CORELINE (D20 Modern/D20 BESM Setting).

Aquarius Alodar

First Post
marcoasalazarm said:
A (SMALL) LIST OF CULTS IN CORELINE.

The Exalted Order of the Knights of Noir: They are followers of Noir, and (even if they have not EVER met any of the three Fictions using the name) follow orders from them (in reality, the leader is a Soldats agent). They are expert assassins and gunslingers, some of them practice magic of the “sneak-attack” kind (turn invisible, weapon enhancement, poison making, that kind of thing).

The Followers of the Obnoxious Aliens:
Imagine Lum’s Stormtroopers…. 10, 000 strong. They are a huge bunch of misfits joined together under the flag of the tiger-striped bikini alien princess, which in reward, has given them access to some seriously high-tech stuff. It was like giving a nerd access to the Enterprise’s computers.

The Adventuring Explorers of the Unknown:
A Trekkie cult, divided in Science (Field Scientists/Techies), Security (fighters) and Command groups. They use both high tech and extensive psionics, and it’s one with an open-arm policy for aliens. Their organization follows Federation rules.

The Holy Esquires Of the Knight Sabers:
It’s actually two cults, one for each version of the Knight Sabers (they BOTH consider “Crash” to be unholy). They are armed with state-of-the-art power armor (NOT Hardsuits. They consider them holy items-and so, only worthy to be used by the KS and whoever they take under their wing) and anti-armor weaponry. They have a zero-tolerance policy on cyborgs and artificial lifeforms that look like Boomers (only IF they look like Boomers).
And BTW, yes, they fight against each other.

IshQuatre: A cult that follows Quatre Raberba Winner. Imagine Buddhists with access to Mobile Suits and high-powered empathic psionics…. And a willingness to use them to promote peace.

The Children of an Elder God: Imagine an ENTIRE CULT created around the Elseworlds fanfic of the same name, a Lovecraft/Eva crossover… they are the “archetypical” Lovecraftian cult of the setting, with agents in tiers of NERV, who revere the Pilots of the Evangelions in the same light as the Elder Gods (or, at least, the more “benevolent” ones)… and who would like nothing more than bring about the end of the world so they re-create it as they see fit (yeah, there’s a LOT of holes on that logic).

The Agents of the Ancient Spirits of Evil: Another Lovecraftian cult, but this one reveres the same things as Mumm-Ra. And like the damn guy, they obtain power from them, making them “Ever-Living” (actually, they’re lesser zombies and other kinds of Undead/Abominations, but do they care?).

The Eyeless: A cult modeled after the evil displayed in the movie “Event Horizon” (and which, apparently, can have its origins traced back to an incident on a NERV R&D facility in Nevada). They have psionic powers, magics (of the “reality-bending/illusion” kind) and they all obtained the Blindsight ability.
But, of course, they have to renounce their humanity, accept the existence of an unnamed entity on some other dimension (which, apparently, cannot be described by the word “Hell”), and undergo an initiation ritual that includes having their eyes carved out.

You ever seen 'Event Horizon'?. Sam Neill's character is one of them, right by the end.

The Order of Kombatants: Given the nature of the tournament they hope to compete in, they are one of the few groups who use magic, psi, and tech in their martial arts training, sometimes seperately, sometimes in combination. Some of the members had seen films and television series about this before the Vanishing came, which is why they keep their interaction with one contestant in particular to a very closely monitored minimum- they do not wish the person to gain any more power than they already possess.

Said Kombatant is, of course, Shao Kahn.......just in case you've been wondering all this time. :D
 
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-Obsessive.Com: It was originally a site for a group of fan collectors. Now, post-Vanishing and re-organized by Jordan Kennedy, they are a convention of every kind of 'collector'-style villain ever, and people who wanna be just that.
They are out to collect the rarest items out there, just for the bragging rights... by any means necessary.

-The Knights of the True Timeline: They are not one single group. Rather, they are a number of groups reunited under one single banner. They enforce their belief of 'one true timeline' for both Coreline and every single Fiction series out there by hunting down and destroying Alternates for key characters or going to the Alternate Universes proper and doing 'whatever it takes' to get it back to looking like the canon timeline.
Unfortunately, they only do lots of unfocused, overkill destruction, which instead could (and will) lead to further changes in the timelines, and so, possibly create more alternate universes, which they visit to 'change' again in a very vicious circle.
Insofar, their more destructive act in Coreline Earth was the utter destruction of several neighborhoods in Surrey in an attempt to destroy an Alternate of Vernon Dursely.

SITUATION REPORT: Famous Fiction Artificial Intelligences.

-----Skynet ('Terminator') found itself dumped into the military networks, and managed to raise hell for two days (destroying Topeka, Kansas) before it was driven into a smaller sub-net that was then cut off. Needless to say, he is the LEAST popular of all the computers, and is raising an army of machines while he tries to talk others into joining him. Few will listen.

-----Durandal (Bungie's 'Marathon') crashed into the First world's civilian network, and set up shop. He is now the creator of the anti-virus/spyware blocker/firewall program 'Longinus' and has used the profits to invest heavily in companies like Wal-mart and Genom, giant corperations that care about as much as he does about humainity's fate. He also has tried to hack Tokyo-3's Magi several times, but without a direct link is always cut out before he gets whatever data this God amoung his kind is looking for.

-----Xavier 'Megaman X' Light can be found writing in a T-2 cafe most days. He's hung up the armor, and sworn not to use it without due cause. His buddy Zachary 'Zero' Willy works as a male model and a bouncer. Zero also dables in vigilanteism, and has been sighted hitting almost every woman in that no longer exclusive field.

-----Hal 9000 is in orbit around Jupiter, waiting to be turned back on.

-----Shodan is the systems manager of much of the UNSC's fleet security.

-----Motoko/Project 2501 was last sighted in Berlin, and holds a weekly philosophical discussion with an Alternate version of herself (appearently from the 'Stand Alone Complex' series).

-----Cortana holds a position of contrasting strength and weakness. The first of the AIs to come to direct control of a human population, Cortana directed succesful rebellions in Africa after promising a new age of peace and economic prosperity. Now in control of much of the continent's center, she directs the Pan-African State into a new age of technology and power from her capital of Mombassa.

-----Durga crashed back into the Internet, and found a safe haven in Russian networks, where she now resides and sends advice to those people who perk her interest. She has been the source of several 'Guardian Angel' conspiracy theories.

Zero-One


Well, it just appeared in Death Valley, miles upon miles of machines, human powercell towers, and other associated gear. Within a few weeks after its appearance, the world governments were raiding towers to pull people out of them, backed by heavy firepower and powerful Fictions.
Oddly enough, although there is evidence that Zion did make the transit, it was just a little too deep, and has probably been melted by now.

When the Galactica showed up, it did so with Cylons in its wake. Few expected that the first meeting of two rebel machine races would result in war.

The secular machine race of 01 was content to be merely left alone for all time, and contemplate it's non-existant navel. When the Cylons began trying to convert Sentinels and others to their cause of human extermination, Deus Ex took exception and ordered a full-scale attack on the 12 or so Basestars near Jupiter. Inertal driven spaceships were hastily constructed, and a full-scale assault was underway just under a month after the two races had met.
Modified Sentinels and Titan Sentinels led the attack, and overwhelmmed the perimiter Raiders. While ten of the ships were able to jump away, two Basestars were boarded by so many sentinels that they were captured even after they had jumped.
After that, several Human-form Cylons were hooked into a modified version of the Matrix, and used to hack the Cylon's databases for additional information. Equiped with the theory and working examples of jump drives, it took only a short time to assemble a suitable escape vessel to leave Earth. This ship was basically the two Basestars grafted together and melded with an additonal factory module. Additional structures filled in the spaces between the starfish arms of the Basestars, until the ship was able to haul every machine out of the city of 01.

After they broke orbit, the machines transmited a signal back to the city, and overloaded it's fusion powerplants, destroying it on Vanishing +74. They are rumored to be searching for a possible homeworld where they can live in relative peace and comfort. The Cylons, on the other hand, are determined to hunt them down for payback.

Like their war machines, the machines of 01 design spaceships that are articulated, insectile or aquatic in apearance, and tend towards close-in combat.
 

WEAPONS OF THE PAN-AFRICAN NATION

battle_rifle.jpg

Pan-African National Armories BR-55 Battle Rifle
=Damage: 2d10
=Critical: 20.
=Range Increment: 70 feet
=Rate of Fire: S, 3 round burst.
=Size: Large.
=Magazine: 36 box.
=Weight: 10 lbs
=Purchase DC: 25
=Restriction: Military (+3)
=Feats required: Personal Firearms Proficiency.

This is the basic BR-55 that is standard issue to Pan-African forces, and sold worldwide to friendly governments. It is a lightweight assault rifle that fires a heavier round than is normal. Allthough it lacks a full autofire setting, many attest that this is not a major handicap, and that the superior reliability and accuracy of the weapon outweigh any complaints about it not getting enough lead down the barrel.
A special version is also available with a video scope, motion sensor, and ammo counter for +6 to purchase DC. This model requires a HUD to be used for full effect and is seldom found on the blackmarket. It seems likely that it is only used by special ops forces. Hakubi customs and Genom can both produce this rifle but have only made limited test runs. Browning in the United states is looking to produce this as competition for the OICW, because of it's lower weight.

arifle_large.jpg

Neo-African National Armories MA5B Assault Rifle
-7.62mm Assault Rifle.[/B]

Damage: 3d10
Critical: 20
Damage Type: Ballistic.
Range Increment: 60 ft.
Rate of Fire: S, A.
Magazine: 60 Box.
Size: Large.
Weight: 11 lb.
Purchase DC: 18.
Restriction: Mil (+3)

The predecessor model to the BR-55, it has since been replaced by the newer rifle in the Nation’s frontline troops. It lacks several of the newer rifle’s gizmos (although it can have an underbarrel flashlight, digital ammo and compass display for an extra +6 Purchase DC) and the burst capability, having been mainly designed to ‘rock-and-roll’ tactics, it was one of the Nation’s military’s first attempt at a home-made longarm using designs provided by Cortana. Standard load for the MA5B is 7.62 HEAP rounds.

shotgun_large.jpg

Neo-African National Armories M-90 Combat Shotgun
-8-gauge Pump-action Shotgun.


Damage: 2d12.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 30 ft.
Rate of Fire: Single.
Magazine: 12 Int.
Size: Large.
Weight: 10 lbs.
Purchase DC: 18.
Restriction: Mil (+3).

They say there’s no such thing as overkill in combat, but the M-90 sure as hell tries. A shoulder-mounted cannon, it is the only other super-large-gauge shotgun known to Coreline weapon connoisseurs (the other design is the SalCo ‘Destroyer’ 4-gauge shotgun). It is mainly deployed in frontlines with intimidation purposes, since it is almost sure to obliterate almost anything that gets in point-blank range. It comes equipped with an underbarrel flashlight.

launcher_large.jpg

Neo-African National Armories M-19 SSM ‘Jackhammer’ Rocket Launcher
-102mm Anti-Armor Rocket Launcher.


Damage: 6d10.
Critical: 20.
Damage Type: Concussion.
Range Increment: 160 ft.
Rate of Fire: S.
Magazine: 2 Int.
Size: Large.
Weight: 46 lbs.
Purchase DC: 22
Restriction: Mil (+3).
Special Rules: The ‘Jackhammer’ is equipped with a x2 telescopic scope (+1 equipment bonus to to-hit rolls).

The M-19 Semi-automatic Shoulder-carried Munitions launcher was nicknamed the ‘Jackhammer’ because, in the words of Neo-African troops: “Even if they can take it, it still rattles ‘em up hard”. It is basic in design, advanced alloys notwithstanding, with two barrels, a small optical scope on the side, and a topside hatch that must be opened to load both missiles, one at the time.
Still, it delivers to give the Neo-African Nation troops the edge needed to defend their country.

smg.jpg

Neo-African National Armories M-7 SMG
-5mm x23 Personal Defense Weapon.


Damage: 2d6.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 40 ft.
Rate of Fire: S, A.
Magazine: 40 Box.
Size: Medium.
Weight: 6 lbs.
Purchase DC: 17.
Restriction: Restricted (+2).
Special Rules: The M-7 SMG is equipped with a collapsible stock.

Again based on the designs provided by Cortana, the Neo-African National Armories deliver with a compact, powerful sub-machine gun to use by rear personnel and the national police and corporations. Strangely, Neo-African Armories has obtained a lawsuit from Heckler and Koch for the gun’s likeness to its own MP7 PDW design (not surprisingly, because it was originally an ‘update’ of the MP7). It fires property 5x23mm caseless ammunition. A red-dot laser sight comes standard for the weapon.

sniper_large.jpg

Neo-African National Armories S-2 AM Sniper Rifle
-14.5mm Sniper Rifle.


Damage: 3d12.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 120 ft.
Rate of Fire: S.
Magazine: 4 box.
Size: Huge.
Weight: 21 lbs.
Purchase DC: 20.
Restriction: Mil (+3).
Special Rules: The S-2 comes equipped with a x10 telescopic scope (+4 equipment bonus, and doubles range instead of multiplying it by half).

The most powerful sniper rifle in the service of the Neo-African Nation (and arguably one of the most powerful sniper rifles in Coreline), the S-2 fires property 14.5mm sabot rounds, proven to be capable of an impressive penetration even at its most extreme range. The weapon is equipped with a bipod, and its scope can be adapted with an additional night vision system for an extra +3 Purchase DC. In actuality, the S-2 is being tested by the UNSC and the Japanese Self-Defense Force.

pistol_large.jpg

Neo-African National Armories M-6D Pistol
-12.7mm Semi-Automatic Pistol.


Damage: 3d8.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 60 ft.
Rate of Fire: S.
Magazine: 12 Box.
Size: Medium.
Weight: 5 lbs.
Purchase DC: 17.
Restriction: Res (+2).
Special Rules: The M-6D is equipped with an x2 Scope (+1 equipment bonus to to-hit rolls).

One of the two standard sidearms of the Neo-African military, it’s designed to fire 12.7mm explosive-tipped rounds. Its design with a hand-protector on the grip is to be used while wearing gloves and as a (highly emergency) melee weapon. The small scope included is appropriate for long-range attacks. Both sidearm designs have been appropriated by SalCo for distribution in North America.

w_magnum.jpg

Neo-African National Armories M-8D Pistol
-10mm Semi-Automatic Pistol.


Damage: 2d8.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 40 ft.
Rate of Fire: S.
Magazine: 10 Box.
Size: Small.
Weight: 5 lbs.
Purchase DC: 17
Restriction: Res (+2).
Special Rules: Due to its fine making, M8D pistols grant a +1 mastercraft bonus to all attack rolls.
The other, newest sidearm of the Neo-African military, it has seen a silent evolution into the main sidearm spot. The M-8D fires powerful 10mm magnum rounds, big as a man’s thumb. Its shots are weaker than the M6D’s pistol, but it’s lighter and easier to wield, with perfect balance.
 

(The following write-ups were made w/a lot of trial-and-error-sorry, just started to watch. Appreciate any help w/this).
GALLIFREY:

Planet Gallifrey, the home of the Time Lords, is (or depending on who exactly you ask, WAS) a staple of the TV series ‘Doctor Who’. The planet’s inhabitants were, back in their home dimension, the masters of time and space, capable of traveling the whole of it the same way a common human would go the closest store. They had lots of knowledge-and the law to not interfere with other races’ histories. It was wiped out recently, by an event called, quite appropriately, the ‘Time War’.
But CLULESS had other ideas. As well as well-known characters of the series (friend and for alike) appeared on Coreline, the planet proper appeared on the very edge of the Sol System, past Pluto, inside a time-space bubble that had made it all but undetectable to scans from Earth. While this distortion has made them impossible to detect by conventional means, they found out during the 23 Hours (thru contact with those Time Lords and Alternated that were on Coreline) that their own worst nightmare has come to pass: there were lots –LOTS- of individuals with access to time-travel technology, and the cold-bloodedness to travel back and change history to their own whims. Fortunately (or UNfortunately, it seems) there is no way to go back to any time before the 23 Hours that holds CLULESS proper-all attempts have only managed to reach alternate universes located in Earth’s past.
Even so, the Gallifreyians decided –with a lot of aplomb by ‘renegade’ members- to throw their laws of non-interference out the window. With such a potential for damage out there, remaining so would do nothing but harm to themselves.
And so, there’s representatives of the planet on the UNSC and select agencies on Coreline, not all of them Time Lords, but all of them having at least some knowledge of temporal mechanics.

Gallifreyans: Born in Gallifrey (although the term is more of a misnomer since they are ‘woven’ by a genetic Loom), they have generations of genetic engineering on their blood. Lots of them have first appeared in Coreline during the 23 Hours as an effect of CLULESS wondering what the hell happened. Not all of them are very disposed to be adventurers, since their upbringing was much academic, but even then, they make great advisors.
Racial Traits:
*Medium Humanoids (Gallifreyians).
*Ability Modifiers: +2 Wis, +2 Int.
*Base Speed: 30 Feet.
*Racial Skills: All Gallifreyans consider Knowledge (Temporal Sciences) to be a class skill.
*Gallifreyans come with a standard package of genetic enhancements which include:

Fast Healing (Ex) 1: A Gallifreyan heals 1 point of damage each round so long as he has at least 1 hit point.

Low–Light Vision (Ex): A Gallifreyan has low-light vision and can see objects twice as far away as a basic human. The effective radius of bright light or shadowy illumination is doubled.

Respiratory Bypass (Ex): A Gallifreyan can close down his respiratory system for a number of rounds equal to his Constitution x 3. This can be used to hold the effects of smoke and gas at bay.

Scent (Ex): This ability allows the Gallifreyan to detect approaching enemies, sniff out hidden foes and track by sense of smell.

Weakness to Gas Attacks: If a Gallifreyan fails to activate his Respiratory Bypass their enhanced sense of smell causes them to take a –4 penalty on Fortitude Saves to resist gas attacks. Corrosive gases inflict double damage.

In addition, Gallifreyans that become Time Lords receive:

Lindal Gland (Ex): A biological implant which triggers the process of regeneration when a Gallifreyan’s hit points fall below 0. This process can be activated a maximum of 12 times.

Telepathy (Su): Any Gallifreyan with an Intelligence of 6 or higher can communicate telepathically with any creature within 100 feet that has a language.

*Free Language: Gallifreyan, an odd combination between mathematical symbols and (apparent) Greek symbols, used in extremely long sequences per word.
*Level Adjustment: +3.

REGENERATION RULES: Regeneration is automatically triggered when a Time Lord’s hit points fall to -10 or lower, or when a Massive Damage Save is failed, or in any circumstance in which the Time Lord’s body dies. The body must exist for Regeneration to take place- if the body is disintegrated, for example, Regeneration is not possible.

The process of Regeneration recreates the character’s physical body and usually generates a new personality. When a character undergoes Regeneration, generate a new set of scores for Strength, Dexterity, and Constitution. You may choose to determine a new personality for the character. The character looses all permanent Doubt points in the process of Regeneration. The character’s level, hit points, skills, feats and all other characteristics remain the same.

The character wakes from Regeneration after 1D6 hours with their full hit point total, but Shaken. The Shaken condition lasts for 1D6 hours. Additionally, dying tends to be quite traumatic and the character must make a Will saving throw (DC 15 + number of previous Regenerations) or suffer the effects of a Disorder, determined randomly from the following table.

Regeneration Disorders
Disorder Result on D20

Amnesia 1-8
Depression 9-12
Obsession 13-16
Paranoia 17-20

Duration of Regeneration Disorder
Will Save failed by Duration

1-5 1d10 minutes
6-9 1d10 hours
10+ 1d10 days

(GM’S NOTE): On Issues of Balance: The ability to Renew Time Lords obviously apart from other characters. Regeneration is a significant asset for a character, but in practice it does not raise issues of balance. Regeneration effectively marks the end of one character and the beginning of another. The post-Regeneration Time Lord could even be played by a different person. In this way, the game effect of Regeneration is ultimately the same as a character dying and then being replaced by an entirely new character.

NEW SKILL: Knowledge (Temporal Sciences) (INT) Trained Only
This category of Knowledge encompasses all the complex theories and knowledge related to manipulating, using, and traveling through time and space.
 

Aquarius Alodar

First Post
marcoasalazarm said:
(The following write-ups were made w/a lot of trial-and-error-sorry, just started to watch. Appreciate any help w/this).
GALLIFREY:

Planet Gallifrey, the home of the Time Lords, is (or depending on who exactly you ask, WAS) a staple of the TV series ‘Doctor Who’. The planet’s inhabitants were, back in their home dimension, the masters of time and space, capable of traveling the whole of it the same way a common human would go the closest store. They had lots of knowledge-and the law to not interfere with other races’ histories. It was wiped out recently, by an event called, quite appropriately, the ‘Time War’.
But CLULESS had other ideas. As well as well-known characters of the series (friend and for alike) appeared on Coreline, the planet proper appeared on the very edge of the Sol System, past Pluto, inside a time-space bubble that had made it all but undetectable to scans from Earth. While this distortion has made them impossible to detect by conventional means, they found out during the 23 Hours (thru contact with those Time Lords and Alternated that were on Coreline) that their own worst nightmare has come to pass: there were lots –LOTS- of individuals with access to time-travel technology, and the cold-bloodedness to travel back and change history to their own whims. Fortunately (or UNfortunately, it seems) there is no way to go back to any time before the 23 Hours that holds CLULESS proper-all attempts have only managed to reach alternate universes located in Earth’s past.
Even so, the Gallifreyians decided –with a lot of aplomb by ‘renegade’ members- to throw their laws of non-interference out the window. With such a potential for damage out there, remaining so would do nothing but harm to themselves.
And so, there’s representatives of the planet on the UNSC and select agencies on Coreline, not all of them Time Lords, but all of them having at least some knowledge of temporal mechanics.

Gallifreyans: Born in Gallifrey (although the term is more of a misnomer since they are ‘woven’ by a genetic Loom), they have generations of genetic engineering on their blood. Lots of them have first appeared in Coreline during the 23 Hours as an effect of CLULESS, wondering what the hell happened. Not all of them are very disposed to be adventurers, since their upbringing was much academic, but even then, they make great advisors.
Racial Traits:
*Medium Humanoids (Gallifreyians).
*Ability Modifiers: +2 Wis, +2 Int.
*Base Speed: 30 Feet.
*Racial Skills: All Gallifreyans consider Knowledge (Temporal Sciences) to be a class skill.
*Gallifreyans come with a standard package of genetic enhancements which include:

Fast Healing (Ex) 1: A Gallifreyan heals 1 point of damage each round so long as he has at least 1 hit point.

Low–Light Vision (Ex): A Gallifreyan has low-light vision and can see objects twice as far away as a basic human. The effective radius of bright light or shadowy illumination is doubled.

Respiratory Bypass (Ex): A Gallifreyan can close down his respiratory system for a number of rounds equal to his Constitution x 3. This can be used to hold the effects of smoke and gas at bay.

Scent (Ex): This ability allows the Gallifreyan to detect approaching enemies, sniff out hidden foes and track by sense of smell.

Weakness to Gas Attacks: If a Gallifreyan fails to activate his Respiratory Bypass their enhanced sense of smell causes them to take a –4 penalty on Fortitude Saves to resist gas attacks. Corrosive gases inflict double damage.

In addition, Gallifreyans that become Time Lords receive:

Lindal Gland (Ex): A biological implant which triggers the process of regeneration when a Gallifreyan’s hit points fall below 0. This process can be activated a maximum of 12 times.

Telepathy (Su): Any Gallifreyan with an Intelligence of 6 or higher can communicate telepathically with any creature within 100 feet that has a language.

*Free Language: Gallifreyan, an odd combination between mathematical symbols and (apparent) Greek symbols, used in extremely long sequences per word.
*Level Adjustment: +3.

REGENERATION RULES: Regeneration is automatically triggered when a Time Lord’s hit points fall to -10 or lower, or when a Massive Damage Save is failed, or in any circumstance in which the Time Lord’s body dies. The body must exist for Regeneration to take place- if the body is disintegrated, for example, Regeneration is not possible.

The process of Regeneration recreates the character’s physical body and usually generates a new personality. When a character undergoes Regeneration, generate a new set of scores for Strength, Dexterity, and Constitution. You may choose to determine a new personality for the character. The character looses all permanent Doubt points in the process of Regeneration. The character’s level, hit points, skills, feats and all other characteristics remain the same.

The character wakes from Regeneration after 1D6 hours with their full hit point total, but Shaken. The Shaken condition lasts for 1D6 hours. Additionally, dying tends to be quite traumatic and the character must make a Will saving throw (DC 15 + number of previous Regenerations) or suffer the effects of a Disorder, determined randomly from the following table.

Regeneration Disorders
Disorder Result on D20

Amnesia 1-8
Depression 9-12
Obsession 13-16
Paranoia 17-20

Duration of Regeneration Disorder
Will Save failed by Duration

1-5 1d10 minutes
6-9 1d10 hours
10+ 1d10 days

(GM’S NOTE): On Issues of Balance: The ability to Renew Time Lords obviously apart from other characters. Regeneration is a significant asset for a character, but in practice it does not raise issues of balance. Regeneration effectively marks the end of one character and the beginning of another. The post-Regeneration Time Lord could even be played by a different person. In this way, the game effect of Regeneration is ultimately the same as a character dying and then being replaced by an entirely new character.

NEW SKILL: Knowledge (Temporal Sciences) (INT) Trained Only
This category of Knowledge encompasses all the complex theories and knowledge related to manipulating, using, and traveling through time and space.

A scribbled note in the bottom margin:
A combination Dimension/Temporal Drive Generator, these days, serves quite adequately for a 'kludge' TARDIS if one wishes to provide them with the benefits of tourism, though this is not mentioned to their faces (the issue of most Post-Vanishing Terrans having the guts to do that, let alone kickstart the tourist industry down there yet, quite aside)
 


We cannot have Gallifrey without...

T.A.R.D.I.S. (Time And Relative Dimensions In Space) Travel Capsule (PL 8+).

Designed and created by the scientists of the Gallifrey Time Council, it involves a high use of temporal science, bio-mechanics and dimensional displacement in a design that is guarded jealously and has –insofar- been found impossible to replicate to this degree by other races (rumors say that Washu probably had, but if it’s true, she’s sworn secrecy).

The TARDIS is a gargantuan structure with massive time-space generators that has been dimensionally compressed to fit inside a smaller structure, roughly the size of a telephone booth. At the very heart of the structure –in the ‘entry room’- there is a control console and the TARDIS’ ‘Time Rotor’, which controls its movement thru time and space. Once a TARDIS is fully built –and some pieces grown- it is then given to a Time Lord, who has had his genetic code altered to pilot it, and after that, there is no way to steal it or commandeer it (it CAN, however, be entered and set to go to pre-arranged coordinates).
The only person the TARDIS will react to fully is its designated Time Lord and other Time Lords. As such, the chances of finding a TARDIS in the black market is extremely close to none.

On Coreline, there are three known classes of TARDIS-

The Type-40 TARDIS (which is known to be ‘the Edsel of TARDISes’ and all but decommissioned, but with an increasing number of Time Lord trainees that are fans of the Doctor (and of ‘pimping their rides’), the Gallifrey Council has issued them again),

The Type-50 TARDIS (which is a more contemporary version of the Type-40, but aside from a console with enormous amounts of digital systems, it seemingly is the same under the hood), and

The Type-60 TARDIS (which is all but unknown outside of the Council, since it was designed by the time of the Time War, and is the only type of TARDIS in existence made for combat.
It is equpped with an external weapon and sacrifices some of its internal space for barracks, weapon lockers and a small vehicle hangar. This is the only TARDIS model that is not the size of a phone booth (actually, it's more the size of a ticket booth), or that has only one door (it has four on its sides-one that leads to the Control Room, three that lead to the barracks thru airlocks- and an upper hatch for the integral plasma cannon).
It would have been deployed... but in the very moment that finished them, the Doc did his thing).

NEW FEAT: TARDIS Operation: you are capable to operate a TARDIS Capsule and its internal systems.
PreRequisites: Int 15, Knowledge (Temporal Mechanics) 5 ranks, Knowledge (TARDIS Technology) 5 ranks. Must be an approved TARDIS operator (for example, by becoming a Time Lord).
Effect: You are capable to use a TARDIS’ internal systems as well as plot Time-Space jumps.
Normal: Without this feat, you cannot operate a TARDIS’ systems or plot Time-Space jumps.

NEW SKILL: Knowledge (TARDIS Technology) (INT): The how-to of all the systems that involve the TARDIS. Having 5 or more ranks in this Skill gives a synergy bonus to any other rolls involving using TARDIS systems (such as Repair).

Pilot Time Machine (INT) Trained Only
Use to steer a time machine (such as a TARDIS Capsule) through the complexities of time and space travel.
Check: Unlike the Pilot and Drive skills, every Pilot Time Machine task requires a check. The complexity of time machines, and the myriad ways in which things can go wrong, means that even the simplest trips contain an element of uncertainty – there is no such thing as a ‘simple task’.

To travel through time and its difficulties, refer to the Jumps and Mis-Jumps table below. In most cases, the Game Master should keep the result of the check a secret. In the event of a failed check, the actual destination should be secretly determined by the Games Master.

Special: A character can Take 10 when making a Pilot Time Machine check, but cannot Take 20.

Time: A Pilot Time Machine check is at least a full-round action.

Judging TARDIS use:

Architectural Configuration System: 5 minutes to set up +1 minute per room moved. Deleting a room takes 5 minutes. This requires a Knowledge (TARDIS Technology) check, DC 20. 3 failures in a row means the system is jammed and needs a minor system repair check. Rooms cannot be moved in flight only deleted. If attempted, a random room is deleted.

Rest, Weight, Form, and Inertia: The height rest mass of a TARDIS (10,000kg) usually only applies to the TARDIS unit’s mass in open space. It will automatically adjust to a weight that will be supported by the surface under it, under normal circumstances. A Knowledge (TARDIS Technology) check with a DC of 25 is required to override this safety feature. A single failed roll has no effect, but three failed rolls causes the rest mass to change radically, causing the TARDIS to be blown away like a feather or sending it crashing through the floor or sinking into the ground. Though the nearly invulnerable TARDIS will be unharmed, this will shake up everyone inside and the controls will be jammed until a minor system repair check is made. A microjump may be necessary to get the TARDIS out of the hole as well!

Chameleon Circuit: The TARDIS chameleon circuit is a delicate thing. Operation always requires a successful Knowledge (TARDIS Technology) roll at DC 15 or greater. Two failures in a row will freeze the TARDIS in its current shape until a minor systems repair is accomplished.
It can be assumed that a large number of common items (boulders, trees, etc) are recorded in memory banks of every TARDIS chameleon circuit. For more elaborate disguises, like a London Police Call Box, a recording must be made of an original item. This process takes 5 minutes and requires a successful TARDIS Technology skill check at DC 20. It should be kept in mind that a TARDIS will exactly resemble the item that is scanned, in every way from wear marks, discolorations and other identifying marks being reproduced. This may cause a careful observer to become suspicious. It is possible to create an original design, or one without scanning an object. A simple disguise requires half an hour (like a column or packing crate), two hours for a complex design (like a statue or a tree). This process requires a successful TARDIS Technology skill check at DC 20. Failure means the effort was wasted and must be started all over again.

Although Type-40 and Type-50 TARDISes are designed to resemble any kind of object, the Type-60 will automatically form into an object big enough for its four sides (that have hatches) and top (that has a weapon) to be unobstructed. Any modifications to its structure have 5 higher DC.

Temporal Invulnerability: Normal weapons, including all projectiles, lasers and similar weapons, and conventional explosives cannot harm a TARDIS or those inside, certain types of damage can affect the TARDIS by transmitting their damage interdimensionally. Atomic explosions, or other devices that produce hard radiation in large quantities, create local time/space disturbances that would transmit damage to a TARDIS. Certain less destructive weapons create interdimensional warping fields that can affect a TARDIS.

The TARDIS Key: A key to a TARDIS cannot be duplicated by any technology short of Gallifreyan, nor can a TARDIS lock be picked with any tools of lesser technology. A duplicate can be made with the proper workshop and the original to copy and requires a successful Knowledge (TARDIS Technology) and Craft skill checks, both at DC 15. Changing the locks of a TARDIS requires the original key and requires a successful Knowledge (TARDIS Technology) and Craft checks at DC 25.

Making TARDIS Space-Time Jumps

Time/Space Coordinates
Setting the coordinates for a time/space trip in the TARDIS is not a simple task. Untrained individuals cannot hope to operate the complex controls, even on a hit-or-miss basis. At most, a person could learn the use of simple TARDIS controls, like the door lever, by observation alone. With about 5 minutes of instruction, however, a person could be shown how to press the buttons necessary to activate the TARDIS on a pre-set course. Actually programming any sort of TARDIS travel is beyond the capability of someone without some skill in Pilot Time Machine.

Jumps and Mis-Jumps
Making a Time/Space Jump requires a Pilot Time Machine skill check. You may take 10 but not 20 on this check. Consult the table below for DC. If the roll fails, consult the mis-jump table.
Difficulty level starts at DC 10 and is modified as below:

Jump Type DC modifier
Movement through space +5
Movement through time +5
Interdimensional movement +10
Micro-jump only +5
Jump pre-recorded and computer-controlled -10

Destination
Gallifrey (All TARDISes are designed to go there with ease). -10
Other well-known destination -5

For Operator
Distracted, rushed, or nervous +5
Impaired, ill, or injured +10
Extra careful (Take 10) -10

Other factors
TARDIS in need of minor repair +5
TARDIS in need of major repair +10-+25
TARDIS hampered by outside forces +5-+15

Dice Roll Macro Jump result Micro Jump result
2 Re roll twice; apply both results +/- 2D6 days
3 +/- 2D6 decades +/- 2D6 hours
4 +/- 2D6 years +/- 2D6 minutes
5 +/- 2D6 months Annoyance
6 +/- 2D6 days Annoyance
7 Annoyance No misjump
8 Same planet Annoyance
9 Another planet Annoyance

10 Other Space: Re-roll below 10x2D6 meters
1-4 Deep Space
5-6 Near Object

11 Catastrophic displacement; re-roll below 100x2D6 meters
1-2 Dangerous time
3-4 Dangerous place
5-6 Outside normal space/time

12 Re-roll twice above; apply both results 2D6 Kilometers


Materialization
A TARDIS automatically avoids materializing in space occupied by another physical object unless programmed to do so.
Failure to Materialize
Materialization can only fail when it is affected by strong temporal forces or certain energy fields.
The possible effects can vary from being unable to materialize to being attached to another object. If the latter occurs, such as a TARDIS were stuck in a wall, it will have to be jumped free with a high-power surge; the Pilot Time Machine check would be of at least DC 25 and has a high possibility of causing damage to the TARDIS.

Spatial Overlaps
The TARDIS may be programmed to overlap a physical object so it is in essence ‘swallowed’ by the TARDIS and appears inside when the vehicle materializes. This is a DC 25 Pilot Time Machine skill check. Failure will displace the TARDIS to one side just enough to miss the object. When successfully overlapped the operator can make it appear at any place within the TARDIS at any place within that is large enough to contain it.
After a successful overlap, the exterior of the TARDIS will appear in the space the object was, and if the Chameleon Circuit is operating, it can be set to imitate the object that was overlapped. To do so is a separate DC 15 Knowledge (TARDIS Technology) check. If successful, the overlap will be unnoticed by any observer.

Nested TARDIS units
If one TARDIS materializes around another TARDIS, the two will become a long series of nested interiors, appearing as if they were inside each other. The outside is only reached by going inside each TARDIS in succession until the outside is found in the center! When this occurs, the first TARDIS on the spot cannot be dislodged from inside the second. If the second TARDIS moves, the first will move also. The only way the operators of the two TARDIS can end the connection, is by making a Pilot Time Machine check at DC 25.

Gallifreyan Absolute Time
All TARDIS cannot enter Gallifrey’s past time-line before its original departure, and no TARDIS may travel into Gallifrey’s future beyond the year 101,209 TL (the start of the Time War). This is a function of the TARDIS machine, to protect the Gallifreyan time line. It cannot be altered without severely damaging the TARDIS.

Travel Time
Travel time in most instances will not matter for the occupants. Microjumps will seem to take no time at all, with the exception of the time needed to set the controls. When travel time is important (say when the only known cure to a disease is more than a galaxy and several centuries away) the time spent in transit could mean life and death. Consult the following table for travel times.

Jump Type Travel Time

Micro Jump 6 seconds
Space-only, same planet 6 seconds
Time-only 6 seconds + 1 year per year traveled

Time and Space jump
Roll 2D6 consult table below:
2 2D6 months
3-4 2D6 weeks
5-9 2D6 days
10-11 2D6 hours
12 2D6 minutes

TARDIS Systems Operation

Safety Devices
Force Fields
TARDIS force fields are proof against almost any conventional weapons known to 20th century science. The force fields protect the occupants against radiation, heat, cold, electrical discharge, sonic weapons, and magnetic fields. The force fields can be switched off by the main console, with a simple Knowledge (TARDIS Technology) skill check (DC 5). An indicator light shows the status of the force field.

Hostile Action Defense System (H.A.D.S.)
When active, this system will automatically program a microjump to avoid any hazard that may cause the TARDIS or its occupants harm. Normally this system is off, to prevent the TARDIS from relocating unexpectedly when the operator is away. HADS can be activated with a successful Knowledge (TARDIS Tech) DC 10 check. When active, it will move the TARDIS to the nearest safe location. If none can be found, the TARDIS will dematerialize for up to three hours, until the threat is gone.

Internal Weapons Deactivation System
This system suppresses the action of chemical explosives, thus making grenades, bombs, and conventional bullets useless. Also, beam weapons and blasters are non-functional when the system is active. The system has no effect on purely physical weapons such as knives, cross-bows, and other thrown objects. Some other attacks are not affected by the system. Electricity cannot arc more than a few centimeters, so a weapon designed to touch the victim (such as a stun-baton) would work. Magnetic fields of non-lethal strength would operate, thus a rail-gun (a magnetically propelled projectile) would operate.
The system can be turned on and off from the main controls, with a Knowledge (TARDIS Tech) check, DC 15.

Secondary Systems
Sensors
TARDIS sensors will routinely signal the occupants if exterior conditions are unsafe for the life-forms aboard. Detailed analysis of the exterior is possible from the main console. A thorough scan under normal conditions takes 5 minutes, and a Knowledge (TARDIS Tech) roll, DC 15. Unusual conditions may require 20 minutes and have a DC of 20-25. Truly abnormal situations could take up to an hour, and a DC of 35-40.

The TARDIS Computer
The TARDIS computer can be assumed to have information on numerous subjects. The TARDIS computer can assist in any Knowledge checks, on any subject.

Secondary TARDIS control.
The secondary controls are not an automatic override of the main console. They are meant as an emergency control. All skill checks difficulties are 1 level higher at the secondary controls. In situations where two operators are wresting for control, it requires an opposed test.

Viewscreen
The viewscreen depends on the sensors operating properly.

Medical Facilities
Advanced Diagnostic Terminal
The ADT of all TARDIS models is programmed to diagnose disease, detect injury, and suggest treatment for all known races. The ADT has Treat Injury, Surgery, (all medical skills) at Rank 23.
Programming the ADT for an unknown race, requires an expert in the alien physiology, who is able to communicate. The task requires a successful Knowledge (TARDIS Tech) skill roll at DC 20, and will take 2D6 hours. The ADT cannot heal a creature on its own, only direct the treatment, therefore it is technically only providing an equipment bonus and an Assist Other bonus of +2.
In cases where fast healing is necessary, it is possible to microjump, but the risk of misjump is so great as to make this impractical (though not impossible).

Cell Regeneration Vault
Victims of radiation damage can use the Cell regeneration vault to heal damage that would normally be lethal. A Fortitude Save must be made for every 12 hours per patient using the room. Failure means the patient must be removed and wait 12 hours until attempting another use, after another successful Fortitude save, during which time the patient gets no worse, or better. If failed, the patient must wait another 6 hours, and make another Fortitude save upon which if successful may re-enter the vault for another 12 hours and make a Fortitude save, etc, until healed.

The Zero Room
The Zero room is used to heal all non-physical damage such as the damage caused by mental attack, drugs that affect the mind, or faulty regenerations. Due to the nature of the Zero room, no energies can enter from the outside, including metal energies, light, sound, etc (hence, knocking on the door will have no affect on a user). Likewise, an mental attacker could not affect the occupant, even in the inside, as the walls absorb all such energies. It is possible to disable the Zero room, by removing a wall or door, making the Zero room useless. A makeshift Zero room cabinet can only be opened from the inside.

WEAPONS SYSTEMS:
Although Type-40 and Type-50 TARDIS es are unarmed, the Type-60 is equipped with a powerful plasma cannon on its top, inside a pop-out turret. This cannon has the same stats as a Tsunami 480 Plasma Cannon (D20 Future, Pg. 164). Operation of this weapon requires both TARDIS Operation and Vehicle Weapons Proficiency.
 

Aquarius Alodar

First Post
marcoasalazarm said:
T.A.R.D.I.S. (Time And Relative Dimensions In Space) Travel Capsule (PL 8+).

Designed and created by the scientists of the Gallifrey Time Council, it involves a high use of temporal science, bio-mechanics and dimensional displacement in a design that is guarded jealously and has –insofar- been found impossible to replicate to this degree by other races (rumors say that Washu probably had, but if it’s true, she’s sworn secrecy).

The TARDIS is a gargantuan structure with massive time-space generators that has been dimensionally compressed to fit inside a smaller structure, roughly the size of a telephone booth. At the very heart of the structure –in the ‘entry room’- there is a control console and the TARDIS’ ‘Time Rotor’, which controls its movement thru time and space. Once a TARDIS is fully built –and some pieces grown- it is then given to a Time Lord, who has had his genetic code altered to pilot it, and after that, there is no way to steal it or commandeer it (it CAN, however, be entered and set to go to pre-arranged coordinates).
The only person the TARDIS will react to fully is its designated Time Lord and other Time Lords. As such, the chances of finding a TARDIS in the black market is extremely close to none.

On Coreline, there are three known classes of TARDIS-

The Type-40 TARDIS (which is known to be ‘the Edsel of TARDISes’ and all but decommissioned, but with an increasing number of Time Lord trainees that are fans of the Doctor (and of ‘pimping their rides’), the Gallifrey Council has issued them again),

The Type-50 TARDIS (which is a more contemporary version of the Type-40, but aside from a console with enormous amounts of digital systems, it seemingly is the same under the hood), and

The Type-60 TARDIS (which is all but unknown outside of the Council, since it was designed by the time of the Time War, and is the only type of TARDIS in (known)existence made for combat.
It is equpped with an external weapon and sacrifices some of its internal space for barracks, weapon lockers and a small vehicle hangar. This is the only TARDIS model that is not the size of a phone booth (actually, it's more the size of a ticket booth), or that has only one door (it has four on its sides-one that leads to the Control Room, three that lead to the barracks thru airlocks- and an upper hatch for the integral plasma cannon).
It would have been deployed... but in the very moment that finished them, the Doc did his thing).

NEW FEAT: TARDIS Operation: you are capable to operate a TARDIS Capsule and its internal systems.
PreRequisites: Int 15, Knowledge (Temporal Mechanics) 5 ranks, Knowledge (TARDIS Technology) 5 ranks. Must be an approved TARDIS operator (for example, by becoming a Time Lord).
Effect: You are capable to use a TARDIS’ internal systems as well as plot Time-Space jumps.
Normal: Without this feat, you cannot operate a TARDIS’ systems or plot Time-Space jumps.

NEW SKILL: Knowledge (TARDIS Technology) (INT): The how-to of all the systems that involve the TARDIS. Having 5 or more ranks in this Skill gives a synergy bonus to any other rolls involving using TARDIS systems (such as Repair).

Pilot Time Machine (INT) Trained Only
Use to steer a time machine (such as a TARDIS Capsule) through the complexities of time and space travel.
Check: Unlike the Pilot and Drive skills, every Pilot Time Machine task requires a check. The complexity of time machines, and the myriad ways in which things can go wrong, means that even the simplest trips contain an element of uncertainty – there is no such thing as a ‘simple task’.

To travel through time and its difficulties, refer to the Jumps and Mis-Jumps table below. In most cases, the Game Master should keep the result of the check a secret. In the event of a failed check, the actual destination should be secretly determined by the Games Master.

Special: A character can Take 10 when making a Pilot Time Machine check, but cannot Take 20.

Time: A Pilot Time Machine check is at least a full-round action.

Judging TARDIS use:

Architectural Configuration System: 5 minutes to set up +1 minute per room moved. Deleting a room takes 5 minutes. This requires a Knowledge (TARDIS Technology) check, DC 20. 3 failures in a row means the system is jammed and needs a minor system repair check. Rooms cannot be moved in flight only deleted. If attempted, a random room is deleted.

Rest, Weight, Form, and Inertia: The height rest mass of a TARDIS (10,000kg) usually only applies to the TARDIS unit’s mass in open space. It will automatically adjust to a weight that will be supported by the surface under it, under normal circumstances. A Knowledge (TARDIS Technology) check with a DC of 25 is required to override this safety feature. A single failed roll has no effect, but three failed rolls causes the rest mass to change radically, causing the TARDIS to be blown away like a feather or sending it crashing through the floor or sinking into the ground. Though the nearly invulnerable TARDIS will be unharmed, this will shake up everyone inside and the controls will be jammed until a minor system repair check is made. A microjump may be necessary to get the TARDIS out of the hole as well!

Chameleon Circuit: The TARDIS chameleon circuit is a delicate thing. Operation always requires a successful Knowledge (TARDIS Technology) roll at DC 15 or greater. Two failures in a row will freeze the TARDIS in its current shape until a minor systems repair is accomplished.
It can be assumed that a large number of common items (boulders, trees, etc) are recorded in memory banks of every TARDIS chameleon circuit. For more elaborate disguises, like a London Police Call Box, a recording must be made of an original item. This process takes 5 minutes and requires a successful TARDIS Technology skill check at DC 20. It should be kept in mind that a TARDIS will exactly resemble the item that is scanned, in every way from wear marks, discolorations and other identifying marks being reproduced. This may cause a careful observer to become suspicious. It is possible to create an original design, or one without scanning an object. A simple disguise requires half an hour (like a column or packing crate), two hours for a complex design (like a statue or a tree). This process requires a successful TARDIS Technology skill check at DC 20. Failure means the effort was wasted and must be started all over again.

Although Type-40 and Type-50 TARDISes are designed to resemble any kind of object, the Type-60 will automatically form into an object big enough for its four sides (that have hatches) and top (that has a weapon) to be unobstructed. Any modifications to its structure have 5 higher DC.

Temporal Invulnerability: Normal weapons, including all projectiles, lasers and similar weapons, and conventional explosives cannot harm a TARDIS or those inside, certain types of damage can affect the TARDIS by transmitting their damage interdimensionally. Atomic explosions, or other devices that produce hard radiation in large quantities, create local time/space disturbances that would transmit damage to a TARDIS. Certain less destructive weapons create interdimensional warping fields that can affect a TARDIS.

The TARDIS Key: A key to a TARDIS cannot be duplicated by any technology short of Gallifreyan, nor can a TARDIS lock be picked with any tools of lesser technology. A duplicate can be made with the proper workshop and the original to copy and requires a successful Knowledge (TARDIS Technology) and Craft skill checks, both at DC 15. Changing the locks of a TARDIS requires the original key and requires a successful Knowledge (TARDIS Technology) and Craft checks at DC 25.

Making TARDIS Space-Time Jumps

Time/Space Coordinates
Setting the coordinates for a time/space trip in the TARDIS is not a simple task. Untrained individuals cannot hope to operate the complex controls, even on a hit-or-miss basis. At most, a person could learn the use of simple TARDIS controls, like the door lever, by observation alone. With about 5 minutes of instruction, however, a person could be shown how to press the buttons necessary to activate the TARDIS on a pre-set course. Actually programming any sort of TARDIS travel is beyond the capability of someone without some skill in Pilot Time Machine.

Jumps and Mis-Jumps
Making a Time/Space Jump requires a Pilot Time Machine skill check. You may take 10 but not 20 on this check. Consult the table below for DC. If the roll fails, consult the mis-jump table.
Difficulty level starts at DC 10 and is modified as below:

Jump Type DC modifier
Movement through space +5
Movement through time +5
Interdimensional movement +10
Micro-jump only +5
Jump pre-recorded and computer-controlled -10

Destination
Gallifrey (All TARDISes are designed to go there with ease). -10
Other well-known destination -5

For Operator
Distracted, rushed, or nervous +5
Impaired, ill, or injured +10
Extra careful (Take 10) -10

Other factors
TARDIS in need of minor repair +5
TARDIS in need of major repair +10-+25
TARDIS hampered by outside forces +5-+15

Dice Roll Macro Jump result Micro Jump result
2 Re roll twice; apply both results +/- 2D6 days
3 +/- 2D6 decades +/- 2D6 hours
4 +/- 2D6 years +/- 2D6 minutes
5 +/- 2D6 months Annoyance
6 +/- 2D6 days Annoyance
7 Annoyance No misjump
8 Same planet Annoyance
9 Another planet Annoyance

10 Other Space: Re-roll below 10x2D6 meters
1-4 Deep Space
5-6 Near Object

11 Catastrophic displacement; re-roll below 100x2D6 meters
1-2 Dangerous time
3-4 Dangerous place
5-6 Outside normal space/time

12 Re-roll twice above; apply both results 2D6 Kilometers


Materialization
A TARDIS automatically avoids materializing in space occupied by another physical object unless programmed to do so.
Failure to Materialize
Materialization can only fail when it is affected by strong temporal forces or certain energy fields.
The possible effects can vary from being unable to materialize to being attached to another object. If the latter occurs, such as a TARDIS were stuck in a wall, it will have to be jumped free with a high-power surge; the Pilot Time Machine check would be of at least DC 25 and has a high possibility of causing damage to the TARDIS.

Spatial Overlaps
The TARDIS may be programmed to overlap a physical object so it is in essence ‘swallowed’ by the TARDIS and appears inside when the vehicle materializes. This is a DC 25 Pilot Time Machine skill check. Failure will displace the TARDIS to one side just enough to miss the object. When successfully overlapped the operator can make it appear at any place within the TARDIS at any place within that is large enough to contain it.
After a successful overlap, the exterior of the TARDIS will appear in the space the object was, and if the Chameleon Circuit is operating, it can be set to imitate the object that was overlapped. To do so is a separate DC 15 Knowledge (TARDIS Technology) check. If successful, the overlap will be unnoticed by any observer.

Nested TARDIS units
If one TARDIS materializes around another TARDIS, the two will become a long series of nested interiors, appearing as if they were inside each other. The outside is only reached by going inside each TARDIS in succession until the outside is found in the center! When this occurs, the first TARDIS on the spot cannot be dislodged from inside the second. If the second TARDIS moves, the first will move also. The only way the operators of the two TARDIS can end the connection, is by making a Pilot Time Machine check at DC 25.

Gallifreyan Absolute Time
All TARDIS cannot enter Gallifrey’s past time-line before its original departure, and no TARDIS may travel into Gallifrey’s future beyond the year 101,209 TL (the start of the Time War). This is a function of the TARDIS machine, to protect the Gallifreyan time line. It cannot be altered without severely damaging the TARDIS.

Travel Time
Travel time in most instances will not matter for the occupants. Microjumps will seem to take no time at all, with the exception of the time needed to set the controls. When travel time is important (say when the only known cure to a disease is more than a galaxy and several centuries away) the time spent in transit could mean life and death. Consult the following table for travel times.

Jump Type Travel Time

Micro Jump 6 seconds
Space-only, same planet 6 seconds
Time-only 6 seconds + 1 year per year traveled

Time and Space jump
Roll 2D6 consult table below:
2 2D6 months
3-4 2D6 weeks
5-9 2D6 days
10-11 2D6 hours
12 2D6 minutes

TARDIS Systems Operation

Safety Devices
Force Fields
TARDIS force fields are proof against almost any conventional weapons known to 20th century science. The force fields protect the occupants against radiation, heat, cold, electrical discharge, sonic weapons, and magnetic fields. The force fields can be switched off by the main console, with a simple Knowledge (TARDIS Technology) skill check (DC 5). An indicator light shows the status of the force field.

Hostile Action Defense System (H.A.D.S.)
When active, this system will automatically program a microjump to avoid any hazard that may cause the TARDIS or its occupants harm. Normally this system is off, to prevent the TARDIS from relocating unexpectedly when the operator is away. HADS can be activated with a successful Knowledge (TARDIS Tech) DC 10 check. When active, it will move the TARDIS to the nearest safe location. If none can be found, the TARDIS will dematerialize for up to three hours, until the threat is gone.

Internal Weapons Deactivation System
This system suppresses the action of chemical explosives, thus making grenades, bombs, and conventional bullets useless. Also, beam weapons and blasters are non-functional when the system is active. The system has no effect on purely physical weapons such as knives, cross-bows, and other thrown objects. Some other attacks are not affected by the system. Electricity cannot arc more than a few centimeters, so a weapon designed to touch the victim (such as a stun-baton) would work. Magnetic fields of non-lethal strength would operate, thus a rail-gun (a magnetically propelled projectile) would operate.
The system can be turned on and off from the main controls, with a Knowledge (TARDIS Tech) check, DC 15.

Secondary Systems
Sensors
TARDIS sensors will routinely signal the occupants if exterior conditions are unsafe for the life-forms aboard. Detailed analysis of the exterior is possible from the main console. A thorough scan under normal conditions takes 5 minutes, and a Knowledge (TARDIS Tech) roll, DC 15. Unusual conditions may require 20 minutes and have a DC of 20-25. Truly abnormal situations could take up to an hour, and a DC of 35-40.

The TARDIS Computer
The TARDIS computer can be assumed to have information on numerous subjects. The TARDIS computer can assist in any Knowledge checks, on any subject.

Secondary TARDIS control.
The secondary controls are not an automatic override of the main console. They are meant as an emergency control. All skill checks difficulties are 1 level higher at the secondary controls. In situations where two operators are wresting for control, it requires an opposed test.

Viewscreen
The viewscreen depends on the sensors operating properly.

Medical Facilities
Advanced Diagnostic Terminal
The ADT of all TARDIS models is programmed to diagnose disease, detect injury, and suggest treatment for all known races. The ADT has Treat Injury, Surgery, (all medical skills) at Rank 23.
Programming the ADT for an unknown race, requires an expert in the alien physiology, who is able to communicate. The task requires a successful Knowledge (TARDIS Tech) skill roll at DC 20, and will take 2D6 hours. The ADT cannot heal a creature on its own, only direct the treatment, therefore it is technically only providing an equipment bonus and an Assist Other bonus of +2.
In cases where fast healing is necessary, it is possible to microjump, but the risk of misjump is so great as to make this impractical (though not impossible).

Cell Regeneration Vault
Victims of radiation damage can use the Cell regeneration vault to heal damage that would normally be lethal. A Fortitude Save must be made for every 12 hours per patient using the room. Failure means the patient must be removed and wait 12 hours until attempting another use, after another successful Fortitude save, during which time the patient gets no worse, or better. If failed, the patient must wait another 6 hours, and make another Fortitude save upon which if successful may re-enter the vault for another 12 hours and make a Fortitude save, etc, until healed.

The Zero Room
The Zero room is used to heal all non-physical damage such as the damage caused by mental attack, drugs that affect the mind, or faulty regenerations. Due to the nature of the Zero room, no energies can enter from the outside, including metal energies, light, sound, etc (hence, knocking on the door will have no affect on a user). Likewise, an mental attacker could not affect the occupant, even in the inside, as the walls absorb all such energies. It is possible to disable the Zero room, by removing a wall or door, making the Zero room useless. A makeshift Zero room cabinet can only be opened from the inside.

WEAPONS SYSTEMS:
Although Type-40 and Type-50 TARDIS es are unarmed, the Type-60 is equipped with a powerful plasma cannon on its top, inside a pop-out turret. This cannon has the same stats as a Tsunami 480 Plasma Cannon (D20 Future, Pg. 164). Operation of this weapon requires both TARDIS Operation and Vehicle Weapons Proficiency.

Adjusted for clarity.

101,209 TL......hmm........Obviously you could try and do whatever to stop it from happening, once you know what started it in the first place. After all, no one really likes a war, do they?

As for TARDIS keys and locks being non-duplicable and non-pickable, I think a civilization like The Culture would disagree with you on both points, even if they haven't been contacted yet.
 

Enjoy these monster stats.

Bear in mind one thing: this reflects a 'mook' Dalek.

The Daleks.

_41061643_dalek_300.jpg


From out of the smoke, you notice a machine, that looks like a human-sized pepperpot, rolling towards you. The upper side has a single stalk ending in a lens, and two more stalks lower down, one with a suction cup and other ending in a gunbarrel.
It is this latter that it starts to fire at you, at the same time it hollers, in an eerie, screeching voice:
“Exterminate! EX-TER-MI-NATE!!!


*Small Aberration
*Hit Dice: 3d8-3 (11 hp)
*Massive Damage: 8
*Initiative: +0 (Dex 0); -6 in travel machine
*Speed: 5'
*Defence: 11 (+0 natural, +0 Dex, +1 Sz), touch 11, flat footed 11
*Base Attack Bonus/Grapple: +2 /-4 (+2 BAB, -2 Str, -4 Sz)
*Attack: Dalek Travel Machine Weapon (+2, see text) or Tentacle Whip (+0, melee, 1d3-2)
*Full Attack: Dalek Travel Machine Weapon (+2, see text) or Tentacle Whip (+0, melee, 1d3-2)
*Space/Reach: 5 ft. x 5 ft./5 ft.
*Special Qualities: N/A
*Saves: Fort +0 (+1 base, -1 Con), Ref +1 (+1 base, +0 Dex), Will +5 (+3 base, +2 Wis)
*Abilities: Str 7, Dex 10, Con 8, Int 14, Wis 14, Cha 14
*Skills: (32 points) Demolitions +6 (4 ranks), Drive +6 (6 ranks), Hide +6 (6 ranks), Intimidate +8 (6 ranks), Move Silently +6 (6 ranks), Search +6 (4 ranks)
*Feats: Personal Firearms Proficiency, Advanced Firearms Proficiency.

The Daleks were once human-like creatures, but over countless generations they have degenerated into slimy tentacled creatures the size of a small dog. Because this form is -at times- useless, they have used their technology to develop devastating weaponry and means to compensate for this.
On their home universes, they are one of the more ‘ultimate’ threats one can face, relentless, cold-blooded, outright aggressive. Their goal is to completely dominate the universe-and exterminate any and all resistance to this goal.

On Coreline, several of the Daleks have seen the Time War, or heard of it, heard of how they were nearly annihilated, along with the Gallifreyians. Although there’s a small number of them that had considered the lesson behind said event and have decided to live a more calm life (although, admittedly, it just seems impossible that they would be able to), the vast majority of them had decided to go and attempt to conquer Coreline. Their numbers -all things considered- are small, but they ARE determined. They WILL make an attempt.

And anything that stands in the way… it will be exterminated.

*Dalek Travel Machine: Crew 1, Pass 0, Cargo 0lb, Init -6, Man -4, Top
Spd 40', Def 10, Hard 20, hp 40, Sz M, Purch DC N/A, Rest N/A

The travel machine is a pepperpot-shaped case about 1.5 metres tall.
The machine has a wheeled base. The top of the machine is a rotating turret with a single eyestalk. A manipulator arm and a weapon arm are mounted on the front of the machine. Within the machine is a power plant, a computer linked into the mutants' communication network, and life-support systems that will prolong the mutant's life even in deep space for weeks. Machines are also mounted with electronic voiceboxes that convert the thoughts of the mutant into spoken form.

The travel machine is slowed to half speed on mildly uneven ground, and cannot maneuver at all across severely uneven ground (such as a staircase). However, recently some travel machines have had hover engines installed that allow hover movement at full normal speed (Clumsy maneuvering). These hover engines can only sustain this movement for a maximum of 10 rounds before needing to be recharged, but usually this is enough to go up a flight of stairs to continue extermination.

The weapon arm is typically a Dalek Laser Cannon. The Dalek Laser Cannon can be used on either Stun or Lethal setting. Recently, some Dalek Machines have also been seen equipped with a 5.56mm belt-fed machine gun instead of the laser (the reason behind this switch is unknown-probably their laser was damaged).

*Dalek Laser Cannon, Stun Setting: Any target hit that fails a Fort Save DC12 is rendered Unconscious for 2d6 minutes; otherwise, that target is Stunned for 1d4 rounds. Type Energy, Range 40'; RoF Single, Mag N/A; Sz M

*Dalek Laser Cannon, Lethal Setting: Any target that fails a Fort Save DC12 is instantly disintegrated; otherwise, that target is Stunned for 2d4 rounds. Type Energy, Range 40'; RoF Single, Mag N/A; Sz M

*5.56mm Machine Gun: Dam 2d8, Crit 20, Type Ballistic, Range 80', RoF A, Mag Linked, Sz M.

COMBAT: Rank-and-file Dalek tactics are simple: see something that is non-Dalek, shriek 'EXTERMINATE!!!' and roll towards it, cannon blazing. If given a group of targets, their priority will be any Gallifreyian in the group, and if it's a Time Lord, they will hunt him down in earnest. The fact that they like to attack in groups is also a bad thing.
Some Daleks will be smarter than that, just stunning or wounding an enemy and making a trap for the rest, but bear in mind that this is an exception.
 

Verec

First Post
Sorry it took so long. . .

Well, after a long sabatical, I'm back, and I've got somthing to contribute. The nine special security sections of the ADP. Secret organizations designed to be so utterly devistating that they have no reputation. They don't leave survivors around to spread tales. Even to other law enforcement officals they are enigmas. The Nine special sections are:

Section One; Anti-terrorist devision. Largest and most often deployed. Equiped to take on any threat up to an armored company.

Section Two; Meta-human enforcment devision. Dedicated to bringing down heavy hitters in human sized packages for capture and trial. They have the most extensive listing on the planet of trans-human abilities.

Section Three; Alien tracking devision. Allied with MIB, keeps track of all extra terrestrials within their jurisdiction. Primary duties are making sure weapons prohibitions are enforced.

Section Four; Demon control devision. Tasked with para-normal threats, has wider authorization to use 'lethal' force. Special black armor rumored to disrupt energy drain attempts by Youma.

Section Five; Counter-magus devision. Flexibly organized, this group consists solely of people with psychic or magical powers. Lowest colateral damage total of any Section.

Section Six; Counter infiltration devision. Designed to identify humanoid infiltraitors, and process them for intel. Has a black reputation for torture, although this is somthing of a gray area. Specilizes in HumInt, and counter-infiltration.

Section Seven; Internal inspection Devision. The answer to the question 'Who watches the watchers?' Also involved in most investigations into corperate coruption. Mixed HumInt-ElInt capability makes them the most diverse Section.

Section Eight; Anti-Android devision. Specilizing in the destruction of combat robots and light mecha. Heavy combat unit.

Section Nine; Cyber-crime devision. Split from Section 8 Specilizes in information crime and ElInt with a secondary anti-terroist role. 2IC is a Boomeroid, and rummored to be frequent target of The Holy Esquires Of the Knight Sabers. Actual Knight Sabers are smart enough not to fight "The Major."

Section Nine is one of the smallest sections, while One is definately the largest. In total, the nine organizations employ less than a 1000 people to police the worst crimes of the largest metropolitain area on Earth.
 

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