Page 13 of 42

Posted: Fri Jul 13, 2007 9:20 pm
by Zenvis
Name: Pleasurans
History: The ancients tell the stories of how the Changelings and Pleasurers came to their planet looking to expand their vacation empire. When they landed, they were a carefree culture that didn’t have a care in the world. The Pleasurans didn’t want to join them and fought the young empire. Unfortunately they were small and didn’t have the power to fight these changelings and their powers. In the next fifty years the race would become completely subject to them with occasional resistance. Living with the changelings has given them one thing that no other race has known to posses, the ability to recognize changelings, any changeling. This has made the changelings horde the Pleasurans and keep them close and secluded on their vacation planet. Some have escaped to become rogues and space pirates. Those ‘free’ Pleasurans will kill a changeling on sight when the opportunity arrives.
Alignment: Any
Lifespan: 120 years
Size: 5’6”
Gender: Male and Female
Physical Description: These creatures are two toned with a darker color on the arms and legs and the lighter tone on their torso. They also have unusual ears that are unusually long and their eye lids blink from the outside in instead of up and down.
Disposition/Attitude: These people are fidgety and suspicious of everyone. Their entire species spends their whole culture and lifestyle teaching fear and distrust of other species. This has made them a bit racist as a whole but not so much that they can’t socialize with other races.
Physical Attributes:
I.Q.: 4D6
M.E.: 5D6
M.A.: 2D6
P.S.: 3D6
P.P.: 3D6
P.E.: 3D6
P.B.: 4D6
Spd: 2D6
Hit Points: 2D6
M.D.C.: ---
S.D.C.: 2D6
Horror Factor: ---
Natural Abilities: The Pleasurans have a natural ability to sense changelings of all kinds and of any race (20% +5%). They also have a heighten sense of hearing and smell (+3 to strike parry and dodge). They can sense the change of pheromones. They can also emit pheromones to manipulate people (-4 vs. hypnotic suggestion if no save vs. non-lethal poison).
Psionics: Hypnotic Suggestion
I.S.P.: 40; +5 per level of experience.
Magic: ---
P.P.E.: ---
Natural Skills: Seduction (+10%)

Posted: Fri Jul 13, 2007 9:30 pm
by shiiv-a
using the books . i rolled up an alien with strange skin .. made me think of the GELF from seaquest strangely ... oh well ... couldn't use it .. cause it was TOO close to something already made and would be thought of as a conversion ...

Posted: Fri Jul 13, 2007 9:47 pm
by taalismn
Aramanthus wrote:Very nice Taalismn! How long did that take to write? That is an incredible length!


Over five years...on and off, between fits of conscience over munchkinism...Ir was originally background for a fanfic I never got around to writing, beck in the day when I was gung-ho about such things(my patience doesn't match my ambition, I'm afraid...)
On the other hand, I have a very good mental image of the landscape of Katarn and its people, and they're one of the more culturally developed of my races in that they went from being carcicatures to beings with a real practical spiritual bent...Their Goddess is REAL, and makes no demands of them, so their altruism isn't forced or coerced...

Posted: Fri Jul 13, 2007 9:50 pm
by taalismn
shiiv-a wrote:using the books . i rolled up an alien with strange skin .. made me think of the GELF from seaquest strangely ... oh well ... couldn't use it .. cause it was TOO close to something already made and would be thought of as a conversion ...


Use it as a base, pick another few tables(from the Rifter, or PFRPG, Nightspawn, or the Kittenstomp Tables of Doom), make some more random rolls...toss well, season with a light vingarette, serve with croutons....

Posted: Fri Jul 13, 2007 9:56 pm
by taalismn
Zenvis wrote:Name: Pleasurans)


Interesting history and basic idea....
Simple and concise, but a bit more fluff and detail would be welcome...
I take these folks are humanoid? Or do they have other distinguishing phsyical characteristics? Feline, vulpine, reptilian? Maybe their pheromones are mildly addictive to Pleasurers, or can be collected and used to enhance the Pleasurers' own abilities(like a booster)...making their enslavement by the Changelings even more oppressive and ominous...

Posted: Fri Jul 13, 2007 9:57 pm
by shiiv-a
:lol:

never thought of it that way.

just don't wanna get thought of 'hey you plagiarized that from some show ... what was it called again? '

Posted: Fri Jul 13, 2007 10:25 pm
by taalismn
shiiv-a wrote::lol:

never thought of it that way.

just don't wanna get thought of 'hey you plagiarized that from some show ... what was it called again? '


Bury it, build over it, don't mention it, don't call attention to it, and if somebody calls you on it, cough behind your hand; (koff)-Rifts THree Galaxies -(koff)-Dimesnion Book Six-(koff, koff)-

Posted: Sat Jul 14, 2007 2:31 am
by Aramanthus
Nice RCC Zenvis. So you let your ideas ferment for four or five years before you finish them. LOL They are all great RCCs!

Posted: Sat Jul 14, 2007 12:22 pm
by shiiv-a
heh ... thanks for the assist there Taalismn .. i may just try once again

may take a while .. besides .. i really should get more books to sort thru

guess if they have unique skills ... i'ld have to write them down as well huh? .. and then see everyone and their dog suddenly have it .. *shrugs* ... guess i could do that ...

Posted: Sat Jul 14, 2007 9:41 pm
by taalismn
shiiv-a wrote:heh ... thanks for the assist there Taalismn .. i may just try once again

may take a while .. besides .. i really should get more books to sort thru

guess if they have unique skills ... i'ld have to write them down as well huh? .. and then see everyone and their dog suddenly have it .. *shrugs* ... guess i could do that ...


Hey....imitation is the sincerest form of flattery....Counterfeiting is ripping off....It's a fine line...

Also...don't take yourself too seriously...if you set out to make 'the greatest, most unique RCC anybody has ever seen, chockfull of original material nobody's ever thought of before'...you end up like me with a hundred different projects, all stalled because I start second-guessing myself with 'that ain't original enough'...then I spin up some hackneyed gag-race in a day...the creativity tries another way to get out... let it flow...

Posted: Sat Jul 14, 2007 9:43 pm
by taalismn
Ferrikor---IronLords
“Come on in! The lava’s great!”
----Ferrikor tourist to an astonished onlookers, at the Plains of Pyroklasis, Novo Mars.

The Ferrikor are akin to the fire-elemental Shoc-Tee in that the Ferrikor seem to have a strong elemental influence in their biology...However, the Ferrikor seem to be more balanced between Earth(specifically metal) and Fire.
The Ferrikor dwell deep within the stony depths of Fhasen, a world that many cosmologists believe was a satellite of a star that underwent a nova. Most of Fhasen’s outer crust and mantle were scoured away, leaving a still hot core surrounded by a rapidly-cooled crust (formerly part of the mantle)of iron and other metals, including an upper layer of metals ‘plated’ onto the surface by stellar gases.
It is speculated that the original inhabitants of Fhasen may have used powerful magic, especially Circles of Transformation, unlike anything previously seen in the Three Galaxies since, to bind elemental forces to a part of the population, thus transforming them into a form that would survive the stellar catastrophe. These beings then migrated inside their planet’s mantle to wait out the coming cosmic storm, surviving in their new state while the rest of their world perished. Ferrikor legends tell of a time when they were different, but ‘fled inward to seek the heart’s warmth’. They have since lived in their subterranean warrens tunneled through the planet’s solid mantle, dipping down to the magmatic regions for energy and raw materials.
Being both thermally resistant and living in symbiosis with Elemental essences, the Ferrikor move about the liquid core of their planet as other beings move about the oceans of their own worlds. The Ferrikor summon and evoke the protection of the spirits of Earth and Fire to empower their crafted Magma-Craft that they use to travel through the heart of their world to other points on it.
In the past, the Ferrikor have had a rich and violent history as various factions have emerged and struggled for control of their inner world, and Ferrikor epics swirl about vast armies tunneling through the planetary mantle to fight each other, and vast armadas of magmacraft surging against each other in the liquid mantle. In time, a few globalizing power-blocs emerged, the disputes have settled down to the occasional skirmish and spat, and diplomacy has taken hold for the most part.
For all that they live INSIDE their world, Ferrikor live lives much like other peoples; they work, have families, fight with each other, accumulate wealth(and lose it), compose great artworks, and get debauched just like anybody else. Their technology is suited to their particular world...while their armies may lack cannon, they do have massive tunnel-collapsing bombards and pneumatic drills, their hospitals use cement bandages, communities use crude telegraph systems to stay in touch(supplemented by Magic Pigeon couriers) and workers travel to work locally in great subway systems. Elemental magic is all around them, in symbiosis; homemakers rely on their Flame Friends to conduct various chores, while children have pet rocks(see Rifter #21, Familiar section, for these critters), and farmers and laborers harness Minor Elementals for power. The Ferrikor have a range of religious belief systems, but the common theme of most of them is that safety and warmth, the salvation of their people, lies inward, towards their planet’s molten core. know variously as the ‘Heart Warmth’, ‘Life Fire’, and the Worldheart’. The more esoteric beliefs hold that the ultimate destiny of the Ferrikor is to become beings of pure fire energy, or solid thought....A few of the more extreme groups practice great physical feats(much as terrestrial Eastern religions may exhibit great mental powers) that acclimate their bodies to the great heat and crushing pressures similar to those at the planetary core zones, and, in their declining years, elders take magmacraft to dare the liquid turbulence of the core regions to end their mortal lives on pilgrimages to the Worldheart. (Note: Common funeral practices among most Ferrikor involve grinding up the body and dropping the gravel down deep volcanic vents to rejoin the magma-blood of Phasen.)
The Ferrikor have earned their name as Iron-Lords because of their profficiency in handling and shaping hot metal and iron-rich stone, using both their natural abilities and inherent magic to take the raw core-stuff of their world and shape it into useful forms. With their bare hands, Ferrikor can forge blades and metal implements of incredible strength, and often imbue them with Elemental abilities and strength. In the past, the manufacture of weaponry for their wars was the main focus of their industry, but an increasing percentage of production now goes to offworld trade.
The Ferrikor have ben known to the rest of the Three Galaxies for several centuries since a prospecting effort on their world encountered a group of Ferrikor ‘arctic ‘ explorers in the planet’s crust. Despite the many difficulties and differences between the two groups, an understanding that each other was intelligent was reached. Trade began, albeit slowly, with Ferrikor metal products flowing one way, and exotic materials such as high-temperature ceramics and electronics going the other. Ferrikor metal weaponry has become nearly as famous as Kisenite wares, to the point that the Kisenites are starting to take notice and feel some competition. With the growth of offworld trade, a few permanent outposts have been established on Phasen....large radio communications arrays to maintain contact with the rest of the galaxy, mine-heads, and scientific study posts(miantained by both Ferrikor and offworlders).
Ferrikor rarely travel off their world, since most of the population view anything beyond the crust as the ‘Cold Sea’, a place of slow and lonely death. However, a few do go offworld, their adventurous spirits overcoming their fear, or the pressing needs of business making it necessary. They tend to travel either in heavily insulated, superheated conveyances, or by dimensional gate. On other worlds they don’t require such elaborate means to survive, though they find most temperate worlds to be much as terrestrial humans would regard a trip to glacier-locked Greenland or Iceland; exotic for their chill. Offworld, Ferrikor often work as miners, geological surveyors, blacksmiths, and occasionally as mercenaries. Some governments on tectonically-active worlds have hired Ferrikor engineers in efforts to predict earthquakes, and to try to find ways of diverting volcanoes, tapping geothermal enery, and easing tectonic stresses through massive subterranean engineering projects.
Technological progress on Phasen is slow.....the Ferrikor just don’t see the need for the sort of rapid progress other species feel necessary....Their home fires and Elemental allies provide most of their needs, including the protection of their world, The region of space that Phasen lies in has changed hands several times in the last millenium, but the Ferrikor have hardly been bothered. The last great attempts to enslave the Ferrikor were a Splugorth invasion(that failed miserably), and a Kreeghor attempt to blackmail the Ferrikor with planet-cracking nucleonics(which also failed miserably). For now, pretty much everybody else backs off and does business with the Ferrikor on their terms.
However, the last attempt (the Kreeghor operation with anti-matter) has some Ferrikor concerned, and has triggered a global debate(unseen and unheard by the rest of the Three Galaxies)...Some Ferrikor feel that Phasen should turn its back on the rest of the Cold and look inward. One sect feels that perhaps the Ferrikor should take the next step in their evolution and perhaps transpose themselves wholly to the Elemental Planes(either Earth or Fire). Other Ferrikor feel that the time has come to start looking at spreading out across the universe, and have already begun sending colonists to secretly settle the hot mantles of other worlds. A recent extremist sect known as the Purgists, who have set up monastaries on Phasen’s outer crust, feel they should develop their own hell-weapons, with an eye towards returning the favor of the Kreeghor by stripping off the crust of THEIR worlds as punishment for threatening the Ferrikor.
Alignments: Any
Lifespan: 250 years
Size: 6-8 ft tall, 400-600 lbs
Gender: Heterosexual
Physical Description/Appearance:
Imagine a roughly humanoid, gorilla-like, and muscular, figure made from piled catalopes or basketballs of rusting, pitted, metal. Some grow small spikes on their heads and shoulders. Arms and legs are thick and bulbous, ending in large four-digited paws with walnut-like knuckles. Their eyes are small and glow red or yellow with an internal fire, while their skins have a gray-orange rust metal hue to them...Ferrikor living and working near the outer crust or offworld for prolonged periods of time often develop a ‘patina’ of green, red, or yellow verdigris from oxidizing agents and other chemicals.
Ferrikor will wear utilitarian garments of woven metal, mineral fibers(especially asbestos), and may decorate themselves with inset stones and metal piercings.
Disposition/Attitudes:
Similar to other lifeforms, but with a profound respect for Elemental forces. Generally feel uncomfortable in the open and in cold environs(close to the Cold Ocean). Also have trouble relating to concepts and situations involving the wide open spaces more familiar to other species. Patient and well-grounded, and work well under pressure.
Physical Attributes:
IQ: 3d6
ME: 3d6+3
MA: 2d6
PS: 5d6(supernatural)
PP: 2d6
PB: 1d6
PE: 5d6
SPD: 2d6
(ISP):-----
(PPE): 1d6x10 +P.E.(plus any PPE from magic OCCs)
Hit Points:------
SDC:---
MDC: 6d6x10+30+2d6 MD per level of experience
Horror Factor: 14
Natural Abilities:
*Invulnerable to Heat---Immune to normal extremes of heat (though still vulnerable to pressure). Magic fire and heat does HALF damage. These guys can bathe and swim in lava.

*Resistant to Toxins----Most toxins and inhaled irritants have NO effect on Ferrikor, unless they are rock/metal-scoring or megadamage acids.

*Advanced Respiration-Ferrikor can still suffocate(they need some air, hydrogen, and nitrogen to survive) but they can hold their breaths for as many hours as they have P.E. points(useful in the occasional tunnel collapse).

*Tunneling---Ferrikor are instinctive, and accomplished, tunnelers, and can burrow at 10 ft per melee through soft earth, 5 ft per melee through hard rock...Tunneling and creating a passable tunnel is done at 3 ft per melee.

*Diet---Rock and Mud---Ferrikor subsist on diets of minerals and salt-rich muds(Ferrikor farmers ‘grow’ mineral crystals and certain forms of heat-tolerant chemotropic fungi and algae...often served sandwich-style between layers of baked mudstone).

*Save Vs Horror Factor:+2(+8 vs Elemental Beings), +3 save Vs Possession, +1 save Vs magic(+3 vs fire-, earth-, or Elemental magic)

Vulnerabilities:
*Cold---Cold-based attacks do DOUBLE damage, and Ferrikor suffer 2d4 MD per melee if immersed in cold water. On worlds and in conditions with temperatures below 98 degrees Fahrenheit/93 degrees celsius, speed is reduced by 1/3, -2 to P.S. and P.P., and -8 MDC, with cumulative effects every 10 hours.

*Near-Sighted----Ferrikor vision is only 1/4 that of a normal human’s

*Agoraphobia---About 25% of all Ferrikors suffer from acute agoraphobia...standing on their planet’s crust with NOTHING separating them from the Cold Ocean is enough to send them into fits of terror and catatonic states of horror.

Psionics: None

Magic:
*ALL Ferrikor have the abilities common to an Earth-Fire Elemental Warlock, plus the following spells:
* Summon Flame Friend
* Heat Object & Boil Water
* Eat Fire
* Dig
* Mend Stone
* Locate Minerals

Cybernetics/Bionics: None

Available OCCs:
Men at Arms(except those that require power armor, robot, or cybernetics/bionics) equivalents, Scholarly classes(with appropriate skill equivalents), Vagabond, Operators, Wilderness Scouts, and Planetary Scouts are also possible.
Cyberdoc is NOT available. Ferrikor BodyFixer/Healers actually haveArt: Sculpting at +10%
Psionic classes are NOT available.
Magic OCCs include Priest(with a fire-bent), Elemental Warlock( Air- and Water-oriented Ferrikor Warlocks are exceedingly rare, but possible, and all the more lethal for their rarity), Summoner, Leyline Walker, and Technowizard. Other kinds are exceeding rare or not possible(Ocean Mages, for instance, just aren’t possible).
Ferrikor TechnoWizard Analogues(Iron Lords) create devices combining science and Elemental(and occasionally other types of) magic such as Magmacraft. They can select ANY Earth- and Fire-Elemental spells as part of their spell selection. See also Special Spells.

RCC Skills:
Blacksmithing(+15%)
Language: Elemental 98%
Skills of Note:
-----

Preferred/Special Equipment:
Ferrikor typically carry oversized melee weapons of enhanced metal that do megadamage, and are often enhanced with such spells as Power- and Speed-Weapon. Their ranged weaponry is analogus to TW projectile weapons, using magic energy or Fire spells to propel heavy metal and incendiary projectiles. Since coming into contact with aliens, the Ferrikor have discovered a fondness for plasma weaponry, fusion blocks, and rail guns. Another item frequently purchased is heater harnesses; webbing holding radiant heating elements around the Ferrikor’s body, that enables one to work in colder climates without (too much) discomfort.

Culture:
Non-Interventionists run by several different oligarchies, with a large middle class. Several nations compete diplomatically for control over affairs of their inner world and for offworld trade.
Technology analogues are roughly equal to early 20th-century Earth, but magic replaces most technology.
The Ferrikor will trade with just about anybody who offers them money, and there are a great number of private firms and freelancers who will sell their services and goods direct to offworlders, circumventing the royal tax duties and regulations. `

Special/Modified Spells:
The following spells are available to Ferrikor Iron Lords:

Shape Metal--Allows the caster to bend and mold metal with their bare hands, like working wet clay. Megadamage metals are far more difficult to shape. Composite materials, plastics, and ceramics CANNOT be so molded. The work MUST be done with the mage’s HANDS...power tools are NOT allowed.
Level: 5
Type:SPELL
Range: Touch
Effects: The spell-user can mold metals with their bare hands like wet clay
Duration: 2 minutes per level of experience; effects are permanent
Saving Throw: None. Magic materials get a standard saving throw.
PPE Cost: 3 for SDC metals, 10 for MDC metals (PPE costs are HALVED from the original spell values due to the Ferrikors’ natural affinity for metal)

Fuse Materials---This allows the character to attach and weld metal and other materials with his or her bare hands...like touch welding. Fusing SDC metals together is relatively easy...fusing MDC materials a bit more difficult, and fusing SDC to MDC materials rather difficult, but not impossible. This will work with metals, ceramics, and plastics, but not composite laminate materials.
Level: 6
Type:SPELL
Range:Touch
Effects: Can attach metals simply by holding the two pieces to be attached together
Duration:1 minute per level of experience; effects are permanent
Saving Throw: The material does NOT get a saving throw. Magic materials get a standard saving throw.
PPE Cost: 5 for SDC metals, 10 for MDC metals(PPE costs are HALVED from the original spell values due to the Ferrikors’ natural affinity for metal)

Heat Metal---Allows the caster to magically heat up metal to white hot temperatures, to ready them for blacksmithing, as a heat source, or as an offensive measure.
Level: 4
Type: SPELL
Range: Touch or 1 ft per level of experience
Affects 5 lbs of metal per level of experience
Effects: Heats up metal to cherry red within one melee, white hot within 2 melees
Duration:3 minutes per level of experience. Duration can be extended for the expenditure of additional PPE.
Saving Throw: The metal does NOT get a saving throw. Magic materials get a standard saving throw.
PPE Cost: 4 for SDC metals, 8 for MDC metals(PPE costs are HALVED from the original spell values due to the Ferrikors’ natural affinity for metal)

Posted: Sun Jul 15, 2007 4:39 am
by Aramanthus
Nice RCC Taalismn!

Shiiv-a, please create a new RCC and post it. I'm sure it'll be awesome! So come on. And just ignore critics! I do! :D Have fun!

Posted: Sun Jul 15, 2007 9:52 pm
by taalismn
IN any public forum you have to expect to find critics....
This is like going to the beach and expecting to get to wet...
The trick is distinguishing between those critics who really seek to offer honest opinions and helpful advice(even if it is to tell you y0ur strengths lie elsewhere) and those who aren't real critics at all, but simply shrills who like the sounds of their own voices....
This is akin to going to the beach, stepping around the crabs, and slapping the horseflies, while still enjoying your excursion...
I've known beachgoers who will go the shore in northeasters, sandstorms, and raging storms, determined to enjoy themselves...and they DID...
The same is true of diehard creative people....no amount of airborne grit(or verbal flak) is going to stop them from having a good time...though they make take a few reasonable precautions(like sunscreen and protective clothing)...

Posted: Mon Jul 16, 2007 1:10 pm
by Aramanthus
I totally agree Taalismn! Come on Shiiv-a please post away! :)

Posted: Mon Jul 16, 2007 5:37 pm
by taalismn
(Travelling shot of a horde of guys dressed like fanatical sports fans, frat-brothers, or just plaine lunatics, chatting "POST!POST!POST!POST!", with the occasional scream of 'ARCEECEE!ARCEECEE!YAHBABEEEEEE!!!!!!"...alcohol may be involved)

Posted: Mon Jul 16, 2007 11:08 pm
by Aramanthus
See we want you to post your ideas!!!! Come on Shiiv-a!!!

Posted: Mon Jul 16, 2007 11:41 pm
by shiiv-a
not a lot in the head now ... i think the heat killed brain cells or the creativity ... just need to stay cool once i get home .. that would be wonderful
the AC dont work ... and its hot hot hot ...

Posted: Tue Jul 17, 2007 11:34 am
by Aramanthus
Ah ok. As soon as you cool down you can post your ideas!

:::Doctors orders to take a cold shower!::: :D

Posted: Tue Jul 17, 2007 9:11 pm
by shiiv-a
not interested in ruining the limited water line i currently have restored ... blasted thing only took me 2 years to get fixed ... i HATE frozen pipes ...

anyways ... the flippin neighbours ASSUME they own the entire section between our two trailers ... but I actually own about 4' from end to end
sides ... they're being ********'s for NOT allowing me access to the water line thats on that side of the trailer ... nasty ********'s

Posted: Tue Jul 17, 2007 10:24 pm
by taalismn
shiiv-a wrote:not interested in ruining the limited water line i currently have restored ... blasted thing only took me 2 years to get fixed ... i HATE frozen pipes ...

anyways ... the flippin neighbours ASSUME they own the entire section between our two trailers ... but I actually own about 4' from end to end
sides ... they're being ********'s for NOT allowing me access to the water line thats on that side of the trailer ... nasty ********'s


Well. there's a source of inpsiration then! Take a page from H.G. Wells; when he was plotting out War of the Worlds, he would tour the English countryside, 'gleefully designating landmarks and neighbors' houses for destruction' by the rampaging Martian hordes...
Think of what you'd like to unleash on your pesky neighbors when you're Evil Overlord....
Try not to maniacally laugh too loud as you outfit their worst nightmares....

Posted: Tue Jul 17, 2007 10:51 pm
by taalismn
Nazene---

“Ah, just for you! We’ve had good results from field tests of these....Web-Warp Missiles....After you’ve stopped a ship and taken out its engines, fire one or more of these....Warheads proximity explode to throw out a web-net around the ship’s hull, then the armature-tubules contract and wrap around the hull, and spread out to form a layer of quick-set resin that coagulates, fouling sensors, weapons turrets, communications gear, even stops short-range communications transmissions!...and seals airlocks with goo! Locks them inside their ship, unable to sally forth or attempt repairs from the outside. Then you can tow them where you want and prize them open at your leisure! We can provide ther TVIA Interdiction Force with ten thousand warheads of this right now, and another twenty thousand a month with a production contract. We’ll even let you have a few right now for tests if you don’t believe our statistics!”
-----Emeral Bonn, Nazene Weapons Designer, in a presentation to the Treaty Violation Investigation Agency’s Interdiction Taskforce Procurement Board.

The Nazene are physically unprepossessing beings who remind many humans of upright hybrids of walking stick insects and shrimp...However, the Nazene are elite mastercraftsmen when it comes to weapons systems. Despite their delicate physical natures, Nazene have incredible stamina, and even more so when they have a project that intriges them and engages their attention; they can work for days without sleep and little food or water, following up on brainstorms or engaging in assembly work.
The Nazene evolved on the low-gravity world of Nazeen, a Mars-like planet with a slow rotational period, leading to long days and long nights, and where most of the planet’s viable land and potable water was contained in a vast equatorial valley system, covering nearly 40% of the planet’s land surface, and feeding from a series of massive aquifers. The small polar ice caps were separated from this valley belt by large high-latitude desert belts. It is believed that arid Nazeen was irrigated by a massive cometary strike that both gouged out much of the initial valley system, and, in throwing up massive amounts of airborne debris that later settled in sedimentary layers, trapped massive amounts of the comet’s original icy core, that came down largely intact, providing both the highlands and large underground reservoirs that would be so vital to later life on Nazeen.
The Nazene evolved in this large, fertile river vally system that they came to know as ‘Al’bah-Zee-Unwa’---The Rivers of Life. Almost all civilization and life on Nazeen depended on this one great water source, and Nazene civilization grew along the banks of the rivers that flowed from it. Despite early wars over its control, the Nazene soon realized that anything that affected the flow of the waters was suicidal, and strict laws were set in motion to insure that the waters flowed for all. To try to control the waters to the detriment of others, or to pollute them, was considered sacrilege and treason....laws that cut across tribal and nationalistic boundaries, and which held for millenia.
Nazene emerged from hunter-gather stock; their acute senses and long delicate limbs meant for plucking small animals from the waters and rocks of the Rivers of Life. However, their acute senses and delciate touch lent itself to fine craftsmanship and an eye for detail when the Nazene began the journey towards technological civilization. The Nazene became quite clever in their design for ingenius devices for catching prey, managing waterflow, and securing their lands...and their meticulous study of others’ works meant that no design innovation remained exclusive for very long before it was soon adopted by Nazene all up and down the waterways.
Just as they were beginning their own Industrial Age, the Nazene made first contact with the crew of a freighter from the greater Three Galaxies community. The crew of smugglers quickly came to appreciate the mechanical talents of the locals who helped repair their ship, and also realized the benefitts of having the unsurveyed world as a way station and repair yard for their smuggling organization. The Nazene happily and unknowingly went along with this scheme, providing the smugglers with safe harbor and low-cost support and repairs, in return for technology and information on how to service the sophisticated Galactic technology. The smugglers would dump loads of old Galactic weapons and hardware for the Nazene to look over and study, and in a few months the smugglers would return to find the old gear re-assembled, refurbished, repaired, and in many cases modified and copied, with the Nazene happily applying what they had learned from their tinkering to other projects.
However, as such things go, the smuggling ring had its own problems abroad, and the small time operators, bolstered by their practically free tech support on Nazeen, grew too big too quickly, and caught the attention of larger, more vicious criminal organizations. The smugglers were violently assimilated by another group, and inevitably somebody squealed their secret to gain status in the new organization, or just to save their own lives. The new management immediately sent their own agents to Nazeen to see what could be done with their new acquisition, and unfortunately they liked what they saw...only they figured the Nazene could do a lot MORE with better incentives.
The new management capitalized on the Nazenes’ vulnerabilities and poisoned their planetary water supply at its headwaters, holding the entire ecosystem to ransom unless the Nazene worked exclusively for them. For nearly a half-century, the Nazene were supplied with data by the criminals, and in return labored to produce advanced weaponry for them, nearly the entire planet’s industrial base being turned into an arms manufactury . When particularly sophisticated weaponry began to appear in the hands of criminals and mercenaries across the Thundercloud and Anvil Galaxies, law enforcement authorities became concerned and alarmed and began looking for the source of the weapons. Forttunately, the planet-pirates were less sophisticated in covering their tracks than they were in holding an entire race as sweatshop laborers; somebody talked, and elite forces of the TMC and TVIA moved in on their base of operations.
The resulting police action was more like a war...the pirates fought back with the advanced weaponry at their disposal, and fought hard, but the police, though outgunned, held their ground and advanced, especially after they learned of the pirates’ plans to poison Nazeen’s ecosystem. The planet-pirates were stopped, but the cost to the police forces was heavy; the TMC alone lost over five squadrons of police enforcers, and the TVIA lost two cruisers. But the Nazene were freed from their servitude.
The Nazene were so impressed with their rescuers and the strength of character displayed by the law enforcement officers that the Nazene pressed them for advice on what direction they should take in the future. Allegedly, a Wulfen officer, tired and battered from fighting pirates for three days, gruffly told them to “be good, obey the law, and pass it on to the next guy who might need help”, before stumbling off to bed.
The Nazene took this as a directive from heavens...henceforth, they would turn their formidable talents to developing and producing equipment for law enforcement...and ONLY for law enforcement. They’ve since become ‘the policeman’s armorer’, producing some of the finest quality police equipment in the Three Galaxies.
Nazene weaponry tends to have multiple damage settings, including a non-lethal/reduced lethality setting, superior accuracy(+1 to +3 to strike for most weapons), and multiple safety systems useful to law enforcement personnel(DNA/Aura gunlocks, gunsight recorders, danger scanners, etc...). Nazene-manufactured body armor tends to be 20% lighter than standard suits, and incorporates superior protection against melee and kinetic damage(reduce damage from projectile strikes and hand to hand combat by 2/3). Nazene mechanics also do excellent work modifying police vehicles, upgrading them to military-grade standards of protection and performance, while Nazene police robots and drones are setting new standards for police hardware. Nazene-designed equipment also goes into some of the best prisons and incarceration facilities...giving many a criminal ample reason to curse the Nazene name(one ironic rumor claims that many of the gangsters who hed Nazeem hostage were ultimately imprisoned behind lockdown system of Nazene manufacture).
In order to purchase Nazene law enforcement gear, a customer must have references from at least six separate reputable law enforcement authorities. Once so vetted, a customer can expect star treatment, more befitting a high-class jeweler’s, from Nazene outfitters. Nazarom, the central port for most offworld trade, has been set up as a showplace for law enforcement goods and services, with much the equipment being sold actually being shown field-tested on Nazarom’s streets.....It’s said the average run-time of a thief(not that there are many) in Nazarom is about three Standard minutes before being caught.
As such, the Nazene are on VERY good relations with such organizations as the Wolfen Quatoria, the TMC, and CosmoKnights, and have connections to literally hundreds of police organizations, bail-bondsmen, bounty hunters, and security firms.
Naruni Enterprises and other weapons companies have tried for centuries to headhunt Nazene weaponsmiths over to work for them, but the Nazene have politely and firmly refused such offers to work for crass profit.

Naturally, as a supplier of law-enforcement gear, the Nazene home system sees a LOT of traffic from various law enforcement groups looking to get custom orders, place requests, and pick up shipments of equipment. Groups such as the Quatoria, TVIA, and TMC have small permanent spacestations in orbit of the planet, while hundreds of other police services do business through the two large orbital transit hubs and surface spaceport.
The Nazene have learned from their past mistakes; in addition to SUBSTANTIALLY upgrading their planetary defenses, the Nazene have secured their planetary ecosystem against being sabotaged in the future, including redundant sources of water for their populace. Furthermore, they’ve begun looking at ways to address their OWN vulnerabilities, including biological and bionic enhancements. This is particularly true in the newly minted Nazene Enforcer Corps., where Nazene cyborg field administrators have begun appearing to lead the multi-species officers.

Alignments: Principled, Scrupulous, and the occasional Aberrant(who take a more extreme take on law enforcement)
Lifespan: 85 years
Size: 7 ft tall, weigh 50-60 lbs
Gender: Heterosexual egg-layers. Typically lay 1-4 eggs every 4 years, with the young being raised in extended family enclaves, before reaching their majority at 14 years.
Physical Description/Appearance:
Extremely attenuated, thin, reed-like insectoids with long thin necks ending in a mouth polyp surrounded by four to six crystalline eyes. Four multi-jointed arms emerge from the thin torso, each arm long enough to touch the ground, and ending in four-digited, double-thumbed, spatulate hands. The legs are exceeding long and thin, and splay out at the knees, giving the Nazene a ‘bow-legged’ look, and end in large foot-pads with four toes each. Their light exoskeletons have a light blue coloration, with ethnic coloration accents, such as pink, purple, gray, or darker blue.
Disposition/Attitudes:
Dignified, steadfast, resolute; a Nazene may be threatened, tortured, and physically broken, but they will REFUSE to give in to the demands of would-be tyrants. Respect and honor champions of the law. Tend to be quite curious about things mechanical and technical, really wanting to get their hands on items to see ‘what makes them tick’, and attempt to duplicate and improve on them. Can also be accused of being workaholics, especially when it comes to potemtially life-saving projects.
Physical Attributes:
IQ: 4d6
ME: 4d6+6
MA: 2d6
PS: 2d6
PP: 3d6
PB: 1d6
PE: 4d6
SPD: 2d6+3
(ISP):----
(PPE): 2d6
Hit Points: 2d6+P.E. +1d6 per level of experience
SDC: HALF the standard SDC from a given OCC
MDC: By Armor and Technology
Horror Factor:
Natural Abilities:
*Delicate Touch---Nazene get a +5% to skills requiring a fine touch, such Pick Locks, Pick Pockets, Repair Computers, and precision electronics work.

*Microscopic Vision---Nazene eyesight can magnify up to 100x power, giving them microscope-like vision.

*Regeneration---Nazene can regenerate 2d4 SDC per hour, and a lost limb or eye within two weeks. However, certain genetic conditions/illnesses do affect this ability(about 30% of th total population lose their limb/organ regenerative capabilities with advancing age).

----About 40% of Nazene have the Natural Genuis class from PU2
----Another 10% have become full-conversion cyborgs

Vulnerabilities:
*Low-Gravity Beings who suffer the following penalties unprotected under normal terrestrial gravity; -1d6 to PS, reduce speed by HALF

Psionics: None

Magic: Limited Magic capability; most magic ability is channeled into practices with a ‘logical’ application or explanation, such as Techno-Wizardry
Cybernetics/Bionics: Have nothing against cybernetic or bionic implants...most(70%) of all researchers have 1d4 implants, primarily headjacks and optical augmentation.
Available OCCs: Gravitate towards technical and engineering professions---Military and Fleet OCCs are not unknown, but typically taken with an emphasis on galactic diplomacy and law enforcement skills.
A handful have taken up the practice of TechnoWizardry(equivalent) hoping to apply magic to police equipment.
RCC Skills:
Jury-Rig(+15%)
Electronics: Basic(+15%)
Recognize Weapons Quality(+10%)
Lore: Galactic Law(+15%)
Skills of Note:
Mechanical and Electrical skills receive a +10%
Culture:
Nazene society seems modelled after an interlocking association of meritocracy-driven colleges or universities, with officials rising in influence and responsibility through academic and technological achievements, reviewed by their peers. Strict oversight and policing from other ‘institutes’ within the global society prevents abuse of privilege and corruption, and periodic reviews of performance prevent an administrator from becoming too complacent in a position of responsibility when an up-and-comer might be better suited to the position.

Note: When travelling abroad, most Nazene wear special grav-suits(50 MDC) that offset the discomfort of gravity. With their high, narrow, transparent helmet-bulbs, the suits are sometimes likened to ‘walking lava-lamps’ by human observers, an analogy made all the stronger for the suits containing a viscous protective gel that reduces damage from kinetic impacts and explosions by HALF.

Nazene Enforcers
The Nazene Enforcers are the Syndarc of Nazene’s contribution to galactic law enforcement; apparently inspired by the Wolfen Quatoria Elite, the Nazene cyberfabricators set out to produce similar cyborg super-policemen, with the authority and firepower to pursue and interdict criminals, and enforce peace across the Three Galaxies. This move beyond simply SUPPLYING law enforcement agencies with tools of the trade, to actually BUILDING their own police force, does, however, have some people in the Three Galaxies concerned; some wonder if the Nazene Enforcers are less a police force and more a private army that will answer to the security-conscious Syndarc, rather than the recognized local law authorities.
The Nazene Enforcers are cyborgs similar to design and capabilities to the Wulfen Quatoria, except that the Nazene have perfected the conversion process to accommodate most humanoid lifeforms. This hasn’t sat well with the ,ore diehard patriotic Quatoria, but most of the Wulfen police officers have gladly accepted the new additions to the force with enthusiasm, especially after the ‘newbies’ have proven themselves.
Unusual among cyborg law enforcers, however, is the Nazene policy of partnering up their cyborg operatives with macro-robotic Mega-Enforcers---transformable-frame robot spacecraft the size of a city block. These massive and powerful robots serve as the Enforcers’ transportation and base of operations, while their transformable mode allows them to act more effectively in emergency rescue operations and combat against other robots and giant beasts. The robot mode is also a powerful psychological weapon against criminals; having a one hundred-foot tall robot stomping after oneself tends to have a profound and traumatic effect on one’s defiance of the law. Mega-Enforcers tend to be customized to the style of the individual Enforcer; no two are alike.

Typical Nazene Mega-Enforcer Robot
Assigned to NazEnf-0115 Attacus---
This partcular Enforcer is assigned to patrolling the Marraadus Reach Nebula in the Thundercloud, where the distinctive saucer-shaped robot has become a sight reviled by the local pirates. Heavily armored and well-armed, the NazEnf-0115ME ‘Cosmastax’ proved more than capable of disabling a Techlique-class heavy cruiser being used as a ‘persuader’ by planet-extortionists hitting the frontier worlds of the Reach for tribute in exchange for the cruiser’s heavy guns being pointed elsewhere.
Type: NazEnf-0115ME
Class: Variable Configuration Mega-Enforcer Patroller
Crew: One, with provision for 1-4 passengers
MDC/Armor by Location:
Main Body 6,000
Reinforced Crew Compartment 300
Head 700
Arms(2) 900 each
Legs(2) 1,000 each
Weapons Shield-Pods(2) 900 each
Variable Forcefield 12,000(2,000 each side)
Height:(Transit Mode) 50 ft
(Robot Mode) 100 ft
Width:(Transit Mode) 60 ft
(Robot Mode) 80 ft
Length:(Transit Mode) 60 ft
(Robot Mode) 45 ft
Weight: 420 tons
Cargo: 10 tons+ Can carry up to four Standard Cargo Cans on external mounting points
Physical Strength: Robotic P.S. of 90
Powerplant: Advanced Nuclear Fusion w/ 50 year energy life.
Speed:
(Running) Supported by a combination of wide foot-pads and partial grav-cancelling, the NazEnf-0115ME can run at about 110 MPH
(Atmosphere) Hover to Mach 5; transatmospheric.
(Sublight) Mach 14
(Kitsune Values: 40 % of light speed; Accelerates/decelerates at 1.4% of light speed per melee)
(FTL) 6 light years per hour
(Underwater) Fully amphibious; can move at 55 MPH at depths up to 10,000 ft
Market Cost: EXCLUSIVE to the Nazene Enforcers
Systems of Note:
Standard Starship Systems, plus:

*Long Range Sensors----Nazene Enforcers sport sensors easily equal to a military scoutship’s. with attention given to ship profile scanners, contraband-sensing hull-penetration systems, and PPE/Abnormal Energy Scanners (for identifying super-powered criminals)

*Cyborg Interface---The full-conversion pilot actually locks himself/herself into the ship’s control web, effectively making the ship an extension of their will. The ship thus enjoys the same bonuses to Initiative , Dodge, Roll, and Parry, as its pilot does. This makes the Mega-Robot mode exceptionally mean to face off against. That means a Nazene Mega-Enforcer starts out with +1 initiative, +4 Parry, +4 Dodge, and +2 Roll!

*Advanced Targetting System---Because accuracy often counts more to a policeman more than brute firepower, Nazene Enforcer mechs have superb targetting systems: +6 to strike with ranged weaponry

*Jail Pod---One of the many modules attached to the outside of the Enforcer is an unmarked incarceration pod, used to hold dangerous prisoners for transport to authorities. The pod itself has 400 MDC and its own life support(including water and nutrient dispensers, and a biomonitor autodoc, and has a containment forcefield with 400 MDC. There’s enough space for 1-2 prisoners with room to move around in, or up to six humanoids if they’re tied down and immobilized. The jail pod has its own coded ID transponder, and is often fitted with a failsafe neural-disabler grenade or other boobytrap if anybody OTHER than an authorized law enforcer with the appropriate code-key attempts to force the cell.

*Tractor Beam----Effectively rated for 1,000 tons dead weight, but can be used for imparting small changes in momentum/direction to ships/structures several times that mass. It is also often used to ‘lock’ the Enforcer to another ship’s hull for chases and boarding actions. Range: 25,000 ft

Weapons Systems:
1) Forearm Shield Cannon(2)---Each armored forearm holds a coupled medium pulse cannon and a rapid-fire rail gun for anti-fighter combat.
a) Double-barrled Pulse Laser(2x2)
Range:3 miles in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 3d6x10 MD rapid-fire burst; 6d6x10 MD for a simultaneous burst from BOTH guns(counts as ONE attack)
Rate of Fire: EGCHH
Payload:Effectively Unlimited

b) Rapid-Fire Rail Gun
Range:12,000 ft in atmosphere, 6 miles in space
(Kitsune Values: 6 miles in atmosphere, 600 miles in space)
Damage: 4d6x10 MD per 20 rd burst
Rate of Fire: EPCHH
Payload: 400 bursts per gun

2) Particle Beam Cannon Pod---Slung in a slot along the top of the hull in Transit Mode, and handheld as a rifle pod in Robot Mode is a powerful particle beam cannon. This is the main weapon for use against capital warships and fortified facilities
Range: 3.5 miles in atmosphere, 7 miles in space
(Kitsune Values: 7 miles in atmosphere, 7,000 miles in space)
Damage: 2d4x100 MD per blast
Rate of Fire: Three times per melee
Payload:Effectively Unlimited

3) Electro-Shock Blasters(2)---These electrical projectors are used to stun large alien life forms and neutralize electrical systems on vehicles
Range:0.5 miles in atmosphere, 1 mile in space
(Kitsune Values: 1 mile in atmosphere, 1,000 miles in space)
Damage:2d4x10 MD per blast
Plus, electrical damage similar to the Triax Lightning Blaster:
01-15 No additional damage
16-30 Instrumentation flickers for 1d4 seconds, and lose initiative
31-45 All weapons systems go offline! One comes back online in 1d4 melees.
46-60. All systems offline for 1d4 melees
61-75 Communications, targeting, and radar are knocked off-line. Manual targeting only; -3 to strike, and no initiative
76-90 All systems except one wqeapons system are cooked; -25% to piloting at 1/3 maximum speed. -50% at 1/2 maximum speed, -75% at maximum speed, no initiative to strike, -3 to Dodge and Strike, and lose 1 action/attack per melee.
91-00 All electrical systems are zapped, and the vehicle is dead in space.
Against organics, this weapon mode stuns for 1 melee round; lose 1 action/attack, no initiative, and HALF bonuses to strike and dodge

Rate of Fire: ECHH
Payload:Effectively Unlimited

4) Short Range Missile Launchers(2)---Two launchers in the shoulders fire SRMs...these are typically anti-fighter weapons, but can also be tracker heads, chemical rounds, decoy pods, sensor drones, and other specialized munitions.
Range:Varies by Missile Type
(Kitsune Values: 10 miles in atmosphere, 500 miles in space)
Damage: Varies by Missile Type
Rate of Fire: Volleys of 1-10
Payload: 50 missiles per launcher, 100 total(additional missiles may be carried as cargo, and reloaded when opportunity presents itself)

5) Sonic Disruptor Projector---This weapon is used in planetary atmospheres for riot control, and can affect a city block-sized area.
Range: 4,000 ft, and affects a 600 ft wide area
Damage: (Stun Effect) Victims save versus lethal poison or lose initiative, -7 to strike, dodge, parry, and roll, reduce APMs, speed, and skill proficiencies by HALF for 2d4 melee rounds. Effects are HALVED on a succesful save.
Against property, these weapons have NO effect, though windows may shatter and some structures may resonate with prolonged(more than 4 minutes) exposure, doing 1d4x10 SDC.
Rate of Fire: ECHH
Payload:Effectively Unlimited

6)(Optional)---The Enforcer can carry additional podded munitions as part of its external cargo. Typically such weaponry is only carried when the Enforcer is expecting to go into combat against numerically superior foes(where multiple missile launches would come in very handy).

Hand to Hand Combat
Restrained Punch 6d6 MD
Full Strength Punch 3d6x10 MD
Power Punch 6d6x10 MD (counts as two attacks)
Kick 4d4x10 MD
Body Block/Ram 3d4x10 MD
Flying Ram 7d6x10 MD
Stomp(Objects 15 ft or smaller) 2d6x10 MD
Auxiliary Craft:
Holds a two-person hovercar or single-person power armor in a small hangar alcove.

Posted: Wed Jul 18, 2007 11:05 am
by Aramanthus
Very nice Taalismn! Great RCC!

Posted: Wed Jul 18, 2007 10:45 pm
by taalismn
Go Giant Robo!

Posted: Wed Jul 18, 2007 10:48 pm
by taalismn
CoraBrok/Aboroc
“I dreamed of a dark and fiery place last night, father, and of seeing others like ourselves, striding across ground that burned our feet as we walked, and air that smoked as we breathed, and black rain that bit our skins as it fell.....But we did not care, for we wielded in our hands the signs of power, and we spoke words that made the air thunder, and we held in our minds the spark of blue glory...and in that place we met others that were dark and behorned, with legs that burned, breath that smoked, skin that charred in the same way as ours did, and they too carried implements of power, and growled shouts of fire, and carried about them the stench of corrupted energies....Buut ours was the stronger, our path the clearer...and it ran through them...And in that place we smote them, as they felled us, and we clawed and bit and strangled under that black-raining sky...and it was glorious....Just as the Voice...the Voice I recognized as the one who led us...said it would be....I want to hear that Voice again, and yet I do do not....I want no part of the power, but I crave it still....I fear to sleep, but I wish to dream again....and keep dreaming.....”
-----Callag Rommos, CoraBrok Warrior-Initiate, somewhere in North America, Rifts Earth.


“I don’t see what all the fuss is about...We go in, take a gander at this ‘Great Goddess’ of theirs, snap a few pictures, and walk back out! If they’re really so pround of her, why not allow a few outsiders to see her? It’s not like we’re going to catch her in the buff, is it? And even then, it’s not like there’s enough similarities between us and the locals to make it even REMOTELY compromising...
Oh, knock it off! Look, you really so concerned about offending the locals, you can stand behind me all the way...or maybe you’d rather stay here with the ship! Just don’t take off on me because you got the wobbles....Hey, I’ll even pick you up a souvenir while I’m at it! How’s that sound to you? Something like some religious pottery or something that sez “I got this at the Temple of Nobi, Goddess of the Treg People!:
Sheesh....how did you humans EVER get out into the galaxy? Not with that attitude, that’s for certain! How you commerate your glories, anyway? Fingerpainting and reed baskets?”
------Aboroc explorer, just before the Nobi Uprising on Solatan’s World.

The CoraBrok are a heavyset race of reptilean humanoids with an extremely demonic appearance. The CoraBrok are known to natives of Rifts Earth to have appeared in small numbers throughout the American continent(particularly in the East and NorthEast), where they are often mistaken for demonic beings. Indeed, this may because at some time in their distant past they actually WERE demonic beings, or at least creatures of magic...They still retain many of the properties of creatures of magic, such as megadamage physiques, superhuman strength, and a perchance for magic.
What isn’t common knowledge is that the seemingly primitive CoraBrok are really an ethnic subdivision of a larger race, the Aboroc(sometimes spelled Abor-ROK), who are actually quite technologically advanced. The Aboroc are known in the Three Galaxies as avid explorers, adventurers, and sportsmen, although their methods and enthusiasm would remind a Terran scholar of the ‘gentlemen-adventurers’ of Earth’s Age of Empire, who tramped heavy-booted through the unexplored regions of the globe, gun in hand and eyes on possible treasure and glory. The big-game hunting, village-crashing, temple-looting, Elgin-Marble-stealing, boistrous , and high-spirited Aboroc have in many places become the bane of scientists who prefer less obstrusive, heavy-handed ways of studying alien worlds. The zoos and museums of the Aboroc homeworlds are well-stocked with various objects and lifeforms brought home by the adventurers and deep space probes, amidst great huzzah and hurrah. The fact that some of the lifeforms put on display are actually sentient has brought charges of kidnapping and slavery against the Aboroc(one particular complaint stemmed from CCW tourists discovering a display of cryogenically-suspended humans from a feral world, along with their stone and bronze tools, apparel, and other artifacts). The Aboroc have blithely responded that all steps have been taken not to harm their specimens, and that most of them would have died anyway in their primitive surroundings anyway if not for the ‘intervention’ of Aboroc study groups. While this has done little to alleviate complaints and charges against the Aboroc, the fact is the issues have been backburnered by CCW authorities, since the Aboroc are staunch allies of the CCW and UWW against TGE expansion in the Thundercloud.
The CoraBrok broke off from the mainstream Aboroc cultures about 9,000 years ago, hoping to reclaim some of their ancestral powers, rather than allow themselves to be ‘degraded’ by the Aborocs’ growing infatuation with technology. To some degree this belief has proven itself out; the seemingly more primitive CoraBrok are healthier, heal faster, and have a greater knowledge of magic and innate mystic abilities. However, it has also made them more vulnerable to certain metals and materials that directly affect their greater magical energy investitures, and thus their health. The CoraBrok have pretty much disowned themselves from Aboroc society....only cautionary fables and folk stories remain to remind most CoraBrok of their break with their cousins.
Alignments: Any
Lifespan: 150 years
Size: 7 ft tall, 300-500 lbs
Gender: Heterosexual. Typically have 2-4 young after a 12-month gestation period.
Physical Description/Appearance:
Heavyset, ape-like humanoids with short legs, long muscular arms, large long-nailed, three-fingered hands, barrel-chests, thick, short, necks, and squat turret-like heads. The head is dome-like, coming to a minaret-like point on top, while the face is wide and leathery, with a stiff wide mouth set in a grin. The nose is short and pug-like, little more than two nostrils set between the two large squarish-flat eyes. Two horns protrude from the temples, and the ears are small and pointed. Eyes are a blank, pupil-less gray-gold. Females can be distinguished by having wider hips and four small breasts.
Disposition/Attitudes:
Generally laid-back, good-humored, stoic, and observant. Aboroc love exploring, setting themselves great tasks and great adventures, and proving themselves before the universe. Can sometimes act downright JADED in the face of adversity and danger; ‘been in worse situations, wasn’t scared then, either.” Can be rather blaise about risk taking and imminent mayhem.
CoraBrok are rather more serious and tradition-minded, with a strong emphasis on personal honor/reputation, and upholding their tribal laws.
The CoraBrok and Aboroc generally see other powerhouse beings like the Seljuk, Grackletooth, Grimbor, Vanguard Brawlers, Nambyr Apemen, Kreeghor, Kittani, and the like as potential friendly rivals, and will be eager to engage them in competition, mental or physical, whenever they meet(this can lead to a lot of chest-puffing and posturing at social gatherings).

Physical Attributes:
IQ: 3d6
ME: 4d6+7
MA: 2d6+12
PS: 4d6+18
PP:1d6+6
PB: 3d4
PE: 3d6+20
SPD: 3d6+12
(ISP):(Aboroc) By Psionic Class
(CoraBrok)By Psionic Class
(PPE): (Aboroc): 3d6
(CoraBrok)P.E. x2 +30
Hit Points:----
SDC:---
MDC: 3d6x10 +P.E.+2d6 MD per level of experience
Horror Factor: 10
Natural Abilities:
*Natural Megadamage Beings
*Regeneration---Aboroc heal from injuries at 2d6 MD per hour; CoraBrok at 3d6 MD per hour
*Nightvision---Both races have excellent nightvision, being able to see 200 ft in total darkness, and up to 2,000 ft under moon/starlight conditions.
*Superhuman Strength(CoraBrok are considered to have Supernatural Strength)
Vulnerabilities: (CoraBrok ONLY) Pure Iron...Weapons of Pure Iron do DOUBLE damage to CoraBrok
Psionics:(Aboroc) Standard
(CoraBrok) Standard
Magic:(Aboroc) None
(CoraBrok) Can select 1d6+1 spells from Wizard Spells, levels 1-4
Cybernetics/Bionics: None---Nedither the Aboroc or the CoraBrok particularly care for the idea of bionic augmentation; to them it seems like cheating. Aboroc will consider medical implants or prosthetics in an emergency, while CoraBrok would rather tough it out or die.
Available OCCs:(Aboroc) Just about any, but tend towards high-tech professions.
(CoraBrok) Lean towards nature- and magic-oriented professions without high-tech elements; Wilderness Scouts, Mystics
RCC Skills:(Aboroc)
Computer Operation(+10%)
Pilot Hovercraft(+15%)
1 Modern W.P. of choice(+1 to strike)
(CoraBrok)
Lore: Demons and Monsters(+15%)
Lore: Magic(+15%)
2 Ancient W.P.s of choice
Skills of Note:(Aboroc) Technical and Military skills at +5%
(CoraBrok) All Wilderness skills +10%
Culture: (Aboroc) Democratic high-tech meritocracy that holds sway over three terrestrial-environ worlds and eleven colonial outposts. Sporting events, extreme sports, arena bouts, and public challenges are common place throughout the Continga. They also boast a highly effective and highly trained citizen army, in which all able-bodied adults must practice...Many elect to go professional, and many ex-professionals elect to go adventuring.
(CoraBrok) Tribal naturalists who live close to nature and a more primitive lifestyle. While they may use high-tech weapons created by others, they limit their own technology to early iron/steel age and nothing more sophisticated than steam engines. Prefer magic items over technology.

Posted: Wed Jul 18, 2007 10:50 pm
by taalismn
Aboroc Mobetyle Planetary Research Robot

“AGHHH!!! Patra Dina! Patra Dina! Come quick! A giant gray monster just ate M’bia and her dramosaur when we were at the swimming hole!”

The ‘Mobetyle PRR is a massive(75 ton) humanoid robot developed for planetary exploration. The Aboroc Continga have deployed thousands of these robots in their explorations of the Thundercloud Galaxy. Deployed 2-10 on robotic probe ships, these goliaths were sent out in advance of Aboroc adventurers to survey new worlds and acquire specimens for study and display on the Aboroc homeworlds.
The Mobetyle is a giant(30 ft +) humanoid robot with heavy streamlined plates of armor covering its every part. Large spatulate feet distribute the heavy weight of the robot evenly, and prevent it from sinking (too deeply) into the ground. The arms are massive, ending in forearms crammed with extendable tools, probes, and auxiliary appendages. The head is heavy and blunt, without a neck, but covered with multiple optics and sensor arrays. The Mobetyle is heavily armored and possesses modest defensive armaments, but its offensive capabilities are mostly designed around stunning, capturing, or driving off alien lifeforms. Despite their immense weight(compared to other probe robots), the Mobetyle is surprisingly fast...and tireless. Once it gets following an interesting lifeform for study, the machines can be relentless. Once it catches up, the ‘bot has a variety of options; it can scan the creature with a variety of sensors from a distance, or it can close in and attenpt to capture it with a variety of different devices, from net launchers and dust guns, to electroshock stunners and aerosol sprayers. The Mobetyle has a large and comprehensive database covering most types of lifeforms, allowing it to make very educated guesses as to the optimal ways of dealing with the lifeforms it is most likely to encounter.
Mounted in the upper torso, just below the head, is an internal scientific studies bay and cryostasis processor. This bay opens up like a giant maw to accept stunned and subdued biological specimens, that are scanned and studied by the bay’s automated laboratory apparatus. The biological specimens can then be flash-frozen and encapsulated in megadamage aerogel cylinders for transport to better equipped research labs and museums for further study/display. The wide bulky shoulders of the Mobetyle are actually large cryostasis holds, holding racks of quick-frozen specimens. Another bay in the main torso holds smaller samples and artifacts. If a lifeform is too large to be accommodated within the holding bay(which can hold a horse-sized lifeform), the Mobetyle will attempt to take tissue samples instead, and store those in yet another cryonics bay. Once a Mobetyle unit’s bays are filled, the ‘bot typically returns to its mothership(or signals for pickup) to offload its samples and recieve supply refurbishment.
The planetary sciences haven’t been neglected either....Each leg sports Glitterboy-style drill pylons that drill into the ground to take strata-readings, solil chemistry studies, and withdraw core samples. Two large compartments in each lower leg hold geological samples for later study.
Mobetyles have only a fairly basic robotic personality...They are incredibly patient and observant as a good scientific instrument should be, but lack what could be called social skills. They possess a robotic sense of enthusiasm for exploration, and a basic sense of curiousity, including the ability to register extradordinary things out ot the context of the established ordinary. They can communicate, but rarely do, unless prompted by an authorized party(such as a supervisor with the instructions “Play back records for time index 2367...” or “Go explore map grid ZB-758”). Individual units that have not been regularly serviced and reset may develop quirks such as a reshuffling of exploratory priorities(may ignore an alien city and its milling residents to study a particulary colorful butterfly, and only turn its attention to the city once its study of the insect has been satisfied). They are Robotic-level Artificial Intelligences, able to learn new behaviors and adjust their scientific surveys according to new information, but only within the scope of their programming(i.e., a Mobetyle might figure out the best place to wait for a particularly interesting animal is to stake out a waterhole, or that the best way to get at interesting mineral formations is to build an earthern ramp and walk up to them, but the robot will NOT learn a new local language without being externally reprogrammed).
Though not intended for combat, Mobetyles have been programmed with the basics of self-defense in order to protect themselves from vicious local wildlife and potentially hostile sentients. The giant robots are surprisingly quick and agile for their size, and well armored in curving plates of armor configured to allow the robot to take a beating and a tumbling, and still be able to get up and keep moving. Furthermore, they are fitted with a variety of limited-lethality capture devices and tools that can be used quite effectivey to defend the robot.
Unfortunately, a thirty-foot tall, seventy-five ton giant robot isn’t exactly subtle in manner for studying alien societies or sneaking up on alien wild life. Not that the elephantine Aboroc are particularly keen on such things, so they think nothing of sending a massive robot crashing across countrysides pursuing animals for capture. However, experience has taught them that in order to get elusive prey with a minimum of fuss, sometimes a change of tactics is called for. So Mobetyles are sometimes ganged with smaller, faster, stealthier scout and recon robots that act like ‘beaters’ or bloodhounds to sniff out targets, or to conduct less intrusive observation of lifeforms and alien societies.
The Aboroc have been criticized, not only for the Mobetyles’ less-than-soft approach to wildlife studies, but also for their rather heavyhanded studies of primitive lifeforms....Mobetyles are just as likely to grab and encapsulate sentient lifeforms as animals and plants. The Aboroc have been cited for blatant violations of interfering with primitive cultures through the wholesale deployment of their survey robots on specimen-hunts on inhabited worlds, and the display of disregard for local traditions. The Aboroc have occasionally blamed these incidents on faulty programming in older robots, and have assured their critics that they have programmed more modern equipment with an emphasis on less intrusive study methodologies, but mostly the Aboroc have ignored the controversies. The best anybody knows is that the Mobetyles will NOT snatch beings displaying a better than Early Iron Age level of advancement(and even that’s iffy....several tourists have reported seeing a stasis-display of musket-armed insectoids in an Aboroc ‘life musueum’.).
The Aboroc have been producing Mobetyle probes for over 1,000 years now...Some of the earlier, cruder, models that were sent out on ramscoops and experiemental FTL drive ships are still out in the beyond(or are even still en route to their target planets), while newer, more sophisticated models are rumored to have been dispatched to extradimensional destinations. The Model XXII depicted here is considered to be a ‘middleweight’ class Mobetyle, of average size and capability, and one of the more common types used by the Continga.
Type: Aboroc Mobetyle Model XXII
Class: Planetary Research/Survey Robot
Crew: Robotic A.I. (I.Q. 16)
MDC/Armor by Location:
Main Body 850
Cryostasis Bay Hatch 150
Aerogel Cryostasis Cylinder(typical) 10-25
Head 300
Pulse Laser(1, head mounted) 50
Arms(2) 300 each
Sub-Arms(10, 5 each arm) 30 each
Legs(2) 350 each

Height: 35 ft
Width: 25 ft
Length: 15 ft
Weight: 75 tons
Cargo: Can hold up to 20 tons of cargo/specimens
Physical Strength: Robotic P.S. of 40
Powerplant: Advanced Nuclear Fusion w/ 50 year energy life
Speed: (Running) 75 MPH
(Leaping) Can leap 10 ft up/across from a standstill, or 380 ft up/across with a thruster-assist.
(Flying)---Limited; by using a combination of jet thrusters and anti-gravity, the Mobetyles can fly from a stationary hover to 200 MPH. maximum altitude 2,000 ft
(Underwater) Can walk along the bottom at 10 MPH, up to 3 miles down.
Market Cost: million credits for a market model
Systems of Note:
Standard Robot Systems, plus:
*Holographic Imaging Optics---The multiple optics of the robot allow for both active and passive videoscanning, providing, in conjunction with the advanced audio sensors, enough datafeed for holographic video reconstruction with surround-sound.
*Radar---80 mile range
*Sonar---20 mile range(active)
*Magnetic Anomaly Detector---A useful tool for finding metallic objects by the "footprint" they leave in the Earth's magnetic field. Can detect metallic objects (200 lbs or more) up to 5,000 ft feet away.

*Deep Radar----An ultra-high resolution radar system. particularly useful for mapping ground terrain and locating concealed objects---The sensors are mounted in the foot-pads.
Deep Radar's primary disadvantages are the time needed to do a thourough scan(takes twice , to three times, as long), and the fact that the beam is narrow and directional. Repeated scans can also reveal details of the object's shape and configuration, as well as fine
topographical details. Range: 1.2 miles

*Ladar---Rather than use radio waves, Ladar uses low power, long-range lasers to determine distances and detect intruders, This is particularly useful when the enemy is using conventional jamming of radio bands to foil radar systems. Ladar, however, can be affected by smoke and foul weather, so it’s generally used only in special circumstances. Range: 3 miles

*Molecular Analyzer---Contimually samples air, water, and soil for chemical traces and composition.

*Ground Sensor Probes----Housed in both of the Pathfinder's over-sized foot-pads is a seismic probe and ground-phones. When in use the seismic probe fires a penetrator, similar to the stabilizer struts of the
Glitterboy, into the ground, and emitts ultra-low frequency sound waves, acting as a sort of subterranean sonar. The return waves are detected by ground sensors in the Pathfinder's feet(or deployed on other vehicles), and
a computer compiles a graphic map of the underground topography. This has proven to be an extremely useful tool for locating buried ruins, charting geological resources, and finding underground installations.
Note that when in Active Mode characters with amplified/enhanced hearing, like Dog Boys or cybernetic Ultra-ears, standing within 500 feet of the Pathfinder will hear an annoying low-key buzz, and may feel
nauseous/suffer from headaches if exposed to the noise for more than a minute.
Ground scans will take 2-4 times as long as a standard radar/sensor sweep. Typical range on a ground scan is 1000 ft. .
In passive mode, the Ground Sensors can be used alone to listen for underground activity, such as burrowing animals, tunneling vehicles, water running through pipes, etc., as well as surface movement. Passive sensors can detect the surface movement of large animals(2 tons or more), robots, heavy vehicles, or large masses of infantry with 40% accuracy, up to a mile away.
The arms also mount an array of similar drill probes, abraders, laser cutters, and electromagnetic probes(none of the sampling tools have more than a 3 ft range or do more than 2d4 MD damage) for doing soil and rock samples.

*Science Bay---The central torso of the Mobetyle is equipped with a full-range biological studies auto-lab for examining samples with a variety of bio-sensors, including microwave radar, sonagrams, magnetic resonance, and EM mapping. The bay is quarantine-isolated from the rest of the ‘bot(a combination radiation-biocide sterilization system sanitizes it between uses) and live specimens are held by a combination of physical manipulators(effective Robotic P.S. of 30), aerogel netting, and an anti-gravity suspensor field. Once initial studies are complete(anywhere between a minute and an hour depending on how familiar the ‘bot’s existing databases are with the lifeform in question...Note: this may give a captured speciman a window of escape), the specimen can then be released from the bay or quick-frozen for storage. This usually involves a nuero-shock stun, quick injection of a non-allergenic broad-spectrum ‘anti-freeze’ solution judged safe for the species-type, encapsulation in a quick-set woven cylinder of aerogel plastic, and then a flash-freeze, before shuttling to one of the Mobetyle’s freezer-bays.
Note that earlier models had a bad reputation for inadvertantly killing delicate or unfamiliar specimens with inadequate preparation, and the flash-frozen specimens proved unrevivable. More modern and sophisticated Mobetyles have much better success rates (95%)with safely freezing specimens.

*Biopsy Probes(10)----The forearms of the Mobetyle each hold 5 separate biopsy sampling needles in a variety of sizes, for taking genetic samples from specimens too large, fragile, or mundane to be sampled whole. Each needle probe can extend up to 5 ft out of the forearm, and each needle head is automatically sterilized after each use by a gas/plasma venting system(or, if necessary, the needle and barrel can be detached and ejected altogther...each probe has several dozen replacement heads). The larger guage needle-probes have vibro-tech needles for penetrating megadamage hides(does 1d6-2d4 MD). Sampled tissues are promptly sealed and flash-frozen in stasis storage.

*Drill-Pylons---Mounted in each leg are 4 telescoping drill-probes that use lasers to bore down into the ground(up to 25 ft, take core samples and strata readings, and then retract. The laser bore-head does 4d6 MD per melee. As with biological samples, core samples are sealed and stasis-locked for later study.

*Weather Station---Mounted in the head-pod next to the retracting laser cannon, is a retractable weather station with sensors for recording wind speed, direction, temperature, humidity, dust, lightning activity, rainfall, and other relevant data. A small aerogel-pump can produce inflated weather balloons to act as radar targets and to carry microchip sensors aloft.

*High-Density Databanks---Mobetyles use advanced high-compression, high-density, crystal-bloc memory systems to store EVERYTHING a survey robot experiences through its sensors while on a survey mission...up to eight months of continual 24/7 360-degree sensory feed, before it needs to download and/or start self-editing its records. The databank system also includes indexing of all samples(where and when taken, under what circumstances, etc...), providing scientists with a complete record of where the ‘bot has gone and what it has seen.

Weapons Systems:
1) Head Laser(1)---This is the Mobetyle’s most powerful offensive weapon; a retracting head laser that is primarily used for excavation and debris-clearing, but which can be also used to drive off particularly persistant and nasty alien lifeforms.
Range: 4,000 ft
Damage: 3d6 MD single blast, 1d6x10 MD burst
Rate of Fire: ECHH
Payload: Effectively Unlimited

2) Shock Blaster(2)---Each forearm sports an electro-blaster, similar in concept and operation to the weapon mounted on the Coalition’s IAR-4 Hellraiser
Range: 500 ft
Damage: (Variable)1d6x10 SDC, 2d6 MD, 5d6 MD; victims must roll versus their P.E. or be shock-stunned for 1d6 melees. If damage exceeds victim’s damage capacity, they are electrocuted rather than stunned.
Rate of Fire: Three times per melee
Payload: Effectively Unlimited

3)Sonic Stunner---Sonic beams have proven to have some effectiveness in working THROUGH protective body armor.
Range: 500 ft, 25 ft area of effect
Damage: 1 SDC, plus saving roll or -7 to initiative, -6 to strike, parry, and dodge, reduce speed by 20%, for 1d6 melees. Does HALF effect through body armor(robot and power armor are unaffected)
Rate of Fire: ECHH
Payload: Effectively Unlimited

4)Dust Gun---The Dust Gun is simply a smoke projector that spews a thick, non-allergenic vapor that is used to blind opponents and smoke out specimens from hiding. It can also be used to hide the robot behind a smokescreen for escapes.
Range: 100 ft area, lasts about 1 minute
Damage: Vision is reduced to about 10 ft. lose initiative, and reduce sped by HALF while caught in the cloud
Rate of Fire:ECHH
Payload: Effectively Unlimited

5)Chemical Sprayer---A chemical spray can be used to subdue large numbers of specimens in a wide area, or else sprayed into confined spaces to incapacitate a hiding target for easier extraction. Chemical capture means, however, are unreliable and often risky without some foreknowledge of the target’s biochemistry. Mobetyle xenobiology databases have a number of general broad-spectrum chemical formulas for use on a variety of lifeforms. More specialized Mobetyle exploration units may also be able to spray cryogenic cooling gases and more exotic chemcials.
Range: 100 ft area, lasts about 1 minute
Damage:(Irritant) -3 initiative, -1 APM, -10 strike, parry, dodge, and diarm, reduce speed by 30% for 3d4 minutes.
(Sedative) Save or fall asleep within 1d4 melees and sleep for 2d4 minutes
Rate of Fire: ECHH
Payload: 200 shots of each chemical, before needing to recharge/create a new batch

6)Net Launcher----When other, subtler means to bring down a target fail, a good tough net is the back-up, restraining the target and holding it until other means to subdue it can be formulated.
Range: Effective Range: 800 ft. Net covers a 50 ft area
Mega-Damage: (Standard Net) Heavy high-tensile strength megadmage steel cable net; takes melee actions/attacks to untangle self(half that for creatures with supernatural PS of 50 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%
Rate of Fire: Twice per melee
Payload: 20 nets per forearm---Nets can be recovered and recycled, but not of they have taken more than 20% damage(each net has an effective MDC of 50).

Programming:
Navigation: 98%
Read Sensory Instruments 98%
Computer Operation 90%
Radio: Basic 98%
Communications: Laser 98%
Communications: Video/Optical Surveillance Systems 98%
Math: Advanced 98%
Language/Literacy:
-Trade One 90%/90%
-Trade Three 90%/90%
-Trade Four 90%/90%
-Trade Five 90%/90%
Xenobotany 90%
XenoBiology
(Mammalian) 75%
(Reptilean) 75%
(Insectoid) 65%
Geology 98%
Chemistry 90%

Tracking 88%

Actions/Attacks Per Melee: 7
Initiative: +1
Strike +3
(with ranged weaponry) +7
Parry +4
Dodge +3
Roll +4
Pull +4
Restrained Punch 1d4 MD
Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Kick 2d4 MD
Stomp 2d6 MD
Body Block/Tackle 1d6x10 MD

Posted: Wed Jul 18, 2007 10:58 pm
by Aramanthus
Very nice Taalismn! Very nice!

Posted: Thu Jul 19, 2007 6:34 pm
by taalismn
Thanks..Like I said...Land of the Damned tables come in very handy...plus with the whole MInion War arc coming up, ex/demonic races are likely to become more common in Megaversal affairs...

Posted: Thu Jul 19, 2007 11:49 pm
by Aramanthus
You are probably right about that! We'll have to wait and see!

Posted: Fri Jul 20, 2007 10:11 pm
by taalismn
D’M’Arkhiem---Clone Masters

“No, I don’t consider myself a bigot...In fact, I’m very fond of humans...for such an initially disadvantaged race, they make such excellent war-servitor stock!”
---Anonymous D’M’Arkhiem Kreigmeister, in a party on Denalti V

The D’M’Arkhiem are a race of ambitious, canine-like aliens who used advanced bio-technology to clone promising strains of meta-humans, for use as slave minions. The D’M’ Arkhiem are themselves the products of self-directed mild genetic engineering meant to eradicate genetic disease and promote beneficial traits, but they are also very familiar with humanoid/simian genetic re-structuring, having early on in their technological evolution begun breeding local simian lifeforms native to the D’M’Arkhiew homeworld into a variety of useful roles. When they discovered starflight, they took their slave-apes with them to assist in their great expansion, and eventually found ways to substantially alter and fast-clone their ape-proxies.
It was during this period of genetic experimentation that the D’M’Arkhiem experienced the ‘Dhan Event’.....Historical records accessible to outsiders are scant on details of the Event, and the D’M’Arkhiem refuse to discuss it with ‘inferiors’, but apparently either an experiment in D’M’Arkhiem genetics, or a radical modification attempt to hominid slave-stock, got out of hand and loose, and infected the D’M’Arkhiem population. As much as 25% of the then global population was critically affected. As a result, the D’M’Arkhiem subsequently BANNED all efforts to alter their OWN genes, in favor of animal/hominid experimentation and alteration. The Event also impressed on them the importance of their slaves...without a reliable and strong supply of slave-hominids, the D’M’Arkhiem economy could not have recovered as quickly or as strongly as it did. The place of genetic slavery was thus firmly entrenched in the D’M’Arkhiem psyche, even as they stepped out into the greater universe.
When they first encountered humans(unfortunately, a number of slowboat-colonized human worlds near the D’M’Arkhiem expansion zone), the D’M’Arkhiem simply overwhelmed them and added them to their slavestock as simply another interesting (if somewhat more clever) breed of ape. The humans were simply bred and raised as new slaves in the service of the D’M’Arkhiem.
In the process of building their galactic empire, the D’M’Arkhiem found, stole, or bought genetic material from dozens of dimensions, and colonized over a hundred worlds with clone populations, and set up satrapies over a hundred other already inhabited worlds(somewhat similar to the Tirolian experience with the Zentraedi, only the D’M’Arkhiem actually used special clone castes for civil administration of conquered territories). The D’M’Arkhiem preferred a ‘hands off’ style of galactic conquest hailing back to their own past, when the dominant powers used hordes of mercenaries or oath-bound prisoners of war to fight their campaigns; the D’M’Arkhiem like to direct massive proxy armies and then reap the rewards of battle and conquest as distant overlords, occasionally visiting in person to handle management issues. This tendency grew to an almost degenerate ideal of leadership, where nearly 80% of the D’M’Arkhiem empire ran without the direct hand of its overlords ever getting involved. D’M’Arkhiem Kreigmeisters, acting more like the owners of race horse teams, would direct at a distance massive armies of selected warrior-clones, their orders being broadly interpreted by the real competents; the experienced middle-rank warrior-clone officers, who would REALLY win the battles, while the Kreigmeisters reaped the profits and glory. And the profit itself would be managed by genetically-engineered management castes and civil servent classes.
It was, predictably, a recipe for disaster.
The D’M’Arkhiem might well have come to threaten the interests of such interdimensional powers as the Splugorth and the Naruni, except that several of their more successful clone-lines grew independent-minded and turned on them in open revolt. A revolt that was compounded by the fact that the D’M’Arkhiem entrusted many of their satrapy-worlds to genetically engineered clone administrators who treated the slave populations under them better than the D’M’Arkhiem ever did, and so, many of these same slave-worlds threw in with the rebels when the revolt began. With many of the cloning centers in the hands of their ex-soldiers, and many of their best geneticists being in fact caste-clones themselves, the D’M’Arkhiem face an enemy able to reproduce faster than ever, and adapt to all their own genetic weapons and tricks.
The D’M’Arkhiem are now engaged in an increasingly desperate war against their own creations and their ex-slave worlds, and have left the interdimensional stage(for the time being). Occasionally, Megaversal travelers might find D’M’Arkhiem colony worlds(free or still slave), and encounter the occasional patrol/taskforce from either side. The current war means that D’M’Arkhiem are rarely encountered at large in the Three Galaxies or eslewhere, unless they’re looking to procure allies and resources for their ongoing conflict. The overturning of their proxy empire has sent ripples throughout their entire society, and many D’M’Arkhiew fear that the current war is not resolved in their favor, and soon, their entire way of life for the past one thousand years will be overturned and invalidated.
The D’M’Arkhiem also currently are at war with the Darksun, a pocket-dimensional kingdom and trade port, in part because it was Darksun agents who sold them the promising genetic material used to make their metahuman warrior slaves...the same warriors who revolted so successfully against their masters. Despite the fact that there is little evidence to suggest that the Darksun tampered in any way with the material, the D’M’Arkhiem blame them for sabotaging the gene stock, somehow preprogramming the clones for disobediance. The D’M’Arkhiem have been unable to locate the Darksun, or any of their main universe offices, but make it a point to attack any Darksun-flagged or affiliated shipping they come across. In the meantime, the Darksunners have gleefully supported the rebels as the favored underdogs, supplying them with weapons, supplies, and cloning equipment.
Alignments: Any
Lifespan: 150 years
Size: 6-7 ft tall
Gender: Heterosexual, producing 1-3 pups in a litter every three years. Gain their age of majority at 18 years.
Physical Description/Appearance:
D’M’Arkhiem have been compared to evolved poodles; tall, thin-build whippet-like caninoid humanoids, with dense tufts of fur(often elaborately coiffured) around the head, upper body, forearms, and lower legs. Males also frequently sport a thick muzzle-tuft styled with mustaches, or side whiskers. They commonly wear elaborate uniform-vests(bodywrap dresses for females) and elaborate jewelry/equipment bracers, belts, and necklaces/collars. Eye are large and round, slightly protrudant, and brown-green in color. Fur tends towards white, light gray, light browns, and light blue....fur dying is a rcent fad among the race.
Disposition/Attitudes:
Aristocratic, cultured, and haughty. Most have grown up seeing other races only as slave species(indeed, almost all their religions support this claim), or in the form of loyal clone minions. Can be unerringly polite and erudite, but make no mistake about their feelings; They Are Better Than You. The current sad state of their domain has forced them to reconsider their options, however, so D’M’Arkhiem may make clumsy efforts to attempt to initiate more social relations with other races in order to secure possible support against their rebellious slaves.
Physical Attributes:
IQ:3d6+4
ME: 3d6
MA:3d6
PS: 3d6
PP: 3d6+2
PB: 3d6
PE: 4d6
SPD: 4d6
(ISP):
(PPE): 3d6
Hit Points:-----
SDC: ---
MDC: 1d6x10+1d6 MD per level of experience
Horror Factor: None
Natural Abilities:
*Natural Megadamage Beings---D’M’Arkhiem have dense subdermal skin like kevlar, that affords them a high degree of natural protection, though not as much as some other species. It is believed that this natural armor arose from a freak accident early on in the D’M’Arkhiems’ history, and may be the one GOOD side-effect of what so-called ‘Dhan Event’.

*Enhanced Hearing---Can hear a whisper up to 200 ft away, and can hear in the higher frequencies, similar to a dog.

*Superb Sense of Smell----D’M’Arkhiem have a sense of smell similar to a Dog Boy’s, though they CANNOT detect PPE....D’M’Arkhiem often use smell as much as their sight to recognize individuals

Psionics: Standard; the D’M’Arkhiem have argued about genetically engineering THEMSELVES for greater psionic potentials, but the plans have fallen to controversy. The recent slave uprising may change that.

Magic: None; D’M’Arkhiem regard magic ad unreliable as a sustainable trait(plus it seems overly reliant on the right conditions) as opposed to super-powers and psionics

Cybernetics/Bionics: D’M’Arkhiem frown on showy and obvious augmentation, but will spring for headjacks, hearing and optical augmentations, and concealed weapons.
Available OCCs:
D’M’Arkhiem are in something of a tight situation as so much of their society was run by specially trained/specialized slaves that over 90% of the D’M’Arkhiem fit within the Civilian/Vagabond Scout/Spoiled Aristocrat(similar to the Altess) class. Their few military men tended towards highly specialized administrative roles such as Fleet Officer. Recent decades have seen an upsurge in younger D’M’Arkhiem taking up OCCs such as Spacer, Grunt, Military Specialist, Operator, technical staff, and similar.
RCC Skills:
Military Ettiquette(+15%)
Breed Hominids(+15%)
W.P. Knife(+1 to strike)
Skills of Note:----
Culture:
Militant Expansionist Imperialists---D’M’Arkhiem have a rich, interwoven, society of various aritsocratic clans seeking glory, affluence, and influence through great accomplishments and economic alliances. Feuds are not unknown, but are strictly regulated by the common government and the Royal Guards to the level of diplomatic maneuvers and the occasional one-on-one duel. There is no impoverished class in D’M’Arkhiem society: everybody has the services of at least one hominid slave in their household, and those who truly drop from grace have the option of seeking employment with another clan, or enrolling in the common government as a civil servent, until they can again make their way in the world and rise again. In many ways, D’M’Arkhiem society is much like Altess Dynastic life; country-club parties, wargames, and court intrigues, while collecting stock dividends from their proxy-managed estates and factories.
The past trend of fielding massive armies of clone soldiers has fallen on hard times(as has the empire), and some D’M’Arkhiem governors have taken to hiring large numbers of foreign mercenaries to make up for the loss of their clone-slave legions.

Posted: Sat Jul 21, 2007 3:21 am
by Aramanthus
Nice RCC Taalismn!

Posted: Sat Jul 21, 2007 9:52 am
by taalismn
Dogs breeding people...plus I hate poodles....so there!

Posted: Sat Jul 21, 2007 4:37 pm
by Aramanthus
LOL I'm not a poodle fancier either. I do like dogs in general, just the bigger one arebetter than the ankle bitters.

Posted: Sat Jul 21, 2007 9:13 pm
by taalismn
I appreciate dogs and their role with humanity....I'm just rather allergic to teeth....

Posted: Sun Jul 22, 2007 4:28 am
by Aramanthus
LOL You have more trouble from the ankle bitters than the larger ones most of the time. Its a matter of controling fear. Since animals can smell it on you.

Posted: Sun Jul 22, 2007 6:36 pm
by shiiv-a
allergies to the teeth i understand ...

all it means is that the dog handler is NOT doing the job of correcting ill mannered behavior trouble issues as they happen

afew lessons in manners is a hella cheaper than having the dog euthenized cause it bite someone .. and they demanded that AND then sue you as well

Posted: Sun Jul 22, 2007 9:35 pm
by taalismn
Well, the D'M'khiem have gotten away with biting quite a few people over the centuries...then left cleanup to their 'dogs'.....and the 'dogs' turned out to be better mannered than their masters...

Posted: Mon Jul 23, 2007 10:17 am
by shiiv-a
....
oops
my mistake.
figured you were referring to a real life issue.

Posted: Mon Jul 23, 2007 2:27 pm
by Aramanthus
LOL I suppose that means that in that world human bark is worse than their bite! :lol: :lol:

Posted: Mon Jul 23, 2007 6:44 pm
by taalismn
shiiv-a wrote:....
oops
my mistake.
figured you were referring to a real life issue.


Both...I'm not THAT divorced from reality(just a trial separation)...

Posted: Mon Jul 23, 2007 10:42 pm
by Aramanthus
Oh is that what it is Taalismn! Trial seperation! That explains it. 8-)

Posted: Tue Jul 24, 2007 10:59 pm
by taalismn
Yep...I'm not yet to the point pf paying support for my inner child...though imminent 40 is hitting me hard, I am NOT going to buy a motorcycle to celebrate...nor skydive...

Posted: Tue Jul 24, 2007 11:01 pm
by taalismn
Xygar
“What strange noises these creatures make when you detach the outer integuments from them.....it’s almost organized....almost as if they had some sort of language of meaning...”
---Xygar Biologist sorting the latest sampling of animal-life for biopsy.

The Xygar are a race of sentient motile vegetable lifeforms who have evolved a biotechnology-using society based in a globular cluster on the fringes of the Anvil Galaxy.
The Xygar are a ‘proxy’ species, rarely venturing outside their own solar system, and preferring to conduct relations with other races through artifical intermediaries.
The Xygar have also been identified by CCW authorities as belonging to a small category of races designated as ‘Abductors’, technologically-advanced societies that engage in the practice of capturing other sentient lifeforms(especially from less-advanced worlds) for purposes of study, or amusement, and possibly as a precursor to mass-enslavement. The Xygar either can’t, or won’t, recognize the dignity of the individual sentients they kidnap, or the trauma their abductions inflict, and the possible long-term cultural damage their depredations can cause on primitive societies.
Due to their particular path of physical and social evolution, the Xygar have some serious problems seeing animal lifeforms as equals. On Cincox, the Xygar’s homeworld, the Xygar ARE the dominant lifeform, having domesticated and put under their control all the animal forms there. This has evolved into a social bias against animal life forms being anything more than ...well, animals.
Second, the Xygar have problems understanding conventional tool-using species, and even the concept of clothing...Being highly adaptable physically, the Xygar can simply adapt themselves to new environments, or make cosmetic alterations to themselves at will, so personal protection or decoration is a matter of will, rather than acquiring a material supplement. If a task needs to be done, they order one of the bio-constructs they have about their person in abundance, take over a biological to do the job in proxy, or do it psionically...To the Xygar outlook, animals overburden themselves with dead matter instruments and cover themselves in crude camouflage and inadequate protective mechanisms like clothing.
Finally, Xygar, despite their physical adaptiveness, rarely venture outside their own solar system, seeing little need to and less inclination to...It’s simply easier and safer to send their proxy-selfs out to do their work. Viewed through the narrow perspective of their probes and proxy-selves, the Xygar lack the cosmopolitan view of other cultures they might otherwise experience if they were to visit in person.
The end result has been that the Xygar have acquired a rather fixed idea of animal life, and they just cannot deal with animal sentients without carrying that strong bias with them. Like a Human regarding an intelligent insectoid lifeform for the first time, and having a (well-suppressed) gut impression of poisonous stings, harsh buzzing, or hive-minds, whatever the contrary, the Xygar see animals as primitive, barbarians at best, and little better than tool stock at worst.
This attitude contributed to a rash of Xygar-instituted ‘alien abduction’ among the less developed worlds of the galactic rim near the Xygar cluster. Thousands of sentient beings were kidnapped, studied, and tossed aside with little regard to their rights, or else were shipped off to the Xygar homeworld to be studied, put on display, or vivisected. Several neighboring systems of mammalian sentients, that had not yet acquired space travel, were traumatized by rampant Xygar specimen raids for centuries...local mythology containing thousands of tales of ‘boogiemen’ that resembled descriptions of Xygar bioprobes. The Xygar depredations finally came to an end when a CosmoKnight traced the Xygar probes back to their point of origin and, after wreaking merry havoc on the Xygar research facilities, delivered an ultimatum to the Xygar: repent their attacks, release their prisoners, and submitt themselves to Galactic Law, or face the consequences.
Xygar society is now at the cusp of a great crossroads....The CosmoKnight’s ultimatum has sent large ripples across their society....The majority of Xygari feel that they must now somehow come to an accommodation with the animal species of the Three Galaxies, and make some sort of effort to become part of the galactic mainstream. Other Xygars are less convinced; owing to the Cincox system’s distance from the center of mainstream galactic culture, and the fact that the Xygar largely picked on backwater systems, ‘Galactic Law’ has been slow in making itself felt, and any real demands for social change and reparations have been slow in coming, let alone police battlefleets....evidence to some Xygar that the CosmoKnight was bluffing. Other Xygar have been scared witless, and see the arrival of the CosmoKnight as proof that alien animal forms have the potential to be extremely dangerous---rather than cease their alien studies efforts, these Xygai argue, the programs must be stepped up to discover whatever secrets allow the animals to acquire powers like the CosmoKnight’s, and develop counters and solutions against the threat of the aliens.

Alignments: Any, but most Xygar can be considered to be Unprincipled, Anarchist, or Aberrant
Lifespan: 150 years
Size: 8-12 ft tall and span at least that wide
Gender: Asexual, and reproduce by sporing, producing 1d4 viable offspring every three years.
Physical Description/Appearance:
Giant arachnoid-like beings reminiscent of a ‘daddy-long legs’ drapped in fronds of spanish moss that varies in consistancy between a fine fuzzy ‘fur’ and a slick, densely-packed ‘crust’ depending on the environmental adaptation . Six large luminescent eyes protrude at one end of the central torso, as well as four broad mouth ‘palps’ that act as fine manipulators. Tend towards dark green and shades of green in coloration, but often dye their ‘fur’ and limbs in bands and patterns of other colors as personal ornamentation. Also fond of aromatics(perfumes).
Disposition/Attitudes:
Aloof, detached, self-superior. Xygar tend to be rather narrow-minded and conservative, and have trouble seeing anyone other than themselves as sentient, and thus cannot see or appreciate others’ viewpoints. Especially blind in this respect with regard to animal lifeforms. Among themselves they are social and competitive, trying to outdo each other in various academic achievements and scientific endeavors
Physical Attributes:
IQ: 4d6
ME: 3d6
MA: 2d6
PS: 5d6(considered Superhuman/Augmented)
PP: 3d6
PB: 2d4
PE: 4d6
SPD: 5d6
(ISP): 1d6x10 +M.E. +3d6 per level of experience.
(PPE): 3d6
Hit Points:------
SDC:---
MDC: 5d6 +1d6 MD per level of experience. Each of its eight legs has 2d6 MD
Horror Factor: 10
Natural Abilities:

*Regeneration---Xygar can regenerate at 2d6 MD per half-hour, and can regrow a lost limb within 24 hours.

*Protean Bodyform----The outer layers of a Xygar’s anatomy are made up of thick twining vine-like tendrils and jelly-like muscle and fat(or rather plant analogies) tissues that the Xygar can mentally manipulate at will to change its outward appearance and even environmental characteriscs within minutes....Thus, a Xygar can change its short dark body-hairs to long green tendrils, or tighten the whole surface up into a hard, heat-conserving shell for excursions into cold environments(cold attacks do HALF damage). The Xygar can alter their protodermis within 1d6 minutes of intense concentration.

*Other Bonuses: +6 save versus poisons/toxins. +2 APMs

Psionics: Major; Select 8 from Sensitive, Healing, and Physical.
Magic: ????? What a BIZARRE idea!!!!
Available OCCs: Tend towards Scholarly and scientific pursuits.
RCC Skills:--------
Skills of Note:
Biology, Botany, Chemistry, and related life sciences at +15%
Cybernetics/Bionics: This technology puzzles them, and most consider it be an insane alien idea...Anyone with implants is likely to be picked apart to see what makes them tick.
Culture:
Isolationist Explorers-by-Proxy. Politically, they are a peaceful democratic society using a common-consensus government, with a number of regional nation-states/factions. They are unified, however, in matters of offworld exploration and defense.

Relations With Others:
The Xygar have only recently made formal contact with other species, as diplomacy with animals is not their strong suit.
CCW----Alerted to the Xygar problem by the CosmoKnights, the CCW has admittedly been slow in getting forces out to oversee the Xygar repatriation of thousands of abductees and their integration into galactic society, but the TVIA is doing the best it can. Some in the CCW have recommended going easy on the Xygar in exchange for access to their rare biotechnology---It is felt that perhaps it may provide a counter to the Necrovores’ own biotech weaponry.

TGE---The Kreeghor could care less about a bunch of giant plants kidnapping CCW citizens....all the more power to them for dissecting a few of those rivals. Since the Xygar never got anywhere near TGE space, the Kreeghor haven’t experienced their biotech first-hand, and aren’t terribly impressed by what they have heard(and come on, they folded after a visit from ONE stupid Cosmo-Knight...how tough can these ‘Xygar’ really be?).

Naruni--Not being conventional technology users, the Xygar have little need for buying weapons; for their part, the Naruni have some interest in Xygar biotechnology, but lack a means to get into the Xygars’ economy. Recently, in confidental internal memos, one NE up-and-coming has suggested using Naruni’s own bioweapons division-created pathogens to attack the Xygar biotech-based infrastructure...then swoop in to ‘rescue’ the Xygars with ‘bridging’ non-organic technology until the Xygar recoup their losses and rebuild.

The Splugorth----The Xygar might find the Splugorth use of biowizardry intriguing enough to overcome their bias against dealing with animal lifeforms. And certainly, the Splugorth would love to add the Xygar to their stable of minion and slave species, so diplomatic contact between the two poses some serious risks.

Cincox System
The Cincox system is centered around an orange dwarf star, with eight attendant planets, including three outer system gas giants. Cincox Prime, the Xygar homeworld, is second out from the sun.
Cincox is surrounded by a ‘green ring’ of orbiting bio-habitats and several large moons that have been extensively colonized. Also in orbit of Cincox are several large organic spheroids----cometary nuclei converted by bioform into living spacestations. Two of these satellites are dedicated experimental stations dedicated to studying abducted alien lifeforms, then storing them(the cadavers or stasis-bound specimens) for later study or display. Another moon is a separate repository for all material tools, weapons, vehicles, and other items taken for study from aliens and alien worlds.
Cincox itself is a hot green world with a thick, extremely humid atmosphere that unprotected humans would find oppressive(‘air so thick you could practically swim in it, heat so bad it saps the life out of you’ was the complaint of one TVIA inspector send to oversee Xygar compliance with theCosmoKnight Ultimatum). The Xygar live in massive bowl-like city-arcologies, with erectable central masts that carry giant dome-covers/reflectors that can be closed up to protect from elements and conserve heat/humidty, or angled to reflect light into the inner surfaces of the city-structure.

Hyern BioHunter Probe(‘Air Squid’)

“Anyone see Syndi? She said she was just going to her apodment for her travel-satch, but that was near a zan ago?”

The infamous Hyern Bio-Hunter Probe resembles a man-sized giant cuttlefish, able to fly through the air via bio-organic levitation nodules and propulsive air thrusters.
The Hyern retains the predatory cunning of its cephalopod ancestors, lying in ambush for its target, then darting out to apprehend the victim with a combination of its powerful tentacles, neuro-disruptor shock-palps, and, if it can reach exposed skin, injections of neuro-muscular paralyzation toxin(though the last is used as a last resort, given the differing reactions of various alien races to the venom). Once the victim has been immobilized, the Hyern then swallows the helpless prey, engulfing them and trapping them in a flexible bodysack in the probe’s elongated abdomen. Like a tick, the Hyern’s abdomen can stretch and distend, allowing it to envelope even large humanoids. If necessary, the Hyem may take the time to remove weapons, gear, and clothing/armor if it poses difficulties to envelopment(however, the Hyem isn’t terribly bright, and may not recognize weapons for what they are...especially younger/early model Hyem).
Even more insidious, being a living lifeform, the Hyern has been engineered with psionic abilities. This allows it to detect targets, avoid danger, and even psionically coerce potential targets into range. Some more recent models/breeds are rumored to even possess the ability to psionically stun and blind/paralyze victims for encapsulation.
If th Hyern has a weakness, it is that it is fairly useless against heavily armed or numerous foes...The Hyern was originally designed with acquiring biological samples for transport back to the home laboratories, and as such, it prefers to go after ‘soft’ targets, ideally individuals it can pick off in solitude. If the Hyern should encounter prey it cannot overcome, like cyborgs, true giants, or dragons, it tries to observe as much as possible, while signalling or gathering data for larger, heavier, support biologicals to make the capture. If the Hyern should encounter stiff resistance or find itself outnumbered, it will try to run and hide, only to return later and stalk its original target, looking for a better opportunity to strike. If cornered and unable to run, Hyern typically go into ‘berserker’ mode before self-destructing....the flesh of the probe dissolves from the release of internal acid pockets and rapid-decay bacteria.

In recent years, in an attempt to ‘soften’ their reputation with the other societies of the Three Galaxies, the Xygar have begun to make some of their biotechnology available to outsiders....though with mixed success. One such effort has been to make the Bio-Probes available for reprogramming as fugitive-apprehension tools to bounty hunters and police authorities.

Type: Hyem
Class: Niomechanical Live XenoSample Capture and Return Organism
Crew: None; effectively a Neural Intelligence
MDC/Armor by Location:
Head 150
Main Body 150
*Tentacles(8) 40 each
*Destroyed Tentacles regrow within 1 week
Speed:
(Ground) The Hyem can crawl/slither along the ground using its tentacles to pull itself along at roughly Speed rating 5
(Flying) Hover to 120 MPH. Maximum altitude 12,000 ft
(Space) Limited; the Hyem can maneuver in space at a slow 25 MPH
(Underwater) Fully operational underwater; the Hyem can swim at a quick 60 MPH, and endure depths up to 2 miles.
Statistical Data:
Size: About 10 feet long, with tentacles streteching another 3-5 feet.
Weight: 600 lbs
Cargo: The Hyern can engulf beings up to 7 feet tall, and up to 800 lbs in weight
Physical Strength: Equiv. Robotic P.S. of 30
Operational Lifetime: 100 years
Trade Value: A ‘commercialized’ Hyern can cost 25 million credits or more on the Galactic Black Market.
Bio-Regeneration Rate: Regenerates 2d6 MD per hour
Horror Factor: 15(often uses this to stun/shock victims with horror)
Feeding: The Hyern feeds off organic molecules(garbage, algae, moss) and minerals.
Sleep Requirements: Being organic, the Hyern requires 4 hours of reduced activity per 24 to remain at top operating condition; however, it can go for up to 6 days without rest.

Alignment: Can be effectively considered Aberrant
Metabolism: Scavenger
Physical Attributes:
I.Q.: 2d6(High Animal Intelligence)
M.E.: 2d6+4
M.A.: 1d4
P.S.: 25(Supernatural)
P.P.: 2d6+8
P.E.: 1d8+18
SPD: (See Speed, above)
Equivalent/Instinctive Skills of Note:
*Prowl 85%
*Tracking 80%
*Camouflage 70%

Special Abilities:
*Chameleon Camouflage---Can change color and pattern within 1d4 melees
Special Senses:
*Sense of Smell---Can track by smell-75%, recognize specific individual(s) smells 80%
*Nightvision---400 ft
Psionics: (Saves as a Major Psionic, has 30+4d6 ISP)
*Empathic Projection--100 ft, 6 ISP
*Hypnotic Suggestion---18 ft range(eye contact), 6 ISP

Combat Capabilities:
Bio-Weapons Systems:
1)*Goo Spit---The probe can spit or spray a thick clear mucus-like secretion up to 50 ft at a target in an effort to immoblize them. The goo is thick and heavy, and sets like rubber cement. While permeable to air, it is restrictive, so victims who have their heads and breathing orifices covered by the goo will feel as if they were being suffocated, and will panic.
Range: 50 ft
Damage: None, per say;
If covering the head, victims will be -2 to initiative, lose 1d4 APMs, and HALF all strike, parry, and dodge bonuses, and (unless they have breathing aparatus, have their breathing orifices elsewhere on their bodies, or don’t otherwise breath) must save versus M.E. or suffer suffocation panic(this reduces the victim to 1 APM, and NO initiative whatsoever as they claw at the goo, trying to breath). Roll versus P.E. in a panic situation or face the prospect of actually passing out for 1d4 melees from hyperventilating.
Covering the main body/torso of a victim will blanket them in a thick, heavy coat that weighs them down; -1d4 to speed, and -2 to strike. parry, and dodge
Trapping a limb will hinder its movement; -3 to strike or parry with that limb, -2 to dodge, and -2d4 to Speed.
Trapping legs/ambulatory appendages reduces speed and dodge bonuses by 3/4.
Removing the goo is possible, but arduous; the material is sticky and heavy, taking roughly 2d4 melees to free a limb(twice as long to free two limbs). It can be washed off with sufficient high pressure or burnt off(it dessicates fairly quickly) in 1-2 melees, if such means are readily available and can be safely applied.
Rate of Fire: Once per melee
Payload: Has enough capacity for for as many shots as P.E.; regenerates one shot every 30 minutes.

2)*Nuero-Electric Stun---If the probe can make contact with bare skin, it can attempt to stun its prey with a tazer-like shock that overloads the nervous system, similar to a nueral mace.
Victims must save at 16 or higher per attack(lose initiative and 1 APM if successful, but otherwise okay), or be -8 to strike, parry, and dodge, and speed and APMs are divided by half. More than 4 taser-touches, and the victim is stunned unconscious for 2d4 melees, with the normal stun penalties for 1d4 minutes afterwards.

3)*Nerve Poison Sting---The probe’s tentacles can each inject a powerful nuerotoxin(needle gland does 1d4 SDC); save versus lethal poison(14 or better) or be effectively paralyzed. Duration lasts 1d6 minutes(usually long enough for the Hyern to incapacitate its victim by other means).

4)*Confinement Sac
Beings placed inside the sac will find themselves immersed in a slime that acts as both a protective coating and as a contact anesthetic. Should the slime make bare skin contact, any ingested beings must make a roll versus harmful drugs(15 or better), or fall into a coma-like state of bio-stasis. Removing the victim from the slime and removing the stuff from contact will alllow the victim to revive(takes about 4d6 minutes, and they will be stiff and groggy...-6 to all actions...for the next 1d4 hours).
In theory, a still-conscious captive COULD fight their way out of the confinement sack, if they can inflict 70 MDC on the innards of the capture probe.

5) Hand to Hand/Melee Combat:
Combat Bonuses(in addition to possible attribute bonuses)
Actions/Attacks per Melee: 5
Initiative: +1
Strike:+2
Parry:+3
Dodge:+4
Roll: +2
Pull: +6
Knockout/Stun on a Natural 18-20
Tentacle Slap--Meant to do more knockdown than phsyical damage, it does 1d4 SDC, but has a 50% chance of knocking down most human(oid)s---Lose 1 APM and initiative getting back up.
Punch ------- 1d6 MD
Power Punch(2 attacks)-----4d6 MD
Squeeze---- 2d4 MD per melee
Body Block/Ram---2d4 SDC or 3d6 MD, plus 60% chance of knocking down most human(oid)s---Lose 1 APM and initiative getting back up.

Posted: Wed Jul 25, 2007 10:00 am
by Aramanthus
Very nice RCC Taalismn! What PB souorces do you use to create these wonderful races? I'm planning on trying my hand this weekend, when I'm at my parents for their Birthdays.

Posted: Wed Jul 25, 2007 7:00 pm
by taalismn
Rifts Phaseworld
PFRPG Land of the Damned
Aliens Unlimited
Splicers
POwers Unlimited 2

..and a lot of just plain winging it....

Posted: Wed Jul 25, 2007 11:23 pm
by Aramanthus
Cool Thanks I'm going to give it a try over the weekend!

Posted: Thu Jul 26, 2007 6:34 pm
by taalismn
Shiiv-a and I eagerly await to see what you come up with...
I'll bring the popcorn, Shiiv, you get the drinks...A will bring the nuts...

Posted: Fri Jul 27, 2007 10:19 am
by Aramanthus
The only one I don't have is the PFRPG: Land of the Damned. I'll give it a try and then I'll have to take it work and enter it there! :)

Posted: Fri Jul 27, 2007 10:25 pm
by taalismn
We will await your contribution to our informal Catalogue of XenoSentience eagerly...

Posted: Sun Jul 29, 2007 11:05 pm
by Aramanthus
I've got a preliminary set up. Now I have to finish it up and flesh it out!

Posted: Mon Jul 30, 2007 3:32 pm
by taalismn
...all in good time, as with all fine experiences...