CORELINE (D20 Modern/D20 BESM Setting).

Here's what I've got so far on the Innovator race:

RACIAL STATS:
TYPE: Humanoid.
SIZE: Medium.
SPEED: 30 ft.
ABILITY MODIFIERS: +2 Int, +2 Dex.

+QUANTUM BRAINWAVES (EX): Innovators can use 'Lesser Mindlink' at will (restricted in that the Innovators can only contact other characters with Quantum Brainwaves). This version of 'Lesser Mindlink' has Medium (100 ft. + 10 ft./2 Levels) range.
As well, the Innovator can remotely access computers within a Close (25 ft. + 5 ft./2 Levels) range (this range can be enhanced by such means as dedicated transmitters and computer terminals). Computer Use rolls are done as normal and the Innovator must make Concentration checks to maintain the connection during adverse situations (combat, being damaged, with interference equipment online).
+ANDROGYNY (EX): Innovators incur no penalty to Disguise checks to disguise as a different sex. (NOTE: This one's somewhat of an injoke).
+ZERO-G TRAINING: Innovators (or those recorded) were born in microgravity environments and, thus, prefer to be in space. They have the Feat 'Zero-G Training' for free.
+UNAGING (EX): Innovators are immune to aging effects and have a very long lifespan.
+GN RESISTANCE (EX): Innovators are immune to GN Particle radiation, but are still affected by other types of radiation (such as that of plutonium).

LEVEL ADJUSTMENT: +3.
 

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Gideon020

First Post
Quick question, how much work has been done for cybernetics in this setting? Because I have some nasty little ideas on how to affect people with chrome and I just need some clarification on the state of cyberware on Coreline, especially concerning Full Body Cyborgs.

You GMs are going to like this and players...well, its all about the challenge isn't it?

And now for something completely different:

New Faction:
The International Contract Agency

"Welcome to the ICA, my name is Monique and I am your handler. You are what is known as a 'Pre-vanishing' no? Then you are familiar with who we are and what we do."

"...Yes, he still works for us. After all, what is an organization...no, what is a business like ours without our star employee?"


The International Contract Agency did not arrive on Coreline with fanfare or anything that denoted that there was a new player in the back-room politics and shadow games of the world powers.

It simply appeared, and the leaders took stock of the situation, before getting back to work. Pre-Vanishing humans identify the ICA as being the original permanent employer of the legendary assassin; Agent 47.

The ICA are utterly professional and while their hiring standards are loose, there is no shortage of people willing to die for them and for those that hire them for anything from dealing with annoying witness for a court case to destroying drug plantations, they are anything but cheap.

But then...the best usually aren't, are they?

AGENDA: Facilitate international assassinations for profit.
STRUCTURE: International network of assassins and their handlers answering to a single central headquarters.
SYMBOL:
Merces_letifer.jpg

MOST COMMON ALLEGIANCE: International Contract Agency.
REQUISITION LIMIT: 50 (Classified)

Overview:
The International Contract Agency is a collection of assassins, hitmen and covert operation squads gathered from across the world and controlled by a single handler for every single and group of operatives who provides briefings, real-time intelligence, and equipment to the people that they are responsible for.

The ICA is fairly amoral ethically and politically about their clients, but recent shakeups have created a sympathy towards more moral contracts and these often tend to pay much better in the long-run, which has led the ICA to adopt a policy of moral screening for their mission contracts for the more moral ones, but they are still an independant group that takes assassination contracts for money, and should never be seen as 'good guys' or 'bad guys', they are just there to solve your problem for you.

Structure:
The ICA is headquartered on board the Elysium, a heavily modified supertanker purchased with falsified funding from the Russian government. Their operatives and handlers are scattered randomly across the world and are expected to travel constantly and pay for everything out of their own pocket.
Handlers and operatives never see each other and they never see the leaders of the ICA, but handlers remain in constant communication with the operatives and leaders, acting as an important link in the equation.
Communication is always handled by custom-made sat-comm uplinks made up of custom components purchased from Stingray Industries, Hakubi Customs, and other smaller companies, screened for any form of tracking system and then assembled before being distributed to the handlers and operatives.

Resources:
The ICA has access to the best weapons and equipment available, much of it not for public sale. This is due to their covert infiltration of many of the big corporations and governments to run off-record production lines and using trusted contacts for their gear.

Perhaps their most unique ace in the hole is the legendary Agent 47, a genetically engineered assassin capable of pulling off the impossible when it comes to silent killing, not even the most capable ninja can do what this chameleon can accomplish and the ICA keeps him for their most sensitive assignments.

Involving the Heroes:
Its relatively easy to join the ICA, simply prove that you can pull off an assassination and avoid capture or death and you are guaranteed access to the best materials and highest-paying jobs.
Getting out is also trivially easy, just tell your handler that you wish to retire, and they will arrange for your entire history with the ICA to be erased, ensuring that no-one will be capable of giving them away since there's no evidence to be found.
As an opponent, ICA operatives will have the best equipment, and they will often use ambushes and the environment to pull off their kills. Should you become a target for Agent 47, then you won't even know he's there until the first member of your party dies of food poisoning and by then it will far too late.

Using the International Contract Agency:
The ICA are the epitomy of a faceless, amoral, and generally unpleasant shadow-group, every encounter with an ICA handler should make the PC's skin crawl at the sheer apathy they show to the deaths of innocents and fighting against their operatives should make them feel confused; were they the bad guys? Or were they doing good?
The ICA care only about their profits, and frankly would only give a damn about the slaughter of a village in Africa or the deaths of Karan rebels if there was a potential for profit, and even then they would only send their best people if an outside party sent in to clear the way failed in the mission they were given.
Never forget, that even the most moral of their number have a total lack of empathy and care only for the profit involved in their actions, and that they can always replace the operatives that die.

Because there's no shortage of men, women...and children, willing to sell their souls and lives for some dirt-cheap pay.

Working on a budget? Have low wealth bonuses and you need a combat aircraft or a relatively effective way to blow up a building? Here, have a helicopter, a fighter and a knock-off of a Soviet classic, for the solo on a budget.

Suid-Afrika Armaments KH-Z01 'Zulu'
Attack Helicopter

fabglob3p2.jpg


The KH-Z01 'Zulu' was built after the Hours using captured and stolen AH-64D Apache Longbows as the basis for their new helicopter, and while it has the basic shape, its not exactly a helicopter to write home about.

The Zulu is only well known for one thing; it's price. The Zulu is the cheapest helicopter in the world and is in use with just about every African rebel group who want a cheap helicopter to fight their wars.

Of course, a cheap helicopter usually does not mean a quality helicopter, and the Zulu is a helicopter that cannot stand up by itself when deployed alone, and just barely gets by when used in bulk.

Still, for the area it operates in, its better than nothing.

KH-Z01
MECHA TYPE: Vehicle
CLASS: Assault Helicopter
Purchase DC: 8
SIZE: Gargantuan
HIT POINTS: 43
OCCUPANTS: 2 operators
CARGO: 1 ton
ARMOUR: 6
DEFENCE: 6 (1d20-4)
AIR SPEED: 210 mph
CEILING: 15,000 feet
HANDLING: -4/0
SPECIAL ABILITIES:
-Accessories (Duplicate Controls)
-Communications (Long Range Radio; Secure 1, Tactical Radio; Secure 1)
-ECM (Defensive Jammer; +2 Defense)
-Environmental Systems (NBC Filter)
-Navigation Aids (INS)
-Sensors (Optics; 6 miles, Radar; 10 miles)
-Stabilization Gear
DEFECTS:
-Bottom-Optimized Armour
-Hangar Queen
-Reduced Endurance (5 Hours)
-Start-Up Time (3 minute)
-Very Noisy
-Volatile
-Weak Point
Weaponry:
Suid-Afrika Armaments typically doesn't equip their helicopters with weaponry, so the following is typical of a militia-owned helicopter
-2x 7.62mm Miniguns (Hardpoint x2, fire-linked, Extra Ammo, Fixed Arc of Fire [Fr]) (2000 Rounds each)
-1x 57mm Rocket Pod (Hardpoint, Fixed Arc of Fire [Fr]) (32 Rockets)
-BGM-71 TOW-2B launcher (Hardpoint, Fixed Arc of Fire [Fr]) (2 Missiles)

Suid-Afrika Armaments AA-40 'Boomslang'
Multi-Role Fighter
tigterrajet3.jpg


The AA-40 is the newest fighter produced by Suid-Afrika Armaments after the 23 Hours and while it is constructed of antiquated and cheap materials and technology, it performance is actually quite respectable even against the likes of Veritechs, Mobile Armour, and flying Fictions in combat.

SAA learned from the mistakes of the KH-Z01 'Zulu' and worked to ensure that the AA-40 could stand on its own as a quality aircraft and it is generally accepted that they succeeded in this aspect.

While it is a budget aircraft and requires a fair bit of work to keep flying due to the fact that Suid-Afrika Armaments' factory line lacks the precision equipment of more modern facilities, the AA-40 is widely considered to be Suid-Afrika Armaments' better aircraft.

AA-40 'Boomslang' Statistics
CLASS: Jet Fighter
SIZE: Gargantuan
Purchase DC: 14
HIT POINTS: 50
OCCUPANTS: 1 operator
CARGO: None
ARMOUR: 4
DEFENCE: 6 (1d20-4)
AIR SPEED: 860 mph
CEILING: 59,000 feet
HANDLING: -4/+9
SPECIAL ABILITIES:
-Booster: Air (+660 mph)
-Communications (Long Range Radio; Secure 1, Tactical Radio; Secure 1)
-Countermeasures (RWR)
-Ejection Seat
-ECM (Defensive Jammer; +3 Defence, Radar Jammer; +4 DC)
-Environmental Systems (Life Support)
-Laser Designator (6,000 feet)
-Navigation Aids (INS)
-Sensors (Infrared; 10 miles, Radar; 70 miles)
-Targeting Bonus (Dumb bombs +2, 30mm Autocannon +2)
DEFECTS:
-Hangar Queen
-Reduced Endurance (19 hours)
-Stall Speed (150 mph)
-Start Up Time (5 minutes)
-Very Noisy
-Volatile

Weaponry:
-1x 30mm Autocannon with HE Ammo (Extra Ammo x4, Fixed Arc of Fire [Fr], Alternate Weapon) (300 Rounds)
-4x Hardpoints, two to each wing.

Suid-Afrika Armament 'Super SCUD'
Surface-To-Surface Missile Launcher
SCUDbLarge.jpg


This is an (Post-23 Hours upgraded) unlicensed copy of the original SCUD / SS-1 Soviet ballistic missile. One of the favorite toys of third-world dictators, Scud can hit a 50m circle from about 550 kilometers.
Since it carries an improved three-ton explosive warhead, or nuclear, biological or chemical warhead (chemical are most likely – they’re cheap, and easy to produce), greater precision isn’t required.
The Scud can’t track any targets – it’s inertial guidance system leads it to hit a pre-destined place on Earth, no matter what will be there. Please note that any modern counter-missile system will most probably blast the Scud out of the sky before it could reach it’s target, so make sure the skies are clear before you fire.

Here, it’s mounted on a company-made knock-off of the original Russian MAZ-453 Transport-Erector-Launch vehicle, but it is not unknown to have Scuds installed on seagoing vessels (although this tends to hamper their accuracy).
They are sold exhaustively in Asia and Africa due to the relative inability of the militias and dictators in these regions to acquire more sophisticated and expensive weapon systems.


Suid-Afrika Armaments TEL With Super SCUD
MECHA TYPE: Vehicle
Purchase DC:12
CLASS: Transporter
SIZE: Gargantuan
HIT POINTS: 55
OCCUPANTS: 3 operators, 1 passenger
CARGO: 12 tons
ARMOUR: 4
DEFENSE: 6 (1d20-4)
LAND SPEED: 37 mph
HANDLING: -4/-4
SPECIAL ABILITIES:
-Accessories (Hitch and pin for trailer, Tire Inflation System)
-Climate Control
-Communications (Long Range Radio; Secure 1; Tactical Radio; Secure 1)
-Headlights
DEFECTS:
-Noisy
-Road Vehicle
-Reduced Endurance (2d6 Hours before requiring maintenance)
-Volatile
-Windows
Weaponry:
-Super SCUD Missile (Crew-Served x2, Less Ammo x5,
Different Gunner) (1 missile) New missiles from Suid-Afrika Armaments have a Purchase DC of 30 with a Restriction of +4 (Illegal)
Special Note:
While you may not see this weapon much outside Africa (the TEL vehicle however, can be modified to launch UAVs and Drones if required), inside the Dark Continent expect to see these fired regularly against rival militias, government forces, civilians and of course any Pan-African State border territories.
 
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Gideon020

First Post
Corporate Profile

New Corporation: Suid-Afrika Armaments

-Owner: The Jackal, an international arms dealer
-Central Offices: Cape Town, South Africa
-Regional Offices: Paris, Chicago, New York, Hong Kong, Beijing, Moscow, and Tokyo.
-Majority Stockholder: Classified
-Information: Suid-Afrika Armaments formed soon after the formation of the Pan-African State to take advantage of high level of hostilty and hatred the various warlords display not just for each other, but also towards Cortana as the arms trader known as the Jackal, took advantage of this massive market, selling cheap knock-offs of licensed weapons to the warlords and the mercenaries wandering the Dark Continent and raking in a profit.
-Secret Agenda: The Jackal simply wants to keep the chaos that continues to engulf Africa going to ensure his profits, and will regularly sabotage Cortana's attempts to expand the Pan-Africa State beyond its current borders by inciting riots and uprisings to keep Cortana's borders unstable and maintain the status quo.
Another agenda the Jackal is working towards is ending a full-scale media blackout across Africa. The reason? The United States, China, Russia and the European Union, even though they have been weakened by the 23 Hours, are now waging a quiet, brutal war with their elite special forces as well as carefully placed puppet leaders to take control of Africa, and likely create a multi-national buffer against Cortana into the bargain and they must ensure that no media coverage gets into Africa, or leaves Africa.
-Services: Suid-Afrika Armaments can provide transportation across Africa thanks to its subsidiary; Suid-Afrika Buses for free since all militias have agreed to a universal cease-fire. They can make an Unreliable knock-off of any conventional bullet-firing weapon for a Purchase DC of 8.

And here are two more products from this fine company:

Suid-Afrika Armaments RCT-15 'Battle Bus'
Armored Combat Transport
b8_dropoff_web.sized.jpg


It is is not hard to get the parts and material to make an armored vehicle in Africa, so long as you enjoy using scrap metal as armour for your lorry. Suid-Afrika Armaments decided to go a step further.

Mind you, it wasn't much of a step to buy-out a local bus manufacturer and retool the assembly line to create buses that have no seats, standing room only, possess cheap and heavy sheet metal armor and plexiglass windows, a more powerful engine, and a pair of small gun turrets each equipped with two fire-linked 12.7mm machineguns.

Much like everything else in Africa, it won't win any prizes, but its cheap and in the area of the world it operates in, its the best option many have. Militia troops usually modify these buses further to fluidize the sand with high-pressure air jets, allowing the bus to become a bunker, making them even more of a headache to deal with, especially for the Pan-African State, who have to contend with hundreds of these sunken buses becoming a network of bunkers for militia troops to cross their borders and tie up valuable military resources.

MECHA TYPE: Vehicle
Purchase DC: 10
CLASS: Wheeled APC
SIZE: Huge
HIT POINTS: 30
OCCUPANTS: 3 operators, 50 passengers
CARGO: 6 tons
ARMOUR: 5
DEFENCE: 8 (1d20-2)
LAND SPEED: 50 mph
HANDLING: -4/-3
SPECIAL ABILITIES:
Accessories (Hitch and pin for trailer, Tire Inflation
System), Climate Control, Headlights,
DEFECTS:
Noisy, Reduced Endurance (8 hours), Road Vehicle, Windows
Weaponry:
-4x 12.7mm Machineguns (Turret x2, Fire-linked x2) (2000 rounds per turret)

Suid-Afrika Armament 'Pirate Air' Bomber
Converted Heavy Bomber
design.d.004.jpg


There are a lot of crashed airliners lying around Africa, and those that weren't taken to pieces by the natives to be reused for the purposes of their villages, were often a source of cheap salvage that could be sold for scrap metal.

Suid-Afrika Armaments decided that these old airliners could do with a new lease on life and after rebuilding five of these crashed planes, stripped them completely to have nothing but an empty internal space after which they then placed rotary munition racks and ammo hoppers to supply three 23mm gun turrets, four Short-Range Missile Launchers, two Medium-Range Missile Launchers, and a Long-Range Missile Launcher along with a bomb-bay and in doing so, heralded the creation of a most insidious aircraft.

While Suid-Afrika Armaments is the original creator of the 'Bandit Air' class of heavy bomber, modern-day pirates now use their own versions to perform daring mid-air boarding actions of cargo planes, using the same template that Suid-Afrika Armaments provided.

Purchase DC: 20
CLASS: Heavy Bomber
SIZE: Colossal
HIT POINTS: 120
OCCUPANTS: 6 operators, 6 passengers
CARGO: None
ARMOUR: 10
DEFENCE: 5
AIR SPEED: 630 mph
CEILING: 45,000 feet
HANDLING: -8/-2
SPECIAL ABILITIES:
Accessories (In-flight Refuelling), Communications (Long Range Radio; Secure 3; Microwave; Secure 3), Countermeasures (LWR, RWR), ECM (Defensive Jammer; +6 Defence), Environmental Systems (Life Support), Navigation Aids (GPS, INS), Rooms (Kitchen, Bunks), Sensors (Infrared; 50 miles; Global), Stabilisation Gear, Targeting Bonus (Each 12.7mm Minigun +5, Dumb Bomb +2)
DEFECTS: Hangar Queen, Poor Visibility, Reduced Endurance (10 hours), Stall Speed (180 mph), Start-Up Time (10 minutes), Very Noisy, Volatile
Weaponry:
-3x 12.7mm Miniguns (Extra Ammo x5, Turret x3) (3000 rounds per gun)
-4x "Short Range Missile Launchers" (Extra Ammo x2) (30 Missiles)
-2x "Medium Range Missile Launchers" (Extra Ammo x2) (20 Missiles)
-1x "Long Range Missile Launcher" (Extra Ammo x2) (10 Missiles)
-"500-lb Dumb Bomb" (Extra Ammo) (20 Bombs)
GM Note: While the apertures for the missile launchers are fairly obvious (-5 to Spot Checks) in outside versions, Suid-Afrika Armament versions have retractable covers when the launchers are not in use (+5 to Spot Checks), but in both versions a door lowers at the rear under the tail to form a drop ramp to simply roll the dumb bombs out of the plane.
 
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Aquarius Alodar

First Post
Marco....Mar-co....

Watch out, mae, the floodgates are gonna open.....If it's additional ideas you wanted, then you shall have them....


RAINBOWLAND
Mini-Map (map)
The following is what we know about the creation of the Land, from the mouth of one of its historians (a fan, most definitely). This statement was done on an unknown time-at the very best, somewhere in the mid-to-late 90’s, Coreline-time:

“Once upon a time, there was a girl named Wisp. By some stroke of fate, she became aware of the place now known as Rainbowland and wanted to save it from the darkened state it was in. The Dark One had taken over the entire planet and turned it into a gloomy, dismal place where no joy resided. But this young girl made it her mission to turn the world back into the beautiful land it had once been. The only instructions she had been given were to find the Color Belt and the Sphere of Light - and so she set out to do so.
The first acquaintance she made upon arrival there was a white sprite named Twink. His advice had been to run away, but Rainbow was determined to save this planet and wouldn't let cowardice defeat her. He admired her courage and decided to stay with her on her quest.
Next, they found the magnificent horse Starlite. He was frozen in ice, but Rainbow and Twink were able to free him and he joined their efforts to save the world.
They endured many struggles, and found a baby! Wisp knew she couldn't leave the baby alone, and so she took her with them. It started to rain, so they went inside a cave to keep dry. There, Wisp found the Color Belt and was shocked to discover that the baby she had found actually was the Sphere of Light! She received a message from the Color Kids that they had been sent to 7 different corners of the land and had to be rescued for her to be successful - and so off they went to free the Kids.
They found all 7 one by one and set them free from their imprisonment. Then Rainbow was met with the biggest challenge - the Dark One himself. But with the help of the rainbow, she was able to defeat him and restore color and happiness to the land!
She was given the name Rainbow Brite and put in charge of keeping color alive in Rainbowland, and on Earth. Her helpers are the Color Kids (one for each color of the rainbow) and the small furry Sprites who mine Color Crystals in the Color Caves.
But not all inhabitants of Rainbowland support Rainbow's efforts. Murky Dismal and his sidekick Lurky are always up to some mischief - trying to take the Color out of the world. But Rainbow has always come out on top - and always will!”


Now fast-forward to May of 200X. The land and its inhabitants never existed up until the Vanishing, the main elements of a series pretty much gone and (somewhat) forgotten. From the nothing they were forged, and the first thing they did was to look down to Coreline, and the Hellhole that it was at the moment, and how some 10% of its population was nothing but cannon fodder to the (unwarranted) horrible things that the Fictions had brought to the land (without wanting to). And the sense to help that had been ingrained in them since creation just became brighter to the point that they would NOT be denied.

And they weren’t. They soon found help, from others like them, and they went out to the streets and snatched as many Reals as they could find, driving them to safe locations far and wide. This was the beginning of the organization known as the Circle of Hope, Light and Feeling (the very things they stood for before the Vanishing), and even to this day they keep searching for those Reals (and occasional Fiction) that is desolate and hopeless, and give them a helping hand.

Soon after the Vanishing, things changed in Rainbowland, in ways that they would have never believed before. Alternate versions of the Color Kids and Rainbow Brite came and went, Murky was thrown out (although a version of him soon appeared to fill in the spot), and Rainbow unofficially stood down from her spot as guardian of Rainbowland to become one of the leaders of the Circle. Add to that the appearance of new devices and the Fictions helping the exiled Murky, and you can see that this location has had its innocence reduced somewhat.

But like the historian said, they have always come out on top. They sure will not stop doing that any time soon-if they can help it.

LOCATIONS OF INTEREST IN RAINBOWLAND:
Rainbowland as a whole is a sort of outer plane, a large plateau just floating… some where, not quite in space, not quite on the atmosphere. You can only get there thru teleporters or walking up magically-made rainbows (like from R.B.’s Belt, for example). Rainbowland is as big as a city suburb, sparsely populated and pretty much left untouched. All structures are minimalist in design, squat and tiny-looking but ‘comfy’ and ‘cute’ to look at (they’re from a children’s show, what do ya want?).
Although it’s pretty easy and quick to walk around Rainbowland, the necessity to get anywhere faster (but at the same time, be the least disruptive as possible) has led to the wide acceptance of modified golf cars as main mode of wheeled transport (going to the Pits, however, requires going by foot or on an ATV).

-The Color Castle: Also called by the visitors as ‘RBHQ’, especially because it is pretty tiny for a castle. It is from this location where everything else in Rainbowland is controlled, their main computers, second biggest lab and everything ‘workplace’ being located here. It is also the house of the Color Kids, ‘R.B.’ and their main helpers.

-The Color Cave: The main source of Color Crystals in the land is located right inside it, and it’s mined day and night. Aside from powering the systems of Color Castle, they are the main power sources for many other gizmos throughout the Land and on the CHLF (most importantly R.B.’s Belt and the Rainbow Blasters).

-Violet Valley: Home of the biggest laboratory on the Land and science library.

-Indigo Acres: It holds their amphitheater and art library.

-Blue Zone: The BB Spa is located in this area (recommended by 7 out of 10 RRO agents!), along with a state-of-the-art sports field.

-Green Grange: Home of their entertainment center and the sole café of the section, the ‘Green Thumb’.

-Yellow Plains: It has found acceptance among Office and CHLF members who like to watch birds or plainly relax. It’s the stop for agents who want to ‘find their center’.

-Orange Meadows: It has a restaurant and the Land’s sole comedy club, the ‘Slap-Stick a l’Orange’ (amateur night on Wednesdays!).

-Red Region: There’s a slight ‘Love Boat’-kinda feeling going on in the ambient. No wonder there’s a hotel in this place (and before you ask, it’s ‘G’-to-‘PG’-rated love, okay?).

-The Pits: It’s a small wasteland just beyond Rainbowland’s northeast sections. Its border is sharply defined, and it’s full of rocks and a sky, mist and junk in nothing but gray colors. There’s a (highly) infectious air of dreariness and glumness inside it, and in time anything that goes inside gets its colors faded away. No one inside Rainbowland tries to go in or stay for long, because they’re highly susceptible to this, and no Rainbowland-made tech works in there. This is the home of Murkwell Dismal, and he’ll repel any trespassers (especially because he doesn’t wants to be disturbed while he makes his latest scheme).
It is an irony, however, that it’s deep inside the Pits where one of the most notable changes to Rainbowland lies. Well past Murky’s hideout, in a secret location, there’s a Stargate that doesn’t seems to connect to anywhere inside the network. Why would it be there?





.......On the easternmost edge of the Pits, can be found the (if possible, weirder) realm of Ponyland. (insofar as CLHF is concerned, the Ponies and their compadres are, like the Muppets, just another member of the 'silent partnership' or reservist/affiliate thing they have going.)


There seems to be a 'safe passage' path along a (fairly obvious) strip of land running between the realms, as straight as the crow (Or horse or Pony?:D ) flies. If examined w/Detect Magic or similar divinations, it radiates an aura of overwhelming strength.


Very recently, it was also discovered that shadow walk spells are a useful adjunct on Mundi Partum for accessing Rainbowland- it being fairly obvious where the endpoint ends (much to the chagrin of these spellcasters who *did* end up there) Spells that use or generate light or fire have a 20% chance to fizzle, as though it had developed some kind of connection to the Plane of Shadow - which, predictably, instantly gets most planar travelers muttering distastefully of CLULESS and its endless 'fiddling'. Of course, Rainbowland proper has developed a similar connection to the Inner Quasielemental Plane of Radiance* (all spells that use colour in some fashion (Spray, Wall, etc) are Empowered and Extended)


(*Dragon #321,pp #64-70)
 
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Gideon020

First Post
*Shudders* Ponyland? Gah, at least its not connected to the place where the Care Bears live. Though one would consider them the ultimate in humanitarian aid workers.

BTW, has anyone made a random encounter table for the open waters of Coreline? Because if no-one has, I'd like to have a crack at making one.

New Ammunition: Laser Missiles.

Laser Missiles are missile equipped with explosive-pumped warheads that feed into a set of powerful X-ray laser emitters that send a spray of laser beams at a target, slicing into armor and the people on the other side.

They are often affectionately called 'Flying Spam' by the people who use them and it is not uncommon for people to make their own Laser Missiles when they need a cheap and disposable means to put down a barrage of laser energy.

Craft DC: 24 (Requires Craft: Electronics, Structural, Mechanical)
Purchase DC for components: 18
Purchase DC for a complete missile: 20
Restriction: Military (+3)
Damage Type: Energy/Slashing
Critical: 20
Damage Dice: 4d12
Special:
-Wide Area Burst: Called before the missile is fired, the beams are fired in a wide cone, preventing the enemy from dodging while doing lesser damage, 2d10, instead of 4d12.
-Focused Burst: Called before the missile is fired, the Laser Missile can instead do 2d20 damage instead of 4d12 due to the emitters focusing on a single target but giving the enemy an increased chance to dodge (-4 to accuracy) the focused beam.
 
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Aquarius Alodar

First Post
*Shudders* Ponyland? Gah, at least its not connected to the place where the Care Bears live. Though one would consider them the ultimate in humanitarian aid workers.


Of course it's not......not directly, anyway. *:D* If, however, one checks the skies of either of these realms on any given day, one may perhaps observe a fairly.....significant cloudmass behaving.....not in quite the way clouds would be expected to behave 'downstairs'.

Not only does it move under its own power (technomagical propulsion, obviously) it always takes a somewhat....complicated route as well.
 


Gideon020

First Post
...
...
...*shudders* Dear blessed mother of god, they actually have secret societies?

You made a scary world Marco, and I applaud you for it.

But if I ever found myself on Coreline, I'd rather burn away the atmosphere then have to worry about the secret agenda of the Care Bears.

Oh by the way, I'm planning on trying to stat up this helicopter to give PCs a heavily armed, armored and relatively fast and maneuverable ride over the Wasteland:
metchop.jpg


Typically, I simply try to copy stats from another D20 aircraft but I'm not so sure about this one. Basically I plan for this to be something from DiggersTech (It looks mean enough to be something from Brianna's mind with a little fine-tuning from Gina) but I'm not certain what helicopters I could use to properly stat this thing, so far its a combination between the Blackhawk and Hind for this thing's stats but I don't know about its Defense, Hitpoints and what sort of special features, if any, I should give this monster.

Basically I would like some suggestions about what Defense, Handling and Hitpoint values I should give this beast and some suggestions on special features to make this stand out. If I use your suggestions, you will of course be credited for it.
 
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On the personal thought side I would make it a heavily-boosted-up Blackhawk helicopter (the way it looks, I would also check the stats for the 'Black Helicopter' on the D20 Menace Manual, as well). Maybe twice the hitpoints and at least a +1 on Defense, with the Black Helicopter's special feature tuned down (to just switch between 'more maneuverable' and 'more damage-resistant').

And maybe add some special features depending on where they are deployed-for example, there's those lights up front, so why not a UV package for anti-vampire use?
 

Gideon020

First Post
DiggersTech UH-118 'Blackfoot'
Assault Transport Helicopter
metchop.jpg

The Blackhawk is a serviceable helicopter and it remains the primary utility helicopter of the United States military, but for special forces duties, they went to DiggersTech with a Blackhawk and told Brianna and Gina to make a variant of the helicopter that was more survivable on the battlefield and could provide greater fire support to the infantry to the battlefield.

What they got in return was the Blackfoot, and the military along with mercenaries across the world have sung the praises of DiggersTech ever since.

Purchase DC: 16
CLASS: Combat Helicopter
SIZE: Gargantuan
HIT POINTS: 100
OCCUPANTS: 3 operators, 20 passengers
CARGO: 5 tons
ARMOUR: 8
DEFENCE: 10
AIR SPEED: 325 mph
CEILING: 20,000 feet
HANDLING: -2/+1

SPECIAL ABILITIES: Accessories (Winch), Communications (Long Range Radio; Secure 2, Tactical Radio;
Secure 2), Countermeasures (RWR), ECM (Defensive Jammer; +5 Defence, Radar Jammer; +6 DC, Radio Jammer; +9 DC), Navigation Aids (INS, GPS), Stealth (Infrared; +1 DC, Optical; +2 DC, Radar; +4 DC), Targeting Bonus (20mm Minigun; +2, 70mm Rockets; +4)

DEFECTS: Start-Up Time (1 minute), Volatile, Weak Point

Weaponry:
-1x 20mm Minigun with HE Rounds (Different Gunner, Extra Ammo x4) (420 rounds)
-2x 70mm Rocket Pods (Extra Ammo, Hardpoint x2, Fixed Arc of Fire [Fr], Alternate Weapon) (76 Rockets)
-2x 12.7mm "GAU-19/A Equalizer" Miniguns (Extra Ammo x5, Exposed, Different Gunner) (2x 500 Rounds)
-2x spare Hardpoints for missiles/bombs/torpedoes.

Special:
+"STRIKE" System: The STRIKE system is a special system that allows the helicopter to operate in one of three performance modes:
-Normal: The Helicopter operates normally with no changes to its handling or defenses.
-Wrecker: The armor shifts to provide maximum protection, at the cost of decreased speed and lower maneuverability.
-Comet: The helicopter becomes more streamlined, gaining an increase to its speed and agility but at the cost of retracting the weapon wings inside the helicopter, fixing the 20mm gun forward and providing less armour in combat, relying on pure speed and agility to avoid damage.

+Modular Options: The helicopter can be fitted with two of the six following special combat modules
-UV Spotlights: Fitted to the forward section of the helicopter, these powerful spotlights light up everything in sight and can do some nasty damage (5d10) to any vampires caught in their beams.
-'Guardian Angel' Shield System: A system designed to shield nearby assets and allies along with the occupants from psionic assault. Fitted to the rear of the helicopter.
-'Eagle Eye' Sniper Assist System: Numerous scanners, designators and analysis systems are fitted to the front of the helicopter, allowing it to send data to an allied sniper via data-link to assist in making more accurate shots.
-'Life Saver' Medical Unit: Fitted at the rear of the helicopter, this automated system is capable of performing full battlefield surgery unassisted.
-"Party Animal" Electronic Warfare System: This special front-mounted system causes havoc in all nearby electronics and cybernetics by inducing strobing, malfunctions, shortages and overloads. Great for sabotage missions.
-"Rapid Strike" Skyscraper Insertion Package: This rear-mounted system allows for a team to infiltrate high-rise buildings without needing to go in through the front door by firing three gantries that cut through armor with high-intensity plasma cutters and allow the team to zipline into the target building.


Feel free to tear her apart now.
 
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