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New Splicers Material (it continues)

Posted: Fri Aug 17, 2012 5:42 pm
by Snake Eyes
After a long hiatus, due to health, i have managed to be able to get around to designing stuff for Splicers......

Anyway, here's my first entry to start the ball rolling

Weeping Willow

The Weeping Willow is a twisted dark version of the Razor Willow, it has most of the same abilities as the
Razor Willow, but unlike the Razor Willow this tree will attack anything that comes within 30 feet of the tree.
Along with the razor whip branches, the tree sports 6 hidden Tentacle Harpoons. What makes this tree so bad
Is that it feeds off animal matter, it grabs the victim and will try to rip it apart and drop the pieces by the roots
where they pull the “food” underground and slowly digest it.

It gets its name from the sweet smelling moisture it secretes along its branches and a watery substance that runs down the trunk to attract animals, not only that, the tree literally weeps and moans softly which sounds like a
crying woman or child, this attracts curious passers by who wonder where the sound is coming from.



Game Stats: Same stats as the Razor Willow in Rifter #50 pg. 69, except the Bio-E cost is 45, and growth time
is slower (double growth time)

H.F.: 16 when its known where the sound is coming from

Re: New Splicers Material (a start)

Posted: Mon Aug 20, 2012 9:28 pm
by flatline
To what purpose would a house employ these?

--flatline

Re: New Splicers Material (a start)

Posted: Mon Aug 20, 2012 11:54 pm
by Snake Eyes
Just for added weirdness

Re: New Splicers Material (a start)

Posted: Tue Aug 21, 2012 9:02 am
by Guy_LeDouche
Snake Eyes wrote:After a long hiatus, due to health, i have managed to be able to get around to designing stuff for Splicers......


Welcome back Snake Eyes! May I ask if you are back to 100%? Or at least fairly close?

At any rate, glad to see you back on the boards.

Snake Eyes wrote:Just for added weirdness


:lol: A great reason. Aside from the fact that its a hideous, monstrous creation.

Re: New Splicers Material (a start)

Posted: Tue Aug 21, 2012 11:36 pm
by Snake Eyes
Guy_LeDouche wrote:
Snake Eyes wrote:After a long hiatus, due to health, i have managed to be able to get around to designing stuff for Splicers......


Welcome back Snake Eyes! May I ask if you are back to 100%? Or at least fairly close?

At any rate, glad to see you back on the boards.

Snake Eyes wrote:Just for added weirdness


:lol: A great reason. Aside from the fact that its a hideous, monstrous creation.

I'm ok, probably about 85-90%, but i have my good days......

:lol: it is a hideous thing isn't it

Re: New Splicers Material (a start)

Posted: Sun Sep 16, 2012 3:12 pm
by Snake Eyes
Ok, this tread didn't die.......i'll be adding stuff in the next day or two.

Re: New Splicers Material (a start)

Posted: Sun Sep 16, 2012 9:44 pm
by krispy
Keep it coming Snake :ok:

Oh, and sorry to hear about the health issues, but glad to see you on the board again

Re: New Splicers Material (a start)

Posted: Tue Sep 18, 2012 3:22 am
by Snake Eyes
Ok, here's a new Host Armor.......probably nothing special

MANDRILL CLASS HOST ARMOR

Class: Host Armor
Crew: One Human Pilot
Total Bio-E Spent: 197
Bio-E Remaining: 3

Base M.D.C. by Location:
Arms (2): 147 each
Hands (2): 87 each
Legs (2): 207 each
Feet (2): 117 each
Head: 157
Main Body: 390
Armored Eyes (2): 10 each

Speed:
Running: 100 mph (160 km)
Leaping: Can leap up to 20 feet (6.1m) high,
or 40 feet (12.2 m) across
Digging: 20 mph (32 km) through sand or dirt,
but one quarter as fast through rock or concrete.
Swimming: 30 mph (48 km/25.9 knots)
Underwater Depth: The Host Armor can withstand
pressure up to 700 feet (213.4 m) down

Statistical Data:
Height: 2 feet added to the height of the pilot, arm
reach is an extra 4 feet (1.2 m)
Width: 3 feet (0.9 m) added to the pilot
Length: Adds 2 feet (0.6 m) to the pilot
Weight: +360 lbs. (135 kg)added to the pilot's weight
Cargo: None, other than what can be strapped to the
Host Armor or carried
Physical Strength: 30 (Splicer/Robotic Strength)
Operational Lifetime: 50 year life span
Bio-Regeneration: 1D6 M.D.C. per minute
(or 6D6x10 M.D.C. per hour) for the main body,
1 M.D.C. per minute (or 1D6x10 per hour) for all
other locations.
Horror Factor: 7 for humans and other intelligent life forms;
none against the machines.
Senses & Features: The Host Armor has all common Host
Armor features, plus, Radar, Chameleon Skin, Increased M.D.C. (x2),
Reinforced Exoskeleton, Regeneration: Enhanced, Hands/Feet: Non-Skid Pads,
Prehensile Feet/Toes, Bio-Energy Expulsion Vent (1), Medium Spore Discharger (1),
Super Light Cells (2)

Omnivore Metabolism:
Feeding: The Host Armor must eat from 20 to 30 lbs.
(9 to 13.5 kg) of vegetable and/or animal matter a day.
Sleep Requirements: The suit requires 1D6 hours of
sleep/rest/inactivity per day, generally during nighttime
hours.
Combat Bonuses: +1 attack per melee, +2 to strike, +3 to
parry, +1 to pull punch, +5 to roll with punch, +1 to entangle,
+4 on initiative, +1 to disarm, +2 to automatic dodge,
W.P. Paired Weapons

Weapons:
1. Bio-Energy Expulsion Vent (Left Arm)
Mega-Damage: 2D8+P.E. attribute of pilot
Range: 1800 feet, but 900 feet underwater
Rate of Fire: Each blast counts as one attack
Payload: Effectively Unlimited. However firing more than 20
Blasts per minute weakens the pilot.
Bonus: +3 to attack on an aimed shot
M.D.C. of Bio-Vent: 54

2. Medium-Ranged Spore Discharger (Right Shoulder)
Mega-Damage: 4D8, with a blast/splash radius of 20 feet
Range: 600 feet
Rate of Fire: Each blast counts as one attack
Payload: Effective Unlimited
Bonus: +2 to attack on an aimed shot
M.D.C. of Spore Discharger: 60

3. Super Light Cells (2-Forehead)
Mega-Damage: 1D10 each
Rate of Fire: Each blast or volley counts as one attack
Range: 1000 feet
Payload: Effectively Unlimited
Bonus: +1 to attack on an aimed shot



Hand to Hand Combat: Rather than use ranged weapons,
the pilot may engage in hand to hand combat:

Restrained Punch: 1D4 M.D.
Full Strength Punch: 1D6 M.D.
Power Punch: 2D6 M.D.
Kick: 2D4 M.D.
Leap Kick: 2D8 M.D.

Re: New Splicers Material (a start)

Posted: Sun Nov 25, 2012 8:42 pm
by Snake Eyes
The Yao Guai (demon bear) is a recent addition to House DarkHaven, a new type of War Mount that can devestate the robot hordes, or strike fear in enemy troops from opposing houses.
Because of the aggressive design of this monstrosity, (1) the very high strength, and (2) the hightened aggressiveness, the life span is purposely greatly reduced, always having a bio-meltdown upon death, sometimes explosive.

Yao Guai
Yao Guai

Class: War Mount
Crew: Normally none, but one or two persons can ride if needed
M.D.C. by Location:
Front Legs (2): 4D10+50
Hind Legs (2): 5D10+50
Head: 4D10+60
Main Body: 3D6x10+60

Speed:
Running: 120 mph maximum, but normal cruising speed is 70 mph.
Leaping: N/A
Swimming: 45 mph dog paddle.

Statistical: Data:
Height: 6 feet (1.8 m) at the shoulders, 13 feet (4 m) standing on two legs.
Length: 9 feet (2.7 m) from tip of the nose to the rump
Weight: 3000 lbs.
Cargo: 800 lbs. (360 kg) can be carried on its back, but can
pull 5000 lbs. (2250 kg).
H.F.: 15 when attacking enemy troops (0 vs. robots)
Physical Strength: 4D8+20 (Supernatural).
Bio-Regeneration: Recovers 1D6x10 M.D. for the main body,
Plus 5D6 M.D. for other locations per hour
Operational Lifetime: 8 years of service
Trade Value: 60,000 to 90,000 credits
Senses & Features: Standard for War Mounts, plus large vibro-claws,
Increased M.D.C. (x2), Reinforced Exoskeleton, Resistance to Cold,
Adrenaline Surge, Explosive Death (see below for details)
(gets numbers 2-5-see book for details, pg. 109 &110)
Feeding: Eats 20 to 30 lbs. (9 to 13.5 kg) of animal and/or
vegetable matter per day.
Sleep Requirements: Needs 4-6 hours of sleep, generally during
nighttime hours.

Other Data (for individual animals):
Alignment: Any, though tends to be strong willed and aggressive.
Attributes: I.Q. 1d4+8 (high animal intelligence), M.E. 1D8+10
M.A. 2D6+10, P.S. 4D8+20 (Supernatural), P.P. 2D6+8
P.E. 3D6+10, P.B. 1D4+10, Spd: 74 (see speed above)
Attacks per Melee Round: four [4] (5 with adrenaline surge)
Combat Bonuses (in addition to possible attribute bonuses): +5
on initiative, +3 to strike with kick attacks, +3 to automatic dodge,
+2 to pull punch, +2 to roll, +2 to save vs. poison and disease,
+6 to save vs. Horror Factor (and possession).
Equivalent (instinctive) Skills of Note: Begging 50%
Identify Plants & Fruit (stuff to eat) 80%, Land Navigation 90%,
Swim 65%, and understands languages (2) at 75%, Recognizes
robots and machines as enemies to be avoided or attacked.


Combat Capabilities:
Claw Strike: 6D6+6 M.D.
Stomp: 2D6
Bite: 6D8 M.D.
Head Butt or Body Bump: 2D6+5 M.D.

Explosive Death: This is a last resort explosion when the Yao Guai is down to 20% of its M.D.C., the explosion is so violent that there is nothing left. This explosion is automatic, the only sign that its going to happen is that the skin/hide starts smoking, then 1D6x10 seconds later……BOOM!!!!!
Damage:4D6x10 (shrapnel causes another 1D6x10)
Blast Radius:25 ft. (shrapnel flies another 150-200 ft)

Re: New Splicers Material (a start)

Posted: Tue Nov 27, 2012 11:56 am
by Guy_LeDouche
Hooray!! Snakes Eyes offers up something juicy! And a mangy looking beast at that!

You should give them some sort of exploding damage upon death. Something with a lot of fallout :wink:

Thumbs up!

Re: New Splicers Material (a start)

Posted: Tue Nov 27, 2012 1:13 pm
by Snake Eyes
Guy_LeDouche wrote:Hooray!! Snakes Eyes offers up something juicy! And a mangy looking beast at that!

You should give them some sort of exploding damage upon death. Something with a lot of fallout :wink:

Thumbs up!

:D Thanks Guy.......yeah, the 'sploding death would work.....thanks for the idea

Re: New Splicers Material (a start)

Posted: Sun Dec 16, 2012 3:17 am
by Kinghawke
it could just be me, but can anyone else see the Demon Bear War Mount as becoming similar to the Packmaster's Gorehounds pack-wise?
a Bear Master with 2-3 Demon Bears in combat! :D
thoughts?

Re: New Splicers Material (a start)

Posted: Sun Dec 16, 2012 11:59 am
by Snake Eyes
Kinghawke wrote:it could just be me, but can anyone else see the Demon Bear War Mount as becoming similar to the Packmaster's Gorehounds pack-wise?
a Bear Master with 2-3 Demon Bears in combat! :D
thoughts?

:D Yup.......though these are still prototypes, there's more i'm going to add to this beast....so stay tuned

Re: New Splicers Material (a start)

Posted: Tue Apr 16, 2013 1:21 pm
by Snake Eyes
Another House DarkHaven idea (still have to write the backstory)

DAEMON CLASS “HYBRID” HOST ARMOR

Background: The new Daemon Host Armor, developed by House DarkHaven, is used specifically by the Hells Angels aerial troops. This new armor was designed by a high-ranking Geneticist as a request by the commander of the Hells Angels when she nearly lost her life in an attack by a group of renegade Technojackers along with their small army of ‘bots.

This new lightweight Host Armor is a form-fitting suit that is a combination of Host Armor and “Living” body armor that is lighter weight and gives the pilot added protection on par with the Chitinous “Living” armor without the movement penalties. Another interesting feature is that like true Host Armor, this suit can be continually “upgraded” plus the armor does not bond with the pilot, so anyone can use/wear it. So far, only the Hells Angels senior officers have this new armor, though more are being made for the rest of the troops, but until then they have to rely on the standard Archangel garb. The look of the armor unnerving, it is solid black with a pair of large leathery bat-like wings sprouting from the back, the legs resemble the hind legs of an animal such as a goat or bull, including hoofed feet, the head also has a demonic look along with a mouth full of sharp teeth (the mouth is just for show), the head usually has pair of horns, if not more.

Class: Hybrid Host Armor
Crew: One Human Pilot

Base M.D.C. by Location:
Arms (2): 2D4x10+40 each
Hands (2): 25 each
Legs (2): 2D4x10+50 each
Feet (2): 40 each
Head: 1D6x10+50
Main Body: 2D8x10+80
Armored Eyes (2): 10 each

Speed:
Running: 55 mph
Leaping: Can leap up to 15 feet high,
or 30 feet (12.2 m) across
Flying: 220 mph
Swimming: Triples the normal swimming speed
Underwater Depth: The Host Armor can withstand
pressure up to 150 feet down

Statistical Data:
Height: add a few inches to the height of the pilot
Width: add a few inches to the pilot
Length: Adds a few inches to the pilot
Weight: +80 lbs. added to the pilot's weight
Cargo: None, other than what can be strapped to the
Host Armor or carried
Physical Strength: 20 (Splicer/Robotic Strength)
Operational Lifetime: 25 year life span
Bio-Regeneration: 6D6 M.D.C. per minute
(or 6D6x10 M.D.C. per hour) for the main body,
2D6 M.D.C. per minute for all other locations.
Horror Factor: 9 for humans and other intelligent life forms;
none against the machines.
Senses & Features: The Host Armor has all common Host
Armor features, plus, Radar, Resistance to Heat, Resistance
to Kinetic Energy/Attacks, Resistance to Lasers, Elongated
Running Legs, Hoofed Feet, Medium Claws, Horns (medium)

NO METABOLISM: Unlike a true Host Armor, this suit has no metabolism to feed itself, though it could
be considered Photosynthetic

Hand to Hand Combat: Rather than use ranged weapons,
the pilot may engage in hand to hand combat:

Restrained Punch: 2D6+5 S.D.
Full Strength Punch: 1D6+4 M.D.
Power Punch: 2D6 M.D.
Kick: 1D4 M.D.
Leap Kick: 2D4 M.D.

Re: New Splicers Material (a start)

Posted: Tue Apr 16, 2013 2:25 pm
by Shark_Force
there is nothing stating that regular living armour cannot be further upgraded. there aren't any classes that get such a benefit in the core book, but for example there is no limitation preventing you from spending awarded bio-E points on your armour (most of the inherent bio-E gained from leveling is very specifically assigned to something, but points granted as a gift or reward for excellent service can presumably go to whatever you want).

Re: New Splicers Material (a start)

Posted: Tue Apr 16, 2013 2:31 pm
by Snake Eyes
Shark_Force wrote:there is nothing stating that regular living armour cannot be further upgraded. there aren't any classes that get such a benefit in the core book, but for example there is no limitation preventing you from spending awarded bio-E points on your armour (most of the inherent bio-E gained from leveling is very specifically assigned to something, but points granted as a gift or reward for excellent service can presumably go to whatever you want).

oops, thank for catching that......that will be fixed pronto

Re: New Splicers Material (a start)

Posted: Tue Apr 16, 2013 3:59 pm
by Shark_Force
np. i feel like it really is a missed opportunity to ignore the fact that most of the host armour/war mount upgrades are available for living armour too :)

of course, some of them wouldn't work so well... for example, some of the ranged weapons reload when the armour/mount eats. that's great if you've got something like a lithovore, but not so great if you've got a living armour that only "eats" once every several days. and regeneration, well... living armour has so much innate regeneration it feels like a waste of bio-E.

but some are just great, as well, so it all balances out :)

Re: New Splicers Material (a start)

Posted: Tue Apr 16, 2013 5:42 pm
by Snake Eyes
Yeah, one example in the book shows an Archangel's wing pack having a Gore Cannon, but then you look at the stats for the Wing Pack, it says that it draws in nutrients andsun light like an air fern.
Another interesting feature is that like true Host Armor, this suit can be continually “upgraded”

Re: New Splicers Material (a start)

Posted: Sun Aug 04, 2013 7:44 pm
by abe
ever think of doing a "spud gun" type of cannon for slicers?

Re: New Splicers Material (a start)

Posted: Sun Aug 04, 2013 8:03 pm
by Snake Eyes
abe wrote:ever think of doing a "spud gun" type of cannon for slicers?

Wow, nice idea....i never thought of a "spud gun" type weapon :-D

Re: New Splicers Material (a start)

Posted: Sun Aug 04, 2013 8:13 pm
by abe
Snake Eyes wrote:
abe wrote:ever think of doing a "spud gun" type of cannon for slicers?

Wow, nice idea....i never thought of a "spud gun" type weapon :-D

A good way to use up refuse from the gardens if you can't use it as fertilizer!

Re: New Splicers Material (a start)

Posted: Sun Aug 04, 2013 9:17 pm
by BookWyrm
Welcome back, Snake Eyes.

Re: New Splicers Material (a start)

Posted: Sun Aug 04, 2013 9:20 pm
by Snake Eyes
BookWyrm wrote:Welcome back, Snake Eyes.

Thanks :-)
I'm only partly here......my gaming and writing has been put on hold till january (long story).....

Re: New Splicers Material (a start)

Posted: Sun Aug 25, 2013 10:56 am
by BookWyrm
Understood, but still good to see you.

Re: New Splicers Material (a start)

Posted: Tue Sep 24, 2013 9:21 pm
by Snake Eyes
I finally got around to updating the Yao Guai, this time with 'splosives

Re: New Splicers Material (it continues)

Posted: Thu Oct 03, 2013 6:06 pm
by Snake Eyes
New Biotic for House DarkHaven....the beginning of the Mythic Class of Biotics

MINOTAUR Biotic Template
Class: Modified Biotic
Alignment: Typical for a Biotic, though they tend to be more aggressive.
Unprincipled (25%), Anarchist (35%), Aberrant (20%), Scrupulous (20%)
Attribute Requirement: None
Attribute (conversion) Bonuses: +3D6 P.S. 2D4 to Spd. +2D6 P.E.
These are in addition to any genetic enhancements or skills selected.
Biotic O.C.C. Bonuses: Splicer P.S., +1 attack per melee, +1 to initiative,
+1 to strike, +2 to parry with horns, +3 to pull punch, +6 to save vs. toxins/poison
and drugs, +15% to save vs. coma and death, immune to horror factor (+5 vs. machines)
Base M.D.C.: P.E. x10, +2D6 M.D.C. per level starting at level two. The Minotaur
regenerates 2D6 M.D.C. per melee round and can last ten times longer than normal
during strenuous exercise/activity before feeling the effects of exhaustion. This means
that most can remain alert and operate at full efficiency for three entire days (72 hours)
without sleep.
Biotic Biological Enhancements: (Has 3D6x10 Bio-E points to spend on enhancements)
1): Increased size (60% larger & 100% heavier)
2): Elongated Running Legs (+22 to Spd.)
3): Hoofed Feet (+20 to Spd.)
4): Large Horns (a pair of large bull-type horns on the head)
NOTE: These enhancements are in addition to what can be bought with the Bio-E points.

Common Skills: Standard, but with a -10% penalty to each
O.C.C. Skill Programs: Infantryman (+15%), Weapons Training (can include Bio-Weapons)
plus one Skill Programs of choice (except for Host Pilot, Martial Artist, Medical Doctor, War
Mount Rider or Wingman)
Elective Skills: Select four Elective Skills from the following list at first level plus one new
Elective Skill at levels 3, 6, 9 and 12. All new skills start at level one proficiency.
Communications: Any
Domestic: Any
Espionage: Detect Ambush, Detect Concealment, Intelligence or Wilderness Survival only (+5%)
Medical: First Aid only
Military: Any (+10%)
Physical: Any, except Acrobatics or Gymnastics (+5%)
Rogue: Find Contraband and Streetwise only
Science: None
Technical: Any (+5%)
Transportation: Any, except Pilot Wing Packs, Host Armor Combat and War Mount Combat
Wilderness: Any (+5%)
W.P.s: Any

Secondary Skills: The character gets to select four Secondary Skills at level one. These are additional
areas of knowledge starting without any special O.C.C. bonuses. The character can select one more Secondary
Skill at level 4.

M.D.C. Living Body Armor: (See the Biotic O.C.C. for the armor type and Bio-E points; pg. 147)

Re: New Splicers Material (it continues)

Posted: Sat Oct 05, 2013 3:12 am
by eertbarc
if my house necropolis offers any ideas feel free to use them I don't mind.

Re: New Splicers Material (it continues)

Posted: Sat Oct 05, 2013 8:15 am
by Snake Eyes
Thanks :-D

This Biotic template was sitting in my Splicers file for quite a while, just got around to finishing it....

Re: New Splicers Material (it continues)

Posted: Sun Oct 06, 2013 7:00 pm
by abe
ever think of doing a "harpy" style bio-armor?

Re: New Splicers Material (it continues)

Posted: Sun Oct 06, 2013 7:05 pm
by Shark_Force
abe wrote:ever think of doing a "harpy" style bio-armor?


isn't that just regular bio-armour plus a wing pack?

Re: New Splicers Material (it continues)

Posted: Sun Oct 06, 2013 7:15 pm
by abe
maybe not sure myself.

Re: New Splicers Material (it continues)

Posted: Sun Oct 06, 2013 8:34 pm
by Snake Eyes
abe wrote:ever think of doing a "harpy" style bio-armor?

I'm actually working a "Harpy", though not HA but a Biotic

Re: New Splicers Material (it continues)

Posted: Mon Oct 07, 2013 1:40 pm
by abe
Snake Eyes wrote:
abe wrote:ever think of doing a "harpy" style bio-armor?

I'm actually working a "Harpy", though not HA but a Biotic

ok then.

Re: New Splicers Material (it continues)

Posted: Fri Oct 18, 2013 7:39 pm
by abe
how about a "naga" style bio-armor?

Re: New Splicers Material (it continues)

Posted: Fri Oct 18, 2013 9:53 pm
by taalismn
abe wrote:how about a "naga" style bio-armor?


You can already choose a serpentine lower body in the Splicers Bio-armor creation charts(one is even illustrated with a snake-like lower body). Splicers pg. 92. They even refer to it in the text as 'the mythical appearance of being half-man and half-snake', so effectively just about ANYTHING built on that basis could be called a 'Naga'. Given that the feature appears in the general construction rules, such armors aren't likely to be terribly exclusive.

Re: New Splicers Material (it continues)

Posted: Sat Oct 19, 2013 3:40 am
by Snake Eyes
taalismn wrote:
abe wrote:how about a "naga" style bio-armor?


You can already choose a serpentine lower body in the Splicers Bio-armor creation charts(one is even illustrated with a snake-like lower body). Splicers pg. 92. They even refer to it in the text as 'the mythical appearance of being half-man and half-snake', so effectively just about ANYTHING built on that basis could be called a 'Naga'. Given that the feature appears in the general construction rules, such armors aren't likely to be terribly exclusive.

Exactly, that style would be common

Re: New Splicers Material (it continues)

Posted: Tue Dec 24, 2013 5:00 pm
by abe
another bio-tek item to try is a musk sprayer(a bio-device that sprays some sort of smelly musk to delebrate machines)

Re: New Splicers Material (it continues)

Posted: Tue Dec 24, 2013 5:17 pm
by abe
what would happen if the librarians remembered old Jewish myths?

Re: New Splicers Material (it continues)

Posted: Thu Dec 26, 2013 3:17 pm
by taalismn
abe wrote:what would happen if the librarians remembered old Jewish myths?


Which old Jewish myths are you referring to specifically?
Golems sound more like robots, rather than biotech, and the Machine is probably spoken of as a 'rogue golem', with the Splicers frantically trying to find the means to reverse the empowering writing to become instruction for the Machine to 'die'.

Re: New Splicers Material (it continues)

Posted: Fri Dec 27, 2013 2:39 pm
by abe
what about a "golom" style suit for splicers(you know made of rock & lycin)