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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Sep 20, 2011 8:22 pm
  

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drewkitty ~..~ wrote:
Aramanthus wrote:
Well since you posted in the RCC thread. I called it as I saw it. Sorry.

this topic's title wrote:
Fan Races!!


What RCC topic?
<Edited diatribe about reading.>



"Fan Races"?
Hope you brought plenty of extension cord for everybody, 'cause otherwise it's going to be a real short race....

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Sep 20, 2011 10:22 pm
  

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Monk

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taalismn wrote:
drewkitty ~..~ wrote:
Aramanthus wrote:
Well since you posted in the RCC thread. I called it as I saw it. Sorry.

this topic's title wrote:
Fan Races!!


What RCC topic?
<Edited diatribe about reading.>



"Fan Races"?
Hope you brought plenty of extension cord for everybody, 'cause otherwise it's going to be a real short race....

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

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Sep 26, 2011 11:20 pm
  

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Monk

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Silly kitty! :lol: :lol: :lol: :lol: I hope you will post some more! Your was quite a read.

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Oct 20, 2011 10:44 pm
  

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Anowak(Converted/Modified AtB Mutant Turtles)

“So, swim on out there and attach these plastic limpet mines to those Horune boats out there? I thought you said this was going to be dangerous work.”

“I was in charge of training an Anowak militia platoon and lemme tell ya, I barked ‘hit the dirt and dig holes!’ and the whole darn bunch of ‘em just plain disappeared on me! They went hull down and pulled the dirt over themselves so fast I thought for a moment somebody had hit my unit with some sort of mass teleportation spell! I swear, they do that in the field with real guns on them, some poor ********’s going to get the rude surprise of their abbreviated life walking into an ambush! I’d sooner take my chances dancing in a minefield!”

The Anowak are a race of smallkin mutant turtles who may or may not be indigenous mutants(their name is curiously similar to Mohawk names for ‘turtle’, suggesting a connection). They seem to combine traits of both land and water turtles, making determining their exact descent difficult, if not impossible. The Anowak have entered into a political alliance with another group of mutant amphibians, the frog-descended Ribbin, in an alliance known as the Gouyesh. Originally, this alliance was formed to defend against the mutant bats who’d later form the Noctre, with the Anowak giving heavy armored support to the Ribbin who suffered the most from the aerial marauders. Quickly, however, the Gouyesh alliance would expand to include the Anowaks’ enemies as well, with Ribbin-purchased weaponry funneled to the Anowak. When Paladin Steel threatened to turn off the flow of cheap armaments, and Greater New England diplomats negotiated a truce between the Gouyesh and the Noctre, the Gouyesh petitioned for membership in the GNE’s Alliance, partially as a hedge against renewed Noctre aggression(the GNE would be treaty-obliged to protect the Gouyesh). The Anowak were cool on the Ribbins’ enthusiasm about taking out the Noctre(the turtles not having the same bad predator-prey relationship with the mutant bats as had the mutant frogs, but felt that having the assistance in dealing with their own enemies to be worth the trouble. With growing ties to the GNE and Bigfolk support, however, the Gouyesh’s original purpose is now less important than securing a political stakehold in the future and acquiring the material support of the GNE Alliance. This has led to an increasing number of Anowak joining various service organizations in the GNE, as well as taking advantage of GNE/PS’s growing travel network to travel abroad, even to other worlds and dimensions.

Alignments: Any
Lifespan: 120 years
Size: Size Level 2; 18 inches tall, 5-6 lbs
Gender: Hetereosexual egglayers who lay 4-8 eggs at a time in buried nests. Anowak young are much more dependent on their parents than (unmutated) turtles, though they can crawl within minutes of hatching. Typically stay with their parents for the first 15-20 years of their lives.
Physical Description/Appearance:
Small, upright, turtles with fully articulated paw-hands. Individuals can be distinguished by the pattern of dark and light spots and splotches on their shells. Racially, there are different ‘sub-races’ within the Anowak, with regards to general appearance, some looking more like land tortoises and others having traits of water turtles, but all of them are interfertile with each other, with an ‘averaging out’ of traits.
Disposition/Attitudes:
Anowak tend to be patient, phlegmatic sorts who take their time dealing with issues that aren’t immediately demanding of attention. They tend to take the slow road on most projects, and to retreat and lay low when danger threatens, waiting for it to blow over. However, they are capable of surprising swiftness when the situation demands, and survival on Rifts Earth has demanded a more proactive approach, including aggression. Originally not very social, even with each other, the Anowak have learned the attractions of social cooperation and working with others.
Physical Attributes:
IQ: 2d6
ME: 3d6
MA: 3d6
PS: 1d6+2d4
PP: 3d6
PB: 2d6
PE: 2d6+1d4
SPD: 2d6
(ISP): By psionic class
(PPE): 2d6
Hit Points:P.E. +1d6 per level of experience
SDC: +60+ any additional from skills, training, and OCC bonuses.
MDC: By magic, psionics, or technology
Horror Factor:---
Natural Abilities:
Hands: Full
Biped: Full
Speech: Full
Looks: None
Natural Body Armor(Heavy) (A.R. 14, SDC 60)
Beastly Strength---Can carry 100 times their P.S. and lift 200 times their P.S. in lbs(!).
Hold Breath---2d6+6 minutes at a time
Digging---Can dig a foxhole at 3 ft per melee with a P.S. or 13 or lower, or at a rate of 4 ft per melee if possessing a P.S. of 14-18.

Psionics: Standard
Magic: A few Anowak have taken up the study of magic, particularly shamanism, mysticism, and earth- and water-associated magics.
Cybernetics/Bionics: See the Anowak Partial Cyborg below
Available OCCs: Can take just about any Tribal or Barbarian OCC, with an emphasis on combat and survival(may also substitute the profession selection and apprenticeship programs from AtB, adjusting accordingly for Rifts). Since intermingling more openly with the larger folk civilizations of the GNE and attending classes, so Anowak Operators, Rogue Scholars, and the like are possible.
Military Anowak are most likely to be AtB-equivalent Elite Militia or Guerilla Warrior, or Rifts Wilderness Scout, though as more appropriately-scaled high-tech equipment enters service from PS and other manufacturers, it is not impossible to see Anowak Grunts, Technical Officers, Sailors, and Robot Pilots in coming years.
With regards to magic users, a few Anowak have taken up the study of magic, particularly shamanism, mysticism, and earth- and water-associated magics.
Master Psychics are possible.
RCC Skills:
Swimming(+5%)
Skills of Note:----
Culture:
Before the formation of the Gouyesh society, the Anowak formed small clans of 5-20 members in small burrow-villages, occasionally cooperating with other hamlets on common projects(damming a stream, digging a canal or mill-race, fending off predators). Greater civilization has led to larger Anowak townships and co-habitation with other species.
Many Anowak are just happy to hang out with their fellows for hours on end, sunning themselves, and not doing much of anything, thinking and watching the world go by.

Anowak Partial Cyborgs
The Anowak are among the few smallkin who have actually taken to, and requested, cybernetics and bionics, though the most they could be considered as, as of yet, is Partial Cyborg. Anowak PCCyborgs have plates of megadamage plastic or composite ceramic directly anchored to their shells. The spine is often reinforced with bio-plastic or ceramic to take the added weight. The legs are augmented with exoskeletal reinforcement for greater speed and stability, and attached/anchored to the reinforced spine. Power comes from a small powerplant based on regenerating e-clip technology; though not powerful enough to power energy weapons and bionics, the RE-Clips still provide the cyborgs with enough power to run their bionics for a decade before needing refurbishment(though usually this is shortened to 5-6 years with heavy activity).
Weight: 6-7 lbs
Main Body MDC: 36
Bionic Legs(2) 15 each
Other bionic features include:
-Bionic Legs--Running Speed: 36(about 25 MPH)
-Finger Claws---+1d6 SDC to a punch
-Weapons Mounts---These consist of hinged pintle mounts or clips on the turtle’s shoulders/back, directly mounted on the shell, and can hold a human-scale pistol or small submachine gun/machine pistol. The mounts also feature remote trigger mechanisms wired to the cyborg’s nervous system, allowing the weapons to be fired with a thought(though with NO strike bonuses; to benefit from the Anowak’s W.P.s, the weapons must be manually aimed with a free hand). Gyrostabilization based on ‘fuzzy logic’ camera stabilization gives a +1 to strike. TWO swivel mounts can be added.
-Helmet Visor---This is an armored hood built into the front of the shell, that can automatically fold over the Anowak’s head, providing 15 MDC of protection. It also has built-in air filters, equivalent to a good gas mask. The hood also features clip-on mountings for night vision goggles and other optical gear.

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Nov 01, 2011 12:00 am
  

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Monk

Joined: Tue Feb 21, 2006 5:18 am
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So does these people have a legend of little teen age ninja turtles?

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Nov 01, 2011 11:42 am
  

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Aramanthus wrote:
So does these people have a legend of little teen age ninja turtles?

I would guess they might if PB ever got the TMNT license again.

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Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Nov 03, 2011 6:09 pm
  

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Aramanthus wrote:
So does these people have a legend of little teen age ninja turtles?



More like 'Gamera the Gun-Tortoise'. :D

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Dec 15, 2011 5:21 am
  

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D-Bee

Joined: Thu Jan 09, 2003 2:01 am
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Location: B town
There really is an excellent selection of races in this thread! A lot of them far more creative and thought out than a number of canon races. Many of them would be great to use as a PC or run as NPCs.


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Dec 15, 2011 4:20 pm
  

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leda002 wrote:
There really is an excellent selection of races in this thread! A lot of them far more creative and thought out than a number of canon races. Many of them would be great to use as a PC or run as NPCs.



Thanks! Feel free to create and add your own minions! Start building your megaversal powerbase today! :twisted: :angel:

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Dec 15, 2011 10:16 pm
  

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Hero

Joined: Sun Jun 06, 2004 2:55 pm
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Location: BC, Canada
Comment: I see people as people first, anything else is secondary
guess i'll have to spend another 5 days reading this thread.
don't have anything else to offer racewise. sorry

_________________
Creator of the Chi grenade. Used in game by Kevarin [GM] and self as Mai - Civilian Martial artist that got amped via experiment. Ghost weapons and shirts rule.

Nano Missiles - used once and GM banned further use. They weren't THAT bad. and did stop a demon scout ship from returning with valuable info.


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Dec 15, 2011 11:14 pm
  

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shiiv-a wrote:
guess i'll have to spend another 5 days reading this thread.
don't have anything else to offer racewise. sorry


All in good time, and each according to their own ability and capability. :D

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Dec 30, 2011 3:20 pm
  

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Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
I hope we get to see some new races soon. I am glad this thread is still going!

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Jan 03, 2012 1:44 am
  

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Explorer

Joined: Mon Feb 01, 2010 3:29 am
Posts: 155
Was thinking of another simian race, one that is alien but could have crash landed onto a human world. Thinking of calling them the Tartutik. At any rate, I have nothing concrete written up as of now, hopefully soon though.

_________________
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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Jan 03, 2012 6:24 pm
  

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DracoMagus wrote:
Was thinking of another simian race, one that is alien but could have crash landed onto a human world. Thinking of calling them the Tartutik. At any rate, I have nothing concrete written up as of now, hopefully soon though.



Many ways you can proceed from that...Use random generation tables to lay some groundwork, or think of a story of their interaction and start adding details that can translate into stats as you go along, to name a few.

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Jan 07, 2012 9:08 am
  

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Adventurer

Joined: Wed Jul 07, 2004 1:34 pm
Posts: 654
Location: In my NG-X9 Samson Power Armor
Greetings!

After a long absence, I return with these two new entries: Homo Badgerous (AKA: the Badgerfolk), and the Alien Kor'Valk.

The Badgerfolk are the only sentient inhabitants of an Earth that never had Humans. The Badgerfolk are a humaniod badger-like race with good Psionic Potential (15% have Master Psionics!). The Badgerfolk live in comparitive harmony with thier Earth, with Badger-Towns (Setts) dug into the ground, instead of clearing natural terrain to build buildings. Thier Psionics give most Badgerfolk a clean perspective on how their own lives impact the world around them (Empathy, Telepathy, Clairvoyance ECT...) so gross abuses of nature simply do not happen. Recently, many of the Badgerfolk have recieved terrible Psi-Visions of EVIL from the Stars!
A world-wide Council was quickly formed and preperations had begun, but the Aliens arrived before the peasable diggers could finish building weapons of war!

Now the the Alien Kor'Valk have arrived from the depths of space and are intent upon stripping Badger-Earth of ALL usable resources, and upon extinguishing the Badgerfolk-and all other Earthly life-utterly!!! With alien technology and powerful weapons, the six-limbed hairless carnivores have control of space, the air and much open ground. Still, aliens cannot find many Setts, as they aere too well dug-in. Ground troops have Power Armor (Death-Hunter Class), Hoverbikes (Killer Stings Class) and even a few Giant Robots (Hive-Slayer Class) but only a few.
The Kor'Valk are only 1.7 meters (5 ft, 8 inches) tall and weigh only 70 kg (154 lbs), compared to the shorter but heavier Badgerfolk who stand just 1.5 meters (5 feet) tall but weigh in at 100 kg (220 lbs) !!! The flesh of Badgerfolk is more dense and tougher for it, but Badgerfolk don't swim well, whereas the Alien Kor'Valk are excellant swimmers. Kor'Valk have two sets of arms, one with hands, as would understand them-just with three fingers and an opposable thumb. The other set, above the middle set end in horrible claws the size of butcher knives. The Kor'Valk have small heads because thier brains are NOT just in thier heads, but are spread up and down their spineal colums which are heavily armored with bone and spikes of dentin.

How will this end? Will the brave, peaceloving Badgerfolk discover that the Alien Kor'Valk are right-That ONLY the powerful have rights...Or will the Kor'Valk discover that the most dangerous place is NOT in space, but between a desperate Mother and her children!

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Jan 07, 2012 10:14 am
  

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Good necro with fresh material. :ok:
Just need ,more hard stats on the respective races to really flesh them out, now that you got the basic ideas down.
My money's on the Badgers.
Wait...I have a WEAPONS and ARMOR company at my disposal...I can slant the odds. ;)

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Jan 07, 2012 10:29 pm
  

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Adventurer

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Location: In my NG-X9 Samson Power Armor
Greetings!

First, forgive my last post's spelling errors aas I had written it after working all night.
Now, here are the stats for the two Races.

Badgerfolk:

I.Q.: 3D6
M.E.: 5D6+3
M.A.: 3D6
P.S.: 4D6+4
P.P.: 2D6+4
P.E.: 5D6+3
P.B.: 3D6
Speed: 2D6 Running, 1D6 Burrowing

SDC: 30+OCC Bonuses (if any)
P.P.E. & Magic: 2D6 P.P.E. No Natives have Magic, but those born in societies that expose them to it, may learn Ley Line Walker, Shifter, Sorcerer, & Wizard Magic OCC's with a -10% P.P.E. as Magic use is not the Badgerfolk's forte.
I.S.P. & Psionics: Roll on the Chart if NOT a Master Psionic Class (Burster, Mind Melter, Mind Mage, Psychic, or Similar):
01-30%: Major Psionics with + 6D6 I.S.P.
31-65%: Major Psionics (Standard)
66-00%: Minor Psionics with + 2D6 I.S.P.

If a Master Psionic OCC is chosen, add +6D6 I.S.P. and +2 I.S.P. per Level
& if a Psi-Druid, Add + 8D6 I.S.P. and + 4 I.S.P. per Level instead (Most Popular OCC of the Badgerfolk)
May not choose any Augmentation-Based OCC (Headhunters, Crazies, Juicers, ECT)
Natural A.R.: 6, A Badgerfolk's hide is tough!
Natural Attcks; Bite at 2D6 + 1/2 P.S. Bonus, and Claws at 1D6 + P.S. Bonus

Next time: Badgerfolk Gear! and the Aliens turn...

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Jan 07, 2012 11:41 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Much better.... :wink:

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Jan 08, 2012 3:54 am
  

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Adventurer

Joined: Wed Jul 07, 2004 1:34 pm
Posts: 654
Location: In my NG-X9 Samson Power Armor
Greetings!

As promiced, here is the next instalment of Badgerworld: the Invasion!

Quick note: The second most common Master Psychic OCC for Badgerfolk is Gizmoteer (As per SA 2, but set on another Earth so adjust Native Language to Badgerspeak). Also Badgers gain +10% on Dance Skill if take due to traditional dancing in the culture (Snakes & Mushrooms)

The Badgerfolk's Gear:

The Crystal Pistol
Range: 1,500 feet
Damage: 3D6 SDC (2D6 in a Mega Damage envirionment)
Ammunition: Holds up to 30 ISP, and each shot uses 5 ISP, for a total of 6 shots per full charge. Recharging only takes 1 APM regardless of the number of ISP expended.

The Crystal Assault Rifle:
Range: 2,000 feet
Damage: 3D6 SDC single shot or 1D6 (X 10) on 3 round pulse (Uses 3 shots/15 ISP's)
Ammunition: Much like the Pistol, the Rifle is powered by ISP's. Total Capacity is 150 ISP's. Enough for 10 Pulse-Bursts, or 30 single shots.

Ecto-Field Emitter Harness:
This Psi-Gadget is worn to project a fur-tight protective Force Field on the wearer.
SDC: 240
A.R. 18
Duration: 1 minute per Level of the user, for 25 ISP's
Recharges to full when 25 more ISP's are expended into the device (Takes 1 APM)

Badger Defence Tansport
Type: Burrowing APC
Speed: Burrows at a Speed of 50 (35 mph), or Overland speeds of 100 (70 mph)
Range: 300 Miles on a full charge (Basically 1 ISP = 1 Mile of Travel)
Fuel: ISP's. Holds a charge of 300 ISP's
SDC: 500
A.R.: 18 (a 19-20 penetrates and causes damage to the occupants)
Weapons: A Crystal Cannon on a Turret;
Range: 4,500 feet
Damage: 1D6 (x 10) SDC (1D4 [x 10] MDC in MDC Envirionments)
Cargo: Holds 16 Badgerfolk Troopers in full Gear
Crew: 1 Pilot, 1 Gunner, and 1 Commander
Size: 30 feet long x 16 feet wide x 12 feet high (including treads).

Next Time: The bad Guys!!! :twisted:

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Jan 08, 2012 8:34 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Ah, minor nitpick; how BIG are Badgerfolk?
And a brief physical description would be nice...do they resemble American Badgers? European badgers? Emerald green badgers? Badgers-in-name only?

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Jan 20, 2012 7:39 pm
  

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Joined: Wed Jul 07, 2004 1:34 pm
Posts: 654
Location: In my NG-X9 Samson Power Armor
Greetings!

First; to answer a question RE: Size & Appearance: The Badgerfolk " who stand just 1.5 meters (5 feet) tall but weigh in at 100 kg (220 lbs) !!! The flesh of Badgerfolk is more dense and tougher for it, but Badgerfolk don't swim well," as per a prior posting. As to Appearance: The Badgerfolk are varied enough that some resemble European Badgers, others, African Honey Badgers, and others resemble American Badgers, depending on which of the four major landmasses a particular Badgerfolk comes from.

More Later!

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Jan 20, 2012 8:35 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Intellivores
“But he wanted to know about my theory of advanced temporal-spacial compression and manipulation! His was a questioning mind! An inquiring mind! We could have talked for hours about the subject! He wanted to know my thoughts! Everything I knew! What better audience could I have to share my ideas with? And you rudely chased him off!”
“Professor Brotski, if we hadn’t interrupted, that ‘person’ would have left you with the intelligence of a rutabaga! Tell me, Professor, what’s your wife’s name?”
“What kind of a question is that?! It’s-, it’s, it’s...Give me a moment...”
“And where are your car keys, sir?”
“My car keys? Why....hmmm....”
“What’s the funniest thing you can think about a banana?”
“Ah...ah...”
“What’s the first three numbers of the value of pi?”
“Ah...”
“Exactly, Professor. You don’t have a wife, your car keys are in your hand RIGHT NOW, we can all think of at least one banana-related funny thing, and the last is three point fourteen. Hopefully you’ll regain those thoughts, and maybe even the meat of your temporal-spacial compression and manipulation theory in time, but not if it had had time to continue feeding on you. That’s what an intellivore does to you. Now we have to find it and stop it before it fools somebody else into feeding it, by making them think that it came up with your theory all by itself. Let’s go, troops!”

Intellivores are creatures that are often mistaken for sentient beings, when, in fact, they are insidious energy entity animal predators, akin to Haunting or Syphon Entities, who PREY on sentience.
Intellivores typically appear to creative people, ideally groups, often through the medium of casual conversation, or through interactive media, such as conference calls, that the entity has suborned, though the entity has to come into the actual physical presence of its victims to feed. They present themselves to potential victims as initially fairly nondescript personas, small children, or representatives of friendly alien species(especially First Contacts), seeking to initiate conversation(or insert themselves into an ongoing one) and share ideas. It may start out with problems communicating, though, the stutter or vague use of language being explained away as shyness or unfamiliarity with the others’ language. Part of this is due to the entity’s low intelligence, but it also serves to encourage its potential victims to lower their guard, by engaging a sympathetic reaction.
Intellivores have also learned the trick of appearing to be far more intelligent than they really are, by selectively parroting what they see and hear, in ways that seem vague and yet somehow intelligent. The intellivore may present itself as a muse to an artist or intellectual, promising inspiration or trying to incite attention and activity around itself, with itself as an active participant. The more intelligent or cunning Intellivores may present themselves as patron-figures, and promise possible and nebulous rewards for another’s input and work.
In reality, what the intellivore craves is ideas, and the intelligence behind them, specifically the life energy of creativity, something that the intellivore sorely lacks. The intellivore has no intention of contributing any energy to the activity it incites, it’s out to steal the mental energy of others. Once it begins drawing attention it sits back and siphons off the energy of cognition generated around it. For a time, the intellivore may even believe it IS intelligent, creative, and innovative, but what it is really doing is getting temporarily buzzed on the mental energy it has stolen, and the thoughts it mistakenly believes are its own. This may be expressed by the intellivore becoming more involved in a conversation with its victims, but this is merely to encourage more attention, and a shielded or more perceptive observer will quickly realize that the intellivore’s seeming moments of creative thought are just parroted snatches of others’ ideas or plagerized thoughts it has previously absorbed.
Once the intellivore has identified a strong food source in the way of an enraptured victim, the entity begins draining the victim’s IQ, sucking the energy out of their thoughts and nervous systems. As the Intellivore feeds more and more, it will cajole and incite its victim for more and more, seemingly applauding its victim’s efforts, promising greater possible rewards, or even hinting at emotional blackmail, using its empathic abilities and stolen intelligence to sharpen its tactics, in order to keep its victim’s attention and creative energy flowing to feed it. Prolonged exposure to this draining can have permanent detrimental effects as the entity erodes the victim’s intelligence and patience.
In a worse case scenario, the intellivore reduces its victim to an embittered dullard barely able to take care of themselves, at which point the intellivore will abandon its former host/victim and wander off in search of new feeding grounds to slake its lust for mental energy. It may even use its stolen knowledge as bait to entice other victims into range of its draining abilities. Often, due to permanent mental and emotional damage, past victims may not realize what really happened to them, mis-remembering, for example, some fictitious partner or stranger who stole their ideas or cheated them on a deal. This further obscures the path of predation cut by the intellivore.
The worst case scenario can leave a victim completely drained, reduced to an infantile, or even vegetative, mental state.
Because of their ability to manipulate electronic networks, intellivores are increasingly found gravitating towards technological societies, as tapping into telecommunications networks allows them to more readily identify potential prey, engage their interest, and close on them more easily, under the cover of teleconferencing, e-mail, and online chatrooms(the victim engaging in an apparently long distance conversation with a predator that is really very close by). Intellivores feed and propagate in societies and technological settings that more encourage the development of free speech and ‘nerds’, than in more primitive cultures.
Intellivores are the bane of universities, research institutes, and artists’ communes. An Intellivore loose in a think tank environment is a disaster waiting to happen, a mental massacre of the chainsaw type.

Alignments: Can be considered Miscreant
Lifespan: Unknown
Size: Appears as a basketball-sized black sphere in its true form.
Gender: None; energy entity
Physical Description/Appearance:
The intellivore can manifest an ectoplasmic projection of a small cute animal(or magic animal familiar), small child, or friendly person, whatever looks most appealing to those the entity encounters. Its speech is initially hesitant and unsure, but becomes more confident and clear the longer it feeds.
In its true state, the intellivore is a floating black sphere the size of a basketball.
Disposition/Attitudes:
The intellivore can come across as shyly friendly, helpful, charming, sympathetic, and tearjerkingly needy, like a puppy, an orphan waif, or a nerdy younger Bill Gates. As it feeds, it can become more cunning, manipulative, and clever. In reality it is driven solely by its appetite and only hungers for attention and the mental energy of others, and any sadness or othere strong emotion it exhibits is from its NOT BEING FED. If discovered after feeding for some time, the entity may be temporarily intelligent enough to try to confuse the issue by appealing to others for help in dealing with its hunters/pursuers/persecutors.
Physical Attributes:
IQ: 2d4 (high animal cunning)
ME: 2d4
MA: 4d6
PS: Not applicable
PP: Not applicable
PB: Not applicable
PE: Not applicable
SPD: 30(20 MPH) in energy form
(ISP): Base ISP is a mere 25, but it can draw on the ISP/PPE(converting 1 PPE point to 4 ISP) around it to bolster its abilities. Furthermore, it can convert stolen I.Q. to ISP on a point-for-point basis(1 point of I.Q. = 1 point of ISP for the Intellivore), retaining this stolen energy for 24 hours
(PPE): 5 on its own, but if it can successfully drain a person to zero I.Q. or below, it can add that person’s PPE(not doubled, as the victim is still alive) to its own for about 48 hours.
Hit Points: 4d6+10
SDC: ----
MDC: Has 4d6+10 MD on Rifts Earth
Horror Factor: 10 if and when it is realized for what it is.
Natural Abilities:

*Fly---The energy entity can fly and can pass through solid matter(but not energy barriers).

*Natural Invisibility---In its natural form, the Intellivore is completely invisible to the naked eye.

*Physical Invulnerability---Intellivores are immune to physical attacks like punches, kicks, gunshots, and beatings. They also take only 1/10 normal damage from most energy attacks. The only truly effective methods of attacking them are magic and psionics, or extremely powerful energy disruptions, like those associated with powerful nucleonic or particle beam blasts.

*Electrical Manipulation/Transport---Intellivores can manipulate electrical communications devices like telephones and computer conduits, enough to use telephones and computer monitors, and can even travel(like the Nightspawn ability Lightning Rider) through phone lines(though they cannot be transmitted via wireless transmissions). See also Psionics: Telemechanics below.

*Drain Intelligence---The most insidious power of the Intellivore is the ability to drain a person’s I.Q., latching on to a target and siphoning its mental energy away at a rate of 1d4 points of IQ per minute(or less) without the victim realizing they are under attack. The creature can drain IQ at a maximum rate of 2d4 IQ per minute, but at this increased rate, the victim will become aware of what is happening, and gets a +1 to save versus psionic attack.
A person can ‘safely’ hold out against an intellivore for their M.E. rating in minutes. Beyond that, they must make a save vs their M.E. (in addition to any saves versus psionics to ward off the drain) or else permanently lose 1d4 points of IQ and ME per every subsequent melee of exposure(recalculate it using the reduced M.E. rating). If the victim’s IQ drops to a permament zero, they are reduced effectively to a vegetative state, at barely a newborn’s level of cognition. Non-permanent IQ loss is recovered at 1d6 IQ per week, with skill profficiency increasing proportionately.
The Intellivore can drain a person’s IQ from up to 30 ft away, though it will often use its natural invisibility and ability to manipulate telecommunications systems to make it appear as if it is far away, communicating with the victim via a phone or computer, when in fact it is in the same room as the victim.
The Intellivore uses the siphoned IQ to bolster its own ISP, adding one point of additional ISP for every point of IQ drained, and it can also bolster its own IQ at a rate of 1 point of Intellivore IQ per every 3 drained points of victim IQ. It will retain this additional IQ for 48 hours.
When the person loses 25% of their IQ, they begin to forget small details and nuances. At 50% of their IQ, they will begin to have trouble with short-term memory. At 75% or less of their IQ, the victim will have trouble time-binding, stringing memories together properly or being aware of the proper passage of time(hours may pass like minutes, minutes can seem like tedious hours).

Vulnerabilities:
-Magic and Psionics do FULL damage
-Particle Beams do FULL damage

Actions/Attacks Per Melee: 3

Bonuses: +2 Dodge, +10 save versus Horror Factor.

Damage: By psionics only

Psionics:(Saves vs psionics at 12 or less)
-Telepathy(no cost)
-Telemechanics(Special)---The Intellivore has learned to manipulate hardwired (not cellular) telecommunications systems to find prey. As long as it is in direct contact with a computer system, it can effectively use it to communicate in a process akin to Telepathy(automatically knows the language being used), though it replies at a profficiency fof 60%.
-Sense Psionics(no cost)
-Alter Aura---This is used to mask the nature of the entity when it appears in person. It costs 3 ISP to appear for 1 hour.
-Ectoplasmic Disguise---This is the way the Intellivore appears in corporeal form to others. It costs 12 ISP to appear for 30 minutes.
-Empathic Projection--- 6 ISP for 2d6 mimutes. Range of 60 ft.
-Hypnotic Suggestion---6 ISP per idea, 12 ft range.
-Deaden Senses---4 ISP, 2d6 minutes, 160 ft range; victims are -1 to save. The Intellivore often uses this power to lower its victims’ guard.
-Mind Block---4 ISP, 30 minutes. The Intellivore uses this power to shield itself from psychid probes.
-Electrokinesis---The Intellivore can manipulate electronic devices to a degree, with all ISP costs and durations as if at 1st level. The intellivore typically reserves direct physical manipulation as a last resort, to distract pursuers while it makes its escape.

Magic: None

Cybernetics/Bionics: None

Available OCCs: None

RCC Skills: None(Conditional)
If an Intellivore can drain at least HALF of a person’s I.Q., it can select 1d4 of that person’s skills, and retain knowledge of them at HALF their original profficiency for 48 hours. This does not grant the Intellivore the ability to actually PERFORM those skills, but it does allow them to parrot the knowledge and appear to be knowledgeable about that skill or in that field; so an Intellivore that assimilates a Surgery or Fencing skill will not be able to hold a scalpel or wield a dueling epee, but can convincingly discuss surgical techniques or talk about fencing moves during that forty-eight hour period.

Skills of Note: None; communicates via Telepathy, or by learning languages via Telemechanics

Culture: None; intellivores are solitary predators

Allies: None; whatever ‘friendships’ the Intellivore cultivates are solely to gain access to victims

Enemies: Artists, scientists, universities, and ‘think tank’ organizations/corporations all have reason to hate and fear Intellivores.
The Cancanaugh/Leanan Sidhe(see Michael Yocom’s “On Faerie Folk” in Rifter#53) have a particular hatred of intellivores; one, because the flirtatious faerie-folk are often mistaken for intellivores and blamed for the ‘crashes’ of many an artist, and because intellivores frequently target the same creative and passionate people the faeriefolk are drawn to; many times the Leanan Sidhe have watched a (potential) mortal lover poached and destroyed by the unwelcome interference of an intellivore. Not that the Cancanaugh feel any lasting feeling for the mortal so destroyed; it’s their own denied pleasures that they mourn the loss of. Thus, when the Cancanaugh encounter and recognise intellivores, the usually carefree faeriefolk will often go on the warpath, seeking to chase the mind-parasites away from leeching the mortals the fay have claimed as their own.

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Jan 21, 2012 9:23 pm
  

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Adventurer

Joined: Wed Jul 07, 2004 1:34 pm
Posts: 654
Location: In my NG-X9 Samson Power Armor
Greetings!

Here is more of the Badgerfolk-Kor'Valk War, enjoy!

The Kor'Valk Stats:

IQ: 3D6
ME: 3D6
MA: 2D6 +1
PS: 4D6
PP: 5D6 +3
PE: 3D6 +2
PB: 2D4 +1
Speed: 6D6 Running, 3D6 Swimming and 4D6 +3 Climbing

HP's: As Normal
SDC: 15 + Skill Additions
MDC: By Armor/Force Fields only
AR: 7 (Dentin Laced Skin, and Dentin Spinal Spikes)

I.S.P.: NONE ! No Psionics available for Kor'Volk. Ever!
P.P.E.: 2D6 (Note: Kor'Valk CANNOT learn/use Magic.)

Skills: As Merc/Soldier OCC (RUE), but add Space Skills without penalty due to the Culture being a Spacefaring one. Also Add Swimming to all Kor'Volk at + 20%

Natural Abilities: Nightvision out to 60 feet, Claw Attacks from Large Arms: 2D6 SDC + PS Bonus, and Immune to Neural Maces/Tasers/Stun Blasters and similar due to alien nervous system. Also immune to effects of Called Shots to the Head as the Brain is actually spread throughout the spinal collumn.

Kor'Valk Armor/Weapons/Vehicles:

Shell Class Body Armor (Standard for Kor'Valk): Fully Environmental Suit
AR: 17
Helmet: 45 SDC
Main Body: 120 SDC
Arms (Top/Large Pair): 100 SDC Each
Arms (Lower/Smaller Pair): 60 SDC Each
Legs: 80 SDC Each

Comes with Built in Communications set that can Laser-Com to Orbit if a full Minute is taken to align unit with Satallite/Starship.

Bloodyclaw Rail-Pistol
Range: 1200 Ft
Damage: 4D6 + 3 SDC
Payload: A Clip/Power suply combo that holds 10 Rounds and the energy to fire them
Weight: 1 kg for the Pistol and 0.5 kg for each clip
Cost: Not Available on the Black Market, but could be worth as much as 20,000 for the new power supply/ammo combination clip technology

Goremaster Rail Rifle
Range: 2,400 ft for Rail Gun, only 1,200 ft for the Grenade Launcher
Damage: Railgun; 6D6 SDC single shot, or 2D6 (x 10) SDC on a three-round burst
Grenade Launcher: 3D6 (x 10) SDC to a 30 foot Radius (Fragmentary Round), or 8D6 (x 10) to a 10 foot Radius (Plasma), or Smoke to 20 foot Radius for 1D4 Melees
Ammo: Powersource/Ammo Clips hold 30 shots (10 Bursts) and the Grenade Launcher has an internal magazine holding up to 6 Grenades at a time.

More Later!

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


Last edited by GaredBattlespike on Sun Jan 22, 2012 9:13 pm, edited 1 time in total.

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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Jan 22, 2012 9:11 pm
  

User avatar
Adventurer

Joined: Wed Jul 07, 2004 1:34 pm
Posts: 654
Location: In my NG-X9 Samson Power Armor
Greetings!

Here is more of my Badgerfolk-Kor'Valk War Saga!

Now: Kor'Valk Vehicles! Enjoy!!!

The Kor'Valk Power Armor "Death Hunter"
Model Type: KWS-DH 06 Power Armor Suit
Power Source: Micro-Nuclear Cells good for continuous use up to 5 years
Crew: One (1)
Vehicular AR: 19 (20 + goes through to injure the Pilot)
SDC by Location:
*Head: 150
**Main Body: 275
Large/Upper Arms (2): 225 each
Upper Arm Claws (3 each hand): 75 each
Small/Lower Arms (2): 180 each
Legs (2): 200 each
Booster Jets (2 Rear-Mounted): 165 each (If destroyed, it explodes causing 1D4 [x 10] SDC to the Main Body and 5D6 in a 15 foot Radius)
Shoulder Turrets (2, one on each upper shoulder): 85 each (If destroyed, then the weapon in the Turret is useless) NOTE: Turrets may fire 135^ Not towards the Head.
Mini-Blasters (2, one on each lower hand): 50
Ammo Drums (2, Rear): 65 each
* Destroying the Head eliminates all sensory enhancements, and ALL PA Combat Skill Bonuses!
** Destroyning the Main Body renders the unit useless, and the pilot must escape from the unit to fight effectively on it's own!

Speed:
Running: 147 Speed (102 mph/165 kph). Running tires opperator at 10% of the Normal rate.
Leaping: Booster-Assisted; 200 feet across and 100 feet high, without the Boosters; 50 feet across and 25 feet high
Climbing: 44 Speed (30 mph/48 kph)

STATSICAL DATA:
Height/Width: 9 feet tall x 4.5 feet wide
Weight: 750 lbs fully loaded
Physical Strength: Robotic Strength of 28
Cargo: External Storage racks haul the soldier's personal gear (1 standard full kit).
Sensors note: The system incorperates excellent targeting/target-aquisition gear, granting an addditonal +3 on all perception rolls, +1 to strike while the Head is functioning!

Weapons:
A) Turret-Mounted Rail Guns (2)
Range: 3,000 feet
Damage: 2D6 (x 10) per 21 round Burst-Only fires Bursts
Payload: Each Ammo Drum holds 630 Rounds (30 Bursts) Reloadingf the Ammo Drums takes a PS of 25 + and the Feild Armorer Skill for three minutes (5 minutes without the skill, and 5 minutes +1 per point of PS less than 25)

B) Mini-Blasters on each Lower Hand (2 total)
Range: 1200 feet
Damage: 5D6 per Blast
Payload: Unlimited as it is tied into the Suit's Main Power.

C) Main Claws:
Range: Hand to Hand only
Damage: Add + 3D6 SDC to Robotic PS Damage
Payload: Not Applicable
Next time, the Hover bike!

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Jan 23, 2012 9:10 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Set up an updated list of the species posted to date here on the first page, with GaredBattlespike's latest added.

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Jan 23, 2012 10:15 pm
  

User avatar
Adventurer

Joined: Wed Jul 07, 2004 1:34 pm
Posts: 654
Location: In my NG-X9 Samson Power Armor
Greetings!

Taalismn , my Minion Races were looking on the list on page 1, and my Grahl have let me know that they have been left out. They aren't happy. Please add them, their tails are all knotted up with anxiety!

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Jan 24, 2012 12:30 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Grahl added, Minions soothed.
Treskin Mercenaries removed, as they are now in-print canon.

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Jan 24, 2012 12:38 am
  

User avatar
Adventurer

Joined: Wed Jul 07, 2004 1:34 pm
Posts: 654
Location: In my NG-X9 Samson Power Armor
Greetings!

Thank you.

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Tue Jan 24, 2012 6:21 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
You're welcome!
Best to remain on the good side of fan empires/minion networks; there's no telling when a Creator might call Jihad on your people, or you might need help fending off the TGE, Splugorth, Infernal hordes, or CCW colonists encroaching on your territory. :D

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Jan 28, 2012 10:04 pm
  

User avatar
Adventurer

Joined: Wed Jul 07, 2004 1:34 pm
Posts: 654
Location: In my NG-X9 Samson Power Armor
Greetings!

Here is more of the Kor'Valk equipment!

Killer Stings Class Hovercycle

Crew: 1 (and 1 passenger is possible)
Speed: 186 mph/300 kph
Maximum Altitude: 180 feet/292 meters
Power Source: Mini-Nuclear Battery with a 10 year life
Maximum Flight Time: 12 hours followed by at least a 4 hour cool-off period to avoid overheating.
Range: Effectively Unlimited, but see Maximum Flight Time above (2,232 miles/3,600 km before overheating if moving at top speed)
Size: 2.5 meters long by .9 meters wide by .5 meters tall (1 meter with landing skids lowered)
Weight/Mass: 300 pounds/137 kilos (High-Tech light weight materials used in construction)

SDC by Location:
*Main Body: 540
Landing Skids (3) 1 in front and two in back [side-by-side]: 75 each
Control Sticks (2): 120 (Made to be simultainiously used by BOTH sets of arms)
Heavy Laser in Nose: 150
Rear Mounted "Discourager" Laser: 55

Weapons:
1) Heavy Laser in Nose
Range: 3,000 feet/ 1,860 meters
Damage (SDC): 2D4 (x 10)
Payload: Built-in Canister holds 200 Shots and can be re-charged at an Assault Shuttle or similar vehicle within 5 minutes (10 Shots per Melee can be safely recharged).

2) Rear-Mounted "Discourager" Laser
Range: 1,000 feet/620 meters
Damage (SDC): 5D6
Payload: Built-in Canister Holds 25 Shots with the same re-charge Rate as the Heavy Laser above.

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Feb 07, 2012 1:27 pm
  

User avatar
Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
Nice new additions. Please keep them coming. We have three whole galaxies to populate.

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Feb 07, 2012 7:25 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Aramanthus wrote:
Nice new additions. Please keep them coming. We have three whole galaxies to populate.



So, you going to toss a few minions of your owninto the fireonto the frontier? :D

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Feb 10, 2012 3:06 pm
  

User avatar
Adventurer

Joined: Wed Jul 07, 2004 1:34 pm
Posts: 654
Location: In my NG-X9 Samson Power Armor
Greetings!

An Unknown Aggressor Fleet has been hitting the fringes of the Three Galaxies' various Star Nations, from the TGE to the CAF and even a Dominator's vessel came in to Center for repars for damage that matches those being reported by others...Who are they? Where do they come from and what do they want? Why hit just one system or vessel of a given type and then simply disappear, instead of staying in a conquered system to consolidate thier gains???

The Aggressor Fleet estimated Order of Battle: (Remember; the losses are an estimate based on ALL the Stellar Nations being hit, NOT after one fight)
Mobile Battle Fortress (3.2 KM diameter): 3
Carriers [each seems to hold at least 300-600 fightercraft]: 36
Capital/Battleships: 35 (One was notibly destroyed an a kamakazi ramming on a Spugorth Capital Vessel)
Cruisers:90 (was higher but an estimated dozen or so were destroyed)
Destroyers: 150 (was higher but an estimated 20 or so were destroyed)
Frigates/Light Carrier combination Vessels: 250 (was higher, but an estimated 50 were destroyed)
Fightercraft: Unknown-Guestimated at 2,000 + with a few hundred detroyed
Power Armor? Robots? Full Conversion Borgs? Noone is sure what they are: 5,000 + with at least a thousand destroyed...

Let the Invasion: Three Galaxies begin... :twisted:

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Feb 10, 2012 7:50 pm
  

User avatar
Adventurer

Joined: Wed Jul 07, 2004 1:34 pm
Posts: 654
Location: In my NG-X9 Samson Power Armor
Greetings!

Here is a secret document taken from the TGE files by Resistance members and translated into Gal 4:
FILE # TGE-II-9746213-5X

Estimates on Unknown Agressors Frigate Analog:
Length: 150 meters/ 487.5 feet
Height: 45 meters/ 146.25 feet
Width: 45 meters/ 146.25 feet
Mass: Unknown
Hull Composition: Unknown
Propulsion: Unknown
Maximum Speed: As TGE Frigate
FTL/Speed: Yes/Unknown
Crew: Unknown, best guess; 30-50 depending on the size of the crewmembers
Weapons:
1) Spinal Mounted Mass-Driver/Rail Gun (x 1); Range: Unknown (Hit TGE vessel at 1,000 km),Damage: 5D6 (X 10) MD, SLOW Rate of fire, approx 1 shot every 15 seconds
2) Laser Batteries (X 4): Range: Unknown (Hit TGE vessel at 5,000 feet), Damage: 2D6 (X 10)
3) Anti-Matter Cannons (X 2,each in turrets; 1 top-mounted, 1 bottom-mounted), Range: Unknown (Hit TGE vessel at 2,000 feet), Damage: 4d8 (X 10), Fails to damage Force Fields at all, but un-shielded vessels took heavy damage.
4) Missile Launchers (X 10: all in turrets), Launches Long Range Missiles, but stopped firing missiles after only 10 volleys!
5) NEW Long Range Missile: Anti-Matter Warhead: Damage: 1D4 (X 100) MD !!!
Estimated MDC of target:
Main Body failed after recieving approx 2,400 MD
Force Field failed after only approx 500 MD
Spinal Rail Gun stopped firing after taking approx 500 MD
Hangar-Bay Doors (X 3) Failed after taking approx 750 MD
Note: Carries 6 Fightercraft between 3 bays

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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 Post subject: Re: Fan Races!!
Unread postPosted: Fri Feb 10, 2012 9:35 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Oh dear...Another outbreak of violence threatening the safety of the Three Galaxies.
Not to worry; Naruni Enterprises is here to help you, at reasonable prices!

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Feb 16, 2012 12:38 pm
  

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Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
Very nice. I like the intelligence note. Can we expect more intelligence notes in the future?

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Fan Races!!
Unread postPosted: Sat Mar 17, 2012 8:40 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
T’asch
“I breakfast on fine b’chal in the morning, spend my mornings driving my Gandalan hypersedan to work, compose essays in praise of my Selean patron, have a lunch of fresh cacglecristacea, paint all afternoon, dine on tenderloin p’schan, spend my evening drinking vintage am’mar while listening to the sonnets of Whis’tani, and fall asleep in the arms of a practiced courtesan of the Eme’a. Why I should rock the boat of government? Why should I care about those who cannot find a patron? My life is perfect!”

The T’asch are a race of humanoids who inhabit a small single-solar system stellar kingdom in the Thundercloud Galaxy. They are slender-build, blue-skinned humanoids with a touch of the fae about them; they are minor megadamage beings with supernatural strength and both magic and psionic powers. These attributes have kept the T’asch from getting snapped up and dominated by a number of other stellar powers in their region, and afforded them, at least for now, a pleasant neutrality with regards to the rest of the Three Galaxies.
Despite their personal power, the T’asch have no real inclination to carve out their own empire, and show little interest in expansion beyond what few worlds they already hold. Currently their society seems to have entered a period of inwards-focused complacency; their economy is stable, their use of resources balanced, and most are content with the status quo. There are no major enemies in their region of space, and the few hostile conflicts they’ve had with other species have been beaten back fairly easily, while the major powers like the CCW and TGE have their attention turned elsewhere. This has, perhaps, led to a degree of smug unconcern on the part of the T’asch to events abroad.
T’asch society reminds many Terrans of the Italian city-states of the Renaissance Period; though the various communities have formed a worldwide government, long-lineaged Families still hold considerable sway over state affairs, balanced in part by public Guilds and factional blocs formed by the lower classes. The Families often serve as powerful patrons, sponsoring promising artists and performers, nurturing the arts, and promoting various civic projects and programs. The government runs the overall coordination of efforts, civic policy, and court system, as well as the standing armed forces meant to defend the planet(s) from offworld attack, but it’s well understood that the Families run just about everything else(and even then wield no small amount of influence over the courts and banks).
Unfortunately, T’asch government has also slipped into something of a mild tyranny, subject to corruption by the Families and street-factions,which have become entrenched and smugly complacent. The situation outside the government isn’t much better; the various Families and factions have abandoned open armed conflict for no less vicious campaigns of negative publicity, slander, rumor mongering, and assassination, facilitated by corruption of the legal authorities to look the other way. For the most part, the lower classes have polarized to one faction of the other, in return for assurances that food and fuel will be available, and entertainments performed to keep it from sinking in that they have NO upward mobility or real choice in their lives. Occasionally violence does erupt between the more hotheaded fanatics of the Families; such outbursts are seen as uncouth by the upper echelons, and the involved parties more often than not harshly punished by the authorities of the Families for such rudeness and lack of finesse.
T’asch DO have considerable contact with the rest of the Three Galaxies, though they remain neutral with regards to the Great Powers. The T’asch star systems are positioned such that they can take advantage of the increased traffic in the Thundercloud to serve as waypoints for trade, and the T’asch have been quick to take advantage of the opportunity to supply space travelers with provisions, lodging, and services on several developed colony-moons of theirs. For the most part the T’asch regard foreigners with a sense of detached bemusement and businessman tolerance; as long as the grubby foreigners don’t make trouble and pay their bills and leave in all good time, the T’asch can put up with them. The T’asch have become something of a sensation with the Altess, but the two races may be too much alike to really get along well together.
However, events in the Three Galaxies may force their attentions on the T’asch sooner than they’d think or like. Rumors of Ancient artifacts and clues to the Cosmic Forge in T’asch space are circulating, and the T’asch military has been turning away an increasing number of treasure-seekers in recent years. The fact that many Families have taken to collecting Ancient artifacts as social vogue has only exacerbated the problem, as more rumors circulate of virtual treasure-houses to be had by pirates and thieves. There’s also gathering interest on the part of more than a few unscrupulous species like the Splugorth in acquiring such promising slave stock as the T’asch; the few rogues who have been captured and auctioned off already in Splugorth markets have commanded high prices, and the Splugorth would LOVE to get their tentacles on more. The military authorities have been petitioning the T’asch Supreme Council and Chamber of Families for more funding and resources to stiffen their defenses, but the whole process has been hamstrung by and mired in domestic politics(or accusations of) being played in the government. As a result, the T’asch may not be as prepared as they might think for such events as the Minion War, should it come a-calling in T’asch space. Still, the T’asch have managed to acquire some small numbers of more up to date armaments and vessels, and their military, when one adds in the Family guards and associated mercenaries, can still put up a stiff fight.

Alignments: Any
Lifespan: 200 years
Size: 6-7 ft tall, and range from about 150-220 lbs
Gender: Heterosexual with distinctive male and female genders
Physical Description/Appearance:
Tall, slender-build humanoids with blue skin, golden eyes, and eight digits on each hand and foot. Fingers tend to be long and slender. They have long faces and high foreheads, as well as large pointed ears. Hair tends to long and light-colored. Elaborate skin tattoos with metallic inks are currently in vogue. Tend to be very fashion-conscious; a T’asch’s clothing is often a very reliable indicator of their social status and position.
Disposition/Attitudes:
Most T’asch have a mildly arrogant and smug complacency about their lives and culture; they live well compared to most outsiders, and know it. They have only a passing interest in the outside world, seeing it in much the attitude as ‘nice places to visit, but you wouldn’t want to live there’, though most don’t regard the outside systems as even worth leaving home to visit. They acknowledge that their government is corrupt, but dismiss it as no big deal; there’s worse elsewhere and even corrupt T’asch officials take care of their people. ‘Live life long and live life well’ sums it up for most T’asch who don’t want to disrupt their pleasant lives.
That having been said, there ARE T’asch of a more adventurous bent who long to travel the stars and experience other cultures and do great things. Other T’asch have been forced to flee their homeworlds due to dissent with the way things simply are, or dissatisfaction with the narrow place allotted them in their society. A number of such self-described ‘rogues’ can be found wandering the Three Galaxies and beyond seeking their fortunes or trying to stay one step ahead of the authorities(or bounty hunters).
Physical Attributes:
IQ: 3d6
ME: 4d6+6
MA: 4d6+6
PS: 3d6(and considered Supernatural)
PP: 3d6+6
PB: 3d6+2
PE: 4d6+6(and considered Supernatural)
SPD: 3d6
(ISP): By Psionic Class
(PPE): P.E. x3(in addition to possible magic classes)
Hit Points:---
SDC:---
MDC:(Minor) P.E. +1d6 per level of experience
Horror Factor:----
Natural Abilities:
*Minor Megadamage Beings with Supernatural Strength.
*Fine Sense of Touch---T’asch have very fine senses of touch; they are +10% to skills that require a fine tactile sense like picking pockets and locks, demolitions disposal, and computer repair. They are also +10% to play corded musical instruments, and perform skills like sewing and weaving.
Psionics: About 30% of T’asch possess Major psionics, 50% Minor, while a minority of 20% have none at all.
Magic: Major Magic Using Culture. Every T’asch has innate magical abilities; can select 1d6+3 spells from general magic levels 1-4; unless the T’asch takes a specific magic class, they cannot learn any more spells.
Cybernetics/Bionics: T’asch disdain bionics and artificial augmentation.
Available OCCs: Just about any, including psionic and mage classes. Economic status may determine what educational opportunities are available to an individual T’asch, though finding a wealthy patron can alleviate proverty-induced lack of opportunities and grease a person’s way into the fine arts. military school, or the magic schools. However, having a Patron means obligations; the Patron may pay and pave the way for the individual and effectively serve as their employer, but is going to expect something in return, such as lifelong loyalty and service (or a few really dangerous tasks of equivalent value). Consequences for not fulfilling one’s patronage obligations can be severe under T’asch law, including indentureship of one’s family to the stiffed Patron(even in the event the patroned person is deceased).
Psionic classes are controlled on T’asch by the Guild of the Mind, who have the authority to take psychics aside and train them to be useful members of society, as well as license them for work (unlicensed/approved/sanctioned psychics face possible criminal prosecution and harsh penalties if caught in the commission of crimes, though it’s no secret that just about ANYTHING can be considered a crime by the Guild-bribed authorities if an unregistered psychic is caught).
The magery schools work in similar fashion, but crack down most severely on certain Unsanctioned schools of magic; Witchcraft and Summoning are rightly outlawed due to their potential for abuse, along with any school that dabbbles in demonic powers and forces of darkness.
RCC Skills:
The emphasis of culture in T’asch society is such that every T’asch has one Domestic or Technical skill at +15%
Skills of Note:
Domestic: (+5%)
Rogue: +10% to skills that require a fine touch, like safecracking or picking pockets
Culture: Have recently attained Advanced Space Age. Can be considered to be Noninterventionist.
Economically, the T’asch are free market capitalists, but some of the Great Families have come to specialize in certain commodities, or have acquired a monopoly over others; the Eme’a, for example, are a matriarchal Family that specializes in high-class carnal entertainments; though small, they wield considerable power. The Aey’ap A’Borum, in contrast, is a massive clan who control thousands of farms and the production of biofuels as well as set prices on most staple grain crops.
The T’asch lay claim to their homeworld, three colonized moons, and about a dozen colonized(underground and dome habitats) planets in their own solar system. They have also set up research posts on planets in two adjacent systems, but owing to the borderline habitability of those planets, plans to expand them into larger colonies have been shelved(although there is off-and-on talk of expanding them into penal colonies). T’asch offworld colonies are typically sponsored by one of the Great Families; occasionally two or three Families will collaborate, as part of a brokered peace deal, in setting up a colony. However, some of the bloodiest internecine fighting between Families has occurred in such colonies when relations break down and the central government army called in to restore peace.
Technology: Advanced Space Age with regards to domestic technology. They possess antigravity(and their architects are applying this in rather stunning ways), megadamage materials. megadamage weaponry, and the like, but have no real desire or incentive to export these technologies(not to say that individual T’asch or organizations aren’t trading in both directions in technology in small quantities).
The T’asch build their own spacecraft for insystem use, but have been recently buying from offworld to update their military. Naruni and Hartigal seem likely candidates for getting rush orders from the T’asch, especially if the T’asch feel compelled to build up their defenses in a hurry, and indeed Naruni agents have begun circling the T’asch in anticipation, but the more careful Ministers of Finance have been looking around at other potential suppliers .

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Mar 18, 2012 12:03 am
  

User avatar
Knight

Joined: Thu Jun 03, 2004 3:38 pm
Posts: 5204
Kiss humanity goodby folks... been nice knowing ya hairless monkeys. :D

_________________
Bind the body to the opened mind
Bind the body to the opened mind

I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise


~Dream Again By Miracle of Sound


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 Post subject: Re: Fan Races!!
Unread postPosted: Sun Mar 18, 2012 1:50 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
DhAkael wrote:
Kiss humanity goodby folks... been nice knowing ya hairless monkeys. :D



Will ANYBODY from that crew have FINALLY read the Genre-Savvys' Survival List?

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Mar 19, 2012 11:20 am
  

User avatar
Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
Very cool! Sort of remind me of an early kree race.

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Mar 19, 2012 7:59 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Sorm
“You gotta be careful around Sorm...they like to play with their food, and they’re not above letting you go or playing dead, just to see where you go, and when you’ll lower your guard. If you gotta retreat, it’s a good idea to hare off in some direction EXCEPT the one you really mean to go in, then double back and hope to ambush any pursuers.”

The Sorm are a race of evolved predators who are just now beginning to foray out into the Three Galaxies from their yet-undiscovered homeworld somewhere in the Thundercloud Galaxy----much to the detriment of their neighbors. Because Sorm are described as ‘ thoroughly unpleasant hybrids of humans and giant praying mantises, with a pinch of demon thrown in for good measure’ in the words of one CAF science officer who survived an encounter with them.
Little is known about Sorm society or its history due to the limited contact with them and their reluctance to interrupt their hunting and eating to disclose anything about their civilization with their prey. Some information, though, has come out from study of what few Sorm vessels have been captured, and from a few valiant reconnaisance flights into Sorm-held space. Sorm are carnivores who don’t particularly care if their prey is sentient or not; except that sentient prey provides superior dinner entertainment in its resistance to being eaten. Sorm can and will eat humanoids, but oddly enough find humans to taste rather bland. They’ll eat humans only if no other food is available or when being seen eating a human will cause a maximum amount of fear and anguish in other humans. And Sorm like to create LOTS of anguish. They’re also not above keeping trophies of their victims, and have been known to leave these trophies out where they can have the maximum psychological effect on enemies/victims(one Sorm war party was in the habit of positioning the frozen corpses of their victims in the path of others of the victims’ kind, to panic them). Stalking and trailing opponents is also a common practice of the Sorm, especially when it leads to more prey and more opportunity to inflict pain and suffering. Being mildly psychic, Sorm can smell their victims’ anguish, and use their psychic sensitivity to locate prey, especially after a good scare....the Sorm often like to trick their victims into thinking they have evaded Sorm pursuit, and may walk right past the prey’s hidding places...only to turn and attack when the prey thinks the danger has passed).
Sorm have thus far ventured only a short ways into the Thundercloud Galaxy, but have already encountered the CCW and the Golgans, and have overrun several small colonies of both star-nations. Population pressure at home, and a growing lust for adventure and conquest are driving the Sorm to move out of their region of space towards other populated worlds, to clean them off and claim habitable planets in the name of the Sorm.Thus far, the remoteness of the region the Sorm inhabit, and other pressing matters elsewhere in the Three Galaxies have kept the CCW and the Republik from responding to the situation, but if the Minion War draws attention and resources away, the Sorm may seek to take advantage of the situation and strike more populated worlds.
Alignments: Any Evil, but most Sorm(80%) are Miscreant
Lifespan: 180 years(barring violent death)
Size: 7-8 ft tall, 400-500 lbs
Gender: Heterosexual egglayers; females are slightly larger than the males, and lay 4-6 eggs at a time, on piles of dead prey(including their mates, if the males haven’t been careful). When the young hatch, they feast on the carrion, then turn on each other. Typically only one or two(if one of the remaining hatchlings escapes) survive, the survivor being educated by the adult(s).
Physical Description/Appearance:
Muscular humanoids with leathery pale gray skin. Their heads sport massive jaws filled with dagger-like teeth, a slit nose, and two large bulging insect-like eyes. Hair is short, dark, and bristly, covering the crown of the head and forming a ridge-mane that trails down the spine. The arms are very long and jointed like a praying mantis’, with a three-fingered hand at the ‘elbow’, and a dagger-like ‘hand’. The legs are short, powerful, and typically bent in a runner’s crouch, ready to spring into action. They wear little in the way of clothing, and many even dispense with wearing equipment, relying on their natural abilities instead.
Sorm are dedicated carnivores, although they may also derive some additional nourishment from their victims’ emotional energy(especially fear/pain/despair).
Disposition/Attitudes:
Sorm are driven by their appetites; appetite for food, appetite for power, appetite for acquisition, appetite for domination. They love torture and making others suffer, and are fond of mindgames when toying with ther prey. They show no mercy and utter indifference to fair play. Even among themselves, Sorm relationships are based on what such alliances can bring to themselves in way of material gain and hunting prowess; those who do not pull their own weight in Sorm groups are either driven out or killed(and eaten). A Sorm's value is measured in terms of whether it's worth more alive or as lunch.
Fortunately, Sorm seem to eschew ranged weapons for the most part in personal combat, prefering to take damage from their prey as they close to finish them with bite and claw. They WILL use artillery(especially starship-mounted weaponry) to soften up prey and disorganize their defenses, but prefer the personal touch when hunting.
Physical Attributes:
IQ: 3d6
ME: 3d6
MA: 2d4
PS:(Supernatural) 6d6
PP: 4d6
PB: 1d6
PE: (Supernatural) 4d6
SPD: 2d4x10
(ISP): M.E. +2d6 +1d6 per level of experience
(PPE): 3d6
Hit Points:---
SDC:---
MDC: 4d6x10 MDC +P.E.
Horror Factor: 13
Natural Abilities:
*Megadamage Beings with Supernatural P.S. and P.E.

*Superior Peripheral Vision---Sorm have excellent all-around vision, and CANNOT be surprised from behind.

*Bite---Massive jaws do 2d6 MD

*Natural Weapons: Dagger Arms---The praying mantis-like forearms can strike with frightening speed; stabbing for 5d6 MD, and crushing for another 3d6 MD.

*Environmental Adaptation---Sorm are incredibly tough, and can handle extremes of heat and cold without ill effect, and can breath fairly dense and thin atmospheres without artifical support. They can even handle being exposed to vaccum for short periods of time; their P.E. in minutes, without any ill effects.

Psionics:(Minor)
*Empathy(always on; no ISP cost)
*Presence Sense(4)
*See Aura(6)
Magic: None, but the Sorm have been known to keep captive magic users alive for eating last.
Cybernetics/Bionics: None; haven’t developed them, and would be seen as a sign of weakness anyway.
Available OCCs: Spacer and Planetary Scout are the most common
RCC Skills:
Track Humanoids(+10%)
Hand to Hand: Assassin(equivalent)
Skills of Note:
Wilderness (+10%)
Enemies:
Pretty much anybody and everybody who they can hunt and eat. Sorm may not find humans to be good tasting, but they find humans to be immensely entertaining, especially when dying. Golgans are seen as tastier, but don’t squirm and scream as delightfully.
Allies: None so far, but the Sorm and the Brodkil might find common ground if they ever met. The Sorm would also not be adverse to becoming the minions of any one of a number of rampant evils, especially if it allowed them to spread their lust for carnage across wider hunting grounds.
Culture:
The Sorm appear to have evolved on an ecological hellworld with high-gravity and a violent climatology. They show no particular preference towards other worlds to settle except that they have plenty of screaming prey available.
The Sorm are roughly equal to an early galactic age; their ships tend to be large bulky affairs(roughly equal to a battleship in size, but a cruiser in armaments and armor, and holding from 500-5,000 Sorm warriors), and maximum FTL speed is 3 light years an hour, but they have captured several ships of more advanced cultures, and are quickly reverse-engineering the drive and weapons technology.
The Sorm homeworld government is divided between competing mega-packs that fight amongst themselves for control of resources. The advancement of space travel has eased the pressure off at home, but now the packs have taken their aggression to the stars and turned it on other peoples.
Ritual cannibalism is practiced among the Sorm; a defeated and fallen opponent is often eaten, and the more important political and legal contests on the Sorm homeworld often end in the loser being eaten by the victor. That’s if they’re honorable; a dishonorable opponent or one held in contempt may be kept alive and tortured for days and days for the entertainment value before being allowed to die a lingering death.

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Mar 20, 2012 10:35 am
  

User avatar
Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
Very nice. I like them. That is something the 3 Galaxies needs. Another race that actually feeds on other species. I think there are too few of them.

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Mar 20, 2012 2:35 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Aramanthus wrote:
Very nice. I like them. That is something the 3 Galaxies needs. Another race that actually feeds on other species. I think there are too few of them.



Funny...seems to me every other race feeds on somebody else.

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Mar 21, 2012 8:55 am
  

User avatar
Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
As long as it a symbiotic relationship instead of a parasitical one.

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Fan Races!!
Unread postPosted: Mon Mar 26, 2012 8:32 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Omac
“Lemme get this straight...a BOULDER just flew through your condoplex’s windows, apologized to you in a voice like a holo-idol’s, and flew down the hallway, toasting all your personal electronics in the process?
How long have you been drinking, ma’am?”

The Omac are mineral intelligences who resemble massive boulders. They lack limbs, but instead have learned to manipulate their environment through a form of tele/electrokinesis. They are galactic scholars and observers of no small standing.
Omac evolved on the storm-wracked world of Omias Trilega, where a curious interaction between the planet’s powerful lightning storms and the massive deposits of crystallized clay on the planet laid down the first self-replicating silicate nervous systems. Life evolved in the form of ‘viruses’ travelling through crystal strata, creating ever-expanding networks that assimilated, or were assimilated by, other networks that ‘erased’ and recycled them. Gradually, worm-like lifeforms emerged, tunneling through the clay, eventually coming into conflict with evolving hard-shelled energy-grazers that learned to tap the planet’s energetic magnetic fields and natural electricity, and both grow hardened shells against borers, and channel energy into defenses against the more aggressive silicate predators. In time, intelligence emerged, and self-contained ‘minds’ in stony shells emigrated to the surface to tap the lightning and shape the world around them to better suit their needs. Curiousity, as well as a need for fresh resources, led the Omac to reach for the stars, and the stony bodies there. The next several centuries were spent slowly expanding their holdings and happily exploring nearby worlds. It was when an Omac journeyman-rock happened across a Noro freighter that the Omac first became aware of intelligent ORGANIC life...The experience flabbergasted the Omac, who thought such an idea was in the realm of science fiction. This openned up an entirely new realm of investigation for the Omac. The Omac have since dedicated themselves to studying the various forms sentience can take.
Omac are scholars who like to observe other lifeforms. Their inorganic nature makes them ideally suited for anthropologcal stidy; they often conceal themselves as rocks near communities and oatiently observe for days, months, even years, without moving. They have thus accumulated centuries worth of indepth data on other lifeforms. Not surprisingly, the Omac are close associates of the Stoan(see Aliens Unlimited, pg. 131)...The Stoan frequently solicit Omac field-study groups to infiltrate alien societies and gather observations to add to their massive libraries.
Most Omac are pacifistic, comradely, sophonts who value learning and welcome the opportunity to share knowledge with other peoples and other perspectives....However, every society has a few bad apples, and the Omac are no exception. The few evil and self-serving Omac typically use the knowledge they’ve gained observing others to pinpoint weaknesses and character flaws, and use them as leverage to manipulate others to the Omac’s own agendas. The worst Omac criminals use their kinetic abilities and stealth physiologies to tear down buildings or perform assaults and assassinations while remaining undercover in plain sight as a piece of the landscape....The FWC assassin known only as the ‘Rock’ is just such a miscreant, though TGE intelligence operatives assume the nickname refers to the assassin’s state of mind, rather than its biology....
Alignments: Any, but most(90%) are Good or Unprincipled.
Lifespan: 1,000 years
Size: 7-15 ft wide/tall, and weigh 1-3 tons
Gender: Hermaphrodites....A mating pair will ‘inseed’ a pool of mineral-rich mud or soft sedimentary rock and take turns feeding electromagnetic energy to the growing embryonic Omac and teaching it via electrokinesis and telepathy while it learns to manipulate its environment and grow its own stone shell. The parents may also telekinetically carry the young Omac to share in communion with other Omac, developing its social skills. Once the juvenile Omac learns to move itself, it typically wanders off on its own, or joins with other juveniles under the watch of an older mentor Omac.
Physical Description/Appearance:
Large, monolithic rocks, roughly oval or saucer-shaped, though up- and outthrusting crags and ‘faces’ are not uncommon. Colors range from rust-red to blue-green-gray. Their inner ‘flesh’ is softer and abestos-textured. Ther are no discernable sensory organs or manipulatory appendages, though occasionally, when the Omac is moving and excited, a low glow or electrical discharges can be observed around the edges of their bodies. Some Omac sport cybernetic implants such as optical sensors and computer interfaces...these are usually camouflaged when an Omac is undertaking field observations.
Disposition/Attitudes:
Intellectual and cerebral, but observent and perceptive. Incredibly slow and patient; tend to think about things in glacial time.....
When openly conversing with other lifeforms, Omac can be genial and friendly, with inquisitive minds and an interest in all manner of things. Talking with an enthusiastic Omac anthropolist can sometimes feel like a conversation with a five-year-older, constantly asking ‘why?’ and ‘what is it?’ and ‘how do you do it?’ The more experienced Omac are much more tactful in conversation, knowing that oftentimes silence is the best way to gain information.
Physical Attributes:
IQ: 3d6+4
ME: 3d6+4
MA: 3d6
PS: 3d6+4+1 per level of experience
PP: 1d6
PB: 1d6
PE: 4d6
SPD: 2d4 via electromagnetic/kinetic levitation
(ISP):---
(PPE): 1d4
Hit Points:----
SDC:---
MDC: 6d6x10 MD +3d6 MD per level of experience
Horror Factor:-----
Natural Abilities:
*Natural Megadamage Beings; regenerate at 4d6 MD per 24 hours.
*Natural Stealth---Omac appear to most life-sensors and scanners as nothing more than dead rock. EM sensors may pick up elevated electromagnetic fields, especially when the Omac are using some of their powers.
*Electromagnetic/Kinetic Levitation--Can hover up to P.E. x ft in altitude(double this on worlds with strong electromagnetic fields or in structures with high concentrations of metals). This form of propulsion has the unfortunate side-effect of wiping or temporarily disrupting EM-sensitive electronics in a 1d6 ft radius of the Omac.
*Manipulate Kinetic Force---Omac possess a form of non-ISP-based TK that allows them to manipulate the world around them through use of electrokinetic ‘limbs’, with an effective range of 2d4 ft, with a Physical Strength of 3d6+4. They are more effective at lifting/carrying metal objects(effectively DOUBLE the PS-rating when dealing with metal).
*ElectroKinetic Manipulation--- Omac can manipulate electromagnetic fields in their immediate vicinity similar to the psionic power ElectroKinesis, but without any ISP cost.
*Sensitive to ElectoMagnetic Radiation---Omac can sense/taste/see/hear EM fields, and communicate with others of their kind by short range radio transmissions(effective range: 5 miles +1 mile per level of experience).
Psionics: None(though some of their abilities mimic psionics)
Magic: None; Omac have NO potential for magic
Cybernetics/Bionics: No objection to cybernetics of bionics, but many such devices are simply not applicable to the Omac physiology or require special adaptations(at three times the cost). Bionic limbs and other devices are usually mounted to be retractable and concealable, especially among Omac doing offworld surveillance and anthropological studies.
RCC Skills:
Radio: Basic(+15%)
Computer Operation(+10%)
Languages:
Select 4 at +10%
Literacy:
Select 4 at +10%
Lore: Galactic(+15%)
Prowl (+5%)
Other Skills: Select 10 ‘other’ skills at Level One, plus an additional 2 at levels 4, 8, and 12.
Communications: Any(+5%)(+10% to Surveillance)
Domestic: None
Electrical: Any(+10%)
Espionage: Intelligence(+10%) and Camouflage(+10%)
Mechanical:Any
Medical:None
Military:Camouflage only(+10%)
Physical: None
Pilot: Any except Horsemanship, Exotic Animals, Sailboats, ---Note that vehicles must be large enough or specially modified to accommodate the Omacs’ boulder-like bodies.
Pilot Related: Any(+5%)
Rogue: None
Science: Any(+10%)
Technical: Any(+5%)
Wilderness:None
Weapons Profficiencies(W.P.): Any, but rarely take W.P.s
Secondary Skills:
Can select 5 secondary skills without benefit of bonuses
Experience Tables: Use Full-Conversion Cyborg Tables

Culture:
Scholastic, pacifistic, democracy. Their technology can be considered roughly equal to Early Galactic. The Omac have computers made of superconductive ceramo-silicates or crystals, and robots that resemble stone or porcelein sculpture. Omac spacecraft tend to have old-fashioned steel hulls or ceramic/fused-regolith hulls, propelled by fast-ion or electromagnetic traction drives. They maintain a small armed space force for self-defense, but prefer to avoid conflicts.
The Omac homeworld, Omias Trilega, seems locked in a primordial stage similar to early Earth’s....A thick, dense carbon-dioxide-rich atmosphere covers the globe, violent heat storms fuel massive, in some cases, permanent, lightning storms. slightly acidic oceans girdle the planet, and large shallow-seas spawn dense concentrations of coral-like organisms. Alongside the blooming silicate ecology is a budding organic ecology of slime molds, lichens, and early inverterbrates.

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Wed Mar 28, 2012 11:06 am
  

User avatar
Monk

Joined: Tue Feb 21, 2006 5:18 am
Posts: 18714
Location: Racine, WI
Very nice. I like them. Another excellent race.

_________________
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 17, 2012 12:31 pm
  

User avatar
Adventurer

Joined: Wed Jul 07, 2004 1:34 pm
Posts: 654
Location: In my NG-X9 Samson Power Armor
A Race that has little information know about them yet, the Unknown Agressors that have been systematally hitting each of the major powers in the Three Galaxies:

This fie was stolen by Resistance Members:

File # TGE-II 9821456-5X

Unknown Species:
Taken From TGE Space near Resupply Station 459
Sepecies Name: Unknown (TGE Reserchers have taken to calling specimen "Pretty Teeth")
Type: Aquatic/Amphibious
Resembles: Humaniod Shark with scales
Height: 3 meters
Mass: 227 kg/499 pounds
Sex: Female (Eggs recovered and genetics test are beginning)
Brain Capacity: Galatic Standard for sentience
Structure: Standard Damage Capacity
Organ Arraingement: Bilatereal Symetry (2 lungs, 2 hearts, 2 kidneys, 2 stomachs ect)
Age: Unknown (Has reached sexual maturity based on reproductive development)

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


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 Post subject: Re: Fan Races!!
Unread postPosted: Tue Apr 17, 2012 5:41 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
Nice teaser, I take it stats and a general technological/cultural assessment are to come later as more files are acquired/decrypted/intercepted?

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

--------Rudyard Kipling
------------


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 Post subject: Re: Fan Races!!
Unread postPosted: Thu Apr 19, 2012 11:16 pm
  

User avatar
Adventurer

Joined: Wed Jul 07, 2004 1:34 pm
Posts: 654
Location: In my NG-X9 Samson Power Armor
taalismn wrote:
Nice teaser, I take it stats and a general technological/cultural assessment are to come later as more files are acquired/decrypted/intercepted?


Greetings!
Yes, exactly, my work schedule got FUBAR'ed resently, and I've been busy working. Soon, I'll have the time to give these vicious aliens the royal treatment!

_________________
"Save ARCHIE, save the world..."
-----------------------------
-Sigging of rungok-
-Scenario 2-
(Demon 1):Woah, the hell happened to you?
(Demon 2):got my ass kicked by some guy with a knife and a handgun
(Demon 1):What? you gotta be kidding me!
(Demon 2):Thats what i was thinking...

anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.


          Top  
 
 Post subject: Re: Fan Races!!
Unread postPosted: Fri Apr 20, 2012 8:43 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44061
Location: Somewhere between Heaven, Hell, and New England
HyperKittens
(aka ‘HyperNeko’)
“Ow, what a cute little kitty! Come here, kitty-kitty-kitty...You don’t wanna come? Get over here you dumb animal! Yeah, I’m talking to you, you little flea-buggy! Oh, snuggy-wuggy changed his min-GHHHAAAHHH!!!AH!AH!AH!AH!*Gurgelurggurh!!!!!!*”

“Ah....I found Sergeant Wakei....in front of the breached security door...something...clawed his face off....”

HyperKittens are felinoid supersoldiers who were created as a possible counter to the growing threat of the Ninja Bunnies, whose rising power was encroaching on the domains of a number of established criminal enterprises. Sick and tried, and in some cases scared nearly to death, of direct NB attacks and hired-NB strikes on their operations, a number of organized crime clans(including several Oni ninja-clans) in the Three Galaxies turned to fringe biotech groups to give them an edge against the lupinoid shadow-warriors. One group of mad scientists came up with what they thought was a surefire winner; genetically-engineered super-assassin felinoids. Using the aborginal felinoids from the primitive world of Lachus IV, the genie-cabal created the HyperKittens.
HyperKittens live up to their name by being insanely fast. They can easily outpace many ground vehicles and hovercraft. To survive the speeds of which they are capable, they were also made megadamage beings, an impressive feat, considering the biotechs were instilling levels of armor protection equivalent to cyborgs in small creatures only a foot long.
A most interesting addition is the endowment of the metapower ability to generate extrdimensional ‘pockets’ that the felinoids can access. This allows a small seemingly harmless and bare naked animal to conceal an arsenal of weaponry and armor until ready to use, or to pack away valuables on a raid or burglary.
Furthermore, HyperKittens are diabolically cute; they retain their small size and cute looks well through adulthood, only attaining a more mature(and grizzled) appearance in their final decade. Their youthful looks have enabled them to pass as cute little animals very easily and infiltrate a vast range of establishments passing themselves off as pets. Beyond offing the Ninja Bunnies, the HyperKittens were being groomed for work as assassins and raiders, and the ability to appear harmless and helpless would go far in making them effective sneak-killers.
Early experiments proved extremely promising, and Lachus IV was turned into a breeding colony for the new supersoldiers. Training facilities and warehousing were constructed, and the first batch of several hundred HyperKittens was quickly nearing deployment. The original investors in the scheme were anticipating an announcement of success and the go-ahead for mass deployment soon.
The HyperKittens might well have been an effective match for the Ninja Bunnies(the HyperKittens are inarguably tougher and faster), except that while the ‘kittens are cunning and tactically clever, if not particularly book-smart, their creators were the opposite. Eager to line up additional support and customers for their new furry fighters, the biotechnicians were less than careful in their operational security, and before long the Ninja Bunnies were fully aware of the ‘secret project’. Before they even had a chance to be fully deployed, the HyperKittens’ lab reservation was infiltrated by the Ninja Bunnies, who quickly took over the complex and subverted the training program to recognize the Bunnies as the new masters of the HyperKittens. Because the HyperKittens had been raised to be loyal and obediant, and hadn’t yet been imprinted on their final users/owners, it was remarkably simple to convince the Kittens that the Ninja Bunnies were their new superiors. When the program’s backers sent enforcers to investigate what happened to their regular updates, the ships and crews were cut to pieces upon landing by the forces waiting in ambush for them. Subsequent recon missions to Lachus IV showed the planetary base had effectively disappeared, the massive breeding and training facility dismantled(or destroyed) and not a single sign of the HyperKittens.
The Ninja Bunnies have since taken over the HyperKitten program and assimilated them into their own ranks, delighting in the irony that they effectvely own living weapons originally intended to fight them. The Bunnies use the HyperKittens as shocktroops, teams of HyperKittens directed by a Ninja Bunny officer going on fast, high-violence raids deep into enemy positions. HyperKitten teams may also be used to provide muscle and rapid-response to Ninja Bunny security details, or in operations where the Ninja Bunnies do not want to tip their hand as to their presence(the HyperKittens are still quite unknown to the rest of the Three Galaxies, and are not yet associated with the NB, allowing the Bunnies to use them to confuse the issue of who is attacking a given target). The NB have used their new vassals to devastating effect on several occasions, penetrating the defenses of several opposition organizations and wiping them out from within.
Actually, the Hyperkittens have it a lot easier under the Ninja Bunnies than they previously had. The Bunnies don’t cull their new employees or deploy them senselessly as cannon fodder. The Bunnies are also training the Kittens to be responsible citizens and valuable members of the clan, although they are still regarded with some small condescension by the rank and file. Overall, the Ninja Bunnies regard the HyperKittens as not-terribly-bright maniac proteges with issues, but with great potential as well.
Alignments: Any
Lifespan: 40-50 years
Size: 12+2d6 inches tall/long, 5 lbs
Gender: Heterosexual, females producing litters of 1-4 young at a time. HyperKittens mature fast, attaining their adult capabilities after 4 years.
Physical Description/Appearance:
Small, insanely cute fuzzy kittens with a wide-eyed deranged look of kittenish madness about them. About 30% are of the long-haired kind, and about 40% have the ‘Scottish Fold’ trait.
Disposition/Attitudes:
Curious, bounding, energetically playful, charming, concealing a seething, barely contained desire to pounce, rip, and tear. Absolutely loyal to their clan and superiors, with a military espirit de corps that would make a Paris Island drill sargeant proud. In combat, though, they tend to get a little berserk, and many, if not most, HyperKittens develop unhealthy infatuations with weapons, especially bladed and automatic rapid-fire types.
Physical Attributes:
IQ: 2d6
ME: 3d6+2
MA:3d6+5
PS:1d6
PP: 3d6+2
PB: 3d6
PE: 4d6 +1
SPD:3d6+7 normally(see Superpowers, below)
(ISP):(By psionic class)
(PPE): 1d6
Hit Points:----
SDC:----
MDC: 2d4x10 MD+1d4 MD per level of experience
Horror Factor:----
Natural Abilities:
*Hands(Full)
*Biped(Full, but can still drop to all fours)
*Speech(Full)
*Looks(None)

*Advanced Vision---Twice as good as normal human vision
*Nightvision---1,000 ft range in low light conditions. You can’t see Kitty, but Kitty can see you.
*Teeth---1d6 damage
*Retractable Climbing Claws----2d6 damage and +20% to Climbing
*Leaping: Feline---2x height/length lengthwise and a 3x height/length standing leap straight UP. Increase distance by 50% with a running start. Can safely make jumps from heights of 5x their height/length.
*Advanced Hearing----Those little ears hear a lot, such as the pulse throbbing in your neck(+1 initiative).
*Extra Mental Affinity----So cute, so ####ing psychotically dangerous. (+4 M.A.)
*Righting Reflex(+4 roll)
*Predator Burst---Dreaded first strike capability. Many an opponent has gone down in the first melee round after being surprised by a leaping, yowling ball of fuzzy death going right for their throats(+2 on initiative in the first melee round, +2 extra attacks for the first round ONLY, +1 attack the second melee round, CANNOT be used if any combat actions have been taken one minute--4 melees---previous, and cannot be used again until the Hyperkitten has rested up for 2d6 minutes).

Superpowers:
*(Minor)Dimensional Pocket(minor)( by Mr. Twist)
(http://wiki.thedeificnmi.com/index.php? ... nal_Pocket)---Can stow away 30 lbs(+10 lbs per level of experience) away in a ‘stuff space’ pocket only the individual HyperKitten can access. HyperKittens LOVE using these pockets to hide weaponry and ammunition, and to stuff away loot, allowing them to carry a LOT more gear than they might otherwise be able to carry around.

*(Minor)Extraordinary Speed---220 MPH+120 MPH per level of experience, +50 SDC, +1 APM, +1 initiative at levels 1,3, 4, 5, 7, 9, 11, 13, & 15. +2 strike, +3 parry, +2 pull punch, +4 roll w/ punch or fall, +6 moving dodge, +2 automatic dodge, and +4 to damage per every 20 MPH of speed(kicks and punches max out at +8, however).
Can also perform a full-speed body block/tackle/’punch’ that does 1d6 MD.

*(Minor) Extraordinary Physical Endurance(as depicted in Skraypers)
-2d4x10 MD+1d4 MD per level of experience
-Fatigue at 1/10 normal rate
-+1d6+5 to P.E.

*(Minor)---Open power slot; About 20% of HyperKittens have the power Energy Claws, able to extend glowing claws of force that do 1d6 SDC/MD at levels 1,3, 6, 9, 12, and 15(+1 to parry, +2 disarm, and +1 pull punch), 30% have the power Shadowmeld(see PU1, pg. 40). Another 20% have the power Shadow Teleport((see PU1, pgs. 40-41)The remaining 30% have Danger Sense(see PU1, pg. 19).

Disadvantages:
-Diet: Carnivore(-5)---These kitties run off animal protein and LOTS of it. Even if it means chewing off your arm to get it.

Insanities:
The uplift of the Lachusian felinoids wasn’t perfect, and resulted in the development of a strong streak of insanity in the engineered supersoldiers. Whether or not the cabal meant to engineer this tendency out in subsequent generations or not remains unanswered, but about 60% of Hyperkittens suffer from a mental disorder of some kind:
(Use the relevant available Insanity tables)
01-05 Kleptomaniac---Because what Kitty dragged in, Kitty had to get from somewhere.
06-07 Obsession: Technology---Can’t stay away from it, and must be near it, must caress it, walk across it, sleep on it, chew on it...Computer users beware. On the plus side the Kitten has a +5% to any efforts to sabotage high tech equipment
08-20 Random Obsession(roll for one)----Yeah, Kitty collects knives. Nothing to worry about. Absolutely nothing.
21-50 Frenzy---Actually, don’t ALL kittens have this problem?
51-70 Multiple Personalities(SchizoKitty)---Happy little friendly ball of fuzz one moment, slavering beast from hell the next.
71-90 Random Psychosis(roll for one)---Again, aren’t ALL kittens psychotic?
91-98 Homicidal Rage---Kitty doesn’t like you, no siree.
99-00 Addiction: Catnip---Cannot control himself around catnip and will drop everything to go after the delectable herb(option: Catnip can serve the same as the Crazy Hero’s Power Food).


Psionics: Only about 20% of the HyperKittens possess any sort of psionic potential, and that is limited to Minor.

Magic: None, nor do the HyperKittens have the potential. They are constantly amazed by the mystic abilities exhibited by their Ninja Bunny superiors(“How you do that?!”). However, when magic is used against them by enemies, they react with RAGE and bloodlust(“YEWWWLLLL!!! TREACHERY!!! BAD MANS MAGIC!!!!KILLLLL!!!”).

Cybernetics/Bionics: None

Available OCCs:
The Ninja Bunnies have not yet had the opportunity to diversify the training of the HyperKittens, so currently there is only one general RCC-style occupational class.
RCC Skills:
Running
Climbing(+10%)(+20% from claws)
Military Ettiquette(+10%)
Radio: Basic(+10%)

Detect Ambush(+20%)
Wilderness Survival(+10%)
2 Espionage skills of choice(+20%)

Swimming (+5%)
Prowl(+10%)
Gymnastics(+5%)
Athletics

W.P. Knife
W.P. Targeting
W.P. Small, Thrown
W.P. One Ancient Weapon of choice
W.P. Paired Weapons
W.P. Energy Pistol

Hand to Hand: Martial Arts or Assassin(the latter costs one ‘other’ skill selection)
Recently the Ninja Bunnies have been teaching some of the HyperKittens Pao Pat Mei Leopard-style Kung Fu; HyperKittens may elect to learn this martial art at the cost of one ‘other’ skill selection
Skills: Select five ‘other skills at Level One, plus an additional two skills at levels 3 and 6, an additional one at levels 9 and 12.
Communications: Any
Domestic: Any
Electrical: Basic Electronics only
Espionage: Any(+10%)
Mechanical: Basic Mechanics only
Medical: Paramedic only(and takes two skill selections)
Military: Any(+5%)
Physical: Any(+5% where applicable)
Pilot: Any, except robots and spacecraft. Note that the small size of the HyperKittens may impose limits on what they can pilot.
Pilot Related: Any
Rogue: Any(+5%)
Science: Basic Math only
Technical: Any
Wilderness: Any(+10%)
Weapons Profficiencies(W.P.): Any, except Heavy Weapons
Secondary Skills: Can select 5 secondary skills without benefit of bonuses.
Experience Tables: Use the Gun Brother/Invincible Guardsman tables from Rifts Dimension Book Three: Phase World Sourcebook.
Culture:
Being raised from birth to be soldiers, the HyperKittens don’t have much of a culture or society outside of their paramilitary training. Under the tutelage of the Ninja Bunnies, though, they are acquiring a similar organization to that adopted by the Bunnies, with genin, chunin, and jonin. Currently, though, there are as yet no jonin-rank HyperKittens, absolute and overall authority being exercised by the Ninja Bunnies.
At home, HyperKittens live almost like normal domestic cats. Clothes come off at the door, and it’s lounge around, playing with balls of string, eating, and cuddling. If not on missions or training, most HyperKittens could be described as lazy sods on their own time.
Recently, Hyperkittens have acquired a fondness for keeping Wuzzyboogers for pets. The ‘kittens don’t seem to have any problems dealing with the dimorphic mini-monsters, and seem to relish teasing the critters until they ‘morph into their ‘angry’ modes.

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

--------Rudyard Kipling
------------


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