)
General Repair & Maintainance 80%
Intelligence 83%
Land Navigation 94%
Mathematics: Basic 98%
Military Etiquette 96%
Parachuting 90%
Pilot: Boat, Motor Type 86%
Pilot: Hovercraft 92%
Radio: Basic 94%
Climbing 96%/86%
Weapons Systems 90%
Hand to Hand: Expert
W.P. Paired Weapons
W.P. Blunt (+3 strike/parry, +1 Throw)
W.P. Sword (+3 strike/parry, +1 Throw)
W.P. Rifles(+3 strike)
W.P. MD Heavy Weapons(+3 strike)

- Military Intelligence
Detect Ambush 81%
Detect Concealment 74%
Camouflage 86%
Track(People) 86%

- Wilderness
- Wilderness Survival 88%
- Identify Plants & Fruits 88%
- Trap Construction 88%
- Trap/Mine Detection 88%

- Technical
-Lore: Law 86%
-Lore: Demons & Monsters 86%
-Lore: D-Bee/Aliens 86%
-Lore:: Juicer 86%
-Lore:: Magic 86%

-Military: Physical
-Gymnastics 90%
-Prowl 55%
-Boxing

-(Has one program slot available against future Upgrades)

-o2 Find Contraband, Weapons &Cybernetics 38%
-o2 Tracking 45%
-o2 Lore: Juicers 45%
-o4 First Aid 50%
-o4%Interrogation 35%

Actions/Attacks Per Melee: 8
Initiative + 2(+1 from the Ecotroz)
Dodge +8
Automatic Dodge(takes no actions) +1
Parry +8
Strike +7 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4
Pull Punch +3
Disarm +2
Backflip 90%
Knockout/Stun on a Natural 18-20
Save vs Exorcism and Banish spells +7


Limitations:
Ecotroz do occasionally need sleep/rest...though they only need 2 hours of rest/meditation per 24 hours...they can push this, going without for as many days as they have I.Q. points, but will have to go dormant for 4d6 hours after such exertion.
Susceptible to Exorcism and Banish spells, but are +6 to save against such spells, +1 at levels 4, 8, and 12 of experience, and becoming IMMUNE at level 14 and up. (OPTION: Ecotroz may become IMMUNE to Exorcism and Banishment, but by sacrificing their ability to use their psionics on other machines, or by effectively becoming ‘sterile’; unable to infect other machines)

Special Equipment
Sentran prefers not to encumber itself with much gear while on patrol in the wild. Still, the ‘bot carries a standard Shemarrian survival pack and Portable Scrambler Shelter when in the field.

Re: Shemarrian-related fan creations

Posted: Wed Jun 08, 2022 4:29 pm
by taalismn
There’s a million epic tales in the ranks of the Shemarrian clans; these are just a few of them.....

Taska Noblei(Skyeklad NPC/Godling/Greater Rune Weapon)
“No excuses! No time like the present! The beach is wide open and that gives us plenty of room to practice in! You want to use me, you’re going to learn how to use me RIGHT! And you’re going to use me HARD! Starting with how to properly hold me! So get your hands on me right here and here and hold on tight until I say otherwise!”

“Usually, having a weapon in a relationship is a recipe for disaster, but it seems to have worked out quite nicely for those three, if one is to judge by the mutual smile shared by them in the mornings, though Taska’s seems a little manic-strained and she tends to stutter or sputter a bit ..make that ALOT...when asked about it.”

“There’s betting that if either SunGhost or Maars go into a Progen chamber with Noblei unsheathed, the resulting offspring’s going to either have a razor tongue or be a swiss army knife with Elemental powers.”

Taska Noblei is a nominal member of the Shemarrian Skyeklad clade, though she is neither a cyborg nor an android/gynoid. Instead, she is a Greater Rune Sword empowered by the entrapped spirit of a minor godling taken in combat by the forces of Darkness and forced into servitude.
Noblei languished as a mere weapon through a succession of evil masters and owners who used various magical means to insulate themselves from the alignment shock normally associated with alignment differences between weapon and wielder, Once they figured out a way to shield Taska ‘biting’ them while they wielded her, Taska acquired something of a reputation as being an ‘easy’ rune weapon, her use made all the more satisfying by the fact that she could do little about it as she was used in the service of evil. The one time during this period that she was allowed to be wielded by a character of Good alignment and her limiters taken off, was an arena fight that ultimately turned out to be so deliberately one-sided that even with a Greater Rune Weapon in his hand, the paladin was slaughtered. This experience was particularly cruel, gradually wearing down the once enthusiastic and idealistic young godling, and threatening to send her into a downward spiral of spiritual corruption. Then her latest master, a Mystic Knight in the service of slavers , made the mistake of attacking a group of sunbathers along an isolated stretch of coastline beach. During the subsequent fighting, the ‘insulation’ was broken, and Taska managed to finally successfully attack her evil wielder, distracting him at a critical moment and allowing one of the ‘sunbathers’ to strike him a fatal blow.
Taska is currently the ‘property’ of the EShemarrian Elyra SunGhost, the Skyeklad Psi-Blaster Warrior who took Noblei off her last evil owner. When SunGhost isn’t using Taska, she loans her out to Elyra’s Veshemar lover, the GNE SpecForce Trooper Gyvan Maars.
Since being freed of the mystic bindings on her abilities, Taska has been growing in her use of them, and she can even manifest an ectoplasmic-telekinetic avatar of herself, able to even pick up her sword body and wield herself in combat for short periods of time. This is psychically taxing, however, and she can only do it for a short time before needing to retreat back into her sword body. Much as she would like to stand on her own alongside her companions, she relies on being held and used as a weapon by others. Even then, or rather especially then, willingly used by a Good-aligned user, she can use her considerable psychic abilities to help her user. Her photokinetic powers can shield her wielder against lasers, cloak them in invisibility, and throw laser bolts, while her Light-based anti-demon power irradiates wounds on Infernals and disrupts their regeneration abilities.
Taska regards Elyra and Gyvan as ‘cute together’, though she also felt some jealousy at the affection the two shared. That is, until Elyra made it clear that Taska was as much a part of their relationship as Gyvan and that the EShemarrian trusted the life and love of her Maars with the rune sword as SunGhost did with Taska. The result has been a rather interesting small family cluster and the cause of much ribald speculation and commentary among the three’s friends and colleagues.

Note: Taska was orginally of a Greek/Roman pantheon, though she has made no move to try to contact her pantheon since she was enslaved and made into a rune weapon. Apollo would recognize her, though, as one of his lineage.

Note2: The magic bindings that allowed evil users to wield Taska without being shocked senseless was a necromantic ritual passed from user to user. While it prevented them from getting alignment-shocked, it also kept them from using Noblei s full powers. Taska could not take independent action on her own and she could still be coerced to use them, in a battle of wills, but she got a saving roll to resist doing so.
As far as Taska knows, the secrets of the ritual died with her last evil owner, but he had been part of an order of Mystic Knights, so she hasn’t ruled out that the ritual was developed by or shared with others. If she ever discovers evidence that the spell(s) still exist, she will seek to destroy them.

Level of Experience: 6th Level Godling/Greater Rune Weapon
Rank: Greater Rune Sword
Race: Was a Human Godling, now a Greater Rune Weapon(sword)
Alignment: Scrupulous(up from Anarchist, as she was drifting into depression before she was liberated)
Land of Origin: Unknown
Age: Effectively ageless, but her appearance suggest late teens or early 20s.
Sex: Female
Height: Sword-body is roughly 3 ft long; her illusionary body is 4’ 9”
Weight: Sword-body weighs about 4 lbs
Physical Description/Appearance:
A rather plain gold-metal broadsword with purple inlays and a blade that glows bright yellow when active.
Can manifest an ectoplasmic ‘hologram’ of her original body: a slender-build young human girl with short blonde hair, green eyes, and light skin. Her wrists and ankles are typically shackled in fetters enscribed with mystic calligraphy, reflecting her rune-bound state. While she can manifest clothing in the ectoplasmic form, as a member of the Skyeklad she’s more likely to appear wearing NOTHING.

Disposition:
Was a depressed and sad slave chafing under the abuse of her powers by her former owners, but since being liberated by the Shemarrians and the restrictions being lifted, Taska has perked up considerably, becoming more animated, friendly, and enthusiastic. She’s more than happy to share her observations and spill the secrets of the evil masters she’s had and the things she’s seen, to the right people of good alignment so that they can further hurt the forces of Darkness. She’s also happy to provide pointers on swordsmanship and combat against the supernatural, though she’ll abashedly admit it’s post-runification experience, as her own original proficiency didn’t serve her all that well.
Though rather sweet-natured, Taska has been building up a steady head of resentment-steam and anger towards the Forces of Darkness. Taska secretly fears failing in fighting the forces of Darkness and letting down another Good-aligned wielder of hers, especially her current owner(s), very much so since they have a special emotional attachment to each other. Thus she will use every capability of hers in combat to defeat their opponents, and to insure the skill and proficiency of her weilders. That means exhaustive practicing when she can get it in. SunGhost and Maars have rightly guessed that it is fear of failing in the clutch that drives their enweaponed companion so, and do what they can both to insure their own safety and allay Taska’s anxieties.
Taska originated from a low-tech but magic-rich background, so she’s often astonished and baffled by technology, typically resorting to referencing it as ‘tinkering’, and leaving dealing with it to others. Learning that Elyra SunGhost is essemtially a sophont machine has been an eye-opener for Taska.

Physical Attributes/Superlatives:
IQ: 17(+3% to skills)
ME: 17(+1 vs psionic attack/insanity)
MA: 19(55% to intimidate/inspire trust)
PS:(By Telekinesis only)
PP:---
PE:----
PB: 23(65% to charm/impress)
SPD: Using her telekinesis she can ‘walk’ her sword form at a speed of 15

(ISP): 187
(PPE):----

MDC: Effectively Indestructible by normal means

Horror Factor: None

Special Abilities/Characteristics/Powers: (Greater Rune Weapon)
---Effectively Indestructible by normal means
--- Communicates telepathically
--- Alignment Shock---Anybody of an incompatible alignment trying to touch or wield her takes 1d8 SDC/3d6 MD
---Sense Wielder/Owner(4 mile radius)
--- Does 4d6+2 MD per strike
--- +1 to all saving throws(applies to her wielder)

Magic:----

Psionics:(6th level)
---ALL Sensitive and Physical powers

--Super: Anti-Demon: Disrupt Bio-Regeneration(as in Rifts Coalition Manhunters)(8 I.S.P.)

--Super: Photokinesis(Creator: Shaded Helios)
Range: Varies
Duration: Varies
Saving Throw: None
ISP: Varies
Photokinesis is an ability that gives a psychic the power to manipulate light
Bend Light: The Photokinetic warps incoming laser attacks, forcing them to pass by. This skill acts like an Automatic Parry, but only effects lasers or their equivalents. Laser attacks parried in this manner are in no way neutralized and continue on their course as if the psychic had dodged. At 1st level of experience the Photokinetic's only bonuses to psionically parry lasers are gained from their M.E. (an M.E. of 24 would give a +5 bonus to parry, P.P. and Hand to Hand bonuses do not apply), but every 3rd level of experience he gains a +1 to parry them. Tana can thus parry lasers at +9.
l Range: Self
l Duration: Instant
l I.S.P.: 1 per parry attempt
Manipulate Ambient Light: Raise or lower surrounding light level by 10% per level of experience (A 10th level Photokinetic could surround himself in an area of total darkness-). Lasers, nothing more than beams of coherent light, are similarly effected. Using this form of photokinesis a psychic of high enough level could completely nullify any damage inflicted by a laser weapon or double its strength.
l Range: 5 feet (1.5m) radius per level centered on the psychic
l Duration: 1 minute per level of experience (3 minutes)
l I.S.P.: 10
Light Aversion Cloak: By bending light around himself, a psychic can effectively make himself invisible. If absolutely motionless, a photokinetic remains 100% unseen so long as concentration is maintained. Increase likelihood of being spotted by 10% per 1 foot traveled per melee round (A psychic moving 5 feet (1.5m) per melee would have a 50% chance of remaining successfully cloaked).
See the Invisible and similar abilities can also see through the power.
l Range: Self
l Duration: 5 minutes per level of experience (15 minutes)
l I.S.P.: 10
Flash: As long as there is even the slightest amount of nearby light, a Photokinetic can amplify it dramatically to generate a flash of brilliant illumination. Victims of the flash are blinded (-10 strike, parry, and dodge) for 1D4 melees, but even those who manage to look away in time, considered a dodge with the Photokinetic's M.E. determining any strike bonuses, are momentarily effected (-1 strike, parry, and dodge) for 1 melee.
l Range: 100 feet (30m) with a 5 foot (1.5m) radius of effect
l Duration: Instant
l I.S.P.: 2
Laser Beam: By focusing ambient or artificially created light, the Photokinetic generates beams of damaging intensity. Beginning at 1st level of experience, psionic laser beams inflict 1D6+1 S.D.C. or 1D4+1 M.D. Each subsequent level the beam's potential damage can be increased by 1D6+1 S.D.C. or 1D4+1 M.D. Beams are +3 to strike.
l Range: 50 feet (15m) per level of experience
l Duration: Instant
l I.S.P.: 1 per 1D6+1 S.D.C. beams, 3 per 1D4+1 M.D.

--Super: Telekinesis(Super)(10+I.S.P.)

---Ectoplasmic Avatar----This is actually a combination of an ectoplasm ability and telekinesis; Taska can create a semi-solid body that appears to be able to pick the rune sword up and wield it(when in fact it’s the other way around; the sword is puppeting the human body). The ectoplasmic body has a P.B.: 23, P.P.: 12, P.S.: 10, and costs 23 ISP for 12 minutes. The ectoplasmic body has 40 SDC, purely physical attacks do NO damage to the avatar(pass right through), energy weapons do HALF damage as SDC, and magic/psionic attacks do FULL damage. Punches and kicks do only 1 SDC.


Cybernetics/Bionics: None

Skills:( 6th Level)
Though Taska’s lost most of her physically-relevant skills and conditioning with the loss of her flesh-and-blood body, she can still tutor others in the skill use and weapon selection. She can also still exercise her intellectual/mental skills.
Lore: Demons and Monsters 83%
Math: Basic 98%
Language/Literacy
-Greek 98%/98%
-Dragonese 98%/98%
-Trade One 98%/98%
-Trade Four/English 98%
-Demongogian 98%
Land Navigation 73%
Horsemanship Exotic Animals 75%
Identify Plants & Fruits 78%
Herbal/Holistic Medicine 73/63%
Paramedic 63%
Sing 78 %
Dancing 60%
Lore: Magic 68%
Lore: Psychics & Psionics 68%
Astrology 56%
Prowl 40%
Climbing 70%/60%
Swimming 80%
Athletics
Fencing
Hand to Hand: Expert
W.P. Sword (+4 strike/parry, +1 Throw)
W.P. Archery(5 shots per melee, +4 strike, +3 parry,+2 disarm)
W.P. Knife (+2 strike, +3 parry, +3 Throw)
W.P. Staff(+2 strike/Parry, +1Throw)

Actions/Attacks per Melee: 6
Initiative:+3
Strike:+3
Parry: +4
Dodge: +4
Roll:+2
Pull Punch:+3
Disarm: +2
Critical Strike on an Unmodified 18-20
Punches and Kicks do
Saves:
Effectively Deathless
Immune to virtually all Magic
+1Vs Psionics/insanity to be coerced
+6 Vs Horror Factor

Notable Possessions/Equipment: None as such, but Gyvan Maars recently presented her and SunGhost with engagement rings of Tyridium; they’d like to find a Mystic Kunzya or similar magic metal worker to permanently weld the ring to Taska’s rune metal structure.

Vehicle: None; she relies on others to carry her around

Re: Shemarrian-related fan creations

Posted: Tue Jun 28, 2022 6:02 pm
by taalismn
EShemarrian Benjaman Male Elite
(aka ‘Shocktree’, ‘PowerTree’)
“-i feel like i ran into a thirty-foot tall bug-zapper---”

“Benjamans are some of the ultimate rural linemen; they’re well-insulated, they hardly ever need ladders or cherrypickers to access their work, and they can practically juggle electricity. We’ve read the leaked Chi -Town intelligence reports calling the Eastern Seaboard a wasteland spotted with darkened villages only one or two steps up from the Stone Age, but the truth is that many if not most of the villages under the Shemarrian protectorate have comprehensive electrical grids and the sort of utility access not seen since the old American Empire’s rural electrification campaigns.”

*krackle*“Get ready to be smited, flesh-bag.”

The Benjaman is yet another outgrowth or offshoot of the Entkin-Preserver line of giant Male Elites. Benjamans resemble strangle hybrids of tree and metal power line support towers, with, upon close inspection, metal girders visible embedded in the truck and limbs, and dangling wires and insulators entertwined throughout the foliage.
Benjamans are powerful generators and manipulators of electricity. In their function as Preservers, they frequently stand guard over electrical power grid facilities, such as electrocology power farms, hydroelectric plants, and hidden reactor/generator bunkers.
Fully energized, Benjamans fairly spark and glow with electrical energy, and behave like walking thunderstorms, throwing out massive arcs of ionized destruction. Their abilities are often mistaken for Elemental Control magic or psychic electrokinesis.
The downside of the Benjaman chassis is its overreliance on electrical weaponry; against opponents immune to energy attacks, the Benjaman has great difficulties. Worse yet, against opponents who actually GAIN from electrical attacks, the electro-ents are walking feasts. Thus, there are relatively few Benjaman conversions.
Benjamans are believed to have originated with the Horrorwoods Tribe, but they have appeared in small numbers with just about all the land-based tribes. They have appeared in the Shemarrian Star Nation with colonization groups, helping set up colonial power grids and cnnecting them to electrocologies, and notably with the Radiant Edge in repairing shatterworlds.

Type: Shemar Benjaman
Class: Robot Android---Male Elite
Crew: Advanced Neural Intelligence
M.D.C. By Location:
Hands(2) 100 each
Arms(2) 300 each
Legs(2) 700 each
Power Pylons(3-4) 150 each
Power Tentacles(6) 60 each
Head 430
Antennae (2) 25 each
Main Body 1,200
Height: 25 ft
Width: 10 ft
Length: 10 ft
Weight: 18 tons
Power System: Nuclear, supplemented by solar power or drawing power from external grids.
Physical Attributes: Equal to Robotic PS. 50, PP. 24,.
Cargo: Only what can be carried in the arms/tentacles or slung from the body. Benjamans typically carry several bandoliers of tools and electrical spare parts, and 1-10 miles of coiled electrical cable on their person.
Speed:
Running: 90 MPH
Jumping: Limited to 35 ft up/across, while a running leap in excess of 40 MPH adds an extra 35 ft to distance. Tend to be rather top-heavy.
Flying: Not possible
Underwater: LImited to running along the bottom at 5 MPH, maximum safe depth limit of 2,000 ft. Frankly, Benjamans HATE going into water, because it interferes with their most effective weapons.

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

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

*Radar--Both passive radiation detection and active scanning (40 mile range)

*Motion Detector - The many leaves act as powerful motion detectors, with an effective range of 800 feet.

*Seismic Sensors---Between special microphones in its feet, the Benjaman can pick up on ground vibrations of moving water, explosions, and heavy movement(masses of animals, vehicles, landslides), up to 2 miles away.

*EM Sensors---The Benjaman can detect and ‘see’ electromagnetic-spectrum emissions, such as radio and radar signals in a 5 mile radius, as well as ‘smell’ electrical energy. The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy. It can detect powered-up rail guns and EM containment fields(such as fusion generator) at TWICE that range.

*Stealth - The Benjaman`s organic bark outer layer helps shield it against thermal and EM sensors, -75% to detect via thermal sensors, -60% via EM sensors, but even then the EM sensors will read more as bio-electric readings, like a large animal.


* Energy Scrambler Field----A field of generated static that interferes with radio communications

* Energy Resistance---Particle beams do HALF damage, and electrical attacks do NO damage. Benjamen are unaffected by EMP.

* ElectroMagnetic Interference----Benjamen can generate enough electricity to interfere with electromagnetic devices in their vicinity, such as radios, compasses, and electrical devices.

* ElectroMagnetic Booster---Handheld ion/electrical(but not magical) weaponry gets a 25% increase in damage and a 50% increase in range.

*Solar Collectors---An improvement on the Entkin’s solar collection ‘trees’, Tekents can absorb solar energy through optical fibers interwoven through their leafy coverings. Though not enough to power any major systems, the extra power can still enhance some systems and be trickled off to power lesser accessory gear, including that of smaller companions.

Weapons Systems:
1) Eye Lasers(2)----The eyes conceal powerful lasers.
Range: 2,000 ft in atmosphere, 4,000 ft in space
Damage: 4d6 MD single shot, 1d4x10 MD for a pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Ion Fingers(10, 5 each hand)---The long-fingered hands of the Benjaman are so big that each finger can accommodate a cyborg leg- or back- ion rod, and can fire them individually or in synchronization.
Range: 2,000 ft
Damage: 4d6 MD per individual blast; 1d6x20 MD for all five fingers firing simultanously
Rate of Fire: ECHH
Payload: Effectively Unimited

3) Shock-Whips---The dangling ‘power vines’ are actually prehensile tentacles with a core of superconductor.
Range: Melee, up to 75 ft away.
Damage: Arm Tentacle Lash 3d6 MD, Power Punch (2 attacks) 1d4x10 MD, Arm Tentacle Crush/Squeeze 6d6 MD.
Bonus: +3 to entangle.

4) Lightning Blaster----Similar in effect to the Triax TX-275 ‘Lightning’ Arc Charge Blaster, only with longer range, mroe damage, and a slower rate of fire. This is a special attack that looks as if the Tekent is gathering electricity out of the air before throwing it at a target.
Range: 12,000 ft
Damage: 3d6x10 MD to a 10 ft area
01-15: No additional damage
16-30 Instruments flicker out, before coming back online in 1d10 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: Once per melee
Payload: Effectively Unimited
Bonus: +2 to strike metal objects

5) Shock Field----Creates a short range ‘shock zone’ shot for close-defense, and can be set in ‘sentry mode’, automatically zapping anything that enters the shock zone.
Range:(Shock Zone) Can be projected 200 ft, and affects a 55-ft wide area, or can completely encircle the Tekent in a 60 ft radius.
Damage: (Shock Zone) 3d6 MD per melee caught in the zone of effect
Rate of Fire: ECHH
Payload:(Shock Zone) Effectively Unimited

6) Vibroclaws---The Benjaman’s hands and feet are fitted with extendable vibroclaws. The foot-baldes act like a Glitterboy’s laser-pylons, digging into the ground and helping anchor the Tekent against being knocked over by wind and concussion blasts.
Range: Melee
Damage: +4d6 MD to punch/kick damage
Bonus: -15% to efforts to knock the Tekent off its feet.

7) (Optional) Use of Handheld Weapons---The Benjaman can pick up and use oversized weaponry such as robot gunpods or heavy weapons. They favor heavy ion cannon due to their ability to amplify their effects, but wise Benjamen will have other types, such as rail guns or missile launchers, near at hand or slung from their person to counter energy-resistant opponents.

Programming/Skills:
All standard Shemarrian skill programs, plus:
General Repair and Maintenance 90%
Electrical Engineer: +15
Electricity Generation: +10
W.P. Whip(starts at 6th level)

Plus, Secondary skill advancement as standard for EShemar.

Experience Table: Upon becoming a Tekent, the EShemar uses the Dragon XP table to chart further advancement

Psionics:
Standard psionics as for the Ecotroz Shemar.

Actions/Attacks Per Melee: 8
Note: Bonuses are in addition to those possible from the Shemar’s elective training
Initiative + 3
Dodge + 5
Parry +9
Strike +6 (+4 w/ ranged weaponry, +6 w/ Shemarrian Rail Guns)
Roll +4
Pull Punch +5
Disarm +4
Entangle +4
Knockout/Stun on a Natural 18-20
Critical Strike on a Natural 18-20
Karate Kicks are NOT possible
Restrained Punch 2d6 MD
Full Strength Punch 5d6 MD
Power Punch(2 attacks) 2d4x10 MD
Tear/Pry with Hands 2d6 MD
Body Block/Tackle 4d6 MD
Stomp 2d6 MD
Kick 6d8 MD

Options/Upgrades:
*Backstop Legs---The legs can be modified to split in two near the base to provide four-point stabilization(like a regular utility tower), and making it that much more difficult for the Tekent to be knocked over( another -15% to efforts to knock the Tekent off its feet). However, while the backstop legs are deployed, the Benjaman’s running speed is reduced to a tottering 5 MPH.

*Power Bombs---The Benjaman’s nanite systems can be reprogrammed to ‘grow’ electro-charge grenades. These are gray cylinders the size of a power pole transformer and which can be plucked from their growth stems and hurled by the Tekent’s great strength like a grenade-bomb. Power-Bombs explode and burn like a transformer fire, electrocuting targets in an area of effect.
Each power bomb weighs 200 lbs, has 20 MDC, takes 30 MDC from the Benjaman’s regeneration pool, and takes 2 hours to produce one.
Range: Can be thrown 500 ft
Damage: 5d6 MD to a 30 ft blast radius, plus burns for 2d6 melees, doing an addiional 2d6 MD per melee, 80% chance of setting nearby combustibles on fire, and produces thick acrid smoke.
Targets caught in the initial blast-flash also suffer the following electrocution penalties: organic lifeforms struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. Cyborgs have a 75% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
Machine(vehicles and power armor, but not ships or large robots) power systems are affected as follows:
01-15 No additional effects
16-30 Momentary instrument blink; lose 1 APM and initiative
31-45 Weapons Systems offline. Only one returns to operation after 1d4 melees
46-60 All systems offline, but come back after 1d4 melees. In the meantime, target is -30% to pilot
61-75 Communications, radar, and targeting are offline.-3 to strike, and no initiative
76-90 No radar, targeting, communications, or any instruments. One weapons system is offline. Pilot must fly/drive manually; -25% at 1/3 maximum speed, -50% at half maximum speed, -75% at full speed. No initiative to strike, -3 dodge and strike, and lose 1 APM.
91-00 All systems fried!
Megadamage creatures lose 1 APM and initiative that melee round. Creatures susceptible to electricity take
DOUBLE damage.
Rate of Fire: ECHH
Payload: Can hang as many as six off the main body, and two off each Power Pylon

*Power Drain---After one too many encounters with power-draining opponents, it was decided to try returning the favor. The Horrorwoods asked the Darkwaters to help, citing the Hirudite Elite with its electrical ‘leeching’ abilities.
The Darkwaters and Horrorwoods have subsequently mofified several of the Benjaman’s whip-tendrils into rocket-propelled grounding probes similar to the Hirudite’s leech tail. Being larger and able to handle more carrying capacity, the Benjaman can more efficiently drain larger power sources than the smaller female Elite, though the Hirudite’s smaller size and greater agility means it is better at getting closer to targets and infiltrating to vulnerable spots.
-Power Shielding---Benjamans themselves are extensively shielded against power drain attacks, through special insulation and active EM field generation...effectively a form of self-dampening.
-Energy Drain---The signature attack of the Hirudite is the ability to drain off, and repurpose, electrical energy from a technological opponent. The modified Benjaman is able to duplicate this attack, using rocket-assisted tentacle heads to pierce an opponent’s armor and attach a superconducting probe to drain energy.
In general, the ‘H-Benjaman’ can drain power through as much as 200 MDC of intervening armor.
*Battery-Operated Devices----Devices and systems without connection to a renewing power source(a generator or larger power grid) are most at risk from a Hirudite’s draining attack. E-clips and power packs are scarved down like potato chips. It takes one action to completely drain an e-clip(any size). This includes e-canisters, car batteries, and vehicular electric batteries.
*Vehicles---Vehicles with the ability to generate their own electricity and recharge batteries(such as a car’s internal combustion engine charging up its battery) are only slightly less at risk. It may take 1d4 melees to cripple a vehicle with an active(and recharging) engine, and if the H-Benjaman is interrupted/dislodged, the vehicle’s electrical systems can be reactivated within 1d4 minutes.
*Power Armors---Battery-powered PAs like Chipwell models are most at risk of being permanently disabled. Nuclear-powered models can be temporarily drained until their powerplants can rebuild power load. In general, a battery-powered PA will take 1d4 melees to drain to shutdown, a nuclear-powered model 1d6 melees, while larger PAs such as SuperSAMAS and Glitterboys will take 1d8 melees. As with vehicles, battery-powered armors will be dead-drained after that, while engne-powered PAs can be reactivated/rebooted, taking 1d6 minutes to come back to full operational power levels.
*Robots---True robots with AIs can still be rebooted after a draining attack, but may lose temporary/short-term memory.
*Cyborgs---Cyborgs are in no danger of losing life support from a H-Benjaman’s draining attack, but that’s small consolation when they’re paralyzed, or trapped inside their own skulls because their powered sensors are all turned off. The H-Benjaman can drain one system or limb of power per melee, cumulative, so they can de-energize an arm the first melee, the other arm the next, and so on, culminating in the torso and head. Attacking the head first will result in the de-powering of any senses and radio systems there.
*Ships---Large vehicles/ships cannot be drained of power by a single H-Benjaman, but individual systems on one CAN be attacked and drained.
*Weapons Systems---Large weapons systems like gun turrets can be drained. The H-Benjaman can drain up to 1,000 pts of potential MD per melee action/attack from a weapons system, or knock turret fire control or articulation off-line.
*Drive Systems---Drive systems such as space drives and FTL systems CANNOT be drained; they’re too powerful and too well insulated for a single Hirudite to be able to drain significant amounts of power from.
Note: If the draining tentacle/finger is dislodged or severed, then the energy drain is stopped.
Note 2: Bio-electrical and magical electrical systems CANNOT be drained in this manner.


2) Energy Attack Absorption--To a lesser extent, H-Benjamans can passively absorb general electrically-based attacks such as ion weapons and EM disruptors that are fired at them. These attacks do HALF damage/effect, and the remaining damage repurposed or simply bled off as pretty lights. See Parrying Electrical Attacks below for an alternative and more active defense.

3) Conduct Electricity (based on super power PU1 pg18) - The H-Benjaman can conduct electricity through their body with no to little harm. By touching a drained battery, e-clip or similar device, they can recharge it in one melee from their own internal system, up to two this way per melee. Or can recharge these devices by touching an active power source, draining it and transferring it to the e-clips or batteries. In theory, the H-Benjaman can recharge multiple items as long as they are touching them and the active power source at the same time, up to 15 such items at once (one each finger and five tentacles while the sixth tentacle touches the power source).

4) Parry Electrical Attacks - The H-Benjaman can parry electrical attacks or ion weapons, channeling the energy into the ground or away from them harmlessly. Roll a parry like normal, with +3 bonus (no other parry bonuses except P.P. attribute apply). A failed parry means the Hirudite takes the damage (half damage due to energy attack absorption). Only +1 bonus if not touching the ground.
Alternatively the H-Benjaman can create a sort of dampening field that covers a 30 foot diameter that grounds out all electricity that strikes it, protecting all within. The H-Benjaman can not move while using this feature.

5) Repurpose Absorbed Energy---The H-Benjaman can recycle some of the absorbed energy to bolster their own systems, similar to what the Celestar and Prism Warrior can do with absorbed laser energy.
Energy absorbed from e-clips count as the following for damage: Short E-clips count as 100 MDC, Long 150 MDC, E-Canisters 200 MDC. Weapons turrets, power armors, cyborgs, robot and regular vehicles count as 300-500(before the load becomes too great, and the Hirudite has to bleed off the excess power). The Hirudite can pick one or a combination of any of these, except redirect attack, as long as there is enough energy absorbed.
a) Redirect Attack - The H-Benjaman can attempt to redirect the attack back to where it originated or a specific within range. Make a parry roll (at +3 from Parry Electrical Attack), then as a strike (counts as one melee attack/action) causes the attack to strike the desired target, on an unmodified die strike, dealing the damage the original attack would do to the new target.
b) Enhance Speed - for every 10 points of damage the attack would do (total rolled, before half being negated) the H-Benjaman can increase its speed by 10 mph and P.P. by 1 for 1 minute, to a maximum of +50 speed and +5 P.P., and every 10 MDC over 50 just increases the duration by 1 minute. SD damage counts as 1/10 MDC (requiring 100 SD damage to equal 10 MD).
c) Enhance Nanite Repair System - For every 10 points of damage that the attack would do (total rolled), the H-Benjaman can repair 5 MD without drawing from its stocks. OR can repair 3d6 MD immediately, without impairing the 4d6 MD/hr for that hour.
d) Enhance Energy Weapons - For every 10 points of damage that the attack would do normally, the H-Benjaman can add +2 damage and +10% range, for 1 minute, to a maximum of +10 damage +50% range, with any extra energy absorbed increasing the duration by 1 minute for every 10 damage.
e) Energize Melee Attacks - Every 10 points of energy the attack would do, the H-Benjaman can energize its hands and claws with electrical energy, dealing +1d6 MD for 1 minute, to a maximum of +3d6 MD. This also grants +2 to Parry energy attacks.
f) Fire Electrical Bolts - every 10 MD the H-Benjaman would suffer, allows her to fire an electrical bolt deal 1d6 MD, able to hold enough energy to build up to a maximum of 5d6 MD, with a range of 500 ft.
g) Enhance Strength - For every 10 Md the H-Benjaman would suffer, can increase P.S. by +5 for 1 minute to a maximum of +25.
h) Electromagnetic Pulse - requires absorbing 50 points of damage, see Energy expulsion: EMP PU1 pg 22 for more details, only with a range of 50 ft radius, or 100 ft directed blast.
i) Supercharge Another's Nanite Repair System - After absorbing 50 MDC, the H-Benjaman can touch another Shemarrian or warmount, temporarily increasing their nanite repair system to repair 4d6 MD per MELEE round for 1 minute. Although this eats through their nanite stocks faster, it allows them to get back into the field of combat faster.

Re: Shemarrian-related fan creations

Posted: Mon Jul 04, 2022 12:07 am
by 89er
"Crap, she's got no pulse. No other option, ZapCeder, BlitzOak get to the chest. You two are on Defibrillation. Charge up and jolt on my signal, she can take it."

Ray-Roy Bughaus, Acting Senior Macro Veterinarian on site, Offworld Reintegration Site 7-4

Re: Shemarrian-related fan creations

Posted: Mon Jul 04, 2022 12:14 am
by kronos
Sorry for being quite folks.. life has been kind of kicking me lately.
Hopefully will have some stuff soon-ish.

Re: Shemarrian-related fan creations

Posted: Tue Jul 05, 2022 9:30 pm
by taalismn
kronos wrote:Sorry for being quite folks.. life has been kind of kicking me lately.
Hopefully will have some stuff soon-ish.

S'right...my writing schedule(and indeed my plans for the whole week) were blown away by a sudden and depressing case of stomach flu....so I'm a ways from recovering my normal late writing hours and 'a new entry a week on SOME topic' posting rate/schedule...

Re: Shemarrian-related fan creations

Posted: Wed Jul 06, 2022 9:30 pm
by taalismn
(Because it’s time to update the Gentle Goddess-Girl)
Ava, Upgraded
“Word spreads through the Tribe Netz. While the jury’s still out on whether she really is a Goddess-Avatar, there’s no disputing there’s something -special- about this Ava character.”

During the Minion War incursion on Rifts Earth, Ava was in the thick of things, organizing local relief and rescue efforts, defending the inocent from the Infernals and other predators, and reliefing suffering where she could. In the course of these actions, she came into frequent contact with forward elements of the post-SCW Reformed Shemarrian Nation, also resisting the supernatural invasions.
Ava was damaged/injured on several occasions during the Minion War, badly enough to warrant help from the Shemarrians. As the EShemar had been seeking to capture or at least question the elusive ‘goddess’, this afforded them a long-sought opportunity to finally corner Ava and ascertain her nature and her motives.
After several intensive interviews with Ava, the Shemarrian Elders were still rather baffled that somebody like her could be so NICE, but were convinced that she wasn’t some dastardly plot by the DarkOne(ARCHIE-3) or the Shaper(Hagan Lonovich) to divide and subvert the EShemarrians. While not entirely dismissive of Ava’s spiritual claims, the Elders have cleared Ava of her ‘hunted’ status and decided to treat her as an Eccentric on walkabout.
As an acknowledged Eccentric, Ava has free license to travel between the various Tribes and recieve/participate in Rituals of Upgrade and Gifts of Modification from the vatious groups she assists. So far, she’s served enough tiime with seven of the Eleven Tribes to have been Upgraded accordingly.
Personality-wise, Ava is a lot more accepting of the more aggressive Shemarrians such as the Warrior and Elite castes. She has taken joy in the increasing social elevation of the Pariah/Acolite class and the patronage of the neShemar.

The Cult of Ava
Belief that Ava REALLY is an avatar of some goddess has only grown, especially among the non-Shemar and neShemar in the Shemarrian Nation. Aside from her allies in the Tribes, Ava has gathered an informal following who accord her at least saint-like status.

The Ava-Tour(to date)
*HawkMoons
---
The Hawkmoons, in addittion to vetting Ava as a non-threat to the Shemarrian Nation, have upgraded Ava’s self-repair systems to the EShemar standard. This has allowed Ava to supply her own repair materials through the act of eating. This has also incidentally openned up a new field of possibilities for Ava in the creation of tasty, but nourishing, substrates for other similarly-equipped Shemarrians.
-Bionic Cybernanite Repair Systems---A modified bionic nanotech repair system that originated with the Ecotroz Shemar, but has also been adopted by the Ghost Riders. Ava’s systems repair 4d6 MD per hour, and can repair 100 MDC before needing material stocks to convert to MD repair material.
Ava retains her original repair system as a backup to this. It can also be used to repair other EShemar/bionic NeShemar thanks to some reprogramming of the nanites.

*Wayfinders----
The Wayfinders have guessed that Ava was originally a transferred intelligence magic user similar to themselves, so when she did a stint with them, their technowizards worked to give her her magic back. It seems to have worked, the ex-Sister of the Hearth has remembered some of her old spells, if not where, when and how she learned them.
- Third Eye---The 3rd Eye implant that is the distinguishing physical characteristic of Wayfinders has evolved to be more than simply an extra optic; the SSN Wayfinders have refined it until it has the properties of the ARS-500 Arcane Scanner, with the following powers:
-Sense Ley Lines---3 miles(rifts at 6 miles)
-Sense Supernatural---450 ft
-Sense Magic---120 ft area
-Decipher Magic---72%
-Presence Sense---120 ft area
-See Aura
-Eyes of Thoth
-Sense/See Dimensional Anomaly
- PPE Generator Systems---The Wayfinders gave Ava a combination of crystal- and gel-pack-based PPE generators----300 PPE battery capacity; recharges at 18 PPE per hour, 60 PPE/hour at a leyline, 150 PPE/hour on a nexus
-Spell Abilities---Ava has remembered the following spells(all at effective 6th level of proffiency):
---Globe of Daylight(2)
---Fortify Against Disease(15)
---Cleanse(6)
---Extinguish Fire(4)
---Negate Poison/Toxin(5)
---Cure Illness(15)
---Heal Wounds(10)
---Purification(20)
(Interesting, the above spells will be cast at HALF PPE cost, as if tehy were being cast through a technowizardry device)

*DarkWaters----
Ava toured several of the Deep Clan’s shore communities. Though Ava didn’t make it down to the underwater DeepWatch enclaves of the DarkWaters, she did take part in rescuing the crew of a DW submarine that had been attacked by a superior number of Horune raidercraft. For that she was Upgrade Gifted.
-Dual Air-Water Thrusters----Ava’s wing units can now act as hydrothrusters, reconfiguring to move water just as efficiently as air. Ava can now ‘swim’ at 30 MPH, with a depth tolerance of 1,000 ft.

*Ghost Riders
---Ava might not have found Madhaven an entirely pleasant place, but she did meet and befriend some of the mutants there, as well as meditate with the Knights of the White Rose in their Garden. She also inadvertently gave some of the Domimatrixes ideas on how to break people with kindness.
-Improved Mental Firewalls----The GhostRiders gifted Ava with some Upgrade patches to shield her mind from intrusionl hacking attempts will be at -30% to make any headway into her systems .
-E-Animal Speak---The GhostRiders also gave Ava a limited ability to link up to(by touch) and subsequently sense through various robot animals. To outsiders, this looks like Ava is talking to wild animals.
-White Roses---The KorWR gave Ava an ectoglass bottle with 10 preserved White Roses for her use.

*SkullCrushers
---Amazingly enough, at a time when most of the other Tribes were still shunning the Skullcrushers for their past actions during the Shemarrian Civil War, Ava openly approached them. Ava’s sheer audacity in giving hugs to the Warchiefs of the GrimDark Tribe completely caught the Skullcrushers offguard. Ava’s tour with the Skullcrushers has been described by observers variously as ‘a slice of light’, ‘a swath of happiness’, and a ‘hugger assault’.
That she willingly took part in a Rite of Upgrade with a Tribe tainted by affiliation with the BlackSteel showed a courage and leap of faith that impressed even the SkullCrushers.
-Deflection Field----The Skullcrushers shared with Ava an electromagnetic dispersal field that, while not as effective at resisting damage(can only subtract 40 MDC of damage per melee) as a proper forcefield, is less energy intnsive, and can be used to more effectively parry and deflect projectiles(+2 to parry metal, including Blacksteel, projectiles, +1 to parry all others), and ion weapons do HALF damage.
-Remembered Spells: While visiting with the Skullcrushers, Ava will seem to rediscover or remember the following spells:
-Expel Demons(35)
-Protection Circle: Simple(45)
(Like the spells she ‘discovered’ with the Wayfinders, Ava will find that she can cast these spells at HALF cost, using herself as a TW device-focus)


*SilverMoons
---The Silvermoons have declared Ava, if not a direct avatar of a goddess, then a ‘High Sister of the Moon’
-Laser Upgrade: Ava’s arm lasers now have an effective range of 2,500 ft, and do 3d6+3 MD per blast. Her eye lasers now have a range of 1,250 ft and do 1d8+1 MD per blast(2d8+1 MD for a simultaneous blast), making them equivalent to a Silvermoon Wargoddess’s.
They also gifted her with a full cloak of silver laser-resistant fabric( 85 MDC and lasers do HALF damage).

*Sapphire Cobras
---The Snake Cult Tribe was rather amused when Ava approached them. The Snake Priestesses have had many long and esoteric discussions with Ava and concluded publicly that she is another ‘worthy messenger of the divine’.
They gifted her with a Guardian Garter Snake loaded with anti-toxin venom.
-Snake Token---This a Sapphire Snake scale implanted in Ava’s skin (earlobe)that allows her to summon and communicate with any cybersnakes within radio range.

Missing:
*Bloodriders---
Having seen Ava’s effect on the normally dour Skullcrusihers, some of the War Glory Tribe are expressing anxiety about what may happen if she decides to wander their way. Maybe they can divert her into the distractions of Greater New England, starting with the City of Charter?

*Lost Eclipse/Nightmares---
The Nightmare Tribe is dismissive of Ava’s claim to be a divine avatar and is avoiding her. It’s rumored, though, that the Lost Eclipsers are as terrified of her aura of HAPPINESS as others are of the Nightmares’ creepiness.

*Wolf’s Path----
Ava hasn’t yet visited the Wolf’s Path, though she has had earlier encounters(and escapes from) the Tribe’s scouts. Though the Wolf’s Path has no one opinion of the ‘Goddess Ava’, the kantaran fondly remember her ‘wolfy treats’, even if at the time they were being used to distract them from tracking her.

*Horrorwoods----Ava has had occasional contacts, but has not yet had any prolonged stay with the Forest Clan. Given how much fun she’s had with meeting faerie-folk and cyberanimals, the Horrorwoods elders are optimistic about Ava’s visits.

Fringe Tribes

*N’Re’Mar
---Ava always greets these hardworking and normally reclusive scavengers as friends, and they reciprocate, freely trading with the ‘goddess’ and sharing the latest gossip with her.

*Steel Gaians---If the Steel Gaians knew the Blood Riders were planning on using them to distract Ava, they’d be more nervous. However, they’ve heard wonderful things about Ava’s steel-pan and bakelite cookies.

*SkyeKlad----The Nude Tribe is looking forward with Ava visiting them and are already planning the beach party.

*Lollipops---The Eternal Children LOVE Ava; she gives them hugs and treats when they meet. She may not always approve of their pranks, though, so the Lollis are conspicuously on their best oh-so-innocent behavior when she’s around.

*Clan Motron----Limited contact so far; during the Minion War, they once gave Ava a ride in one of their open-topped jalopy warmounts during a motorized evacuation of one of the communities in the path of the Infernal armies. She apparently enjoyed the experience even given the circumstances, so they’re not too worried about future visits.

-Clan Shelley---No contact as yet with this prolific B-horror-obsessed fringe clan.

-Clan Shinden ----Ava has had no contact with this Japan-based/spawned offshoot tribe, but would be strangely fascinated by Japanese culture. She would also take an instant shine to the pregnant Kishin neShemar.

-The Sand Blades ----Ava couldn’t take part in the Mexico Crusade because she was busy helping deal with the aftermath of the Minion War in the Magic Zone, but she has heard of this tribe of survivors of vampire assaults and is sympathetic towards them. As a ‘goddess of life and light’, she is naturally opposed to vampires and other life-stealersm and would like to help them however she can.

-Clan Gothec---No contact as yet with this European clan, though she’s at least heard of the Kitbash Klan and has met a few oreseme assembled from Triax parts gathered during EShemar visits across the Atlantic. She might, at some point, be tempted to visit Europe; one can only imagine would might happen if she met Empress Romanov.

-Clan Pantheron----Ava met a representative of this cat-oriented clan once and found her ADORABLE. Much as the emissary was rather embarassed by being scratch-patted between the ears, she had to admit it felt GOOD.

-Knights of the Tin Can----Ava encountered this sub-clan after the bounty-call on her capture was lifted, so she met them under more peaceful circumstances. While not entirely approving of theri mercenary ways, she was charmed by their chivalrous manners(and she did provide a female prisoner they were transporting with a nice little prison dress). In turn, the KoTC declared Ava a ‘Great Lady’ in the noble sense.

-Offworld Fringe Tribes---Ava has not made it offworld, so she has not yet encountered such groups as the Vespans, Clan Armorand, the Thousand Dragons, the Aurora Warriors, the IceFlames, Alecians, Shadowblades, FlameWings, Obsidian Dawn, Radiant Edge, Ghezo Guards, Chromites, Clan Megalith, Clan Scelptor, the IronHearts. or Clan Immensis.

Re: Shemarrian-related fan creations

Posted: Sun Jul 10, 2022 11:51 pm
by kronos
Crab/Lobster Warmount upgrades
Instead of doing specific warmounts, these can be applied to any that are based on crabs or lobsters.

Kingler Upgrade
The Kingler Upgrade is available to any crab or lobster-like warmount used on worlds that have a large population of natural predators, and enemies that use metallic or ion weapons. The shell armour is modified so that there are less exposed areas, with some over lapping to improve protection without increasing weight too much, but does reduce maneuverability a bit. A set of six thin spikes on the head, resembling a crown, which contain emitters for a low level magnetic field that helps deflect attacks from metallic weapons and reduces damage from ion weapons, and grants it electromagnetic senses if it didn't already, or increases range if already has such sensors. The other noticeable feature of the Kingler upgrade is one claw is replaced with a much larger claw. This larger claw has more powerful servos and has thicker armour, making it a powerful melee weapon, or can be used as a shield. Unfortunately, if the claws on the warmount originally contained any ranged weapons, only energy weapons can be contained, and the number reduced to a maximum of 1 weapon as the space is dedicated to servos and reinforcement.
Kinglers are found amongst the Darkwaters and Horrorwoods mostly.
Make the following changes to any crab or lobster type warmount:
Reduce PP by 2;
Land speed reduced by 10%;
Increase maximum depth tolerance by 20%;
Reduce Dodge, Roll with Punches by -2;
Add 6 spines to head, each has 10% MDC of the head (difficult targets to strike, attacks suffer -4 to strike);
Replace one claw with combat claw, increase MDC of that particular claw by triple original claw (minimum of 50 MDC).

*Electromagnetic Senses - Can sense electromagnetic activity, including that generated by a living being’s nervous system, in a 700 ft radius. Also acts as a natural magnetic compass. If the warmount already has this ability, increase range by 25% rounding down to nearest 5 ft.

*Magnetic Field - The spikes on the head are emitters that create a magnetic field, causing attacks from metallic weapons (swords, hammers, armoured fists, railgun rounds) suffer -2 to strike rolls. Ion weapons suffer -4 to strike rolls and damage reduced by 25%.

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

Combat Claw
P.S. For the claw is +4 higher than original P.S. But only for that claw.
Damage increases by +3 Dice of damage (if claw originally did 3d6 now deals 6d6 plus P.S. Bonus).
Can be used to parry attacks, granting a +2 to Parry with the claw, able to function as a shield.

Starling Upgrade
Starlings are another upgrade available for crab or lobster-like warmounts, built for speed and maneuverability, favoured in shallower waters and with riders that prefer speed over power, making good for scouts and fast cavalry, or rapid response defense units. The armoured shells are thinner, reducing weight to help increase speed, joints and servos are faster for increased response times. Another noticeable modification is their claws are narrower, longer and angled for stabbing attacks, with one edge lined with a vibro blade, allowing for higher precision stabbing or quick slashing attacks. Starlings can be found amongst the Darkwaters, Horrorwoods and a few examples amongst the Skyklade to help protect their beaches.
Make following changes to any crab or lobster type of warmount:
Reduce main body and leg MDC by 10%;
Reduce P.S. By -2;
Increase P.P. By +2;
Increase Dodge by +2;
Increase land speed by 10% and swim speed by 30%;
Reduce maximum depth tolerance by 15%;
Modify claws by making then narrower and longer that end in points, with one edge sharpened. Reduce crushing damage by 2d6 and replace crush/pinch/tear with stab, increase critical multiplier by 1 (x2 becomes x3), and add a slash attack using crush/pinch/tear at -1d6 of the original damage.

Re: Shemarrian-related fan creations

Posted: Mon Jul 11, 2022 9:15 pm
by taalismn
kronos wrote:Crab/Lobster Warmount upgrades
Instead of doing specific warmounts, these can be applied to any that are based on crabs or lobsters.


Right off the bat, that would be the:

Eco-S-K-52 Slingtail(scorpion)
Eco-S-K-89 Susanokite(crab)
Eco-S-K-107 Stormapod(lobster/mantis shrimp)
Eco-S-K-149 Dazzan(spider-crab)
Eco-S-K-158 Raninterra(crab)

Possibly the Eco-S-K-160 Alphaedite(shrimp)
;)

Re: Shemarrian-related fan creations

Posted: Tue Jul 12, 2022 12:30 am
by kronos
taalismn wrote:
kronos wrote:Crab/Lobster Warmount upgrades
Instead of doing specific warmounts, these can be applied to any that are based on crabs or lobsters.


Right off the bat, that would be the:

Eco-S-K-52 Slingtail(scorpion)
Eco-S-K-89 Susanokite(crab)
Eco-S-K-107 Stormapod(lobster/mantis shrimp)
Eco-S-K-149 Dazzan(spider-crab)
Eco-S-K-158 Raninterra(crab)

Possibly the Eco-S-K-160 Alphaedite(shrimp)
;)


Yup, this way it allows regional or specific tribe or battle group variants, allowing diversity to help fit mission profiles or personal preference over the norm.
I'll have a few more crab/lobster generic upgrade/variants.

Re: Shemarrian-related fan creations

Posted: Tue Jul 12, 2022 4:38 pm
by taalismn
...and you've given me an idea for a claw weapon...
(now just have to find the time to work on it).

Re: Shemarrian-related fan creations

Posted: Wed Jul 13, 2022 9:00 pm
by taalismn
Strayklaw Claw Weapon Faux-Magic Enhancement
(aka ‘Shredstorm’)
The ‘Strayklaw’ is an Upgrade available to Warmounts with crab-claw-style appendages. The Upgrade attempts to replicate the spell Spinning Blades, but using technology instead.
‘Strayklaw’ conversion fits the ‘wrist’ of the claw so enhanced with several thick electromagnet bands, and mounts several strakes of molecularly-sharp megadamage material on brackets on the outside of the claw. A typical ‘Strayklaw’ Upgrade mounts six blade-strakes, but may have as many as eight(and there are rumors of some mounting ten blades).
In action, the bands generate a powerful electromagnetic field that suspends the detached metal strakes and floats them around the claw, moving them like the blades in a blender. Anything caught in the high speed orbit of these blades is at the very least badly slashed, if not outright shredded.
Furthermore, the strakes can be projected like javelins, doing damage on impact . The levitating magnetic field can also be used effectively to parry metal objects, such as shells and melee weapons.

Weight: +800 lbs per installation
MDC: Each claw-strake has 40 MDC, which adds extra armor covering to the claw-limb
Range:(Buzzsaw) 10 ft radius of the claw
(Projectile) 500 ft
Damage:(Buzzsaw) 2d6 MD per blade, 2d6x6-8 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
(Projectile) 2d4 MD per projectile
Rate of Fire:(Buzzsaw) ECHH
(Projectile) Volleys of 1-8(all)
Bonuses: (Buzzsaw)+4 to parry, +1 to parry energy attacks
(Projectile) Only the Warmount’s standard ranged combat bonus
+2 to parry metal objects(total of +6)
Payload: 6-8 blades
Options:
Most users regard the blade strakes as expendable, but depending on the Tribe, individual operator, and mission requirements, some use silver-edged blade-strakes, or use thermal-resistant materials for the blades.

Re: Shemarrian-related fan creations

Posted: Sat Jul 16, 2022 8:37 pm
by taalismn
Glitterboys in EShemarrian Culture(Expanded)
(inspired by a line in Will Erwin and Johnny Roccia’s articles in the Rifter #85)
“That silver glow coming at us from the north end of the forest? Bad news, boss, we got at least two dozen glitterboys coming at us. Before they shot down the drone, I got sight of a couple of war banners and what was on them . We got Moonies on the warpath and they brought their pet boomers to play with us.”

Given ARCHIE-3’s role in producing and distributing the classic Chromium Guardsman/Glitterboy power armor in North America, it’s no small surprise that when the EShemarrians seized all the secret Cyberworks facilities on the East Coast, they also acquired the Glitterboys for themselves. Not ones to waste good material , they set about figuring how best to incorporate these iconic machines into their ranks.
The EShemarrians have emulated at least some of the policies of their former ‘tormentors’(ARCHIE-3 and Hagan Lonovich) in that they continue to produce ‘historical’ Glitterboys, quietly distribute a few through the Black Market, and use them to covertly spy on the users. Since the formation of the community of New LIberty and the modification of the Factory 7 complex, the NEMAns have largely supplanted this operation with their open production of new USA-G10s, but a few doctored Glitterboys are still slipped to the black market as part of EShemarrian intelligence-gathering.

The Silvermoons are the biggest and most obvious users of Glitterboys among the Tribes; observers are correct in assuming that the Silvermons’ adoption of laser-reflective armor as a signature of theirs was inspired by the Chromium Guardsman. A few Glitterboys are distributed among the other Tribes, but the Silvermoons remain the biggest users of the GBs being manufactured by the former A3 factory complexes.
The appearance of a number of Glitterboys and Glitterboy-like power armors and robots in the ranks of Clan Armorand is thought to be the work of the EShemarrians; the ‘Shield Clan’ in particular is adept at using proper Chromium Guardsmen ‘phalanx’ tactics to bring maximum firepower to bear, while maintaining a strong defense(enhanced by that clan’s expertise with mutually-supporting tactical forcefields).

Glitterboys in Eshemarrian service take one of four forms:

-NeShemar/Veshemar----These are flesh and blood Glitterboy pilots operating GBs that have been accepted as Tribesmenbers or as close allies(Veshemar, ’Friend of the Shemar’ or ‘Almost Shemar’ ). These pilots are generally regarded as Riggers or Boomers by the GB Associations(the conservative Minutemen have no truck with the NeShemar or any GB pilots known to have close association with the ‘d-bee’ Shemarrians). Those GB pilots in EShemar service regard themselves as a separate Association anyway.

-Replicants(Faux Glitterboy Pilots)----These are GBs piloted by androids(akin to Cyberhumanoid cyborgs) disguised as flesh and blood pilots. This practice originated as a plan of ARCHIE-3 to increase the number of available combatant Glitterboys against a greater threat to North America(another Mechanoid invasion, major Splugorth incursion, Infernals, etc.). The program was discovered and taken over by the EShemarrians. Replicants are typically regarded as Riggers or Boomers by the GB Associates, especially since their G10s usually are modified to one degree or other. Other factors counting against them are that the replicants are seen as being recruited from communities under the influence of the d--bee Shemarrians, and their Glitterboys are considered ‘bootleg’ with either largely and suspiciously virgin Chrome Codexes, or obviously doctored ones. However, none have triggered any Chrome Bounties(which in turn would have triggered the ire of the EShemarrians).
While some replicants, especially pre-Shemarrian Civil War models, have deep programming to make them believe they are/were real humans, almost all post-SCW Awakened replicants know from the start that they are EShemarrian sgen and accept their roles as potential liaisons between the Tribes and outsiders.
*Superior Teamwork--- This system was adapted from the Wolf’s Path Tribesmen. In teams of three or more, Faux Glitterboy Pilots enjoy a +1 to Initiative, +1 to strike, and +2 to Perception as long as they are in line of sight of each other.

-Oreseme, Stalwarts (Faux-Minutemen)---Standard GBs modified with an integrated AI instead of a pilot. The conservatively accoutered USA-G10s do not externally deviate too much from standard Glitterboys and from a distance can pass as regular piloted GB units....as long as nobody asks the pilot to step out of their armor.
Internally, Stalwarts can conceal some quite exotic hardware, including concealed weapons, forcefield projectors, faux magic, and whatever else might provide a rude surprise for those expecting regular USA-G10s.
Like the Faux Glitterboy Pilots, Stalwarts also enjoy the benefits of the adapted Superior Teamwork network described above.

-Oreseme, Radicals(Rigged)---These are original sentient mechanical organisms that have been kitbashed using Glitterboy components and plated in laser-reflective chrome-armor. Their abilities vary wildly, so much so that they cannot benefit from the Superior Teamwork network described above. Some are regarded by outsiders as Glitterboys from alternate dimensions or knockoffs created by alien species. Many Radicals join groups like the Knights of the Tin Can. The eight-legged Spider-Shiner is an example of a Radical.