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Shamelessly promoting my stuff :) Will add content, too.
I love the concept of a fractured North America as the playground for empires; do you have miore about that setting?
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Also, what axlerowes said - what drives this man beside a Rincewind-esque survival instinct? (now that I think of it, they do have a fair share of common traits)
Okay, do I understand this correctly? The corpse bud animates dead people and makes them... hump other dead people?
If it's so, it's too much for me, and you should put up a warning in the post header. This thing is on the front page, and Strolen's is not marked as 'mature'.
Ok, most of them are annoying as hell, but would be excellent for a silly campaign :)
I like the Conservationist most: "You want me to strike a Half-Fiend Feral Elder Manticore? Do you have any idea how rare they are? Let's study it instead! Hey, Manticore, can we study your mating habits?"
The Racist and the Sexist could use an edit, though.
Namely, imagine, even non-white people can be racist (a novel thought!) - so its ideology should be based on the creator's. Also the whole "white people are racist" issue is so overdone to the point where one has to triple check what he's saying just to avoid being politically incorrect, to the point where almost anything can be turned into a race argument. Hence, this needs a little more thought.
Also, a sexist is not necessarily violent against women, so it rather should try to humiliate, disarm and spank female opponents rather than actually hurting them. Of course, lewd comments on female party members and derisive on any females outside a female role should be very frequent. For a spin: it may even be exceedingly gallant, courteous and proper around females who accept the traditional female role.
You know, what we have little of are PC-material character submissions (many of those submitted in days past were Mary Sues, hence frowned upon). Thus, added value right there. A solid write-up, ready to use.
(Player Chracter submissions should have their own tag, imho)
This is a very cinematic version of schizophrenia, and far more coherent and... constructive... than the usual thing. Also, more benevolent by a large margin.
Thus, you might consider avoid calling it such.
Alas, the writing is rather charming, and the character very useable in a game.
My thoughts? Call it simply madness, not by a diagnosis which it does not fit.
Roll Will save or die :)
I find the symbiosis aspect neat; the "uprooting and sitting on the victim" darkly comical. Which is a good thing.
You really could add a paragraph about nefarious uses of the fruit - perhaps people without a sense of smell are recruited to collect the fungus?
Finally, a question: why this name? I get the "sylvan" part...
(a solid 4, btw)
(freely adapted from Weber's Honor Harrington series)
Space is cold, and any active engine stands out, free for all detection systems to see.
The Ghost Rider project is another approach to breach a MADDS, one requiring prolonged preparation ahead of each assault though.
The basic premise is simple: the Calandor torpedoes have to reach excessive speeds to be able to assault a MADDS, yet an active engine is a beacon, a target painted on the warhead. Hence, ideally you'd want a cold engine until the very last moment, and the highest possible speed. Impossible? No.
A Ghost Rider carrier will venture far outside a system to be assaulted, and launch Callandor torpedoes with another engine step, a huge detachable fuel depot in fact, nothing too fancy. Far outside, in the dead reaches of space, the torpedo will begin accelerating, careful calculations made to carry it towards the target at some point later.
The warhead will have accelerated to near light speed before it reaches the system, and then discard the add-on engine. It simply becomes a miniature piece of junk hurtling totowards its target in dead silence.
Only in closest proximity will it jump-start its engine, giving the defense system a fraction of a second to realize something is there before it detonates.
A swarm of classic Callandors launched this way is only slightly more expensive than the close-deployment version, and often is in fact deployed in concert with such: calculations are made to determine when the distantly deployed torpedoes will reach the planet allow the fleet from behind the sun to coordinate the attack, getting the MADDS between hammer and anvil. Truth be said, amongst the flares and explosions of the proximally deployed torpedoes, a few sleeping ones are really easy to miss.
An interesting take on planetary defense. I really suggest you read David Weber's Honor Harrington series on a treatise of fleet vs. planetary fortress warfare.
Basically, the main issue is this: a planet cannot dodge. Neither can a fortress. In the case of a planet, the foe will exactly know where a planet will be. In the case of fortresses, he can predict it (they will be guarding access vectors from closest systems, wormhole openings, and surround planets and important stations).
The mainenance of a fleet becomes a necessity when you consider that an unhindered enemy fleet can lurk around the star system, shoot up anything not covered by the MADDS, and launch distant asteroid strikes or swarms of dumb nuclear warheads at the planet. Hidden in an asteroid swarm, no less. Because, if useful planets are not ine in a million, denying a foe an asset he invested so heavily in is almost as good as claiming it yourself.
On a different note, I am intrigued by the concept of the cryo-cyborg. Care to explain further?