CORELINE (D20 Modern/D20 BESM Setting).

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)


(When CLULESS shows up, quite apart from T-zoning anyone, it more than likely provokes paroxsyms of "W. T. Heck?" on both sides.)
 
Last edited:

log in or register to remove this ad

I have seen KND (and Code Lyoko, and that reminds me that I seriously must try and add something concerning that series here), but after 'Operation: A.R.C.H.I.V.E.', I sort of stopped seeing it (I mean, what a ripoff of 'The Second Renaissance', bleagh!).

In any case, the KND might have a thing here (like turning the Agency into a for-hire one or something), but fact is, here, a good deal of Fictions are either Teens or Adults (which they natually are paranoid of), and most, if not ALL, opposition packs stuff that is more lethal than what the KND has (like, for example, the 'Road Painting', or a good ol' AK-47).

Adapt or die... here, the Kids Next Door would end up doing the 'growing fast' thing.
 

"My People".

TIMELINE: 65 Weeks Post-Vanishing.

LOCATION: The Caribbean.

SITUATION: Davy Jones. The Terror of the Deep. One of the many, and severely powerful, supernatural beings that now roam the Caribbean islands and surrounding oceans.

There is one thing worst that owing him something, and that is to take something that he thinks belongs to him. Like a cargo full of fish that should be free (yup, this Alternate's a freakin' eco-terrorist).

After a series of extremely brutal raids on fish trawlers and cargo ships, for whatever reason, the PCs are smack in his way.

And now they'll have to fight to not end in his Locker.

HOOKS: The PCs might be a bunch of Blue Collars in the same fishing trawler, members of the Coast Guard that have been assigned to stop Davy Jones (or, at least, keep him at bay long enough to spring a trap), or mercenaries hired to protect a cargo ship (let them think it's something more valuable, if you want).

DEVELOPMENT: Davy Jones will attack the second the ship enters the waters of the Caribbean, intent in sinking it and dealing out a warning. The PCs might want to negotiate with him, but at best it'll only buy them time. He'll make several of his mutated henchmen board the ship and release whatever living fish is inside before blowing it to Kingdom Come with the Flying Dutchman's cannons.
The PCs can try to run for it, or fire back at the Flying Dutchman and fight aganist the henchmen. If they manage to keep Davy Jones at bay long enough, the Coast Guard will arrive, or they'll leave Caribbean waters and Davy Jones will summarily retreat.

REWARD: Aside from XPs and some Rep from having survived to Davy Jones, the PCS will obtain a severe hazard payment.
However, better not be surprised if the Flying Dutchman appears at any time in a further adventure, for Davy Jones is NOT a forgiving mutate...
 

Aquarius Alodar

First Post
marcoasalazarm said:
"My People".

TIMELINE: 65 Weeks Post-Vanishing.

LOCATION: The Caribbean.

SITUATION: Davy Jones. The Terror of the Deep. One of the many, and severely powerful, supernatural beings that now roam the Caribbean islands and surrounding oceans.

There is one thing worst that owing him something, and that is to take something that he thinks belongs to him. Like a cargo full of fish that should be free (yup, this Alternate's a freakin' eco-terrorist).

After a series of extremely brutal raids on fish trawlers and cargo ships, for whatever reason, the PCs are smack in his way.

And now they'll have to fight to not end in his Locker.

HOOKS: The PCs might be a bunch of Blue Collars in the same fishing trawler, members of the Coast Guard that have been assigned to stop Davy Jones (or, at least, keep him at bay long enough to spring a trap), or mercenaries hired to protect a cargo ship (let them think it's something more valuable, if you want).

DEVELOPMENT: Davy Jones will attack the second the ship enters the waters of the Caribbean, intent in sinking it and dealing out a warning. The PCs might want to negotiate with him, but at best it'll only buy them time. He'll make several of his mutated henchmen board the ship and release whatever living fish is inside before blowing it to Kingdom Come with the Flying Dutchman's cannons.
The PCs can try to run for it, or fire back at the Flying Dutchman and fight aganist the henchmen. If they manage to keep Davy Jones at bay long enough, the Coast Guard will arrive, or they'll leave Caribbean waters and Davy Jones will summarily retreat.

REWARD: Aside from XPs and some Rep from having survived to Davy Jones, the PCS will obtain a severe hazard payment.
However, better not be surprised if the Flying Dutchman appears at any time in a further adventure, for Davy Jones is NOT a forgiving mutate...


Of course, for 'mercenaries' read 'adventurers' which gives the players the option of doing the 'fight magic with magic' thing. Perhaps a straight 'hurl-all-fireballs' attack on the Dutchman itself - do to them before they can do to you. Or attempt to Plane Shift the ship to the Elemental Plane of Water - see how long it takes to deal w/that.
 

The Deadly Deserts
The desert is just as formidable as it was before the Virus. In addition to the lack of water and the fierce heat, there are reports of Infected zones and towns where the crazyness is the least of your worries. Along with the obvious remaining human element --left-over biker gangs, rabid survivalists, crazed religious zealots-- all sorts of mutant animals and Fiction scum make their home in the desert. Some say that travelling in the desert nowadays without an experienced guide-or some BIG guns-is plain suicidal. Following now is one of the reasons why.

TREMORS: TERRORS OF THE NEVADA DESERT.
These Fiction monsters are (in their core universe) extremely ancient and savage. They roam around the desert, eating everything that gets in the way. During the Hours, they managed to eat almost everything on two small valleys, located on the western Nevada desert, and the Argentinean Ands. Following the Hours, there was no attempt by them to leave the areas (again, CLULESS might have given them ‘behavioural modification’ of some sort).

Graboid.jpg

graboid-l.jpg

GRABOID: CR 8; Huge Aberration; HD 12d8+60; hp 114; Mas 21; Init +0; Spd burrow 40 ft.; Defence 20 (-2 size, +1 Dex, +11 natural); BAB +7; Grap +15; Full Atk +15 melee (1d6+12, 3 slams); FS 10 ft. by 20 ft.; Reach 10 ft. (tentacles); SA improved grab, swallow whole; SQ tremorsense, metamorphosis; SV Fort +9, Ref +5, Will +9; AP 0; Rep +0; Str 26, Dex 12, Con 21, Int 3, Wis 12, Cha 3.
Skills: Listen +10, Spot +10.
Feats: Alertness, Multiattack.
Advancement: 13-16 HD (Huge); 17-24 HD (Gargantuan).

Graboids are about thirty feet long and worm-like, and push their way through the soil with short, but incredibly strong, cilia-like appendages. Inside their bony, beak-like mouths, they have three long tentacles with smaller mouths that can bite and slap.

Combat
Graboids can sense anything that has any form of contact with the ground, and will attack it as a source of food. After consuming a concentration of nutrients, the graboid will advance 1 HD.

Improved Grab (Ex):
A graboid has to hit with at least one slam attack for it to be able to initiate a grapple without provoking an attack of opportunity.
Swallow Whole (Ex): A graboid can swallow anything of Medium-size or smaller that it grabs. A swallowed creature takes 3d6 acid damage and 3d6 crushing damage each round. A graboid’s gullet has an AC of 20 and 15 hit points, and can be cut with a light slashing weapon.
Metamorphosis (Ex): After advancing to maximum HD, a graboid undergoes a painful transformation; 6 shriekers break out of the graboid’s body, killing the creature instantly.

back_to_the_future.jpg

SHRIEKER: CR 7; Medium-size Aberration; HD 5d8+10; hp 38; Mas 16; Init +3; Spd 40 ft.; Defence 19 (+3 Dex, +6 natural) touch 14, flat-footed 17; BAB +3; Grap +4; Full Atk +5 melee (2d4+3, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SA improved grab; SQ heat sense, metamorphosis; SV Fort +3, Ref +4, Will +5; AP 0; Rep +0; Str 14, Dex 16, Con 14, Int 2, Wis 12, Cha 3.
Skills: Jump +6, Spot +11.
Feats: Alertness.
Advancement: 6-8 HD (Medium-size).

Shriekers are about knee-high and five feet long, with the same bony mouth of the graboid, but shriekers have two muscular legs to run along the ground instead of tunnelling. They have only one sense: infrared sight. They cannot hear, they cannot touch, and they apparently cannot feel. Their nick-name came from the powerful shriek they deal out when they give their ‘rally call’-actually a powerful thermal flare.

Combat
Shriekers seem smart, but that’s because they’re so dumb. They’ll attack any heat source, including vehicle engines and radio transmission stations, and try to consume them. After eating a certain concentration of nutrients (equivalent to one concentrated ready-to-eat meal), a Shrieker can reproduce, creating a Tiny 1 HD shrieker.

Heat Sense (Ex): Shriekers see only infrared, and thus only see heat sources. Shriekers ignore anything that does not give off heat, and will only attack hot objects.
Metamorphosis (Ex):
After 12 hours, a shrieker will change into an assblaster if it has consumed enough food to advance it to 8 HD.

Assblaster2.jpg

ASSBLASTER: CR 8; Medium-size Aberration; HD 8d8+24; hp 66; Mas 17; Init +3; Spd 30 ft., fly 30 ft. (clumsy); Defence 20 (+3 Dex, +7 natural); BAB +6; Grap +11; Full Atk +11 melee (2d4+5, bite); FS 5 ft. by 10 ft.; Reach 5 ft.; SA improved grab; SQ ass blast, explosive, heat sense; SV Fort +2, Ref +2, Will +6; AP 0; Rep +0; Str 20, Dex 16, Con 17, Int 2, Wis 12, Cha 3.
Skills: Jump +11, Spot +13.
Feats: Alertness.
Advancement: 9-12 HD (Medium-size).

An ‘evolution’ of the Shrieker, the Assblaster is its ‘final stage’- made to move on to a far territory and lay its progeny. The ‘Death from above’ part is a benefit that they like to exploit, as well.
Assblasters resemble sinuous Shriekers with leathery wings. In order to fly, the assblaster has to excrete an acid from its behind that explodes on contact with air, propelling it skyward.

Combat
Assblasters are similar to Shriekers in that they seem smart because they’re dumb. They attack only heat sources, and attempt to consume them. After eating a certain concentration of nutrients, an assblaster can grow an egg, which it buries in soft soil. After a great deal of time (more than 300 years), the egg hatches into a graboid.

Ass Blast (Ex):
As a move-equivalent action, an assblaster can blast, sending it airborne and allowing it to fly at a speed of 30 feet (clumsy) for up to 1 minute. The explosion causes 3d6 points of fire damage to anything directly behind the creature.
Explosive (Ex): The acids that assblasters use to fly are extremely volatile; if the creature takes more than 6 points of fire damage in one round, it explodes, inflicting 3d6 fire damage to everything within 10 feet, and 1d6 points of bludgeoning damage to everything within 40 feet.
Heat Sense (Ex): Assblasters see only infrared, and thus only see heat sources. Assblasters ignore anything that does not give off heat, and will only attack hot objects.

Advanced Class: Slasher
Halloween2.jpg

The quintessential B-horror villain is the Slasher: a twisted monstrosity of a man with no conscience, living only to kill. A Slasher’s rampages may last for days, leaving a trail of bloody corpses, and all too often they end at the hands of mere teenagers.

Requirements
To qualify to become a Slasher, a character must fulfil the following criteria.
Base Attack Bonus: +3.
Feat: Improved Critical (any slashing melee weapon).
Allegiance: Evil.
Special: Must have been (apparently) killed by the direct or indirect action of one or more teenagers.
OR
Special: Must have committed a particularly horrifying and/or gruesome murder.

Class Information
Hit Die: 1d12
Action Points: 4 + ½ character level, rounded down, every time the character attains a new level in this class.

Class Skills
The Slasher’s class skills (and the key ability for each skill) are: Climb (Str), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis), Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.

Table: The Slasher

Class Level-Base Attack Bonus-Fort Save-Ref Save-Will Save-Special-Defence Bonus-Reputation Bonus
1st +0 +1 +1 +0 Weapon Focus, lethal fists +1 +0
2nd +1 +2 +2 +0 Stalking, smash +1 +0
3rd +2 +2 +2 +1 Bonus feat +2 +0
4th +3 +2 +2 +1 Death flesh +2 +0
5th +3 +3 +3 +1 Augmented critical +3 +1
6th +4 +3 +3 +2 Bonus feat +3 +1
7th +5 +4 +4 +2 Improved reaction +4 +1
8th +6 +4 +4 +2 Weapon Specialization +4 +1
9th +6 +4 +4 +3 Critical strike +5 +2
10th +7 +5 +5 +3 Sequel +5 +2

Class Features
The following features pertain to the Slasher advanced class.

Weapon Focus
At 1st level, a Slasher gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Slasher adds +1 to all attack rolls made using the weapon that he has applied the Improved Critical feat to. If he has more than one Improved Critical feat, the Slasher must select one as a signature weapon.

Lethal Fists
At 1st level, a Slasher’s unarmed strikes do lethal damage. He can choose to inflict non-lethal damage without penalty.

Stalking
Beginning at 2nd level, a Slasher can relentlessly pursue one creature. The Slasher simply walks and will be right behind his victim, no matter how fast the victim can run. Each round, the Slasher can teleport to any location between 30 feet and 60 feet from the chosen victim. This supernatural ability lasts a number of rounds equal to the Slasher’s class level, and can be used up to three times each day.

Smash
Also at 2nd level, a Slasher inflicts double damage when striking objects such as doors, walls, weapons, etc. In addition, the Slasher gains a +4 bonus to all Strength checks involving the breaking of objects, like breaking down a door or snapping chains.

Bonus Feats
At 3rd and 6th level, the Slasher gets a bonus feat. The bonus feat must be selected from the following list, and the Slasher must meet all the prerequisites of the feat to select it.
Archaic Weapons Proficiency, Armour Proficiency (light), Armour Proficiency (medium), Armour Proficiency (heavy), Brawl, Cleave, Combat Reflexes, Exotic Melee Weapon Proficiency, Far Shot, Great Cleave, Improved Brawl, Improved Knockout Punch, Knockout Punch, Power Attack, Stealthy, Track.

Death Flesh

At 4th level, the Slasher’s skin toughens. He gains a +2 natural armour bonus. If the Slasher already has natural armour, this bonus stacks.

Augmented Critical

At 5th level, the Slasher’s focused weapon’s threat range and critical multiplier increase by one, for example, from 17-20/x2 to 16-20/x3.

Improved Reaction
At 7th level, a Slasher gains a +2 competence bonus on initiative checks.

Weapon Specialization
At 8th level, a Slasher gains weapon specialization with the weapon that he has applied the Weapon Focus class feature to. The Slasher gets a +2 bonus on damage rolls with the chosen weapon.

Critical Strike
At 9th level, a Slasher gains the ability to automatically confirm a threat as a critical hit when attacking with the weapon he has applied weapon specialization to, eliminating the need to make a roll to confirm the critical hit.

Sequel
At 10th level, a Slasher gains the ability to return from apparent destruction; 1d6 years after the Slasher is destroyed, a chain of events will occur that will either bring him back from death, or make clear that he was never dead.
 
Last edited:

The Chainsaw Knight

evil-dead.jpg

They hail from a horrible world filled with undead abombinations that seek to stamp out all life for some rather vauge reasons. One part warrior, one part engineer, 100% insane, these men and women represent some of the finest (and craziest) fighters against evil in any known world. And they are revrently called the Chainsaw Knigths...

Requirements:
BAB: +2
Feats: Exotic Melee Weapon Proficiency (chainsaw), Personal Firearms Proficiency, Housewares, Duct-Tape Engineering
Skill: Craft (mechanical) 6 ranks, Repair 6 ranks

Hit Dice: 1d10

Action Points
: 6 + one-half character level, rounded down, every time the character attains a new level in this class.

Bonus Feats: Two Weapon Fighting, Improved Two Weapon Fighting, Advanced Two Weapon Fighting, Improved Critical, Armed to the Teeth, Cleave, Great Cleave, Frightful Preasence, Weapon Focus, Apostle of Death, Groovy, Hail to the King, Swift Strike, Lightning Two Weapon Fighting, Improved Initiative, Combat Reflexes, and Great Fortitude

Skills: Bluff, Climb, Craft (chemical, electronic, mechanical, structural), Demolitions, Disable Divice, Hide, Intimidate, Jump, Knowledge (arcane lore), Listen, Move Silently, Repair, Search, Spot, Swim, and Tumble

Skill Points: 7 + Int modifier

BAB Fort Ref Will Def Rep Special
1: +0 +2 +2 +0 +1 +0 Chainsaw Mastery 1
2: +1 +3 +3 +0 +2 +0 Weapon Specialization, Destruction’s Right Hand
3: +2 +3 +3 +1 +2 +0 Chainsaw Mastery 2
4: +3 +4 +4 +1 +3 +0 Bonus Feat, Close Cambat Shot
5: +3 +4 +4 +1 +4 +1 Greater Weapon Focus
6: +4 +5 +5 +2 +4 +1 Chainsaw Mastery 3
7: +5 +5 +5 +2 +5 +1 Bonus Feat
8: +6 +6 +6 +2 +6 +1 Grand Rend, Bonus Feat
9: +6 +6 +6 +3 +6 +2 Greater Weapon Specialization
10: +7 +7 +7 +3 +7 +2 Bonus Feat

Chainsaw Mastery 1: You gain a +1 bonus to hit and damage with the chainsaw. This counts as having Weapon Focus for gaining such abilities as Weapon Specialization.

Chainsaw Specialization: You receive a +2 bonus to damage rolls with a chainsaw.

Destruction’s Right Hand: You recieve a +1 bonus to your shotgun's threat range. Furthermore, you are able to weild a shotgun with one hand an the time it takes you to reload a shotgun is reduced to a move action.

Chainsaw Mastery 2: You gain a +1 bonus to the threat modifier for your chainsaw.

Greater Chainsaw Focus: You receive an additional +1 bonus to attack rolls made with your chainsaw (for a total of +2).

Chainsaw Mastery 3: Once per day, you may add your Chainsaw Knight class level to one attack or damage roll with your chainsaw.

Grand Rend (Adapted from T&M Blazer): You have at long last refined the art of impaling your foes at the end of your chainsaw and lifting them off the ground as it churns up their gust. Yummy! By spending an Action Point you may drive your chainsaw into a corporeal foe. By keeping the chainsaw buried in your foe, you automatically inflict normal (non-critical) damage each round thereafter unless your opponent makes an opposed Strength check. Success causes the victim normal damage as the saw is pulled out. The victim is considered entangled when skewered by the saw. You may take no other actions aside from holding the chainsaw in place in order to keep the victim skewered. If you break your hold, your chainsaw comes free and deals normal damage as it is removed. This may be used on an incorporeal foe if your chainsaw has the “Ghost Touch” enchantment.

Greater Chainsaw Specialization: You receive an additional +2 bonus to damage rolls with your chainsaw (for a total of +4).
 

FICTION-SPECIAL WEAPONS, TACTICS AND INVESTIGATION (F-SWTI) DIVISIONS.

After the Nerima Riots, the general consensus that both the military and the police had made was a pretty simple one: the Fictions were creatures of extremes, especially in activities that (on the eyes of the judicial system) were unlawful. To negotiate with them –or to stop their crimes- specialization (and a lot of force) would be required. Not exactly as much as the military, but most definitely more than what the conventional police would use.
And so, the Tokyo police pioneered the F-SWTI program-a semi-independent agency within the standard police, divided into Sections that each would take care of a particular type of Fiction-related crime. After the police agencies of the world each started to make their own F-SWTI divisions, these started to interact with each other thru the use of a specialized intel network not unlike Interpol’s.

F-SWTI if divided in nine divisions, each of them captained by a Fiction that has shown to be an expert in the field (and most notably, several F-SWTI use Alternates of said characters). Within each Section, the staff is made of both Fictions and Humans that are specialist in the required field.

Following is the Sections, as represented by the F-SWTI Tokyo Division:

*Section One: Anti-Terrorist Division. (Leader: George Mason). This is the largest and most often deployed F-SWTI division. Its teams are equipped to take on any threat up to an armored company.

*Section Two: Meta-Human Enforcement Division (Leader: Daniel Turpin). Dedicated to bringing down, in the words of Turpin, ‘heavy hitters in human-sized packages’ for capture and trial. They have the most extensive listing on the planet of trans-human abilities.

*Section Three: Alien Tracking Division (Leader: Zachariah (‘Zed’) Garrison). Mostly staffed with former MIB Fictions, it keeps track of all extra-terrestrials within their jurisdiction. The Sections’ primary duties are making sure weapons prohibitions are enforced and aiding the countries’ Immigration services whenever an off-world alien is involved.

*Section Four: Demon Control Division (Leader: Rally Cheyenne). Tasked with paranormal threats, it has wider authorization to use 'lethal' force. It is rumored to be outfitted with a special black armor that disrupts energy drain attempts by Youma.
It is widely known among the Sections that the leader of this Section wanted to have an all-woman staff (since, in her words, women are 'creators of life', and thus better for the job), but inter-agency politics (and a rather nasty sexual discrimination demand) put a plug in this idea.

*Section Five: Counter-Magus Division (Leader: Nagi Springfield). Flexibly organized, this group consists solely of people with psychic or magical powers. It has the lowest collateral damage total of any Section.

*Section Six: Counter Infiltration Division (Leader: Honey Kisaragi). Designed to identify humanoid infiltrators, and process them for intel. Has a black reputation for torture, although this is something of a gray area. Specilizes in HumInt, and counter-infiltration.

*Section Seven: Internal Inspection Division (Leader: Conan Edogawa). The answer to the question 'Who watches the watchers?'. The Division is also involved in most investigations into corporate corruption. Mixed HumInt-ElInt capability makes them the most intelligence-diverse Section.

*Section Eight: Anti-Android division (Leader: Leon McNichol). Specializing in the destruction of combat robots and light mecha. Of all the Divisions, this is its closest to a heavy combat unit.

*Section Nine: Cyber-Crime Division (Leader: Daisuke Aramaki). Split from Section 8, this Section specializes in information crime and ElInt with a secondary anti-terrorist role. The Section’s 2IC is a full-body cyborg, and rumored to be frequent target of The Holy Esquires of the Knight Sabers. The actual Knight Sabers are smart enough not to fight "The Major."

Section Nine is one of the smallest sections, while Section One is definitely the largest. In total, the nine Sections employ less than a 1000 people to police the worst crimes of the most chaotic metropolitan area on Earth.
 
Last edited:



Aquarius Alodar

First Post
marcoasalazarm said:
......so?

(BTW, what do ya think of the F-SWTI, y'all?)

*crackle* We now return to the broadcast in progress.*hiss*

I don't know what to make of Section One, but I'm thinking that the likes of AoH/KOTT cells get beatings, yes?
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top