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Post by Iron Bonny Shades on Oct 2, 2003 19:46:20 GMT -5
This is some work I sent into the rifter and is currently awaiting publication If you like it, by all means, let them know ******************************************* On the Shemmarian By Dr. Wilfred Orogson Associate Professor of the Faculty of Anthropology, Academy of Learning. Very little is actually known about this elusive race of mechanized amazons. They are a nomadic race that seems to primarily travel along the East Coast of North America in a rough migration pattern. When I first set out to study this fascinating culture, one of the hardest things to accomplish was making contact. This elusive culture is nomadic by nature and when I finally did run into them I discovered that even the most gregarious Shemmarian is reserved when it comes to talking about the tribe. They had obvious problems with both my race and gender, but through good humor, gifts of food and raw materials, and a lot of patience, I gained the tolerance of the tribeswomen. In fact, it was their Shaman (a truly fascinating woman) who showed me their complex world. Below are the results of my findings. History of the Shemmarian The Shemmarian are a race of D-bee warrior women who used to live in a realm that they called “The World of Dreams”. “The World of Dreams” is always spoken of with awe and respect. From what outsiders have been able to glean, it was a world that was mainly steppes with a few mountain ranges. This home world had much in the way of food and supplies, yet it was a dangerous place. It was due to these dangers that the Shemmarian expanded into fusing the mechanical with their own bodies. How the Shemmarian ended up on Earth was a cosmic accident. Their Shaman told me that their people were pulled through during “The Coming of the Fires”. From what I can tell, their planet was affected by some sort of disaster that tore a hole through the dimensional fabric of space and catapulted those few caught by it through time and space. However, this was not some sort of natural disaster, but is believed by the Shemmarian to have been a response by “The Abominations”, a term used to identify the Splugorth Slavers. Perhaps that would explain the Shemmarian’s deep hatred for these evil slavers. Then again, I can hardly think of a better contrast for these independent wanderers of the East Coast. After being brought through this dimensional flux, the Shemmarian arrived on our planet and made their new home here. Although the first years were not easy, they were used to a world of strife and, after much hardship, they began to thrive in the brave new world. The Shemmarian have no idea where their home planet is and have given it up as a lost paradise. Besides, according to the Shaman, “We like it here and we intend to stay.” However, I believe that this is not entirely the case. One of the tales presented by the shaman was a cautionary tale of a small group of Shemmarian who went looking for their home world. The Shaman emphasized that they were doomed from the start and were ultimately sucked through a dimensional rift and destroyed. Assuming this was true, I wonder if they were really destroyed, or could have really found their home world. But I digress. Sex and the Birthing Process: Perhaps the best place to start with a culture as unusual as the Shemmarian, is how they begin life in this world. Despite being full conversion mechanized warriors, the Shemmarian are...fully functional when it comes to having relations. The can and often do mate with any human or humanoid d-bee race. However, it appears that they prefer humans as mates (and if the gossip around the nearby towns is true, male ogres as well). Furthermore, it is human males that seem to allow the Shemmarians to conceive. Like the amazons of old, the Shemmarian consider most men to be second rate at best. Because only females are Shemmarian, they feel no emotional family attachment to these potential mates. Their family is with the camp and the camp alone. As a result, the overwhelming majority of Shemmarian merely use their mate to conceive and then abandon them. In extreme cases, the man is captured and restrained, to be used as needed. Fortunately, I was not one of these potential “suitors”. When a Shemmarian becomes pregnant, she undergoes a series of changes. She ends up with the normal mood swings and strange cravings but perhaps the most surprising change is not a change at all. The borg bodies do not actually show that they are pregnant. In fact, if it was not for a slight glow to their skin, you could not tell that they were pregnant at all. During gestation, the Shemmarian is given a period of comparative relaxation. She does not participate in raids or outside camp activities, but merely stays in the camp, keeping things in order and assisting the Shaman in day to day activities. Since usually only one or two Shemmarian at the camp are pregnant at any one time, this relaxation does not hamper the camp’s other activities. The time for gestation is usually 4 months, but can be as short as 3 months or as long as six, if complications occur. When the Shemmarian realizes that the child is ready, she goes to the Shaman immediately and tells her “it’s time”. The Shaman then takes the pregnant warrior into the Shemmarian Wagon, a large mechanical beast that is the base for the Shaman (for more details, consult the Camp section below). Although, no one else is allowed inside and no one would talk about the birthing process, I believe that I can speculate that the Shemmarian Shaman acts as some sort of midwife. Further speculating, I could assume that the bionic bodies of the Shemmarian probably are incapable of normal labor and some sort of Caesarean Section is required. Several hours later, the newborn child is presented to the rest of the tribe. That night, there is much celebration. Raising the Young and Coming of Age. The young Shemmarian child begins a journey into adulthood almost immediately after birth. The child must undergo some sort of elementary replacement of organic components, for the Shemmarian child that I had observed after birth already had a few bionic additions. Perhaps this is why they seem to mature significantly faster than what is normal for humans and most mortal D-bee races. The child is raised not merely by the mother but by the entire tribe. As far as the child is concerned, every elder of the group is a parent and will teach her the skills she needs and provide the love and attention she requires to grow up properly. Because of this, the Shemmarian child lives in a very disciplined environment. This is required for her to learn the ways of the Shemmarian. Roughly a year after birth, when the child is strong enough, she begins training. The young Shemmarian learns quickly how to ride the legendary Monst-Rex, handle Shemmarian weapons, and learn the ways of her people. However, she is not considered a full Shemmarian until she reaches “the appropriate age”. When the elders deem that the child has reached “the appropriate age” (which can happen as early as 5 years to as late as 10 years), the child undergoes a coming of age ceremony. During this ceremony the young warrior is given a dangerous task of great skill and strength. This task may range from recovering stolen equipment to slaying a great monster of the realm. They are then sent out into the world to perform this task. They are allowed to have help in completing their task and they can even associate with outsiders. However, they are warned that if they leave the tribe for too long, they will be hunted down by their sisters and destroyed (although they never have actually said how long “too long” was). Should they not be killed and succeed in their task, when they return to the tribe, they undergo a secret ritual that allows them to evolve into adulthood. They are told they must undergo a second birth. The young warrior is brought into the Shemmarian wagon and stays there, under the Shaman’s watchful eye, for several days. When she exits, she is a full grown warrior. Most of her body has been replaced with a bio-mechanical shell and she has the same duties and responsibilities as the other members of the tribe. I further speculate that they must undergo some sort of fast aging while under the care of the Shaman.
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Post by Iron Bonny Shades on Oct 2, 2003 19:47:09 GMT -5
The Shemmarian Camp
The Shemmarian are nomadic by nature and the basis of the Shemmarian culture is the camp. Ultimately all of the day to day life centers on the campsite and moving from place to place.
The biggest question that comes to mind is namely… why are they nomadic? Most technologically advanced societies are based on a country or state and have an impersonal orientation. The Shemmarian are neither. All I was able to obtain from the Shemmarian Shaman was the cryptic “it is because it is.” My speculation is that the Shemmarian were once very technologically advanced, more sessile culture, and that some sort of natural or man made disaster drove them to a nomadic lifestyle, perhaps related to the Splugorth.
While that may have been the case (the Shemmarian warriors won’t tell), why they remain mobile is simply one of economics. To stay in one place would cause ecological damage to 4 to 5 miles (6.4 to 8 km) of territory and render it useless. Like other patrolists, they need to keep moving to give the land a chance to renew itself.
The center of the average Shemmarian’s life is their tents, which although made of a very strong synthetic mesh, appear to be very much like the dome-like yurts of Asia. These tents are portable and easily collapsable. Arriving at the new camp, these tents can be raised in about 5 minutes! This makes the Shemmarians extremely quick at both laying out the camp and pulling up stakes. I timed one of these pulling up stakes and discovered that, with my stopwatch, within 3 minutes the Shemmarian were completely suited up and ready to leave!
These tents are almost like a dormitory in nature, being the home of 4 adult warriors and any of their children. These tents can accommodate up to 8 to 10 people and are fairly comfortable, even if the experience was somewhat eerie. The dwellings use cushions for both sitting and sleeping, with one section of the yurt screened off for the “Tent Leader,” an alpha female if you will, of the tent. Weapons and equipment are bundled along the walls and any food is hung from the tent roof.
The camps themselves may vary with the terrain, but always follow a basic design. The Shemmarian’s Shaman and her wagon are almost always located in the center of the camp, both to emphasis her position within her tribe and to provide protection, for the Shaman’s wagon is surrounded on all sides by the warriors and their tents.
What is particularly interesting is that they rely on a simple fire to produce heat and to cook food. The food they prefer is that of game animal (usually stag) which is served with exotic spices supplied by the shaman. This makes the food especially hot and spicy and is used as a test of strength to show their stoic pride and control. Many people unused to such spicy food end up running for the nearest stream, and dunking their heads in it to clean out their mouths (well, at least, that is what I did).
Ultimately, the feel of the camp was a blend of the low tech and the really high tech. For all of their high technology, the Shemmarian use the same old techniques that are found in other nomad cultures elsewhere in the world. At the same time, the fact is that they are full conversion borgs and use some of the most advanced technology on the North American continent.
Communication and Language One of the more interesting things about the Shemmarian is that they generally don’t speak as normal sentients. Their prefered method of communication is through the use of encoded signals between one and the next. Although I was unable to determine the frequency (mainly because it would have been rude), I believe that they mostly talk at a higher frequency than can be heard with the normal ear. This makes the Shemmarian eerily silent unless they have to talk to another race. In these cases, they showed (to me, anyway) that they know how to speak in a more conventional sense with their “native language” being Dragonese/Elven (or at least that is what they told me and the language they used with me).
Shemmarian Names
It was the Shemmarian names that I found the most curious. The majority of the names that I asked about (and was actually answered) seemed to be variations of either Japanese or classical Greek! Perhaps there are more similarities between these mechanized warriors and the amazons of legend (or perhaps of more recent history, if Christina’s information is accurate)! While the basis of the names were the same, each seemed to have been “elvenized” and changed to flow better with the Dragonese language. This is yet another facet of the Shemmarian that I wish to investigate further.
Writers note: Since Dragonese/Elven has never actually been described, I generally use Elven words from any and all fantasy novels as a basis for this language.
Government and Custom
As a society of nomadic warrior women, the Shemmarian have many similarities to other nomadic, warrior cultures. There are few written laws, per se. Most of the ways of a Shemmarian camp are governed by custom and tradition. To keep most of the Shemmarian following these rules, there is much peer pressure to conform to the rules and to take care of each other.
If there is a grievance between two members, they can settle it between themselves by participating in a trial by combat. Both Shemmarian are given an energy halberd and fight until first strike. If the accusation is considered to be particularly serious, the trial by combat can be to the death. Although the Shaman assured me that these desperate duels haven’t happened since they arrived on this planet, I cannot help but wonder if she was telling the truth.
For ultimately it is the Shaman that is in charge of the camp. Although, the warriors can be respected for their prowess and even consulted on issues of note, it is the Shemmarian Shaman who has the final say. The Shaman prefers to see her warriors settle their problems on their own, but if an argument cannot be settled individually, or if it effects the entire tribe, the Shaman can act as arbitrator. Other people can speak on both sides’ behalf but ultimately it is the Shaman who decides on what a suitable punishment could be. The penalty can be as minor as chastisement or as severe as banishment or death! In fact, for the most serious crimes (as decided by the Shaman) the most severe punishment is known as “Returning to the Tribe”. Here, if the warrior is found guilty of betraying the tribe to an outsider, they are dissected in front of the other tribe members until dead. They are fully conscious during this procedure. The parts recovered from the “traitor” are then reused.
However, for day to day functions, there is a Head Warrior, an alpha female among alpha females, as it were. There is no point in annoying the Shaman with trivial matters, so for hunting raids and most war parties, the Head Warrior is in charge. Underneath her are the alpha females that implement her plans.
Despite the extreme control of the tribe, the Shemmarian boast a code of strength, courage (with a definite dose of wisdom), and bravery. Ultimately the tribe is all, but each Shemmarian is a part of this greater whole and must show her pride because of it. Outsiders (which always includes males of any types) are never to be trusted, but are to be used from time to time. This last statement really makes me wonder about the authenticity of the information that I have collected.
The Sphere of Influence
Despite being nomadic by nature, the Shemmarian do have an area that can be best described as… well, turf. While they do not control the territory they usually migrate in, they do have an influence that is heavily felt. Since most of the other peoples are generally of considerably lower technology, the Shemmarian are pretty much used to doing what they please. This turf is generally referred to as the Sphere. One of the things that commonly happens in the Sphere is the collecting of tribute. By going to villages that have already been “pacified” by the Shemmarian, they collect a small tribute of raw materials, metals, and other supplies that the Shemmarian deem necessary. However, the Shemmarian rarely take more than they need, for they prefer to think of themselves as above such petty concerns of these pathetic plebs.
The villages that are under this “protection” are given a flag, which is then set up by the Shemmarian in the middle of the town. This flag is marked with the insignia of the particular tribe that claims tribute there. If the flag is moved, the Shemmarian within 5 miles will know it and may respond with violence.
Sometimes, this relationship allows for some minor trade. In return for supplies, the Shemmarian will trade some of their supply goods. The Shemmarian have even developed a small ion rifle that is traded to allow their “serfs” to survive. (The Shemmarian will be danged if they have to spend too much time doing garrison duty. An assault, on the other hand…)
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Post by Iron Bonny Shades on Oct 2, 2003 19:47:40 GMT -5
Raiding (for Fun and Profit)
Above all else, the Shemmarian warriors are able to acquire more supplies by raiding both settlements and caravans. According to the Shaman, as long as the people don’t resist and stay out of their way, the Shemmarian generally leave the inhabitants untouched, taking only a few key supplies. It is more to act as a training exercise for the young, to keep the average Shemmarian’s skills sharp, and to keep their wits about them (or so I was told).
I was unable to confirm or deny one of the darker myths about the Shemmarian: that they kidnap children. In fact, before I was within the Shemmarian camp, I was in a small village within a particular Shemmarian Sphere. While entering the town, I saw a mother and a young female child walking down a street. The young child was misbehaving herself and the mother could not hold her temper much longer. She yelled out, in a brutal voice, “You better behave or the Shemmarian will come and get you.” The kid shut up right away. This event intrigued me, so I asked the local mayor about it. He denied the accounts but looked nervous rather than angry. When I asked the Shaman, she neither confirmed nor denied this (like many of my questions). I hope to explore this topic in a later publication.
Shemmarian Gone Rogue
Most of the time, the Shemmarians are a very close knit people. The pressures of their society make the average Shemmarian very willing to conform to the will of the camp and to the Shaman’s authority.
I believe this to not always be the case. When I was at the same small village where I heard about the kidnapping of children, I heard of Shemmarians who did not fir into their society and were either banished or voluntarily left. When I asked further, I heard that these rogues or “ronin” usually retain the majority of the cultural beliefs and principles and end up wandering the land. According to my secondary source, they almost always have a bit of a chip on their shoulder to prove what it means to be a Shemmarian and, as a result, the best warriors in the world. This attitude, while somewhat justifiable, I believe also gets them into a lot of trouble.
As warriors, these “ronin” often hire themselves out as mercenaries. Their powerful, alien weapons, bionic bodies, keen sense of tactics, and legendary reputation make them expensive, but almost always very effective.
However money is not the only thing that motivates a Shemmarian “ronin”. Often they are drawn to new challenges to learn about better tactics and to prove their effectiveness in combat. Through a few communications after I returned to the Academy of Learning, I was informed that a pair of “ronin” have joined up with the legendary vampire hunters known as the Reid Ranger. Apparently, they want to learn how to fight vampires and intend to learn from the best.
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Post by Iron Bonny Shades on Oct 2, 2003 19:48:26 GMT -5
The Truth About the Shemmarian
WARNING: The following text should probably NOT be read by the players, mainly because it may both detract from the enjoyment of the campaign and ruins a few surprises that the G.M. may have.
A Culture Based on a Lie
Perhaps the most fascinating of Archie’s projects, and the one that most reflects his basic beliefs, is that of the Shemmarian warriors. These powerful robots are cleverly disguised as female D-bee borgs who have been given a false background. These unique warriors are ultimately designed to be an example of what humanity should be: a powerful race that is “benevolently” guided by Archie to gain ever more power and glory.
The Shemmarian actually came about as a response to an increase of Splugorth activity. In the early 90’s of P.A., it was felt that the Splugorth were getting ready to invade the North American continent. This was the time of the Anticosti Island Incident (See Rifts Source Book 4: The Coalition Navy) and Splugorth slavers seemed to be on the rise.
Hating the Splugorth with a passion, Archie wanted to do something to stop this disturbing trend. He worked on several combat designs to contain this threat but he really wasn’t happy with any of them.
It was only with the arrival of Hagan in 95 P.A., that a good design was created. Shortly after Hagan became Archie’s idea man he was given the job of creating a robot with the ability to take on the slavers and yet not be traceable back to the Aberdeen Complex. Hagan threw himself into the task.
For several days, Hagan worked round the clock. This was before Archie and Hagan had cemented their friendship and Hagan didn’t want to be disposed of like his predecessor James T had been. However, he was unable to keep up the superhuman pace that Archie expected and soon, due to extreme physical fatigue, Hagan fell asleep.
From the “World of Dreams”, Hagan had a nightmare. Perhaps affected emotionally by the changes in the last few weeks, he dreamt that he was being pursued by a race of alien warrior amazons. No matter where he turned, he could not escape their clutches. It was only at the end of the nightmare, when these alien warriors had cornered him in a cave and slowly walked towards him with glistening polearms, that Hagan finally awoke.
He awoke in a cold sweat and almost screamed. He was immediately relieved to find out that he was back in the Aberdeen Complex. Unfortunately, reality began to sink in and Hagan remembered that he was still not much closer to creating Archie’s new bot design. He then realized that the nightmare had done him a favor. If the warrior women of his nightmare had scarred him that much, they would scare the world that much more.
Hagan then told Archie of this latest idea and Archie loved it! They immediately began to work together to fulfill this wonderful vision. In order to create this race, Archie and Hagan drew on their vast databanks of information ranging from anthropological accounts to old fictitious novels and even a few old T.V. shows. The goal was to create a race with an effective cover story. They wanted a race that could fulfill the following directives:
1. To be able to detect, track, and successfully engage the Splugorth and their minions in surgical strikes.
2. To be able to explore new territory and record their experiences. This was to collect information about the world around them.
3. To be very difficult to trace back to the Aberdeen Complex.
Hagan thought that the race of alien borg females would fulfill these objectives nicely. Furthermore, this tactic would generally put their opponents off guard.
The first Shemmarian had their problems. They pretty much made a B-line for their enemy and, while effective, were hardly subtle. As a result, Archie and Hagan have recently renewed their interest in the Shemmarian, refining the design of this race to make them more effective in maintaining their illusion.
The Simulation of the Living Archie and Hagan have gone to great lengths to make the Shemmarian appear as real as possible. One of the ways they maintain this illusion is through their physical appearance. Although alien and borgs, they have been created with Caucasian features. These are based on a series of computer variations to keep them from looking too similar to any living humans. They have also been designed so that there are variations between the different Shemmarian. They have the full range of hair colors (as well as a few synthetic colors) and faces are sculpted to show a touch of individuality (but not too much) in each unit.
The other way that the dynamic duo has made these very special bots appear different is by simulating the normal birthing process. It is the Shemmarian Shaman, through Archie’s command, and not the use of mating, that decides when a new Shemmarian comes into the world. After a Shemmarian warrior has successfully mated, the Shaman will send out an encoded signal to tell the warrior that she is now “pregnant”. This signal sets off a program that stimulates the glow and the personality quirks of an expectant mother (based on both data and myths acquired). However, their mechanized bodies don’t actually change.
When an appropriate length of time has passed, the would-be Shemmarian mother is sent another signal to simulate the effects of labor. During this period, she is lead into the Shemmarian wagon, deactivated (or knocked out in some cases) for several hours. During this time, the Shaman retrieves a bot that is designed to appear as a young female alien child. They then run a full diagnostic to ensure that there is nothing wrong with either mother or child. After a few hours, the two are activated and presented to the community as a whole.
A similar process happens when a child bot “comes of age”. After successfully completing the coming of age ceremony, she is led into the Shemmarian wagon. Then the child bot is deactivated and a new adult body is brought out (usually retrieved). The child’s databanks and personality information is then transferred into an adult model. The child bot is then stored inside the lab to be later tweaked to look different and then used again and again. The new adult is then activated. This cycle of life makes it appear that the Shemmarian are a race and not merely a set of robots.
Assimilation
Perhaps the darkest deed of the Shemmarian is that they do take human female children and remake them into their own image. These are one of the many raw supplies that are picked up during raids. The Shemmarian take great care not to hurt the child when this kidnapping occurs.
These children are then taken to the camp and tested to see if they have the right stuff to be remade into the Shemmarian. If they do not, the child is given a drug to simulate disorientation and then dropped off near their village. Villagers generally believe that the child merely got lost.
If the children are determined to be suitable candidates, they are put into a trance where most of their memories are wiped out. Then their brain is transplanted into a child Shemmarian. They are raised in the culture as if they had been born to a Shemmarian mother. When they come of age, their brain is placed in an adult Shemmarian warrior body, which finishes the illusion.
The reasoning behind Archie’s heinous act is that human emotion and versatility will add to the illusion that they are real. Furthermore, he feels that it’s still his duty to make humans better. In his own twisted view, becoming a Shemmarian brings them closer to his own view of the world and ultimately closer to him.
Other Illusions
Many of the customs and traditions used by the Shemmarian are simply techniques used by Archie to further his own influence and power. For example, the flags used by the different Shemmarian tribes always include a modified symbol of the old Cyberworks Corporation. It is Archie’s way of telling the world that he is back, but in a way that is not understandable to the average life form. Furthermore, each flag has a weak transmitter of the AM band in its wooden handle. It only has a short range of 5 to 10 miles (8 to 16 km) but is effective. The signal gives both Archie and the Shemmarian information about the humans, how they walk, their technological progress, and how susceptible they will be to his truth. If the signal is moved in any way, the Shemmarians will know and will most likely respond negatively to the town. If the signal stops, the Shemmarian will raze the village to the ground.
It is not only their flags that transmit information. Each Shemmarian has installed on her body a data collection unit much like the recorders found in Titan robotics machines, to record their experiences. By using this component, Archie can learn so much more about the world around him.
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Post by Iron Bonny Shades on Oct 2, 2003 19:49:31 GMT -5
New Robot Designs:
Improved Shemmarian Warrior (Bot)
The new design of the Shemmarian has been primarily improved in both culturally related knowledge and in design. The bot has been given a fake digestive tract, the ability to sing and dance in rituals, and a program to ride the Monst-Rex in a manner worthy of an amazon. It has also been given the ability to communicate outside of normal human range through both the transmitting of radio signals and in speaking in an ultrasonic frequency. As a result, it really appears that these bots are a part of a “culture” to be feared.
Model Type: A-She-3 Class: Fully Automated Self-sufficient Cavalry Bot. Crew: None, artificial intelligence. M.D.C. By Location: *Hands (2) - 10 each Arms (2) - 60 each Legs - 100 each *Antennae (2) - 30 each **Head - 50 *** Main Body - 250 *A single asterisk indicates a small and/or difficult target to hit. The attacker must make a "called shot" and even then he is -3 to strike. The hands are at -6 to strike them. ** Destroying the head of the robot will eliminate all optics and sensory systems. In most cases the robot shuts down as a safety feature. However, in some cases (about two in ten) the robot continues to fight, striking blindly until it is destroyed. Under these conditions the robot enjoys no combat bonuses and is -9 to strike parry or dodge! By way of explanation, the Shemmarian are so strong willed that they refuse to die. Note: The head is a small and difficult target to hit, especially on a moving target. Thus it can only be hit when a character makes a called shot and even then the attacker is -3 to strike. *** Depleting the M.D.C. of the main body will effectively destroy the vehicle, rendering it useless Running: 90 mph (144 km) maximum. Note that the act of running does NOT tire the robot and speed can be maintained indefinitely. Leaping: The robot’s legs, are strong and designed for leaping. Leaps are limited to approximately 20 feet (6 m) high or lengthwise. Flying: None, without the addition of the jet pack or vehicle. Maximum range: The nuclear power pack gives the bot approximately 20 years of life even under the most strenuous and constant amount of use.
Statistical Data: Average Height: 8 feet (2.4 m) Width: 3 feet, 6 inches (1 m) Length: 2 feet, 5 inches (0.75 m) Weight: 900 pounds (405 kg) Physical strength: Equal to a P.S. of 30 Cargo: None Power System: Nuclear: average energy life is 20 years. Black Market Cost: Not Available!!!
Weapon Systems: 1. The Shemmarian may use any type of common weapon: They can use just about any type of energy weapon, light rail gun, or hand held weapon or tool they may desire. However, the Shemmarian have a few weapons, listed below, that are unique to them.
Hand to Hand Combat: Hand to hand attacks/actions per melee (energy weapons, punches, etc). Skill is about equal to 8th level martial arts: Restrained Punch: 1D4 M.D. Full Strength Punch: 1D6 M.D. Power Punch: 2D6 M.D. Body Block: 1D4 M.D. Kick: 1D6 M.D. Leap Kick: 2D6 M.D. Bonuses: Include sensor bonuses. W.P. bonuses (standard) Hand to hand: +7 to strike, +9 to parry, +9 to dodge, +3 on initiative, +4 to roll with impact or fall. Attributes equivalents of note: I.Q.: 14, P.S.: 30, P.P.: 24, P.B.: 14, Spd: 132.
Impervious to poison, gas and biological agents, as well as psionic and magic mind control, charms, bio-manipulation and S.D.C. attacks. Optics: Advanced optical system, including the visible light spectrum, infrared and ultraviolet, as well as telescopic (6,000 feet/1830 m), and targeting
Impervious to poison, gas, and biological agents, as well as psionic and magic mind control, charms, bio-manipulation, and S.D.C. attacks. Optics: Advanced optical system, including the visible light spectrum, infrared and ultraviolet, as well as telescopic (6,000 feet/1830 m), and targeting.
Amplified Hearing: Can hear sounds as quiet as 10 decibels as far away as 500 feet (152 m). Can also hear in the ultrasonic range of high-frequency sound. The computer is programmed to recognize 60,000 different mechanical sounds from the sound of a car engine to the hum of a generator. Adds to alertness and attacks. Antennae: The two antennae on the warrior’s head are ultra sensitive motion and heat detectors and feelers. The antennae can move and touch things (specifically for movement in total darkness). Thus, the penalty for being blind is only –3 to strike, parry, and dodge.
Radio Transmissions: The Shemmarian can receive and transmit encoded messages. Their range is 5 miles. This is a common way of communicating between Shemmarian over long distances.
Special systems:
1. I.R.R.M.S. (Internal Robotic Repair Mechanical System): This addition was created after the Mechanoid Crisis when Archie realized that it would be difficult to constantly repair his creations during an extended campaign. This robotic accessory is similar to the I.R.M.S.S., but the miniature robots are designed to repair M.D.C. material. It regenerates 3D6 M.D.C. per minute when activated. Limitations: It is limited to minor repairs (30%) without the absorption of additional metals and materials. While absorbing these materials, it takes three times as long to make repairs. Additionally, the I.R.R.M.S. cannot function if reduced to 20% of the main body.
2. Inertial Compass: This bionic system sets down a homing point in the form of an electronic marker and then tracks the bot in relation to this point. Range: 20 miles (32 km).
3. Fake Digestive Tract: A cavity that is connected to the mouth that allows the bot to simulate eating. It can store up to 30 pounds (13.5 kg) of food before it must be emptied.
4. Inaudible Frequency Transmission: The robot can speak/transmit in the ultrasonic frequency.
Speech: Full vocal capabilities. Speaks Dragonese/Elven at 98% and is now literate at 50%. Also speaks American at 50% but is literate at 98%. Does not speak but understands French, Spanish, Techno-can, Japanese, and Chinese at 98%, Euro at 50% (still factoring in data), and Gobblely, Faerie Speak, and Demogogian at 35% (can identify the occasional word when talked to in that language).
Skill Program: The Shemmarian Warrior has a specific skill program that has been tailored to simulate a fictitious race.
Combat: Programmed for recognition of all known Coalition and Splugorth troops, robots and vehicles, common animal and D-bee life forms, common bots, armor, weapons and vehicles, and the combat tactics to respond to them. Has W.P.: Blunt, Chain, Disk, Energy Pistol, Energy Rifle, Energy Staff, Heavy, Knife, Polearm, and Sword.
Other Skills Include: Prowl 40% (takes in consideration size and construction), Swim 90%, Climb 90%, Gymnastics 90%, Land Navigation 94%, Wilderness Survival 94%, Escape Artist 75%, Intelligence 90%, Tracking 40%, Detect Ambush 60%, Detect Concealment 60%, Horsemanship: Shemmarian 95/55%, Trick Riding 75%, Recognize Weapon Quality 80%, Dance 75%, and Singing 75%.
The other skills are dependent on the specialization of the Shemmarian Warrior bot.
Herder: Breaking/Taming a "wild" Monst-Rex 85% Herding Monst-Rex 80%, Roping: 85%
Mechanic Basic Mechanics 95% Shemmarian Armorer 85% Mechanical Engineer 75%
Raiders Detect Ambush 85% Detect Concealment +85% Trap Construction 75%
Scout +3 to perception checks Prowl 65%
Warrior: Ÿ Can accurately shoot while riding a Monst-Rex (normally a wild shot), but strike bonuses are halved and a "called shot" is impossible. Ÿ Can also pick one of the following:
1. Can shoot over her shoulder at a strange twisted or acrobatic angle as well as using a mirror and the reflection to aim. Typically the mirror or mirrored surface is held by someone else or is mounted somehow. Reduce the bonus to strike by half. 2. Shoot accurately while standing on head or hanging upside down: all bonuses applicable at full. 3. Dodge, roll or somersault, and come up shooting (normally a wild shot) with no bonuses or penalties to strike; straight roll of the die.
Automatic Self-destruct Program: Standard. A destruct mechanism detonates when the robot’s main body M.D.C. is depleted or its internal workings are tampered with. This prevents the robot’s technology from falling into the hands of the enemy. The explosion inflicts 2D6x10 M.D.C. to a 20 foot (6 m) area around the bot and three times as much damage to the bot itself. This leaves no salvageable remains, including weapons. The robots cannot self-destruct at will.
Intelligence: Neural Intelligence (to show full thinking capabilities). Type: Military Skill Programs: Special Shemmarian Skill Program.
Design Cost: Basic Humanoid body - 2,000,000 One reinforcement - 500,000 20 year nuclear power system - 15,000,000 Human legs - 350,000 + 111 Speed - 1,100,000 Advanced Audio System - 100,000 Advanced Robot Optic System - 150,000 Telescopic Vision - 50,000 Polarization - 106,000 Targeting Sight & Combat Computer - 500,000 Sensory Antennae - 120,000 Wide band Radio Receiver and Transmitter - 50,000 Radio signal scrambler system - 10,000 Inaudible Frequency Transmission - 150,000 I.R.R.M.S. - 90,000 Inertial Compass - 500,000 Fake Digestive Tract (full) - 50,000 Claws (treating as Retractable Vibro-Blades) - 40,000 Expanded memory - 1,000,000 Self Destruct System - 80,000 P.S. + 16 - 160,000 P.P. + 12 - 120,000 Total Cost: 22,226,000 credits
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Post by Iron Bonny Shades on Oct 2, 2003 19:50:04 GMT -5
Borg Shemmarian
This is the Shemmarian warrior in the flesh. These alien, female borgs are feared along the East Coast and are renowned in their ability to both wage war and to ride the feared Monst-Rex.
Or so Archie would like the world to believe. These borgs are actually what is left of the female children that are kidnapped during raids. They have been mind wiped, rebuilt into borgs, and then raised in the ways of the Shemmarian. They have been indoctrinated for such a long time that they have no reason to believe otherwise.
Contrary to popular beliefs, there are a series of specialized roles in the camp. A Shemmarian is raised to fulfill a particular role virtually since she arrives in camp.
This makes Borg Shemmarian very good at what they do.
Shemmarian Borg R.C.C.
Special O.C.C. Bonuses: See Below: Attribute requirements: Only young human girls with a M.E. of 12 or higher (nerve) and an I.Q. of 9 or higher are given this "honor". Racial Requirements: Only human females are allowed. Experience Table: Uses the Juicer Experience Table.
O.C.C. Skills: Language: Dragonese (98%) Language: American (+10%) Literacy: Dragonese (+5%) Literacy: American (+10%) Math: Basic (+5%) Dancing (not professional) (+10%) Singing (not professional)(+10%) Prowl (no bonus) Swimming (+10%) Gymnastics (+5%) Escape Artist (+5%) Intelligence (+10%) Tracking (+10%) Trick Riding (+5%) Recognize Weapon Quality (+15%) Land Navigation (+10%) Wilderness Survival (+10%) W.P.: Disk W.P.: Energy Staff W.P.: Heavy W.P.: Polearm W.P.: Knife
Furthermore, they get certain bonuses and skills depending on their orientation:
Herder: Breaking/Taming (Monst-Rex) (+10%) Herding Monst-Rex (+10%) One cowboy skill of choice (+10%)
Mechanic: Basic Mechanics (+10%) Shemmarian Armorer (+10%) Mechanical Engineer (+10%)
Raiders: Detect Ambush (+10%) Trap Construction (+10%) One espionage or rogue skill of choice (+10%)
Scout: +3 to perception checks Prowl (+15%) Hunting
Warrior: Ÿ Can accurately shoot while riding a Monst-Rex (normally a wild shot), but strike bonuses are halved and a "called shot" is impossible. Ÿ Can also pick one of the following:
1. Can shoot over her shoulder at a strange twisted or acrobatic angle as well as using a mirror and the reflection to aim. Typically the mirror or mirrored surface is held by someone else or is mounted somehow. Reduce the bonus to strike by half. 2. Shoot accurately while standing on head or hanging upside down: all bonuses applicable at full. 3. Dodge, roll or somersault, and come up shooting (normally a wild shot) with no bonuses or penalties to strike; straight roll of the die. 4. Ricochet Shot: Can bounce arrows off one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/second target (inflicts only one point of damage to the first surface and full damage to the second). Reduce bonuses to strike by half.
Hand to Hand: Martial Arts; no substitutes possible.
O.C.C. related skills: Select one other skill, plus additional skill at levels 3, 7, 11 and 15. All new skills start at level 1 proficiency. Communications: Any Cowboy: Any (+5%) Domestic: Any (+5%) Electrical: Any (+5%) Espionage: None Mechanical: Any Medical: None Military: Any (+5%) Physical: Any (does not get attribute bonuses). Pilot: Sailing, Hovercraft, Motorcycle, Snowmobile/Jet, Jet Pack and similar small, fast vehicle only! Pilot related: Any Rogue: Any (+5%) Science: Math and Astronomy only (+5%) Technical: Any (+10%) W.P.: Any Wilderness: Any (+5%)
Secondary Skills: The character also gets to select two skills from the previous list at levels 2, 4, 8, and 12. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parenthesis (). All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in that list.
Standard Equipment:
Equipment includes a survival knife, a silver cross, pocket mirror, a medium sized sack, saddlebags, backpack, bedroll, two canteens or water skins, and personal items.
Weapons include a Shemmarian Rail gun with three ammo clips, an energy halberd with two clips, a set of either vibro-blades or war gauntlets, and a vibro disk. Other weapons will have to be acquired later.
Armor generally includes a suit of Armor plating.
For transportation, all Shemmarian start off with a full healed and equipped Monst-Rex with 2 weapons modules.
Money: The Shemmarian Borg starts out with 1D4x1000 credits worth of tradable goods. Wealth is of little concern to most Shemmarian warriors; honor, fighting, and glory are much more important.
Borg Shemmarian Template Class: A-SHE-2A M.D.C. By Location: *Hands (2) - 10 each Arms (2) - 60 each Legs - 100 each *Antennae (2) - 30 each *Head - 50 ** Main Body - 250 Damage Notes: *A single asterisk indicates a small and/or difficult target to hit. The attacker must make a "called shot" and even then he is -3 to strike. The hands are at -6 to strike them. **The head is also a called shot at -3 to strike. Destroying the head of a cyborg will kill the character. This is where the brain is housed and when it’s gone, that character is dead. However, the rest of the body can be salvaged and reused. *** Depleting the M.D.C. of the main body will effectively destroy the artificial, but emergency systems will keep the brain and vital organs alive for 18 hours. Recovery of the damaged body will enable Cyber-Docs to place the character on a life support system that will keep her alive until a new bionic frame becomes available. Failure to find the brain within 18 hours means the characters dies. Massive amounts of damage (100 or more M.D.C. below zero) will completely destroy the borg with no hope of recovery.
Speed: Running: 90 mph (144 km) maximum Leaping: Without jet assistance, she can leap 20 feet (6 m) high and 25 feet (7.6 m) across; increase it by 50% with a running start. Flying: None without use of a jetpack.
Statistical Data: Average Height: 8 feet (2.4 m) Width: 3 feet, 6 inches (1 m) Length: 2 feet, 5 inches (0.75 m) Weight: 900 pounds (405 kg) Tactile sensitivity: 45% Robotic P.S.: 30 Bionic P.P.: 24 Face: Shemmarian - human like with antennae. Horror/Awe Factor: 12 Bonuses (includes all cybernetics and bionic components): +1 melee attack +5 to initiative +6 to strike +6 to parry +7 to dodge +3 to pull punch +2 to roll with punch, fall or impact. +1 to save vs. horror factor at levels 1, 3, 4, 5, 7, 8, 9, 11, 13, and 15.
Power System: Nuclear; average life is 20 years. Design Cost: 11,113,000 credits.
Weapon Systems: 1. Bionic/Robot P.S. and Punch Damage: Restrained Punch - 2D6 +15 S.D.C. Full Strength Punch - 1D6 M.D. Power Punch - 2D6 M.D. Body Block - 1D4 M.D. Kick - 1D6 M.D. Leap Kick - 2D6 M.D.
2. May use any type of common weapon: They can use just about any type of energy weapon, light rail gun, or hand held weapon or tool they may desire. However, the Shemarrians have a few weapons, listed below, that are unique to them.
3. Antennae: The two antennae on the warrior’s head are ultra sensitive motion and heat detectors and feelers. The antennae can move and touch things (specifically for movement in total darkness). Thus, the penalty for being blind is only –3 to strike, parry, and dodge.
4. I.R.R.M.S. (Internal Robotic Repair Mechanical System): This is a borg version of the I.R.R.M.S. This bionic accessory is similar to the I.R.M.S.S., but the miniature robots are designed to repair M.D.C. material. It regenerates 3D6 M.D.C. per minute when activated. Limitations: It is limited to minor repairs (30%) without the absorption of additional metals and materials. While absorbing these materials, it takes three times as long to complete the repairs.
5. Inertial Compass: This robotic system sets down a homing point in the form of an electronic marker and then tracks the bot in relation to this point. Range: 20 miles (32 km).
6. Self-destruct Program: A destruct mechanism detonates when the borg’s main body M.D.C. is depleted or its internal workings are tampered with. This prevents the robot’s technology from falling into the hands of the enemy. The explosion inflicts 2D6x10 M.D.C. to a 20 foot (6 m) area around the bot and three times as much damage to the borg itself. This leaves no salvageable remains, including weapons. The borgs cannot self-destruct at will. However, the self destruct mechanism can be averted if the Shemmarian Shaman uses her nanites to avert the effect.
7.Additional Bionic Systems Common to the Borg: Ÿ Multi optic eyes Ÿ Amplified Hearing Ÿ Ultra hearing Ÿ Motion Detector Ÿ Bionic Lung with Gas Filter and Oxygen Storage Cell Ÿ Built-in Language Translator Ÿ Modulating Voice Synthesizer Ÿ Built in Radio Receiver and Transmitter headjack.
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Post by Iron Bonny Shades on Oct 2, 2003 19:53:48 GMT -5
The Monst-Rex Mount The Monst-Rex is generally believed to be a powerful monster that came from the same homeworld as the Shemmarian. They are large carnivorous, aggressive, armored, alien animals that are believed to have come from a forested region. They are vicious creatures that have been known to attack C.S. troops and even Splugorth. Despite their large size, they are extremely agile and maneuverable, and are master natural ambushers. These qualities have endeared the Monst-Rex to the Shemmarian who have made this savage and hostile monster their preferred beast of burden. They are experts at capturing and taming these alien monstrosities, a feat that seems virtually impossible for any other race. While the natural Monst-Rex is normally fully covered in chitinous plating, the Monst-Rex that is used by the Shemmarian undergo a limited bionic conversion. This conversion improves armor, natural weaponry, and includes a modular weapon system. The Shemmarian skill and use of this vicious predator have made them a force to be feared along the East Coast. This is actually yet another creation of Archie. It is used to give the Shemmarian an effective mount to use while fulfilling their overall objective. Model Type: A-002b Class: Fully Automated Self-sufficient Monster/Combat Robot. Crew: None, artificial intelligence. M.D.C. By Location: *Precision Laser - 15 *Heavy Laser Cannon - 24 *Plasma Cannon - 20 *Mini-missile Launcher - 15 *Net - Launcher - 15 Front Paws/Claws (2) - 50 each Front Legs (2) - 100 each Hind Legs (2) - 120 each Tail (1; prehensile) - 20 Spines (4) - 20 each **Extra Sensor Cluster - 20 ***Head - 50 **** Main Body - 300
*This is a modular pack, only one of them will be actually installed on the Monst-Rex at any given time. If destroyed, the weapon remains can be easily rejected and another modular pack slapped into place.
**Destroying the extra sensor cluster, will deprive the Monst-Rex of its sensory abilities located in the sensor cluster as well as reduce combat bonuses by half.
***If the head is destroyed, it eliminates all optics and main sensory systems and halves all combat bonuses. However, the Monst-Rex is not blind! It can see using its right shoulder mount. If completely blinded (both the head and the extra sensor cluster), the robot continues to fight, by groping around and striking blindly at everything it touches until it is destroyed. Under these conditions the robot enjoys no combat bonuses and is –9 to strike, parry, or dodge. It can still receive commands from the Shemmarian in this state. Note: The head is a small and difficult target to hit, especially on a moving target. Thus it can only be hit when a character makes a called shot, and even then the attacker is –2 to strike.
**** Depleting the M.D.C. of the main body will effectively destroy the vehicle, rendering it useless.
Running: The Monst-Rex runs at 190 mph (304 km) maximum. Note that the act of running does NOT tire the robot and speed can be maintained indefinitely. Leaping: The Monst-Rex legs are strong and suitable for leaping. Leaps are limited to approximately 30 feet (9m) high or 50 feet (15.2 m) radius; the Monst-Rex can spring in any direction. Flying: Not possible. Maximum Range: The nuclear power pack gives approximately 10 years of life even under the most strenuous and constant use.
Statistical Data: Height: 10 feet (3.0 m) Width: 7 feet (2.1 m) Length: 16 feet (4.8 m) from nose to hindquarters; the tail adds an additional 12 feet (3.6 m) Weight: 2,000 pounds (900 kg/one ton) Physical strength: Equal to a P.S. 40 Cargo: None Power System: Nuclear: average energy life is 10 years. Black Market Cost: 18 million credits and higher for a good condition (little damage), fully powered unit, complete with or without weapons: rare. 25 million for a riding mount: super rare. Almost never available: occasionally captured and sold to gladiatorial arenas. Rare!!
Weapon Systems: 1. Shoulder Modular Hookup (1): The Monst-Rex has a pair of slots that allows hookup of weapon-modules and non-weapon modules. The modules clamp on to the shoulders of the Monst-Rex. For each modular hookup, the bot gets an additional attack per melee, but only when using the module.
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Post by Iron Bonny Shades on Oct 2, 2003 19:54:06 GMT -5
The following weapons are available:
Option 1 - Precision Laser: A small precision laser cannon that is used when accuracy is required, rather than power. Weight: 8 pounds (3.6 kg) Mega Damage: 4D6+2 Rate of Fire: Standard Effective range: 3,000 feet (1350 m) Payload: Effectively unlimited, tapped into nuclear power supply Bonus to strike: +3 to aimed shots
Option 2 - Heavy Laser Cannon: Loosely knocked off from the Wilks design, this is essentially a well-balanced articulated laser rifle that is put into a modulated point. Weight: 12 pounds (5.4 kg) Mega Damage: 3D6 single shot or 1D6x10 from a multiple pulse burst (three simultaneous shots). Rate of Fire: Standard Effective range: 3,000 feet (914.4 m) Payload: Effectively unlimited, tapped into nuclear power supply Bonus to strike: +1 to aimed shots
Option 3 - Plasma Cannon: A large weapon that is a "knock off" version of the NG-E12 Heavy Plasma Ejector. Weight: 40 pounds (18 kg) Mega Damage: 1D6x10 Rate of Fire: Standard Effective range: 2,000 feet (609.6 m) Payload: Effectively unlimited, tapped into nuclear power supply
Option 4 - Mini-Missile Launcher: A small, easily carried Mini-Missile Launcher that is placed on the shoulder of the Monst-Rex. Weight: 80 pounds (36 kg) Mega Damage: Varies with missile type. Rate of Fire: One at a time, or in a volley of two, four, or eight. Effective range: Varies with missile type Payload: eight mini-missiles
Option 5 – Net Launcher: This is a large, self-loading version of the CN-1. This weapon fires an exploding cartridge that releases a mega-damage net. The net is large enough to cover an animal or mutant twice the size of a human-sized creature. Against human-sized targets, the extra size helps to weigh down and entangle the subject. Mega-Damage: None: designed to capture and entangle. It takes the average person 1D4 minutes to work his way loose and 3D4 minutes for most animals. It takes 1D4 melee actions for most supernatural beings to work loose from the net. Note: The netting effectively has one M.D.C. point per square inch. It is susceptible to being bitten or clawed through by mega-damage creatures, supernatural beings, or cut by M.D. blades (takes at least two melee rounds/30 seconds to cut a hole big enough to get untangled. Rate of Fire: Equal to the number of hand to hand attacks Effective Range: 100 feet (30.5 m) Payload: 4 nets.
2. Prehensile Tail (1): The 10 foot (3m) long tail has a sharp blade at the end which can be used as a whip or stabbing weapon. The tail is used in hand to hand combat and is able to attack twice per melee. This equals two additional hand to hand combat attacks! The tail is also used for balance and for climbing. Primary Purpose: Assault Mega-Damage: whip or slash 1D4 M.D., or stab with point is 1D6 M.D. Rate of Fire: Adds two additional attacks during hand to hand combat Effective Range: Hand to hand range of 12 feet (3.6 m) Payload: Unlimited.
3. Spines: Four wicked-looking spines protrude from the monster’s back. Each is jointed in three locations, enabling them to move with the flexibility of a human finger. Like a finger, they can be used to point, poke, and stab. However, they are mostly defensive mechanisms and are used only in close combat to ward off or attack an opponent or prey. They are especially useful against giant prey like dinosaurs and giant robots, in which the Monst-Rex leaps on top of the giant creature and plunges all four spines into the beast in a single thrust. Then it tips its prey apart with its teeth, claws, and tail, while the spines hold it securely on the prey’s back. The spines are also helpful in climbing and scaling walls, and even enable the robot to hang from ceilings, the sides of sheer cliffs, or from large trees. Primary Purpose: Defense Mega-Damage: 1D6 per single spine, 2D6 for one simultaneous stab of two spines (counts as two attacks), and 4D6 M.D. for one massive thrust of all four spines (counts as four melee attacks). Rate of Fire: Adds one additional attack per spine during hand to hand combat. Effective Range: Hand to hand range of 12 feet (3.6 m). Payload: Unlimited.
4 Hand to Hand Combat: Five (5) hand to hand attacks/actions per melee, plus the additional attacks of the modular weapon, spines, and prehensile tail.
Pounce/body block: 1D6 M.D. Plus has a 01-74% likelihood of prey being pinned and helpless! Normal Claw Strike: 4D6 M.D. Power Claw Strike: 1D4x10 M.D. Head Butt: 1D4 M.D. Bite: 1D6 M.D. Tail Spike: 1D6 M.D. Spines (4): 1D6 M.D.
Bonuses: Include sensor bonuses. W.P. bonuses (standard) Hand to hand : +2 to strike using modular weapon systems, +4 strike using "natural" weaponry, +8 to parry, +11 to dodge and is considered automatic, +5 on initiative, +4 to roll with impact or fall and cannot be surprised by attacks from behind (parry or dodge). Critical strike on 18, 19, and 20.
Attributes equivalents of note: I.Q.: 6, P.S.: 40, P.P.: 18, Spd: 285 Impervious to poison, gas and biological agents, as well as psionic and magic mind control, charms, bio-manipulation, and S.D.C. attacks.
Sensor system note in the head:
Advanced optical system, including the visible light spectrum, infrared and ultraviolet, as well as telescopic (6,000 feet/1830 m), and targeting.
Amplified Hearing: Can hear sounds as quiet as 10 decibels as far away as 500 feet (152 m). Can also hear in the ultrasonic range of high-frequency sound. The computer is programmed to recognize 60,000 different mechanical sounds from the sound of a car engine to the hum of a generator. Adds to alertness and attacks. Radio Communications: None
Speech: The Monst-Rex cannot carry on a conversation, but does growl, roar, bellow, snort, hiss-like laugh, and whimper like an animal. The only means of complete two-way communication is by using the psionic power of telemechanics (touch). However, the creatures do understand both Dragonese and American completely.
Extra Sensor Cluster on the Right Shoulder: Back-up optics, hearing, and targeting systems as described. These give no additional bonuses; engage only when the head is destroyed.
Contains the following additional sensors:
Motion Detector and Seismic Sensors: These make the robot all the more aware of its environment and movement around it. The motion detectors have a range of about 500 feet (152 m). The seismic sensors indicate ground movement and disturbances.
Radar Detector: Picks up radar signals, indicating that the area is being scanned by radar and therefore, humanoids are near.
Limited Radar: A limited radar of its own will warn of aerial attacks, including missiles. Range 2,000 feet (610 m).
Molecular Analyzer: enables the robot to effectively smell and track by recognizing and following odors, scents, and gases. Also serves as a warning of approaching enemy or prey. Track by smell 84%. Recognize scent 84%, must have smelled and recorded scent in the past; has 60,000 different scents committed to memory with the capability to memorize an additional 30,000 odors.
I.R.R.M.S. (Internal Robotic Repair Mechanical System): This addition was created after the Mechanoid Crisis when Archie realized that it would be difficult to constantly repair his creations during an extended campaign. This robotic accessory is similar to the I.R.M.S.S., but the miniature robots are designed to repair M.D.C. material. It regenerates 3D6 M.D.C. per minute when activated. Limitations: It is limited to minor repairs (30%) without the absorption of additional metals and materials. While absorbing these materials, it takes three times as long. Additionally the I.R.R.M.S. cannot function if reduced to 20% of the main body.
Skill Program: Programmed to obey the Shemmarian without hesitation and to hunt and kill. Combat program includes the identification of all known C.S. and Splugorth troops, robots and vehicles, common bots, armor, weapons and vehicles, and combat tactics to counteract them. This means the Monst-Rex will not make stupid attacks against an enemy it knows can overpower it unless it attacks by surprise or is attacked first.
The skills of the Monst-Rex include Prowl 55%, Swim 94%, Climb 90%, Gymnastics 90%, Land Navigation 94%, Detect Ambush 60%, detect Concealment 60%, and understands Dragonese and American at 94%.
Automatic Self-Destruct Program: Standard
Intelligence: Robot Intelligence Type: Military Skill Programs: Special monst-Rex Simulation program.
Automatic Self-destruct Program: Standard Intelligence: Robot Intelligence Type: Military Skill Programs: Special Monst-Rex simulation program
Design Cost: Giant quadruped body - 10,000,000 10 year nuclear power system - 8,000,000 Large animal legs - 350,000 + 135 Speed - 1,350,000 Advanced Audio System - 100,000 Advanced Robot Optic System - 150,000 Telescopic Vision - 50,000 Polarization - 106,000 Targeting Sight & Combat Computer - 500,000 Laser Targeting - 50,000 Motion Detector - 75,000 Advanced Molecular Analyzer - 100,000 Radar Detector - 10,000 Micro-Radar - 200,000 Additional Non-human appendage (tail) - 125,000 I.R.R.M.S. - 90,000 Shoulder modular hookups (1) - 1,000,000 Vibro-blade (on tail) - 40,000 Giant Claws - 200,000 Small Biting Jaws and Teeth - 100,000 Attack spines (treating as additional non-human appendages) (4) - 500,000 Points on end of attack spines (treating as medium claws) (4) - 400,000 Self Destruct System - 80,000 P.S. + 2 - 20,000 P.P. + 4 - 40,000 Carapace Overlay (partial) - 125,000 Total Cost: 34,661,000 credits
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Post by Iron Bonny Shades on Oct 2, 2003 19:54:54 GMT -5
Weapons and Equipment:
Shemmarian Rail Gun: This electromagnetic mass driver system is similar to that of the Glitter Boy boom gun. Although the basic principles are the same, this weapon is designed for accuracy rather than destructive power and has a suppresser system that lessens the recoil and muffles the sonic boom (the shot is still extremely loud, like that of a shotgun or small explosion). It fires a single flechette filled cartridge. The cartridge breaks open and releases hundreds of shards that strike at such speeds that they punch through mega-damage armor.
Weight: 128 pounds (57.6 kg); belt 30 pounds (13.6 kg) Mega Damage: 2D6x10 per round Rate of Fire: Single Shot Effective range: 6,000 feet (1828 m) 0Payload: 12 per ammo clip or 220 rounds per belt fed backpack. Bonus to strike: +1 to strike thanks to laser targeting. Design Cost: 120,000 credits; An ammo clip costs 1,200 credits and a belt fed backpack costs 2,200,000 credits equivalent. Black Market Cost: The Black Market, Northern Gun, or other large weapon company would pay millions to examine a working prototype. (Most guns are destroyed upon the bot's self-detonation).
Energy Halberd: This weapon is one of the Shemmarian’s favorite weapons for use from the backs of their Monst-Rex. It is also used as a ceremonial weapon. It has a vibro thrusting axe head that is mounted on a metal shaft. The traditional spear point has been replaced with a powerful, albeit short-ranged, ion cannon. A common tactic is to thrust into the opponent and then fire the energy gun barrel at point-blank range. This weapon can jack into the Shemmarian’s interface jack and draw on its power supply.
Weight: 15 pounds (6.8 kg) Mega Damage: Halberd: 3D6 M.D. plus Robotic Strength Bonus. Ion Cannon: 4D6 M.D. Rate of fire: Halberd as per hand to hand, Ion cannon: standard Effective range: Halberd: hand to hand range of about 8 feet (2.4 m) Ion Cannon: 800 feet (243.8 m) Payload: Ion Cannon: Unlimited if plugged in to the Warrior. The weapon can also run on E-clips and gets 12 shots per E-clip. Halberd: Unlimited. Market Cost: 40,000 credits, but up to 3 to 4 times higher, if the purchaser realized what he was buying and planned on duplicating it. W.P. Category: Polearm or Energy staff, depending on how it is used.
Vibro-Disk: This flattened piece of metal expands to a circular vibro-disk with small thrusters. It literally is an extension of the Shemmarian warrior jacked into it and can ricochet off targets. More details of its use are listed under W.P. disk below. Weight: 2 pounds (0.9 kg) Mega Damage: 2D4 M.D. Rate of Fire: Equal to the number of hand to hand attacks. Effective range: 900 feet (274.3 m) with thrusters activated and computer link. If thrown as a normal disk, it has a range of about 30 feet (9 m) - double for creatures with supernatural and robotic strength. Payload: Effectively unlimited Bonus to strike: +2 to strike. Market Cost: 20,000 credits, but up to 3 to 4 times higher, if the purchaser realized what he was buying and planned on duplicating it. W.P. Category: Disk
Vibro-Blades: A pair of large vibro-blades that jack in directly into the arm of the Shemmarian warrior and can then be extended at will. Used in close combat. Weight: 2lbs (0.9 kg) Mega Damage: 4D6 M.D. plus Robotic P.S. damage Rate of Fire: Equal to the number of hand to hand attacks. Effective range: Hand to hand combat: about feet ( m) when extended). Payload: Effectively unlimited. Black Market Cost: 60,000 credits - No real change in this cost, for equivalent weapons are available on the market. W.P. Category: Sword
War Gauntlets: These gauntlets are designed to jack into the Shemmarian and are almost always worn. They have a laser on the back that jacks into the hands. They are also designed not to impede the claws of the Shemmarian. Weight: 2 pounds (0.9 kg) Damage: Laser: 3D6 M.D. Rate of Fire: Equal to the number of hand to hand attacks Effective range: Laser: 2,000 feet (610 m) Payload: Effectively unlimited, jacks into the Shemmarian’s power supply. W.P. Category: Energy Pistol. Market Cost: 20,000 credits but up to 3 to 4 times higher, if the purchaser realized what he was buying and planned on duplicating it.
Small Ion Carbine: Not actually used by the Shemmarian, this rifle is often traded to the locals in return for raw materials and supplies. Although generally inferior to most guns, many isolated villages rely on these trade-rifles for their survival (that and keeping the Shemmarian happy).
Weight: 11 pounds (5.0 kg) Mega Damage: 3D6 M.D. Rate of Fire: Single shot only. Effective range: 1,000 feet (304.8 m) Payload: 10 shot standard clip or 20 shot long E-clip Market Cost: 18,000 credits. No real change in this cost, for equivalent weapons are available on the market. W.P. Category: Energy Rifle
Armor Plating: These series of heavy plates are donned by the Shemmarian when going into heavy combat. Class: Assault suit. Size: designed for a 7 foot (2.1 m) humanoid. Weight: 200 pounds (90kg) Mobility: -10% to the skills of prowl, climb, swim, acrobatics and gymnastics, add an additional -5% penalty to creatures with a robotic strength of less then 30 or a supernatural strength of less then 25. Most other creatures will be weighed down to the point that they cannot move. M.D.C. By Location: Head/Helmet - 30 Arms (2) - 36 each Legs (2) - 72 each Main Body - 180 Special Weapon Systems or Features: None other than connections to allow normal Shemmarian bionic systems to work through the suit. Market Price: 100,000 credits. Not all that different then normal borg armor so you might get an additional 10% to 20%, due to its alien manufacturer.
Other Weapons and Equipment: The Shemmarian have been known to collect weapons from Northern Gun and other arms manufacturers of North America. They have also taken to “collecting” Naruni arms equipment, which is sent to Archie for study and development.
New Skills:
Horsemanship: Shemmarian: The Shemmarian are masters at riding their beloved Monst-Rex, and this skill shows their amazing proficiency. Base Skill: 55/45% +5% per level of experience.
Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. They apply to the rider, not the horse. The rider gains a combat advantage from the height and speed of being mounted. Ÿ +1 on initiative when on horseback at levels 1, 4, 8, 12, and 15. Ÿ +2 to roll with fall or impact when knocked from a horse. Ÿ +2 to parry of dodge while on horseback Ÿ Inflicts +6 to S.D.C. Damage or +1D4 M.D. Depending on the weapon (M.D. Weapons like Vibro-blades get the M.D. Bonuses; not applicable to ranged weapons like rifles and blasters), when the weapon is used on horseback. Ÿ Charge attack (running horse) with a lance, pole-arm or spear: +2D6 S.D.C. damage or +1D4 M.D. If a Vibro-blade or other M.D. weapon. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks counts as two melee actions/attacks. Ÿ Monst-Rex attack: This indicates that the rider is skilled enough to remain saddled while he attacks and has his Monst-Rex rearing or kick in a simultaneous attack (roll under the second percentile number). Damage of the kick will depend on the Monst-Rex (see above).
Military: Shemmarian Armorer: While full repairs can only be done by the Shaman, this skill allows the Shemmarian warrior to perform minor repair on herself or other Shemmarian. Up to 30 M.D.C. can be restored. Cannot do complex repairs (such as replacing an arm). It can also be used to repair up to 50 M.D.C. on body armor. Note that the normal Armorer skill cannot be used. Base Skill: 40% +5% per level of experience.
W.P. Disk: A specialized version of archery/targeting, this weapon is used with the vibro-disk. It is thrown as per a normal disk but the thrusters that are linked by computer signals to the Shemmarian makes this weapon strike much more maneuverable and can ricochet. The weapon can strike the initial target if it ricochets off something (or someone) else as its second strike. It can also bounce off a target and return to the Shemmarian for another use (but it takes two melee actions to do so). However, if this weapon misses its target (dodges count, but not parry), it will take one melee action to return to the wielder. It can also be used as a parrying weapon. Bonuses: Adds +1 to strike at levels 2, 4, 6, 8, 11, and 14 and +1 to parry at levels 2, 4, 7, and 11.
W.P.: Energy Staff: This is the ability to aim and fire energy weapons that are based on a staff design. Includes staffs of both technological and magical natures, such as energy rods and the various bio-wizard staffs found in Atlantis. In this case, this is the skill used with the energy halberd for its ranged attack. Bonuses: Adds +1 to strike at levels 3, 6, 9, 12, and 15. This only includes the use of the energy weapon and not as a melee weapon.
Breaking/Taming a Wild Monst-Rex, Herding Monst-Rex, and Trick Riding: Found in Rifts World Book 14: New West, page 71 (Breaking/Taming a Wild Horse, Herding Cattle, and Trick Riding). The main difference being that instead of cattle or horses, it involves the Monst-Rex and is at –15% to use on ordinary horses or cattle.
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Post by EvilBob on Oct 3, 2003 1:27:31 GMT -5
Why do i get the feeling you are jsut doing this to raise your post count lewd . Its good info but im not sure archie made the semmarian to procreate, i mean i could be wrong but im not sure he would be that he views humans and other things subserviant to him.
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Post by Iron Bonny Shades on Oct 4, 2003 1:51:27 GMT -5
Why do i get the feeling you are jsut doing this to raise your post count lewd . Its good info but im not sure archie made the semmarian to procreate, i mean i could be wrong but im not sure he would be that he views humans and other things subserviant to him. Nah, it would only let me post 10k letters at a time:P As for the other thing, it was a way of making the lie harder to detect. By remaking humanity in his own image, he improves them.
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Post by Cyberpaladin85 on Oct 9, 2003 22:55:02 GMT -5
Very good work! I'd buy the issue of the Rifter that would have your work in it for sure.
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BookWyrm
Peasant
"I know I'm going to burn in hell, I'm bringing the marshmellows."
Posts: 13
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Post by BookWyrm on Feb 2, 2004 23:13:36 GMT -5
Yes, I agree. I would look forward to seeing this work in a Rifter issue. Send it in!
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Post by Iron Bonny Shades on Feb 7, 2004 13:59:24 GMT -5
I have and hadn't heard anything since.
I guess I'm making a phone call on monday.
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