CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
A few ghostbusting pieces of equipment I forgot I had sitting around..

Ecto Shield
The Ecto Shield creates a spherical area that ghosts and other incorporeal creatures can't pass through. Powerful incorporeal creatures that manage to pass through take damage and are hindered. The Ecto Shield is a backpack unit with a reinforced emitter dish on the top, allowing it to be transported fairly easily. It can be powered by a standard power pack for 10 minutes, but usually connected to a portable power generator. The ecto shield creates a near invisible spherical energy barrier with a 20 foot radius. Ghosts, undead and incorporeal creatures with less than 3 HD that come in contact with the shield is instantly paralyzed for 1d4 minutes and suffers 2d6 electrical/fire damage, and if it was invisible it becomes visible. Those with 4 to 6 HD must make Fort save DC 16 to pass through the shield, suffer 2d6 electrical/fire damage, and make another Fort save DC 13 or be stunned for 1d4 rounds, if it was invisible it becomes visible for 1 minute. Those with 7 or more HD will suffer 2d6 electrical/fire damage, but can pass through the shield and will become visible for 1d4 rounds if it was invisible.
Each time the shield is in contact with a 4 HD or stronger ghost, undead or incorporeal creature, and the shield is being powered by a power pack, it drains 30 seconds of operation time. If the shield is powered by a power source, it can only be run for 1 hour before needing a 10 minute cool down.
Weight: 25 lbs
PDC: 24
Restriction: Lic +1


Proton Bazooka
The proton bazooka is the first purely offensive weapon developed for the Ghostbusters, meant to deal heavy damage to weaken powerful ghosts and entities quickly, so that normal proton packs can capture the weakened ghost, and thus has no containment mode, only attack. The proton bazooka is a long 4 foot long shoulder-fired proton blaster that resembles older shoulder-fired bazookas, connected to a standard, or even compact proton pack power sources, however it drains a lot of energy quickly. Instead of firing a stream of energy, the proton bazooka fires a large energy packet, that strikes the target, plus deals damage to an area.

Proton Bazooka (PL 5)
Damage: 3d8 to normal creatures, 7d8 vs incorporeal, half damage to 10 foot radius (Reflex DC 15 for half)
Critical: -
Damage Type: electrical/fire
Range Increment: 150 ft
Rate of Fire: Single
Size: Huge
Weight: 7 lbs
Ammo: 5 int
Purchase DC: 31
Notes: Inaccurate (suffers -2 to attack rolls)


Anti-Ectoplasmic Rounds

"I'm looking for something to kill a ghost.. One killed my dog."
-John Wick alternative talking to black market weapons dealer

Anti-Ectoplasmic rounds are bullets designed to release proton energy similar to proton packs, but can be fired from a normal weapon, allowing anyone to attack incorporeal creatures. Unfortunately these rounds don't deal as much damage to a ghost, but are lethal to them. These bullets can hurt living beings and other undead, but not quite as effective.
Reduce damage dealt by 1 die type and change damage to electric/fire against incorporeal creatures, and can deal critical damage on a natural roll of 20. Against corporeal creatures (most lifeforms) deals 1 die less and 1 die lower damage to a minimum of 1d4 ballistic damage plus 1d4 electrical/fire damage. Against undead corporeal can deal critical damage on a natural roll of 20. These rounds are able to deal critical damage against undead (such as ghosts, zombies, etc) that are normally immune to critical hits. Available in most common calibers for handguns and rifles.
PDC: +7
 
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Lord Zack

Explorer
Now you have me actually thinking about statting some upgraded naval vessels.. why do you keep giving me ideas!

I though that the whole idea of this thread was to come up with ideas for Coreline. ;)

I've been thinking of a possible campaign I would like to run. Basically it's like the story mode of a game in the Soul series. Soul Edge is emerging, causing havoc and a bunch of characters, both from the Soul series and not, are now searching for the legendary blade for various reasons. Each player character is one of those searching for the blade and can be an existing character. I am thinking I will run it in Mutants and Masterminds 3e.
 


kronos182

Adventurer
Here's some weapons that burn the Heretics with the Emperor's wrath to keep you warm this Christmas (Imperial/Space Marine Plasma guns)

Plasma Gun
Plasma weapons in the Imperium of man are powerful by dangerous weapons as they are not fully understood. The imperium makes some of the most powerful plasma weapons available, but because of their lack of fully understanding the technology, these weapons can over heat and become unstable, injuring their user or even detonating. Many Adeptus Astartes space marines use these weapons in heavy weapon squads for their heavy damage and armour piercing capabilities.

Plasma Gun (PL6-7 Personal Firearms Proficiency)
Damage: 3d12+3
Critical: 20
Damage Type: Fire
Range Increment: 90 ft
Rate of Fire: S, A
Size: Large
Weight: 20 lbs
Ammo: 40 box
Purchase DC: 26 Mil (+3)
Notes: Gets Hot, ignore 5 points of hardness/DR
Gets Hot - On a natural roll of 1 or 2 attack roll, the weapon over heats, dealing 1d6 fire damage to the user and is inoperative until repaired (Repair DC 15 and 1d4 minutes of work). If the weapon suffers more than 3 natural 1 or 2s within 5 rounds, the weapon fails and detonates, dealing 5d6 fire damage to the user and half damage to a 5 foot radius, Reflex save DC 15 for half damage, the user doesn't get a save.

Patterns
Mk XII Ragefire
This pattern has improved safety features and has an overcharged feature. It over heats on a natural attack roll of 1 and only deals 1d4 fire damage to the user. The user can use the safety feature to vent the excess heat, as a standard action, cooling the weapon, and resetting the number of over heat rolls before failure. If the user doesn't vent the weapon manually, the weapon, upon 2 over heat rolls within 3 rounds, will prevent the weapon from firing, forcing the user to manually vent, or it will cool itself down slowly, and will be usable after 5 rounds of inactivity.
Overcharge - The user can cause the weapon to build up a charge that round and can be fired the next round dealing +1 die of damaged (4d12+3 damage) to a 5 foot radius area (Reflex save DC 13 for half damage, only initial target struck will have the ignore 5 points of hardness/DR effective), uses 3 rounds of ammunition.
Weight: +5 lbs
PDC: +2

Mk1 Apollo
This pattern is identifiable by the blue-white coils on the sides that burn hotter than standard plasma weapons. This version didn't have quite the armour penetration of other patterns, but the plasma discharge lingers longer, looking like molten lava as it continues to burn. Only ignores 3 points of hardness, but deals continuing damage. The round after striking, deals 2d12 fire damage, then 1d12 fire damage the next round, also ignoring 2 points of hardness/DR each time. Gets hot on a natural roll of 1, 2, or 3, and deals 50% more damage.
Weight: +8 lbs
PDC: +3

Mk1 Accatran
This pattern is designed to be used by normal humans, with a more 'normal' sized handle and comes with an integrated folding bipod. This version also strips down as much extra weight to make it easier to carry, as it is used by Elysian Drop troops.
Weight: -5 lbs
PDC: +1

Mk2 Accatran
An improved version of the Mk1 Accatran, includes a top mounted carrying handle which also houses the optic sights. It also has been designed to use two power packs for increased ammunition capacity before requiring reloading. Includes integrated bipod, thermo-optical scope, can use two power packs (total of 80 rounds).
Weight: 20 lbs
PDC: +2

Mk4 Clovis
The Clovis pattern is not quite as powerful, or as high quality as standard plasma guns, however instead of firing one powerful blast, it fires several smaller blasts that makes it excellent for effective suppressive fire. Deals only 2d12+1 fire damage, ignoring 2 points of hardness/DR to target struck, plus those in a 10 foot radius must make a Reflex save DC 17 or suffer 2d10 fire damage (successful save for half damage), ignoring 2 points of hardness. Suffers -1 to attack rolls.
Weight: +2
PDC: -1
 



kronos182

Adventurer
Merry Christmas!
Have some SHIELD non-lethal weapons to protect your illgotten goods protected this holiday from the Grinch.

Night-Night Gun
A tranquilizer type of rifle produced by SHIELD that fires non-lethal bullets with heavy stopping power that break up under the subcutaneous tissue (or skin), delivering a tiny amount of dendrotoxin, capable of incapacitating a target long enough to be secured with no harmful side effects.

Night-Night Gun (PL 5 Personal Firears Proficiency)
Damage: 1d4 + Stun
Critical: 20x2
Damage Type: Non-lethal
Range Increment: 60 ft
Rate of Fire: Semi
Size: Large
Weight: 9 lbs
Ammo: 30 box
Purchase DC: 19 (Res +2 SHIELD)
Notes: Target struck must make Fort save DC 15 or be Stunned for 1d4 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 17, and knocked unconscious for 1d4 minutes. A successful save the target is only Stunned for 1d4 rounds.

Night-Night Pistol
The Night-Night Pistol is the pistol form of the Night-Night gun, a smaller non-lethal weapon for subduing a target.

Night-Night Pistol (PL 5 Personal Firears Proficiency)
Damage: 1d4 + Stun
Critical: 20x2
Damage Type: Non-lethal
Range Increment: 35 ft
Rate of Fire: Semi
Size: Large
Weight: 4 lbs
Ammo: 10 box
Purchase DC: 17 (Res +2 SHIELD)
Notes: Target struck must make Fort save DC 15 or be Stunned for 1d4 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 17, and knocked unconscious for 1d4 minutes. A successful save the target is only Stunned for 1d4 rounds.


ICER Rifle
The ICER (Incapacitating Cartridge Emitting Railgun), is an upgrade to the Night-Night gun, using improved chemicals and technology for improved range and incapacitation capability. Instead of using powder propellant, the ICER uses railgun technology to help reduce the chance of jams the greater range.

ICER Rifle (PL 5-6 Personal Firears Proficiency)
Damage: 1d6 + Stun
Critical: 20x2
Damage Type: Non-lethal
Range Increment: 80 ft
Rate of Fire: Semi
Size: Large
Weight: 8 lbs
Ammo: 35 box
Purchase DC: 19 (Res +2 SHIELD)
Notes: Target struck must make Fort save DC 17 or be Stunned for 1d4+1 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 19, and knocked unconscious for 1d4+1 minutes. A successful save the target is only Stunned for 1d4+2 rounds.


ICER Pistol
The ICER Pistol is usually assigned to officers, non-combat units and undercover operatives, based on the ICER Rifle.

ICER Pistol (PL 5-6 Personal Firears Proficiency)
Damage: 1d6 + Stun
Critical: 20x2
Damage Type: Non-lethal
Range Increment: 45 ft
Rate of Fire: Semi
Size: Large
Weight: 3.5 lbs
Ammo: 12 box
Purchase DC: 18 (Res +2 SHIELD)
Notes: Target struck must make Fort save DC 17 or be Stunned for 1d4+1 rounds, on a successful save, the target is Dazed. On a critical hit, the Fort save is increased to DC 19, and knocked unconscious for 1d4+1 minutes. A successful save the target is only Stunned for 1d4+2 rounds.
 

I was thinking of a couple of upgrades for the ICER Rifle.

One is the V-L (Variable Lethality) ICER. Dart is flung out using Mass Effect railgun technology and can be varied in ballistic power from very little (dart has about as much punch as a B.B., probably one that has very little air behind it -- guaranteed to do a welt in the skin deep enough to inject the toxin but that's it) to a "magnum" mode that blasts as hard a heavy rifle round or some such (used for anything from hitting a target behind a wall or inside body/light power armor). There is an "overcharge" mode that fires as hard as, well, a .50 BMG (at least), which is used for the really nasty things (talking placing toxin in a wannabe Hulk or punch through the cockpit door of a Gundam. Overheats like the dickens, though). This one is a newer model of rifle and not expected to see wide-spread use within SHIELD, being more of a special-ops item.

The other is the "Manager" (or some other cool nickname). It's essentially an ICER SAW, used for riot control. It includes a miniature Concussion Cannon and a shield projector to help the operator keep the targets at bay. Dunno what it would look like, guess it could be like the Minimi or a "chainsaw grip" gun a la Hunk's gun from V:LD. This one's seen some use among police divisions like Paris (waaaayyyy too many Akumatized villains).
 
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