CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
I made a couple of small changes to the Rattata/Raticate post, mostly fixing a couple of numbers and added a Pokemon creature type info.

And now something new..



Growlithe

A canine based pokemon with orange and black fur with large fluffy tails and manes. These pokemon can be extremely friendly and work well with others, but also protective of their territories or those they consider family or partners. These pokemon have a number of fire based abilities, and become stronger from such attacks.
Due to their loyalty and protective nature, many police, security and even some para military groups use them as guard animals.

Growlithe
Type: magical beast, pokemon, Fire-subtype
Size: Small. (2 ft, 41 lbs)
CR: 2
Hit Points: 4d10+4, 26
Mas: 12
Init: +3
Speed: 40 ft
Defense: 14 (+1 Size, +3 Dex)
BAB/Grp: +4
FS/Reach: 5 ft x 5 ft/ 5 ft
Attacks: +5 melee Bite 1d4+1
Special Attacks: Intimidate, Ember
Special Qualities: Keen Sight, Evolve, Flash Fire, Justified, Scent, Agility, Evolve
Allegiances:
Saves: Fort +5, Reflex +9, Will +1
Reputation:
Abilities: Str 12, Dex 16, Con 12, Int 6, Wis 10, Cha 10
Skills: Intimidate +3, Jump +3, Listen +2, Search +2, Spot +3, Survival +2 (+6 when tracking by Scent)
Feats: Alertness, Lightning Reflexes
Possessions:
Advancement: 8 HD (Medium), 9+ HD Evolve

Combat
Growlithes are protective of their territories or people they work with, making them ideal for police work, but are generally otherwise friendly creatures. Due to their immunity to fire, and become more powerful when strike by fire, they can be found in areas where there is fire, or they make their homes near fire generating creatures and help protect them for a boost in power.

Skill Bonus
The Growlithe gains a +2 species bonus to Jump, and +4 species bonus to Survival checks when tracking by Scent.

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

Scent (Ex)
The Growlithe can track by scent.

Fire Subetype (Ex)
Growlithe's are immune to fire damage, and take 50% more damage from cold attacks.

Flash Fire (Su)
Whenever the Growlithe suffers fire damage, instead all of the Growlithe's attacks deal 50% more damage, and all DCs are increased by +2 for 2 rounds + 1/2 Con modifier. Further fire attacks increase the duration by 2 rounds.

Justified (Su)
Whenever the Growlithe suffers damage from Dark type Pokemon, or Dark type attacks, the Growlithe gains +4 Strength and Con for 1d4 + 1/2 Con modifier rounds, with additional damage from Dark attacks/creatures increases the duration by 1 round.

Agility (Ex)
For short periods of time, the Growlithe 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.

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

Intimidate (Su)
The Growlithe can, as a free action, attempt to intimidate a target with a +4 bonus. As a full round action, the Growlithe can target a single target within 50 feet of it with an effect similar to the Fear spell, caster level 5 Will Save 14). A creature that successful saves cannot be affected again by that Growlithe's Intimidate. Using it this way the Growlithe can only use it once every 1d4 rounds.

Ember (Su)
The Growlithe shakes itself causing sparks to fly all around it, damaging all near it, as a standard action. All within 15 feet of the Growlithe must make a Reflex save DC 13 + 1/2 Con modifier (13), or suffer 1d4 fire damage, with a 50% chance of setting combustible material on fire.


Variable Attacks/Abilities
All Growlithe's have 1d4 additional abilities from the following list:

Roar (Su, Special Attack)
The Growlithe lets out a loud roar, increasing it's Intimidate ability, both to Intimidate, granting an additional +4 to Intimidate, or increasing the Will save DC by +5. However this makes the Intimidate ability sonic based and creatures with hearing protection gain +4 bonus to save, and those who are deaf or incapable of hearing are immune.

Leer (Su, Special Attack)
Leer alters the Growlithe's Intimidate ability into a gaze attack, requiring a touch attach with a range of 200 ft and increases the DC by +5. However this makes the Intimidate ability visual and not affective against creatures with no normal means of seeing.

Flamethrower (Su, Special Attack)
The Growlithe can release a cone of fire, dealing 4d6 fire damage in a 30 foot long cone, Reflex save DC 13 + 1/2 Con modifier (13) for half damage. Useable every 1d4+1 rounds.

Flame Wheel (Su, Special Attack)
The Growlithe is able to, for a short period of time, engulf itself in flames, curl up in a ball and charge a target. The Growlithe makes a charge attack, gaining +2 damage to the melee strike and +1d6 fire damage. Usable 2 + Con Modifier times per day.

Fire Fang (Su, Special Ability)
The Growlithe can coat its teeth in flames, increasing its bite damage. The flames add +1d6 fire damage to the Growlithe's bite attacks for 3 + 1/2 Con modifier rounds. Usable every 1d4+1 rounds.

Crunch (Ex, Special Attack)
As a full round attack, the Growlithe bites and gnaws on the target, tearing and damaging armour, both artificial and natural, deals 1d4 damage and reduces the target's bonus to Defense from equipment or Natural armour by 1. Natural armour will heal at 1 point per day, while equipment will have to be repaired as normal. Usable every 1d4 rounds.

Heat Wave (Su, Special Attack)
The Growlithe is able to release a 30 foot burst of intense heat, dealing 2d4 fire damage, Reflex save 15 + 1/2 Con modifier. Usable every 1d4 rounds.

Flare Blitz (Su, Special Attack)
The Growlithe charges a target and releases a powerful burst of fire on the target, dealing +2d6 fire damage to the attack, however the Growlithe is Dazed for 1 round. Usable 2 times per day.

Flame Burst (Su, Special Attack)
The Growlithe is able to spit a ball of fire that bursts on impact. Able to spit with a range increment of 60 ft, out to 5 range increments as a touch attack, dealing 2d6 points of fire to the target, and all within 5 feet suffer half damage, unless they make a successful Reflex save DC 10 + 1/2 Con modifier. Usable every 1d4+1 rounds.


Special Breeding Moves
Some moves can only be acquired by breeding a female Growlithe 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 Growlithe.

Burn Up (Su, Special Attack) (Father Cyndaquil, Quilava, Typhlosion)
The Growlithe pours all of its magic into a potent area fire attack, but afterwards temporarily leaves the pokemon vulnerable. The Growlithe releases a burst of fire in a 30 ft radius, dealing 8d6 fire damage, Reflex save DC 15 + 1/2 Con modifier, however the Growlithe loses its fire immunity for 1d4+1 hours. Usable twice per day.

Fire Spin (Su, Special Attack) (Father Vulpix, Ponyta, Rapidash, Flareon, Torchic, Torkoal, others)
The Growlithe is able to encase the target with a ring of fire that burns for almost a minute, dealing constant damage and can interfere with the target's ability to fight effectively.

Howl (Ex, Special Ability) (Fathers
The Growlithe lets out a rallying howl that boosts its allies, granting a +2 to attack rolls and melee damage to all allies within 50 feet.

Iron Tail (Ex, Special Attack) (Fathers Ekans, Nidoran, Meowth, Rhyhorn, others)
The tail of the Growlithe is much stronger than normal, allowing it to make a tail strike that can damage armour. As a full round attack, the Growlithe swings its tail striking all around it, damaging armour, both artificial and natural, deals 1d4 damage and reduces the target's bonus to Defense from equipment or Natural armour by 1. Natural armour will heal at 1 point per day, while equipment will have to be repaired as normal. Usable every 1d6+1 rounds.

Morning Sun (Su Special Ability) (Fathers Espeon)
This ability allows the Growlithe to heal, based on the time of day and weather. During day or night, with no weather conditions can restore 1/4 its max HP. During sunny clear days can restore 1/2 max hit points. During cloudy days or other poor weather conditions, restores 1/4 max hit points. Usable twice per day.

Thrash (Ex Special Attack) (Fathers Nidoking, Mankey, Primeape, Tauros, others)
The Growlithe thrashes about, clawing and biting at all within melee reach, however leaves it the Growlithe open to attacks. As a full round attack, the growlithe deals 2d4 damage to all within 5 feet of it, however the growlithe suffers -2 to Defense until the start of its next turn.

Double Kick (Ex Special Attack) (Fathers
As a full attack, the growlithe can kick a target twice, making two attack rolls at -2, each dealing 2d4, plus the target must succeed a strength check or be knocked prone. A successful save the target is only Dazed for 1 round. Usable every 1d4 rounds.


Arcanine
Arcanine is a larger, more powerful version of Growlithe, with extra fur tuffs above its feet. Arcanines are significantly faster than Growlithes, and can usually be found in areas with large fields or plains nearby for them to run.

Arcanine
Type: magical beast, pokemon, Fire-subtype
Size: Medium. (6' 3", 302 lbs)
CR: 5
Hit Points: 9d10+18, 68 HP
Mas: 14
Init: +3
Speed: 60 ft
Defense: 14 (+1 Size, +3 Dex)
BAB/Grp: +9/+4
FS/Reach: 5 ft x 5 ft/ 5 ft
Attacks: +11/+6 melee Bite 1d6+2
Special Attacks: Intimidate, Ember, Extreme Speed
Special Qualities: Keen Sight, Flash Fire, Justified, Scent, Evolved Abilities
Allegiances:
Saves: Fort +8, Reflex +11, Will +3
Reputation:
Abilities: Str 14, Dex 16, Con 14, Int 6, Wis 10, Cha 10
Skills: Intimidate +4, Jump +4, Listen +4, Search +4, Spot +3, Survival +2 (+6 when tracking by Scent)
Feats: Alertness, Lightning Reflexes, Run
Possessions:
Advancement: 12 HD (Large)

Combat
Arcanines have the same abilities as the Growlithe, only a little more powerful due to its greater strength and size.

Evolved Abilities
All abilities that have a DC have the DC increased by +2, and all with limited uses increase by 2 uses per day. All abilities that have a variable time before their next used are -1 to the delay, so an ability that can only be used once every 1d4 rounds can be used in 1d4-1 rounds. All variable damage is increased by 1 die. The Arcanine also gains one additional ability or special ability on top of the 1d4 it gained as a Growlithe.

Extreme Speed (Su Special Attack)
The Arcanine makes a lightning fast charge attack as a full round, using its speed to deal increased damage, dealing 4d6 damage. Unlike a normal charge, this charge is so fast that the target doesn't get its Dex or Dodge bonus to Defense. Also the Arcanine moves up in the initiative order to before the target struck by this attack, if the target has a higher initiative. If the target's initiative was lower than the Arcanine's the Arcanine gains a +1 Dodge bonus to the target struck for the next 1 round.

New Arcanine Variable Abilities

Thunder Fang (Su Special Ability)
The fangs of the pokemon are surrounded by electricity. This ability lasts for 3 + 1/2 Con modifier rounds, adding 2d4 electrical damage plus the target must make a Fort save DC 11 + Con modifier or be Stunned. Usable 1d4+1 rounds.

Wild Charge (Su Special Attack)
The Arcanine charges a target and releases a powerful burst of electricity on the target, dealing +2d4 fire damage to the attack, plus the target must make a Fort Save DC 12 + 1/2 Con modifier or be Stunned for 1d4 rounds, however the Arcanine is Dazed for 1 round. Usable 2 times per day.


Special Breeding Moves
Some moves can only be acquired by breeding a female Arcanine 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 Growlithe and Arcanine.

Safeguard (Su Special Ability) (Fathers Vulpix, Ninetails)
The Arcanine uses its magical powers to roar and imbue its allies within 50 feet greater resistances. As a full round action, the Arcanine roars and grants all allies within 50 ft +4 to all saves, Damage Reduction 1 and Fire Resistance 2. This lasts for 2 + 1/2 Con modifier rounds. Usable 3 + Con modifier times per day.
 

Amazing stats.

OK... watching play-through videos of "Torment: Tides Of Numenera" and I really like the setting. Think I may be able to get the game.

The idea of adding it to the Core Timeline sounds good (what is the way it could be called, on Numenera terms? "Second World"? "Tenth World"?), in some minor capacity (just some elements here and there like the Cyphers).

The question then becomes... well... where could we add a place that some guy goes and mines Cyphers out of ruins?
 

Lord Zack

Explorer
I'm not that familiar with Numenera, but I do know it's also a tabletop roleplaying game as well. So you might want to check our the books for inspiration.

I've been giving some thought to Kronos182's mobile suit stats. They might be missing one thing- the AMBAC technology. Mobile Suits are fairly manuverable in general and should probably get Dex modifiers to defense. Less so for Zakus and Leos and the like, more for Gundams, but mobile suits in general are pretty good at avoiding attacks rather than just relying on armor.
 

kronos182

Adventurer
I'm not that familiar with Numenera, but I do know it's also a tabletop roleplaying game as well. So you might want to check our the books for inspiration.

I've been giving some thought to Kronos182's mobile suit stats. They might be missing one thing- the AMBAC technology. Mobile Suits are fairly manuverable in general and should probably get Dex modifiers to defense. Less so for Zakus and Leos and the like, more for Gundams, but mobile suits in general are pretty good at avoiding attacks rather than just relying on armor.

I was looking at the AMBAC system, and chose not to use it, since things like Zero-G stabilizer system and the magnetic coatings (this negates some or all of the Dex penalty for larger mechs, plus gives bonus to Init AND Reflex) fill the role. Yes, I could create the AMBAC, but looking at the designs and the device itself.. all mobile suits seem to have a basic version, allowing them to maneuver in space. Just the Gundams have a better version. Sure.. I could stat it up, but do we REALLY need it? The mech's ability to dodge weapons fire is more the PILOT than the mech itself, which the Dex penalty being negated or lessened really helps alot.
 

kronos182

Adventurer
Universe Rules

In Coreline where fiction has become reality, many of the rules of physics have been bent, broken or re-written. However, many of these fictional universes still follow some set of rules, which applies to technology, people or even energies. The following are a number of known rules that apply to items, people or anything that comes from a specific fictional universe.

Star Wars

Automation
Many starships have extensive automation, reducing crew requirements from other universes. For ships that require a crew larger than 10, reduce number of crew by 10%.

Droids
Droids, or Star Wars robots, seem to be generally either smarter, or have higher skills for their particular field, depending on their class. Star Wars droids/robots have +1 Int and gain +2 to 2 skills related to their function.

Shields
Most shields in Star Wars come in two types: Ray and Particle. Ray shields protect against energy attacks, while Particle against physical attacks. Most starships and vehicles will have both, but some have particular strong types of one or the other. If a vehicle or device just says it has shields, it is considered to have the equivalent Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks. Particle shields function similar to Magnetic shields, protecting against physical attacks but also grant DR, for vehicles/starships typically equaling DR 1/4 ship/vehicle hit dice, but specific ones may vary. Ray shields function similar to particle shields, providing bonus HP against energy attacks, but also grant energy resistance, for vehicles/starships typically equaling DR 1/4 ship/vehicle hit dice, but specific ones may vary, such as anti personal ray shielding may have ER of 50, but covers a small area.

Starship Weapons
Many Star Wars ships will have a few more weapons than normal for their size, generally in fire-linked sets. Ultralight ships can have up to 3 extra weapons, as long as they are part of a fire-link or battery set. Light starships can have up to 6 extra weapons as long as they are part of a set. Mediumweight ships can have up to 15 extra weapons as long as they are part of a set. Heavy starships can have up to 24 extra weapons as long as they are part of a set. Superheavy starships can have up to 36 extra weapons as long as they part of a set. These extra weapons can be part of multiple different sets, such as multiple batteries or several weapon fire-linked sets. Weapons with fire-links are selective fire-linked,meaning a weapon set of 4 lasers can fire all four at once, or two or singularly. Switching between different fire-links is a free action.

Hyperdrives
Hyperdrives are devices that propel a starship into Hyperspace, an alternate dimension connected to real space, that allows ships to cross lightyears in minutes. However objects with large gravity wells, such as planets, stars, blackholes,etc, cause interference with a ship traveling in hyperspace, pulling them out, or preventing them from jumping into hyperspace. Hyperdrives are a separate engine system from the ships main drives, and come in different speeds using an x multiplier, with the smaller number meaning greater speed. Many ships will have a lower speed back up hyperdrive. The lowest hyperdrive is x10, while the fastest is x0.1, which is considered to be experimental.
Most civilian ships will have x5 to x3, while military ships will have x2 to x1.
Hyperdrive equipped ships have the following speed depending on the class of hyperdrive:
Hyperdrive Light Years/ hour
x10 1
x9 2
x8 4
x7 6
x6 8
x5 10
x4 14
x3 16
x2 20
x1.5 24
x1.25 28
x1 32
x0.75 36
x0.5 40
x0.25 44
x0.2 48
x0.1 52


While Hyperspace is fast, it is difficult to plot a course through, as one has to plot around planets, suns, black holes and other stellar objects that interfere with hyperspace travel. Most people use well established, and mapped hyperspace routes. Plotting a course through hyperspace requires a powerful computer, or storage space for a set of preprogrammed jump coordinates, usually stored in anastromech on small ships such as starfighters. Plotting a course requires a Navigate check DC 15 for well known locations, 20 for location not well known, 25 for relatively unknown system, takes a move action, then the Navigational Computer (Navi Comp) will take 1 +1d4 rounds for not well known, +1d6+2 for relatively unknown locations. If travelling along a well established route,reduce this time by 1d4-1 rounds. Higher quality Navi Comps can take less time as they have more power.
If the user has access to hyperspace maps of at least part of the route, this can reduce the time by 2 rounds.



WH40K
Ships from this universe are large, heavily armoured, armed, but require large crews, but are works of art, while vehicles are usually heavily armoured and equipped with heavy weapons.

Big Guns
Weapons on WH40K vehicles and ships are large and powerful, dealing an extra die of damage.

Heavy Armour
The armour of the WH40K universe is strong, gaining +2 DR/hardness per size category over small,this includes up into starship types.

Little Automation
Ships and large vehicles require larger crews, many of which may be lobotomized cyborgs known as servitors, requiring 25% more crew.

Lost Knowledge
Those of the WH40K universe have lost a lot of knowledge, making it difficult to repair damage. Repair DCs are increased by +5 and times by 50%. Someone not from the WH40K can attempt to repair such devices, even if the technology is quite familiar to them, but will still treat them as Alien technology and take penalties to their checks.

Machine Spirit
The Tech Priests of Mars believe that all technology is a form or sign from the God Emperor of Mankind, and thus believe it is holy, except some types which are unholy. A member of the Adeptus Mechanius, or a Space Marine Tech, can perform a prayer before battle in an attempt to appease the machine spirit. Requires a Knowledge: Theology & Philosophy DC 15 +1/size category, and 1 minute +1d4 minutes /size category of the object to preform the prayer and apply oils, ointments and burn candles, additional Techs or Priests reduce the time by 1 minute for every 2 helpers. A successful check will grant the item a bonus of +1 to any one feature of the item, such as +1 to attack roll or damage, or increase a save the item provides by +1, or increase speed or range by 10%. For every 5 points above the DC the prayer succeeds by, grants an additional bonus of the same amount to the same feature or to another feature/ability. This bonus lasts up to 1 hour / 5 levels of the main praying Tech Priest or Tech Marine. For instance, a Tech Priest prays to the machine spirit of a bolt gun, size large DC 17, and succeeds with a 23, thus can improve 2 features, deciding to boost attack roll by 1 for better accuracy and range by 10%.

Ammo Carriers
Vehicles and ships will dedicate as much space to ammunition as possible, increasing ammo capacity by 25%.

Star Trek
Technology of the Star Trek universe is generally lighter, faster, and more maneuverable, and cleaner. The technology is also more adaptable or easier to repair or jury-rig into doing something it wasn't necessarily designed to do.

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge:Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge:Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. will have shields . However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.

Warp Speed
Warp drives allow Star Trek ships to move faster than light by wrapping the ship in a bubble of subspace which wraps the space around it, allowing it travel at incredible speeds. While not quite as fast as hyperdrives, a warp drive equipped ship is able to jump to FTL speeds far faster, and make course corrections far easier. A ship can use its warp drive closer to a planet than ships with hyperdrives, however it is dangerous to just blindly jump to warp while within a solar system.
Engaging the warpdrive is a move action, but to calculate a course only requires the use of at least a Class II sensor system and a standard action with a Navigate check DC14. Warp speeds are as following:
Warp Speed Cruising Speed
1 Light Speed x1
2 Light Speed x2
3 Light Speed x4
4 Light Speed x6
5 Light Speed x10
6 Light Speed x13
7 Light Speed x16
8 Light Speed x20
9 Light Speed x25
9.5 Light Speed x28
10 Theoretical

Unfortunately, while light speed can be quick, a ship with a warp drive can not travel at high warp for extended periods, as it puts a lot of stress on the drive and systems. Most ships will have a maximum warp speed, and can only maintain that speed for 3+1d4 hours typically before safety systems force the ship to slow to a cruising speed of at least 2 speeds lower.

Personal Weapons
Energy weapons in the Star Trek universe have variable power levels, able to scale back their power for less damage, reducing damage by 1 die down to a single die of damage, and include the Stun module gadget. Switching to stun or changing the power level is a free action that can be done once a round.
 
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600px-FC4-Auto9-4.jpg

OMNI CONSUMER PRODUCTS A.J.M.-9 9mm AUTOPISTOL (PL 5) (Personal Firearms Proficiency)
=Damage: 2d6.
=Critical: 20
=Damage Type: Ballistic.
=Range Increment: 50 Feet.
=Rate Of Fire: S, A.
=Magazine: 40 box.
=Size: Medium.
=Weight: 6 lb.
=Purchase DC: 22
=Restriction: Restricted (+2)

ADDITIONAL RULES: The AJM-9 has the following additional Gadgets: Expanded Magazine, Integrated Equipment (Silencer and Laser Sight), and thus these Gadgets cannot be added again. The silencer can be removed or added to the gun as a move action, and when added a Listen check (DC 15) is required to notice the sound of the weapon firing. The laser sight grants a +1 equipment bonus on attack rolls to targets no farther than 30 feet away.

The A.J.M.-9 features a 3-round burst setting. When used with the Burst Fire Feat; it only fires three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire Feat; if you use the setting without the Feat, you make a normal attack, and the extra two bullets are wasted.

Omni Consumer Products and its "Security Concepts" department (as usual) has tried to cash in on what people want even if it boggles the mind of how the heck did they thought it would be a good idea.

On this case, via a mass-produced replica of the machine pistol utilized by Detroit Police Department Officer Commander Alex James Murphy, a.k.a. "RoboCop" (even to the point of using Officer Murphy's initials in the gun's label). Fully automatic, carrying an integral silencer, elongated barrel and laser sight, the "A.J.M.-9" is a powerful firearm for urban pacification and self-defense.

The A.J.M.-9 has been bought by many people, owing to the fact that OCP has decided all proceedings from the gun's purchase will go to the Detroit Police Department (and have showcased the financial data to back it up).
 

CORELINE INFORMATION PACKET:

"BREAK OUT THE MUSEUM PIECE"--A SMALL VISION OF TECHNOLOGY POST-VANISHING.


(((())))

The Core Timeline. A world where technology from all the known industrial progress levels of mankind has appeared.

This meant that there were many devices that on this world had long since ceased production (such as the ones manufactured during the 1910s, to provide an example) and many devices that never really came to be because of many reasons (such as gyro-jet ammunition, to provide another example).

And while this world and the people in it were quick to (quite understandably, at least at first) mock such things as "Land Warships" or Tesla coils or prop-driven airplanes or zeppelins or highly efficient steam engines or Sky Cranes or sail battleships or super-computers that still ran on punch cards and vacuum tubes, they still found some markets (mostly among Fiction societies that were more backwards tech-wise or were simply far away from civilization; such as Neo-Amestris, AOH cells and survivalist communities) and people willing to produce them en masse.

In the end, the street would find its own uses for these things:

> RETRO UPGRADE: Old technology and new technology have melded, upgrading to become more viable as an option. Thompson sub-machineguns made with advanced light-weight materials and loaded with Adamantium ammunition are as lethal as any weapon fielded by the police or special forces. AK-47s with laser-designated air-bursting explosive ammunition gives them a shot in the arm in terms of offensive power. Prop-driven bombers could become incredibly fearsome drone carriers. Yamato-Class and Iowa-Class battleships sail the seas again, made of Mega-Damage alloys and packing multi-kiloton plasma warheads for their main guns. Catapults can be pretty crude as weapons go, but their capability to fling anything over a long distance means that it's not really that unusual nowadays for some factions to use them as mini-nuke launchers.


> BREAK OUT THE MUSEUM PIECE: For some, it's a severe case of "beggars can't be choosers". For others, it's been a personal choice.

There are three elephants in the room: number one is the fact that many parts of the Core Timeline are still devastated. Technology can be hard to make function on those places--something as simple and taken for granted as cell phone coverage or Internet access. Sophisticated firepower can be hard to maintain, to get the required ammunition to keep firing.

Laser ammunition can be hard to get. But not bullets.

Number two is, once again, the fact that there are Fiction factions and locations that utilize this older technology. Republic City, Cape Suzette, Neo-Amestris, the Pokemon Archipelago, parts of Russia--to provide a few examples.

Number three is a matter of fragility. Many weapons can be affected by technology-controlling powers and technology-disrupting effects. Hackers, magic, you name it. Unfortunately for those trying to exploit this, it is impossible to hack a World War II rifle or and very hard to "techno-disrupt" a steampunk tank (and for those times when it *can* be done.... well, same cannot be said about an ax).

The world-wide super-hacker attack by CHIMERA made this detail more visible. Weapons that are 'old-tech', totally un-hackable, saw an incredibly strong resurgence in the time between the attack and the resolution of the situation with PROGENY as a result.

Even if it looks unusual to see vehicles like the Flying Fortress making a comeback, the other option is being severely low on options once a new attack occurs (because many people believe it's a matter of 'when', not 'if').
 

kronos182

Adventurer
A little bit of retrotech in original and an upgraded version...

Gatling Gun
The original Gatling gun is an early rapid-fire spring loaded, hand cranked weapon that used multiple barrels, typically 6. A heavy weapon originally mounted on a two wheeled wagon, fed by a top mounted box, the firer turned a crank, which loaded the round into a barrel, rotated into position, fired, rotated out and extracted the casing as the next barrel was in the stage behind. The weapon itself was mounted on a simple tilt and rotating pivot to give it about a 45 degree firing arc to the sides and up and down. Not very accurate, but during its introduction, it created a deadly hail of bullets.
Originally chambered in .300 caliber gave it a good punch, but the nature of the crank made the number of rounds fired not very consistent. Normally crewed by 3 to 4 members, with one working the crank, another as loader, and two to rotate the whole wagon if targets are out of its limited field of fire. These two can also act as loaders and to pour water on the barrels if they get too hot and to act as guards if anyone gets too close.

Gatling Gun (PL4-5, Exotic Weapon Proficiency Heavy Weapon)
Damage: 2d8*
Critical: 20
Damage Type: ballistic
Range Increment: 65 ft
Rate of Fire: A
Size: Huge
Weight: 60 lbs
Ammo: 30 box
Purchase DC: 19
Notes: Variable Fire Rate, -2 to attack rolls, unable to use Burst Fire feat, Cover

Variable Fire Rate - Due to the weapon being fired by rotating a crank, the weapon fires 1d6 rounds +1/ point of Strength modifier the firer possesses. This means when the Gatling gun makes its autofire attack, the base Reflex save is 10 +1/bullet fired over 5, for half damage on a successful save.

Cover - Due to the gatling gun being mounted on a wagon, the firer gains +2 cover bonus to Defense. The wagon and the weapon together will have 20 HP, hardness 10, Large size, filling a 10 ft by 10 ft area.

Modern Gatling Gun
With the 23 hours, destruction of parts of the world, areas where high technology doesn't work well, the Gatling Gun has made a bit of a come back, although with modern upgrades. Several different versions of the gatling gun have been produced, but the most common are rechambered in either 5.56mm or 7.62mm, designed to accept disintegrating linked ammunition, made of lighter and stronger materials to make it more man portable, rifled barrels for improved accuracy and range, and an improved crank system to make it easier to operate for longer periods without hurting the user's hand and arm. The weapon is typically mounted on a tripod or a vehicle, but similar two wheeled wagons similar to the ones used on the original gatling gun can be used, but they could have better tilt and turn tables to allow greater field of fire and recoil compensators built into the mountings.

Modern Gatling Gun (PL5 Exotic Weapons Proficiency Heavy Weapon)
Damage: 2d8 (5.56mm) or 2d10 (7.62mm)
Critical: 20
Damage Type: ballistic
Range Increment: 80 ft (5.56mm) / 100 ft (7.62mm)
Rate of Fire: A
Size: Large
Weight: 29 lbs (5.56mm) / 40 lbs (7.62mm)
Ammo: Linked
Purchase DC: 24
Notes: Variable Rate of Fire, -1 to attack rolls

Variable Rate of Fire - Due to firing the weapon with a crank, the weapon uses 6 +1d4 rounds +1 / point of Strength Modifier each time it is fired. This makes the Reflex save have a base DC of 13 +1/bullet over 5 fired.

Burst Fire Feat*
A user with the Burst Fire feat can use the feat to shoot at a single target, but only deals +1 die +1 damage/bullet over 8 bullets, still suffering the -4 to attack roll. This does not allow the user to use only 5 rounds to make a burst fire autofire attack.

Options
A number of options for the modern gatling gun have been developed and can be fitted with a little work.

Auto Crank
The auto crank is a device that replaces the manual crank with a more 'automatic' one using a series of spring coils for a more consistent rate of fire. This device requires the removal of the normal crank, attaches to the crank mounting and has a button to activate it, as well as a safety switch. Once the button is pressed, one of several springs will unwind, turning the crank at a fixed speed to fire the weapon quickly. Once all the coil springs are used, the auto crank will have to be rewound manually with the use of a hand crank, which can be the same one as the gatling gun. Attaching and removing an auto crank is a full round action each. Removing a hand crank from a gatling gun can be done in a full round with the proper tools (usually just a wrench of the right size). The auto crank allows the gatling gun to fire 10 rounds with each firing
A typical auto crank will be able to fire a gatling gun 10 times before needing to be rewound. Rewinding an auto crank takes 5 minutes of winding, which can not be done while attached to the weapon.
An auto crank weighs 5 lbs, and due to the added weight on one side of the weapon, imposes a -1 to attack rolls. The user can use the Burst Fire feat to attack a single target, but uses the full 10 rounds, but deals +2 die damage.
PDC 11

Gun Shield
A shield, made with metal and bullet proof glass is attached to the weapon just ahead of the crank, giving the firer some protection against incoming fire. The user gains +4 Cover bonus and is considered to have one-half cover.

Instant Pill Box
This option is a small device fitted to the underside at the back, that looks like a small chest with a small diamond set into a push button mounting, with several gold and silver mystic runes on the outside, and requires the weapon to be immobile while in use, such as on a tripod or a small weapon. This device uses a modified version of Leomund's Secure Shelter spell (see D&D 3.5 Players Handbook) to create a small shelter around the weapon and user, taking up a 15 foot diameter area, a small bunker like building made of material common to where the weapon is sitting, usually dirt, stone, even asphalt. This bunker allows the user to fire the gatling gun from within while protected, gaining 9/10ths cover, +10 cover bonus to Defense and +4 to Reflex save. The shelter has 30 hp, hardness 10 and lasts for 1 hour. The device can be activated 3 times per day. While the shelter is in place, any damage to it can be repaired via spells or normal means.
Weight: 10 lbs
PDC: 26
 

Love this.

OK, guys, I need to ask a question.... I have absolutely no desire to abandon the D20 system at all, but if we went and enhanced this setting (well... 'enhanced' is the best term I can think of--I'm sorry if it's incorrect. There are times when having English as a second language means that my brain goes 'tilt') by trying to stat some stuff over to another system, which one do you guys think would be best?
 

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