CORELINE (D20 Modern/D20 BESM Setting).


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I think I will give it a shot... once I am able to see the movie (still not out in Costa Rica).

Just one dumb little detail: the Latin title for the movie is something along the lines of: "Planet of the Apes: (R)evolution."

...Yeah.
 

Aquarius Alodar

First Post
To add on that: 'The Island' is an artificial island on L.A. Harbor, a penitentiary run by an alternate version of AM (that would be the A.I. from 'I Have No Mouth And I Must Scream'-it even has the voice of its 'creator', Harlan Ellison). People sent there are (supposedly) in cryo-suspension for the remainder of their sentences.

The ones who get out have become such headcases that they get commited in insane asylums, commit suicide, or are thoroughly mind-wiped of anything that happened during their stay on The Island (and more often than not into a complete mental clean slate and/or vegeative state). It is not known what kind of 'games' AM runs with them... but 'games' he plays, for it is the only thing he must be doing.

'See You On The Island!', then, is one of the ultimate insults you can say in Los Angeles, for NOBODY wants to be 'supervised' by AM.

".......unless you had the Sigma Theta-esque foresight to backup and (have someone else) restore, of course. Which reminds me....I seem to be intercepting the dammdest comm signals lately.....people like Supremor, for instance, seem to be going back and forth between Alpha Centauri IX about some kind of 'reintegration unit' or something, w. 'the jail' being some kind of major factor. Yep, it would appear that AM honked off his peers somehow. Bombspam is expected in short order, if you ask me....."
 
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Yeah... there are some Artificial Intelligences out there who would consider the Allied Mastercomputer to be too crazy for them (and hence, one of those guy who give them a bad name).

Although the villainous Artificial Intelligences... yeah, they may think of him as too extreme, as well.
 

Aquarius Alodar

First Post
"Okay:

General-ish info.


True Way: Obviously mostly banned, for much the same reasons as the 'White Spider's' denizens did it....the Boston Jedi would most likely agree. Mostly banned, I said.....the syncretism between Modeler, Thousand-Eyed Pardoner( very Kuan Yin-esque, according to interpretation of some of her human cultists) and the Choir of Eywa is......interesting......to some at least. ;)

Which last, reminds me.....point my gear in the direction of Pandora, and there is odd whispering on most psionic frequencies......(Sekot has actually had to warn off a few 'interested' parties, myself included, but the matalok plugged into their Tree of Souls raises....curiousity.)"
 
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Rappy

First Post
I haven't been on here since July of last year? Wow... It almost seems like it's too strange to be true, really, but here I am.

To make a long story short, in addition to work on d20 settings I've made and work on alone (which isn't an easy task), my grandmother was diagnosed with lung cancer November of last year, and the treatments of such have kept me both off of for-pay work and more occupied than I have been in the past. More occupation means less free time, and other projects happened to take precedence over this one, with my apologies.

Still, from now on, I'm going to try to make at least one contribution to Coreline a month, even if it's a small one. Key word being try, as I am notoriously bad at fulfilling obligations. :uhoh:
 

Aquarius Alodar

First Post
THE AVENGERS OF HUMANITY

Agenda: Retake Earth from the Fictions.
Structure: Loosely-organized coalition of paramilitary organizations.
Symbol: Earth globe with the letters ‘AOH’ crossed over it. Around it, the motto: ‘They can have it (the Earth) from our cold, dead fingers’.
Most Common Allegiance: Avengers of Humanity.
Requisition Limit: 45 (Restricted, Illegal).

The Avengers Of Humanity is a collection of misfits, ex-pros and outright wackos, all of them joined together thru one reason: they all believe that the Earth has become plagued with Fictions, and want to retake it.
For this, they do all kinds of gray and black-class operations, including kidnapping, murder and threathening. They consider all Fictions as beneath their notice, and every single one of them that fights (police, military and mercenary) as approved targets (Post-Vanishing Humans are evaluated in a case-by-case basis, and they will never hurt any innocents of any kind). They will use any weapons they can appropriate, but as a symbol of their distaste for Fiction technology in general, they will mostly use weapons from PL5 and lower (In order to prevent ‘copycats’, most of these weapons are customized in some way. Other technology, such as cybernetic implants, will be evaluated in a case-by-case basis, usually approving it if there was truly no other choice.). Vehicles will be appropriated from anywhere they can obtain them, and usually given the ‘A-Team Treatment’ to make them combat-capable.

Politically-wise, although they do hit Fiction targets (and a lot of them), they show distaste for other factions such as the Knights of the True Timeline (which, in their opinion, is ‘cruelly indiscriminate in its tactics’. To have a faction that is virtually the same saying that.... NOW you know why the Knights are so much hated).

.....Coja. How I missed this, just.....damm. Probably not beneath 'honeypot' type kidnaps, either. Still, at least the fools wouldn't actively brainwash people to the cause....would they? (I may not be one of these people you hate so much, but that doesn't mean you know quite who you're F-ING WITH!" -Random prisoner/victim/whatever......right before they try to bust out of the sitch with a ki technique or something.
 
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Rappy

First Post
Apologies for the belatedness of this post. I had meant to put it up weeks ago, but my grandmother's health has been at a drastic decline.

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The Infected
Within the 23 Hours, it became clear that major government actions had to be taken for not only the most apparent disasters, but those that could not be readily seen: disease. With the chiropteran outbreak in Osaka, the Tyrant/Progenitor Virus outbreaks in the American midwest and east Africa, the Las Plagas outbreak in Spain, degenerative cavern disease (DCD) cases in Transylvania, and other such biohazard nightmares, it is a wonder that disease specialists managed to get any sleep for months after the CLULESS event went global. Organizations such as the Center for Disease Control and various Fictions managed to crack down on most of these disease...but no one is perfect. One such case of diseases slipping through the cracks and managing to getting a nearly disastrous foothold was the Green Flu.

Often simply called "the Infection", the Green Flu epidemic struck regions from Pennsylvania to east Louisiana within days of the CLULESS event, spreading like wildfire through Coreline humans. While no one was quite sure what the main cause of the disease was – though much of the infection seemed to be spread through bites in classic plague zombie fashion, the name “Green Flu” and certain infected entities seem to indicate that there is a further vector such as fluid contact or airborne spores – the results were all too clear. While all Fictions seem to be immune to the disease for unknown reasons, only around 1/5 of the Coreline human population carried the right genetic lottery ticket to be immune to the disease. Those that were not so lucky either fled the Green Flu region before its quarantine or became one of the zombies known collectively as the Infected.

Note that infected are effectively at their most dangerous in large hordes against first- or low-level players, akin to the small four-team survivors" of the game series they were born from.



Common Infected
For what measure they can be considered "common", these run-of-the-mill Infected are the majority of the victims of the Green Flu. Common infected are aggressive, animalistic, and sensitive to intense light and sound, and in appearance are merely pallid-skinned versions of their former selves. Common Infected display unusual behaviors compared to other zombies, such as "moshing" (engaging in group combat against each other) or profusely vomiting when idle, and rushing violently at non-infected organisms when they are spotted. Infected are also not undead zombies so much as an aberrant mutation, akin to the "rage zombies" transported from the 28 Days/Weeks Later-verse.

Species Traits
Disease: Green Flu (injury DC 14; incubation period 1d4 hours; initial 1d2 Wis; secondary 1d3 Int and 1d3 Wis).

Horde Tactics (Ex): In spite of being human-sized, up to four Common Infected can squeeze together into a single 5-foot square. In addition, for every five Common Infected attacking a single target, the participants gain a +1 bonus to attack rolls.

Steel Shins (Ex): Common infected are extremely resistant to damage from pure momentum, often leaping down from great heights. As such, they are immune to fall damage.

Common Infected: CR 1/2; Medium-size Monstrous Humanoid; HD 1d8; HP 4; Mas 13; Init +0; Spd 30 ft.; Defense 10, touch 10, flat-footed 10; BAB +1; Grap +1; Atk +1 melee (1d4, slam) or +1 melee (1d3 plus disease, bite); Full Atk +1 melee (1d4, 2 slams) or +1 melee (1d3 plus disease, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., disease, horde tactics, low-light vision, steel shins; AL none; SV Fort +0, Ref +2, Will +0; AP 0; Rep +0; Str 10, Dex 10, Con 10, Int 4, Wis 6, Cha 5.
Skills: Climb +2, Listen -1, Spot -1.
Feats: Improved Damage Threshold.
Advancement: -.



Uncommon Infected
"Uncommon" Infected are more or less unique types of Common Infected, created by specific individual situations. The following Uncommon Infected are the main types known to exist. Stats for Uncommon Infected are as per those of Common Infected, with the exception of alterations listed below.
CEDA Infected: A member of the disaster relief/biohazard crisis group CEDA whose protective suit has failed to stop a bite from getting through and spreading the Green Flu. CEDA Infected have fire resistant NBC suits in their possessions rather than no listed possessions.
Clown Infected: Clown Infected are, as their name implies, people in clown suits from carnivals. While they have no special stats to separate them from the Common Infected, they serve the narrative function of being able to attract Common Infected into hordes.
Fallen Survivor: Survivalists before the Green Flu got to them, Fallen Survivors tend to carry various survival-related possessions on them (GM's choice). Fallen survivors have the Run feat instead of Improved Damage Threshold, as well as having a Constitution of 12 rather than 10.
Mud Man: The swamp-dwelling Mud Men are muck-laden infected that often run in a quadrupedal gait for reasons unknown. When a Mud Man makes a successful slam attack on a target, the target's eyes are coated in mud, causing them to suffer a -2 penalty to Spot checks for 1d6 rounds. This repeats with each successful slam attack to a maximum of a -6 penalty.
Riot Infected: Riot Infected are, as their name implies, kitted out in riot gear. They have tonfas, riot shields, and riot armor. Note that, due to their lack of the correct proficiencies, Riot Infected only get nonproficiency bonuses for their shield and armor, and cannot use their tonfas without a -4 penalty to attack rolls (and thus almost always simply use their fists).
Worker Infected: Worker Infected are Infected in construction worker's gear, including sound-proof earmuffs. They automatically fail any Listen checks, but are also immune to any effects or attacks based on auditory functions.



General Special Infected Information
Of all the victims of the Green Flu, only some individuals end up transforming into "Special Infected": those with unique appearances and abilities beyond that of the Common Infected hordes. In addition to their unique powers and shapes, Special Infected are also notable for usually being more intelligent than Commons. There are eight known Special Infected – the Boomer, Charger, Hunter, Jockey, Smoker, Spitter, Tank, and Witch – though unsubstantiated rumors have also told of a ninth Special Infected called "the Screamer". It is also worthy of note that, while all but one of the Special Infected have mostly only been seen with forms arising from one human sex, it is quite possible that all of them but the Witch can manifest in both male and female forms. All special infected have the Steel Legs trait as per the common infected.



Boomer (Special Infected)
"He slimed me!" - Zoey, first wave survivor

Boomers, also known by nicknames such as "fat guy" and "roly poly", is a Special Infected whose human form has altered to be immensely bloated and coated in either pulsating boils or necrotic tissue. While physically weak and not capable of much more sustained damage than a mere Common Infected, the Boomer makes up for his frailty in the ability to vomit forth horrid-smelling green fluid known as Boomer bile. Boomer bile attracts Common Infected to it like a moth to flame, meaning that a Boomer can easily attain plenty of backup as long as there are Commons in the area around him. Similarly, if a Boomer is killed, he explodes in a violent shower of bile that may very well attract a Common horde anyway, as long as it manages to contact a living being. Female Boomers are known to exist, and are sometimes referred to as "Boomettes".

Species Traits
Bilious Spew (Ex): Once every 2d6 rounds, a Boomer can vomit forth a 10-foot cone of nauseous liquid known as Boomer bile. Targets that are drenched in Boomer bile treat all foes as if they have total concealment for one round, and then as if they have partial concealment for 1d4 rounds afterward. Furthermore, for 1d6 rounds after the attack is used, bile-drenched individuals are automatically targeted by any Common Infected in a 20-foot radius over all other targets (with the exception of pipe bombs). A successful Reflex save (DC 15) avoids the spew.

Booming Death (Ex): When a Boomer is killed, he explodes violently, forcing anyone within a 10-foot radius that is at the same height or above the boomer (the radius never extends below the Boomer) to make a Reflex save (DC 15) or be treated as if they were struck with the Boomer's bilious spew ability.

Boomer: CR 1; Medium-size Monstrous Humanoid; HD 1d8; HP 4; Mas 10; Init -1; Spd 20 ft.; Defense 9, touch 9, flat-footed 9 (-1 Dex); BAB +1; Grap +0; Atk +0 melee (1d3-1, slam); Full Atk +0 melee (1d3-1, 2 slams); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Bilious spew, booming death, darkvision 60 ft., low-light vision, steel shins; AL none; SV Fort +2, Ref +1, Will +2; AP 0; Rep +0; Str 9, Dex 8, Con 10, Int 8, Wis 10, Cha 5.
Skills: Climb +1, Listen +1, Spot +1.
Feats: Great Fortitude.
Advancement: -.



Charger (Special Infected)
"This...thing's...crushing me!" - Rochelle, second wave survivor

The brutish Charger is easily identified by his shriveled left arm, immense ground-scraping right arm, and elephantine skin. He is just as unsubtle as his name implies - roaring like a bull and rushing forward in a powerful charge is his modus operandi, and he does this act of violence quite well. While their method of ocmbat is brute force, chargers seem to show at least some forward planning, often hiding in locations that allow them to charge opponents off of buildings or into the water.

Species Traits
Pounding Charge (Ex): When a charger succeeds on a bull rush, he automatically begins to grapple the opponent. He deals slam damage each round he maintains the grapple.

Charger: CR 1; Medium-size Monstrous Humanoid; HD 3d8+3; HP 16; Mas 12; Init -1; Spd 30 ft.; Defense 12, touch 9, flat-footed 12 (-1 Dex, +3 natural); BAB +3; Grap +5; Atk +5 melee (1d8+2); Full Atk +5 melee (1d8+2); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., low-light vision, pounding charge, steel shins; AL none; SV Fort +2, Ref +2, Will +3; AP 0; Rep +0; Str 15, Dex 8, Con 12, Int 8, Wis 10, Cha 5.
Skills: Climb +3, Hide +2, Listen +1, Spot +1.
Feats: Improved Bull Rush, Power Attack.
Advancement: -.



Hunter (Special Infected)
"Get it OFF ME!!" Louis, first wave survivor

The vicious hunters have fingers that have been twisted into claws and eyes that have shrunken into bloody vestigial organs (yet it still has vision as humanoids know it), as well as the boils and sores that taint the skin of most infected. With instincts akin to a wild cat, the hunter stalks his prey on all fours, letting out a mountain lion-like wail as he leaps across large distances in order to land on and eviscerate his target.

Species Traits

Leaping Pounce (Ex): When a hunter attempts to jump into a square occupied by a Medium-sized character, it can follow up with a full attack.

Prodigious Leap (Ex): This works as per the jumping jack special quality of the same name.

Skills: Hunters gain a +8 bonus to Climb and Jump checks.

Feats: Hunters gain Mobility and Spring Attack as bonus feats.

Hunter: CR 1; Medium-size Monstrous Humanoid; HD 2d8+2; HP 11; Mas 12; Init +3; Spd 30 ft.; Defense 14, touch 13, flat-footed 11 (+3 Dex, +1 natural); BAB +2; Grap +3; Atk +3 melee (1d6+1, claw); Full Atk +3 melee (1d6+1, 2 claws) and -2 melee (1d4, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., leaping pounce, low-light vision, prodigious leap, steel shins; AL none; SV Fort +1, Ref +6, Will +4; AP 0; Rep +0; Str 13, Dex 16, Con 12, Int 8, Wis 12, Cha 7.
Skills: Climb +11, Hide +4, Jump +11.
Feats: Dodge, Mobility, Spring Attack.
Advancement: -.



[More special infected to come]
 
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Lord Zack

Explorer
Londo Bell

There are several organizations called Londo Bell on Coreline, as well as similar organizations, the AEUG, the League Militare, the Alpha Numbers, the Three (or Four, or Five...) Ships Alliance, etc. Not surprising, since there many incarnations of these organizations, from the original media that spawned them, alternate universes, Super Robot Wars, etc. They are unified in that they are military organization that protect the Earth using mechs, often of both the Real Robot and Super Robot types.

This is just one of these organizations. It is made of up of an alliance of several other factions, including the original Londo Bell itself, veterans of the AEUG that weren't part of the original Londo Bell, the League Militare, Terminal and the SDF-1 Macross being the major ones. In addition there are several independent robots who have joined with Londo Bell. A section of Rebel Alliance/New Republic starships has also joined them, primarily in order to counter Imperial interests in the Sol System, and specifically the Earth Sphere.

They have many allies, including the "colony Gundams" (ie Wing Gundam Zero, et al), the Autobots, as previously mentioned, the Rebel Alliance/New Republic, Zentradi that have chosen to be at peace with humans, Mithril, the nation of Orb, the Duchy of Riksent and even alternate versions of Londo Bell. They are supported by several corporate entities, including Anaheim Electronics, Mao Industries, Stark Industries and Wayne Enterprises. They're resources are limited due the chaos in the Earth Sphere, so they can use all the help they can get. Unfortunately, this means that despite having a number of advanced prototypes and super robots, the rank and file members must make due with what they can get, whether that be One Year War-era mobile suits, Arm Slaves, Terran Goliaths, and Vikings and even Fighter Jets.

Exploits of this group include destroying an Executor-class Star Dreadnought that was part of a squadron of ships sent by the Empire to capture various advanced Fiction technology, including the SDF-1 Macross, defeating several Kaiju, as well as fighting an inconclusive battle with Godzilla, and driving off a legion of Sentinels going after Avalon (the space station from X-Men).

A (non-Comprehensive) roster of the group may be forthcoming. May or may not include stats.
 
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