CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
How would we guys do a minis race, a la The Littles or the Doozers?

They'd be similar to the tiny fairies in D&D.. only without all the magic.. Only the Littles if I remember correctly which Littles they are (From Arthur and the Invisibles? or from the Borrowers?) might have a little magic, with some skills in animal riding and taming.. Doozers (from Fraggle Rock yes?) Would get high bonuses in craft mechanical and knowledge: architech & technology I'd say.
 

kronos182

Adventurer
Stark Industries

At least one form of Stark Industries has been established in Coreline, run by either a version of Tony Stark, or Pepper Potts, or even by Stane. Some of these versions of the company still produce weapons, others produce civilian versions of the Iron Man tech, and some produce general products. Some even focus on making material for SHIELD or other agencies.
Here are some sample Stark Tech equipment.

Stark Tech Sonic Cannon.
A large device, able to be mounted on the roof of a humvee, capable of non-lethal crowd control. On higher focused settings it can temporarily disable super powered beings. The sonic cannon uses a combination of ultrasonic and infrasonic waves to cause nausea or disorient targets in the standard wide area mode. The focused mode uses more focused and powerful sound waves to either increased the chance of disabling a more powerful target, or can cause damage.

Sonic Cannon (PL5)
Damage: *
Critical: -
Damage Type: Sonic
Range Increment: 200 ft long x100 ft wide cone, or 100 ft line
Rate of Fire: Semi
Size: Huge
Weight: 300 lbs
Ammo: -
Purchase DC: 28 Mil (+3)
Notes: Wide or Focus modes, requires dedicated power source, giving effectively unlimited payload.
Wide Mode - This is the standard mode, used for crowd control to disabling large groups of soldiers without any casualties. All targets within a 200 foot long, 100 foot wide cone must make a Reflex save (only for those within the outer 20 feet of the cone) DC 15 or make a Fort save DC 18 or are nauseated for 1d4 minutes, +1 minute per additional round and failed save they are subjected to. A successful save makes the target Dazed for 1 round. Those with heavily insulated armour (EBA armour with NBC protection), or heavy vehicles (tanks and similar vehicles with NBC protection) grant a +4 to the Fort Saves. Those with enhanced hearing suffer -2 to their Fort save.
Focus Mode - This mode has two settings, a more focused version of the wide mode, covering a 100 foot long 10 foot wide line, dealing 2d4 nonlethal sonic damage, Reflex save DC 16 for half damage, and requires all to make a Fort save DC 25 to be nauseated for 2d6 minutes, plus 1 minute per additional round struck with the focused mode. Those with protection such as NBC or heavy insulated vehicles only gain +2 bonus to Fort save. Those that make their save still suffer the damage, but are dazed for 1 round. The lethal version deals 3d6 sonic damage, Reflex save DC 16 for half damage, and a Fort save DC 15 or are stunned for 1 round, successful saves are only Dazed for 1 round.


Stark Industries A.R. Resilient

With all the different universes in the Marvel universe, at least one was still producing weapons and found its way into Coreline after the 23 hours. The Resilient, while seemingly a simple and straight forward assault rifle, has some hidden perks. A built in recoil compensation system helps keep accuracy high while on autofire, a built in designator that paints the target for laser riding ranged weapons, and also marks the target for the Resilient for even greater accuracy. The weapon is very responsive to the point that it sometimes seems to attack marked targets on its own.

Stark Industries A.R. Resilient (PL5-6 Personal Firearms Proficiency) Damage: 2d8 Critical: 20 Damage Type: ballistic Range Increment: 80 ft Rate of Fire: S, A Size: Large Weight: 10.2 lbs Ammo: 35 box Purchase DC: 23 Mil (+3) Accessories: Laser Designator (Laser painter)
Notes: Target Marker, Rapid Fire
Target Marker - When the wielder marks a target with the laser designator/painter (requires a ranged touch attack, range increment 100 ft), the target is Marked for 1d6+1 rounds.
Rapid Fire - When the wielder attacks a target that is Marked by a Resilient laser designator's Target Marker ability, the wielder gets an immediate free attack against that target with the Resilient at -5 to attack roll.

Iron Gauntlet
When the Winter Soldier was freed he was brainwashed to go on a killing spree. Tony Stark did not have his Iron Man Armor with him but did have access to the gauntlet. The gauntlet folds out from his watch. Tony used the gauntlet, to attack him using an energy pulse. This only stunned him he pointed a gun at Tony's face and pulled the trigger but he was able to deflect the bullet with the gauntlet. Barnes then attacks Stark several feet backwards, that knocks him down.

The Iron Gauntlet is based on gauntlet/glove Tony Stark used in his fight against the Winter Soldier from the Marvel Movie Universe, designed for self defense for security forces, including those that might have to engage minor super powered foes. The gauntlet is stored in a large watch, and folds out instantly to cover the hand. Once deployed, the user can release a short ranged, but powerful sonic blast that can stun an assailant, or release a bright blinding strobing of light to temporarily blind and disorient those nearby.
The gauntlet is armoured so that it can be used to stop a bullet, if holding onto muzzle of a weapon. The gauntlet has powerful servos in the fingers to allow the user to crush anything held, usually the barrel of a weapon grabbed after stunning or blinding the assailant, removing the threat of a weapon. However this can be used instead to crush bones in an arm. The gauntlet also protects the hand and adds to the wearer's unarmed strike damage.

Iron Gauntlet (PL6)
Damage: *
Critical:
Damage Type: *
Range Increment: *
Rate of Fire: Semi
Size: Tiny
Weight: 1 lb
Ammo: 5 stun blasts, 10 blinding discharges.
Purchase DC: 21 Res (+2)
Notes: Deploys from watch to gauntlet as a free actionr DR 10 to hand only, unarmed strike with iron gauntlet deals 1d4 lethal damage, stun blast, flash, crush.
Stun Blast - From the palm of the gauntlet the user can unleash an energy blast designed to stun a target, with a range increment of 10 feet, out to 5 increments. Target must make Fort save DC 15 or be stunned for 1 round. Multiple blasts extend the duration by 1 round, and the target is -1 to Fort save if already stunned.
Flash - From the palm of the gauntlet the user can unleash a burst of strobing lights to blind and disorient all within 20 feet of the user, requiring a Reflex save DC 14 or be blinded for 1d4 rounds.
Crush - The servos in the hand allow it to crush most common metal weapons, or bones. As an attack action to break a weapon (usually a weapon barrel grabbed while the target is stunned or blinded), granting a +10 to the user's Strength check to break the weapon. Against a living target's limb, the user must successfully grapple the target, then deal a crushing attack to a limb, dealing 2d4 bludgeoning damage, and depending on the limb, deals one of the following: arm target suffers -2 Str with that arm; leg speed reduced by half and reduce Dex bonus to Defence by 1; neck the user is attempting a coup de grace (use normal rules); torso causes intense pain (breaking ribs), causing the target to suffer -2 to attack, Defense, all skill check and Fort saves.


Stark HUD 2020 (PL6)
The Stark HUD 2020 is a product created for the general public. It is a reversed engineered version of the "Heads Up Display" technology utilized in the Iron Man Armor created by Stark-Fujikawa, a subsidiary of Stark Industries. 
These glasses function similar to Display Glasses, but have built in card computer, GPS, nanobeacon and cell phone, with all the capabilities of a smartphone, with wireless internet and device linkups. Standard software includes those found on most common smartphones (calendar, messaging service, social media programs, music player, audio and video recording and playback, link to local weather and traffic conditions, plus others available for download. Passive night vision (PL5 night vision goggles) and polarizing (+2 to saves against blinding attacks).
Size: Tiny
Weight: 1 lb
PDC: 12

Military Version
A military or security version of the Stark HUD 2020 is available, with programming to link to weapons and act as a HUD for the weapon or armour, plus targeting software (+1 attack rolls) and upgraded night vision (PL6 blackout goggles), thermal vision, and basic ballistic tracking software (as long as the user saw where the bullet struck, the glasses grant +2 to Search and/or Spot checks to back track likely position of a shooter).
Size: Tiny
Weight: 1 lb
PDC: 15
Res: Res to Mil (+2 to +3)


Sonic Fire Extinguisher
The Sonic Fire Extinguisher was designed and developed by Stark Industries; Melbourne based Australian subsidiary Cordco. The technology was featured at the Stark Expo after months of research. It was created using the designs and basic technology used in the Iron Man Armor repulsor technology.
Using sonic waves, the sonic fire extinguisher acts as any type of extinguisher, able to put out normal, chemical or even plasma fires. It can be used to remove fire caused by chemicals like napalm and gels that need to be scraped off. Affects a 20 foot long, 10 foot wide area. The major advantage of the sonic fire extinguisher over regular ones is it can be recharged in its storage holder which is also a recharging station. Has enough power to be used 20 times, taking 2 hours to recharge.
Size: Medium
Weight: 5 lbs
PDC: 9
 

kronos182

Adventurer
Here's a pokemon.. It's evolved versions will be coming later.

Pidgey

Pidgeys are a bird type of pokemon, very common, similar to pigeons, only more powerful. These creatures are very common in forests and even in rural areas. Pidgeys are small, plump-bodied avian pokemon, usually brown with cream-coloured face and underside, with a short crest on its head. These pokemon have an extremely sharp sense of direction and homing instincts, similar to homing pigeons, which makes them useful as messenger birds in areas where normal means of communication is difficult.
While docile creatures, preferring to avoid conflict, they can defend themselves with beak, claw attacks and several wind based abilities. As pidgey get older and more powerful, they can evolve into Pidgeotto and eventually Pidgeot.

Pidgey
Type: magical beast, Pokemon Size: Tiny (1 ft, 4 lbs) CR: 1 Hit Points: 1d10, 5 hp Mas: 10 Init: Speed: 10 ft, 40 ft ((fly average) Defense: 16 (+2 size, +4 Dex) BAB/Grp: +1/-12 FS/Reach: 1/2 ft / 0 ft Attacks: Peck -3 melee 1d2-4, wing slap -3 melee 1d4-4 Special Attacks: Gust Special Qualities: keen sight, Evolve, tangled feet, big pecks, Allegiances: Saves: Fort +2, Reflex +2, Will +0 Reputation: Abilities: Str 2, Dex 18, Con 10, Int 3, Wis 9, Cha 6 Skills: 15 Feats: Possessions: Advancement: 4 HD (Small), 5+ HD Evolve

Combat

Keen Sight (Ex)
Pidgey's have darkvision 60 ft and low-light vision.

Keen Eye (Ex)
Pidgeys have exceptional eye sight, able to spot food or predators from long distances. +4 Search and Spot.

Tangled Feet (Ex)
Any time this pokemon is confused, dazed, dizzy, off-balanced, staggered, or similar affect, it bumbles about, causing anyone attempting to attack it to suffer -2 to their attack rolls.

Big Pecks (Su, Ability)
The pokemon's weak magical abilities help keep it protected from predators. This pokemon gains a +5 bonus to any saves against any abilities that would lower its Defense. Abilities that don't allow a save have no affect on this pokemon. This does not include losing Dex modifier to Defense from flanking, being knocked prone, being immobile or similar affect.

Gust (Ex, Attack, Air)
The pokemon creates a powerful gust of air that slams into targets, damaging them. The pokemon creates a 10 foot wide, 50 foot long line that damages all struck with 3d6 points of concussive damage, Reflex save DC 11 + pokemon's Dex modifier for half damage.

Evolve
When the Pidgey becomes powerful, and large enough, it can evolve into Pidgeotto. Evolving requires the Pidgey eat enough food equal to double its weight, a dark location that it can be safe in, and 6 hours as it shape changes into Pidgeotto.

Variable Attacks/Abilities
All Pidgeys have 1d4 additional abilities from the following list:

Sand Attack (Su, Attack, Ground)
The pokemon creates a cloud of sand, irritating eyes and other senses, making it difficult to see in. The as a full round action pokemon creates a cloud of sand filling a 20 foot area centered on the pokemon, all within except the pokemon creating the cloud, suffers -1 to attack rolls, -3 to listen checks, and visibility is reduced to that of a thick fog, granting all within total concealment (50% miss chance). The sand cloud lasts 2 rounds, depending on wind conditions, or the pokemon can maintain the cloud as a move action each round.
Usable 3 + Con Modifiers times per day.


Whirlwind (Su, Attack, Air)
The pokemon creates a whirlwind to knock a target away. The hurricane moves at 60 ft per round, to a maximum range of 120 feet (2 rounds), it affects an area 10 feet wide and 30 feet tall, usually moving in a straight line, although the pokemon that created it can make a Dex check DC 20 as a standard action, the next round to control the direction it moves for the next round. All creatures of large or smaller size the whirlwind comes in contact with needs to make a Reflex save DC 15 + pokemon Dex modifier, or take 4d6 points of damage. Medium or smaller creatures that fail the save, must make a second save or be picked up and thrown by the whirlwind 1d4x10 feet, taking 1d4 points of damage for every 10 feet thrown, knocked prone. The target can make a Tumble check to have the damage, and not land prone. Usable 1d6 rounds.

Twister (Su, Attack, Air)
The pokemon summons a small tornado to damage and throw targets away. Similar to the whirlwind, only larger and more powerful, lasting 1d6+1 rounds, 10 foot wide area, 40 feet tall, usually moving in a straight line, although the pokemon that created it can make a Dex check DC 20 as a standard action, the next round to control the direction it moves for the next round. All creatures of large or smaller size the whirlwind comes in contact with needs to make a Reflex save DC 15 + pokemon Dex modifier, or take 4d6 points of damage. Medium or smaller creatures that fail the save, must make a second save or be picked up and suspended in the powerful winds taking 1d8 points of damage each round, no save allowed, and the creature is deposited once the cyclone has run out, knocked prone. Usable 3 times per day.

Feather Dance (Ex, Attack)
The pokemon releases a cloud of feathers that coats a target and reduces its ability to fight effectively. The pokemon makes a ranged touch attack, with a range of 50 feet, and the target suffers -2 to attack, and all skills as distracted by the feathers floating about them, getting in their vision and poking them. Usable 2 + Con modifier times per day.

Agility (Ex, Ability)
For short periods of time, the pokemon can increase its speed and reflexes, gaining +10 ft to speed, +4 Dex, +4 Reflex that lasts for 2 + Con modifier rounds. Useable 3 times per day.

Roost (Su, Ability)
The flying pokemon must land, and focuses all its energy into healing. As a full round action, it can restore 50% of its max hit points, but is immobile. Usable 3 times per day.

Tailwind (Su, Ability, Air)
While the pokemon is flying, it can increase its speed, and those of all flying allies within 20 feet of it for 2 + pokemon's Con modifier rounds. Usable 3 + pokemon Con modifier times per day.

Mirror Move (Su, Ability)
The pokemon, as a standard action, uses its limited magical energies to copy the next attack or ability used against it by an opponent. It immediately uses that ability against the target, but uses its own attack bonuses or ability modifiers. Usable 2 times per day.

Hurricane (Su, Attack, Air)
The pokemon, near a body of water (can be a large pool of olympic size, pond, river, lake, etc) summons a small hurricane to damage and throw targets away. Similar to the whirlwind, only larger and more powerful, lasting 1d6+1 rounds, 10 foot wide area, 40 feet tall, usually moving in a straight line, although the pokemon that created it can make a Dex check DC 20 as a standard action, the next round to control the direction it moves for the next round. All creatures of large or smaller size the whirlwind comes in contact with needs to make a Reflex save DC 15 + pokemon Dex modifier, or take 4d6 points of damage. Medium or smaller creatures that fail the save, must make a second save or be picked up and suspended in the powerful winds taking 1d8 points of damage each round, no save allowed, and the creature is deposited once the cyclone has run out, knocked prone. In rainy conditions the damage and duration is increased by 50% and the saves targets must make are increased by +2. Usable 3 times per day.

Toxic (Ex, Attack, Poison)
The pokemon launches a purple glob, stream or cloud of poison, that increases over time before burning itself out. The pokemon makes a ranged touch attack with a range of 50 feet, dealing 1d4 points of damage, and the target must make a Fort save 10 + pokemon Con modifier, or take cumulative +1d4 damage each round for pokemon Con modifier rounds (min of 1 additional round after initial attack, dealing 2d4 second round, 3d4 third round, etc). The target can make a Fort save each round, but suffers a cumulative -1 to their save after the first failed save, while a successful save stops the damage. Usable ever 1d6 rounds.

Sunny Day (Su, Ability)
The pokemon can use some of its magical power to affect the weather, creating an area 50 ft wide centered on itself, that is sunny, removing any other weather effects in the affected area, such as cloudy conditions, raining, snow or windy, lasting for 1 round + Con modifier rounds (min of 1 round). Usable 3 times per day. Fire based attacks/abilities within the area affected by Sunny day gain 50% increase in range, damage and duration, while water and ice based attacks/abilities will have a 50% decrease. Not usable during the night.

Protect (Su, Ability)
For a short period of time, the pokemon can channel its magical power into making it virtually immune to most forms of damage or effects. Grants DR 20, +10 to all saves for 1 + Con modifier rounds (min 1 round), but afterwards the pokemon is unable to use any supernatural powers for 1d4x10 minutes. Usable 3 times per day.

Rain Dance (Su, Ability)
The pokemon can use some of its magical power to affect the weather, creating an area 50 ft wide centered on itself, that is raining, removing any other weather effects in the affected area, such as cloudy conditions, snowing, sunny or windy, lasting for 1 round + Con modifier rounds (min of 1 round). Usable 3 times per day. Water based attacks/abilities within the area affected by Rain Dance gain 50% increase in range, damage and duration, while fire based attacks/abilities will have a 50% decrease.

Roost (Ex, Ability)
The pokemon rests for a round, focusing its magical powers inward and heals half its maximum hit points, but it is immobile during this time. Usable 1 + Con modifier (min 1 time) per day.

Double Team (Su, Ability)
The pokemon can make several illusions of itself that it can use to distract opponents. Can create 2 + Cha modifier (min of 2) illusions of itself within 20 ft. These copies can act mostly independently, mostly doing what the original is doing, such as attacking the same target. Opponents striking an illusion will not know which is the original, giving the pokemon a 75% miss chance when ever it, or an illusion is attacked to determine if its the original or not. Opponents can attempt a Will save DC 25 to disbelieve one of the illusions, but only striking one successfully, and dealing no damage will allow the opponent to disbelieve an illusion. These illusions deal no damage, but give the original pokemon +2 flanking bonus to attack (if at least one illusion is attacking the same target), and +1 bonus to Defense for each illusion active. Usable 3 times per day.

Aerial Ace (Ex, Attack)
The pokemon, while flying, can make a potent charge attack, gaining the normal bonus of a charge (+2 to attack roll, -2 to Defense), moving at 3 times normal fly speed, but deals 2d6 bludgeoning damage + 1d6 per 30 ft over 30 ft per round (flying at 60 speed would be a total of 3d6, while 90 ft is 4d6). Usable every 1d4 rounds, only while flying.

Facade (Ex, ability)
Anytime the pokemon is damaged by fire, affected by poison, or paralyzed, it gains +6 Str and +2 attack rolls for 1d4+1 rounds.

Round (Ex, Attack)
The pokemon, while making sounds, similar to a bird's song, releases powerful sonic waves in cone 30 feet long, 15 feet wide, dealing 2d4 sonic damage, Reflex save DC 10 + pokemon's Con modifier. If multiple pokemon make Round attacks against the same target in the same, or immediately following round, their damage is increased by +1d4 and increase Reflex save DC by +1 per pokemon that used Round before it, to a maximum of 6d4 and an additional +4 to Reflex save. Usable 1d4 rounds.

Steel Wing (Ex, Attack)
The pokemon focuses magical energy into its wings, making them stronger, allowing for powerful wing slams, and the wings can be used to defend itself due their increased strengthening. As an attack, the pokemon can deal 3d6 damage, half bludgeoning, half magical energy, as a standard attack. The magical energy grants the pokemon +2 Deflection bonus for 1d4+1 rounds, and can make multiple steel wing attacks as long as the Deflection bonus lasts. Usable 3 + Con modifier times per day.

Substitute (Su, Ability)
As a full round action, the pokemon focuses its magical energy, sacrificing 25% of its max hit points, to create a duplicate of itself, with 25% of the original pokemon's hit points, that can act independently, but will do everything it can to aid the original, such as attacking the same target. The duplicate has all of the original pokemon's base abilities, including base special attacks and qualities, but non of the variable ones. As long as the duplicate is within 15 feet of the original pokemon, the duplicate will take any damage directed at the original. The duplicate will exist for 1 hour or until its hit points are depleted. Usable 2 times per day.

Attacks/Abilities Gained by Breeding
Some moves can only be acquired by breeding a female Pidgey with males of certain other species of pokemon. The following are some of these abilities, these are part of the list of 1d4 extra Special Abilities/Attacks available to a Pidgey.


Air Cutter (Su, Attack, flying)
The pokemon releases a burst of energy, while flying, to strike a target. The pokemon makes a ranged touch attack, with a range of 60 feet, dealing 2d4 energy damage, criticals on a natural 20 x4. Usable 3 + Con modifier times per day.

Air Slash (Su, Attack, flying)
As a full round attack, while flying, the pokemon creates a 'blade' of air, that spreads out from it, affecting all in a 30 foot long, 15 foot wide cone, dealing 4d6 slashing damage, Reflex save DC 13 + pokemon's Dex modifier. Usable 1d4 rounds.

Defog (Ex, Ability, flying)
The pokemon is able to clear away fogs, mists, smoke or similar effects in a 50 foot area round it, as a standard action, making a Dex check DC 15. In areas that have a fog, or similar effect with a larger area, or long duration (such as areas that have are affected by fogs for extended periods), the cleared area lasts for 2 rounds, then the pokemon must make another Dex check.

Foresight (Su, Ability)
The pokemon focuses its magical powers into its vision and accuracy, allowing it to strike better. Gains a +4 insight bonus to attack rolls, plus can ignore the 50% miss chance for striking incorporeal creatures. Lasts 2 rounds + Con modifier. Usable 3 + Con modifier times per day.

Pursuit (Ex, Ability)
Any time a target within melee range provokes an attack of opportunity, the pokemon deals 50% more damage. A target taking its free 5 foot step if no other movement actions also provokes an attack of opportunity from the pokemon.
 

Lord Zack

Explorer
I am watching James Rolfe's reviews of the old Frankenstein films and I am wondering... what would the classic character of Dr. Frankenstein do with the more advanced technology of Coreline. Perhaps the Dr. would even find a sponsor from some megacorp or another? In particular I could see Frankenstein making use of the T-virus for instance.
 

kronos182

Adventurer
I am watching James Rolfe's reviews of the old Frankenstein films and I am wondering... what would the classic character of Dr. Frankenstein do with the more advanced technology of Coreline. Perhaps the Dr. would even find a sponsor from some megacorp or another? In particular I could see Frankenstein making use of the T-virus for instance.

Well he'd definitely have easier access to 'spare parts' as he could vat grow parts he needs.. experiment with mutations.. create something like his famous monster that not only has incredible strength and durability, but could shoot electricity, possibly temporarily animate the recently dead.. have a number of mutations.. cybernetics.. depending on Dr Frankenstein's alignment/who he's working for.. necro-cyborgs.. bio weapons (think tank cannon/turret mated with elephant sized creature? Good source of some bio-tech inspiration is the game Splicers from Palladium Books.

He could create an artificial werewolf or other lycan/shape shifting type creatures.. who knows.. let your imagination run!
 

They'd be similar to the tiny fairies in D&D.. only without all the magic.. Only the Littles if I remember correctly which Littles they are (From Arthur and the Invisibles? or from the Borrowers?) might have a little magic, with some skills in animal riding and taming.. Doozers (from Fraggle Rock yes?) Would get high bonuses in craft mechanical and knowledge: architech & technology I'd say.

Well, the "Littles" are from a book series by author John Peterson published (and still being published, AFAIK) by Scholastic Books (https://en.wikipedia.org/wiki/The_Littles) that was adapted to a cartoon series by DIC Entertainment (https://en.wikipedia.org/wiki/The_Littles_(TV_series) ). The Borrowers is a similar book series, pretty much the across-the-pond version (https://en.wikipedia.org/wiki/The_Borrowers), although considering that the Borrowers series started on 1952 and the Littles series started on 1967, I suppose one is based on the other, at least in the idea context.

So we have, at least, four races that could be considered pretty small (although how small is a Fraggle, by the way?).

Dunno... you guys think a generic "teeny-tiny Fiction Race" template with an attached "this is what makes a Doozer, this is what makes a Little, this is what makes a Borrower, this is what makes an Invisible" kind of description would count?

And looking at MovieBob's "Schlocktober" on YouTube, I was thinking of something...

...maybe give a new Ability (dunno if Ex or Supernatural) to monsters that come from B-films like "Night Of The Lepus" (which are giant meat-eating bunny rabbits, by the way) or... well, heck, pretty much anything from The Asylum, really--especially their earliest catalogue entries. Calling it "So Laughable That It's Terrifying" or some other name.

Pretty much weaponized "Narm" (to use the TV Tropes term). While it's not unusual that Fictions manifest on the Core Timeline looking like they did on their media (so it's kind of like "Who Framed Roger Rabbit?" with the 2-D cartoons looking 2-D and I guess the 3-D cartoons looking 3-D, only, you know, all of them in "high definition"), these monsters appear with all of their absurdly cheesy, schlocky, "I-can't-believe-someone-spent-any-kind-of-special-effects-budget-making-THIS" quote-unquote-sarcastically "glory", that people that actually know better just stand around going "what the hell is THAT!?" and pretty much mentally turn into characters of schlock for the remainder of the encounter.
 

Well he'd definitely have easier access to 'spare parts' as he could vat grow parts he needs.. experiment with mutations.. create something like his famous monster that not only has incredible strength and durability, but could shoot electricity, possibly temporarily animate the recently dead.. have a number of mutations.. cybernetics.. depending on Dr Frankenstein's alignment/who he's working for.. necro-cyborgs.. bio weapons (think tank cannon/turret mated with elephant sized creature? Good source of some bio-tech inspiration is the game Splicers from Palladium Books.

He could create an artificial werewolf or other lycan/shape shifting type creatures.. who knows.. let your imagination run!

Have a few Palladiium Books things here and there (funny... never saw Rifts stuff until pretty recently). Thinking that this idea and the fact that "Rippers" is currently on a bundle is... fate, y'know?

As for Victor Frankenstein: more sane versions of him (which may or may not include the version of frim the Shelley book, now that we think of it) may become very nervous (maybe even horrified) at the fact that people have taken his idea and have made monstrosities left and right, singing praises to him and thinking that such blights to man and God were his actual desire.

Versions of him that are more deranged, though... well, yeah, they will do anything to continue to perfect their work with the new tools available to them. There's societies that worship him, so he goes to them.

The Victorian, horror-film route to transhumanism.
 

kronos182

Adventurer
Statted up a suit of armour I found on marco's/Coreline deviant art group here: https://coreline-rpg-group.deviantart.com/art/CORELINE-Jacket-Warfare-460003307

Devil Dog Armouries of L.A. PA-300 "Jacket" Powered Armor.

"Heard how they call these things? 'Jackets'."
"Why's that?"
"Guess it's as in "straight jacket". But if you'd ever heard the stories of those UDF guys over at London, you'd think it's more like getting fitted for your damn funeral."
"Uhhh…. pretty light armour, right?"
"It's the standard. Light armour, heavy weapons, high mobility… would keep an eye on where you're fighting, though-damn thing sinks like a stone. Also need to warn you, they've got a steep learning curve, which is a potential problem when you're handling these to Slaught poppers…"

-Conversation recorded between Lt. Deunan Knute-Worth and (classified) member of the "Mala Noche" Cartel, recorded during "Operation: STING REDUX". Member interrogated by Raven using the standard methods and disposed of on Tampa Bay.

The Devil Dog Armouries "Jacket" is cheap, easy to produce and packing plenty of firepower. It is part of a new wave of power armour based on the DARPA H.U.L.C. project and similar Pre-Vanishing designs. Minimalistic, utilitarian, relatively cheap, useful in multiple civilian and military scenarios, manufactured by companies like Kawasaki and Caterpillar as well as L.A.'s own Devil Dog Armouries, this style is here to stay.

However, in comparison with other well-known power armours such as the Stark Industries "Iron Man" and the Knight Saber "Hardsuits", it has many weaknesses: limited close-quarters combat capabilities, the pilot is exposed to the elements, and the suit lacks A.I. support and electronics beyond status displays, navigation and target assistance.
Still, those who are used to the Jackets do not see this as a problem, but rather as a challenge. Modified Jackets are pretty common on the underground circles, and people who master the Jackets enough to be considered a significant threat are absolute MONSTERS once they upgrade to "easy mode".
And, of course, the Jackets are easier to take off than the other two suits we mentioned, without the need of explosive charges or other specialised devices. Not bad when you need to ditch them.

(As a note, all equipment mentioned below is the standard for an off-the-shelf Jacket or its more regular aftermarket packages. Any modification is possible, but availability and cost varies).

The armour's micro-assist servos are designed to easily carry the weight of the armour, plus enhance the user's strength for carrying capacity, allowing the user to carry heavy weapons and ammunition, but not for enhancing melee strikes.

PA-300 Jacket (PL5-6)
Type: Light Powered, micro-assist
Equipment Bonus: +3
Nonprof. Bonus: +2
Str Bonus: +4*
Nonprof Str Bonus: +0
Max Dex: +4
Armour Penalty: +4
Speed (30 ft): 30 ft
Weight: 30 lbs unloaded
Purchase DC: 31
Restriction: Mil (+3)
Notes: Quick Release/Don, HUD, Miltary Radio, GPS, nanobeacon, IFF transponder, Targeting Computer, darkvision 60 ft, digital binoculars (x64), 4 weapon mounts (1 each arm, 1 each shoulder), user can use weapons one size category larger than normal, Strength bonus only for carrying capacity (if the user's modified strength is less than 20, it is considered 20 for carrying capacity), user is not considered encumbered until carrying heavy load, back mounted ammo drum.
Quick Release/Don - The armour is not as fully enclosing as other armours, plus the powered nature allows the armour to be stored up right allowing it to be easier donned. Putting on the armour is a full round action, while stepping out of it is a move equivalent action. Designed to be simple to use, someone with Medium Armour feat can wear the armour and make a Wis check DC 15 each time they don the armour, and every hour worn, to use the armour as if they had the Powered Armour feat.
Targeting Computer - The targeting systems on the PA-300 Jacket are simple, but effective. They allow anyone to use the weapons attached to the armour without requiring the necessary feat, and not incurring the -4 non-proficiency penalties.
Weapons - The Jacket is typically armed with a 5.56mm light machine gun, based on carbines, mounted on each arm, and either mini-rocket launchers or 30mm rifles on the shoulders.
The 5.56mm will deal 2d8 ball, 70 ft, s/a, linked (100 rds each).
The mini-rockets will deal damage based on the type of rocket loaded, with 15 rockets per launcher.
30mm rifles will deal 4d12 ballistic, 120 ft, single, 5 rds ea.

OPTIONAL ARMAMENTS:
+Dual fire-linked 5.56mm machine guns, increase damage to 3d8 damage. PDC 20
+Automatic Mini-grenade launcher, one shoulder weapon is replaced with a mini-grenade launcher (PL5 mini-grenades deal 1 die less and half blast radius, PL6 and up deal damage and blast radius like normal grenades), dealing damage based on type of grenade, 60 ft, s/a, linked (30 rds ea). PDC 21
+Flamethrower, back mounted tank feeds to an arm mounted sprayer, dealing 3d6 fire, 50 ft line 10 ft wide, or 30 ft long 15 ft wide cone, Reflex DC 15 for half, 10 blast tank. PDC 18
+Chemical Sprayer, similar to the flamethrower, only loaded with chemicals, such as acid, flame retardant, or other chemical, fitted to arm. PDC 19
+Automatic shotgun 8 gauge, mounted on arm, fed from back drum, 2d12 ball, 40 ft, s/a, linked (50 rds). PDC 19
+"Pile Bunker", an explosive charge-driven pile driver with standard twenty-charge clip and reinforced titanium spike replacing one of the arm weapons. Deals 3d6 piercing, 20x4, 20 uses. Without a charge deals 1d6 piercing, 20x3.

OPTIONAL SYSTEMS:
+Jumper Pack (d20 Future Tech pg17), reduce ammunition for all weapons by 25%, reduce Max Dex bonus to +3. PDC 16 If shoulder weapons are removed, the fuel capacity of the jumper pack can be doubled.
+Parachute can be attached to the back, but while in use, the shoulder weapons can not be used.
+Full environment seal with oxygen filtration and rebreather, reduce ammunition supply of all weapons by 25%, grants 4 hour oxygen supply, air filtration grants +4 to Fort saves vs airborne toxins, and other chemical attacks, +2 to saves against radiation. Negates Quick Release/Don system. PDC +4
+Deployable land anchors for extreme environments and recoil management. When deployed, the user is immobile, all weapons gain +1 stability bonus to attack rolls. User gains +4 bonus for stability checks, can remain rooted in place against class 2 tornado/hurricane winds.
+Reactive Coating: Nanotech armour coating, self-regenerating and self-detonating, based on Vehicular Reactive Armour. The nano-tech will reduce damage to the user from projectile and melee attacks and inflict damage upon nearby enemies, but runs the chance of inflicting minor injuries to the user. Further modification of the coating can allow the nano-tech hive to be detonated at will by the user at risk of weakening the armour and inflicting severe injury to the user unless the armour has been further modified. Grants DR 5 against ballistic, bludgeoning, slashing and piercing damage, deals 2d4 concussive damage to melee attackers upon being struck, also deals 1d4 damage to user. PDC +4, +6 for version that doesn't also harm the user.
 
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