d20 Modern CORELINE (D20 Modern/D20 BESM Setting).





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  1. #1
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    CORELINE (D20 Modern/D20 BESM Setting).


    Looking toward the Worcester Mists.


    Typical Pre-Vanishing/Fiction fight.

    Original Setting Thinktank Thread Here.
    Original Guns/Gear Thinktank Thread Here.

    "Ever hear of "breaking the fourth wall"? Well, having the thing literally happen IN EVERYONE'S DAMM FACE really throws us off, more so when some of us realized that it was our own literary and animated fiction that basically broke the seven seals...."

    CORELINE (Formerly: "Undocumented Features: The Dark Earth".)

    The world's gone nuts. In the space of 23 hours, EVERYTHING'S changed.
    First, it was the Infection-the world-wide appearance of a computer virus. It was so sophisticated, it baffled a lot of people-like its name, they were "CLULESS" about its origin, or ends.

    Then came the Opening-several key cities around the world were covered with out-of-season nimbus clouds, and communications became harder. Some strange sightings were reported everywhere.

    And then came the Vanishing. All over the world-about 90% of its population-just...disappeared. The only people who saved themselves were chosen at random- some were asleep, other were away from computers, others were close to heavy electromagnetics.

    For 23 hours, it was pure Madness-technology, locations and people we believed to be fictional had appeared, and in their living of their "normal" lives, the countryside has done nothing more than suffer. The remaining people armed themselves, ready to fight for their own.
    The 23 hours passed, and the people came back. But the Fictions-who we believed to be once-had refused to leave. Furthermore, the people who came back had been changed greatly-adapting to the madness around them as if it was the most normal thing.

    It is now anywhere from a week to a year after the Vanishing, and life goes as "normal", Fictions and Reals going on and living together. The world as it was before the Vanishing is nothing more than an urban legend, something you tell your children to scare them. Others don't even believe it.

    You are one of the few that KNOW that the changes are real... and one of the few that can change it back.

    The PCs are acting in one of several fronts:
    -The Survivors: Supermarket employees, students, prisoners, "innocent bystanders" of the Infection, that are now only equipped with their wits and whatever they could scavenge.
    -The Mercenaries: Soldiers, Techies, Pilots, Specialists. Well equipped and armed and trained, they work for the almighty dollar, or nuyen, or credit... whatever.
    -The Specialists: Spec-Ops operatives, government agents, cops. Well equipped and trained, but more often than not ill-prepared for what they may face.
    -The Fictions: They have access to powers and resources, but chances are they're more trouble that they're worth.

    The feeling behind it is sort of "Who Framed Roger Rabbit?" gone wrong, especially because the events leading to it seem like a combination between George Romero's "Dead" series, "Black Hawk Down", "28 Days Later" and "Red Dawn".

    Any ideas, suggestions (please refrain from making flames) are to be posted on the three threads. This is NOT a double-post. They're all independent from each other (this one WILL contain the finished setting).

    ------------------------------------------------------------

    GENRE: Science Fiction.
    PERIOD: Modern Day.
    CATEGORY: Action.
    THEME: 'Take a stand'.

    It was November the Fifth, 2002, when it happened. First, the world-wide infection with a computer virus code-named CLULESS. For its old programming language, it was incredibly sophisticated, continually evolving.
    They had only managed to narrow its source -somewhere in Massachusetts- when it went active.

    What happened next was -at the time- unbelievable. Spontaneous atmospheric phenomena signaled the opening of thousands of miniature dimensional wormholes, and 90% of the world's population vanished without a trace.
    In their place, the Fictions [Anime, cartoon, comic and live action characters] apperared, and the resulting fight did lots of damage to the countryside. The 'Reals' fought back, survived any way they could.
    After 23 hours, the humans that vanished came back, but changed, brainwashed in some manner to believe that the Fictions and their supernatural aspects were commonplace-and even having powers of their own.

    The characters are divided in Pre-Vanishing and Post-Vanishing Coreline Humans and the Fictions ['Coreline' being the new nickname to Earth, because it is the 'core timeline']. Out there, a lot of people are out to get you, there's lots of adventure and the occasional Big Bad with a Big Conspiracy brewing. And somewhere inside the Worcester Mists [the only powerful physical manifestation of the CLULESS Virus remaining in Coreline Post-Vanishing], whoever, or whatever, created this mess might be getting ready to finish what he started...

    Time to show 'em who's boss. Or, at least, show 'em you won't go out quietly.

    INSPIRATION:
    -MOVIES: Reign of Fire, The Trigger Effect, Dawn of the Dead, Land of the Dead, My Science Project, Atomik Circus, Independence Day, Who Framed Roger Rabbit?
    -FAN FICTION: Undocumented Features [Eyrie Productions], Third Labor [Metroanime], Anime Detective [Pearson Mui], Who Framed Vampire Princess Miyu? [Christian Gadeken].
    -ANIME: Everything out there. I mean that.
    -VIDEO GAMES: Half-Life [1 and 2], Blood, Unreal.

    EDIT: Thanks to Rappy, now there is one article for Coreline: http://www.mediafire.com/?ktzijmzn4mf , collecting several articles of the Gazetteer (locations in North America). Word of caution, it's an .odt article.
    Last edited by marcoasalazarm; Thursday, 8th April, 2010 at 03:53 AM.
    "I fight for no-one's side, because no-one fights for mine."-my character (paraphrased from Treebeard).

    "¡The Ak-47! ¡When you absolutely, positively MUST kill EVERYBODY in the room by YESTERDAY!"

    "If I wanted to hear a 30-hour long discussion about how war f"#$$% one up, I would have bought an audio book. Dostoyievsky wrote all the better lines, anyway."

    "If there's one thing I've learned, is thiseath doesn't cares if you're flesh or metal."

    "I'm short, but deadly."(My charac is a Helix Warrior/Gunslinger, but 5´2").

    "Oh, boy, oh, boy, oh, boy....oh, S"#$#T!"

    "Si vis pacen, parabellum.... in case you wanna know, that means that peace is a fragile thing."

    "The games I play use 20-sided dice. The duels I make use guns and ammo. You use neither.-¡CLICK!-That's too bad."

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    The Setting's Races-Continually Expanding.


    Pre-Vanishing Human wandering London. Photo taken during the 23 Hours.

    HUMANS:
    They're "meats", "terrans", "monkey-boys", whatever. They're like you: two arms, two legs, opposing thumbs. Look at yourself in the mirror if you still need more. They were here before the Vanishing, they were here after the Vanishing, and they'll be out there forever.
    What you don't know is that some MIGHT have a liiiiiitttle thing in difference.
    RACIAL TRAITS:
    -Post-Vanishing Human:
    *As per the rulebook, additional +1 to Wealth.

    -Pre-Vanishing Human:
    *As per rulebook, with these exceptions:
    * Uses next higher die for rolling starting hit points (1d4>1d6>1d8>1d10>1d12)
    * Has an additional +4 to any saving throws to any magic attacks. Has a -4 penalty to use any magic.

    FICTIONS

    Remnant Humans:

    Group of Remnant Human Fictions lounging around. Photo taken 9 Weeks Post-Vanishing.

    They come from the universes of “Battlestar Galactica”. They are the last of the once-proud 12 Colonies of Kobol, on the run and on the search of the fabled 13th Colony- the shining blue planet we call “Earth”. It was written on their scriptures that it was a sort of paradise, and after the destruction of their homeworlds, it’s their only hope left.
    They are here, and they discovered quite quickly that this was anything but a freakin’ paradise. They have no place else to go, and so, must adapt.
    All of a sudden, the threat of the Cylons is the LEAST of their problems.
    Racial Traits:
    Remnant Humans are as per the rulebook, with these exceptions:
    *They hate Cylons A LOT: +1 (or +2) to any attack roll involving robots (this adds up to any other thing, like the "Down With Robots" ability of the D20F Technosavant). Role-playing-wise, they're very paranoid around robots and A.I.s.
    *"If we let them escape, they'll become stronger and come back for revenge. It's in their nature.": A Remnant Human obtains a +1 to any rolls involving rallying Remnant Humans. Charismatic heroes are due to squeeze the life out of this one.
    *"Yes, we're tired. Yes, there's no relief. Yes, the Cylons keep coming time after us time, after time, after time-and yes, we're still expected to DO OUR JOBS!":The Remnant Human has a +2 bonus to rolls to avoid exhaustion due to lack of sleep, or sleep-creating effects. Some of them are chronic insomniacs.
    *"Hurry up, people! We have only 32 minutes left!": Choosing to climb up the difficulty one step, a Remnant Human can do any kind of repair roll or jury-rigging in half the time (minimum of 30 minutes). If something cannot be battle-ready in 30 minutes or less, they're prone to ditch it.

    -Kryyn (aka Kryn):

    Photo of acting Prince of the Kyrn, Stryyp "Stripe" 'Gia.

    The Kryn are a race of anthropomorphs. They are feline-looking in appearance, although they have long-ago "outgrown" some of their most "animal" characteristics. Their only settlement on Earth is a long-ago -crashed cityship in Peru, which has evolved the fable of El Dorado. They have little contact with the exterior.
    Racial Traits:
    *+2 Dex, -2 Wis: Kryn are very stealthy and have a good sense of balance. Recluded upbringing, however, makes them somewhat naive considering Earth stuff.
    *Medium-sized.
    *Base speed of 30 Feet.
    *+2 racial bonus on Listen, Climb and Run Silent checks: Necessity to avoid humans has giver Kryn a reason to try and be undetected.

    -Perryverse Atlanteans:

    Perryverse Atlantean Warrior. Photo taken during the 23 Hours.

    This particular version of Atlanteans come from the mind of Fred Perry and his "Gold Digger" universe. They live in (duh) Atlantis, a city-ship buried under the Atlantic Ocean (from the same planet as the Kryn). Up until recently, Atlantis and El Dorado were at war.
    -Appearance: They look humanish in appearance, except that their skin is silver/greenish, and have gills and elf-like ears. Hair tends to be silverish, greenish, or blue, looking more like fine metal strands than hair. And on their forearms they have fin-like razors, warriors having extremely long and sharp ones. They can live above and below water.
    Racial Traits:
    *+1 Con, +1 Str, -2 Dex: Atlanteans are very resilient, but not very agile, at least on land (NOTE: Negatives don't apply to Atlanteans while underwater in the comic, GM decision, though).
    *Medium-sized.
    *Base speed of 30 feet, swim of 50 feet.
    *Blindsight 20 feet: All Atlanteans have a developed sense of echolocation, enabling them to go thru the waters surrounding their city with no problem. They can also use the echolocation to communicate with each other.
    *Breathe Underwater: As amphibious creatures, Atlanteans can't drown in water. They also have a +4 species bonus on Swim checks. However, they have a -4 on saves aganist heat.
    *Fin-Like Razors: Located on each forearm, these are the Atlanteans' main weapons. Short ("Commoner") versions do 1d4 Slashing damage, while long ("Warrior") versions do 2d6 Slashing damage. Feats and class features that affect weapon damage (Like the D20M Soldier's Weapon Focus/Specialization) can be taken for them.

    Half Giant
    *+2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble.
    *Giant: Half-giants are not subject to spells or effects that affect only humanoids, such as charm person or dominate person.
    *Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.
    *Half-giant base land speed is 30 feet.
    *Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    *Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
    *Level Adjustment: +1. (maybe.)

    From "Fallout":
    DEATHCLAWS:

    CG depiction of Deathclaw, made Pre-Vanishing.

    These huge, bipedal monsters were derived and created from chameleons. They were created by an unknown faction as shock troops, but for some reason (one can only assume the Vanishing), they were never used and set free. They are subdivided in two main factions with a few offshoots, and so far, are mostly found in North America, although a very few have wandered into other lands, like Central America, Russia and Canada. Deathclaws are one of the fastest and strongest creatures you will find around the Americas.
    These stats are based on their main two factions.
    -Eastern Deathclaws: They are located on small encampments all over the East Coast up to Maine. They are more human-like in some ways that their Western cousins, bigger and stronger, although they’re not quite as smart, they have founded a cohesive culture.
    They stand between 12 and 14 feet tall, with claws a foot long or more.
    *+6 Str, +2 Dex, +2 Con, -2 Int, -4 Cha.
    *Large-Sized: As Large-sized creatures, Eastern Deathclaws have a -1 AC penalty for their size, but gain a +15 natural AC. They can wear no armor, and can wield no weapons other than their natural weapons.
    *Damage Reduction 10/-
    *Darkvision 60 feet
    *Deathclaw base speed is 60 feet.
    *Natural Weapons: Claws: 4d8, Bite: 3d8. A Deathclaw adds his Str bonus to this damage. Deathclaws cannot wield any weapons, but can take any weapon-enhancing feats/class features for their natural weapons.
    *Improved Grab: If a Deathclaw hits with both claw attacks, it may latch on to an enemy and make bite attacks with an additional bonus of +4. The held creature takes 2d8 points of damage from the claws every round.
    *Ram: Deathclaws may charge an enemy and deal 4d6+10 damage with their horns without provoking an attack of opportunity. If the enemy is two or more sizes smaller than the Deathclaw, it may also trample for 3d6 damage.
    *Frightening Appearance: Deathclaws receive a +10 circumstance bonus to Intimidate rolls against non-Deathclaws of the same size or smaller.
    *Level Adjustment: +5

    *Western Deathclaws: Stationed on small villages all over the Americal Southwest and the West Coast out to Alaska, the Western Deathclaws are actually smaller, faster and smarter than their Eastern cousins, and some have managed to make a place for themselves on places like Las Vegas and Denver, hiring out their services as bodyguards, bouncers, or strong-arms.
    They stand between 8 and 10 feet tall, with 6 to 10-inch-long claws.
    Stats-wise, they are the same as the Eastern Deathclaws, except for the following:
    *Large-Sized: As Large-sized creatures, Western Deathclaws have a -1 AC penalty for their size, but gain a +10 natural AC. They can wear no armor, and can wield no weapons other than their natural weapons, or weapons that augment their natural weapons.
    *Damage Reduction: 6/-.

    “GHOULS”:

    CG depiction of 'Ghoul', made Pre-Vanishing.

    One thing is for sure: not everybody who is exposed to radiation gets off lucky. These people didn’t got off, even if they DID survived. “Ghouls” had their DNA was mutated to an unknown extent by the nuclear and biological WMDs of their home dimension, making their lifespan extremely long. The mutation, unfortunately, was not without a price. For all extents and purposes, the “ghouls” look like the undead. Their skin peels off and festers, sores and tumors cover their desiccated bodies, and they shuffle slowly. For all this, the mutation and their own expanded lifespans have made them fearfully intelligent and keen-sensed.
    “Ghouls” are the shunned of the Earth, and they accept this fact. They have formed ghettoes and towns for their own, and if they need to go out, they make a point of covering fully. They will NEVER go to London if they can help it (or else Hellsing might get 'em just on principle). Living year after year in a nearly-dead body has made more than one resentful, and so will hold their trust from normal people until it is earned.
    They are divided into two factions: the “normal” Ghouls, and the less-numbered “Glowing Ones”.
    -“Normal” Ghouls: This is your “standard” Ghoul. They are not strong physically, but are dreadfully sharp in many cases. They tend to go for less stressful positions, such as doctors, advisors, techs or merchants.
    TRAITS:
    *+2 Wis, +2 Int, -2 Con, -2 Str.
    *Medium-Sized.
    *Speed 20 ft.
    *+1 to Spot and Search checks.
    *Rad-Resistant: Ghouls gain a +5 to any rolls involving radiation resistance, completely ignore the damage on a successful save, and halve said damage on a failed save.

    -“Glowing Ones”: A few poor unfortunate Ghouls were so close to the WMD blasts that they were “infected” with residual radiation that will stay for years to come. They are called “Glowing Ones” because at night they glow very dimly from the residual radiation. They are just like normal Ghouls, except they’re a little less intelligent and can create radiation poisoning by their touch. The Glowing Ones are very dim, prone to wild mood swings, and the awareness that they can’t get close to normal creatures without making them harm makes them feel desperately lonely.
    They are just like normal Ghouls, except for these adjustments:
    *+2 Wis, -2 Str, -2 Cha.
    *Medium-Sized.
    *Speed 20 ft.
    *Radioactive: Glowing Ones emit Low radiation within a 5-foot radius of himself. Upon striking a target unarmed, a Glowing One emits a burst of radiation of Moderate strength. (see Radiation Sickness rules in D20F). They usually buy anti-radiation suits to wear around normal people.
    -Level Adjustment: +2.

    APES:

    Ape recruiting poster, possible fake, posted on the Internet 23 Weeks Post-Vanishing.

    Hailing from a parallel dimension that had monkeys develop advanced cognitive capabilities on par with humans’ (and then declaring us their pets), the apes are pretty much a reflection of us-that is, if we were (or still were) like them. They use guns. They have cities. They have a government.
    They just don’t like us “damn, dirty humans”.
    For all means and purposes, there are only two playable classes of ape: the Chimpanzee, which is the most “normal” of the two, and the Gorilla, who is used more normally as a “heavy trooper”.
    -Chimpanzees:
    *+2 Dex, -2 Int.
    *Medium-Sized.
    *They start with the Alertness feat
    *They have the Scent ability.
    *Bite attack of 1d6+1 damage.
    *Speed of 30 ft (40 when moving on all fours). Climb speed of 30 ft.

    -Gorillas:
    *+2 Str, +3 Dex, -2 Int.
    *Large-Sized.
    *They start with the Alertness feat.
    *They have the Scent ability.
    *Bite attack of 1d6+2, Claw attack (?) of 1d6+5.
    *Speed of 25 ft (35 when moving on all fours). Climb speed of 30 ft.


    Photo of acting C'tarl-C'tarl ambassador Aisha Clan-Clan, taken off her Core Universe series, 'Outlaw Star'.

    C'TARL-C'TARL
    Ability Score Modifiers: +2 Strength, +2 Dexterity, +2 Constitution, -2 Wisdom, -2 Charisma
    Type: Humanoid (shapechanger)
    Medium: As Medium creatures, Ctarl-Ctarl have no special bonuses or penalties due to size.
    Speed: Ctarl base speed is 30 ft.
    Damage Reduction 5/+1: Ctarl-Ctarl ignore the first 5 points of damage that comes from a non-magic weapon.
    Natural Armor Bonus: Ctarl-Ctarl receive a +2 natural armor bonus to defense.
    Metamorphosis: Though some yet to be explained biological process, all Ctarl-Ctarl are born with the ability to undergo a transformation that allows them to assume various “beast forms.” Additionally, a Ctarl-Ctarl may become more powerful depending on what phase the planet’s moon is in; consult the following chart for exact details.

    Least Beast Shape (Su): Up to four times per day, a Ctarl-Ctarl may cause themselves to transform partially into an animal. In this form, they gain +4 to Str and +2 to Con, and they gain a +1 bonus to natural armor. They also gain two claw attacks that do 1d4 damage. This ability lasts for 3 + (newly improved) Con modifier minutes..

    Lesser Beast Shape (Su): A Ctarl-Ctarl can cause themselves to transform more fully into an animal, gaining +6 to Str and +4 to Con, and a +3 bonus to natural armor, as well as two claw attacks that deal 1d6 damage and a secondary bite attack that deals 1d8 damage. Their damage reduction also improves to 10/+1. This ability lasts for 3 + (newly improved) Con modifier rounds. Using this ability consumes two uses of Least Beast Shape; a Ctarl-Ctarl cannot use this ability if they have less then 2 uses of Least Beast Shape left. This ability cannot be used at the same time as Least Beast Shape.

    True Beast Shape: Once per day, a Ctarl-Ctarl can transform themselves into an animal. While using this ability, they take the form of an animal (always a quadrepedal predator of some sort, such as a tiger, wolf, lion, ect.). They gain +8 to Str, +2 to Dex, and +4 to Con, a +5 bonus to natural armor, two claw attacks that deal 1d8 damage, a secondary bite attack that deals 2d6, and their base movement speed increases to 50 feet. Their damage reduction improves to 10/sliver. This ability lasts for the duration of the encounter, after which the Ctarl-Ctarl is exhausted until they receive 8 hours of rest. This ability cannot be used if Least or Lesser Beast Shape has been used already, and it consumes all uses of Least Beast Shape (and, by extension, Lesser Beast Shape).

    Lunar Phase Influence

    New moon: True Beast Shape cannot be used (Least and Lesser may still be used).
    Waxing crescent: Least Beast Shape lasts 1 minute less; Lesser Beast Shape lasts 1 round less.
    First quarter: No bonus or penalties to any of the Beast forms.
    Waxing gibbous: +1 round duration on Least and Lesser Beast Shape; True Beast Shape only causes Fatigue.
    Full: +2 Str in all forms, +1 round duration on Least and Lesser Beast Shape; True Beast Shape only causes Fatigue.
    Waning gibbous: As waxing gibbous.
    Third crescent: No bonus or penalties to any of the Beast forms.
    Waning crescent: As waxing crescent.

    Racial Skills: +2 racial bonus on Balance, Climb, jump, Move Silently, and Tumble checks.
    Level Adjustment: +3

    EXTRA TRANSFORMATION [RACIAL]
    Prerequisite: Ctarl-Ctarl, 16 Con
    Benefit: You may use Least Beast Shape one additional time per day.
    Normal: You may only use Least Beast Shape four times per day.
    Special: This feat may be taken more then once. If it is taken twice, you gain an additional Lesser Beast Shape, since it works off your uses of Least Beast Shape

    SHAPESHIFTING PROWESS [RACIAL]
    Prerequisite: Ctarl-Ctarl, Extra Transformation
    Benefit: You may use True Beast Shape even if you have used some of your uses of Least Beast Shape that same day, but you must have at least 1 use of it left. Using True Beast Shape still uses all of your remaining uses of Least Beast Shape
    Normal: You may only use True Beast Shape if you have not used Least Beast Shape that day.

    SHAPESHIFTING MASTER [RACIAL]
    Prerequisite: Ctarl-Ctarl, Shapeshifting Prowess
    Benefit: True Beast Shape no longer consumes all your daily uses of Least Beast Shape, although you may only True Beast Shape once per day.
    Normal: True Beast Shape consumes all daily uses of Least Beast Shape.
    Special: If it is the night of a full moon, you may use True Beast Shape twice that day.

    POUNCE [RACIAL]
    Prerequisite: Ctarl-Ctarl, Dex 15
    Benefit: When using True Beast Shape, you may make a full attack at the end of a charge. You may also make two rake attacks at your full base attack bonus that deal 1d6+1/2 Str damage.
    Normal: You may only make a single attack at the end of a charge.
    Last edited by marcoasalazarm; Sunday, 11th June, 2006 at 01:56 AM.
    "I fight for no-one's side, because no-one fights for mine."-my character (paraphrased from Treebeard).

    "¡The Ak-47! ¡When you absolutely, positively MUST kill EVERYBODY in the room by YESTERDAY!"

    "If I wanted to hear a 30-hour long discussion about how war f"#$$% one up, I would have bought an audio book. Dostoyievsky wrote all the better lines, anyway."

    "If there's one thing I've learned, is thiseath doesn't cares if you're flesh or metal."

    "I'm short, but deadly."(My charac is a Helix Warrior/Gunslinger, but 5´2").

    "Oh, boy, oh, boy, oh, boy....oh, S"#$#T!"

    "Si vis pacen, parabellum.... in case you wanna know, that means that peace is a fragile thing."

    "The games I play use 20-sided dice. The duels I make use guns and ammo. You use neither.-¡CLICK!-That's too bad."

  3. #3
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    More Races.

    Based on a D&D write-up by Damien Crowley (modified by me):

    THUNDERIAN


    The Royal Guard & Lord Lion-O, ready to rock.

    This race comes from an Animate Fiction universe, most probably one from some 80’s series (which would explain their ‘goody-two-shoes’ personalities). Their home planet was destroyed in a cataclysmic explosion, and they have wandered all over the place looking for a new home. At the time of the Vanishing, apparently, they have received a beacon signal from their Royal Guard, guiding them to said new home (funny thing, they say, that it’s where their home planet used to be), when they appeared in orbit over Coreline.
    They have established themselves all over Coreline on places that resemble their planet, which include Africa, Asia and the jungles of Central America. Their society is based on a code of honor that enforces trust, peacefulness, loyalty and fighting evil whenever it is found. Although peaceful by nature (and strangely lacking in enemies), they can get to be very vicious when fighting a foe, like the felines they resemble (and evolved from).
    They are a race of anthropomorphic felines, and as such, there’s often jokes made at their backs that they might be distant relatives of the Kryn.

    RACIAL TRAITS:
    *Medium Humanoids.
    *Base speed is 30 feet.
    *+2 Strength & Dexterity, -2 Wisdom. Thunderians are very strong & dexterous but they tend to be overly curious & prone to trouble.
    *Improved Low-light Vision:Thunderians can see four times as far as a human in starlight, moonlight, torchlight, & similar conditions of poor illumination. They retains the ability to distinguish color & detail under these conditions.
    *+2 Spot & Listen checks. A Thunderian has naturally keen senses.
    *+2 Climb & Jump & Move silently checks. Thunderian’s retractable claws aid in climbing & they are naturally stealthy & athletic like the great cats they are descended from.
    *+2 to Survival checks. Thunderians are naturally at home in the wilderness.
    *Scent ability. Thunderians have a highly sensitive sense of smell.
    *Natural attacks: 1d4 (x2). Thunderians have retractable claws on their hands & feet that aid in climbing & they are often used in combat.
    *Thundrilium Vulnerability: Thunderians are assumed to be one step higher when rolling for effects of Radiation Sickness on exposure to Thundrillium (see D20 Future, pg. 81).
    Although this is an extremely rare element (and it didn’t even existed Pre-Vanishing on Coreline), several Thunderian devices are powered by it, and its gold by-product has become the seed for a slight (but damaging) gold rush.
    *Effective Level: +1.
    (NOTE: Although the write-up is fully based on the ‘Thundercats’ series, it is my belief that the abilities shown by the series Thundercats (who are the Royal Guard, BTW) are both the result of training and (limtedly) mutation, or at least that's how it shows on one of the Wildstorm comics.
    Consider this a 'base' Thunderian racial stat).

    ONI


    Princess Lum in royal military uniform (and, yeah, it doesn't protects a lot).

    They are the (obnoxious) children of the imagination of Rumiko Takahashi, an alien race that is war-wacky, conquering, annoying, advanced in technology, powerful and numerous. Like all Takahashi characters, they are a walking bundle of contradictions that is funny to watch-from a safe distance.

    An Oni looks a lot like a human, sizing in average between 5 and 6 1/2 feet tall and weighting (at a max) about 200 pounds. Their mouths sport elongated canines and two small horns protude from their heads. An Oni sporting clothes "typical" to the race always wears clothes with tiger stripes, giving them an appearance like the Japanese monsters of legend.
    An Oni sports a natural curiosity and stubborness, defending their beliefs (whichever they are) with excessive zealotry. A loved one, a parking spot, their position in a company... they will just as soon draw a gun and destroy a threat to it, to talk (in earnest) for it.

    An Oni possesses tactile, olfactory, visual and listening capabilities on par with a normal human's. They are slightly stronger, a lot tougher, somewhat dumber and less 'sharp' than a normal human, and many (if not all) are capable of unassisted flight and throwing energy bolts (fire or electricity).
    Oni speak their own language and can speak other languages as well. Their own language is guttural in nature.

    Oni society has evolved in leaps and bounds, having developed hyperspace travel and expanding to 9 more worlds (all of them conquered) well before humans, at least on their home universe.

    RACIAL TRAITS:
    *Medium-Sized Humanoids.
    *Base Speed 30 Feet.
    *+2 Str, +3 Con, +Cha, -2 Int, -2 Wis.
    *Flight: The Oni can fly thru an unknown means of unassisted flight (it's believed to be a primitive kind of telekinesis-and certainly they don't know how to apply it to anything else). They can fly at a base speed of 60 feet (Average maneuverability), but can hover and have no minimum forward speed.
    *Blast: The Oni grow special gangliae on their bodies, enabling them to fire energy blasts at will. At the time of the Vanishing, only two variants of blast are known: fire blasts (thru the combination of two chemicals in the mouth), and electricity blasts (thru sub-dermal 'pouches' and a highly conductive skin).
    An Oni can only have one of the two.
    Fire blasts do 2d4 (fire) damage, critical range 20, with a width of 3 feet and a 50-foot range. Tarrgets hit with this blast can catch on fire as standard. It is useless underwater.
    Electricity blasts do 2d6 damage (Electricity), same critical range, with a range 100 feet. It is influenced by conductivity and bypasses thru metal with ease, making it ignore metal armor (do not count such for Defense purposes).
    It can also be thrown as a sphere at will, affecting EVERYONE within. a 20-foot-radius sphere around the Oni. This deals 1d4 of subdual damage to the Oni, however.
    These blasts can be thrown once per day per character level.
    *Alien Constitution: Oni get a +2 bonus to resist diseases and poisons, except extremely rare, engineered or unusual ones (they get drunk on pickle juice, for example).
    *Horns: For some unknown reason (most probably just the Author's whim), if you can remove an Oni's horns, they lose their powers. This requires a called shot (-4 penalty, because it's a small target), and it takes a minimum of 5 days for the horns to grow back on their own.

    YUKI-ONNA.

    Princess Oyuki.

    -Another species created by Rumiko Takahashi, however, we only ever see one member of it on her works: Princess Oyuki.
    On their home universe, this species comes from Neptune, and with their innate cold powers, long life, somewhat cold demeanor and occasional visits to Earth, may have helped create the legend of the Japanese "Snow Woman".
    -A 'Yuki-Onna' is always female, sizing in average some 5 1/2 feet tall, with hair and eyes in all sorts of color, but always in 'cold' tones. 'Common' clothes for them vary widely in private, but in public they always tend to wear a modernized kimono, again giving them an appearance like the monsters of legend.
    -A Yuki-Onna sports a quality of constant calm around her. Contrary to popular belief, they are not 'cold-hearted', but it's because of the fact that they believe in maintaining their cool at any given moment to be highly beneficial.
    -Yuki-Onnas posess tactile, olfactory, visual and listening capabilities on par with a normal human's. They are naturally 'prettier', slightly more coordinated, sharper and calmer.
    Their physiologies can withstand any cold (but take heat pretty badly), and can manipulate it up to a point (by unknown means, but it's believed to be a sort of preternatural cryokinesis).
    -Yuki-Onnas speak their own language, but can speak any humanoid language. Their own language consists of low whistles and windy sighs.
    -Yuki-Onna society is matriarchal and high-tech in nature (they use Stargates to move around), friendly to the Onis (they are their accountants). Apart from that, they maintain their neutrality.
    RACIAL TRAITS:
    *Medium-sized humanoids.
    *+2 Int, +2 Wis, +2 Cha.
    *Cold Subtype: Yuki-Onnas are immune to cold, but take double damage from fire (except on a successful save).
    *Paralyzing Gaze (Su): If looks could kill, a Yuki-Onna's would be a cold grave. As is, it's still freezing. This is similar to a gaze attack, except the Yuki-Onna must take a standard action, and those merely looking at it are not affected. Anyone the Yuki-Onna targets must succeed on a Will save (DC 18) or be affected as though by a "Hold Person" spell. The ability has a range of 30 feet.
    *A Yuki-Onna's pseudo-cryokinesis enables the Yuki-Onna to fire condensed blasts of cold at will. These blasts do 2d6 (Cold) damage, critical range 20. Living targets hit must make a Fortitude saving throw (DC: Damage recieved) or suffer 1 point of temporal Dex damage.
    It can make inanimate objects brittle; it only does half damage aganist most materials (not made for cold conditions), but ignores hardness altogether. Under conditiond of extreme heat (e.g. a desert); it doesn't works as well: the blast only does 1d6. Finally, if it is fired to a level surface, that surface becomes slippery.
    This can be fired once per day per character level.
    *They gain Read/Write Yuki-Onna and Speak Yuki-Onna as free languages.

    SOLNOIDS

    'The Gall(ant) Force', a Solnoid Navy special team (although this specific bunch never called themselves that, some other special assault teams formed from time to time basing themselves on them have taken the name), with Solnoid 'Bronx'-Class Large Mechas in the background.

    This Fiction race is what you could call "Kenichi Sonoda's vision of Space Valkyries", and it existed on its home universe a rough three million years before modern times.
    They were in a war that would end badly, aganist another alien species called the Paranoid (the best way to describe them would be 'ooze-borgs'), when both species leaders pulled out their 'final option' (system-destroying weapons) and fired regardless of whoever stood in the way.
    They were believed to be extinct in the battle on the (now-destroyed) Sigma Marse system, but like any good human species, they refused to die out.
    The Vanishing made a small number of them appear on Coreline orbit, and have since settled down all over it and the Colonies, especially in positions like UNSC, F-SWTI and corporations.
    It is of notice that former Solnoid Intelligence chief Catty Nebulart is the new UNSC chief, following the deposition of Chief Pablochiva.

    -Description: The entire Solnoid race is female humans, with a population maintained thru constant cloning. A good way to describe them would be "Space Amazons", just more 'realistic'. Virtually any way to describe a female applies to a Solnoid.
    -Solnoid society is matriarchal in nature, with a 'Leader' in the role of CINC. The Solnoid military is split in three parts: Intelligence, Navy and Attackers (Marines/Air Force). They fight, one and all, even if some are brainier, clumsier and/or more pacifist, the last thing you should think is that they won't fight if required.
    -Solnoids revere a goddess known only as "The Great Mother". It is rumored that it's an aspect of Nike or Hecate.
    -Solnoids are a space-faring race with advanced medical, vehicular, robotics and weapon technology. Roughly speaking, weapons tech goes from (modified) PL5 to early 6, medical tech goes and spaceships are 7 (FTL is not experimental, but it's also not that much safe technology). Cybernetics are 7, but any cyborg in the Solnoid military is part of a conscript army. Their robotic tech as a whole is classified, but it's known that they have Bioreplicas and mechas.
    Two of the most important tech advancements they have shown (at least military-wise) are the Power Armors and Charged Firearms.
    RACIAL TRAITS:
    Solnoids are as per rulebook humans, with the following additions:
    *Solnoids obtain a +2 to any attack rolls involving oozes.
    *Solnoids obtain an additional +2 to computer and technical rolls. They also get a +1 to any Pilot/Drive rolls.
    *Solnoids have a +1 bonus to any rolls involving rallying other Solnoids.

    NEW WEAPONS GADGET:
    Charged Firearm
    A recent development in weapons technology (engineered from Solnoid technology), Charged firearms contain an additional internal exploding wire or electromagnetic accelerator. This augmented power source fires projectiles with more power, but it's still not as much as, say, a full-blown railgun.
    Charged firearms require an additional power source for this system, what it is exactly or where it is located varies from design to design (again, usually it is a slightly enlarged ammo clip withholding a power cell).
    A Charged firearm rolls +1 bonus die for damage (e.g., a gun that rolls 2d6 for damage rolls an extra 1d6). However, it also emits a brief high-pitched whine whenever the weapon is first powered up; nearby characters a +4 bonus on their Listen checks to hear a character preparing to attack with a charged firearm. The bullet fired must be specially fitted to the new gun design (the DC modifier includes both the gun and the bullet).
    Restrictions: Ballistic handguns and longarms only (not heavy weapons or energy weapons).
    Purchase DC Modifier: +2 (Military Only).

    Modified the Tekkaman write-upwith athe new rejection effects (that might be a little mild, but well... it's for the sake of cinematics), and this new race.

    SALUSIANS



    Two photos depicting Salusian Princess Asrial.

    This race comes from the universe of ‘Ninja High School’, a race that is to Ben Dunn what the Space Oni is to Rumiko Takahashi. They are loud, obnoxious and like to see Humans (in their core universe and on Coreline) as backwater monkeys.
    The Salusians are evolved, anthropomorphic skunks, sizing in average between 5 and six feet tall. The females sport a long, bushy tail and all have a face that is humanoid with a more skunk-like nose and ears, their bodies completely covered with black fur (they all have a diamond-like patch in their foreheads). It is a strange thing to note that they have long since grown out of the skunks’ natural ‘defense mechanism’, replacing it with advanced firepower and technology. They have conquered all of their solar system’s planets and then expanded into a small but powerful conglomerate.
    A Salusian sports a normal conformity for their advanced civilization and a sort of aloofness for other civilizations. Like the Space Oni, they are defensive to the point of zealotry for their beliefs (which is one of the many reasons why they are not in even terms with the Oni).

    The Salusians sport tactile, olfactory, visual and listening capabilities on par with a normal human's. They are a little more attractive, somewhat more tougher, and for all their high tech, they’re less 'sharp' than a normal human. For an unknown reason, those Salusians that are of royal blood exhibit the ability to enable brief bursts of superhuman strength.
    The Salusians speak their own language and can speak other languages as well. Their own language is composedof a lot of vocals.

    When on Earth, the Salusians utilize a ‘DNA Transformation Chamber’ to change their appearance to human-like, with the exception of a second skunk-like set of ears located on the top of their head.

    The Salusians had settled themselves in Coreline Earth in both the newly-appeared town of Quagmire, Boston, and all over North Carolina.

    Racial Traits:
    *+2 Con, +2 Cha, -2 Wis.
    *+1 bonus to Listen rolls (they have some pretty good hearing).
    *When creating a Salusian character, roll 1d10:
    Result: -1 to 5, the character is a ‘normal’ Salusian.
    -6 to 10, the character has ‘royal’ DNA (the character might not be part of the royal family, though).

    Characters with royal DNA have the following additional Ex Ability:
    -Super-Strength: 3 times a day, the Salusian character can increase his Strength by 1d8 points. This ability lasts for a number of rounds equal to 3 + the character’s Con modifier.

    The following Race requires the BESM D20 Book or SRD.

    THE ‘RED EYES’.

    Ayanami Rei Alternate Number TC-1083 during NERV combat drill, photo taken November 5, 2003.

    Nick-named this way by the people on the street, the entire race is composed of clones of Kaworu Nagisa and Rei Ayanami, aside from a few ACCs that came from the same program. They came from all sources (escaped from NERV and SEELE facilities, were ‘let go’ because of decommissioning, infiltration missions, or plain error, or were made in some mad scientists’ garage lab), and are roaming around. Some of them are just like the two characters that they look like all the way down to mannerisms and speech patterns, and some of them are looking to distance themselves from their ‘templates’ as much as possible.

    "Rei" Red Eyes Racial Stats:
    *Base Movement: 0.
    *+2 Dex: 1.
    *-2 Charisma: -1.
    *Special Movement (Cat-Like): 1.

    "Kaworu" Red Eyes Racial Stats:
    *Base Movement: 0.
    *-2 Con: -1.
    *+2 Charisma: 1.
    *Special Movement (Light-Footed): 1.

    Common Racial Traits:
    *Sixth Sense (Other ‘Red Eyes’/Evangelion-style ‘Angels’): 2.
    *Telepathy: 3.
    *Force Field (Abilities: Field-Penetrating): 4.
    Total Cost: 10.
    Final Cost: 5.
    Last edited by marcoasalazarm; Sunday, 11th June, 2006 at 01:43 AM.
    "I fight for no-one's side, because no-one fights for mine."-my character (paraphrased from Treebeard).

    "¡The Ak-47! ¡When you absolutely, positively MUST kill EVERYBODY in the room by YESTERDAY!"

    "If I wanted to hear a 30-hour long discussion about how war f"#$$% one up, I would have bought an audio book. Dostoyievsky wrote all the better lines, anyway."

    "If there's one thing I've learned, is thiseath doesn't cares if you're flesh or metal."

    "I'm short, but deadly."(My charac is a Helix Warrior/Gunslinger, but 5´2").

    "Oh, boy, oh, boy, oh, boy....oh, S"#$#T!"

    "Si vis pacen, parabellum.... in case you wanna know, that means that peace is a fragile thing."

    "The games I play use 20-sided dice. The duels I make use guns and ammo. You use neither.-¡CLICK!-That's too bad."

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    General Progress Level and Setting Weapons.

    The Progress Level of the setting is generally 5 with some experimental 6 gizmos (it's run-of-the-mill modern-day Earth, take it as you will), with pretty much everything over it (and some of the more outrageous gizmos on any lower PL-that work) being Fiction stuff, at the very beginning, at least.

    It makes the whole 'take-from-your-enemy's-dead-fingers' that much more necessary, I guess.

    Following is a bunch of guns I made for the setting, and later will add a list of (major) manufacturers:

    Mc Grady/Slavicsek LAGS-1/LAGS-2 Sword/Knife/Blaster.
    =Damage: 1d8 (Slashing)/3d8 (Fire) (Sword Version)
    1d4 (Piercing)/2d8 (Fire) (Knife Version).
    =Critical: 19-20 (Sword/Knife)/20 (Lasers).
    =Range Increment: 10 ft (If thrown-Knife), --- (sword), 80 feet (Laser-Sword Version), 40 Feet (Laser-Knife version).
    =Rate of Fire: S.
    =Size: Small (Knife), Medium (Sword).
    =Magazine: 50 box.
    =Weight: 2 lb (Knife), 4 lb (Sword).
    =Purchase DC: 21 (Knife), 23 (Sword).
    =Restriction: Licensed (+1)
    =Feats required: Simple Weapons Proficiency, Archaic Weapons Proficiency (Knife/Sword), Personal Firearms Proficiency (Laser).

    There has been a lot of reverse engineering by the Reals going on, especially considering that a lot of fiction weapons and gear were not designed to stand the rigors of living in a warzone like this place (well, some of them HAD, but those are rare-whether this is a blessing or a curse is a subject open to debate). Consider this weapon, for example, just released in limited quantities by the recently-formed Mc Grady/Slavicsek Weapons Co. They have based themselves on the design of the weapon used by the Luxan warrior Ka D’Argo from the series “Farscape”, created a longsword with an incorporated hidden laser capacitor, and then went further by miniaturizing the design to a standard combat knife. It has mainly been bought by Farscape fans, weapons collectors and some eccentric adventurers.
    SPECIAL RULES: The LAGS-1 and -2 can only be used as melee weapons or ranged weapons at any given time. Deploying the laser capacitor is done by “splitting” the blade in two, making a melee attack with them awkward at best. (Opening or closing is done as a move action). The lasers cannot fire when the blade is ‘closed’.
    The energy weapons have been slightly reduced in size to accommodate the design specifics, and so require special miniaturized power packs for their use (Purchase DC 10).

    Mc Grady/Slavicsek WHP-1 BlasterStaff.
    =Damage: 1d6/1d6 (Bludgeoning-Staff), 3d8 (Fire-Laser).
    =Critcal: 20 (Staff), 20 (Lasr).
    =Range Increment: --- (Staff), 40 Feet (Laser).
    =Rate Of Fire: S.
    =Size Small/Medium.
    =Magazine: 50 int.
    =Weight: 4 lb.
    =Purchase DC: 24.
    =Restriction: Restricted (+2).

    And they’ve done it again, this time basing themselves on the design of the High Guard Force Lance (of course, they’ll readily deny it if they have to). The small blaster is of a practical size, packing a respectable punch and a peculiar sense of versatility in the fact you can extend it into a melee weapon for when you have to smack people silly.
    It looks like a sort of hi-tech flashlight with two buttons. The first one is the trigger for the internal laser system, while the second one extends/retracts and locks the two sections of the staff into place. So far, it has been mostly marketed to the police (especially UCs) and the rare adventurer (or even rarer security-conscious Andromeda fan).
    RULES: The WHP-1 BlasterStaff requires two feats for its use: The Simple Weapons Proficiency (for the staff) and the Personal Firearms Proficiency (for the laser). The staff (when deployed) is a double weapon. You can fight with it as if fighting with two weapons, but you incur all the normal penalties associated with fighting with two weapons as if you wielded a one-handed weapon and a light weapon (see Attacking with Two Weapons in the D20M Combat section). The staff must be extended for you to do melee attacks. The laser can be used whether the staff is extended or retracted, and requires a specialized miniaturized power pack (Purchase DC 13). A small hatch on the staff must be opened to replace the power pack (a full-round action), and the power pack needs to have at least one shot left for the extending system to function.

    Mc Grady/Slavicsek will also add a DNA recognition device, stun blast module, variable charge and self-destruct device (3d6 concussion damage, 10ft. blast radius, Reflex DC 15, Purchase DC 12) as special orders if the customer wants so.

    Diggers Technologies G-9 Portable Fusion Pack
    =Damage: 15d6
    =Critical: --
    =Damage Type: Energy.
    =Burst Radius: 20 ft.
    =Reflex DC: 18.
    =Range Increment: --
    =Size: Medium.
    =Weight: 10lb.
    =Purchase DC: 25
    =Restriction: Military (+3)
    The newest brainchild of Gina Diggers, it is the latest in state-of-the-art energy sources. A miniature, short-output nuclear reactor, capable of powering up everything from vehicles to power armors to household appliances, with none of the adverse effects that are common to nuclear-based power systems.
    A large pity, then, that it has some extremely obvious warfare applications.
    RULES: If not armed, the Fusion Pack functions just like a PL7 Power Backpack (D20F, page 74), with enough output to power vehicles and mecha for short periods of time. Disabling the safeties and enabling the Fusion Pack’s self-destruct system is a full-round action, with a timer that can be set to detonate from 1 to 10 rounds after enabled. A remote detonator can be set, the timer can have a longer countdown (or the timer can be disabled, making the Pack detonate immediately) with a Craft (electronics) check, DC 15 and DC 20, respectively.
    Although the Fusion Pack is, technically, a nuclear fusion device, the technology used by Diggers in its creation has reduced the typical effects of this almost to non-existence, and as such there’s virtually no fall-out or EMP to concern about.

    Psi-Sword
    =Damage: 2d8
    =Critical: 19-20
    =Damage Type: Energy.
    =Range: ---
    =Size: Medium.
    =Weight: 2 lbs.
    =Purchase DC: 21
    =Restriction: Licensed (+2)
    An ancient weapon designed by the same race that designed the lost ships, the ‘LU’-verse’s version of the Ancients. It is, in appearance, a slim cylindrical hilt with a forked end where the ‘blade’ would be. Once activated, the Psi-Sword projects a three-foot-long self-contained beam of amplified psychic energy, taken directly from the user.
    Because of this, the character must have access to psionic energy (thru the Wild Talent feat or a psi implant) for the sword to work. If used as a plain sword, no other thing is required (other than knowing how to wield it, for that Exotic Melee Weapon Proficiency (Psi-Sword) is required).
    The user, however, can focus his strength of will into the Psi-Sword, making it create some pretty nifty tricks. By expending power points, the user can do the following ‘stunts’ with the Sword. Take in mind that they must be declared (and the power points expended) by the beginning of the user’s turn.
    -Laser blast: The sword retains an amount of energy within the emitter and throws it out in a forceful blast. This energy blast is 2d8 damage (fire), with a range increment of 40 feet. The abruptness it leaves the emitter, though, is such that the user must be braced or risk being thrown 2d6 feet in the opposite direction. (Power point usage: 2).
    -Extend Sword: The user can force the energy blade to become bigger, thus giving him reach. The blade can be extended to be 4 feet long, giving reach and a +1 bonus to strike (but reducing the damage to 1d8), and then (if required) additional feet. The damage is still 1d8, and although it does give the character longer reach, it cannot strike nearby enemies. This move can become straining to maintain over long durations. (Power Point Usage: 2 (for extending to 4 feet), 1 (per additional foot of reach), 1 power point to maintain per round).
    The Psi-Sword ignores half of effective hardness of inanimate targets, and one-half of the bonuses provided by armor, natural armor, and/or shields (except those created by psychic energy).
    The Psi-Sword is hard-to-find relic of a long-dead civilization, and thus a highly-sought-after weapon for its sheer historical value (the Purchase DC given is for the ease of calculating whether a character can start with it or not).

    =Diggers Technologies Laser Pen.
    =Damage: 3d8 (Fire).
    =Critical: 20
    =Range Increment: 20 Feet.
    =Rate Of Fire: S.
    =Magazine: 20 int.
    =Size: Tiny.
    =Weight: 2 lb.
    =Purchase DC: 24
    =Restriction: Restricted (+2)
    Originally designed by Gina Diggers pretty much out of a whim (as befits all Fiction mad scientists), it has since reached a peculiarly significant niche in the adventuring market with the fact that it’s an easy-to-conceal, powerful and diminutive weapon. It has seen large purchases to VIPs (and bodyguards), undercover police officers and intelligence officers. The Laser Pen is sold thru Diggers Weapons, Inc (a DiggersTech division run by Gina’s sister Brianna).
    Rules-wise, the Laser Pen requires Personal Firearms Proficiency to use effectively and a highly miniaturized power pack is required to power the weapon (Purchase DC 15). Replacing the power pack required the Pen to be opened (a full-round action). The design and size of the Laser Pen gives the character a +2 bonus to Bluff and Sleight of Hand rolls to conceal said weapon, and a Bluff roll over the opposing character’s Sense Motive roll allows the character to catch him flat-footed with it (as long as said character hasn’t seen the Pen in action before).

    This is is pretty much guesstimated 'cause I don't have $50 to shell out for the book (like many people say I should do...)
    =Goa’uld Staff Weapon.
    =Damage: 3d10 (fire)
    =Critical: 20
    =Range Increment: 50 feet
    =Rate Of Fire: S.
    =Magazine: 50 Int.
    =Size: Large.
    =Weight: 6 lb.
    =Purchase DC: 22
    =Restriction: Military (+3)
    The Goa’uld are referred as the most stubborn, deceiving and outright nasty humanoids of the entire Stargate-verses (understand HUMANoids. The other ‘villain’ races are even badder, but they just look human-at times), and the main reason lies in their weapons systems, designed primarily for intimidation. Chief among their infantry is the Staff Weapon, an elongated, sturdy plasma weapon designed for ‘idiot-proof’ handling, mean looks, heavy punch (especially if aimed right) and the capacity to bash people’s heads when required.
    It looks like a long golden/copper staff with a couple of stubby ends that make it look somewhat like a snake. When the plasma capacitor’s safety is off, the blast end opens with a ‘whh-shht!’ sound and a golden glow (the capacitor charging). In the middle of the staff it’s a small recce with the safety/firing button.
    The Goa’uld Staff Weapon requires Personal Firearms Proficiency to handle, and Simple Weapons Proficiency to use effectively in a melee. The Staff weapon can be used in melee with the capacitor open or closed (damage 1d6/1d6 (Bludgeoning) when used this way-attacks as if by a double weapon). The sound of the capacitor charging can give a +1 to Intimidation rolls in appropriate circumstances (GM’s call). When the blast hits, it ‘explodes’ with a three-foot burst radius, dealing damage to anything on it (Reflex save DC 10).
    The Staff Weapon is powered by an internal power pack which must be replaced by opening a small hatch on the opposing side of the staff (a full-round action).
    So far, the Staff Weapon is used solely by the Goa’uld and any ‘allies’ of theirs, although it is well-known that the military has several captured Weapons on their armories, just in case.

    HAKUBI CUSTOMS "BERSERKER" COMBAT SHOTGUN.
    DAMAGE: 2d8 (Shotgun);Varies* (GL).
    CRITICAL: 20.
    DAMAGE TYPE: Ballistic (Shotgun); Varies* (GL).
    RANGE INCREMENT: 40 ft. (Shotgun); 50 ft (GL).
    RATE OF FIRE: Single, S (Shotgun); Single (GL).
    MAGAZINE: 7 Int. (Shotgun); 4 Int. (GL).
    SIZE: Large.
    WEIGHT: 14 lb.
    PURCHASE DC: 23.
    RESTRICTION: Res (+2).
    (*: Depending on Ammunition).

    One of the earliest weapon modifications created by Washu Hakubi, the "Berserker" was created for heavy Close Quarters Combat and additional combat versatility for an adventurer or CQC team member.
    It is a Franchi SPAS-12 shotgun with an additional mini-grenade launcher on the pump-action grip, giving it a distinct bulk like an oversized flashlight. It has been purchsed mainly by adventurers, but a small number has also appeared in hands of Office agent teams and F-SWTI.
    RULES: Switching between the shotgun and the grenade launcher is a free action, but only one weapon can be used per turn. Recharging the grenade launcher is a one-at-a-time affair, and takes a full action.

    HAKUBI CUSTOMS "GABRIEL" DUAL SMG.
    -DAMAGE: 2d6/2d6.
    -CRITICAL: 20/20.
    -DAMAGE TYPE: BALLISTIC/BALLISTIC.
    -RANGE INCREMENT: 50 ft./50 ft.
    -RATE OF FIRE: S,A. /S,A.
    -MAGAZINE: 34 Box/34 Box.
    -SIZE: Large.
    -WEIGHT: 12 lb.
    -PURCHASE DC: 22.
    -RESTRICTION: Lic (+1).
    The "Gabriel" is a custom-designed replica by Washu, based on the machinegun wielded by "Sakura Wars" character Erica Fontaine.
    It is a rifle mount wielding two Sterling L2 sub-machine guns, mounted side-by-side. The modifications to them include a slight size reduce, a reversed feed (so one of the Sterlings is loaded from the right side), Uzi-style ammo clips and an only trigger assembly (so both Sterlings fire simultaneously).
    A limited edition of the "Gabriel" comes in a special case with an authentication certificate and picture signed by Washu and Erica (Purchase Dc 25, no extra game benefits-maybe a bonus to Rep when amongst other "Sakura Wars" fans, GM call).
    -RULES: The "Gabriel" is a linked weapon, when the character fires, he fires both Strlings simultaneously.
    Only one attack roll is made for the weapon, Autofire attacks are rolled as one weapon only. If the weapon hits, damage is rolled separately. Criticals apply as normal.

    HAKUBI CUSTOMS "FONTAINE SPECIAL".
    -DAMAGE: 2d6.
    -CRITICAL: 20.
    -DAMAGE TYPE: Ballistic.
    -RANGE INCREMENT: 40 ft.
    -RATE OF FIRE: S, A.
    -MAGAZINE: 30 Box/30 Box.
    -SIZE: Large.
    -WEIGHT: 8 Lb.
    -PURCHASE DC: 22.
    -RESTRICTION: Lic (+1).
    Still based on the "Gabriel" machinegun, the weapon has been designed with more conventional tactics in mind (regardless of actual target), more rugged and with only one barrel that feeds on two ammo clips.
    The design is produced by Washu and by Japan-based Kanzaki Heavy Industries, which has been licensed for production. The Kanzaki design, named "Erica", is the same except that the gun has a matte-black finish and is equipped with a red-dot laser and reflex sights.
    RULES: This weapon has the Variable Ammunition Gadget added to it, and so cannot be added again.
    "I fight for no-one's side, because no-one fights for mine."-my character (paraphrased from Treebeard).

    "¡The Ak-47! ¡When you absolutely, positively MUST kill EVERYBODY in the room by YESTERDAY!"

    "If I wanted to hear a 30-hour long discussion about how war f"#$$% one up, I would have bought an audio book. Dostoyievsky wrote all the better lines, anyway."

    "If there's one thing I've learned, is thiseath doesn't cares if you're flesh or metal."

    "I'm short, but deadly."(My charac is a Helix Warrior/Gunslinger, but 5´2").

    "Oh, boy, oh, boy, oh, boy....oh, S"#$#T!"

    "Si vis pacen, parabellum.... in case you wanna know, that means that peace is a fragile thing."

    "The games I play use 20-sided dice. The duels I make use guns and ammo. You use neither.-¡CLICK!-That's too bad."

  5. #5
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    An (EXTREMELY) Rough Timelime of the 23 Hours.


    +World Description-Situation from 1:00 P.M. of November 5 to 12:00 P.M. of November 6, 2002 (The 23 Hours):

    +1) At 1:00 P.M. of November 5, millions of Internet users report that their computers have been simultaneously infected by a computer virus. This virus, named CLULESS, is equipped with an incredibly complex programming code, but it doesn’t seems to be causing any sort of malfunction.

    +2) At 2:50 P.M. of November 5, a space-time anomaly opens at the WPI campus, its exact center located at the basement of the ‘Wedge’ dormitory. Inmediately after that, the anomaly grows to cover all of the campus in its radius. All communications to and from the campus are lost.

    +3) The Worcester anomaly continues to grow, covering the entire city in its mantle. Like the campus, all communications are lost. Computer specialists from the Pentagon begin to analize the virus.

    +4) A detailed analysis of the virus’ programming unveils that the virus is a multi-facetic A.I. (Artificial Intelligence), with a complexity never reached before. The fact that is made on a code that looks like ASCII is an apparent facade.

    +5) The Worcester anomaly keeps growing, and by 3: 45 P.M. it covers the entire middle section of the Massachusetts state. At the same time in the surrounding states, reports of strange appearances are given to the authorities. This reports are few and far between, but seem to grow at a rapid pace.

    +6) The people that analyze the reports notice a strange fact: many of the people, objects and beings described in the reports are exact look-alikes to people, objects and beings from works of fiction.

    +7) By 5:55 P. M., the reports of appearances are coming from all over the world. Most of these reports come from many major cities. The United States Army movilizes several teams to Worcester to stop this possible threat.

    +8) At 7:35 P.M., dozens of miniature anomalies like the one at Worcester open up around the world, at the infected areas. The Worcester teams report being under attack.

    +9) At 7:40 P.M., all contact is lost with the teams movilized to Worcester. At the same time time, a world-wide state of emergency is declared. Riots happen all over the world.

    +10) At 7: 45 P.M., all the anomalies expand, and 9 of 10 people located at the infected areas dissappear without a trace.

    +11) At 9:45 P.M., a pack of dragons take over the Florida Keys, making them part of their hunting territory. This section will later be renamed ‘Dragon Highway’, and will be declared off-limits until the dragon threat is eliminated.

    +12) 11:00. The remaining military forces send several assault teams to Worcester, Washington D.C., Tokyo and the American SouthWest. The Worcester and Washington teams lost contact almost inmediately after entering city limits. The Tokyo teams suffers heavy losses to several Anime characters, but manage to recapture half of the city. The other teams manage to secure several cities, but their attempts to recapture the city of Phoenix, Arizona are stopped by a bunch of people calling themselves ‘Blitz Force’.

    +13) 12:45. By motives of the emergency and its ensuing chaos, the use of excessive force for self-defense is accepted. The few people who manage to hear the statement loot their local military armories.

    +14) 3:00 A.M. Topeka, Kansas, is destroyed by a nuclear missile fired from a local silo. It is later discovered that an alternate version of Skynet hacked into the computers.

    +15) 9:35 A.M. What remains of the governments declare the affected cities ‘danger zones’, to be entered under your own risk of not coming back out. On some of the most dangerous ones (Los Angeles, Denver, Tokyo, New York, Miami, Orlando, London, Berlin, Brasil, Moscow, Singapur, Sydney), civilian militias, and whatever can be spared of the local military are under strict orders of shooting to kill any hostile attempts to leave or enter.

    +15) 12:00:50 P.M., November 6. The people who disappeared comes back, apparently unharmed.
    Last edited by marcoasalazarm; Sunday, 11th June, 2006 at 02:32 AM.
    "I fight for no-one's side, because no-one fights for mine."-my character (paraphrased from Treebeard).

    "¡The Ak-47! ¡When you absolutely, positively MUST kill EVERYBODY in the room by YESTERDAY!"

    "If I wanted to hear a 30-hour long discussion about how war f"#$$% one up, I would have bought an audio book. Dostoyievsky wrote all the better lines, anyway."

    "If there's one thing I've learned, is thiseath doesn't cares if you're flesh or metal."

    "I'm short, but deadly."(My charac is a Helix Warrior/Gunslinger, but 5´2").

    "Oh, boy, oh, boy, oh, boy....oh, S"#$#T!"

    "Si vis pacen, parabellum.... in case you wanna know, that means that peace is a fragile thing."

    "The games I play use 20-sided dice. The duels I make use guns and ammo. You use neither.-¡CLICK!-That's too bad."

  6. #6
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    THE AVENGERS OF HUMANITY


    "Our world is gone. Everything we once knew, once cherished, is now a distant memory, a distant dream we all once shared, but have been rudely awakened from! In it's steed stands a mockery of all we once stood for, of all that we built with our own FLESH AND BLOOD!

    Sure, some might say, "Oh, now don't be so dramatic. Sure, the world is more crowded, and chaotic, than it was before the 23 Hours, but it is still the same ole terra firma."

    They don't understand. The people that Vanished... our families, our friends, everything we held dear... are gone. You heard me, gone. Those brainwashed puppets that have replaced them are no better than the Fictions that they seem to casually ignore. I know this. Why?

    I know this every time an Anime Fiction levels a city block, and no one makes a fuss.
    I know this every time I walk into a restaurant that was trashed by someone losing it because someone else said the wrong words or whatever.
    I know this every time I turn on the news and listen to some stupidity NERV or some other Fiction-ruled agency pulled off, and got away with.
    I know this every time I see people in New York, or Chicago, or any other city walking down the street casually while being armed to the teeth.
    I know this every time I look at the... thing... that is supposed to be my fiancée. That the woman I am supposed to love is merely some illusion designed to distract me from all the madness and destruction that is going on around me.

    They took it all away from us. Now it is time to take it all back."
    ~Jason "Dex" Decker, in a speech to the Avengers of Humanity
    "I fight for no-one's side, because no-one fights for mine."-my character (paraphrased from Treebeard).

    "¡The Ak-47! ¡When you absolutely, positively MUST kill EVERYBODY in the room by YESTERDAY!"

    "If I wanted to hear a 30-hour long discussion about how war f"#$$% one up, I would have bought an audio book. Dostoyievsky wrote all the better lines, anyway."

    "If there's one thing I've learned, is thiseath doesn't cares if you're flesh or metal."

    "I'm short, but deadly."(My charac is a Helix Warrior/Gunslinger, but 5´2").

    "Oh, boy, oh, boy, oh, boy....oh, S"#$#T!"

    "Si vis pacen, parabellum.... in case you wanna know, that means that peace is a fragile thing."

    "The games I play use 20-sided dice. The duels I make use guns and ammo. You use neither.-¡CLICK!-That's too bad."

  7. #7
    Quote Originally Posted by marcoasalazarm View Post
    An (EXTREMELY) Rough Timelime of the 23 Hours.


    +World Description-Situation from 1:00 P.M. of November 5 to 12:00 P.M. of November 6, 2002 (The 23 Hours):

    +1) At 1:00 P.M. of November 5, millions of Internet users report that their computers have been simultaneously infected by a computer virus. This virus, named CLULESS, is equipped with an incredibly complex programming code, but it doesn’t seems to be causing any sort of malfunction.

    +2) At 2:50 P.M. of November 5, a space-time anomaly opens at the WPI campus, its exact center located at the basement of the ‘Wedge’ dormitory. Inmediately after that, the anomaly grows to cover all of the campus in its radius. All communications to and from the campus are lost.

    +3) The Worcester anomaly continues to grow, covering the entire city in its mantle. Like the campus, all communications are lost. Computer specialists from the Pentagon begin to analize the virus.

    +4) A detailed analysis of the virus’ programming unveils that the virus is a multi-facetic A.I. (Artificial Intelligence), with a complexity never reached before. The fact that is made on a code that looks like ASCII is an apparent facade.

    +5) The Worcester anomaly keeps growing, and by 3: 45 P.M. it covers the entire middle section of the Massachusetts state. At the same time in the surrounding states, reports of strange appearances are given to the authorities. This reports are few and far between, but seem to grow at a rapid pace.

    +6) The people that analyze the reports notice a strange fact: many of the people, objects and beings described in the reports are exact look-alikes to people, objects and beings from works of fiction.

    +7) By 5:55 P. M., the reports of appearances are coming from all over the world. Most of these reports come from many major cities. The United States Army movilizes several teams to Worcester to stop this possible threat.

    +8) At 7:35 P.M., dozens of miniature anomalies like the one at Worcester open up around the world, at the infected areas. The Worcester teams report being under attack.

    +9) At 7:40 P.M., all contact is lost with the teams movilized to Worcester. At the same time time, a world-wide state of emergency is declared. Riots happen all over the world.

    +10) At 7: 45 P.M., all the anomalies expand, and 9 of 10 people located at the infected areas dissappear without a trace.

    +11) At 9:45 P.M., a pack of dragons take over the Florida Keys, making them part of their hunting territory. This section will later be renamed ‘Dragon Highway’, and will be declared off-limits until the dragon threat is eliminated.

    +12) 11:00. The remaining military forces send several assault teams to Worcester, Washington D.C., Tokyo and the American SouthWest. The Worcester and Washington teams lost contact almost inmediately after entering city limits. The Tokyo teams suffers heavy losses to several Anime characters, but manage to recapture half of the city. The other teams manage to secure several cities, but their attempts to recapture the city of Phoenix, Arizona are stopped by a bunch of people calling themselves ‘Blitz Force’.

    +13) 12:45. By motives of the emergency and its ensuing chaos, the use of excessive force for self-defense is accepted. The few people who manage to hear the statement loot their local military armories.

    +14) 3:00 A.M. Topeka, Kansas, is destroyed by a nuclear missile fired from a local silo. It is later discovered that an alternate version of Skynet hacked into the computers.

    +15) 9:35 A.M. What remains of the governments declare the affected cities ‘danger zones’, to be entered under your own risk of not coming back out. On some of the most dangerous ones (Los Angeles, Denver, Tokyo, New York, Miami, Orlando, London, Berlin, Brasil, Moscow, Singapur, Sydney), civilian militias, and whatever can be spared of the local military are under strict orders of shooting to kill any hostile attempts to leave or enter.

    +15) 12:00:50 P.M., November 6. The people who disappeared comes back, apparently unharmed.
    Around the 1755 mark....well, would it be safe to assume that anyone with a telescope, pointing it in this direction, sees this, several AU northward? (Later investigation would reveal the spacetime 'barrier' that appears to be blocking the disruption to orbital mechanics otherwise caused by the addition of a second Earth-sized body, with suns and moon, is being generated and mantained through some kind of forced configuration of the local quantum vacuum.)

  8. #8
    Quote Originally Posted by marcoasalazarm

    Pre-Vanishing Human wandering London. Photo taken during the 23 Hours.

    HUMANS:
    They're "meats", "terrans", "monkey-boys", whatever. They're like you: two arms, two legs, opposing thumbs. Look at yourself in the mirror if you still need more. They were here before the Vanishing, they were here after the Vanishing, and they'll be out there forever.
    What you don't know is that some MIGHT have a liiiiiitttle thing in difference.


    ......*looks at photo*......*shakes head*.........Mierda. Why use the 'Verse of 28 Dias Despues for that photoshot? You know it'd require antiviral mednanotech to survive down there, autoactivated on insertion. Why? Because we know what Rage is, now:
    Quote Originally Posted by Wikipedia
    The Rage Virus began as a genetically engineered strain of the Ebola virus designed to carry an unspecified treatment to inhibit violent impulses. However, it was revealed to have the opposite effect, leading to violent behavior. After entering the bloodstream, the virus is usually very quick to manifest itself in the victim's behavior (see below), usually only 10 or 20 seconds is required for the virus symptoms to become noticeable however accurate infection time is purely indicated by the amount of infected blood has gotten into the bloodstream and the overall mass of the person in question. The virus is passed through bodily fluids (usually saliva and blood) and has a 100% communicability rate.
    Quote Originally Posted by Wikipedia
    Symptoms:

    The Rage Virus does not directly cause the death of its host, but because the host has its sole focus on infecting or pursuing others, it causes those infected to become disinterested in eating, which will eventually cause death from starvation.

    The infected experience spasms in the extremities, and the eyes will become very bloodshot. They will also vomit copious amounts of infected blood.

    Rage will completely dominate the mind of the infected, causing him or her to become mindlessly aggressive. The infected will irrationally try to attack and kill those uninfected around them with no regard for self-preservation.

    It has also been shown that the infected use their sense of smell to find those uninfected and that trace amounts of products such as perfume or soap will attract significant attention from infected.

  9. #9
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    (Funny Note: In Latin America, they didn't called the movie '28 Days Later'. They called it 'Exterminio' (Extermination)-as with other cool-titled movies, we got the dumbest title in translation).

    The Rage virus (thankfully) has not appeared on Coreline, but I used the picture fo two reasons:

    The first is that, those first few minutes during which Murphy's character wanders thru a deserted London (before meeting the Infected priest) and other later on are supposed to reflect what the 23 Hours felt like in those areas that weren't warzones. I also liked the shading effect on that photo, which gave it some surrealism.

    As well, a character on Authored Rage is *mostly* acting like an Infected would act, except that an Infected does *not* has a hit list. An Authored Rage character does.

    That out of the way, go and watch both '28 Days Later' (I'm sure waiting for 'Weeks' to show over here). And be thankful that Fictions can be bargained with, unlike the Infected.

    That list of Infected symptoms *might* come in handy, however...
    Last edited by marcoasalazarm; Sunday, 13th May, 2007 at 01:15 AM.
    "I fight for no-one's side, because no-one fights for mine."-my character (paraphrased from Treebeard).

    "¡The Ak-47! ¡When you absolutely, positively MUST kill EVERYBODY in the room by YESTERDAY!"

    "If I wanted to hear a 30-hour long discussion about how war f"#$$% one up, I would have bought an audio book. Dostoyievsky wrote all the better lines, anyway."

    "If there's one thing I've learned, is thiseath doesn't cares if you're flesh or metal."

    "I'm short, but deadly."(My charac is a Helix Warrior/Gunslinger, but 5´2").

    "Oh, boy, oh, boy, oh, boy....oh, S"#$#T!"

    "Si vis pacen, parabellum.... in case you wanna know, that means that peace is a fragile thing."

    "The games I play use 20-sided dice. The duels I make use guns and ammo. You use neither.-¡CLICK!-That's too bad."

  10. #10
    Quote Originally Posted by marcoasalazarm
    (Funny Note: In Latin America, they didn't called the movie '28 Days Later'. They called it 'Exterminio' (Extermination)-as with other cool-titled movies, we got the dumbest title in translation).

    The Rage virus (thankfully) has not appeared on Coreline, but I used the picture fo two reasons:

    The first is that, those first few minutes during which Murphy's character wanders thru a deserted London (before meeting the Infected priest) and other later on are supposed to reflect what the 23 Hours felt like in those areas that weren't warzones. I also liked the shading effect on that photo, which gave it some surrealism.

    As well, a character on Authored Rage is *mostly* acting like an Infected would act, except that an Infected does *not* has a hit list. An Authored Rage character does.

    That out of the way, go and watch both '28 Days Later' (I'm sure waiting for 'Weeks' to show over here). And be thankful that Fictions can be bargained with, unlike the Infected.

    That list of Infected symptoms *might* come in handy, however...
    Yeah, damm crazy Espanol-variants, hey? OTOH, (not seen it myself, and it looks to be biased) 28WL review/discussion.

    {O.S.}*whirring noise accompanied by flash of light*

    .....(Crap. And you wonder why supercharging the Eye of Harmony to boot was kind of a bad idea.)........

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