Strolen\s Citadel content. 
Items  (Transports)   (Campaign Defining)
Scrasamax's comment on 2016-08-28 05:28 PM
Landrace Mag-Rails are among the most common and important vehicles on the Silk Road and across the Wastelands. They are plentiful, easy to repair, and have the strength and endurance to carry an abundant amount of cargo. Fitting this:

7 Landraces

1. The Cargo Hauler - the fastest hunk of junk in the Wasteland. Cargo hauler landraces can carry up to 40 tons of cargo, an amount equivalent to a typical tractor trailer load. The vehicles are relatively fast, able to outpace anything bound to legs or wheels. These are the meat and potatoes of the Silk Road, and can be found hauling everything from water to illegal merchandise.

2. The People Mover - similar to the cargo hauler, the people mover is a wasteland bus, moving 20+ people at a time in varying degrees of discomfort. The imagry of the rural bus, carrying people, mail, and livestock is very fitting to the roll of the People Mover landrace. They are much more time sensitive, and thus are typically built for speed. They are frequently in head to head confrontations with cargo haulers.

3. The Pleasure Sled - not everything carried in a landrace is a good, some things are a service. The pleasure sled is a high speed brothel, moving from location to location, partly to avoid bandits, part to avoid dealing with permanent locations, and part because it can be important to move on after a landrace load of prostitutes pickpocket half the people in a village and give the other half STDs.

4. The Itinerant Merchant - similar to the cargo hauler, the IM is a dealer in goods and services, and his landrace is a junkshop with legs. The IM most commonly works with junkers and salvagers, trading parts in a seemingly mysterious system of trade. The merchant is a clocksmith or has the services of one, and a fixer for the wastelands, connecting people with the things they need.

5. The Family Camper - the landrace is an extended family domicile with mobility. These are typically older and in lower quality condition, as they have been passed down from family to family. The campers are the nomads of the Wastelands, moving to follow opportunities and greener pastures.

6. The Expedited - the personal vehicles of wasteland warlords, expedited are high speed landraces with investments in armor and firepower, ensuring that anything they can't outrun, they can outgun. These are the personal vehicles of these bosses. Most smugglers and high end runners have landraces that would fit into the expedited category. They have hidden compartments, concealed weaponry, and plenty of tricks, traps, and aces up their sleeves.

7. The Gunship - gunships are the landraces of mercenaries and they carry soldiers and their wargear as well as ample weapons and firepower. Gunships are relatively expensive and only the most successful mercenaries, townships, raiders, and bosses can afford to keep one of these in operation. The main users of Gunships are so called 'trade companies' that are little more than heavily armed gangs that control important sections of the Silk Road, or have dominated access to local resources. Go to Comment
Interplanetary Cruiser Livingstone and the Sex Marines
Plots  (Hired)   (Single-Storyline)
Scrasamax's comment on 2016-08-15 03:58 PM
Should be a huge bar on the right side of the sub listing all of the other subs (200+) linked to the Cosmic Era region Go to Comment
Items  (Ranged Weapons)   (Combat)
Scrasamax's comment on 2016-08-06 07:25 AM


The Cepha-Droid was a proposed electronics warfare droid similar to the weaponoid. The Cepha-Droid would fly itself into a combat zone where it would literally replace the existing head of a mecha already on the scene. Contrary to popular thought, the mecha pilot doesn't actually sit in the head of the machine, it is already a cramped location, limited in armor capacity, and a natural target. Instead, most head units are used for housing sensors and electronics systems. Removing the head does damage a machine, but unlike humans with their central nervous systems, the machine can have sensors all over the body, not limited to the cranium. Removing the head just takes out the primary units. The Cepha-Droid would 'laser' the head off and using adaptive fittings, take it's place. Then it would deploy advanced targeting and information systems, superior communications, and specialized task equipment.

The few test models made handled poorly, were demonstrated to be be easily intercepted by enemy fire, and were very poorly received by mecha pilots. The general sentiment towards the program was demonstrated when in a live fire test, a test pilot shot down his own cepha-droid rather than letting it decapitate his mech.

Go to Comment
Items  (Ranged Weapons)   (Combat)
Scrasamax's comment on 2016-08-06 07:31 AM

Reactor Droid

The Reactor Droid never made it off of the drawing board, as the notion of having an additional power supply that was self mobile was considered laughable. The core idea was to have a power amplifier that could provide additional support for mecha using energy weapons. Rather than strain their own reactors and capacitors, the reactor droid would serve as a high power discharge unit, allowing for higher and more sustained fire from the mecha. Considering how poorly the cepha-droid performed, having a flying backpack reactor was considered stupid.

The solution was eventually realized in improving the power amplifiers already on energy weapon using mechs as well as better discharge and capacitor systems. Older units could be retrofitted with more robust internal reactors, and units operating in fixed and limited mobility locations could access local power supplies through industrial power umbilicals.

Go to Comment
Items  (Ranged Weapons)   (Combat)
Scrasamax's comment on 2016-08-06 07:38 AM

They were all on drugs, I mean that's the only thing that can make sense. Dealing with mecha is already a pain in the ass. They are big and stompy, and they shake everything, and linkages, there are linkages everywhere. These guys come along like this is some sort of game and that you can send out a barely armed, half blind, underpowered war machine and then like a swarm of singing magical birds, all the giant robot parts it needs are going to come effing literally running to it?

That's begging for disaster. Pardon me while I strike the droids assemble pose. Don't shoot at me while this flying head tries to cut off my head and this weird ass backpack centipede tries to crawl up my shiny metal robot's ass because way cool it's 'MER POWR' for the pew pew pew. Oh hang on, my gun seems to have gotten lost, seems it came running through the bad part of the ruins and there is a gang of armor troopers mugging it. It might be a bit late, and probably missing all of it's ammo.

We ask for a better ejection system, better LAI interface, better armor, and what do the boffins try to sell us? Mecha handguns shaped like people.

Go to Comment
Exalted Mother
Items  (Armor)   (Combat)
Scrasamax's comment on 2016-08-14 07:33 AM
Synaptic Amplifier Clip
Items  (Computers)   (Campaign Defining)
Scrasamax's comment on 2016-08-05 08:23 PM
A10 is the designation the Atlantic Federation applied to the clips it issues to mecha pilot trainees.

A general equipment listing would probably look like

F550 (pilot's uniform)
PSA-2 (pistol)
F650 (dress uniform)
N22 (belt and boots)
KX-99 (military issue MUSE device) Go to Comment
Space Sickness
Lifeforms  (Third Kingdom)   (Space)
Scrasamax's comment on 2016-07-28 04:13 PM
Just like people can travel across the ocean on a ship without getting scurvy, people in the Cosmic Era can travel through space with the same general lack of concern about SAS. Motion sickness is a minor discomfort because basically they've had 346 years (the majority of those with space flight capability) to iron out the details. For us it's been 113 years since the Wright Flyer, but 459 for the Cosmic Era, the same amount of time between 1557 and 2016. Most of our modern problems with spaceflight are very similar to the old worries about going to fast (going over 60 mph the force of would could remove your face, or so thought people a century ago) The same goes for muscle and bone mass loss, and other health concerns the stem from the radical change in environment. Space Sickness is just the generic name for a fairly easy to overlook illness that is in that era, most commonly contracted in space. It's not space flu or a space cold (those are still just influenza and the cold virus) because it's legionnaire's disease. I got the idea for this after reading about a D.C. hotel that had a contaminated water supply and guests of the hotel because very frequently sick with said disease.

Now look at popular grimdark space ships, they are dark, very often moist and dripping, and warm enough to be festering pools of bacterial growth. Go to Comment
Captain Will 'Deadshot' Hiller
NPCs  (Scenario Based)   (Combative)
Scrasamax's comment on 2016-07-19 09:12 AM
Audie Murphy was an unassuming young man who became an incredibly accomplished soldier in WWII who after the war did war movies, but none were autobiographical as his actual accomplishments would be seen as absurd, aggrandized, or blatantly fictional. Go to Comment
Items  (Home/ Personal)   (Campaign Defining)
Scrasamax's comment on 2016-07-15 03:44 PM
An interesting idea, but one of the core concepts of the UBCS is that it is credit issued from the government to the populace, and not from actual credit card companies, currency has undergone a radical change in the Cosmic Era. All the banking megacorps make their money from handling the business of other corps and handling the UBCS contracts from the government. The banks want the contracts, because if your megabank ends up being the principal agent of the UBCS in a large and prosperous region, you are going to make mad money (for the megacorps, there is no money for the populace, just credit). If your megabank doesn't land a fat contract, you're hurting, there's corporate downsizing, being the target of corp raiding, shadowrun hits, like sharks smelling blood in the water, and then being dissolved and subsumed by other megabanks.

A lot of vicious stuff going on behind the scenes while the average citizen hums along, not caring what corp backs his kard, so long as it works when he logs into Virtua-Girl, orders a pizza, or keeps his residence up to date. Go to Comment
The Hume Manifesto
Society/ Organizations  (Ethnic/Cultural)   (Trans World)
Scrasamax's comment on 2016-07-15 03:38 PM
The basic cloning tech would still be required, lacking gender or sexual reproductive organs, humes are physically incapable of reproducing. No uterus, no eggs, no sperm, none of that. So, the cloning tanks, and machines that turn zygotes into infants would still be needed. Genetic material could still be donated, ranging from self-duplication, to creating task oriented batches of humes, and so forth. Go to Comment
NPCs  (Minor)   (Technical)
Scrasamax's comment on 2016-07-15 03:36 PM
One of the few decent things to come out of watching Antonio Banderas' painfully mediocre 'Automata'

A good portion of the movie was spent looking for the 'clocksmith', evoking a washed out 1980s post-apoc robot western version of Bladerunner, without the acting, special effects, charm, or memorable characters. The robots, with their synthetic voices and uniform appearance seemed to have more range than the human characters. If this was deliberate, it would have been better done (compare HAL's mellifluous voice in 2001: A Space Odyssey vs the toneless voice of Bowman) This was just formerly impressive actors working for a paycheck. Go to Comment
Zora, Sorceress Queen
NPCs  (Major)   (Mystical)
Scrasamax's comment on 2016-07-05 09:33 PM
Nothing exceptional, and trope, yes. I've thrown out this as the spearhead submission in a four sentence character challenge. Spelling errors have been fixed. Go to Comment
The 4 Sentence Tool
Articles  (Rules and Advice)   (Game Mastering)
Scrasamax's comment on 2016-07-05 10:56 AM
Nice tool, scalable for however much NPC you need. Helps flesh out what would normally be a fly-by from a nobody, without getting bogged down into setting politics or unneeded backstory.

I like this, and I like your stuff, Clemmenson.

(I keep trying to read your name as Clemson. #Football Go to Comment
The Stealing Pouch
Items  (Other)   (Magical)
Scrasamax's comment on 2016-07-05 06:47 AM
Interesting magic item, I like it. It's useful and random without being game breaking or zany. There is enough to keep it from being overpowered, and it is the sort of thing a low level PC/player would jump at, especially at that stage when they are buying everything wood and leather to gear up with, and a sword is a big investment. After that, it is easy to make the pouch a pain for them, so that they have to go find it, and destroy it, or do something with it so that it stops picking their pockets.

Nicely done. Go to Comment
Estuary Tower
Locations  (Fortification)   (Water)
Scrasamax's comment on 2016-07-01 06:49 PM
The Rocket Tower

The Rocket Tower is an extra-terrestrial version of the Estuary Tower, and is designed for use in space, or on planets other than Earth. The main body is pressure sealed, and has facilities for docking with spaceships, and replaces the barge with A-pods and engines, allowing the fortress to move at a slow speed. These are not found on Earth due to the large size of the engines required to move in one g gravity. They are more common on Mars, the Moon, and on various moons through the solar system.

These towers aren't all designed for military operations, many are used for scientific and exploration purposes, as mobile bases, and can carry useful equipment such as industrial and excavation mecha, cranes, drone control centers, and crew quarters. Go to Comment
Estuary Tower
Locations  (Fortification)   (Water)
Scrasamax's comment on 2016-07-13 03:31 PM
Replace the rocket engines, or submersible section with an interior chamber for a resident sorcerer to teleport the tower from a resting place to where it needs to be deployed. Central 'control' room houses the magic dingus crystal that powers it, and the tower does the magicking, but has to have a human pilot to mentally envision the destination.

Teleporting Towers Go to Comment
Items  (Other)   (Campaign Defining)
Scrasamax's comment on 2016-06-30 07:53 PM
Progressive genetic modification is a thing in the Cosmic Era. Gene manipulation is about as common as going to a spa, and some modifications are available 'over the counter' for mundane things like hair color, baldness, etc. Go to Comment
Static Smoke
Items  (Ranged Weapons)   (Campaign Defining)
Scrasamax's comment on 2016-06-20 07:12 PM
The best counter for static smoke is patience, and that is a rare commodity in the Cosmic Era. The people who are likely to use it are the people who are not dependent on tech for vital activities, plus in combat a remote device cut off from it's signal is either going to crash, go into a holding position, or be forced to run solo on whatever processing power it carries internally. Regardless, it's either a sitting duck or wreckage.

Fans are a neat idea, especially considering there are electric fan aircraft. Ironhand missions could be these guys swooping in in their orcas, low to clear the smoke, but still taking dumb weapons fire, like rifles and unguided missiles, or like you mentioned, heat seekers. Go to Comment
7 Violent Vigilante Gangs
Society/ Organizations  (Criminal/Espionage)   (Regional)
Scrasamax's comment on 2016-06-13 04:00 PM
Useful and interesting Go to Comment
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