CORELINE (D20 Modern/D20 BESM Setting).

Rappy

First Post
Trust me when I say that NO ONE would have survived the blast he made, even himself with fairy aid. Anyway, do all the other schools look alright?
 

log in or register to remove this ad

Yeah, they do. BTW, earlier on this thread there was a small discussion concerning the CEA (Coreline Education Authority). You might want to check it out.

Who knows, maybe it'll make good material for a new Faction write-up.
 

Rappy

First Post
I imagine that amongst them, Whately and the unwritten Hogwarts would say "screw authority". Elisabeth Carson and Albus Dumbledore don't seem like headmasters to "bow to the man", and both have enough cash and spellcasting/super power to deal with it easy-like.
 
Last edited:

Angel Black

First Post
May I add...



Mutant Turtles:
In the Pre-vanishing times there were a team made by a group of turtles that were antromorphized for a then unknown method.Time goes by and because they were among the humans they got vanish too, and somehow when they got back there were hundreds of them.Some people claim that they are also fictions because they look too similar to the creatures of an old tv show, but the real true is still unknown.

RACIAL TRAITS:

- Pre-Vanishing:

• Medium Size Humanoid (tortle)
• 30’ Movement
• Swim speed equals to land speed
• +8 Racial bonus on Swim checks
• +2 Natural Armor bonus to AC
• Turtle Power:
Can use a turtle power once a day at first level and once more per 3 HD.He learns a Turtle Power at first level and once more per 3 HD.

• Favored Class: Ninja

- Post-Vanishing:

They became a race.

Turtle Powers:
A mutant turtle can spend his uses of turtle powers on one of this.Only one power can remain active at a time, and can turn off his current power at anytime.

• +1 fortitude saves for 10 minutes.
• +1 damage with melee weapons for 10 minutes.
• +2 to a skill for one hour.(can take this many times for different skills each time)
• +1 temporary hp per half his hd round down for 10 minutes.Minimum bonus granted:+1
• +1 attack with ranged weapons for 10 minutes.
• +10 ft speed one round.
• +4 Constitution checks made to hold your breath (bonus last 10 minutes)
• +1 dodge bonus for 10 minutes.
• +1 morale bonus to attack and damage with one weapon for 10 minutes (can take this many times and no weapon can get more than +2 morale bonus this way)

Racial Feats:

Extra Turtle Power: it gives 3 uses of Turtle Powers a day.

Improved Natural Armor: +1 natural armor bonus to AC.

:lol:
 
Last edited:


Rappy

First Post
It makes sense that you'd make the Mutant Ninja Turtles when you have a kappa for an avatar. :p Anyway, I really like the d20 Modern book BLood and Vigilance...for superpowers. Its system of backgrounds and advanced classes, on the other hand, aren't really my cup of tea, so I have started making some advancements for occupations and AdCs/PrCs for Supers. The first few occupations and the Brick advanced class are on the way.
 

Rappy said:
I imagine that amongst them, Whately and the unwritten Hogwarts would say "screw authority". Elisabeth Carson and Albus Dumbledore don't seem like headmasters to "bow to the man", and both have enough cash and spellcasting/super power to deal with it easy-like.
They're not ones to 'bow to the man', per se, but they DO know when to listen-and know when they're going too far with 'screw authority' (why do you think Klink is Furinkan's principal?).
 

Rappy

First Post
Indeed...well, at least for Dumbledore. Carson has more than once gone into pissing contests with government agents harassing her students, so there is a chance she might not be in the best favor with the School Officials of any organization. Anyway, here's the start of the Supers stuff. I will have occupations, the Avatar (not the anime kind...) advanced class, and the Informant prestige class later. Basically, this class is all brute force, not much else, so he 's not what you want for a variety character.

GM'S WARNING: Super classes can be some serious business...if you don't want to run a higher-powered showoff with your players, don't let them have this stuff in their arsenal.

metallurgistdz9.png

New Advanced Class: Brick
Bricks. The brutes of Supers, the guys that can lift trucks, smash concrete walls, bend steel...the muscle-men. It isn't uncommon for a Super team to have a Brick in its upper echelons (Superman of the Justice League, for instance. These Bricks, of course, need other advanced classes to bolster their..umm...lack of any features other than being a stone walled power-monkey), or an "Uber-grunt" in a villains group be a Brick (IE Juggernaut). All in all, Bricks can be nasty business. The fastest path into this advanced class is through the Strong hero advanced classes, but other paths are possible.

brickclasstablemo3.png

Requirements
To become a Brick, a character must fulfill the following criteria.
BAB: +3.
Abilities: Strength 18+, Constitution 16+.
Feats: Brawl, Improved Brawl, Power Attack.
Talents: The entire Ignore Hardness tree.

Class Information
The following information pertains to the Brick advanced class.

Hite Die
The Brick gains 1d12 hit points per level. The character's Constitution modifier applies.

Action Points
The Brick gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills
The Brick's class skills are as follows.
Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str).

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

Brute Strength
At 1st level, a Brick has a carrying capacity as if he was a Large-sized creature.

DR
At 2nd, 5th, and 8th levels, the Brick gains DR. On top of any natural or talent-based DRs, the Brick has DR 6/magic at 2nd level, which increases to 12/magic at 5th, and finally increases again to 24/magic at 8th level.

Bonus Feats
At 3rd, 6th, and 9th level, the Brick gets a bonus feat. The bonus feat must be selected from the following list, and the Brick must meet all the prerequisites of the feat to select it.
Advanced Combat Martial Arts, Archaic Weapons Proficiency, Armor Proficiencies (Light, medium, heavy, and powered), Blind-Fight, Cleave, Combat Martial Arts, Combat Throw, Defensive Martial Arts, Endurance, Frightful Presence, Great Cleave, Great Fortitude, Heroic Surge, Improved Combat Martial Arts, Improved Damage Threshold, Improved Grapple, Improved Overrun, Nerve Pinch, Precise Strike, Renown, Toughness.

Forceful Strength
At 4th level, the Brick has a carrying capacity as if he was size Huge.

Raw Strength
At 7th level, the Brick has a carrying capacity as if he was size Gargantuan, and no longer suffers from medium encumbrance.

Paragon Strength
At 10th level, the Brick has a carrying capacity as if he was size Colossal, and no longer suffers speed loss from heavy encumbrance.

cappypz7.png

New Advanced Class: Avatar
There are some superheroes and supervillains that gain their powers not from mutations, gadgets, or magic, but from a spirit that exists within them. These are the Avatars, supers that are either respected or envied by their peers. The most famous of the Avatar Fictions is the Champion, a collected superhero force that can rival Superman in power ((doesn't hurt that it is usually part Brick)). Former Champions have included Miss Champion, the now headmistress of Whateley Academy Ms. Carson. The fastest path into this advanced class is through the Dedicated Hero class, though other paths are possible.

avatarclasstablerh1.png

Requirements
To become an Avatar, a character must fulfill the following criteria.
BAB: +3.
Abilities: Wisdom 14+.
Skills: Knowledge (Arcane lore) 6 ranks, Sense Motive 6 ranks.
Feats: Attentive.

Class Information
The following information pertains to the Avatar advanced class.

Hite Die
The Avatar gains 1d8 hit points per level. The character's Constitution modifier applies.

Action Points
The Avatar gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

Class Skills
The Brick's class skills are as follows.
Bluff (Cha), Climb (Str), Computer Use (Int), Concentration (Con), Disguise (Cha), Diplomacy (Cha), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge (Arcane lore, earth and life sciences, history) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).

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

Inner Spirit
At 1st level, the Avatar has a spirit that comes to preside within herself for some reason. This trigger is deposited by the GM, and he may choose if the spirit is without question entered or may be rebuked. If the latter, the character may choose to make a Will save (DC 10 + the spirit's living class level; usually 20 for cases like the Faerie Queen and Champion Force) to rebuke the spirit and prevent its entry. The spirit is a (for the most part) harmless symbiotic being, providing power and protection in exchange for a mortal "house" to stay in. At the start, an Avatar may only have a single spirit. Even if the original Prime Spirit has since (if able) left the body or "died", the post-Avatar retains her previous genetic rewrite Body Template and other abilities of this class. An Avatar may choose to be "homeless" concerning spirits until she finds one she likes.

Body Template
When the 1st spirit (hereafter known as the Prime Spirit) enters the Avatar as a host, it will reform the body to its prime choosing. This change may be instantaneous or take months, it may be just some strengths and a costume, or a full species, age, even gender rewrite. The below table gives some examples of Prime Spirits (some such as Bast are already taken by Fictions but are given for completeness and basis for similar Prime Spirits).
avatarbodytemplateexampxq0.png


Spirit Commune
At 2nd level, an Avatar gains the ability to commune with her inner spirit and let it "pilot" the nerves to allow special powers to flow forth. At 2nd level, this can only be done once a day, but the amount per day doubles every three levels. To perform a spirit commune, an Avatar must sit and focus for 2d6 rounds. The specific effect of a commune depends on the Prime Spirit (see examples above.)

Bonus Feats
At 3rd, 6th, and 9th level, the Avatar gets a bonus feat. The bonus feat must be selected from the following list, and the Avatar must meet all the prerequisites of the feat to select it.
Advanced Combat Martial Arts, Agile Riposte, Archaic Weapons Proficiency, Armor Proficiency (Light), Blind-Fight, Combat Martial Arts, Combat Throw, Defensive Martial Arts, Dodge, Elusive Target, Endurance, Great Fortitude, Heroic Surge, Improved Combat Martial Arts, Improved Damage Threshold, Improved Grapple, Mobility, Precise Strike, Renown, Toughness, Trustworthy.

Spirit Defense
At 4th level, the Avatar can use her spirit as a mental shield. She gains a +4 bonus to saves against mind-affecting abilities, spells, equipment, and psionics.

Spirit Sucker
At 5th level, the Avatar can touch an unprotected spirit (one that is not in a body or some form of complete covering such as possessing an inanimate object without seams) and literally suck it into her body, allowing for a Secondary Spirit to exist alongside the prime. The Avatar may call upon that spirit in the commune and gains a further +4 bonus to saves against the various forms of mind-affecting, but does not gain the body template of the secondary spirit.

Spirit Possession
At 7th level, the Avatar's spirit can be allowed to "full drive" its host's body, giving her powerful access. When the Prime Spirit goes into a mode of control, and may give knowledge, cast any spells, and cast any psionics it knew in life. The effect lasts for a number of rounds equal to 2d8 + the Avatar's class level, and may be stopped prematurely with a Will save (the same save amount as rebuking a spirit).

Spirit Habitat
At 8th level, the Avatar can sustain another spirit in her mind, maximizing the amount of spirits to 3. The Third Spirit gives the same bonuses as a Secondary Spirit.

Paragon Strength
At 10th level, the Avatar can call on her Prime Spirit to energize her in battle with near unstoppable power. Once per day, she may call upon the spirit to aid her in full-on combat strength. She is treated as 2 levels higher for the purposes of casting spells or psionics and gains DR 10/+3. The effect lasts the same number of rounds as her Spirit Possession special ability, and after it subsides, she is fatigued for the rest of the encounter.
 
Last edited:


Rappy

First Post
NYPD Metahuman Prison Transport Vehicle
The MPTV is, to be blunt, the ultimate "pimp my ride" job done to a tracked APC. These devices were originally designed by the New York Police Department, but many forces both law enforcement and military now use these behemoths. MPTVs are designed to be holding transports for supervillains and other high-powered no-gooders. The typical MPTV is manned by a SWAT team and while the base model carries no weaponry other than that of the SWAT members, there are some that are outfitted with various forms of gunnery. Despite all this, higher level Bricks busting out with their bare fists are not unheard of.

Crew: 4 (1 driver, 3 SWAT tactical snipers in Land Warrior armor [Strong hero 3/Fast hero 3/Soldier 3/Infiltrator 3] manning the defensive posts); Pass.: 7 (6 Medium-size or 2 Large prisoners plus 1 A.P.E. police robot with anti-power attachments); Cargo: 250 lb.; Init.: -4; Man.: -4; Top Speed: 65 (6); Def.: 6; Hard.: 15; Hit Points: 60; Size: G; Purchase DC: 45; Rest.: Res (+2).

Typical Cargo Equipment: 1d8 flash-bang grenades, 1d4 boxes of white phosphorous bullets, 1 TacMil sniper rifle.

Special: The brute of a machine is designed with heavy hitters in mind, and is considered to have DR 15/+3 and Cold, Fire, Electricity, and Acid Resistance 10. Any spellcasters or psions using spells or powers within the vehicle are considered 4 levels lower due to the Meta-breaks that are set up like wards in the carriage.
 

Remove ads

Top