CORELINE (D20 Modern/D20 BESM Setting).


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"There are three rules you must never break when taking care of a Mogwai: 1) Don't shine them with bright lights, especially sunlight. 2) Never get them wet. 3) And whatever you do, never, ever feed them after midnight."

You did? Oops. Toooo baaadddd......

gremlins2.jpg


Gremlin
Small Fey (Spirit)
Hit Dice: 1d6 (3 hp)
Initiative: +3
Speed: 20', climb 20'
AC: 15 (+1 size, +3 Dex, +1 natural)
Attacks: Bite +2 melee, 2 claws +2 melee
Damage: Bite 1d6+1, claw 1d4+1
Face/Reach: 5'/5'
Special Attacks: -
Special Qualities: Sunlight Vulnerability, Water Birth,
Saves: Fort +0, Ref +5, Will +2,
Abilities: Str 12, Dex 17, Con 11, Int 5, Wis 10, Cha 6
Skills: Jump +2, Listen +3, Spot +3,
Feats: Alertness

Climate/Terrain: Any urban and underground.
Challenge Rating: 1/4
Advancement: 2-3 HD (Small) or by character class.
Level Adjustment: +1

'Now was that civilized, no clearly not, it was fun, but it wasn't civilized.'

Gremlins are evil, almost reptilian fey with a mischivious streak.
A gremlin is a roughly 3' tall reptilian looking humanoid, with green scaly skin and yellow or red glowing eyes. It's large mouth is filled with sharp teeth, and it's threefingered class end in wicked claws. A gremlin has very short legs, and disproportionately long arms. All known gremlins are male.
Gremlins revel in destruction and mayhem trying their best to bring chaos to order, often destroying innumerable magical treasures, libraries, shops, buildings, inns, and bakeries, in their attempts.

Combat:
Gremlins rely on their often superior numbers to overrun their opponents. They seem not to understand that they can get killed though, and often keep on attacking until they are dead. There are reports of gremlins that keep on fighting even when half their bodies have been destroyed.
Sunlight Vulnerability (Ex): A gremlin melts in direct sunlight taking 1d8 points of damage each round it is exposed to it. A Daylight spell however will not damage a gremlin, although it will repel it.
Water Birth (Ex): If a gremlin is exposed to liquid water (not ice or snow, or even steam) it will start to bubble as many tiny gremlins start to gestate just under it's skin. This process takes 1d4 minutes to complete and is quite painful to the gremlin dealing it 1d4 points of subdual damage each minute. When this process is finished, the end result is 2d4 new adult gremlins.

Gremlin Characters:
Gremlins rarely live long enough to take levels in a character class, much due to their often self-destructive behavior. Those few that do, however, favor the rogue class. And most gremlin leaders are rogues or rogue/fighters.

Other Types of Gremlins:
A large number of gremlin subspecies have been reported over the years, here is a small list, the list is by no means complete as gremlins are highly mutagenic:

Bat Gremlin
A bat gremlin resembles the normal gremlin, but have large wings like those of a bat as well as blindsight 30'. If that isn't enough to make this creature a deadly threat, it also lacks the sunlight vulnerability of other gremlins. Fortunatly it's practically blind, and can only differentiate between light and dark.

Fifinella
The fifinella is the legendary female gremlin, the only difference between the fifinella and the regular gremlin other than their gender, is the fifinellas slighly higher int score.

Genious Gremlin
The genious gremlin as the name implies is a gremlin with exceptional intelligence. They are often smarter than humans and elves (Int 13+). These intelligent gremlins usually lead their lesser kin.

Mogwai
These tiny furry gremlins are usually of good alignment. If they eat between midnight and dawn they transform into the common gremlin.

Spider Gremlin

These large gremlins resemble driders in appearance, they are many times more powerfull than their lesser kin and are able to cast web at will. The spider gremlin is of large size and have 4 HD.

Plant Gremlin
The plant gremlin is just that, a plant. It resembles the common gremlin, but is entirely made up of vegetable matter.
 

'Welcome to the Caribbean, luv!'

(NOTE: I have seen the first movie, but haven't seen 'Dead Man's Chest' yet).

THE CARIBBEAN


87070.jpg


When CLULESS hit these islands, it was like the worst 2 hurricanes in its history at once: it left nothing standing. Super-powered Fictions battled and trashed the whole place and then left, and all kinds of mutants, pirates and folkloric Fictions looted and added to the rampaging chaos of the Hours. Strangely, none of them touched Grand Caiman.

Now, while the rebuilding is in effort, the islands have been forcibly regressed to the way they were during the 17th Century. Small pockets of civilization (very few of them still having modern amenities) are stocked full of firepower and reinforcements, leaving the rest of the territory to the Fiction pirates. Among them, swashbuckling and pulp-era mythos mixes with modern technology and methods. A Fiction-laid 'code' has made the pirates both gentlemanly aganist their looted victims and virtually ruthless aganist anybody who tries to double-cross them.

On the Caribbean islands, one of the names that is most commonly heard is that of Captain Jack Sparrow. Several Alternate versions of the man are vying to position themselves as 'THE Captain Jack Sparrow', and so this silent competition has seen the Captain(s) as the brains behind lots of flagrant lootings on the high seas.

Other pirates who have been sighted in the Caribbean include such notables as Monkey D. Luffy (several Alternates), an Alternate Ryoko (packing a 'borrowed' aircraft carrier), several Alts of Captain Harlock, and in the strangest case a ship entirely crewed by severe alternates of ninjas from popular anime (ninja pirates!).
In opposition are forces as diverse as alternate Inner Senshi (who really are sailors, each captains a unique vessel of about frigate size, but with ample gun decks), Commodore Norrington, and an alternate Mihoshi and Kiyone. This last pair was last sighted stubmbling ashore on a deserted island by Captain Jack. He has expressed no desire to get the "walking hurricane and her royal ticked-offness" off said island.
 
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Verec

First Post
Other pirates who have been sighted in the carabien include such notables as Monkey D Lufey(several alternates), an alt Ryoko, several alts of captain Harlock, an in the strangest case a ship entirely crewed by severe alternates of ninjas from popular anime (ninja pirates!). In opposition are forces as diverse as alternate inner senshi (who really are sailors, each captains a unique vessel of about frigate size, but with ample gun decks.), Comadore Norrington, and an alternate Mihoshi and Kiyone. This last pair was last sighted stubmling ashore on a deserted island by Captain Jack. He has expressed no desire to get the "walking hurricane and her royal pissed-offness." off said island.
 

"Two by two, hands of blue....."

Blue Sun Corporation:

bluesun.jpg


"Live under the Blue Sun"

When it comes to Mega-Corporations, there are few bigger than this one. Although its presence in the Sol system is limited to a few contracted locales, the Blue Sun Cooperation is a galactic player, with a major presence on planets throughout the Orion arm of the Milky Way. Corporate headquarters are on Osiris in the namesake 'blue sun' system, but regional headquarters have sprung up like weeds since they gained access to the plethora of FTL drive-equipped ships that have flooded the market.
Blue Sun doesn't specialize in any one product, but instead seems to be determined to corner the market on EVERYTHING. Blue Sun logos are found on products ranging from starships to soft drinks, from terraforming to transportation, from encyclopedias to entertainment. While never particularly reliable or cheap, the products of Blue Sun do have an excellent support system, and if they are broken or damaged, replacements and parts are easy enough to come by.
Blue Sun's weapons division builds bulky primitive laser and sonic weapons for the private market as well as a more practical line of rail-boosted projectile weapons. Lasers can be swept across enemies, and the sonic weapons offer a less lethal tool that doesn't damage the pretty scenery. A few sonic weapons they produce under special contract are more like grenades that last for hours, and are set at the resonant frequency of cells and fine tissues like capillaries. These nasty buggers deal 1d6 con damage per round a person spends within 50 feet of them, but there are countermeasures available. (“Two by two, hands of blue…”)
Most infamous is their Black Division, a special services and contracted development company. It's equal parts Spec-Ops Command, Intelligence Bureau and research laboratory. They create psychics, subdue rouge governments, and generally do wetwork that no official agency on the Orion Arm would touch.

Rules for Blue Sun Corporation:
Widely available:
DCs to repair any vehicle, weapon or other Blue Sun gear is reduced by 2 due to the shear number of parts on the market. Any black market purchases are made at -1 to purchase DC.
Minimal Property Damage: Blue Sun weapons deal 1 size smaller dice against objects, as they are designed for use in potentially expensive surroundings. Unfortunately, this also extends to vehicles and mecha. Starship weapons are the exception, and deal normal damage.
 
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Pittsburgh and Raccoon City, Pennsylvania-the Land of the Dead and the Biohazard Zone.

MTR_RCUSWide.jpg

Nocturnal Skyline of Raccoon City, taken from a surveillance helicopter.

When the Vanishing occurred, the CLULESS virus scanned the Internet and local fiction sources (novels, movies, the like) and found two things: the ‘Resident Evil’ novels by S.D. Perry and the ‘Dead’ series by George Romero. These were the two key elements used for its Vanishing ‘transformation’.
Right after the people Vanished, Pittsburgh was flooded with zombies and zombie-like Fiction monsters and one of the many small towns deep inside the mountain ranges was replaced with Raccoon City, in the same way that Mannington, West Virginia was replaced (but Mannington was replaced with Quagmire).

On Pittsburgh, the zombies that appeared are a combination: the zombies as they have appeared in Romero’s original movie series (dumb and slow, with the occasional ‘smart’ one), and ‘zombies’ as they appeared in some newer movie concepts (fast-moving and savage). On Raccoon City, the monsters that have appeared are those of the ‘Resident Evil’ series. On both cities, for some reason the zombies, the monsters, and even the viruses have stayed within the limits of the city and surrounding areas (it has been suspected to be CLULESS doing some preventing ‘behavioral reprogramming’ on the monsters), but ‘just in case’, the military and a couple of the corporations (DiggersTech and Stingray Industries) have raised a blockade around them.

Even then, some of the more nasty Factions and corps have used both cities as ‘testing grounds’ for biological weaponry of their own, and adventurers have braved the blockades, in order to obtain the ‘treasures’ that have been left behind (Umbrella technology, loot, experience, the occasional Fiction that has appeared by accident inside the city limits and needs help leaving-and that they provide for a price…).

Following are the three kinds of zombie:the common 'slow' zombie (a.k.a. the 'Romero'-class), the 'turbo' zombie (a.k.a. the 'Boyle'-class, a reference to '28 Days Later'), and the 'smart' zombie (the 'Bub'-class, one that, considering its rareness, has become a sort of 'leader' among other zombies).

Common Zombie: Medium undead; HD 2d12; hp 13; Init -1; Spd 10 ft.; Defense 9, touch 9, flat-footed 9; BAB +0; Grap +1; Atk +1 melee (1d6+1, slam) or bite (1d3+1 plus infection); Full Atk +1 melee (1d6, slam) or bite (1d3+1 plus infection); FS 5 ft. by 5 ft.; Reach 5 ft.; SA Infection; SQ undead, headshot vulnerability, light fascination, move or attack action only; AL none; SV Fort +0, Ref -1, Will +3; AP 0; Rep +0; Str 13, Dex 8, Con -, Int 3, Wis 10, Cha 1.
Skills: Listen -2, Move Silently +3, Spot -2. Feats: Toughness.

Turbo Zombie: Medium undead; HD 2d12; hp 13; Init +1; Spd 40 ft.; Defense 11, touch 11, flat-footed 9; BAB +0; Grap +1; Atk +2 melee (1d6+1, slam) or bite (1d3+1 plus infection); Full Atk +2 melee (1d6, slam) or bite (1d3+1 plus infection); FS 5 ft. by 5 ft.; Reach 5 ft.; SA Infection; SQ undead, headshot vulnerability, light fascination; AL none; SV Fort +0, Ref +1, Will +3; AP 0; Rep +0; Str 13, Dex 13, Con -, Int 5, Wis 10, Cha 6.
Skills: Listen +0, Move Silently +1, Spot +0. Feats: Toughness.

Smart Zombie: Medium undead; HD 2d12; hp 13; Init -1; Spd 20 ft.; Defense 10, touch 10, flat-footed 9; BAB +0; Grap +1; Atk +1 melee (1d6+1, slam) or bite (1d3+1 plus infection); Full Atk +1 melee (1d6, slam) or bite (1d3+1 plus infection); FS 5 ft. by 5 ft.; Reach 5 ft.; SA Infection; SQ undead, smarts, rally, headshot vulnerability, move or attack action only; AL none; SV Fort +0, Ref +0, Will +5; AP 0; Rep +0; Str 13, Dex 10, Con -, Int 9, Wis 10, Cha 12.
Skills: Listen +2, Move Silently +4, Spot +2. Feats: Iron Will, Toughness.

NOTES

Action Points: Zombies have no Action Points.

Headshot Vulnerability (all): Zombies only suffer one-third damage from crushing, piercing, slashing, or ballistic damage done to any parts of their bodies other than their heads. Attacks which damage a zombie in the head automatically do triple damage. Specifically aiming attacks at a zombie's head suffers a -4 "to hit" penalty. For random shots, 1 in 10 successful attacks hits in the head. Other forms of damage, such as fire or electricity, damage zombies as normal and are not modified.

Infection (all): Each time a human is bitten by a zombie, the human must make a Fortitude save against a DC equal to 15 + damage of the attack. (For example, a 3 point bite is DC 18). Those failing this check become inflected and start loosing 1 Constitution point per hour. At Constitution 0, the human turns into a zombie equal to the type which started the infection (common, turbo or smart). Inflected humans do not become worse if additional damage is done after the initial infection.

Light Fascination (common, turbo): At night, zombies become easily distracted by sudden bright lights. When first exposed to headlights or flares, the zombie must make a Will save vs. DC 10 or become fascinated, taking no actions other than to pay attention to the light, for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon or aiming a ranged weapon at the fascinated zombie, breaks the effect but does not allow the zombie initative that round. A smart zombie may shake a fascinated zombie free of the effect as a standard action.

Move or Attack only (common, smart): Because of their slow nature, zombies can either move or attack in a round, but not both. Turbo zombies may both move and attack normally in a round.

Rally (smart only): A smart zombie can coordinate the actions of common zombies within 30 feet. In such cases, common zombies gain a +1 competence bonus on attacks, Listen and Spot checks, and Will saves. Common zombies under the influence of a smart zombie's rally become immune to Light Fascination, though this weakness immediately returns should they move 30 feet or more away or if the smart zombie is destroyed. Other benefits from this ability will vary; examples may include the smart zombie showing common zombies how to use firearms or leading a pack of common zombies though city streets to a specific location. Turbo zombies cannot be affected by this ability.

Undead (all): Zombies are immune to poison, sleep, paralysis, stunning, disease, necromantic effects, and mind-affecting effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or effects of massive damage, or any effect requiring a Fortitude save unless the effect also works on objects or is harmless. Also, zombies cannot heal damage on their own, even if they have an Intelligence score greater than zero. Zombies are destroyed immediately if reduced to 0 hit points or less.
 
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Aquarius Alodar

First Post
marcoasalazarm said:
(NOTE: I have seen the first movie, but haven't seen 'Dead Man's Chest' yet).

THE CARIBBEAN


87070.jpg


When CLULESS hit these islands, it was like the worst 2 hurricanes in its history at once: it left nothing standing. Super-powered Fictions battled and trashed the whole place and then left, and all kinds of mutants, pirates and folkloric Fictions looted and added to the rampaging chaos of the Hours. Strangely, none of them touched Grand Caiman.

Now, while the rebuilding is in effort, the islands have been forcibly regressed to the way they were during the 17th Century. Small pockets of civilization (very few of them still having modern amenities) are stocked full of firepower and reinforcements, leaving the rest of the territory to the Fiction pirates. Among them, swashbuckling and pulp-era mythos mixes with modern technology and methods. A Fiction-laid 'code' has made the pirates both gentlemanly aganist their looted victims and virtually ruthless aganist anybody who tries to double-cross them.

On the Caribbean islands, one of the names that is most commonly heard is that of Captain Jack Sparrow. Several Alternate versions of the man are vying to position themselves as 'THE Captain Jack Sparrow', and so this silent competition has seen the Captain(s) as the brains behind lots of flagrant lootings on the high seas.

Other pirates who have been sighted in the Caribbean include such notables as Monkey D. Luffy (several Alternates), an Alternate Ryoko (packing a 'borrowed' aircraft carrier), several Alts of Captain Harlock, and in the strangest case a ship entirely crewed by severe alternates of ninjas from popular anime (ninja pirates!).
In opposition are forces as diverse as alternate Inner Senshi (who really are sailors, each captains a unique vessel of about frigate size, but with ample gun decks), Commodore Norrington, and an alternate Mihoshi and Kiyone. This last pair was last sighted stubmbling ashore on a deserted island by Captain Jack. He has expressed no desire to get the "walking hurricane and her royal ticked-offness" off said island.

Which leads me to conclude that the good Captain actually did some background research into these two, yes?

Anyway, I can forsee a distant ancestor of Jack *Harkness* (British Empire type, if I guess corectly) attempting to start drek.
 

Aquarius Alodar said:
Which leads me to conclude that the good Captain actually did some background research into these two, yes?


"Impressive what a few Shillings and some quick-talking can get ya in Grand Caiman, don't ya think, m'friend?"

Aquarius Alodar said:
Anyway, I can forsee a distant ancestor of Jack *Harkness* (British Empire type, if I guess corectly) attempting to start drek.

And now you've lost me. So far, they've only aired up to "Father's Day" here, man.
Not to say it's a bad idea. It's pretty cool. I Do know some stuff 'bout Harkness. Just don't know what you meant w/that.
 
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Aquarius Alodar

First Post
marcoasalazarm said:
And now you've lost me. So far, they've only aired up to "Father's Day" here, man.
Not to say it's a bad idea. It's pretty cool. I Do know some stuff 'bout Harkness. Just don't know what you meant w/that.

Duh.......me running my motor mouth w/assumptions. Again. *headdesk*

Anyway.........perhaps you're familiar with Codename: Kids Next Door? ( D20M info/stats from the producer of Code: Lyoko D20M, BTW)
 

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