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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="Gideon020" data-source="post: 4739601" data-attributes="member: 83181"><p><span style="font-size: 18px">Constitution Arms</span></p><p></p><p>-<u><strong>Owner</strong></u>: None, the company is considered a community effort.</p><p>-<u><strong>Central Offices:</strong></u> The Constitution, a heavily modified supertanker</p><p>-<u><strong>Regional Offices:</strong></u> None</p><p>-<u><strong>Majority Stockholder:</strong></u> None, all stock for Constitution Arms is owned collectively by the inhabitants.</p><p>-<u><strong>Information:</strong></u> 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.</p><p>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.</p><p>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.</p><p>-<u><strong>Secret Agenda:</strong></u> 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.</p><p></p><p>Services provided by the Constitution:</p><p>-<em><strong>Medical Care:</strong></em> 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.</p><p></p><p>-<em><strong>Travel:</strong></em> 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.</p><p></p><p>-<em><strong>Customization:</strong></em> 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.</p><p></p><p>-<em><strong>The Black Fleet</strong></em>: 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.</p><p>The energy attacks are as follows:</p><p></p><p>+<strong>Energy Tomahawks:</strong> 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.</p><p></p><p>+<strong>Balefire Barrage:</strong> 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.</p><p></p><p>+<strong>Arrows of Light:</strong> 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.</p><p></p><p>+<strong>Hellfire Shredders:</strong> 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.</p><p></p><p>+<strong>Starfall:</strong> 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.</p></blockquote><p></p>
[QUOTE="Gideon020, post: 4739601, member: 83181"] [SIZE=5]Constitution Arms[/SIZE] -[U][B]Owner[/B][/U]: None, the company is considered a community effort. -[U][B]Central Offices:[/B][/U] The Constitution, a heavily modified supertanker -[U][B]Regional Offices:[/B][/U] None -[U][B]Majority Stockholder:[/B][/U] None, all stock for Constitution Arms is owned collectively by the inhabitants. -[U][B]Information:[/B][/U] 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. -[U][B]Secret Agenda:[/B][/U] 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: -[I][B]Medical Care:[/B][/I] 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. -[I][B]Travel:[/B][/I] 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. -[I][B]Customization:[/B][/I] 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. -[I][B]The Black Fleet[/B][/I]: 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: +[B]Energy Tomahawks:[/B] 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. +[B]Balefire Barrage:[/B] 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. +[B]Arrows of Light:[/B] 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. +[B]Hellfire Shredders:[/B] 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. +[B]Starfall:[/B] 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. [/QUOTE]
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