CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
Bowcaster

Bowcasters are projectile weapons created by the Wookies that resemble crossbows. Bowcasters use two polarizing orbs balanced on each end of the bow to create a magnetic field to accelerate a metal quarrel, enveloped with plasma energy. These weapons are large, heavy and slow to fire as they require the user to manually pull back the cocking spring. These weapons require a power pack to energize the magnetic orbs and generate the plasma. A number of different types of quarrels have been developed for different purposes.

Bowcaster (PL6 Exotic Weapon Proficiency Bowcaster)
Damage: 2d10 +2d10
Critical: x3
Damage Type: Ballistic + fire
Range Increment: 75 ft
Rate of Fire: Single
Size: Large
Weight: 15 lbs
Ammo: Varies but typically 1, + power pack providing power for 100 shots
Purchase DC: 28
Notes: Accurate, Heavy, Knockback, Non-Powered, Customize
Accurate - Bowcasters are accurate, granting +1 to attack rolls for those who have the strength to use a bowcaster.
Heavy - Due to the weight of the weapon and manual cocking, a strength of 12 or greater is required to pull the cocking spring as part of a move action. Anyone with strength less than 12 must spend a standard action to pull the cocking spring, and suffer a -1 to attack.
Knockback - A creature of medium size or smaller struck by a Bowcaster quarrel must make a Strength check DC 10 + damage dealt or be thrown back 1d6x5 feet and knocked prone.
Non-Powered - The bowcaster has the ability to not envelop the quarrel in plasma, dealing just the ballistic damage, allowing the use of specialty quarrels that the plasma would negate the ability of the specialty ammunition, such as poison quarrels. Turning on or off this feature is a free action that can be done once per round.

Customize
Each bowcaster is hand crafted and unique, with some having some unique abilities from others. Common abilities include the following:
Box Ammunition - The bowcaster has a box of 5+2d10 quarrels, which allows the user to add Semi-Automatic firing mode.
Custom Fit - The weapon is custom made for a specific person, granting a +1 to attack rolls, other users suffer -1 to attack rolls.
Semi-Automatic - Requires Box Ammunition, allows for Semi-Automatic Fire if the user has Strength of 14 or higher.
Variable Power Polarizors - This feature alters how powerful the magnetic field that propels the quarrel, ballistic damage can vary from 1d10 to 4d10, each die over 2 increases power used by 1. Changing the power is a free action that can be done once per round.
Automatic Cocking Mechanism - This adds an automatic cocking system, allowing anyone to fire the weapon, but the weapon is still heavy.
Multi-Shot - This modification requires the Box Ammunition feature. This feature loads up to 5, depending on design, quarrels at once, requiring a Strength of 15 to pull the cocking spring. The weapon can strike up to 5 (depending on design) squares wide area with a single quarrel going to each square, taking a -2 to attack roll, requires 6 rounds from the power pack. This feature can be turned on or off as a free action once per round.
Ricochet Shot - Thisfeature wraps the plasma field around the quarrel with a stronger magneticfield, preventing it from dissipating too quickly and allowing the shot to bebounced off solid objects. If the target is in line of sight, the user can takea -3 to attack roll to bounce the round off a solid target within 30 feet ofthe target, the target doesn't add their Dex modifier or Dodge bonuses toDefense. If the target is not in line of sight, such as around a corner, theuser can attempt to bounce the quarrel around the corner, taking a -3 to attackroll, but the target has total concealment, gaining a 50% miss chance, butdoesn't add Dex or Dodge bonuses to Defense. If the user knows where the targetis, remote camera, sensors or other means of detecting exact position, thetarget only gains one quarter concealment, 10% miss chance, but still doesn'tadd their Dex or Dodge bonus to Defense.
Quarrel Selection -This requires the Box Ammunition feature, splitting it into up to 4 (dependingon design) separate sections, with the ability to switch between each of thesections for different types of ammunition loaded, reduces ammunition capacityby 1. Switching between types is a free action.


Quarrels
Normal quarrels aresimple metal items that resemble crossbow bolts, but some specialty quarrelshave been developed.
Explosive - Thesequarrels are filled with explosives, deals only 1d10 ballistic + 2d10 plasma totarget struck, plus 2d6 fire to a 10 ft area. PDC 15 for 10.
Fragmentation -These quarrels are pre-stressed with a small charge to spread shrapnel in anarea, can not be used with the plasma envelop, deals 2d6 slashing to a 15 ftarea. PDC 15 for 10.
Injector - Thisquarrel can be filled with poisons, tranquilizers or even medications, can't beused with plasma envelop, deals 1d10 ballistic damage plus the injectedmaterial. PDC 15 for 10.
Armour Piercing - Aquarrel designed for piercing armour, ignores 3 points of hardness/DR, 2 pointsof Defense from equipment or Natural armour. Against targets with no armourbonus to Defense, deals 1 less die of ballistic damage. PDC 16 for 10.
Plasma Quarrel -This quarrel has a core of deuterium wrapped in a disintegrating metallicsabot. Once fired, the sabot disintegrates and the plasma envelop ignites thedeuterium for a heavy punch, dealing 5d10 fire (plasma) to the target, plus2d10 fire (plasma) to a 10 foot area. PDC 19 for 10.
Incendiary - These quarrels are filled with a gel thatbursts into flames upon contact with air, dealing 3d6 fire damage to targetstruck, plus 1d6 fire for 1d4+1 rounds. The gel can be scraped off, taking afull round action, or submerged completely in water for 2 rounds to extinguish.These quarrels can not be used with plasma envelop. PDC 17 for 10.
Acid - Thesequarrels are filled with acid, dealing 2d6 acid damage to a 10 foot area, plus2d4 acid damage for 1d6+1 rounds. Can not be used with plasma envelop. PDC 17for 10.
Concussive - Thesequarrels have a charge that creates a concussive force, dealing 2d10 concussivedamage to a 15 foot area, plus targets within the blast radius must make aReflex save DC 15 or be thrown back 5 feet and knocked prone, while asuccessful save only makes them Dazed for 1 round. PDC 17 for 10.
 
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How could we stat up the "bounces off things" effect that the quarrels have on the Dark Forces game? Or maybe that's too much?

An additional Customization ability could be:
Explosive - Quarrels explode upon contact, causing full damage to its target and an additional (how much... maybe 2d8? 2d6?) of Slashing + Concussion damage to anything in a (five? ten?)-foot radius surrounding the impact site. This feature can be turned on or off as a free action once per round.
 

A few bars of this thing is the McGuffin for a short story I'm working on right now.

May need some help with the stats.

THE WONKA UMPA-SOOPER-TASTEE CHOCOLATE (D20 MODERN STATS--CORELINE)

(((())))

The Wonka Umpa-Sooper-Tastee Chocolate is, to waste no words, the best chocolate that you may ever eat. EVER.

A perfect mixture of spices, chocolate types and flavor-enhancing spells, custom-made for the individual buyer by Alternates of Willie Wonka right on the candy stores where he sells them (or made by hand by him and then shipped from his factory directly to the requesting consumer); they are the product of his every ounce of knowledge as a chocolatier and magic.

There are stories of people eating this chocolate and receiving a bliss that can only be described in the most vile of erotic epithets. There are stories of people eating this chocolate and achieving something similar to spiritual enlightenment. This chocolate is incredibly expensive, and as a result there are no lack of tales of people driving themselves into bankruptcy, debt; stealing banks or doing *much* worse in order to obtain the necessary money for a single bar. There are stories of people committing suicide, so sure were they that eating this candy would be the peak of their entire existences.

Tall tales of course, but when it comes to Willie Wonka, fact and fiction both have a pretty unpleasant habit of being unreliable.

There *is* one problem with this chocolate, though: this mixture of magics and ingredients is so delicate that it's quite possible to disrupt it if the chocolate is exposed to strong magical effects (such as Floo Powder or Portkeys) or unnatural energy fields (such as the Speed Force) or magic disruption fields (such as the Pariah Gene's--this disruption leaves behind a chocolate that tastes very good by itself, but it lacks the supernatural elements that makes it so highly sought after), and matter replication and teleportation is impossible with this chocolate (sometimes the magics and the replication fields will interact with explosive reactions, and sometimes the magic will disappear like the effects mentioned above--it is strongly believed that this was put in place by Wonka to prevent espionage).

The Wonka Wonka Umpa-Sooper-Tastee Chocolate is the size of a large chocolate bar, divided into eight smaller squares. Eating one piece provides the effects mentioned below.

(((())))

PURCHASE DC: 25 (per bar).
RESTRICTION: ---.
WEIGHT: ----.
SIZE: Tiny (One bar).

ADDITIONAL RULES:

--Consuming a bar of Wonka UST Chocolate causes the consumer to enter a state of euphoria. In order to do anything besides enjoy the taste of the chocolate, the consumer must roll a DC 18 Will Save (only one roll per consumed bar, not individual piece). The euphoria lasts for one hour.
--Eating a bar of Wonka U-S-T Chocolate is as filling as two servings of regular food.
--Eating a bar of Wonka U-S-T Chocolate can create the following effects (Roll 1d6 to determine):
>>> 1-2: Incredible Bliss: The character's sugar rush-induced happy thoughts make him become Stunned for 1d6 minutes (although this same bliss can provide a +2 bonus to Save rolls against harmful mental effects).
>>> 3-4: "Chocolate Bullet Time": The sugar rush is such that the character obtains a +2 to Reflex rolls, rolls to perform physical actions (such as climbing) and an additional 5 feet to his movement speed. This sugar rush lasts for 1d6 rounds (or 1d6 minutes outside of combat).
>>> 5-6: Wonkian Mental Clarity: The ideas on the back of the character's mind become incredibly clear. The character obtains a +2 to mental rolls (such as Intelligence skills) for 1d6 rounds (or 1d6 minutes outside of combat).

--These effects will stack if you eat a second piece and the roll results are the same (up to +6, and up to 15 feet of movement speed increase). Eating four whole chocolate bars make the positive effects last longer (up to four days, after which you will need to consume at least another four bars to maintain it for four more days).
 
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kronos182

Adventurer
How could we stat up the "bounces off things" effect that the quarrels have on the Dark Forces game? Or maybe that's too much?

An additional Customization ability could be:
Explosive - Quarrels explode upon contact, causing full damage to its target and an additional (how much... maybe 2d8? 2d6?) of Slashing + Concussion damage to anything in a (five? ten?)-foot radius surrounding the impact site. This feature can be turned on or off as a free action once per round.


The basic different types of quarrels can use all of the rules available for variant ammunition. Although since there isn't a lot of info on the quarrels themselves, such as size and all.. judging from the weapon size, I'd say a quarrel is roughly the size of a BMG .50 cal round, casing and all. So in THEORY, and with higher tech, an explosive round could be almost as effective as a hand grenade. slightly smaller diamaer. Not a feature that could be turned on or off as it would be a feature of the quarrel itself, not the bowcaster. HOWEVER, selective ammunition box with regular and explosive or other specialty quarrels. I'll come up with some example star wars esque versions, and some non star wars ones.
In theory, since the quarrel is wrapped in plasma, it might be possible to make it do continual fire damage from the plasma component, altering the magnetic field that contains the plasma around the quarrel.. oooh... could do that with quarrels that contain just enough ferris material to be launched, and the quarrel itself acts as fuel for the plasma to continue burning without having to use a naplam/incendary material in the quarrel.

As for the bouncing feature from Dark Forces games, I think I have some rules for such somewhere.. I just did the bowcaster in about 10 minutes after working on two pokemons. I'll probably post those tomorrow.
 


kronos182

Adventurer
A few bars of this thing is the McGuffin for a short story I'm working on right now.

May need some help with the stats.

THE WONKA UMPA-SOOPER-TASTEE CHOCOLATE (D20 MODERN STATS--CORELINE)

(((())))

The Wonka Umpa-Sooper-Tastee Chocolate is, to waste no words, the best chocolate that you may ever eat. EVER.


PURCHASE DC: 25 (per bar).
RESTRICTION: ---.
WEIGHT: ----.
SIZE: Tiny (One bar).

ADDITIONAL RULES:

--Eating a bar of Wonka U-S-T Chocolate is as filling as two servings of regular food.
--Eating a bar of Wonka U-S-T Chocolate can create the following effects (Roll 1d6 to determine):
>>> 1-2: Incredible Bliss: The character's sugar rush-induced happy thoughts make him become Stunned for 1d6 minutes (although this same bliss can provide a +2 bonus to Save rolls against harmful mental effects).
>>> 3-4: "Chocolate Bullet Time": The sugar rush is such that the character obtains a +2 to Reflex rolls, rolls to perform physical actions (such as climbing) and an additional 5 feet to his movement speed. This sugar rush lasts for 1d6 rounds (or 1d6 minutes outside of combat).
>>> 5-6: Wonkian Mental Clarity: The ideas on the back of the character's mind become incredibly clear. The character obtains a +2 to mental rolls (such as Intelligence skills) for 1d6 rounds (or 1d6 minutes outside of combat).


Quick glance, looks not bad. Maybe make the effects last 4 or 5 rounds +1d4 or d6 rounds. in combat, and minutes outside of combat. That way they are more appealing.. or maybe outside of combat last 10 times as long (40 minuges + 1d4 or d6 x10 minutes)
Although for the Bliss, I'd also add bonus to Cha based skills, except Intimdate, but takes penalty to Wisdom based skills. Also has problems relazing in danger, so bonus to will saves, can't engage in combat maybe, as too damn happy?
Bullet time, give a penalty to Int based skills, and those requiring delicate work (like Crafts, or sleight of hand).
Mental Clarity, bonus to concentration (as it's a Con based skill), penalty to Cha based skills.
Needs something to happen after it wears off.. like exhausted.. temporary ability damage? Not a lot. Depression after wards? possible addiction.

Other abilities it could give, but might require greater times that the effects last for, but not necessarily:
Peak Human/low level augmented human.. boost stats to all 18 (18 considered generally peak human, or at least olypic level), or slightly above like 20;
Minor psionic powers (1d4 level 0 or 1 psionic powers with INt score +1d6 power points);
minor magic powers (can cast several level 0 and level 1 spells, x amount of times or spell slots);
minor super powers (1d4 minor mutations or any of the powers i've got worked on for my superhero templates I've already given this setting for you guys to use, plus a few I haven't finished yet);
one major super power;
able to cast/manifest one higher level spell or psionic power.

OR these can all be some accidental bonuses if the chocolates are exposed to magic, pisonics or other things that can affect their perfect balance. Negative affects would be the opposite of what i've given above, or things like disfigurement, negative mutations, being poisoned, going in a coma, suffering from being paralyzed, or uncontrollable muscle spasms, being rendered into a near zombie like state..


Now.. how does Wonka prevent his chocolates from being tainted... well around the "normal" wrapper that keeps the chocolate fresh, a layer of lead wrapped in layer of gold or silver with special runes that ward off harmful magics, with a layer of stablized ectoplasma foil ward off psionics.. these are then transported in special containers made of some kind of high tech plastic and memory foam to prevent physical damage, which have a micro gravity generator/negator to keep the contents inside at a constant 1 G, with a gyostablized center area that keeps them upright at all times...


Or something like that.. cuz.. well gotta keep them safe, right? If you want to use that you can.
 

kronos182

Adventurer
Only 10 minutes? Holy crap, you rule.

Not, seriously. You *rule*.


Well the basic weapon stats (damage, range, weight, size, ammo capacity, etc) took like 1 minute tops.. the customizing took a little longer as I had to look up the actual bowcaster wiki page to find out what stuff they HAD been listed as capabilities besides fires a metal quarrel wrapped in plasma, and what I remembered from Dark forces (the five shot feature), so a minute or 2 reading.. the rest making up the customized stuff.

I'll work on the bouncing before work tomorrow, but might not have it done until weekend as I KNOW i've seen, or possibly done rules for bouncing shots, just gotta find them and use them, and make up variant quarrels.
 

ok... 2.0:

THE WONKA UMPA-SOOPER-TASTEE CHOCOLATE (D20 MODERN STATS--CORELINE)

(((())))

The Wonka Umpa-Sooper-Tastee Chocolate is, to waste no words, the best chocolate that you may ever eat. EVER.

A perfect mixture of spices, chocolate types and flavor-enhancing spells, custom-made for the individual buyer by Alternates of Willie Wonka right on the candy stores where he sells them (or made by hand by him and then shipped from his factory directly to the requesting consumer); they are the product of his every ounce of knowledge as a chocolatier and magic.

There are stories of people eating this chocolate and receiving a bliss that can only be described in the most vile of erotic epithets. There are stories of people eating this chocolate and achieving something similar to spiritual enlightenment. This chocolate is incredibly expensive, and as a result there are no lack of tales of people driving themselves into bankruptcy, debt; stealing banks or doing *much* worse in order to obtain the necessary money for a single bar. There are stories of people committing suicide, so sure were they that eating this candy would be the peak of their entire existences.

Tall tales of course, but when it comes to Willy Wonka, fact and fiction both have a pretty unpleasant habit of being unreliable.

There *is* one problem with this chocolate, though: this mixture of magics and ingredients is so delicate that it's quite possible to disrupt it if the chocolate is exposed to strong magical effects (such as Floo Powder or Portkeys) or unnatural energy fields (such as the Speed Force) or magic disruption fields (such as the Pariah Gene's--this disruption leaves behind a chocolate that tastes very good by itself, but it lacks the supernatural elements that makes it so highly sought after), and matter replication and teleportation is impossible with this chocolate (sometimes the magics and the replication fields will interact with explosive reactions, and sometimes the magic will disappear like the effects mentioned above--it is strongly believed that this was put in place by Wonka to prevent espionage).

As a result, the Wonka Umpa-Sooper-Tastee Chocolate has also a reputation of being as delicate (or rather, as obtrusive) as its maker. A fact that, just like its maker, people try to overlook because of its incredible results.

The Wonka Wonka Umpa-Sooper-Tastee Chocolate is the size of a large chocolate bar, divided into eight small pieces and wrapped around a specialized foil that holds a layer of lead wrapped in a layer of gold with special runes that ward off ambient magics, with a layer of stabilized ectoplasma foil ward off ambient psionic energy.

Eating one piece provides the effects mentioned below.

(((())))

PURCHASE DC: 25 (per bar).
RESTRICTION: ---.
WEIGHT: ----.
SIZE: Tiny (One bar).

ADDITIONAL RULES:

--Consuming a bar of Wonka UST Chocolate causes the consumer to enter a state of euphoria. In order to do anything besides enjoy the taste of the chocolate, the consumer must roll a DC 18 Will Save (only one roll per consumed bar, not individual piece). The euphoria lasts for one hour.
--Eating a bar of Wonka UST Chocolate is as filling as two servings of regular food.
--Eating a bar of Wonka UST Chocolate can create the following effects (Roll 1d6 to determine):
>>> 1-2: Incredible Bliss: The character's sugar rush-induced happy thoughts provide a +2 bonus to Will Save rolls and Charisma-based skills (except Intimidate--the consumer acts too "happy" to be intimidating) for 1d6 rounds (or 1d6 x 10 minutes outside of combat). This incredible bliss can do damage to the consumer's common sense, however, and a -2 penalty to Wisdom-based skills will occur for the duration.
>>> 3-4: "Chocolate Bullet Time": The sugar rush is such that the character obtains a +2 to Reflex Save rolls and an additional 5 feet to his movement speed. This sugar rush lasts for 1d6 rounds (or 1d6 x 10 minutes outside of combat). The sugar rush, unfortunately, makes certain types of precision work impossible because of jitters, and a -2 penalty to Intelligence-based skills, and those requiring delicate work (like Crafts, or sleight of hand), for the duration.
>>> 5-6: Wonkian Mental Clarity: The ideas on the back of the character's mind become incredibly clear. The character obtains a +2 to mental rolls (such as Intelligence skills and Concentration) for 1d6 rounds (or 1d6 x 10 minutes outside of combat). This impressive mental clarity, however, does some tampering on the consumer's emotional quotient, and a -2 penalty to Charisma skills will occur for the duration.

--These effects will stack if the consumer eats a second piece and the roll results are the same (up to +6, and up to 15 feet of movement speed increase). Eating four whole chocolate bars make the positive effects last longer (up to four days, after which the consumer will need to consume at least another four bars to maintain it for four more days. The negative effects will still occur as normal).

--Attempting to replicate the Wonka UST Chocolate through matter replicators or trying to teleport will cause the bar to become unstable. The player (or the GM) needs to roll 1d6 to determine the effects on the bar:

>>> 1 through 5: The bar's magics deactivate. The chocolate becomes normal chocolate.
>>> 6: The bar's magics react badly, causing a random chaotic event after which the chocolate will become normal.

Roll 1d6 to determine what the bar will do.

>>>1: The bar explodes like a firecracker, causing 1d4 (Fire) damage to anything within a foot of it.
>>>2: The bar catches fire. Anything flammable that is touching the bar may catch fire as well.
>>>3: The bar floats off (and will carry up to 500 lbs. of cargo with it--including any containers that the bar may be inside). The bar will not stop floating until it reaches the stratosphere.
>>>4: The bar becomes 500 lbs. heavier.
>>>5: The bar becomes bigger at an accelerated rate (becoming Huge (7 feet high by 4 feet wide) in two minutes).
>>>6: Something Very Bad happens to the consumer's physiology if consumed. The GM must choose a Mutation Drawback or Cosmetic Mutation (Chapter Twelve, D20 Future) for the player. This Mutation Drawback or Cosmetic Mutation will not provide any additional benefits, and will last 1d8 x10 hours.
 


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