CORELINE (D20 Modern/D20 BESM Setting).

Aquarius Alodar

First Post
Coreline rumormill:

Apparently, the High Pokecouncil has come up with a solution to (at least) mitigate the sea level rise supposed to be caused by this 'global warming' thing; Geofortification of coastal towns and cities en masse via a telekinetic gestalt.
 

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Verec

First Post
marcoasalazarm said:
Now, all I need is to figure out what kind of bonus can you obtain from consulting the Hitchhiker's Guide to the Galaxy....
The Hitchhiker's Guide to the Galaxy is kind of like Wikipedia, except that the editors haven't devided it up into fiefdoms. While Monty-Python-esque entries on virtually every subject imaginable exist, the Guide is only updated a few times per month tops, and the Editors can only fit so much into the electronic memeory of the Guide. Using the guide is very hit-or-miss, so it counts as spending an action point to modify a skill check in any Knowlege or Reaserch check. However, the DM flips a coin, and if it lands Tails up, the bonus becomes a penalty as another innacurate factiod slips past the editors and into your brain. Actual coppies of the Guide are somewhat rare on Earth, but those who make regular trips to other planets can find them spread all over the place in flea markets and under towels. Sometimes, the owner is even willing to part with the witty reference.
 

GEAR FROM THE 'HITCHHIKER'S GUIDE' UNIVERSES.

The insanity of this universe is the simple creation (and application) of fine English comedy. It reflects in the sheer madness of the gadgets that are available in Coreline because of this.

Towel
Purchase DC: 5.
"The HitchHiker's Guide to The Galaxy has a few things to say on the subject of towels. A towel, it says, is about the most massively useful thing an interstellar hitchhiker can have. Partly it has great practical value - you can wrap it around you for warmth as you bound across the cold moons of Jaglan Beta; you can lie on it on the brilliant marble-sanded beaches of Santraginus V, inhaling the heady sea vapours; you can sleep under it beneath the stars which shine so redly on the desert world of Kakrafoon; use it to sail a mini raft down the slow heavy river Moth; wet it for use in hand-to- hand-combat; wrap it round your head to ward off noxious fumes or to avoid the gaze of the Ravenous Bugblatter Beast of Traal (a mindboggingly stupid animal, it assumes that if you can't see it, it can't see you - daft as a bush, but very ravenous); you can wave your towel in emergencies as a distress signal, and of course dry yourself off with it if it still seems to be clean enough."-'The Hitchhiker's Guide to the Galaxy', Chapter Three.

When used as a cloak, a towel grants a +2 competence bonus on fortitude saving throws made to resist cold temperatures. It can also have the same effect as a bedroll. When used as a part of a raft, given adequate wind, the raft gains a speed of 20 feet in the same direction of the wind or deviating from it diagonally. When used to filter dangerous noxious gases, a towel allows its user to breath comfortable for 1D12 rounds, after which the user must make saves as normal. It allows its user to breath comfortably in mild noxious gases indefinitely.

When wetted and used as a weapon, the towel is exotic, but can be wielded as a simple weapon. A towel-wielder with its Exotic Weapon Proficiency gets a +2 equipment bonus on opposed rolls for trip and disarm checks. The towel deals 1D4 nonlethal damage, and deals no damage to foes with natural, medium, or heavy armor, and deals 1D6 nonlethal damage instead and doesn't need the towel to be wet to use it. The towel also grants a +2 equipment bonus on bluff and diplomacy checks made to purchase any supplies that the hitchhiker just "happened to forget."

Pan-Galactic Gargle Blaster.
Purchase DC: (Ingredients for Gargle Blaster): 18.
(Gargle Blaster, Fresh): 15.

"Here's what the Encyclopedia Galactica has to say about alcohol. It says that alcohol is a colourless volatile liquid formed by the fermentation of sugars and also notes its intoxicating effect on certain carbon-based life forms. The Hitchhiker's Guide to the Galaxy also mentions alcohol. *It says that the best drink in existence is the Pan Galactic Gargle Blaster. It says that the effect of a Pan Galactic Gargle Blaster is like having your brains smashed out by a slice of lemon wrapped round a large gold brick*. The Guide also tells you on which planets the best Pan Galactic Gargle Blasters are mixed, how much you can expect to pay for one and what voluntary organizations exist to help you rehabilitate afterwards. The Guide even tells you how you can mix one yourself. The Hitchhiker's Guide to the Galaxy sells rather better than the Encyclopedia Galactica. "-'The HitchHiker's Guide to the Galaxy', Chapter Two.

Creation of this brew requires a Craft (pharmaceutical) roll, DC 18 (with the appropiate ingredients, of course. The mixing takes two minutes every time-unless one wants a rather lousy Gargle Blaster).

When this potion is drunk you take 3d10 points of temporary Intelligence damage, 3d10 points of temporary Wisdom damage, and 3d10 points of temporary Charisma damage (none of which is fatal). This effect lasts 1d4 hours.
When you come to you must make a Will save or feel like your brain has been smashed out with a slice of lemon... wrapped around a large gold brick (in other words: Stunned, lasting 1d4 minutes).

As an additional note, it should be noticed that the Pan-Galactic Gargle Blaster is illegal in Earth, due to a number of environmental and weapons treaties and laws of physics which prevent the mix from occuring 'the right way'.

Ju-Janta Superchromatic Peril-Sensitive Sunglasses
Purchase DC: 8.

A pair of glasses that would look better off in the face of some Elton John fan than a serious adventurer, the Ju-Janta Peril-Sensitive Sunglasses have an implanted trigger that molds to its user and knows what kind of reactions might scare him, and thus, reacts to stop him from seeing them.
The reaction is by tinting so darkly that is impossible to see, so if the best way to react against the reaction is by running like hell, well, wearing them might not be so good an idea.

These black glasses grant immunity to fear. Any time you would be targeted with a fear effect the glasses turn totally black and thus prevent you from seeing anything that might alarm you. While the glasses are black you are treated as if you were blind.



(NOTE: If anybody here could help with more gear, it would be be nice. I'm currently working on the Guide and a Someone Else's Problem Field).

EDIT: This is what the Hitchhiker's Guide to the Galaxy has to say on the subject of 'Fangirls'.
 
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StarMech Enterprises
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Agenda: Build and distribute Star Wars-themed mechs.
Structure: A megacorporation with a HQ in Queensland, Australia.
Symbol: A neon green power mark in a black void.
Most Common Allegiances: StarMech Enterprises, law.
Requisition Limit: 50 (military.)
A company dedicated to creating mechs that can either convert into Star Wars vehicles or starships or have some Warsy theme, StarMech Enterprises doesn't care who they sell to as long as that person or group has enough cash on them. Run by a Bothan mechanic familiar with his home galaxy's technology and with his new home's resident's fascination of what was mundane where he came from, the company makes easy money by selling these transforming mechs to eager collectors, defense outposts, or the military.
Example StarMech: Speed Demon
A mech with the ability to transform into an Ikas-Adno 22-B Nightfalcon, Speed Demons are popular with those that want to be able to switch from a beam-toting vehicle to a getaway "car" when in a tight spot. Explorers, military personnel, and criminals all prize this mech's ability to zoom out of harm's way if needed to. Even better is its ability to immerse in water without damage to itself or the pilot.
Size: Large (scout walker) (-1 size)
Bonus Hit Points: 80
Superstructure: Neovulcanium
Hardness: 20
Armor: Belenus Heat-Diffusing
Bonus to Defense: +6
Armor Penalty: -5
Reach: 10 ft.
Strength Bonus: +8
Dexterity Penalty: +0
Speed: 40 ft.
Standard Equipment Package: Pilot's cockpit (torso and back)
Class IV sensor array (helmet), LX-10 antishock array (back), Corona microwave beam (shoulders), HV-5 Haven escape pod (torso), Delphi defense suite Mark II (left leg), life support system (right leg equivalent), deflection field (boots), comlink (none.)

New Equipment
The unusual premises of StarMech Enterprises' mechs means that unusual equipment is bound to be made for some of its vehicles. Below are some of the new equipment pieces (more equipment and mechs will be posted later.)
New Armor: Cortosis Armor (PL 7)
Created from the unusual cortosis ore that has been deposited in certain spots on Earth after the 23 hours, this armor is the bane for anyone attempting to use a lightsaber against a mech. A mech with cortosis armor retains its equipment bonus to armor and as a bonus shuts down the lightsaber for 3 rounds after the attack is made.
Equipment Bonus: +10
Armor Penalty: -8
Speed Penalty: None
Purchase DC: 25+one-half the mech's base purchase DC.

Doonium (PL 6)
Originally used in the Star Wars universe to create Imperial vessels, doonium armor gives a mech the distinctive whitish gray color of the doonium metal.
Equipment Bonus: +9.
Armor Penalty: -6.
Speed Penalty: -10 feet.
Purchase DC: 10+one-half the mech's base purchase DC.

New Weapon: Mechsaber (PL 8)
A bigger version of a standard lightsaber, the mechsaber is a powerful tool sometimes placed on mechs used by a mysterious group of mech-piloting Jedi known as the Metal Watchmen. A mechsaber, like its smaller counterpart, ignores equipment and armor bonuses to Defense. Igniting or deactivating a mechsaber is a move action unlike the easier to ignite lightsaber. A mechsaber deals 2d10 energy damage. When deactivated a mechsaber can be used as an impromptu club, dealing 1d6 bludgeoning damage.
Equipment Slots: 1, must be hand (or arm if Large.)
Activation: Attack action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
Purchase DC: 20+one-quarter the mech's base purchase DC.
Restriction: Illegal (+4) unless bought by a Force-user.

Gaffi Staff (PL 6)
Modelled after the Tusken Raider's dangerous weapons, the gaffi staff has been reinforced with powerful alloys to become a dangerous weapon in combat. This weapon is usually used by those who have a desire to bash an enemy mech's head into a dented piece of junk rather than those who want a clean attack. Some wield it two-handed while others connect it to the mech's arm and hand to make a stiff club.
Equipment Slots: 2, must be hand or arm. The damage depends on the size of the mech: Large 2d8, Huge 4d8, Gargantuan 6d8, and Colossal 8d8.
Activation: Attack action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
Purchase DC: 13+one-quarter the mech's base purchase DC.
Restriction: None.

New Defense System: Wing Shield (PL 6)
Some transforming mechs that become winged starships, vehicles, or creatures convert these wings into part of their defense when going into mech mode. This piece of equipment can only be used with a mech that transforms into something with wings. It improves a mech's equipment bonus to defense by +2 (for Large mechs), +4 (Huge), +6 (Gargantuan), or +8 (Colossal.)
Equipment Slots: 1, must be arm.
Activation: None.
Range: Touch.
Target: You.
Saving Throw: None.
Purchase DC: 6+one-quarter the mech's base purchase DC.


NEW FACTION:

Anibelle's Army
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Agenda: Further the power of Anibelle.
Structure: A large army of countless forces.
Symbol: A red skull and crossbones.
Most Common Allegiances: Anibelle, evil or neutral.
Requisition Limit: 54 (Illegal).
Anibelle's Army is one of the few forces that actually frighten some of the mega-armies of the world. This force draws upon the mundane and the supernatural. Fiends, mechs, tools of mass destruction, and foot soldiers of various species march to the beat of the Mistress' drum. After the aspiring Succubus landed in Coreline, she easily found a legion of followers to aid her in controlling as much of the world as she can. Luckily for us, that world is currently not Earth but instead a newly formed post-23 hours planet known as ERT-4.


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Anibelle (Succubus Charismatic Hero 5/Field Officer 3/Tough Hero 2/Helix Warrior 2): CR 13; Medium-size Outsider; HD 5d6+10 plus 3d8+6 plus 2d10+4 plus 2d10+4 plus 3; HP 81; Mas 15; Init +4; Spd 30 ft; Defense 21, touch 21, flatfooted 17 (+0 size, +4 Dex, +7 class); BAB +8; Grap +10; Atk +10 melee (2d8+2 [19-20], unholy chainsword), or +12 ranged (2d12+0, Robar RC-50 antimaterial rifle); FS 5 ft by 5 ft; Reach 5 ft; SQ darkvision 60 ft., male essence removal, soul drink; AL evil, law; SV Fort +10, Ref +8, Will +10; AP 6; Rep +7; Str 14, Dex 18, Con 15, Int 16, Wis 14, Cha 16.
Occupation: Military (Knowledge [Tactics], Survival).
Skills: Bluff +11, Computer Use +13, Concentration +3, Craft (electronic) +5, Craft (mechanical) +9, Demolitions +13, Diplomacy +11, Drive +5, Gather Information +9, Intimidate +11, Knowledge (Arcane Lore) +11, Knowledge (Current Events) +11, Knowledge (Streetwise) +13, Knowledge (Tactics) +11, Read/Write English, Read/Write Infernal, Repair +5, Sense Motive +9, Speak English, Speak Infernal, Survival +9.
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Archaic Weapons Proficiency, Endurance, Far Shot, Gearhead, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Renown, Simple Weapons Proficiency, Toughness.
Talents (Charismatic Hero): Charm, Favor, Captivate.
Talents (Field Officer): Leadership (Field Officer), Uncanny Survival.
Talents (Tough Hero): Acid Resistance.
Talents (Helix Warrior): Haul, Light Sleeper, Survivor, Darkvision (60 ft.).
Possessions: Various resources, unholy chainsword, Robar RC-50 antimaterial rifle, many underlings.

Ani's Fist (PL 8)
This mech is designed to give Anibelle a ferocious weapons platform that can rip through the opponents and deal massive damage to both man and machine alike.
Size: Gargantuan (-4 size)
Bonus Hit Points: 400
Superstructure: Neutronite
Hardness: 25
Armor: Belenus heat-diffusing
Bonus to Defense: +6
Armor Penalty: -5
Reach: 10 ft.
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 60 feet
Base Purchase DC: 52
Standard Equipment Package: Pilot's cockpit (helmet, back), Class VI sensor system, LX-20 antishock array (cranium), SatCom array (back), laser painter (left arm), chain cutter x2 (left hand), sensor baffler (right arm), venom corrosive spray (right hand), radiation beam (shoulders), blackhole singularity shield (torso), repair drones (belt and boots), speed booster (legs).


New Species: Modern Succubus

Different from the classic D&D Succubus, the Modern Succubus (Mod-Succubus for short) is mostly similar in appearance but differing in powers and overall attitude.

Species Traits
Type: Outsider.
Size: Medium.
Ability Modifiers: -2 Strength, -2 Constitution, +2 Dexterity, +4 Charisma.
Base Speed: 30 feet.
Soul Drink: As an attack action, a Mod-Succubus can drain some soul essence of her victim. This only works on males. Each time she does so, the victim must make a Will save (DC 28) or lose 1d6 Constitution points which then heal that amount of the Mod-Succubus' HP if she's lost any. If reduced to 0, he immediately dies.
Male Essence Removal: As with soul drink, this only works on males. As a full round action, the Mod-Succubus can attempt to steal the victim's male essence. If the victim fails a Will save (DC 28), he becomes female (-2 Strength, +2 Dexterity). This effect cannot be reversed except through some effect that transforms the character. A Mod-Succubus who has performed this move has a +2 bonus to Strength for 2 hours and can only use this special ability once per day.
Allegiance: Must start out with an allegiance to either law, evil, or both.
Free Languages: Infernal and one local language.
 
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Verec

First Post
For your Star Wars fans, a true to life model of one of the weapons of the series.
BlasTech DL-44 Heavy Blaster Pistol
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Damage: Special or 4d10 or 5d10(Armor Piercing)
Critical: X3
Damage Type: Fire
Range Increment: 15ft.
Rate of Fire: S
Weight: 3 lbs.
Magazine: 25 Box.
Size: Small.
Purchase DC: 20.
Restriction: Ill (+4).

There are some weapons that are spoken of in hushed tones, even by the most firepower enchanted warriors. Men or women who dream of the power of a missile launcher in the palm of their hand give pause when presented with such force. There is no BlasTech factory in the galaxy to produce new ones, and for that most people are thankful. Han Shot First, Last and made the Only shot with this little doozy. Most people shot with one turn into a smoking corpse, and it does a nasty number on light vehicles as well.
Fire selection for the DL-44 selects between Stun (Fortitude DC23 or uncociounes, dazed on successful save), Anti-personel (4d10+ 1/2 damage 5'Splash) or Anti-Vehicle (5d10+AP). The low-powered containment field on the Anti-personel shot causes it to cause not only flash damage from heat but framentation caused by the damage to the target. Firing this shot into rock or similarly constructed walls creates a Framgentation grenade like effect(radius half). Firing it into a metal wall creates a flash grenade effect (again half raduis).

I've said this before, and I'll say it again. Star Wars might not LOOK advanced, but they have plenty of advanced technology and heavy firepower. The Medium Turbolaser commmon to most light and medium starships of the setting has a rated firepower of 200 Gigatons, far in excess of most other settings. while not as bad as the Culture or the Xelee-verse creatures, it's pretty much certain that any GP spaceship or mech would be outclassed by it's SW equivelent. A 100,000+ year old galactic civilization can do that. While many of the weapons at the personal scale might be more limited, there is a practical reason not to use power sufficent to burn through ten men in a rifle weapon. There is no parctical reason to limit your vehicle and/or spaceship power levels aside from the enginering problems.
 

Aquarius Alodar

First Post
marcoasalazarm said:
Anibelle's Army is one of the few forces that actually frighten some of the mega-armies of the world. This force draws upon the mundane and the supernatural. Fiends, mechs, tools of mass destruction, and foot soldiers of various species march to the beat of the Mistress' drum. After the aspiring Succubus landed in Coreline, she easily found a legion of followers to aid her in controlling as much of the world as she can. Luckily for us, that world is currently not Earth but instead a newly formed post-23 hours planet known as ERT-4.


army.jpg


Anibelle (Succubus Charismatic Hero 5/Field Officer 3/Tough Hero 2/Helix Warrior 2): CR 13; Medium-size Outsider; HD 5d6+10 plus 3d8+6 plus 2d10+4 plus 2d10+4 plus 3; HP 81; Mas 15; Init +4; Spd 30 ft; Defense 21, touch 21, flatfooted 17 (+0 size, +4 Dex, +7 class); BAB +8; Grap +10; Atk +10 melee (2d8+2 [19-20], unholy chainsword), or +12 ranged (2d12+0, Robar RC-50 antimaterial rifle); FS 5 ft by 5 ft; Reach 5 ft; SQ darkvision 60 ft., male essence removal, soul drink; AL evil, law; SV Fort +10, Ref +8, Will +10; AP 6; Rep +7; Str 14, Dex 18, Con 15, Int 16, Wis 14, Cha 16.
Occupation: Military (Knowledge [Tactics], Survival).
Skills: Bluff +11, Computer Use +13, Concentration +3, Craft (electronic) +5, Craft (mechanical) +9, Demolitions +13, Diplomacy +11, Drive +5, Gather Information +9, Intimidate +11, Knowledge (Arcane Lore) +11, Knowledge (Current Events) +11, Knowledge (Streetwise) +13, Knowledge (Tactics) +11, Read/Write English, Read/Write Infernal, Repair +5, Sense Motive +9, Speak English, Speak Infernal, Survival +9.
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Archaic Weapons Proficiency, Endurance, Far Shot, Gearhead, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Renown, Simple Weapons Proficiency, Toughness.
Talents (Charismatic Hero): Charm, Favor, Captivate.
Talents (Field Officer): Leadership (Field Officer), Uncanny Survival.
Talents (Tough Hero): Acid Resistance.
Talents (Helix Warrior): Haul, Light Sleeper, Survivor, Darkvision (60 ft.).
Possessions: Various resources, unholy chainsword, Robar RC-50 antimaterial rifle, many underlings.

ERT-4, hey? Well, I've been pondering 'songs as background' lately, and I don't think I'd be too far off the mark to say that the results are pretty much what is described in Billy Joel's Miami 2017, would I?

"I've seen the lights go out on Broadway-
I saw the Empire State laid low.
And life went on beyond the Palisades,
They all bought Cadillacs-
And left there long ago.

We held a concert out in Brooklyn-
To watch the Island bridges blow.
They turned our power down,
And drove us underground-
But we went right on with the show..."


'They turned our power down, and drove us underground' obviously refers to some kind of corrupt/fundamentalist version of the AOH.
 

"For we who grew up tall and proud
In the shadow of the mushroom cloud
Convinced our voices can't be heard
We just wanna scream it louder and louder and louder"
-'Hammer to Fall', Queen. My belief of the AoH 'hymn', possibly because of its message of inevitable death. Possibly also compells (in some way) to the residents of Topeka, KS (now -Scrap Iron City-).
 

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New Weapon: Great Chainsword (Simple Weapon)
This nasty piece of machinery is designed to deal extreme damage and rip opponents to shreds.
Damage: 4d8.
Critical: 18-20.
Damage Type: Slashing.
Range Increment: -
Size: Large.
Weight: 20 lbs.
Purchase DC: 17.
Restriction: Illegal (+4).

New Mech Build: Colossal Carrier Mech

While most mechs, even Colossal ones cant compare to the biggest ships, the Colossal carrier mechs are the equivelant of the mighty superheavy ships. These mighty giants don't become useful until PL 8.
Combat Statistics: Colossal carrier mechs are the same as normal Colossal mechs in this aspect.
Base Purchase DC: 65.
Equipment Slots: These massive mechs have equipment slots to put even the normal Colossal mechs to shame.
Helmet: 4 slots.
Visor: 1 slot.
Cranium: 2 slots.
Back: 4 slots.
Left Arm: 3 slots.
Left Hand: 2 slots.
Right Arm: 3 slots.
Right Hand: 2 slots.
Shoulders: 4 slots.
Torso: 8 slots.
Belt: 2 slots.
Left Leg: 3 slots.
Right Leg: 3 slots.
Boots: 2 slots.

New Mecha Weapons
Mech Horns or Mech Antlers

There are several varieties of these horn or antler-like structures. There are the piercer horns or antlers, the blunt bash variety, and the slicers. Pierce horns or antlers deal piercing damage, blunt bashes deal bludgeoning damage, and the slicers deal slashing damage. The damage dealt depends on the size of the mech; Large 2d4, Huge 2d6, Gargantuan 2d8, and Colossal 2d10.
Equipment Slots: 1, must be head (for a nose horn, horns only) or cranium (head horns and antlers like that of deer or rams).
Activation: Attack Action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
Purchase DC: 6 + one-quarter the base mech's purchase DC.
Restriction: None.
 

(First, a note to Vehrec: I understand that you might not like this series, and I respect your dislike-hell, I didn't quite liked it at the beginning (recently started to rent the series-going by Ep. 15, by the time of this write-up).

But I decided to add it nevertheless, since now I kinda like it. I still appreciate your help, Vehrec (the DL-44 ROCKS like a bat out of Hell), and thanks for being honest).


"Eugene never suffered from the routine discrimination of a 'utero', or a 'faith birth' or an 'in-valid' as we were called. A 'valid', a 'vitro', a 'made-man', he suffered under a different burden... the burden of perfection."-Vincent Freeman, 'Gattaca'.

HOMINDAE COORDINATUS (Gundam SEED-verse 'Coordinator' Race).

In every version of the Gundam series, the reasons for war run deep. There's political reasons, economical reasons, and the fact that the leaders of most factions are charismatic sociopaths helps a lot, too.

But there were also biological reasons. One side developing something that separated them, that put them head and shoulders over the common man, and so, made them feel 'right'.

In the Universal Century, it was the appearance of Newtypes.
On the Cosmic Era, it was the Coordinators. Genetically modified (during embryonic phase) to be the peak of human development, they are stronger, faster, quicker-thinking and (after a fashion) nastier in a fight than the normal Gundamverse human (although this varies widely between base universes).

The term was coined from the 'disclosure' speech of the first recorded Coordinator, George Miller, who precluded it with:

"I feel that I'm a connection between Earth and Space. A bridge..."

If Miller had been anyone else but the goody-two-shoes he was, the idea of the Coordinator enhancement would have been nothing but a fad. As it was, soon a they were a large number, enough to become a population of their own.

And, soon after, all kinds of Hell broke loose. One just has to see the series to note how bad it was (that is, if you can find a DVD they haven't used for skeet practice).

When they appeared in Coreline, like most other factions/races, they were brutally humbled. The majority of the Earthside ZAFT forces were located in Gibraltar, which was quickly taken over by Cortana's forces, and over on space, the brutal free-for-all took down many more of their number.

ZAFT was subsequently disbanded by the LaGrange Colonies' government and almost all of the 'bad guys' were quietly captured, tried and/or executed by Black Ops units (Colonial and Coreline). After that, the 'Coords' were recieved with arms wide open.

By the common Fiction, at least.

A good number of evil Factions, such as the Avengers of Humanity and the Knights of the True Timeline, have started to degrade them because of their gene-mod background (calling them 'Gattacas', among other things). Blue Cosmos reorganized and went deeper underground, supporting Newtype causes (because Newtypes naturally developed their abilities, and so Blue Cosmos see them as the 'true' (from a Gundamverse POV) evolution of mankind). And there's still enough runaway 'evil' ZAFT forces to form a small army (which they did).

But, if there's one thing that they were made for, is to endure and adapt. And this they are doing with swiftness.

(STATS TO COME SOON).
 
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Athens-It's all Greek to me
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Athens has become a post-Virus paradise for ancient myths and legends as well as some more modern ones associated with Greece.. Goblins, trolls, orcs, centaurs, werewolves, and other beasts roam free in an odd amalgamation of the ancient and the futuristic. The Parthenon, Temple of Olympian Zeus, and the other ancient structures are once more in use by species that find the scenery reminiscent of what they perceive as home.

Pre-Vanishing Locales Now
Parthenon-This ancient temple is now the home of Athena. Many Reals fear that she may begin to sway the masses to her will. Other residents include many Aasimars that tend to the Parthenon "queen".

Athens Olympic Stadium-Once home of the Olympics, this place is now used by Fictions as an old-fashioned gladiatorial arena...only now instead of longswords and nets many use Ak-47s and lightning guns.

Temple of Olympian Zeus-For reasons unknown to most Reals, this archaic structure is shrouded in fog and storms frequent the vicinity. Inside of this veil Zeus spends his time while he's not in the Temple of Zeus at Olympia.

University of Athens-While not much has changed, the University does have its differences. Now you're as likely to share your class with a centaur as a human and your teacher just may be a faun.

Temple of Hephaestus-Hephaestus lives here, go figure. Many blacksmiths come to learn from the best crafter this side of the Atlantic. Many constructs and golems wander around serving their master of crafting.

Post-Vanishing New Locales
Wreck of the Salt Dragon-A ship that came through from someone's short story or poem, the rusting hulk of the cargo vessel Salt Dragon sits in the harbor. Many unusual sea beasts live in the spaceship's wreckage. There are even whispers that a kraken lives in the downed ship.

Colossus of Rhodes-The original Colossus was destroyed long ago, but this new one suddenly appeared in the middle of the Athens harbor where the original once stood. It appears a bit different from what people would have thought-that's because it is. This Colossus is in truth a mech that remains a still and silent vigil until called into movement by whatever force created it.

Characters and Creatures
Athena-The Mistress of crafts and wisdom, Athena stays in the Parthenon with her attendents. She also excels at the logical side of warfare.

Athena (Dedicated Hero 10/Smart Hero 8): CR 19; Medium-size Outsider; HD 10d6+10 plus 8d6+8; HP 81; Mas 13; Init +3; Spd 30 ft; Defense 21, touch 21, flatfooted 18 (+0 size, +3 Dex, +8 class); BAB +11; Grap +13; Atk +14 melee (4d10+2/18-20, mighty spear), or +15 ranged (4d10+0/18-20, mighty spear (thrown)); FS 5 ft by 5 ft; Reach 5 ft; SQ darkvision 60 ft, form of the bird, speech of the bird; AL good, law, good; SV Fort +8, Ref +8, Will +18; AP 9; Rep +7; Str 15, Dex 17, Con 13, Int 18, Wis 24, Cha 20.

Occupation: Academic (Decipher Script, Knowledge [Art], Knowledge [History])

Skills: Balance +5, Concentration +3, Craft (chemical) +14, Craft (pharmaceutical) +14, Craft (visual art) +21, Craft (writing) +21, Decipher Script +17, Diplomacy +10, Forgery +6, Gather Information +7, Investigate +16, Knowledge (Arcane Lore) +18, Knowledge (Art) +26, Knowledge (History) +19, Knowledge (Tactics) +21, Knowledge (Theology and Philosophy) +26, Listen +18, Read/Write Ancient Greek, Research +6, Search +16, Sense Motive +18, Speak Ancient Greek, Spot +18, Treat Injury +22.

Feats: Alertness, Archaic Weapons Proficiency, Archaic Weapons Proficiency, Attentive, Blind-Fighting, Dedicated Plus, Educated (Knowledge [Art], Knowledge [Tactics]), Far Shot, Focused, Iron Will, Leadership, Meticulous, Simple Weapons Proficiency, Studious, Surgery, Trustworthy, Weapon Focus (mighty spear).

Talents (Dedicated Hero): Empathy, Intuition, Healing Knack, Healing Touch 1, Healing Touch 2, Improved Aid Another, Skill Emphasis (Diplomacy).

Talents (Smart Hero): Linguist, Plan, Exploit Weakness, Savant (Knowledge [Theology and Philosophy]).

Possessions: Mighty spear, owl attendent, various (mostly Aasimar) followers.

Form of the bird-Three times a day, Athena can transform into an owl or eagle as if she was using change self. Changing back into her own form doesn't count as a use and she can remain in the form as long as she wishes.

Speech of the bird-Athena can speak with birds as if she was using speak with animals.

Colossus of Rhodes-This mighty monolith is really a mech in disguise. If ever activated, use the stats for the Final Judge (d20 Future Tech).

Gwarr the Merciless-A ferocious minotaur gladiator, Gwarr is a crowd favorite. Few have ever defeated him but many have been struck down by his mighty axe. Although he sometimes participates in normal gladiatorial matches, he prefers the death matches so he can actually kill his opponent. Gwarr's thick pelt bears many scars from lions, acklays, and other beasts used by the arena as well as some stab and slash wounds from more sentient opponents. He prefers the ancient weapons, considering firearms an abomination in the ring. Gwarr usually opens a fight with a powerful bellow in an attempt to startle his opponent, following with a charge into battle. Despite his brutality and general stupidity, he is quite cunning. He tends to lure his opponents into the labrynthine layer of the arena, proceeding to get them lost and disoriented then coming in for a blow.

Gwarr the Merciless (Minotaur Tough Hero 4/Thrasher 4): CR 12; Large monstrous humanoid; HD 6d8+24 plus 4d10+16 plus 4d12+16; HP 131; Mas 18; Init +1; Spd 30 ft; Defense 20, touch 15, flatfooted 20 (-1 size, + Dex, +5 class, +5 natural, +1 shield); BAB +12; Grap +19; Atk +14 melee (1d12+3/20/x3, greataxe), or +12 ranged (1d6+0, weapon); FS 10 ft by 10 ft; Reach 10 ft; SQ charge 4d6+6, scent, natural cunnning, darkvision 60ft.; AL chaos, evil; SV Fort +12, Ref +9, Will +9; AP 6; Rep +1; Str 17, Dex 12, Con 18, Int 8, Wis 15, Cha 12.

Occupation: Gladiator (Intimidate).

Skills: Climb +11, Concentration +10, Gamble +4, Intimidate +12, Listen +8, Read/Write Giant, Search +3, Speak Giant, Spot +16, Survival +8, Swim +9.

Feats: Alertness, Archaic Weapons Proficiency, Archaic Weapons Proficiency, Athletic, Brawl, Cleave, Confident, Endurance, Power Attack.

Talents (Tough Hero): Electricity Resistance, Fire Resistance.

Talents (Thrasher): Tough Defense, Ability Surge 1/day, Uncanny Dodge X.

Possessions: Impromptu shield (street sign), greataxe, tattered clothes.



Urban Legends Alive


There was once a time when urban legends where fun tales to tell after dark. Now, many urban legends have been brought to horrifying life by the 23 hours. The legends of bogeymen, haunts, and disasterous nightime horrors now roam across the land. Any adventurer should be wise to heed the warnings from the locals, you never know when the nightmare tales might find you.

Bridge Haunts

From the Goat Man, a crazed man who wears a skull of a goat on his head, to the Donkey Lady of San Antonio, a disfigured psycho who attempts to kill all who look at her, bridge haunt legends are very common ones. After the 23 hours, these legends are now very real and very dangerous. Each bridge haunt lives near the bridge that their legend states. They are not undead but very much alive killers.

Typical Bridge Haunt (Maniac Tough Hero 3): CR 4; Medium-size humanoid; HD 3d12+15 plus 3; HP 38; Mas 23; Init +2; Spd 30 ft; Defense 14, touch 14, flatfooted 12 (+0 size, +2 Dex, +2 class); BAB +2; Grap +7; Atk +7 melee (1d3+5, unarmed strike), or +4 ranged; FS 5 ft by 5 ft; Reach 5 ft; SQ Ability Surge, Damage Reduction 5/–, Immunities, Resistance to Massive Damage; AL chaos, evil; SV Fort +11, Ref +3, Will +0; AP 2; Rep +1; Str 20, Dex 15, Con 20, Int 10, Wis 9, Cha 15.

Occupation: Rural (Climb, Survival).

Skills: Bluff +4, Climb +8, Concentration +11, Disguise +4, Intimidate +8, Read/Write one language, Speak one language, Survival +4.

Feats: Archaic Weapons Proficiency, Brawl, Deceptive, Great Fortitude, Improved Damage Threshold, Run, Simple Weapons Proficiency, Toughness.

Talents (Tough Hero): Second Wind, one Resistance talent.

Possessions: Varies.

Hook Man

The classic legend of the man with the hooked hand. There are many hook men due to the many legends, appearing in many spots all over the globe. A cold and calculating killer, a hook man plans his attacks before starting his hunt.

Hook Man (Bogeyman Strong Hero 3/Tough Hero 3/Dedicated Hero 1): CR 8; Medium-size humanoid; HD 3d8+15 plus 3d10+15 plus 1d6+5; HP 70; Mas 23; Init +1; Spd 30 ft; Defense 19, touch 16, flatfooted 18 (+0 size, +1 Dex, +5 class, +3 natural); BAB +5; Grap +9; Atk +9 melee (1d6+5, hook hand), or +6 ranged; FS 5 ft by 5 ft; Reach 5 ft; SQ Death’s Door, Fast Healing 5, Immunities; AL evil, chaos; SV Fort +12, Ref +3, Will +5; AP 4; Rep +2; Str 19, Dex 13, Con 20, Int 12, Wis 14, Cha 12.

Occupation: Criminal (Hide, Move Silently).

Skills: Climb +8, Concentration +9, Hide +11, Intimidate +12, Knowledge (Streetwise) +7, Move Silently +11 Read/Write English, Speak English.

Feats: Archaic Weapons Proficiency, Blind-Fighting, Brawl, Cleave, Great Cleave, Great Fortitude, Improved Damage Threshold, Knockout Punch, Power Attack, Simple Weapons Proficiency.

Talents (Strong Hero): Extreme Effort, Melee Smash.

Talents (Tough Hero): Acid Resistance, Remain Conscious.

Talents (Dedicated Hero): Skill Emphasis (Intimidate).

Possessions: Hook hand, coat.
 
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