dark fleet non submission ideas

I would like to introduce everyone to the 1st “Splicers: Unleashed” contest and the havoc that will reign form henceforth in this epic & awesome RPG. This is a submissions contest where you will get a chance to get your imaginative visions brought to life as an optional contribution to the Splicers setting. I wanted to bring some spice for this setting and open the floodgates for your imaginations to be stimulated like none before. This is a contest where EVERYONE can take part and submit, judge & market their most creative, deadly and wicked ideas for Splicers. - Premier aka Chuck Walton

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kevarin
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dark fleet non submission ideas

Unread post by kevarin »

ok so i got my 3 ideas in but still have some ideas floating around in my head that i think would be cool and thought i would start this thread
post your ideas but stuff here isnt for the splicers unleashed contest here is my first idea the back story isnt finished but its a start


Typhoon Bio-Sub
The Typhoon is a massive Blue Whale Bio-Sub designed by the Dark Fleet to support and defend the
Krakens of the fleet and to patrol there home waters for any threats from rival houses or the machine.
Each Typhoon is bristling with weapons and has two pilots one controls the War Mount and forward
firing omega cannons while the other watches sensors and controls the remora torpedo's and light
cell lasers. At least 6 of these War Mounts can be found accompanying each Kraken

Class: Attack Submarine
Crew: 2 pilots
M.D.C. by Location:
• Remora Bio Torpedo(20): 20 each
• Omega Cannons(2): 150
• Super Light Cell(6): 80
• Underwater Thrusters (2): 500 each
• Tail: 1500
• Main Body: 5,000**
• Head: 2000*
• Right Flipper: 800
• Left Flipper : 800

*Destroying the head will not kill the Typhoon but will stop it in its tracks, eliminates all optical and
sensory input ,and reduces the speed of the war mount to 40% of maximum.

** Depleting the M.D.C. of the main body will kill the Typhoon .

Speed:
Running: Not possible.
Leaping: Not possible.
Digging: Not possible,
Swimming: 100 mph
Underwater Depth: 3 miles
Flying: Not possible.

Statistical Data:
Height: 75 feet
Width: 90 feet
Length: 100 feet
Weight: 200 tons.
Cargo: has room for a few things or one passenger in the pilots compartment .
Physical Strength: 25
Production Cycle: 10 year gestation period plus 20 year growth cycle until maturity
Operational Lifetime: 100 years
Horror Factor: 10
Feeding: Typhoon is a Carnivorous War Mount. And needs to eat 20 tons of animal matter a day.
This nutrition is gathered from microscopic plankton filtered out from the water as it passes through
the underwater thrusters.
Color: The top side of the Maelstrom is predominantly black with light blue and purple highlights and
has a light blue to white under-belly.
Sleep Requirements: As an artificially created organism, the Typhoon only requires 4 hours of sleep per day.

Other Data:
Other Data (used when the War Mount is without a rider):
An unmanned Typhoon is able to function without a rider using its animal-like intelligence and instincts
to respond to any given situation. However, the creature tends only to take action to defend itself when
threatened or when obeying the commands of an Outrider or Packmaster (only), like a trained watchdog.
It has no feelings about people or robots one way or the other.

War Mount Attributes: I.Q. lD4 (low animal intelligence), M.E. 1D6+4, M.A. 1D6, P.S. 20-24 (Supernatural),
P.P. 1D6+6, P.E.
Number of Attacks per Melee: 5 (up to three bio-weapons of any combination can be fired as a single volley)
Combat Bonuses: +2 on initiative, +4 to strike, +4 to parry, doge not possible, +4 to pull punch,
+2 to save vs. psionics, +30% to save vs. coma/death, +5 to save vs. magic, critical strike on an unmodified 18-20,
+6 to strike with long range bio-weapons
Combat Capabilities:
• Restrained Tail Strike: 5D6
• Full Strength Tail Strike: 3D4x10
• Power Tail Strike: 3D6x10+10, but counts as two attacks
• Body Block/Ram: 3D6x10+40, but counts as two attacks

Senses and Features:
• Advanced Sight: Can see clearly at distances up to one mile, also possesses passive nightvision 6000 feet,
and polarized vision.
• Sound Amplifying Hearing: Can hear a whisper at 300 feet (1200 feet underwater).
• Sense of taste and smell is about one hundred times as acute as humans.
• The War Mount automatically can sense magnetic north.
• The War Mount has built in gills which pass on enough oxygen for the Out Riders Inside and any passengers.
• Bio-Comms: Organic resonators create sympathetic vibrations that other bio-comm units can translate.
The communications are undecipherable to the machines. Its bio-comm allows communication externally up
to a maximum range of 6 miles.
• Radar: Maximum range is 6 miles, but it can only be used on the surface of the ocean.
• Sonar: Maximum range is 2000 feet.
• Super Regeneration: Regenerates 3D6x10 per melee. Can regenerate lost bio-weapons within 2D4 hours
and can even regenerate the head after 4D4 weeks.
• Enhanced Operational Lifetime
• Enhanced Neurological Connections
• Floating Air Bladder: Increases depth tolerance to 8,000 feet. In the alternative, the War Mount can float
effortlessly on the surface of the water indefinitely.
• Reinforced Exoskeleton

Bio-Weapon Systems:
1. Remora Bio Torpedo's (20) The main underwater weapon used by the Typhoon is the Remora Bio Torpedo
each torpedo is a 3ft long genetically modified remora fish that is curled up inside a blister like protective growth.
To fire a torpedo the protective blister ruptures the torpedo uncurls gets its targeting information and detaches
from the War Mount then speeds off after its target once it reaches its target it attaches to the target them
explodes. Each of the Bio Torpedo's has its own independent neurological bundle (similar to tiny brain) allowing
the torpedo to track and target its subject independently. This provides each of the Bio Torpedo's with two
attacks per melee round, as well as a bonus of +5 to strike and dodge, until it strikes its target (and is destroyed),
or is shot at and destroyed, or until it dies within 2D6 melee rounds after being launched.
Primary Purpose: Assault
M.D.C. of the Torpedo: 20 M.D.C. points, but the torpedo is a small target and is -3 to hit on a “Called Shot”.
Mega-Damage: 3D6x10 M.D. per individual Bio Torpedo fired.
Maximum Effective Range: 10 miles (16 km).
Rate of Fire: One at a time or in volleys of 2, 4, 6 or up to the number located on that particular War Mount.
Whether a single torpedo or an entire volley is fired, it counts as two melee attack/actions. Roll once to strike,
either all the torpedo's in the volley hit or they all miss.
Payload: 20 Remora Bio spread out across the body of the war mount . it takes 2D6 hours to regrow a spent torpedo.
Bonus: +5 to strike and dodge, as noted above.

2. Omega Cannons (2): The Typhoons primary medium range weapon is a pair of powerful Omega Cannons there
is one cannon on each side of the Typhoons head just above the mouth.
Primary Purpose: Assault
Mega-Damage: 2D8x10 M.D. if a single Omega Cannon is used, or 4D8xl0 M.D. if both are fired simultaneously at
the same target(s).
Maximum Effective Range: 2000 feet.
Rate of Fire The Omega Cannons can be fires one at a time or fired simultaneously at the same target.
a single shot or paired volley count as two melee attack/actions.
Payload: Effectively unlimited, since these are energy based weapons.
Bonus: +2 to strike on an aimed shot,

3. Super Light Cells (6): Three of these laser eyes are mounted on each side of the war mount and are used as
a close in defensive weapon. To hit an opponent the War Mount must move its entire body to bring the light cells
to bear on a target .
Primary Purpose: Self-Defense, Anti-Armor.
Mega-Damage: 1D1O+5 M.D. for a single laser blast or 3D10+15 for a simultaneous triple blast (several lasers fired
simultaneously at the same target). The light produced by these cells contains the full spectrum of light, so its
beams do full damage even to laser resistant armors (it’s not a true laser).
Rate of Fire: Each single, double or larger volley blast counts as one melee attack.
Maximum Effective Range: 600 feet.
Payload: Effectively unlimited.
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Re: dark fleet non submission ideas

Unread post by kevarin »

ok so im on a roll tonight and finished up this guy to like the other back story still needs a little work but here he is had an
idea for a metamorph form may see if i can finish that tonight too

ORCA SUB-FIGHTER
The Orca is a fast and agile Bio-Sub fighter designed by the Dark Fleet to intercept and
attack enemy targets before they reach the krakens. Like other undersea war mounts the
pilots compartment is inside the War Mount and to enter it a portal opens in the Orcas back
just behind the dorsal fin and the outrider crawls inside. Orca are grouped in to pods
consisting of 6 to 10 fighters and most Kraken have at least 2 to 3 pods assigned to them
with at least one on patrol at all times.

Class: Sub Fighter
Crew: 1 pilot
M.D.C. by Location:
• Remora Mini Bio Torpedo(10): 5 each
• Super Light Cell(4): 80
• Underwater Thrusters (2): 100 each
• Tail: 500
• Main Body: 500
• Head: 200*
• Right Flipper: 80
• Left Flipper : 80

*Destroying the head will not kill the Orca but will stop it in its tracks, eliminates all optical
and sensory input ,and reduces the speed of the war mount to 10% of maximum.

** Depleting the M.D.C. of the main body will kill the Orca .

Speed:
Running: Not possible.
Leaping: Not possible.
Digging: Not possible,
Swimming: 120 mph
Underwater Depth: 2 miles
Flying: Not possible.

Statistical Data:
Height: 10 feet
Width: 15 feet
Length: 60 feet
Weight: 75 tons.
Cargo: has no room for anything except a small bag of food and 1 personal weapon for the pilot.
Physical Strength: 15
Production Cycle: 5 year gestation period plus 10 year growth cycle until maturity
Operational Lifetime: 75 years
Horror Factor: 13
Feeding: Orca is a Carnivorous War Mount. And needs to eat 75 to 100 pounds of animal matter
a day. Unlike other underwater war mounts the Orca must be feed or hunt its food ..
Color: The top side of the Orca is predominantly black with light blue and purple highlights and has
a light blue to white under-belly.
Sleep Requirements: As an artificially created organism, the Orca only requires 4 hours of sleep per day.

Other Data (used when the War Mount is without a rider):
An unmanned Typhoon is able to function without a rider using its animal-like intelligence and instincts
to respond to any given situation. However, the creature tends only to take action to defend itself
when threatened or when obeying the commands of an Outrider or Packmaster (only), like a trained
watchdog. It has no feelings about people or robots one way or the other.

War Mount Attributes: I.Q. lD4 (low animal intelligence), M.E. 1D6+6, M.A. 1D6, P.S.15-20(Supernatural),
P.P. 1D6+6, P.E.1D8+4
Number of Attacks per Melee: 5 (up to three bio-weapons of any combination can be fired as a single volley)
Combat Bonuses: +3 on initiative, +6 to strike, +5 to parry, doge, +4 to pull punch, +2 to save vs. psionics,
+30% to save vs. coma/death, +5 to save vs. magic, critical strike on an unmodified 18-20, +6 to strike
with long range bio-weapons
Combat Capabilities:
• Restrained Tail Strike: 4D6
• Full Strength Tail Strike: 1D4x10
• Power Tail Strike: 1D6x10+10, but counts as two attacks
• Body Block/Ram: 2D6x10+40, but counts as two attacks

Senses and Features:
• Advanced Sight: Can see clearly at distances up to one mile, also possesses passive nightvision 4000 feet,
and polarized vision.
• Sound Amplifying Hearing: Can hear a whisper at 300 feet (1200 feet underwater).
• Sense of taste and smell is about one hundred times as acute as humans.
• The War Mount automatically can sense magnetic north.
• The War Mount has built in gills which pass on oxygen to the Out Rider Inside.
• Bio-Comms: Organic resonators create sympathetic vibrations that other bio-comm units can translate.
The communications are undecipherable to the machines. Its bio-comm allows communication externally up
to a maximum range of 6 miles.
• Radar: Maximum range is 2 miles, but it can only be used on the surface of the ocean.
• Sonar: Maximum range is 1000 feet.
• Regeneration: Regenerates 1D6x10 per melee. Can regenerate lost bio-weapons within 2D4 hours and can
even regenerate the head after 4D4 weeks.
• Enhanced Operational Lifetime
• Enhanced Neurological Connections
• Floating Air Bladder: Increases depth tolerance to 8,000 feet. In the alternative, the War Mount can float
effortlessly on the surface of the water indefinitely.
• Reinforced Exoskeleton

Bio-Weapon Systems:
1. Remora Mini Bio Torpedo's (15) The main underwater weapon used by the Orca is the Remora Min Bio Torpedo
each torpedo is a 1.5ft long genetically modified remora fish that is curled up inside a blister like protective growth.
To fire a torpedo the protective blister ruptures the torpedo uncurls gets its targeting information and detaches from
the War Mount then speeds off after its target once it reaches its target it attaches to the target them explodes.
Each of the Bio Torpedo's has its own independent neurological bundle (similar to tiny brain) allowing the torpedo to
track and target its subject independently. This provides each of the Bio Torpedo's with two attacks per melee round,
as well as a bonus of +5 to strike and dodge, until it strikes its target (and is destroyed), or is shot at and destroyed,
or until it dies within 2D6 melee rounds after being launched.
Primary Purpose: Assault
M.D.C. of the Torpedo: 20 M.D.C. points, but the torpedo is a small target and is -3 to hit on a “Called Shot”.
Mega-Damage: 1D6x10 M.D. per individual Bio Torpedo fired.
Maximum Effective Range: 5 miles (16 km).
Rate of Fire: One at a time or in volleys of 2, 4, 6 or up to the number located on that particular War Mount. Whether a
single torpedo or an entire volley is fired, it counts as two melee attack/actions. Roll once to strike, either all the torpedo's
in the volley hit or they all miss.
Payload: 15 torpedo's spread out across the belly and sides of the war mount . it takes 1D6 hours to regrow a spent torpedo.
Bonus: +5 to strike and dodge, as noted above.


2. Super Light Cells (3): Three of these laser eyes are mounted one on the head and one on each side of the war mount and
are used as a close in defensive weapon. To hit an opponent the War Mount must move its entire body to bring the light cells
to bear on a target .
Primary Purpose: Self-Defense, Anti-Armor.
Mega-Damage: 1D1O+5 M.D. for a single laser blast. The light produced by these cells contains the full spectrum of light, so its
beams do full damage even to laser resistant armors (it’s not a true laser).
Rate of Fire: Each blast counts as one melee attack.
Maximum Effective Range: 600 feet.
Payload: Effectively unlimited.
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Re: dark fleet non submission ideas

Unread post by kevarin »

ok this was the last idea i had and my firsttry at making a metamorph form so any help on this one would be greatfull


concept is a giant anaconda i have some good ideas for this guy would make a good river and swamp area form
and would be great for water ambushes .

Giant Snake Form
The snake form is that of a giant armored anaconda and weather on the land or in the water it is a silent and stealthy
predator capable of sneaking up and crushing its foes before they can react and then slipping way almost un noticed.

Size Level: 5
M.D.C.: 4D6+50 M.D.C., +1D6 M.D.C. per level of experience.
Weight: 400 pounds (13.5 kg).
Dimensions: About 3.5 to 4 ft around, and 50 to 60 ft long
Special Abilities: Seismic senses can detect movement thru the ground up to 60 ft away.
splicer strength of 25 .
Bio-Regeneration Rate: 2D6 M.D.C. per melee.
Horror Factor: 16
Feeding: The Snake Form is a Carnivore. It needs to eat 100 pounds (1.8 kg) of animal matter per day.
Movement and Combat:
Running: 50 mph.
Leaping: Not Possible ( but can coil up and lunge out up to half its body length)
Digging: Not possible.
Swimming: 80mph.
Flying: Not possible.
Combat Bonuses: +1 attack per melee, +4 on initiative, strike, and +2 to dodge.
Combat Capabilities: Bite 2D6 M.D. Crushing attack the snake can choose to coil around an opponent and try to crush
them it takes 3 melee actions to coil around a target after that the attack does 2D6x10 M.D. per melee till released or
its target breaks free( takes a splicer or robotic strength greater than 25 to break free).
Equivalent (Instinctive) Skills of Note: Climbing 98% Swimming 80%.
Bio-E Cost: 80 points.
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Re: dark fleet non submission ideas

Unread post by Lord Z »

Kevarin, I very much like the Remora Torpedo System. I wonder about your cargo capacities. It would seem to me that critters who are respectively 60' long and 100' and built as vehicles would have more storage room than just one passenger and a bag of chips.
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Re: dark fleet non submission ideas

Unread post by kevarin »

Lord Z wrote:Kevarin, I very much like the Remora Torpedo System. I wonder about your cargo capacities. It would seem to me that critters who are respectively 60' long and 100' and built as vehicles would have more storage room than just one passenger and a bag of chips.


the remora torpedo came to me while i was working on the maelstrom warmount i was trying to come up with a orgainc version of a torpedo and didnt want to do something like an organic rocket i found a picture of a manta ray with remora on its underside and thought it was an interesting idea .



the orca was intended to be a underwater fighter sub and actually i need to ajust the size of the orca dont know what i was thinking there thats one big orca needs to be more around 20 to 25 ft long and about 5 to 8 ft wide and weigh about 1 to 3 tons that sounds more like the size of a real orca.
so i didnt see it having more than just the pilot inside but 4 people could grab onto its fins and be towed along

the typhoon is an escort for the krakens and i just didnt see a reason to have a large crew area dont know tho will look at it again and think it over .
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Re: dark fleet non submission ideas

Unread post by kevarin »

ok so here is a new host armor still needs a little work but i think i got most of the bugs worked out should make for a interesting armor unit for the invasion fleets
Absorption Host Armor

This is a new suit of Template Host Armor designed by the engineers of the Violet Wave using a new
unstable DNA strand and like the Metamorph can be modified and changed but currently is limited to
just weapons systems. The armor works and has the same basic shape and appearance of a standard
suit of armor the difference is when it comes to spending Bio-E points and acquiring new weapons.
Bio-E points gained by the pilot can only be spent on sensory and defensive abilities while any weapons
must be absorbed in to the armor. Any weapon in the resistance inventory and even weapons off of
other suits of Host Armor can be absorbed in to the armor by placing the weapon or part of the Host Armor
with the weapon against the open chest of the Host Armor it is then broke down by the armor and the DNA
and organic material is used to design the weapon system for the Host Armor then the weapon will take the
shape and position on the armor determined by the pilot and will remain till destroyed or the DNA of the
weapon is changed to somethingelse.

Feeding: This Host Armor feeds by absorbing the organic material of living creatures; unfortunately, the
feeding process kills its victim, usually small animals like rats but any living creature or living bio-tech item
can be feed upon. The Host Armor must feed on the equivalent of at least 40 Hit Points of organic material
per day, and failure to do so brings on weakness and starvation. (A starving Host Armor sees its Spd, number
of melee attacks and bonuses reduced by half). If the suit is not fed with a full 40 Hit Point meal every 6 days,
the Host Armor dies of starvation. To feed to the chest plates on the host armor open up and the belly plates
push out making a pouch. then a bio enzyme is excreted from the skin of the host armor chest this enzyme rapidly
breaks down any organic material that touches it and the resulting fluid is absorbed by the host armor as it
runs down in to the spong like skin in the belly area

Sleep Requirements: The suit requires 1D4 hours of sleep per day generally during the night time hours or
when its pilot is sleeping.
Color of Host Armor: Black to pale grey, with dark purple or blue highlights or accents.

Special Senses: No enhanced senses, unless purchased with Bio-E.

Special Abilities: Bio Absorption Points are use in the absorption of Bio-Tech this host armor has the
ability to absorb bio tech weapons and equipment to augment the suits powers and ability's. Each suit
starts out with 4 absorption points and gains 1D4 points at lvls 3,6,9,12,and 15. it cost one point and
takes 1 melee to absorb light to medium bio tech, 2 points and 2 melee to absorb heavy bio tech, and
3 points and 4 melee to absorb host armor lvl bio tech. The process to absorb Bio-Tech is the same as
absorbing food.

Bonus Bio-E Points: 25 additional Bio-E points, All Bio-E points can only be spent on sensory and defensive
augmentations.

Bite Damage: Not applicable; has no mouth, just breathing vents.

Bonuses: +2 on initiative, +3 to strike, +2 to parry and +3 to pull punch, as well as base predatory instincts that
provide Track (people/humanoids) 60%, Prowl 60% and Track Animals 70%.

Penalties: Do to the unstable nature of the Host Armors DNA weapons slowly start to break down after being
absorbed in to the armor light to medium weapons last 1D6 days and heavy to Host Armor lvl weapons only
last 1D4 days before breaking down so much that they will no longer function and have to be replaced.
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Re: dark fleet non submission ideas

Unread post by Lord Z »

Kevarin, I like how the Absorption Armor is self-leveling by holding onto a weapon for only a limited period of time and by only holding a few weapons as determined by level.

Was any particular animal DNA used to create this digestive system or was it engineered from scratch? I am thinking jellyfish or amebias were used somehow.
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Re: dark fleet non submission ideas

Unread post by kevarin »

Lord Z wrote:Kevarin, I like how the Absorption Armor is self-leveling by holding onto a weapon for only a limited period of time and by only holding a few weapons as determined by level.

Was any particular animal DNA used to create this digestive system or was it engineered from scratch? I am thinking jellyfish or amebias were used somehow.


thanks im glad you like the idea

as for the digestive system its a modification of the way viscious absorbers from rifter 44 eat but they used magic to absorbe there victims and since theres no magic in splicers i came up with this way of doing it and didnt think about how it was done just what it did.


so the enzyme could be a stronger form of whats in spider venom that turns there victims insides to goo so they can suck it out ?
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Re: dark fleet non submission ideas

Unread post by Lord Z »

Yes, the spider venom is a much better idea.
Currently recruiting for Beyond the Supernatural games in 2019 which I am running on Discord: voice, text, and play-by-post. Here is the non-expiring server invite link: 418BQSLG

“All would be well. All would be heavenly— If the damned would only stay damned.”
-- Charles Fort, The Book of the Damned, 1913
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