Raid On The Testing Ground
Notes: This post was mainly inspired by Richard K. Morgan’s Takeshi Kovacs series of novel, with the mimints and sleeving technology being ideas found in them. The idea that a small state such as that of Liberty could have such a large sphere of influence is from Asimov’s foundation series, where the first foundation, being one of the sole retainers of human knowledge, is protected with very little military might of its own simply due to geopolitical forces. In my interpretation, the state of Liberty keeps a small contingent of elite soldiers, called Guardians, to protect the sanctity of the system itself, and they rarely venture beyond the solar system of Liberty’s capital world unless to defend Liberty’s technology.
Your Mission
The mission with which you have been tasked is to infiltrate Tantalus IV (which is a training world for the liberty military) and recover blueprints and sample of sleeving technology from an abandoned facility. You will be dropped from orbit on Tantalus IV several hundred miles away from your target, avoiding the planetary defense grid active in the sector. From your LZ you will have to make your way to the facility and gather the required data and specimens. Once this is done, you will have to deactivate the local planetary defense grid around the facility for your pickup to arrive. The deactivation console should be in the same building as the data you require. Your employee does not wish to reveal his identity, but should you succeed, you will be very well remunerated. Your employer predicts a 15% probability of survival. Good luck.
Setting primer
As everybody in the human sectors know, the solar system-state of Liberty, with a ridiculously small population on the galactic scale, exerts a huge influence on other governments. This is mainly due to their technological advancement, and in one in particular: resleeving technology and human digital freight. This allows them to fully digitise human consciousness (human digital freight, or HDF), and download it into either a virtual reality, or transmit it using quantum entanglement relays to far flung corners of the galaxy, where it can be downloaded into a new body (a so called sleeve). They keep a stranglehold on this technology, and will defend it ruthlessly, although they are happy to let people use the relays in a controlled environment, and for a fee. Sleeving, however, they keep for themselves. It effectively allows immortality as the mind is uploaded and re-inserted into a younger body, either cloned, or engineered.
The consciousness is constantly recorded in a small device implanted at the base of the neck, behind the spinal cord. If the person is killed, it is simply a matter of plugging this ‘cortical stack’ into a computer and download the DHF.
This effectively allows for disposable soldiers if used in conjunction with a large army, but because of the small size of the Liberty forces, they prefer to use this technology during training rather than in combat, leading to more-than lethal training.
The repercussion of this technology is exponential population growth, so the government has created a tax on civilian resleeving which grows exponentially with the number of sleevings, and after a few new sleeves (excluding accidents, in which case the body is recreated at the same age as before the accident), the tax reaches unaffordable amounts, forcing the people to either go into virtual reality, or into voluntary storage. (a side business in staging accidents is a constant thorn in a Liberty insurer’s side)
The Liberty Testing Grounds
The Government of liberty controls only one system in the local sector, and is known throughout the galaxy for a string of technological innovations, often decades ahead of their rivals. This reputation often overshadows that of their military. In term of men power, they number little more than a local planetary militia. In term of effectiveness, every Liberty Guardian fielded is the effective equivalent of half a dozen battalions of elite special operators.
Living in a strict martial society, citizens are engineered from biological conceptions to be the pinnacle of human evolution. Strong, smart, tough, even the artists and philosophers of this system can kill you effortlessly with their bare hands. The Guardians are hand picked amongst the very elite. These are men who could jump into a never-before-piloted starfighter, attack a capitol ship by crashing head on into it, Survive, breach the hull from the outside without a vacc-suite, and take control of the enemy ship. On their own. A hand tied behind their back.
After their seven years of training, they are dropped into the smallest habitable world in the liberty system, where they spend one year in constant planetary war. This is not an exercise. Real ammunitions are used, and they aim to kill. Survivors who let themselves be killed less than twelve times during the year are accepted into the service.
As an aside, the Temporary-Death rate for Guardians is 98% in the first week. Although out of all intakes, only 2.9% suffer from Permanent-Death from a destroyed cortical stack, and are returned to their family from the pre-enlistment DHF backup, while approximately 29% suffer from permanent psychological damage and must be erased. It must be noted, however, that the average stack recovery time is two month, which can sometimes really throw the patient off. The record for the longest period to recover a cortical stack is 342 years. The Guardian in question is now the head of the Tantalus IV facility. His stack was recovered inside the guts of a swamp panther, doubtlessly having gone through a long chain of carnivorous hosts before being found.
The Guardian high command refer to Tantalus IV simply as ‘The Testing Grounds’. Guardians more accurately call it Hell.
Having never been there, I wouldn’t know. But from what we do know, they seem pretty close to the mark.
The Testing Grounds is an entire world dedicated to every mode of personal warfare imaginable. Form the orbiting space station, where space fighting in cramped stations is tested in live scenarios, right through to the mud-soaked trenches, where guardians have to fight meter by bloody meter, war is everywhere.
If the bullets and bombs don’t kill you here, there are many other surprises in store.
The Mimints
The Mimints are self-constructing mechanical lifeform, created as a weapon system and deemed too dangerous due to their extremely quick evolution, they were instead released on Tantalus IV to test the mettle of would-be Guardians. They have since invaded the entire planet, although their presence is stronger in some sectors than in others. There is no such thing as a typical mimint, but all have some characteristics in common.
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They are always found in packs. This means that if you ever see a lone mimint, you are inevitably walking into a trap. The smallest group observed contained no less than five member. Usually, packs are a diverse affair, with a command hierarchy and many different classes and size of mimints.
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Most packs are controlled by a very smart AI which resides in one of the unit, allowing very complex, intricate tactics, such as counter ambush and diversions, flanking and trapping. Usually, the unit is medium sized, well armoured, lightly armed and rarely engages, preferring to direct other, lesser units. Beware. This commander unit, once disabled does not stop the rest of the group. Mimints are perfectly capable of acting on their own, and some groups use a redundantly distributed AI inside each of the units.
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They are made up of scavenged vehicle and equipment parts, although some mimints have recently started to use naturally occurring resources such as ore. This means that any piece of equipment humans carry into tantalus IV eventually ends up as part of a mimint. They are especially fond of processor components and microelectronics, which they can use to increase their cognitive function, multiplying their efficiency. A group of a dozen mid-size mimint will take apart the equivalent of a challenger/Abrams tank in under 15 minutes. then again, some devices are left to rust in the harsh Tantalian weather.
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They are completely unpredictable. Faced with a vastly superior group of mimints, many soldiers have been completely surprised when they cowered away. Packs of mimints have been know to engage in fierce fighting only to stop for no reason, and simply move off to somewhere else.
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Their physical appearance and characteristics are as unpredictable as their behavior. Mimints have been known to build themselves into machines as small as a scarab and as large as a fishing trawler. With weapons ranging from thrown rocks to particle beams. Their methods of propulsion ranges from threads to spider-like legs, and includes such outlandish design as long range artillery which moves by frog leaping the length of a football field.
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All, without exception, will learn during combat, and will be able to resist a particular type of weapon better when they have already been attacked with it. their learning also includes active modifications to their design during the heat of combat. A very unsettling experience when the spider-like, biting mimints that you where fighting suddenly turn into crab-like opponents using ranged weaponry.
From a GM’s perspective, mimints allow careful balancing of the opponents to make interesting encounters.
Flora & Fauna
The Ecosystem on Tantalus IV is a combination of the most dangerous and vile lifeforms encountered by the widespread Liberty exploration effort. Alien plants and creatures better at home in nightmares are brought together and dispersed over the surface of the planet, resulting in a horrible, man consuming combination which forces the Guardians to fight as much against themselves as against nature. Some interesting specimens have been recorded on the surface are: The devouring Ahoi Worms which is joined by a long list of similarly antagonistic creatures: Urghuls, Black Leaf Bugs, Blood Spiders, Trapper Ants, Giant Ticks, as well as Giant Solitaire Spiders and more. The Plants of the planets are no better, and most are either poisonous or adorned with a plethora of spikes, needles and thorns. Some, however, are even worse: Chokesprout, or perhaps Corpse Flowers and their cousins, Dire Vines. Very little can prepare the soldiers for such things as Devil’s Thorns or the revolting Necrosia Animensis, and even less can be done for them if they fall in the frequent grasp of an Ocadian pit Fiend who will consume unlucky soldiers, leaving only their cortical stack.
The different Sectors of the world are separated by deep, ocean filled valleys, etched on the planet’s surface by the blinding lights of countless nuclear blasts. Each section hold a particular challenge for prospective defenders of Liberty. Linked by large viaducts, they form little pockets of fighting. Each section has several bases, and all are linked to an extremely fast underground maglev network, to allow for great flexibility of scenarios by moving troops and equipment. Some notable Sectors are:
Sector 043-Falling sky
This Sector is under constant, unending orbital bombardment. Life expectancy here is brutally short, and the sounds of the dropped shells echo for hundreds of miles. Smaller ordinance is also fired, originating from the many gatling cannons geosynchronously orbiting this forsaken piece of land. Nuclear weapons are sometimes thrown in for good measure, although the coordinators never actually attack the troops directly, preferring to steel their souls through the long and drawn out death from radiation poisoning or burns.
Sector 877-Clockwork beasts
This Sector (except for the maglev stations) is completely controlled by a single AI, which resides in the centrally located "temple", which it guards ferociously. The ‘Temple’ is actually amongst the remnant of the very first city on the planet, which was abandoned when the planet was given over to its current use. In this sector, hundreds of thousands of mimints are coordinated into one of the deadliest force on the planet, and few squads remain for very long. Bringing the attention of the AI on yourself is possibly on of the most assured way to die on Tantalus IV.
Sector 097-Return to the stone
In this sector, Guardians are separated from their high tech weapons, and have to survive, thrive and fight without any modern technology. Needless to say that otherwise annoying, yet harmless beasts return to their rightful place at the top of the foodchain when this happens. A particular dread of the Guardians is the swamp panther, as large as a rhinoceros, and as muscular as a gorilla, this engineered predator is the undisputed king of the local foodchain, and will snap a human in half with a single bite.
Sector 666-Little Long Sleep, The Devil’s own
This ironically numbered section is one of only a handful which is free from war. Here, we can find the largest hospital and re-sleeving facility of the planet, where soldiers rest and recover from the intense fighting elsewhere, as well as the coordinating center, which organises the chaos and destruction of this world on a day to day measure. It is also the location of the only spaceport of the planet, and where every successful trainee receives the small medallion which defines them as fully fledge Guardians before boarding a shuttle to their first true tour of duty.
Act 1: Entrance, Maestro
As the definitive "thuck thuck thuck thuck thuck" of bullet ripping at the hull echos in the cramped confines of the drop-pod, the retroburners fire on, wrenching your guts and entrails to a place you never expected they could go. Slowly blacking out, pain spreading along your spine, harness digging into your shoulders and chest, you land. The great Crashing noise of the crumpling drop-pod awakens your senses and sends adrenalin surging through you body, ready for the fight of your life. As the pod opening sequence begins, you hear the ominous sound of screeching steel on steel as the mimints begin their unstoppable deconstruction of the pod, before the doors have even unlocked. You knew this was going to be a hot LZ. You knew the risks. You’re being payed for this, aren’t you? Lucky you…
As the players crash land in their orbital drop-pod, they arrive smack bang in the middle of a swarm of mimints. Incredibly lucky, the swarm had been engaged against some Guardians prior to the PC’s planetfall, and the main AI had just been knocked out by the last standing Guardian. Out of the original swarm, two dozen medium sized (around the size of a very big dog.) biting mimint remain, who will attack with their claws and mouth appendages. They look vaguely insectoid, resembling a very large ant/spider cross. Further off, three medium sized ranged mimints stand back, afraid of injuring the spider mimints. they resemble large crabs, with twin autocannon of a strange design on their back, which was probably the source of the "Thuck thuck thuck" on the drop-pod hull. A large mimint stands a little way off too. about the size of a car with thick, plodding legs, it sports no weapons. Indeed, it is a gathering and transport mimint, and all others would cling onto its back. Littered around are the remains of a well equipped patrol, as well as at least as many mimints, including some very exotically designed ones. From first impressions, it seems that the majority of the mimints were waiting for the patrol buried in the soft earth, and took them totally by surprise.
The tone and mood here should be absolutely frantic, with checks to see if they can get out of the pod by literally shooting the biting mimints point-blank as they open the door: "As the door opens you are faced with an angry array of gleaming metallic pincers, inches from your face" Once outside, the swarm will redirect its attention to them, and the PCs should have to make checks to avoid shooting each other in the crossfire. With enemies coming from all direction, the best tactics is to throw a EMP grenade in the middle, and clean up the ones outside the blast radius afterwards. Good inspiration are swarm scenes from the starship trooper movies or a pack of rabid wolves. This is survivable, just. If a mimint actually manages to bite, the wounds are shredding wounds and will be very painful, and very bloody, but not quite life-threatening, although they will require access to good medical facility soon. Make this a tough surprise fight, and don’t slow down the action until the last crab mimint is dead. The locale is a clearing inside a temperate forest.
Act 2: The Guardians are coming-(Puzzle Or Roleplaying Challenge)
Holy Jesus, Mary, and motherf***ing Joseph! That was close. What the Hell were those things? Patrick, the Techie, is still trying to crack them. Managed to salvage a couple of chips, could turn up trumps if we get some wireless access code. Sure as hell haven’t seen them before, anyway. Luc, the Demo guy, has half of his arm hanging in bloody rags from one that got too close. Now those pincers were unforgiving. He’ll need microsurgery in the next few days, before the nerves heal, or he’ll have to go cybernetic. Good thing Doc Johnson managed to patch him up. Luc’ll hold till we get to the target. Supposedly, It’s a medical facility, so they should at least have an autosurgeon lying around. Thank the gods for Doc Johnson, he’ll be able to jack in and use it. Without him, Luc would have had to leave this hellhole minus an arm.
Beep beeep beeep beeeeeeep
"Crap, natives…Doc, get Luc under cover…Logan…Logan…LOGAN. Fire up the frigging Plasrail…Everybody…Suresight pattern. Hold…Now…Let’s see who’s crashing the party."
After having had a little time to recover from their ordeal, the player character’s location will be approached by a sixteen man squad of Liberty Guardian Keepers. These men will approach the PCs with no outwards hostile intentions. Should the PCs fire on the new arrival, the shimmering shapes will raise their weapons and fire non-lethal projectiles. These projectiles feel like "An explosion of ice spreading beneath your skin from the point of impact" and are energy-based, so they leave no marks and will pass through ballistic armour. Should the PCs be protected from this, the Keepers will do their utmost not to harm the party, but one way or another, the entire party will be disabled. Should the PCs choose not to attack the Keepers, or after they have all been disabled, then the Keepers will simply approach, and look intently at the apparent leader.
The Guardian Keepers
The Guardian Keepers are a special battalion of guardians, with a very specific role on Tantalus IV. Their mission is to contain and control the warfare on the planet. They also act as the cortical stack recovery unit, and guard the planet’s infrastructure (especially its underground maglev network) from the ravages of war. Not taking part in the Warfare themselves, they set up perimeters and hold the mimints at bay. Each carries Radio IDs, which makes them immune to attack from most of the automated systems and warns the smart shrapnel and ammunition to deviate course if headed in their direction. They will avoid interference with what happens on the planet, and are a very stoic lot, in both the modern and ancient sense, even amongst the Guardians. Their exoskeleton allows them to simply shrug off most attacks, while their advanced and extremely versatile XKH-71 infantry rifle system allows them to neutralize most threats effortlessly.
As the Keeper squadron approaches, the only things you see are large shapeless forms. Easily eight feet tall, the adaptive camouflage of the exoskeletons shimmer like heat rising off a desert floor. As they approach, their outline become more distinct, until, about five meters in front of you, the point man disengages the adaptive system, and you are stood facing a humanoid behemoth of camouflaged steel. lacking shoulders and instead having a rounded dome where the head should be, you can see that the range of movement of these Keeper still remains completely unaltered. There are no slot for vision, and, as the point man lifts the head cover like a hatch, you can see that it is fully transparent from the inside. Glowing display dance on its inner surface, providing highly complex and integrated tactical information to the man inside. The very man, who with blond hair and piercing, ethereal turquoise eyes, looks at you intently. His perfectly symmetrical lips tightly pressed; alabaster face revealing nothing of his thoughts or intentions. Only now your brain begins to register the tactical information in this scene. Each of the Keepers would at least be seven an a half feet tall underneath the exosuite. Their weapons, unnoticed until now, radiate the clean lines of ruthlessly efficient killing tools. Everything screams total and complete cool, calm and collected control. Be it the way the point man casually holds his rifle, the familiarity betraying countless years of daily usage. Or the way the other Keepers slowly, one by one, disengage the camouflage system, and, one by one, look at you with the same intent turquoise eyes. Fighting now… is not an option.
In fact The Keepers are rather indifferent to the fate of the trainees, and will mistake you for Guardians. (The gene therapy which leads to the turquoise eyes and increased bulk comes after Tantalus IV). They will not actually begin conversation with the PCs, but will stare at them and stop them from leaving the area until the PCs start talking. They are actually curious as to why a group is in the area, as they were informed otherwise. However, they will not begin to speak due to the very intricate etiquette and customs attached to warfare within the Guardians. Indeed, it is seen as very improper to speak to an unknown force when in a superior position. The PCs will have to get the ball going. The Keepers all speak excellent Galactic Standard, and most speak at least five other languages besides that, so it is almost sure that one of them will understand the PCs. Once conversation has been started, they will speak freely, in even tones, although any answer that can be monosyllabic will be.
This can go several ways, depending on how the characters handle it:
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If the PCs are rude, obnoxious or boastful, and try to intimidate or insult the Keepers, their helmets will close, and they will simply shimmer back to their patrol, but not before wishing the PCs a courteous, if somewhat short "Good luck". This leaves the PCs to fight through many more mimint groups on foot before getting to the nearest abandoned bunker, where they will be able to join the underground maglev network. In fact, this was the original plan, but the presence of mimints will make this a very dangerous and tiresome journey, and they will arrive at the bunker exhausted and running very low on ammo, not a good thing in the middle of what is basically a warzone. This is also the ideal spot to use some of the dangerous flora and fauna discussed in the setting primer. They still have to get inside the bunker/station by disabling the turrets and cracking the door. Thankfully, the station they go to is currently uninhabited, and they manage to get to the underground maglev without any further incident, although they will have no luck at finding supplies or ammo.
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If the PCs are cagey about what they are doing, but remain polite and make no overt threatening gestures, The Keepers will simply leave them to be, pointing them in the direction of the nearest road, where, they say, will be two abandoned land buggy, which would probably help them wherever they are going. Before driving them away, however, the party will have the rather unpleasant task of clearing out the rotting corpses still in the seats. From observation, it seems that the two buggies were attacked by an aircraft, and although the buggies are damaged, they should be simple enough to repair. Using their maps, the party will be able to navigate to the original waypoint, and find the same small bunker as in the previous option. En route, however, they will be ambushed by three trainee Guardians, who are themselves after the buggies. being only three, the damage they can do is minimal, but the element of surprise might just work in their favour. Unfortunately, they only carry conventional weapons, but this will at least allow the PCs to replenish some of their ammo.
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If the PCs tell them where they are going honestly and in a friendly manner, saying that their destination is the medical facility in another sector, then the keepers will offer to give them a lift in their combat shuttle to a medium sized station and bunker complex. After a twenty minute walk, the party will arrive at the shuttle in a clearing (protected from mimints by autoturrets) and be airlifted to the Bunker, where they will be shown the restrooms and the medical wing, where an autosurgeon will take care of their wounded. After freshening up, or perhaps using the cots in the barrack section of the bunker, They will be free to take the lift down to the Maglev station, and go on their merry way. If they ask nicely, they might even be able to scrounge supplies from the armoury. The XKH-71 rifle is pretty big for the unmodified PCs, but a very strong man or a two man fire team should be able to wield it pretty effectively. This will be a definite boost when facing the rest of the raid. (All this happens whether the PCs chose to attack or not. The Keeper’s exosuite is more than a match for any weapon that the PCs might have, and they don’t get offended from warfare. Indeed, if the PCs fought well, by all means have them praised over a meal back at the barrack.)
Regardless of whether they managed to get to the large bunker with the blessing of the Keepers, or had to fight their ways through hordes of mimints, the result is that they arrive at a deep underground maglev station where a three wagon train will be waiting for them. These trains are standard for squad movement. Although they are rather bare, the navigation system more than than makes up for that. On a great wall-screen in the forward compartment, the entire network can be called up. The intuitive interface (similar to google maps) allow them to simply click on their destination to begin the journey. Having selected the distant medical facility, a countdown timer will appear, giving them exactly 2 hours 12 minutes to reach their destination. Just enough to have a little nap if they haven’t yet, or get complacent if they have…
Act 3: Railroad Mayhem-(Trick Or Setback)
As we finally managed to settle down for a bit, something went wrong, didn’t it. Everybody was dozing off, when suddenly there was a jolt, the cabin went dark, and the train started scraping the maglev tracks. Sparks flew in a shower of light on either side of the cabin, eerie glow diffused through the dark window, and the ethereal shriek of steel against steel deafening. Of course, someone or something had tampered with the local power substation, cutting off the local section of track. Of course, what else could go wrong now?
The PCs train has stopped due to a local power outage. When it finally stops, the doors are closed, and the party has to exit through the roof escape hatch. It might also be interesting to play the darkness element to the full, filling every shadow with noise and unseen dangers. (adaptive camouflage is completely invisible in these conditions.) with their torchlight cutting through the oppressive undergound black.
Finding the electrical substation and restoring the power is the primary objective. This section is designed to give the characters that have not yet had a big part a place in the spotlight. For example, if the stealth character of the party has not had his say, twist the adventure so that this section has to be carried out by stealth, with lots of dark ventilation ducts, alert cameras and dark overhanging catwalks. If your techie hasn’t had a chance to shine, let the doors be closed, and requiring hacking at every step. Or let him have a battle of wit with the local AI to regain control of the substation. The actual reasons for the power outage are far less important than letting your underapreciated character have his moment.
Possible reason for the power outage:
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A group of special operative has been sent to terminate the PCs, following the report of the Keepers, it was clear that they did not belong here. The group is holding an ambush at the next station and the one just passed. Fighting through will be tough, and the track will have to be reactivated from the control center so that they can carry on with their journey
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The mimints are at it again! They managed to get past the next station’s defenses and are taking the generator and electronics apart. Your Keeper friends are on their way to sanitize the station from mimints, so if The PCs can stay alive for a while, they’ll be alright.
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Booooom! A nuclear blast has ripped the station’s upper levels apart, causing massive disruptions in the electrical networks. Remaining here too long is really not good for your health, and if the PCs don’t reactivate the tracks in a jiffy, they’ll get radiation poisoning.
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There is a bug in the electrical system! native wildlife has managed to get through the airlock… dangerous animals and plants have invaded the station, and the PCs are going to have to clear it all up. This is the GM’s opportunity to include bizarre and fantastic lifeform.
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Friends and mimints! Mimints have overrun the station, but this time, a small squad of Guardians is barely able to hold them off. Coming to their rescue might earn you their trust and respect. Or then again, they could think you’re part of the wrong side and turn against you as soon as the mimints are cleared.
Once the power back on it will be a simple matter to access the control room for this station and call the train. Once back ‘on track’, the journey will be fairly uneventful until they reach their destination…
Act 4: The Mimints are here!-(Climax, Big Battle or Conflict)
Ok, now something doesn’t smell right. So far so bad. So why on this godforsaken planet is there nothing wrong right now. We’ve had semisentient machines clawing at us, trains breaking down, genengineered giving us a lift, so now what? Arrived at destination, not a hostile in sight. This underground facility is huge. What’s really spooky though, is the fact that everything is in perfect working condition. At every corner, you expect a guy in a lab coat to bump into you. Gleaming white tiles reflect the lumox ceiling. LED shine besides active doorpanels. And yet, not a single human soul. We knew this was going to be deserted, but who’s keeping it clean like this?
Once arrived at the target, the PCs must then proceed to do three things:
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Gather samples and specimens of Cortical stack technology
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Gather all data from the datavault
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disable the local defense grid to allow for a pickup
And surprisingly, the first part of the plan goes without a hitch. Once the door panel has been hacked, the various cybernetic hardware required for the cortical implant procedure can be recovered from the cleanrooms. And although the PCs will have to go through airlocks and decontamination procedures, it will be a welcome change from the mission so far. If they did not manage to get patched up before now, the medical wing will have several fully automated surgery rooms, as well as plentiful medical supplies. In the emergency supply of the medical room, the PCs will also find an emergency stack reader, commonly used for identification. This portable unit is about the side of a large textbook, and has a plug to fit the stack into. If recovered, reverse engineering this device will be very helpful.
The Datavault, however, is another matter entirely. Located at the bottom of the building, it is accessible by a long access corridor. As soon as the PCs engage down the corridor, the door through which they have entered will close, trapping them inside the mainframe complex. The lights will dim, and the ceiling tiles down the corridor will fall down, only to reveal dozens of spider-like mimints that will begin to crawl towards the now-terrified PCs, walking indifferently on walls, ceiling or floor. These gleaming metallic horrors are intent on consuming the intruders, and The team will have to fight through them to reach the main server room.
In the main server room, an amazing sight awaits them. A large (13ft+) mimint, bloated by many addition of circuitry and chips stands in the middle of the illuminated space. Clearly, it is far too big to have entered through the door, and it can be suspected that it was build in situ. Its morphology is vaguely reminiscent of an insect queen, eggsack bloated, while the atrophied limbs do not even reach the floor. However, instead of laying eggs, the distorted metallic abdomen is connected to the servers behind it by thick cables. Cables that pulse with the same rhythmic light pattern as the rows of glass-protected electronics behind this final foe.
Barely having had the time to take the sight of this beast in, another waves of mimints will pour in through the ceiling and floor vents, reinforcement called by the fearful queen attempting in vain to protect itself. In reality, rather than being a queen in the biological sense, this is the brain mimint for the entire region. Having interfaced with the databanks of the medical building when it was abandoned, the mimint took over the local populace, and used their limbs to improve his physical shape, until a point was reached where only his cognitive function remained active. It does, however, possess the ability to remote control other mimints, and it will flood the room with waves after waves of exotic creations.
The Brain is incredibly well armoured by layers of strong interlocking plates. To kill it, The party will have to call on all the resources gathered so far. The Liberty rifle would make a great asset, and could easily be used to provide cover fire for a brave soul who would place explosive charges on the brain itself. This would kill it pretty effectively. The mimint wireless access codes (which could have been gathered shortly after planetfall) could also be used to turn the brain’s minions against itself, although the Techie will have to be protected for a long time before a successful hack is achieved. If all else fails, the cables can also be attacked between waves of assailants. Severing the cables, while not actually killing the brain, will remove its ability to call for backup. In any case, once the brain is disabled, the waves of killer mimints will stop, and the PCs will be free to begin extracting data from the datavaults behind the leviathan.
Some interesting facts can be gathered from the datavault beyond the mission data. As it turns out, the Mimint AI had merged itself with the building’s original AI, which is why the building was not taken apart, as it was seen as an extension of the brain’s body. It is also from here that the PCs will find the transmission codes required to disable the defense grid, and allow the long awaited pickup home. While browsing the main datacore, several references also come up on a hidden wing inside the medical facility. Isolated on an independent electrical and Security system, the equipment codes are obviously alien to the PCs, but The security seems to indicate something pretty juicy.
Act 5:The Light of day-(Reward, Revelation, Plot Twist)
We came, we saw, and we barely made it out alive. The insectoid abomination now stood dead amongst the funeral sacrifices of its own peers. The Datacore now ours, Patrick dove into the numbers. And that was when we finally understood the mission objectives.
We blew a hole in the toilet wall to access the secret section. Turns out we didn’t come here in vain after all. Rows upon rows of incubation tanks were filled with human bodies. The perfect shapes were bathed in soft green light, just enough not to trip on the wires connecting the tanks to the blinking consoles at their foot. Totally deadwalled, you couldn’t access this section without High Explosives. Even the computer system were deadwalled, and without Patrick, we would have never figured out what on earth they were doing here. As it turns out, this was a storage facility for part of their old prototypes. Yes, the biological kind of prototypes…
This is the motherlode. Although not physically vast (approximately as big as a medium highschool), this section is the centerpiece of the mission. The technology amassed here is varied and decades ahead of the rest of the other races. Early prototype for gene enhancement are stored here, and the samples that the PCs may take will be worth a very generous reward when they get back. Possibly more interesting, the technology is there for them to take and use for themselves. Early models of the Keeper exosuite will be amongst the small armoury, as will recombinant rifles and electro-transparent camouflage samples. The frozen storage will hold such a diverse array of engineered biological samples that their cold cans will not be big enough for all. In Fantasy terms, this is the treasure room, the dragon’s loot. It is up to the GM to regulate what is in here, so choose wisely.
Now, equipped with all the data and specimens they could ever need, the PCs are free to deactivate the local defense grid, and transmit the pickup message to their recovery craft. It is simply a matter of making it to the surface and boarding the shuttle, to be once and for all off this terrible place.
Here, GMs could always throw a few curveballs to the players for some final fun:
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As they await their shuttle on an open field outside, a large number (100+) of mimints attack. The pickup is going to have to be hot too!
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A Keeper squad awaits them outside. Fast talking is needed to justify the character’s presence inside the facility.
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The pilot has received orders from high command, he is to go only if the entire brain mimint is brought on board too, as well as a couple of the sarcophagus.
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The pilot doesn’t turn up. You’re a mean GM.
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The shuttle brings with it a nuclear bomb. You have to bring it back inside and set it to detonate once you are gone.
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While they were inside, the frontline moved right on top of them. Will they be able to rendezvous at the new waypoint?
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Ahoi Worm
By: Maggot
( Lifeforms ) Fauna -
Water ‘‘Parasitical worms that breed at an alarming rate , these vicious little creatures are indeed a great plague to other aquatic species that share their habitat. It is regrettable that some of them were able to escape their enclosures and infect our local fish stocks. But rest assured good people, that our illustrious and gifted leaders have an excellent reason for encouraging the domestication of these foul things. Trust in a wisdom that exceeds ours by far ‘’.
-Village Spokse man for the Quarsooth initiated aqua-culture project.
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Full Description
Found in an amazingly wide range of colors that vary from a painfully electric orange to a bruised hue of murky brown, these repellent organisms are completely flattened in shape, allowing them to wrap their infinitely flexible forms over the bodies of many species of aquatic creatures that are much larger than them such as fish or turtles. A highly useful function, this phenomenal stretching ability of the Ahoi worm enables it to latch its numerous orifices on the nearest living thing within reach and drain the unfortunate creature of blood until its voracious appetite is sated. To ensure that its host does not resist, its numerous feeding holes release a powerful toxin that is strong enough to immobilize a large crocodile for the duration of a few hours straight. Once this is accomplished, it burrows into the flesh of the immobilized prey with the aid of a vicious little spike that projects from its underside, and begins the process of depositing a large clutch of eggs in the cavity it has created. Then it detaches itself from the dazed animal and floats away, leaving its victim to recover from the ordeal.
But the eggs hatch following a period lasting no more than a couple of months. Upon doing so, they follow the example of their parents and attach themselves to the insides of their erstwhile incubator until they finally succeed in draining it of all its blood. After this fatal act of paratisim, they leave the wizened husk of the unfortunate animal though its rectal cavities.
The Ahoi worm is not native to our world. In the early stages of their aggressive campaigns of conquest against their closest neighbors, the Quarsooth encountered these ravenous invertebrates in the course of establishing a military base on Ahoi, an obscure swampy little planet that orbits their home-world. Intrigued by the worm’s interesting habit of sustaining itself, some specimens were collected for the purpose of research. The results that arose from the eager effort channeled into this project, proved to be extremely satisfying for the Quarsooth. Enthralled by the ability of the worm to paralyze large animals, one of their brightest armourers devised the idea of using it at a tool to capture the precious host bodies of other sentient beings rather than resort to slaying them in a wasteful manner with lethal weapons. The result was a steel pistol that contained a hollow inner tube filled with fluid that housed an Ahoi worm. When the trigger was squeezed, the worm would be propelled outwards from the nozzle with great force, flying with great accuracy towards the target. Once contact was established, it would obey its natural instincts and release its toxin into the quarry, rendering him easy prey for capture.
To prevent an infestation of the host from taking place, an antidote was developed that would slay both the eggs and the parent. But that was no great loss, considering that these asexual things were able to breed quickly in laboratories.
The worm enabled weapon remains as the mainstay of the Quarsooth, though there is less need for its use now, given the policy of peaceful domination that they currently pursue.
Additional Information
Updated: http://www.strolen.com/content.php?node=2279
This is the URL for the original post that has inspired all the Quarsooth offshoots.
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Beasts of Urghul
By: Ancient Gamer
( Lifeforms ) Fauna -
Forest/ Jungle The beasts of Urghul are found in the valley of Urghul, a remote, forested valley within the Cyllerean Mountains. These unstopable creatures are gigantic carnivores with a physique resembling gorillas, but with dark bluish-green scaly skin and huge ram horns protruding from their low foreheads.
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Inspired by David Eddings
Full Description
The beasts of Urghul are primitive animals originating from the vale of Urghul, a remote, forested valley within the Cyllerean Mountains. From that location they spread throughout the eastern parts of the Dhargenaas continent. In the beginning there was nothing that could stop the huge predators, so the Urghul population boomed, resulting in widespread death and destruction. For the Beasts of Urghul are gigantic carnivores with a physique resembling gorillas, but with a dark bluish-green scaly skin and huge ram horns protruding from their low foreheads.
They live in the trees and move about on the ground by knuckle-walking. In the trees they move about by jumping from tree to tree, often causing the entire trunk to shake. Thus their appearance is often heralded by the severe shaking of trees, ever closer to their prey. They have long black nails on all digits and their fangs and jaws are powerful enough to shred through platemail with one bite. They are about 7 feet to 8 feet tall (213 cm - 244 cm) and a male usually weigh in excess of 1400 lbs (636 kg), while the females are smaller.
They need not pluck the meat from the bones, rather choosing to fully devour their victims, sometimes even armour. In one week their strong digestive system will completely digest a victim and in this period the beast will be satisfied and peaceful, only responding to direct physical confrontation. Their droppings take the colour of various nuances of reddish-black and omit a vile stench of rot. The valued Tareeka mushroom thrives in the soil fertilized by such droppings and thus expeditions are mounted into Urghul territory when it is mushroom season.
Additional Information
There is an adage among the Belemarian Imperials. Rather one dragon, than an Urghul herd in mating season, which sums up the dangers of the Urghul and teaches the young to be careful. More than one fool of a knight has been killed for drawing the attention of a hungry Urghul, yet it has become the mark of a true warrior to hunt and kill a beast such as this. This has led to the huge incursion of local and foreign nobles accompanied by large entourages of soldiers, maids and servants into the areas formerly considered the sole domain of the Urghul. While this has caused a slight decline in Urghul population, it has also become a feast of sorts for those Urghul who has been strong enough to survive. Indeed the rumours talk about an Urghul Lord which is so strong and powerful it can only be killed by the most valiant knight.
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Black Leaf Bug
By: Kinslayer
( Lifeforms ) Fauna -
Forest/ Jungle It is whispered at harvest bonfires that sometimes swarms will combine into a monstrously huge pile of Black Leaf Bugs, able to instantly stop anything it comes across. What is left explodes in a shower of maggots.
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Full Description
There are several different species of Black Leaf Bugs, each resembling the shed leaves of various deciduous trees. They all share a few traits in common: swarm behaviour, poor flight, behavioural mimicry of leaves blown by the wind, defenses, feeding modes, and means of reproduction.
In appearance, Black Leaf Bugs resemble a cluster of fallen leaves, blown about by the breeze. It is not uncommon to see more than one species represented within a swarm. When they encounter a large animal however, they quickly swarm and paralyze it. Individually, their bites are small, and their paralytic venom weak. However, in a swarm, the collective toxin can quickly subdue even a cow, and keep it paralyzed until the larvae have devoured it. The adult females feed on animal blood, leaving pinprick sized holes on the paralyzed victim, barely noticable even under scruitiny. Adult males, ironically, feed on dead vegetable matter. All however, swarm and inject their paralyzing toxin.
The eggs hatch within a few hours, and the tiny larvae burrow their way deep inside the victim’s flesh. The paralyzed victim is eaten from the inside-out, while it is still alive and conscious for the early stages. The skin & bones are not consumed by the developing larvae, but muscle & soft tissues are. This leaves (pun unintended) the victim in the latter stages resembling a horrific type of scarecrow—the frame & skin are stuffed with wriggling vile leaves. These burst out from the victim, and become a new swarm.
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Blood Spiders
By: Mourngrymn
( Lifeforms ) Fauna -
Any
Blood Spiders are dark brown rust color, nearly the color of dried blood and have a body that is approximately 5’ wide, not including their legs. They have a desire only for survival and are not malicious. Tell that to one of their victims.
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Full Description
They are a dark brown rust color, nearly the color of dried blood and have a body that is approximately 5’ wide, not including their legs. They are covered in short dark hair and enjoy grooming themselves to stay clean. This has been observed to be a mating oriented function as only mates will groom each other. No outside spider has been known to touch another in such a maternal state. Even offspring are rarely groomed by their parents after they mature.
Society
The Blood Spider is normally a solitary animal, preferring the company of it’s victims then it’s own kind. They will usually live away from the bustle of humanity where they will not be disturbed and hunt on large animals for food. Only during mating season will they gather together, the males fighting for dominance over the females for rights to mate. Those who win, mate with the females and leave them to their own ends.
The females do not lay eggs often. Once every five to six years will a female become fertile and lay her eggs. These watermellow sized eggs are dry and dusted with a fine white powder that causes pain and numbness if touched bare handed. This effect lasts for a few hours and fades will no ill side effects. The female can only lay about five to eight eggs, with a mature ratio of only about one to two surviving. Because of this limited number of offspring it has kept the population down considerably.
Home
They tend to live in tight fitting hollows that they dig in the ground. These hollows are usually under boulders or old trees where there is ample seclusion and protection. While it leaves ample room for animals and intruders to wander in, they are more than capable of protecting themselves even in the tight confines of their hollows.
One thing that is different with these spiders, other than size, is the lack of spider silk. They do not produce it and therefore can not spin webbing. Some have thought that because of their size they can not produce this spider silk while others believe it is because of the venom that they produce. The sacks that normally produce silk were replaced with those that produce their venom. Regardless, because of this there is no visible warning on entering into a den of a blood spider. Not even a smell from their victims as they devour ever drop of liquid inside the bodies leaving no death smell.
Resources
They will normally attack their prey by surprise, knocking them to the ground with their two front legs and then stinging them with a small protrusion that extends from their mouth. This stinger has a fast acting venom, that when it is injected into their victim they begin to go numb.
Because of their size few will be found among the boughs of trees, but in some areas where the ancient trunks are thick and strong, they have been known to drop from on high and pounce on their victims. Using size and poison to efficiently harvest food.
Vision will go first, then motor skills, until they can no longer move. This stinger leaves a very small and unnoticeable mark when they puncture the skin. It is not a deadly toxin and rarely will kill, however it gives them the oportunity to feed on their victim at their leisure. Once stung and unable to fight, the spider then haul them back to their lair, where they inject a small protubance into the victim and drain their blood.
The venom can be harvested up to three hours after the Blood Spider has died. This venom has been known to be used by countless assassins as well as for medical purposes.
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Chokesprout
By: Scrasamax
( Lifeforms ) Flora -
Swamp Sleep with a cloth wrapped around your face or you’ll be a frungy garden in the morning…
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Full Description
Chokesprout is a fast growing fungus that requires only two things to flourish, moisture and warmth. It spreads across the surface of muds and shallow bodies of water in a fibrous carpet of white tubules.
Origins
Chokesprout originated in the Gant swamps where it grows on the thick armored carapaces of the meter long swamp insects as well as creating entire fungus bogs. The insects there devour the fungus at a voracious rate, which is the main reason why the fungus grows so rapidly. A spore to grow to fruiting size in a matter of a few hours, growing as much as two inches as hour in ideal conditions.
Precautions
Conditions within a normal human, or demihuman mouth closely matches the ideals for chokesprout growth. This is where the fungus has gained its name. Many an explorer has awoken with his mouth almost closed off by fibrous growths of the plant. Removing it is generally unpleasant as many small fibers have generally infested the mucus membranes of the mouth and nose, making the matter dangerous and painful.
On rare occassions said explorer hasnt awoken in time and ends up choking to death with his mouth and nose completely obstructed by the stuff. To prevent this ignoble fate, there are a number of things that can be done. The most common cure is to wear some sort of covering over the mouth and nose in areas where the fungus is known to be a problem. this is also done by avoiding areas where the thick white mats are found. Only a fool sleeps in a fungus soft bed.
Other remedies include drinking some sort of acidic beverage, with fruit juices or a dilution of vinegar being popular. This makes the mouth too acidic to support fungus growth. A folk remedy is to avoid cheeses and milk before sleeping as this alters the pH in favor of the fungi’s growing conditions.
Plot Hooks
Fungi Bogs - The PCs crossing a swampy region find a thick fungus bloom that makes the ground look solid until they reach a deep spot and vanish through the previously solid seeming mat. After they leave the bog, all of their clothes and gear are infested with the spores. Wet food goods sprout tubules in a matter of hours, and they run the risk of a choking death from the stuff.
Bad bad Salad - After a long rain, farmers find chokesprout bubbling up from the soil, and it is spoiling their crops. Its not long before the cost of basic non-preserved foods goes through the roof. Options for food on the road fall to smoked and dried goods, stores that were intended for the winter. A small famine ensues with the PCs feeling a little leaner for it. What if the PCs are the ones who brought the spores from their previous encounter in the bog.
The Fungi-Golem - a demented swamp gnome has constructed a golem from the chokesprout and blackwood. When the weather shows signs of rain, he unleashes the pale monster to rampage, and in its wake the fungus sprouts in profusion. fighting the monster is difficult as it can fully heal its wounds in an hour, no matter how grevious.
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Corpse Flower
By: Michael Jotne Slayer
( Lifeforms ) Flora -
Forest/ Jungle Deep in the Ankorillian jungles grows the Corpse Flower. A dreaded plant that can entangle and poison you silently.
Hours later your companions notice your absence,
turn and search for you.
As they backtrack they unknowingly pass your last resting place.
A rather smelly, orange plant.
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Full Description
The jungle seems a tangle of vines and stalks and leaves. The only way you move through the impenetrable wall of green is with a machete. Hacking with the knife, you can slowly make some progress, but the work is exhausting. Finally, you seem to be reaching the jungle’s edge. Only a few heavy vines block your way.
You swing your machete and it strikes the three-inch-thick vine, slicing it neatly in two. Suddenly the jungle around you comes alive. The vines in the nearby trees start moving. You step back, but it’s too late. One wraps around your ankle. You raise your knife to cut through it, but before you can swing, another vine twists around your arm, stopping it. A third vine, as thick as a fire hose, curls around your waist and you are knocked off your feet. It drags you into the thick underbrush. Suddenly the jungle parts up ahead and you see an orange pod as tall as a man. It opens and you are thrust into its dark interior. You find yourself waist deep in a sticky liquid that burns your skin. As the leaves close up behind you, trapping you, your fellow adventurers voices can be heard…
When it blooms, the Corpse Flower can reach at height over nine feet in height and smells like a mixture of rotting flesh and excrement. And that is exactly what it is, it can take up to three weeks to fully digest a mature human being. The pungent odor also attracts bees which are trapped in the flower until they are covered with pollen. Then they are released to fertilize other plants.
A blooming Corpse flower’s "flower" (it is technically a leaf or spathe) can be three feet across. It can move slowly around, to slow to catch up with a prey that has already noticed it. But slow enough to avoid being discovered. It is found in deep woods with heavy underbrush. The main body of the plant is orange and about the size of a man, this is where the mouth used for meat eating is located. It has ten vines which it can use to catch it’s prey. These vines have small poisonous needles. The vines can also knock out or strangle opponents. There are no teeth in the plants main body, but hundreds of small needles with poison. There is also much liquid inside the pod used to both intoxicate and digest the victims.
Additional Information
*It is notoriously difficult to kill one of these plants. The only way to permanently kill one is to set it on fire. If slashed and damaged greatly the Corpse flower may retreat into the underbrush again.
*It’s name, Corpse Flower is a direct translation from the natives language;Pla-Liki. Amongst the Island inhabitants it is quite legendary. They usually avoid the places where it grows. But when someone is eaten by the flower; It’s considered a gift from the pagan Ankorill gods. They believe that the spirit of the consumed man becomes one with the forest and lives forever.
*The corpse flower could easily be used in any jungle with some minor modifications by the Game Master.
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Devil's Thorns
By: Agar
( Lifeforms ) Flora -
Forest/ Jungle Not many plants kill animals. This oaklike tree is predatory in the spreading of its seeds.
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A tree that appears oaklike, but has a good number of large spikes growing on it. The spikes are an average of 9 inches long, some larger, and have a bulbous burl at the base. The spikes are actually the seeds of the Devil’s Thorns. In much the same way ferns reach for the sun and some desert plants swell up and launch thier seeds in rain, the Devil’s Thorns searches for the heat living creatures give off.
When it is strong enough to indicate the creature is in range, a rush of sap swells the burl and fires the thorn at the target, with intent to kill. The thorn bark is posionous and micro barbed like a porqupine quill, so even a shallow hit can be dangerous. The posion isn’t abnormally strong, but will wear on the creature’s health. The thorn will be eventually fatal if not treated.
If or when the creature is killed, the seed now has a lovely decomposing body to provide fertalizer for it’s new life. And the cycle begins anew, and if left unchecked, a whole forest could be thickly mixed with these deadly plants.
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Dire Vine
By: Jarons20
( Lifeforms ) Flora -
Forest/ Jungle
Dire Vine has a long reach, watch your feet less they disappear from underneath you
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Full Description
The Dire Vine is a semi-mobile plant that is able to collect its own nutrients by luring small animals or catching unlucky humans, and dropping the remains near their roots where corpses become rich fertilizer. It has been witnessed "eating" in one occasion.
...We watched from the air as the boar was dragged through the dirt, its fearful squeals echoed through the branches. The large tendril raised the helpless animal high into the air, and bashed it against the ground, a tusk splintered from the impact, and the sound of bone snapping was enough to make one of my party turn and refuse to look back, as the Dire plant began its meal.
The smaller vines uprooted from the soil and began to massage the skin, prying into the flesh as it spread through muscle and deeper between bone, until the creature gave way from the tearing force. It was not unlike a small explosion of flesh, fat, and bone.
The roots returned to the earth, nourished by the wet soil, the bark stained red, and the remains littering the area. We were glad to be above the forest, far from the reach of the thick appendages of the Dire Vine.
The Vine entangles its prey if they happen to wander into the plants long reach, triggered by the vibrations or any physical contact, the vine instinctively snatches up the trespasser. By bringing the body closer to the trunk, much smaller vines emerge slowly from the soil, like worms after rain, or maggots, the begin to crawl across the body while roots underneath penetrate into exposed flesh, or seek out chinks in armour to tear apart and make fertilizer of the captive creature, sometimes while it is still alive. It has been thought that the Dire Vine has a malicious sentience, but if that were true, it would surely work faster.
The lashing limbs of a fully grown tree have been known to reach 20 ft in length and 5 inches thick, but they are also exceptionally strong and durable, able to pull a man of 10 stones in weight towards it, slowly but steadily. The vine is also hard to cut free from, and the sap very sticky and red, adding to the stuckness of those trying to escape.
Smaller vines shoot off from a main stem, mimicking a true trees’ structure by growing a large distracting canopy filled with a red, purple-spotted fruit that resembles a large pear, but with a much tougher skin and is extremely poisonous to humans and large mammals.
The much deadlier aspect with the Dire Vine is when one is able to live long enough or is nurtured to produce more vines. These are known as Assassin Groves.
Assassin Groves
Assassin Groves are large plots of Dire Vine, at least an acre, growing outward of one main Vine, which looms from the center like a great Oak. The edge of a grove has small saplings which are not as powerful but as prey travels further in, the smaller trees move their small vines to create an outer fence to prevent escape from the larger vines within. All smaller stems work to feed the large central vine which at that size has become a monstrous plant with a ravenous appetite.
Plot Hooks
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The PCs have heard the king of the region has transformed the grounds of his garden into an Assassin Grove to watch it feast on the captured soldiers of the neighboring state. The King at war with him will gladly pay the PCs to rescue them as his own son is the general of the captured regiment.
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Dire Vine fruit, poisonous but sweet smelling, makes unique oil which craftsmen and assassins use in traps or as treatments to weapons. There are some who would pay for a single fruit, but others would pay for a cutting to grow their own. PCs have been set to retrieve fruit or an actual vine.
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Among the branches of a great Dire Vine lies a great weapon of a great hero who stumbled into its roots after a battle that weakened him enough for the long tendril to take him unaware, the weapon lies embedded in the trunk, stuck in the bark, halfway up.
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Necrosia Animensis
By: Wogden
( Lifeforms ) Flora -
Any “Since the vile Plante’s Deceased Hoste is not technically a Part of its Anatomy, any attemptes to Kill the Monster using regular methods is likely to prove Futile, especially that of Beheading the Creature. It seems to regarde its Head as a most Unnecessary part of its Composition, and thus as it moves its Head exhibits a frightening lacke of Expression, and lolls in a way most Unpleasant to observe.”
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Of the Necrosia Animensis, by Solomon Haelbergh
“A foul thing to beholde, the Necrosia Animensis (Dead Man’s Seede in vulgar) is like to a great budding Plante, which bears numerous and singularly repulsive Tendrils, each extending a near seven handspans and each adorned with various clinging Spines which allow the necrosia a steady graspe upon its Prey. The Bulbe of the Plante is like to that of an enormous Onion, yet bearing upon it many Pustulent Boils like to those borne by Plague-ridden Vermin. Yet the singular most Repulsive aspecte of this Plante lies not with its outward Appearance, nor yet its terrible Stench, like to that of molde and Witches’ foul herbes. This Vegetable seems to exude an intangible Aura of Fear, Loathing, and Nausea, such that even were a Gentleman within sufficient distance of the Plante yet unable to see nor smell it, still would it work its vile Charms upon the minde, forcing those near to severe Discomforte and Mental Anguish.
“Yet more repulsive than the Plante’s aspects of Physical and Psychological nature is the manner by which it subsists, not upon the minerals in Soil that wholesome Vegetation so cherishes, but instead upon the discarded Bodily Manifestations of those that have Departed this Plane of Existence. With utter disrespect for the Healthe of the Spirit that has so recently evacuated the Body, this heinous Plante will spread its Seede within the Hearte of the newly Deceased and there spring to Budding and Full Growthe ... whilst Expanding within its Repulsive Neste, a bizarre Phenomenon will manifest itself, as the Deceased Corpse will begin to exhibit a Heartbeat, despite a compleat lack of the necessary Spirit for such an Operation ... As the Plante springs to Maturity, its tendrils curl around the Hearte, forcing its Chambers open and shut in a twisted Mockery of honest Living Entities ... The vile thing exudes a sort of Sap, which appears to function very much like the Bloode which courses in honest Men’s veins, and is forcefully Injected into the Deceased’s arteries, dissolving the dried Bloode which once made use of those very Passages for the Nourishment of a Living Being ... Within days, the Plante has gained enough Control over its Hoste so as to Animate it, as is exhibited in Twitches and Jerks of dead Muscles ... After a week, the Plante is freely able to move its Hoste as it pleases ...
“Yet this gruesome Animation is filled with an utter Lack of Human qualities, as the Monstrocity does not walk Upright as a Man, nor displays any of the Four Characteristics of Humanity as set down by Maensen: neither Beauty, Logic, Emotion, nor Vigor is present in its Being, as it simply shambles, barely standing, in search of Prey, which it falls upon and Murders, afterwards implanting its own hideous Strain within its victim in a repulsive manner like to that of Impregnation. It is for this reason that I greatly advise Against the keeping, breeding or further study of this most Awful Abomination, especially in the presence of Ladies and Womenfolk of a Sensitive nature.
“Since the vile Plante’s Deceased Hoste is not technically a Part of its Anatomy, any attemptes to Kill the Monster using regular methods is likely to prove Futile, especially that of Beheading the Creature. It seems to regarde its Head as a most Unnecessary part of its Composition, and thus as it moves its Head exhibits a frightening lacke of Expression, and lolls in a way most Unpleasant to observe.
“... I can but pray to Our Champion’s Holy Spirit that my exposure to such a Vile Thing has not tainted my Soul for Departure, as many Witch-practices are known to do. Despite this Creature showing no signs of Enchantments of any Dark or Unnatural persuasion, still I feel an unpleasant similarity between this repulsive Vegetable and the varied methods used in the heretical Animation of the the Dead by the accursed Witches and Warlocks whose Kind would do better to be Expunged from our Good Earthe.”
-Exerpt from Solomon Haelbergh’s Anthology of Natural Phenomena , Guildhall Presses, Long Ford, 1879.
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Ocadian PitFiend
By: MoonHunter
( Lifeforms ) Flora -
Desert Ephemeralstability wrote:
The ochre sands stretch for miles around. Something kicks up the dust. It’s a yak. A desert-yak. It ambles slowly, nuzzling the ground for the low-growing shrubs. The ranger freezes. “Stay very still,” he warns. “Don’t move at all.” “What is it?” you ask, breathlessly. “It’s the most dangerous creature in the whole Ocadian desert. And it’s about to eat that yak…”
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The Ocadian PitFiend is a colony creature, where several different lifeforms combine together.
1) On the surface there are what appears to be shrubs. They are actually two different plants living together. One is Brycanthis, which produces a low woody shrub, the other Sochrin Vines, primitive relatives to Treller Vines. Combined, they make a low woody shrub with green leaves and small red flowers. Neither of these plants should be able to survive in this environment due to soil and water requirements, but as part of the colony, they can.
2) Deeply, there is Ocadian Fungi. The giant subsand relatives to the mushshooms can grow to huge sizes, encompassing several acres underground. They are just under the heat level (where the sun’s warmth no longer warms the sand/ soil). They provide liquid and stability for the PitFiend.
3) In the Middle combines three creatures. Ocadian SandCoral (or a variation of) is the backbone of the creature. These small creatures eat organics in the sand, protecting themselves from heat and predators by creating small shells of silicon… thus creating a coral. They create the stable foundation for the plants to root to and the Pitfiend to grow from. It is unclear if it is two or three kinds of microplants that make up the Fiend Proper. One plant produces “spoors” that stun and can immobilize creatures once stimulated (stepped on or agitated by chemical signals produced by the bush plants being disturbed). In addition the spoors begin the digestive properties. They grow on the surface out of the SandCoral. The colonies of Sand Anemones will shoot their “once in a life cycle” tentacle… drawing the creature into the pit. (they will then reproduce, drawing upon nutrients from the caustic goo inside the bulb). Inside the bulb of the fiend (held together by coral and the plant roots) is a number of microplants and animals that digest flesh quickly and even can break down bone and metals. The goo inside the bulb can completely digest a human in about four hours, passing nutrients and water out of the bulb to the rest of the colony. In fact they are so acidic that they must remove the water quickly less it becomes so unacidic that they die. One of the microcolonies of the goo does nothing but that.
The Yak was attracted to really nice looking plants that should not be able to survive here in the desert. It seems to act drunk, unsteady. It is slowed and stunned by breathing in spoors. Then tentacles shoot out, drawing its prey underground. If small enough, it disappears completely under the sand… but the Yak is too big, it appears to slowly sink into the sand among the nice bushy plants.
Even if you rescue someone from the bulb, part of their body will be dissolved and will be infected by a number of microbes that will continue to try and digest the victim. Even being near the plant is dangerous, as inhalation of the spoors will lead to tiredness, fatigue, paralysis, and begin to break down the lungs and wet tissues they touched, causing bleeding from the eyes, nose, and lung… as they are slowly digested by the spoors.
In fact, the rizone (mushroom) element counts on things getting away… they will then decompose and feed both it and the PitFiend.
Spoors will be an issue for people, but by the time people realize someone has been infected, not only have all of you have been effected, but much damage has already been done. The PitFiend wound (swallowed) can be stopped by the “Old Ranger Trick” of swabbing the wound with a honey and water mixture. Magic can resolve some of it, but there will be 1-6 “diseases”/ parasites that will need to be removed (thus 1-6 spells of removal). Also one of the microflora put out a strong anti-magic field (for a microanimal) so it is difficult to resolve anyways. After all, it is the most dangerous creature in the desert. It can kill from a distance, it can kill you if you escape, and it will make you “gone” if you stray near it.
Additional Information
The only thing that gives this creature away are the innocent shrubs that are somewhat out of place and the caustic smell that bubbles up if it is digesting something.
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Teleportation and Translocation
By: Ancient Gamer
( Systems ) Transportation -
General Throughout creation there are locations which serve as nexuses of sorts; conduits between one place and another. Such are the rules of translocation that only areas that border each other can be traversed by physical or magical means.
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Throughout creation there are locations which serve as nexuses of sorts; conduits between one place and another. Such are the rules of translocation that only areas that border each other can be traversed by physical or magical means. Finding such an area is no small feat and only the power sensitive witches and warlocks can truly sense the presence of a conduit. Apparently this also applies for ravens and crows and other animals, which are repulsed by them.
For common observers these areas would seem devoid of animal life. If an animal was brought into such an area, it would soon react with unease, which would get stronger as the animal got closer to the nexus. There are two kinds of nexuses: Those that have been harnessed and those who remain wild.
Maros pulled at the reins again, but Imaro, his faithful steed, would simply not budge. Exhausted the young warrior in his blood-smeared, dented breastplate removed vital items from the horse and into his backpack.
"Damn, that old fool never mentioned having to walk all the way up to the complex", he muttered under his breath.
The Ancient Gateways
A harnessed nexus requires a mosaic, usually a circle, star or a square, with a unique pattern. This mosaic serves as a mental focus for the magi as he teleports from one nexus point to another, merely by concentrating on the pattern on “the other side”. Theoretically this will allow time travel, but that requires powerful side components such as certain stellar constellations, human sacrifice or an eclipse.
There are few, if any, mages who have mastered the art of time travel though and the nexuses, or the Ancient Gateways as they are called in literature, are sometimes controlled by factions who zealously guard their portal. These factions often require something to allow the usage of their portal, among other things membership, fees and favours, and (if not controlled by the ruling authorities) they are wont to hide it's presence for fear of losing control.
The traveler needs to know the pattern of the destination he is going to travel to, or he won't get anywhere. This has led to booklets sometimes being sold (by those who control the gateway) in which artists have drawn the pattern of a handful of nexuses, thereby letting the user study the drawing while concentrating. Sometimes these drawings include a name and maybe even a description of the location, but at other times the drawing is without information or even false or flawed. Flawed and false patterns simply result in the nexus being unable to function, while the usage of an unknown pattern has led many a traveler into perilous circumstances.
Those with power sensitivity will notice currents of essence within the mosaic pattern, the mechanism which allow the patterns to be used in such a manner. Destroying parts of the pattern in any way might result in the nexus collapsing, which in turn might inflict major damage on the fabric of reality.
Some mages opt to use silver when using the Ancient Gateways. Silver, usually inlaid in runic grooves upon stones of power, is potent when shaped as runes and used in conjunction with the Ancient Gateways. Such stones can allow several men to travel even though only one concentrate on the pattern, provided everyone touch the stone. Other uses of such a stone is to translocate anyone upon the mosaic on the other side of the mosaic to the owner’s location. The power and ability of such a stone is determined by the quality of the runes, the amount and purity of silver used as well as the rune in question.
Though it had not been used in a very long time, and dust and cobwebs covered everything, it was easy to see that the hall had once been a grandiose sight. Arching windows let minute amounts of light in, the forest outside obstructing much of the sun's rays. On the floor an intricate mosaic could be vaguely seen behind the dirt, and as Maros crouched down he wiped a small area clean with his left hand. The sight was marvelous, the tiles keeping their vibrant colors and gloss in spite of the passing of the centuries.
This had been an important place once, the seat of a council of mages close to the king, but when the last of the Kings died and the kingdom rose in rebellion, Umbranth, the last High Mage of the council, uttered the council's words of sanctuary and a fey mist began to cover the land. When the bloody civil war ended a few months later, the mist gradually disappeared, and a dense, mysterious forest began to appear, growing at alarming speed. The seat of the council was lost, or so it seemed, for no one could find it anymore.
"But here it is!", Maros shouted in excitement, clapping his hands in enthusiasm as he did so. His client had paid him well for his services, and this was just what he requested.
The warrior was a skilled artist, and after an hour he had drawn the symbol on the floor on a high quality piece of parchment the client had provided him with.
Rising, Maros entered the center of the circle, and withdrew another parchment, this one depicting the strange mosaic he had been shown in the client's basement.
How was this supposed to work again?
The Wild Conduits
In some locations wild conduits can be found; untamed links to other places that have yet to be claimed. The manipulation of these conduits is far more difficult and requires hours and hours of ritualistic magic. If the other end is another wild conduit, a scrying device is required, for it is vital to physically see the other end. For a lonesome mage it is very difficult to open such a conduit all by himself / herself, but often entire cabals of sorcerers participate, in which case the exercise is routine though exhausting. If the other end is an Ancient Gateway, the operation is much easier as the presence of a focal pattern removes the need for scrying on the location.
The presence of a wild conduit is extremely rare and the Ancient Gateways are few and far between. Not nearly all major cities have a gateway and often long periods of travel is required to reach the desolate place in which some witches’ coven has claimed an Ancient Gateway. These conduits are so vital that spellcasters often wage small wars to attain control of the location, as the ritual for converting a wild conduit to an Ancient Gateway is an expensive, gruelling and time consuming task. Additionally it has to be mentioned that wild conduits and Ancient Gateways are the only locations in which a portal or gate to heaven or hell can be opened. It is also the only means through which entry to the Other Places, outside Creation, can be attained.
Seneschal let his white, cracked tongue glide along the edge of his short, sharp blade. The blood of his hireling tasted of iron, and within minutes his apprentice necromancers had removed the body; another specimen for the apprentices to play with.
It was vital that no one knew about his discovery; the gate of the Iberlander High Mage Council. Seneschal had been but an apprentice when his master first told him of the legendary council, and how its final steward, the mage known as Umbranth, had hidden the gateway from the enemies of the king.
Carefully, with the studied delicacy a collector shows the price specimens of his collection, Seneschal placed the scroll with the others.
I have five now, though two of the gateways are controlled by someone else. If only the messenger I sent to the forest would return with news of the unharnessed nexus...
Seneschal entered the mosaic, and while furrowing his brows he concentrated on his new symbol.
Short Distance Teleportation
Some creatures defy the rules of translocation and are able to teleport short distances up to thirty meters and within line of sight. These creatures are often highly magical in nature and sometimes even circumvent the laws of gravity and time. There has been no reported case of translocation beyond thirty meters without the use of a conduit.
He was so pleased! Smiling broadly, his white gums revealing missing teeth and his cracked parchment lips tearing slightly, Seneschal looked up into the domed ceiling of the hall.
There, in the center... It must be... Yeees, this is it! That is High King Ulsard Iberlander surrounded by his concubines, his generals and his councilor mages. I finally discovered the location of the Iberlander Council Gateway!
Seneschal looked around, and soon his eyes fell on a balcony above. Smiling triumphantly, the disciple of Necrotae pressed the tips of his fingers against each other and touched his forehead. There was a sucking sound of a vacuum as he ceased to exist in one place and the gush of wind as he appeared in another.
The elder mage stood upon the balcony as he began working new magic. The dust, dirt and the cobwebs simply would not do!
Summoning
Summoning is quite different from other means of translocation. When something is summoned, the name of the summoned entity as well as a piece of hair or a fingernail needs to be in the summoner’s possession. Summoning always requires a long ceremony and does not always succeed, for the summoned entity must usually agree to its coming. Simple animals often wish food and shelter, while more insidious creatures require greater sacrifice to answer the summons. Additionally the presence of a wild conduit or an Ancient Gateway makes the summoning quicker. It is difficult to banish a creature once summoned and if the creature is unbound and not agreeing with the spellcaster’s demands, it will do as it pleases and might pose a threat to the summoner. Banishment requires a ritual of magic. The duration and difficulty of the ritual is dependent on the might of the summoned being.
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The Orc Tick
By: Maggot
( Lifeforms ) Fauna -
Other "OH MY GOD! LOOK AT THE SIZE OF THAT THING!"
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A disgusting bug twice the size of a regular tick,and ten times as voracious, these odious parasites are very common among the unwashed orcs. Not that the orcs mind them greatly, having gotten used to their presence. Some even go so far as to say that the ticks help to keep them healthy by purging their bodies of toxins. All orcs have sworn that it was the presence of these little blood suckers that have rescued them from otherwise fatal diseases. If this is just an orcish belief or a reliable cure for the orcs, none know for certain.
What people do know,is that the ticks carry a virulent blood transmitted illness that only orcs are immune to. Any human who has the misfortune to be bitten by one of these ticks,will suffer a painful death within the space of a week, as was hediously demonstrated during the siege of the border town of Hulart. The wily orc war chief who besieged the town,succeeding in causing the deaths of hundereds of townsfolk when he had his warriors launch numerous clay vessels filled to the brim with the deadly ticks, over the city walls.
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Trapper Ants
By: Cheka Man
( Lifeforms ) Fauna -
Forest/ Jungle Not all the beasts that threaten humans are large.There are those who despite watching out for dragons, bears, giant spiders and the like, have underestimated this downright nasty little ant and paid for it with their lives.
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The worker ants are up to an inch long and a dark red in colour, with elongated jaws that can cut through cloth, silk, and skin, and who inject a narcotic when they bite.The Queen is the size of a human thumb but humans have rarely seen her.
They dig an underground home that compared to the size of the ant is as large as a city. The ant can eat almost everything-leaves, resin from tress, insects and spiders, small animals-and larger prey that it catches in pit traps which it digs close to, and linked to, the nest.
These traps can be up to three feet deep, with a webbing at the bottom made by leaves that the ants have chewed, and a thin layer of soil supported by webbing at the top.The webbing is not very strong but it does not need to be.
As soon as the animal or human falls into the pit,thousands of ants swarm up the legs and bite.Although each ant bite by itself is not very dangerous, the combined effects of hundereds of bites given at the same time sedate the victim long enough for the ants to overpower it and strip it to the bone before the poison wears off. Within hours the victim is a pile of dislocated bones which the ants bury.
Additional Information
These ants can be used to torture PC’s, as a booby trap, as a way to dispose of bodies in a Mafia-type game, or as a non-dangerous annoyence.It takes over a hundered bites to cause really serious harm. If the victim survives, a few days later the bites will itch, a tear-the-skin-off type itch.
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XKH-71 Panther rifle
By: dark_dragon
( Items ) Ranged Weapons -
Combat The XKH-71 (Panther) rifle is the widely distributed rifle amongst the Liberty Guardians. Incorporating recombinant technology, the projectile can be altered depending on the tactical situation.
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The XKH-71, also known as Panther, system is an incredibly versatile weapons system. designed to provide complete domination in a battlefield situation.
The gun is simple in its design. It consists of a very long barrel, surprisingly made of frictionless ceramic rather than the conventional metal. Instead of a firing pin, an extremely powerful laser is located at the end of the barrel. This laser has the job of creating a plasma from the ammunition. a very powerful electron gun (a more powerful version of the cathode in a TV) is also located at the rear of the weapon, and allow the charges to be ionised if needed. The barrel is itself surrounded for its entire length by a large gold coil, which is protected by the casing. This gold coil allows the weapon to create a very strong electromagnetic field inside the barrel, which is what accelerates the ionised projectile.
None of this would be possible without the support of a very efficient powercell, which is located over the stock of the weapon.
The ammo itself is incredibly simple. In the 40 round magazine, there are 40 metal slugs. These slugs have no propellent, and are usually made of solid copper. most malleable metals will do, and there have been successful trials with iron, aluminium, lead, steel, magnesium, nickel zinc, gold and silver. In one particular case, the laser was overpowered and the slugs were even made of iridium. These slugs look like 70mm(~2.75in) long cylinders of metals, with a diameter of 18mm(~0.7in). Since they are so trivial to manufacture, they can even be smelted in the field using a small clay furnace and available metal ore.
The gun fires by vaporising the metal slug using the laser. depending on the laser’s firing time and intensity, the projectile can either be:
- Partially vaporise, which creates the same effect as a normal chemical weapon as the hot plasma expands behind the rest of the slug. This is achieved with a very intense but short pulse.
- Molten, in which case it will then be ionised by the electron gun and accelerated by the barrel
- Completely vaporised, in which case the entire slug is transformed into a dense metal plasma, and can be accelerated at will.
Also notable is the weapon’s Muzzle. When firing ionised projectiles (molten or plasma) the muzzle is electro-magnetic, and the fluid can be forced into a wide variety of configuration.
Appearance
The rifle is designed in a bullpup configuration, to maximise barrel length. (bullpup: magazine behind the grip) They are remarkably bulky in their design, with a blocky appearance. Remarkably, they have only one internal moving part besides the trigger (which incorporates the safety mechanism.). The slug loader is mounted on a quick response solenoid. This is in fact the bottleneck which reduces the rate of fire to about 420 rounds per minutes. This low rate of fire is a constant point of discontent amongst Liberty operative, and has forced a spirit of precision marksmanship amongst the Panther users.
The rest of the rifle is encased in a poured lightweight resin, protecting all the elements from the environment, and effectively allowing the system to work in difficult condition, such as underwater (plasma causes supercavitation, which allows a reasonable underwater effectiveness.)
The optics are streamlined with the weapon, and are mostly electronic, although a combat sight is attached. They integrate fully with the Liberty infantry data system, effectively allowing the warrior to have sighting information on his head-up display. This effectively allows the Guardians to fire their rifle without line of sight.
From a standard human point of view, the rifle is very long, nearing 1.25m (nearing 50in) and would be classed as a general purpose machine gun for its size. (it must be remembered that Guardians are genengineered)
(For an idea of the look and feel, the Panther looks like a bulkier and longer FN F2000)
Firing options
It must be noted that this is by now means a definitive list, since the weapon’s many variables can be changed to give rise to a wide variety of uses. But it is a list of the most common configuration. The soldier’s individual preferences can be programmed into the thumbwheel fire selector, from 1 to 5. The finer variable adjustments are carried out through the HUD software. ‘P’ designates plasma rounds, ‘M’ molten or metallic, while ‘S’ slugs, which are only partially consumed. All projectiles other than the ‘S’ also cause severe ionising damage if in contact with skin or clothing. This effectively means tissue necrosis around the point of impact.
P needle
This projectile is created by constricting the muzzle magnetically when firing a full-plasma projectile. This creates a long, thin needle shaped projection. It has excellent range, and will penetrate through most metallic armour simply by melting it. The projectile itself burns brightly, and will often set fire to flammable material it comes into contact with. against reactive armour, this fares well, since by the time the armour has fully reacted, the projectile has still not fully made contact. (the needle is ~1m long) Against ceramic armour, this lacks the kinetic energy to break it, but the splash damage will often be sufficient to disable the target.
P blast(‘firehound’)
By reversing the polarity of the magnetic muzzle, the Plasma can be dispersed widely when it leaves the barrel. This creates a travelling and spreading plume of plasma, which will penetrate most metallic armours, but is incredibly efficient against unarmoured or woven protection. The plume reaches the size of a basketball at approximately 150m, and looses its effectiveness soon after that. It retains the brightness of the ‘P’ needle projectile.
M blast(‘bulldog’)
This configuration resembles the firehound, but with molten metal. Since the metal has far greater coherence in flight than the plasma, the effective range is far greater, retaining full effectiveness at 450m. The kinetic energy is considerable, and can be approximated to being hit by a very large sledgehammer. Even if well protected by a ceramic armour, Immediate 3rd degree burns are often caused by the dispersion of the molten material.
S round
The ‘Slug’ or solid round is created by giving a very intense but very short blast on the laser. This vaporises the rear of the round, which creates an expanding cloud of plasma behind the remaining slug. To keep this plasma at an adequate temperature, two further laser blasts occur at 1/3 and 1/2 of the barrel length to keep the plasma expanding.. The projectile itself, will be softened by the effect of the plasma, which will help it achieve a slightly aerodynamic shape during flight. Since this is effectively copper, it has some chance of fragmentation upon impact. This is however not the preferred use, since the effective range is very short. Surprisingly, the report is not very loud, comparable to modern weaponry.
PM incendiary
This special use is the same as the ‘M’ blast. The difference is that the laser fires again when the projectile is near the muzzle, so that the liquid metal is heated to its point of spontaneous combustion, and immediately begins to oxidise in the air, burning at extremely high temperatures (not quite the plasma range). This allows the defeat of even the thickest metal armour, and will usually set fire to most substances.
In an some situations, the laser itself can be used without any projectile, creating an invisible attack on the target. Atmospheric effects, however, can cause this to be temperamental at long ranges, although at short or medium range, it is devastating. This is commonly used to defeat all types of personal armour in close quarter combat, as well as armour penetration when within close range. In silent or stealth situations, the invisible nature of the laser (the pulses is in the nanoseconds), as well as the lack of sound makes it a very effective tool.
Tech specs
Type: assault rifle
Mechanism: Liquid metal/plasma gaussian acceleration
Effective firing range: 1700m (the plasma automatically shapes itself to a teardrop shape from air resistance) the range of a solid or molten slug is considerably less. The muzzle velocity can also be very high.
Overall length: 1256mm (49.4in)
Barrel length: 924mm (36.4in)
Weight: 21.45kg(loaded) 15.10kg(dry)
Round: 18mmx70mm LIB
operational powercell life: ~4200 shots
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September 21, 2007, 19:11
Afterwards we want Drizzt and the gang!
September 25, 2007, 11:55
(It does look promising so far, though!)
September 26, 2007, 1:54
September 25, 2007, 13:07
Updated: There is some material that could possibly bother people's delicate civility in this piece. If anything gives you an adverse reaction, please PM me.
September 25, 2007, 20:48
Inspiration for mood and tone of the end fight sequence: Starship Troopers->the brain, Resident Evil(film)->the red queen, Doom3 spider boss.
Inspiration for the facility: Resident Evil(film), Half life 1 and 2, Doom 1, 2 & 3, Deus Ex: IW->the magrail labs.
September 26, 2007, 12:31
Thumbs up.
September 26, 2007, 13:09
September 26, 2007, 20:57
September 27, 2007, 9:58
September 27, 2007, 14:08
April 5, 2009, 13:39
A little better organization would really improve on what is already an exceptional post. Detailing the plan (aka waypoints) that you have in mind the for the PCs would make it an easier read.
Also are the PC undercover or are they burglars? They seem to be a little bit of both in different scenes. You suggest they may have to avoid cameras and such when the train breaks down, but the Keepers take them junior guardians.
Finally the last room. Does the Liberty command not know the Mimints took the station, and do they not know about the prototype room? Do they not care?
I like the mission and the background a lot, and this sub deserves a high score. But the plot could use some fleshing out, and you seem to detail a lot of the red-herrings more than the major action points.
July 16, 2011, 11:24
Despite the space faring premise, this piece screams "Shadowrun scenario" to me, with the majority fo the details easily alter to fit the setting. (Rather then another planet placing this in a suitable wasteland far from civilization, adjusting a few bits to include the magical ambience and races of Shadorwun setting etc..)
Very well put together and added to my favorites list for later use.