CORELINE (D20 Modern/D20 BESM Setting).

Woh,...leave for Iraq for awhile and look at all the new posts. Gonna have to do some catching up it seems. Interesting with with the Brotherhood of Nod write-up. I've wondered if it'd be viable to do an RPG setting based on Command & Conquer. Actually, now that I think about it, Nod would make an interesting 'domestic' opposition group in the X-COM setting I keep toying with.

More to follow as I catch up.

Welcome back, my friend.

On Aquarius' note.... I have not followed the Green Lantern series as much as I'd like to (actually, after a couple of Siniestro Wars issues, I've pretty much cut off), but one thing to understand is that those rings are manifested emotions of some kind (willpower, love, hope, hate, fear, whatever). Post-Vs can pack them, and have magics and powers to fight against them.

A Pre-V is completely cut off from them. They have all in the back of their heads, even if so subconsciously that it doesn't shows in a psi-scan, that same mentality as Superboy Prime, that *they* are real and *the planet* is real and those who are thradhing the place are *not* real.

Which, when they put on a ring, reflects in the thing shutting down... and when it comes to facing off against someone *with* a ring, reflects in that, if there's enough guns (or enough 'gun'), the ringslinger's gonna get wasted.
 

log in or register to remove this ad

Aquarius Alodar

First Post
On Aquarius' note.... I have not followed the Green Lantern series as much as I'd like to (actually, after a couple of Siniestro Wars issues, I've pretty much cut off), but one thing to understand is that those rings are manifested emotions of some kind (willpower, love, hope, hate, fear, whatever). Post-Vs can pack them, and have magics and powers to fight against them.

A Pre-V is completely cut off from them. They have all in the back of their heads, even if so subconsciously that it doesn't shows in a psi-scan, that same mentality as Superboy Prime, that *they* are real and *the planet* is real and those who are thradhing the place are *not* real.

Which, when they put on a ring, reflects in the thing shutting down... and when it comes to facing off against someone *with* a ring, reflects in that, if there's enough guns (or enough 'gun'), the ringslinger's gonna get wasted.

......However, they, for all their power of their own [combined spell/psi resistance] can still get wasted themselves by bullet, knife, laser beam....whatever, right? Reflecting on the fact that GL power rings are run by AI's.......gonna be a fairly pissed off AI, then.....or probably not.

A Pre-V is completely cut off from them. They have all in the back of their heads, even if so subconsciously that it doesn't shows in a psi-scan, that same mentality as Superboy Prime, that *they* are real and *the planet* is real and those who are thrashing the place are *not* real.

Gracias. Finally, an explanation for the Bendixesque fruitcakery of Jason D. Dexter, si?
 
Last edited:


Rappy

First Post
Only one brief item for now, sorry. I've been really busy, sick from time to time, trying to run my WordPress blogs, and having my grandmother and great uncle both recently in the hospital has severely cut down my stat design time.

Kishin (Template)
As the human soul devolves into the lower depths of depravity, a spark is formed. Mind twisted into an inhuman form, soul stained as deep a red as the blood they spill from others, such people become horrid demon-beings known as kishin. Little is known about kishin beyond overarcing themes, such as eye patterns and their shared origin as humans driven to consuming the souls of other sapient beings.

Template Traits
"Kishin" is an acquired template that can be applied to any humanoid with class levels (referred to hereafter as the "base creature"). The creature's type changes to outsider. The Kishin uses the stats of the base creature, with the following exceptions.
Challenge Rating: Same as the base creature +4.
Speed: The base creature's land speed is increased by 30, and its fly maneuverability (if the base creature could fly) is increased by one category.
Special Qualities: The Kishin retains all the special qualities of the base creature. It also gains 3 of the following special qualities (the GM's choice).
  • Blood Gash (Ex): The kishin is merciless in combat. Its unarmed strikes are always considered to deal lethal damage, and all natural attacks (including unarmed strikes) are treated as if they had the wounding weapon quality.
  • All-Seeing Eyes (Ex): The strange eye-patterns of this particular kishin are actually functional, and thus it cannot be flanked.
  • Master of Cloth (Sp): As a standard action, the kishin can cause long straps of cloth on its frame to spring to life. These are treated as Medium-size animated objects and follow the kishin's commands for a number of rounds equal to 3 + the kishin's Charisma modifier before returning to their inert state.
  • Resistance (Ex): The kishin gains 10 resistance to one form of damage.
  • Fast Healing (Ex): The kishin gains fast healing at a rate equal to half the creature's class level (minimum 1).
  • Breath Weapon (Su): The kishin can breath a 50-foot cone weapon that deals one form of energy damage (either the GM's choice or the same type of energy it is resistant to, if it chose energy resistance as another special quality). A creature can make a Reflex save (DC 10 + 1/2 the kishin's hit die + its Constitution modifier) to half the damage taken.
  • Spell-like Abilities (Ex): The kishin can create spell-like effects. Its caster level is equal to a Mage of its class level. The spell-like abilities that the kishin can cast are up to the GM, but the numbers are always as follows: a single 1/day spell of 5th level, 2 2/day spells of 4th level, 4 3/day spells of 3rd level, and 6 at will spells of 2nd-0 level.
  • Death's Door (Su): The kishin gains the at death's door special quality, as per the bogeyman template. It cannot gain both fast healing and death's door.
  • Aura of Madness (Su): Any creature within a 30-foot radius of the kishin must make a Will save (DC 10 + 1/2 the kishin's hit die + the kishin's Charisma modifier) or be maddened*.
Abilities: As the base creature, with the following adjustments: +2 Strength, +4 Dexterity, +2 Constitution, -4 Wisdom, +2 Charisma. Kishin are physically adept and have a commanding personality, but their grasp on sanity is questionable at best.
Feats: The kishin gains Lightning Reflexes and Toughness as bonus feats.

*New Condition: Maddened
This is a variant condition for creatures touched by pure insanity. If the GM chooses, she can utilize the horror and madness system from Unearthed Arcana instead. A maddened creature cannot react rationally in situations where a sound mind is of the essence. It suffers a -2 penalty to all Intelligence- and Wisdom-based checks, is considered flat-footed for the purposes of calculating Defense, and has a 20% chance of attempting to attack its own allies rather than enemies. Each round, a maddened creature makes a Will save (DC equal to that of the madness effect that caused the status problem in the first place) to pull itself together and re-enter sanity. If it fails the check by 10 or more, it is considered insane. At this point, it cannot make any more Will checks to avoid madness at that point, has a 10% chance of gaining the maniac template (if it qualifies), and can only be healed by magical effect such as wish or psychiatric aide (see below).
Curing Madness: A successful Knowledge (Behavioral Science) check (DC 20) can be used to soothe a maddened or insane creature and cure its status effects.
 

Gideon020

First Post
I hear rumblings about the fate of the D2o Modern threads, so I figured I'd place the stuff I placed there, over here, with a few changes. Feel free to tear them apart for the smallest flaws.


Heckler & Koch M-29A2 Nanotech Individual Combat Weapon

hkoicw-a.jpg


The old OICW project was killed off in the early nineties, mainly due to the fact that not only was it expensive, it's plethora of controls was frankly rather fiddly for an infantryman to bother remembering in the heat of combat, no matter what sort of potential it had and the new 20mm grenade launcher lacked the punch of the more reliable 40mm launchers in service.

After the Hours, Heckler and Koch revamped the OICW project and the Nanotech Individual Combat Weapon or NICW was born to be brought back onto the open market and it is seeing a fair bit of usage even with the steep price tag. The grenade launcher is replaced by a harder-hitting assault cannon firing caseless 25mm rounds with compatibility for 25mm grenades and the weapon in general is built to be far more robust and significantly lighter, in the words of the design team, "AK tough with HK quality".

Though, no-one has any idea why they replaced the 'Objective' part of the name with 'Nanotech' at the end of the day.

Damage: 2D8/Varies
Critical: 20
Type: Ballistic/Varies
Range Increment: 60'/80'
Rate of Fire: S,A/S
Magazine: 50 Box/8 Box
Size: Large
Weight: 9 lbs
Purchase DC: 23
Restriction: Res (+2)
Weapon comes with integrated Laser Range-finding Scope Gadget and Alternate Weapon (25mm assault cannon) and has no further space for add-ons.
A case of 48 assault cannon rounds has a purchase DC of 18.

Hmm, it looks lonely. I'll give it a friend.

Seburo CGW-06
cgw06.jpg


The Seburo CWG-06 is a gun that many would see as being comparable to the slutty, masochistic girlfriend of your dreams. It will take the roughest abuse, from Siberia to the Sahara, and then tells you to hit it harder because its still not being a good girl.

And then this Charged assault rifle loyally repays your sadism in spades; it will kill anything in its path and is built to never let you down in combat, making it popular with people who have to be in combat with no real possibility of getting proper maintenance and its chambering in 7.62mm makes it able to use magazines from AK-series weaponry in a pinch and the integrated 40mm grenade launcher gives it a decent heavy punch.

Weapon Type: 7.62mm Charged Assault Rifle/40mm Grenade Launcher
Damage: 2D8, 3D8(Charge System Engaged)/Varies
Critical: 20
Type: Ballistic/Varies
Range Increment: 70'/80'
Rate of Fire: S,A/S
Magazine: 60 Box/1 Int
Size: Large
Weight: 6 lbs
Purchase DC: 22
Restriction: Mil (+3)
Weapon has the Charged Firearm Gadget and cannot take this gadget again.
Battery pack in stock is good for 10 magazines before requiring replacing. Spare battery packs have a purchase DC of 10.
Reloading the 40mm launcher requires pulling the launcher barrel forward using the fore-grip to load the munitions into the firing chamber while extracting the spent shell and then cycling the round by pushing launcher barrel back into place. The 40mm uses the same trigger as the rifle to fire, switching over requires simply pressing a button.
Charge System automatically locks if AK-series ammunition is used through an internal sensor, rendering the user unable to engage the Charge System if AK bullets are being used.

Taurus Model P-09 'Scourge' Hybrid Heavy Combat Pistol
.50-caliber hybrid pistol
bupis21.jpg


The amount of advanced energy weapons out there seem to make the presence of Ol' Reliable, conventional slug ammunition, a little muted.

So Taurus began work on integrating a powerful laser warhead into .50-caliber rounds and then built a gun to fire not only the specialist ammo, but regular .50-caliber ammo and Charged Ammo as well, creating a gun for all occasions that was sure to be the scourge of anything in its way, and then they added a laser sight as standard.

And thus, the Scourge Hybrid Heavy Combat Pistol was born.

Damage: 5d6/6d6 with Charge Ammo/5d8 with Hybrid Ammo
Damage Type: Ballistic, Ballistic/Energy (Hybrid Ammo)
Critical: 20.
Range: 50 ft.
Rate Of Fire: S
Magazine: 10 Box.
Size: Medium
Weight: 5 lb.
Purchase DC: 18.
Restriction: Lic (+1)
Weapon comes with the Laser Sight and Charged Firearm gadgets and cannot take these again.
Charged Mode only engages when a Charged Ammo clip is loaded in order to power up the system, an internal sensor locks Charge Mode when Hybrid and Regular Ammo is loaded.

New Ammo: Hybrid Ammo
Standard FMJ ammo fitted with an explosive-pumped laser warhead, designed to deal a bigger punch in combat.
Purchase DC: 11
Restriction: Lic (+1)
Damage Type: Ballistic/Energy
Quantity: 30 rounds per purchase.


Constitution Arms Model HP-88 Heavy Plasma Pistol
Heavy Plasma Pistol
titanaeg2.jpg


Constitution Arms is a small company, in actuality its a modified super-tanker designed to act as a both a home and factory for the people who live inside it, selling their guns electronically over the Net before dropping the cargo order off at the docks and then leaving to the next client.

The HP-88 is their primary seller, a heavy plasma pistol that packs an incredible amount of punch thanks to its high-output fusion pack, capable of over twenty shots before the pack needs to be replaced and its ability to charge up a more powerful shot makes it a weapon that is more than capable of dealing some hefty damage.

Damage: 3d10/4d10 if Variable Charge is engaged.
Damage Type: Fire
Critical: 20.
Range: 45 ft.
Rate Of Fire: S
Magazine: 20 Box.
Size: Medium
Weight: 5 lb.
Purchase DC: 18.
Restriction: Lic (+1)
Weapon as Variable Charge gadget and cannot take this again
Constitution Arms also offers the Voice Recognition, Alternate Weapon(Explosive) and Booby-Trap(Trigger Integrated Weapon) gadgets as a security package deal for a purchase DC modifier of +5 for the entire package.
New fusion packs have a purchase DC of 10 and Restriction of +1 (Licensed) for a box of 30 fusion packs.

Constitution Arms 'Wilson' Model D-6 Combat Pistol
12mm Combat Pistol
66166-Weapon_Pistol.jpg


The 'Wilson' earns its name for its designer, Wilson Perry, one of the many gunsmiths on board the modified Super-Tanker 'Constitution' who works by creating and selling guns to support the tanker's population.

The D-6 is a 12mm combat pistol that is actually hand-made by Wilson Perry and thus there is a limit to the number of orders that can be made at a single time. Wilson only ever makes 500 of these weapons a month and they are prized for their reliability and stopping power as well as their clean looks.

Damage: 4d6
Damage Type: Ballistic
Critical: 20.
Range: 30 ft.
Rate Of Fire: S
Magazine: 13 Box.
Size: Medium
Weight: 5 lb.
Purchase DC: 10.
Restriction: Lic (+1)
Weapon as Mastercraft +2 gadget and cannot take this again.


Constitution Arms MP-505
11mm Submachinegun
1ME0000429700_2.jpg

1ME0000429698_2.jpg


This is the primary SMG sold by the inhabitants of the Constitution, chambered for caseless 11mm Magnum rounds. It has a high capacity and is fairly accurate at close to medium range but as with all SMG types it suffers at ranges beyond that.

The MP-505 also comes in a special operations variant equipped with a special silencer and a collimator sight.

Damage: 4d6
Damage Type: Ballistic
Critical: 20.
Range: 45 ft.
Rate Of Fire: S, A
Magazine: 25 Box.
Size: Medium
Weight: 6 lb.
Purchase DC: 20/22 for Special Operations Variant
Restriction: Lic (+1)/Res (+2) only for Special Operations Variant.
Both Versions come with an Integrated Equipment (Flashlight) gadget and cannot take it again.
Special Operations Variant comes with Silencer (DC 15 Listen Check) and Collimator Sight (+1 to Accuracy rolls) as standard.


Constitution Arms BRZ-76
15mm Heavy Sniper Rifle
Design.009.jpg


When it comes to sniper weapons, the Constitution prefers that the farther away you can hit it, the better, and the BZR-76 reflects that school of thought.

The BZR-76 is the only sniper rifle made by the inhabitants of the Constitution, and its a beast using the whopping custom-tooled 15mm Kursk, making this weapon suitable for anti-material duties as well thanks to its ability to cleanly penetrate at thicknesses of up to and including 30 inches.

As expected of such a beast, it is hand-made by only one person on-board the Constitution along with her apprentice and only 20 of these weapons are produced every month.

Damage: 4d10+3
Damage Type: Ballistic
Critical: 20.
Range: 1500 ft. (This is not a typo, this rifle was originally designed to be fired from a ship in the middle of the ocean after all.)
Rate Of Fire: S
Magazine: 13 Box.
Size: Large
Weight: 30 lb.
Purchase DC: 18
Restriction: Res (+2)
Weapon has Mastercraft +3, Bipod (+1 accuracy when not moving, requires a full round to set and pack up.) and Laser Range-finding Scope gadgets and cannot take them again.
15mm Kursk rounds have a purchase DC of 12 for a crate of 130 rounds and ignore up to 20 points of Hardness due to their special armor-penetrating warhead.
The BZR-76 can only fire the 15mm Kursk as standard, but for an additional Purchase DC modifier of +2, the creator can retool the rifle for 12.7mm bullets.

Benelli RSG-10 Sniper
10-guage sniper shotgun
59rsgsniper.jpg


The Benelli RSG-10 is the company's most innovative project yet, a bolt-action sniper rifle chambered for the heavy-hitting ten-gauge shotgun shell.

The aim was to create a weapon that was suited for light anti-armour duties that didn't require the more expensive .50BMG rounds or anything larger and thus the gun barrel was rifled to fire slugs for this express purpose.

Using a 10-shell box magazine, the RSG-10 is primarily designed to use a special Armour Piercing Fin-Stabilized Discarding Sabot (APFSDS) slug or regular 10ga. slugs, but in a pinch it can and will successfully fire regular shotshell.

Damage: 3d10 with regular slugs/4d10 with special APFSDS slugs
Damage Type: Ballistic
Critical: 20.
Range: 150 ft.
Rate Of Fire: S
Magazine: 10 Box.
Size: Large
Weight: 11 lb.
Purchase DC: 20
Restriction: Res (+2)
APFSDS slugs have a purchase DC of 13 for forty shells and add +2 to accuracy rolls while ignoring 15 points of hardness.
The weapon comes with the Scope (+2 to shots over range increment) and Bipod Gadgets and cannot take these again.
Using shotshell degrades the rifling and requires a Craft(Mechanical) DC of 14 with specialist tools to repair the weapon, and it takes 11 hours to fully repair the weapon.
Extended usage of shotshell over 1d10 days renders the weapon Unreliable, with a cumulative +5% chance of the weapon exploding in the user's face ever day after that until it is repaired.

Constitution Arms 'Firebug' CQC Flamethrower
Flamethrower
shiawase-blazer.jpg


Close-Quarters Combat is a nasty, messy business that can easily result in heavy casualties for both sides. On board the Constitution, the inhabitants know all this all too well with the number of pirates that they must fend off should they get past the ship's numerous defenses and so they created the 'Firebug' for close combat incendiary duties.

This weapon doesn't use liquid fuel, as such things are far too dangerous to store on a ship that already has children running around heavy machinery unsupervised, but instead uses a powdered agent that acts as the primary source of combustion when mixed with oxygen under pressure. This allows the flamethrower to put up a short-ranged, but intense blast of fire without the risk of burning fuel splattering everywhere.

Damage: 7d6 plus 1d6 secondary damage per round.
Damage Type: Fire
Critical: 20.
Range: 8 ft.
Rate Of Fire: 1
Magazine: 30 Int.
Size: Large
Weight: 9 lb.
Purchase DC: 30
Restriction: Res (+2)
Replacing the tank of powdered incendiary agent takes a full round and a case of 10 canisters has a Purchase DC of 13.
 
Last edited:

Gideon020

First Post
Guns and a ship part 2

There's the guns, now for the ship.


New Location: The Constitution
Modified Supertanker
aplship.jpg


The Constitution sailing to Lisbon as the 'Suiton-Lisbon', picture is dated 34 months Pre-23 Hours.

The Constitution was formerly the supertanker 'Suiten-Lisbon' before the Hours and its crew quickly became something of a mobile refugee camp during the madness before it was hit by lightning in a storm, rendering communications to the outside world impossible.

Because of the lack of communications with the outside world, the people on board believed that they were the only ones alive and retained this belief until they finally managed to find a safe port and found out the extent of the damage, and the changes that had occurred. With the world they knew gone, the refugees sailed the ship into a port and got to work, selling over $72.8 million dollars of crude oil to finance a massive amount of modification work, including installing an AI core.

By the end of the work, 32 weeks after the Hours, the Constitution sailed from the port, and gave birth to Constitution Arms. By 23 Hours +75 weeks, it was soon supported by a small fleet of heavily armed vessels, whose origins are unknown.

Now it wanders the seas, electronically selling guns over the Net before dropping off the order at the nearest port of call to be delivered to the client via a trusted network of gun-runners and private delivery firms.

Statistics:
Type: Sea Vehicle
Purchase DC: N/A (Not for sale)
Hit Points: 500
Occupants: 20 Crew, 6000 passengers
Cargo: 434,000 Tonnes
Armor: 30
Defense: 2d20-8
Water Speed: 30 mph.
Handling: -9/-9
Special Abilities:
Accessories (8x Helicopters, 1x Elevator, Helicopter Datalink), Communications (Long range radio; Scanner; Secure 4, Satellite link; Secure 5, Microwave Comm, Tactical Radio; Scanner; Secure 3), Countermeasures (ESS), ECM ((Defensive Jammer; +7 Defence, Radar Jammer; +6 DC, Radio
Jammer; +5 DC, Torpedo Decoy +6 Defence), Environmental
Systems (NBC Filter), Habitation Space (6,800 people), Hanger Bay (Huge), Searchlights, Navigation Aids (GPS, INS), Sensors (Radar; 360 miles; Global), Stabilisation Gear, Targeting Bonus (Each 23mm Double-Barreled Machinegun +5)
Defects:
Noisy, Start-up Time (6 Hours), Volatile, Weak Point.
Weaponry:
-6x 23mm Double-barreled Machineguns "ZU-23M" with HE Ammo.
-2x Twin 130mm Dual-Purpose Guns with HE Ammo.
-4x Multi-Barrel ASW Rocket Launchers.
-Many x FIM-92 STINGER "Shoulder-fired launchers"

Notable Areas
-The Ship's Market: The Market only opens when the ship is out to dock and functions in essentially the same fashion as the Black Market elsewhere in the world and uses the same Restricted Objects table. There are also food and drink sellers who stock just about any form of non-perishable good you can find as well as a person selling some rather potent moonshine.
-The Factory Floor: This is where Constitution Arms makes their weapons and it is usually busiest when they are taking on fresh supplies and stocks of chemicals and raw materials. If you can find the right people here, they can make modifications to any piece of equipment you want to transform it into a Mastercraft object, or they can repair it fully for a purchase DC of 8.
-The Hanger: This is where the ship keeps their four Bell Huey Gunship-Transports, two Super Cobra Attack Helicopters, and two Sea Chinook transport helicopters. This is always under heavy guard, so watch what you do in here.
-The Mess: Non-perishable goods are always eaten in the first few weeks of travel, and getting new supplies is always cause to make a hot meal. Meals and drinks here have a purchase DC of 2.
-The Bunks: If you are traveling to a location that the Constitution will be stopping at, you can purchase a bunk for a DC of 3 so long as you agree to do 1d6 days of work on board the ship for the number of weeks it will take to get there.
-The Staterooms: There are only twenty staterooms on board the Constitution, and five are permanently owned. The rest can be purchased for travel at a purchase DC of 9, and you will be essentially left to your own devices so long as you do not disrupt activities on board the ship.

Notable Inhabitants:
-The Captain: A self-aware AI Core installed during the Constitution's massive overhaul into a floating community, The Captain knows that its primary responsibility is to protect the ship and through it the people on board and thus the AI's word is law on board the ship as it communicates through a ship-wide intercom system and sees all through a network of cameras. In battle, The Captain is responsible for analyzing battlefield variables and sending the information electronically to the Black Fleet while coordinating the defensive efforts of the Constitution's inhabitants.
-Security Chief Mendez: A former pirate who joined the Constitution with his crew, Mendez and his ex-pirates enforce The Captain's will and deal with any trouble-makers, particularly land-lubber visitors who think they're better than the people on board the ship.
-Ilya Vastok: A former Spetnaz Guard Brigade sniper, Ilya is just one of the many skilled gunsmiths on-board the Constitution and is responsible for the BZR-76 sniper rifle, a monster gun firing a monster custom-made 15mm round. She can any customize any sniper rifle to have +1 Mastercraft using specialist components and materials.
-Wilson Perry: Wilson Perry is the creator of the D-6 'Wilson' 12mm Combat Pistol and is a fiery Irishman who is never seen without his trusty bottle of whiskey in hand. Apart from his work with the Wilson, Perry can also customize any pistol you give him to have +1 Mastercraft thanks to his skill with handguns.
-Atallah Sami Yusuf: Yusuf is the ship's resident armor specialist and is always willing to sell you his custom body armor (+1 Mastercraft) and customize and repair what you already have.
-Tu Jian: Tu is in charge of explosives on board the Constitution and is the brain behind the Firebug CQC flamethrower, which he also sells as a custom 'Blackbug' version (+1 Mastercraft). His stocks of explosives all have a Purchase DC of 9, no matter what type they are and he also likes to sell his skill with modifying and customizing shotguns and SMG's (Mastercraft +1).

Notable Sights:
-The Black Fleet: Twelve Corvettes, nine Cruisers, four supply ships, three submarines, two destroyers and what appears to be rebuilt and heavily modified versions of the battleships Iowa, Bismarck, Yamato and Musashi escort the Constitution where-ever it travels and protect it from pirate attack. No-one has ever seen the crews of these vessels but the inhabitants of the Constitution trust them with their lives and this trust is repaid in spades by these doggedly loyal ships. They are easy to spot as each ship is painted jet-black with a white skull in front of gold-colored crossed lightning bolts displayed prominently on the bows.

Yamato.jpg

riftsboat7.jpg
riftsboat8.jpg
riftsboat6.jpg

Here we have composite sketches and a recon photo of three cruisers and a battleship belonging to the infamous 'Black Fleet' surrounding the sea-faring nomad community known as the 'Constitution' as they make their way into the North Sea. Currently at this time, we are maintaining a safe distance from their armaments, which appear to be composed of energy projectiles of horrific destructive capability and fired from all weapon systems, even those that are visibly designed as missile launchers and those projectiles are incredibly agile in their pursuit of aerial targets. The intent of these four ships appears to be that of long range patrol away from the Constitution, further reports are pending.... -Excerpt from Kriegsmarine surveillance report.

GM NOTE: The Black Fleet is composed entirely out of ghost ships electronically linked to the Constitution's AI Core known as The Captain by unknown means, and they are essentially a small fleet of fanatically loyal watchdogs that are always sniffing the surrounding waters for threats.
The ships are invulnerable to attacks with conventional and even advanced technology, only blessed munitions can harm them normally and their attacks ignore armor. The Corvettes can launch Hokum Attack Helicopters while the Cruisers deploy Sea King ASW helicopters, both helicopter types are also invulnerable to conventional attack save for blessed munitions and weapons. The submarines deploy Surface to Air and Anti-Ship missiles along with torpedoes.
This is to stop any players with access to a heavily armed and armored warship from simply trying to wade through the fleet and capture the Constitution for their own ends.
 
Last edited:

Gideon020

First Post
Constitution Arms

-Owner: None, the company is considered a community effort.
-Central Offices: The Constitution, a heavily modified supertanker
-Regional Offices: None
-Majority Stockholder: None, all stock for Constitution Arms is owned collectively by the inhabitants.
-Information: Constitution Arms was formed approximately 23 weeks after the Hours as a collective business to support the 6000 plus people on board their heavily modified supertanker and company namesake, the Constitution.
Constitution Arms focuses on weapons manufacturing and sale, along with customizations and they take pride in their work as the sale and production of weaponry is the only source of income for many of the people on board as the Constitution is the definition of a nomadic lifestyle, wandering constantly while electronically receiving orders over the Net, stopping at ports only to drop off their client's orders to be delivered by extended family who form a network of gun-runners across the world or taking on and dropping off passengers who have paid to travel to another port.
All of this while protected by a fleet of ships known only as 'The Black Fleet', who act as the silent and ever-watchful guardians of the Constitution as it makes its way across the oceans.
-Secret Agenda: The Captain of the Constitution is concerned about reports and rumors concerning the possibility of of the other self-aware AI's such as Cortana and Durandal taking control of a heavily modified Typhoon-class submarine known as 'Neptune Zero' and is searching for the submarine's location so that he can take possession of it and prevent these AI's gaining control of the sub's arsenal of Nuclear Burst missiles.

Services provided by the Constitution:
-Medical Care: The need for effective, reliable medical care is an important part of the Constitution, and the ship has its own private hospital for the treatment of drug addiction, combat and work-related injuries, and even radiation poisoning for a Purchase DC of 5.

-Travel: For a Purchase DC of 8, you can board the Constitution and travel on it as the ship heads to a random port of call. For a DC of 12, it will head to the port of your choice. Journeys take 3d6 days to 4d8 weeks.

-Customization: The experts on board the Constitution are more than willing to customize any weapon you have to have +1 Mastercraft for its usual Purchase DC of 3.

-The Black Fleet: For a Purchase DC of 10 with Restriction of +3 (Mil), The Captain will sell you a satellite designator to allow you to call in one of five unique energy attacks from the Black Fleet to help you out in combat. All these attacks apart from the Energy Tomahawks travel faster than light, and arrive in the next round when called in. These attacks cannot be called in if the PCs are in a building or underground.
The energy attacks are as follows:

+Energy Tomahawks: Roll a d6, this is the number of rounds you must wait before a salvo of energy-based Tomahawk Cruise Missiles will arrive. Roll another d6, this is the number of missiles in the salvo. When the time comes for the salvo to arrive, roll four d8's of Blast/Energy damage per missile and the enemy is Stunned when combat continues after the salvo, the player is automatically considered to have taken cover before the missiles arrive.

+Balefire Barrage: Roll a d6, the result is the number of rounds that receive a barrage of flaming green projectiles at the start of each round. Roll three d8's at the start of each round, this is the number of projectiles that arrive, doing 5d8 of Blast/Energy damage each and automatically changing the status of surviving enemies to Panicked as they are assaulted by terror and fear in its purest form.

+Arrows of Light: Blue-white bolts of energy streak from the sky, hitting anything hostile to the PC's flying above 100 feet for 2d10 Piercing/Energy damage per flying enemy. Any target that survives is immediately Blinded and Dazed for two rounds.

+Hellfire Shredders: A 100 foot area is targeted for a rain of red-white projectiles that explode in the air, sending slivers of energy everywhere. Enemies caught in this attack suffer 5d8 Slashing/Energy and then suffer 3d6 Fire damage for each subsequent round.

+Starfall: A white projectile falls from the sky, detonating 50 feet in the air. Unshielded cyborgs and electronics take 3d10 Electricity/Energy damage and any characters and enemies in the area are Stunned for five rounds if they fail a Reflex DC of 10.
 
Last edited:

Aquarius Alodar

First Post
Marco; gonna be honest, here. I have no clue why I didn't put this down earlier, but:

I saw this recently....last month or so, at least.

My suspicion is that most Partumian organisations....most of the ones that count, anyway, (LoI, perhaps) wouldn't just settle for stomping all over Veidt's plans....... No, a nice trip to Worchester, Mass. seems in order, as well....right? To 'take the vapours' as it were. Right?


"Look upon my works, ye mighty, and despair!" *pffff* I don't think so. I think you are the one who's despairing right now, as you should be. *:D:]*

- Tuxedo Kage, Death's Shadow.
 
Last edited:

FOUR THINGS:

1) My man Gideon, as usual, your stuff is amazing.

2) Veidt.... well, if he wasn't lynched in some dark alley at some point during the Hours, is most probably lying low. For all of his enhanced mind, he knows that he's not one for a war of attrition-and many of the Factions out there probably outgun him a lot.

The third thing is that I have posted a thread for a campaign (well, interest check, but nevertheless) over here: http://www.enworld.org/forum/talkin...terest-check-pre-game-thread.html#post4741316
This campaign I wanted to make investigation-based and mad-science-based (its biggest inspiration is 'Fringe'), so anybody interested can go and check it.

And the last thing... well, I have quick become a fan of 'Gundam 00' and wanted to see how to stat up the Innovators.

I was thinking of the powerset (apparent unaging (that would be resistance to aging effects), enhancement to mind (a +2 Intelligence, maybe +2 Dexterity, a -2 Charisma, maybe?), prefer Zero-Gravity (the Feat 'Zero-G Training' for free?) and are somewhat androgynous (a bonus to Disguise checks when attempting to look like they are of a different sex?), as well as resistance to GN Particles (a bonus to resist (or pure immunity to) certain kinds of radiation?).

The extreme cincher is the so-called 'quantum brainwaves'. It is a telepathy-like ability between Innovators (and can even control each other's bodies if they have enough mental strength) and the ability to synchronize and mentally control certain computers.

For this race, I need H-E-L-P.
 

Gideon020

First Post
Thanks Marco, I appreciate it. Coming soon, an adventure idea for anyone curious about the mysteries of Neptune Zero, and who apart from the Constitution, Cortana and Durandal are seeking to take control of this weapon as a low-level introductory adventure that can be scaled up for more experienced groups.

But first, a new Feat:

Extended Family:
You have contacts, friends, brothers, sisters, and lovers in every port of call and they are always willing to help you out by finding guns, gear, transport and information that can help you and your friends out, and if need be provide some backup.
Prerequisites:
Trustworthy.
Effect:
Roll a d10 when you arrive at a town to find extended family using the following table:
1-2: A family contact, he/she'll provide you with what information they know, but won't go looking for you unless you pass a Purchase DC of 15 to adequately compensate them.
3-4: Distant family; they're friendlier and typically will provide you with small arms ammunition up to 10mm Auto for free in an amount equivalent to 5 magazines along with a weapon to fire it and basic body armor. They typically have their ears closer to the grapevine so their information is a little better and finding out better info has a Purchase DC of 12.
5-6: Extended Family with connections; they are far more welcoming and will provide you with free ammo and weapons up to 7.62mm and police-grade body-armor. Their information is much better thanks to their connections and finding out more has a purchase DC of 9.
7-8: Friends in High Places; able to provide military grade weapons and gear and they know where to get the best info, with more involved searches having a purchase DC of 5 and they can provided a safehouse in case of trouble.
9-10: An Influential Lover; who can get you some very nasty hardware and gear along with provide you with intel practically straight from the source, and can get you anything else for a Purchase DC of 2 and can provide and maintain two safehouses as well as five supply caches in the city or town.
If you request backup, five people armed with beretta M92F pistols, AK-103 assault rifles with GP-30 grenade launchers and one Striker shotgun will arrive in a pickup truck equipped with an Mark 19 automatic grenade launcher to back you up.

Enjoy.
 

Remove ads

Top