CORELINE (D20 Modern/D20 BESM Setting). - Page 201
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  1. #2001
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    Gallant (Lvl 3)



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    His casino is also a powerhouse as far as casinos go.

  2. #2002
    Some more Borderlands stuff..

    Anshin
    Anshin is amanufacturer from the Borderlands universe, producing personal shields andhealth kits, making them one of the few manufacturers from that universe to notproduce weapons.

    Cracked Sash Shield(PL7)
    The Crack SashShield is a personal energy shield that protects the user from attacks, with afast recharge rate, but low capacity. The shield consists of a harness with acontrol unit at the base of the back that has a space for a power pack to powerthe whole unit. While active, the Cracked Sash shield provides 20 temporary hitpoints, regenerating at a rate of 4d4 hit points every 1 round. A standardpower pack will provide enough power for 5 minutes of continuous use.
    If the shield'stemporary hit points are depleted, it takes 1 full round to reset the shield tofull strength but drains 30 seconds of power, if there is enough power left.
    Weight: 5 lbs
    PDC: 27 Mil +3

    Adaptive Shield(PL7)
    The Adaptive Shieldis a personal energy shield that protects the user from attacks, but it alsoadapts to the damage type of energy weapons used against it. The shieldconsists of a harness with a control unit at the base of the back that has aspace for a power pack to power the whole unit. While active, the Adaptiveshield provides 30 temporary hit points, regenerating at a rate of 2d6 hitpoints every 1 round. Any attack that has an energy type (fire, acid, sonic,electricity, cold), for the next 5 rounds the Cracked Sash also providesresistance 10 to that energy, or unless the shield is drained of its temporaryhit points. A standard power pack will provide enough power for 5 minutes ofcontinuous use.
    If the shield'stemporary hit points are depleted, it takes 1 full round to reset the shield tofull strength but drains 30 seconds of power, if there is enough power left.
    Weight: 5 lbs
    PDC: 27 Mil +3


    Anshin Medical Kit(Late PL 5)
    This is a slightlymore advanced medical kit than those generally found on the commercial market.It can be used, with the Treat Injury skill, to treat a dazed, unconscious, orstunned character, provide long-term care, to restore hit points, treat a diseasedor poisoned character, or to stabilize a dying character. Grants a +1 bonus tothe Treat Injury check, plus when used to restore hit points, restores 1d6 hitpoints instead of the normal 1d4. The Anshin Medical Kit can be used twicebefore its supplies are used up.
    Weight: 7 lbs
    PDC: 16

    Anshin AdvancedMedkit (PL6)
    The Anshin AdvancedMedkit is similar to the standard Advanced Medkit, however provides +3equipment bonus on Treat Injury checks and if used to restore hit points, itrestores 1d6+2 hit points.
    Weight: 4 lbs
    PDC: 8


    Skag
    Skags are large, dog-like creatures, easily identified by their strong bony armour plates, aggressive behavior, and distictive three-jawed mouths.
    Skags dwell in underground burrows, though they primarily carve out the burrows by using their hard, hook-like claws to dig, the molded appearance of their den entrances evidences the use of corrosive compounds - common to some types of skag - to break down the stone. Skags seem to behave like meerkats, with most of the pack inside the den and a few roaming just outside.
    Skag' distinctive mouths consist of a relatively immobile lower jaw supporting two vertically aligned upper jaws which, when opened, seemingly cause the face to split. Despite the ferocious appearance of their mouths, skags do not appear to have teeth. Instead a series of barbs extends from the end of their lower jaw and along both edges of their upper jaws. This suggests that skags might ingest their prey in the same manner as alligators on Earth - by ripping apart the flesh rather than biting it in chunks.
    Skags' tongues grow with age. When at the 'elder' stage of maturity and fully extended, this strong, potentially prehensile organ may be up to twice as long as the body.
    Skag skin and armour plates are coloured and textured similar to rock, allowing them to blend in easily with the rocky areas they make their burrows.
    On Coreline Earth, skags can be found in such places as Nevada, Arizona, New Mexico in the States, Mexico, parts of Alberta, Canada and other rocky and semi desert areas.

    Combat
    Skags are armoured brutes and typically attack in groups of 3 to 6 individuals mobbing their prey. If prey are near their burrows, they will use one or two to distract and lure targets close to an entrance where more can wait and ambush. Skags attack by biting and clawing, usually leading with a pouncing attack for greater damage. As they get older they will use their tongues to whip and entangle prey more, and will charge a target more than leaping, for additional damage and knocking a target down.

    Skag Pup
    Skag pups are the smallest and weakest of skags, attacking by flaking their target, especially if larger skags are present, leaping and biting on the target. Typically found in groups of 2 to 12 with 1 or 2 adults.

    Skag Pup
    Type: Animal
    Size: Small
    CR: 1
    Hit Points: 1d8 (4 hp)
    Mas: 10
    Init: +3 (+3 Dex)
    Speed: 30 ft, burrow 10 ft
    Defense: 17 (+1 size, +3 Dex, +3 natural)
    BAB/Grp: +0
    FS/Reach: 5 ft by 5 ft / 5 ft
    Attacks: -1 melee Bite (1d4-1)
    Full Attack: -1 melee Bite (1d4-1) or -1 2 Claw (1d4-1)
    Special Attacks: Pounce
    Special Qualities: Scent, Low-light vision, kinetic resistance 3
    Allegiances:
    Saves: Fort +2, Reflex +5, Will -1
    Reputation:
    Abilities: Str 8, Dex 16, Con 11, Int 2, Wis 8, Cha 4
    Skills: Hide +2*, Listen +4, Move Silently +2, Spot +2
    Feats:
    Possessions:
    Advancement: 2-3 HD (Small)

    Pounce (Ex): If a skag pup leaps upon a foe, it can make a full attack even if it has already taken a move action, typically a bite and two claw attacks.
    Camouflage (Ex): When in rocky areas gain natural +4 to Hide checks.
    Kinetic Resistance (Ex): The armour plating of the skag protect it from kinetic forms of attack (ballistic, crushing, slam, bludgeoning, slashing and piercing), giving it resistance 3 to these kind of attacks.

    Combat
    Skag pups are usually found in small groups, and will leap and pounce a target, while several will use the Aid Other action to help others, particularly when fighting with adult skags, they will flank and use the Aid Other option to help the larger skags.

    Skag, Adult
    Type: Animal
    Size: Medium
    CR: 3
    Hit Points: 4d8+4 (22 hp)
    Mas: 12
    Init: +3 (+3 Dex)
    Speed: 40 ft, burrow 15 ft
    Defense: 17 (+3 Dex, +5 natural)
    BAB/Grp: +3/+4
    FS/Reach: 5 ft by 5 ft / 5 ft
    Attacks: +4 melee Bite (1d6+1) or +4 melee tongue (1d4+1 bludgeoning)
    Full Attack: +4 melee Tongue (1d4+1), -2 2 Claw (1d6+1)
    Special Attacks: Pounce, Rake, Charge
    Special Qualities: Scent, Low-light vision, kinetic resistance 8, Improved Grab
    Allegiances:
    Saves: Fort +5, Reflex +7, Will +0
    Reputation:
    Abilities: Str 12, Dex 16, Con 12, Int 2, Wis 8, Cha 4
    Skills: Hide +4*, Listen +4, Move Silently +2, Spot +4
    Feats:
    Possessions:
    Advancement: 5-8 HD (Medium)

    Pounce (Ex): If a skag leaps upon a foe, it can make a full attack even if it has already taken a move action, typically a tongue and two claw attacks.
    Camouflage (Ex): When in rocky areas gain natural +4 to Hide checks.
    Rake (Ex): If the skag successfully grabs its prey (seem Improved Grab), it can make two rake attacks (+4 melee) with it claws as part of a full attack. Each successful rake attack deals 1d6+1
    Kinetic Resistance (Ex): The armour plating of the skag protect it from kinetic forms of attack (ballistic, crushing, slam, bludgeoning, slashing and piercing), giving it resistance 8 to these kind of attacks.
    Improved Grab (Ex): To use this ability, the skag must hit with its tongue attack, if it gets a hold, it can rake.
    Tongue (Ex): As the skag gets older, its tongue gets longer and stronger, allowing it to whip and grab targets. Adult tongues have a reach of 5 feet.
    Charge (Ex): As a full attack, the skag can charge a target, at +8 melee, but suffering -2 to Defense, with a speed of 80 ft, dealing 3d6 bludgeoning damage plus the target must make a Fort save DC 10 + 1/2 damage dealt or be knocked prone. A failed save by 5 or more the target is knocked prone 1d4x5 feet back.

    Combat
    Skag adults are usually found in small groups (1d4), and will leap and pounce a target, some using their tongues to grapple and incapacitate a target, especially after it has been knocked down by a charging skag.

    Spitter Skag
    A variant breed of Skag that is easily distinguished by the long spikes along their back and darker coloration. While they do leap, claw and charge like other skags, they are more likely to stay at a distance and spit gobs of corrosive goo. Their ability to deal ranged damage often makes them a nuisance when dealing with their charging and leaping brethren.

    Skag, Spitter
    Type: Animal
    Size: Medium
    CR: 3
    Hit Points: 4d8+8 (26 hp)
    Mas: 14
    Init: +3 (+3 Dex)
    Speed: 40 ft, burrow 15 ft
    Defense: 16 (+3 Dex, +4 natural)
    BAB/Grp: +3/+4
    FS/Reach: 5 ft by 5 ft / 5 ft
    Attacks: +3 melee Bite (1d6) or +3 melee tongue (1d4 bludgeoning), or +6 ranged Acid Spit (2d4 acid)
    Full Attack: +3 melee Tongue (1d43), -1 2 Claw (1d6)
    Special Attacks: Pounce, Rake
    Special Qualities: Scent, Low-light vision, kinetic resistance 5, Improved Grab, Acid Resistance 10.
    Allegiances:
    Saves: Fort +6, Reflex +7, Will +0
    Reputation:
    Abilities: Str 10, Dex 16, Con 14, Int 2, Wis 8, Cha 4
    Skills: Hide +4*, Listen +4, Move Silently +2, Spot +4
    Feats:
    Possessions:
    Advancement: 5-8 HD (Medium)

    Pounce (Ex): If a skag leaps upon a foe, it can make a full attack even if it has already taken a move action, typically a tongue and two claw attacks.
    Camouflage (Ex): When in rocky areas gain natural +4 to Hide checks.
    Rake (Ex): If the skag successfully grabs its prey (seem Improved Grab), it can make two rake attacks (+3 melee) with it claws as part of a full attack. Each successful rake attack deals 1d6.
    Kinetic Resistance (Ex): The armour plating of the skag protect it from kinetic forms of attack (ballistic, crushing, slam, bludgeoning, slashing and piercing), giving it resistance 5 to these kind of attacks.
    Improved Grab (Ex): To use this ability, the skag must hit with its tongue attack, if it gets a hold, it can rake.
    Tongue (Ex): As the skag gets older, its tongue gets longer and stronger, allowing it to whip and grab targets. Adult tongues have a reach of 5 feet.
    Acid Resistance (Ex): The spitter skag has Acid Resistance 10.
    Acid Spit (Ex): The spitter skag can spit acid with a range increment of 30 feet, out to 5 increments, dealing 2d4 acid damage, plus 1d4 acid the next round unless the target can neutralize the acid.
    Acid Tunneling (Ex): The spitter skag can use its acid spit to aid in digging tunnels, making them permanent, can dig through dirt at a rate of 20 ft, or rock at the normal 15 ft, but the tunnels is permanent and doesn't collapse. Can dig through metal at a rate of 1 foot per round, creating a 4 foot diameter tunnel.

    Combat
    Skag spiters are usually found in small groups (1d4) or 1 or 2 with 1d4 adults, usually will flank and keep out of melee range where they can use their acidic spit to hit prey, especially prey that has been knocked down by other adult skag.

    Alpha Skag
    Alpha skags are some of the largest and most powerful skags. They are covered in very thick and durable armour, making them nearly invincible to small arms fire. They aren't as good of leapers as their smaller brethern, but they have far more powerful claw and charge attacks. Their armour and skin are usually dark grey. Alpha Skag are rare, with usually only 1 found for every 100 skag, usually acting as the leaders of the burrows.

    Skag, Alpha
    Type: Animal
    Size: Large
    CR: 6
    Hit Points: 9d8+18 (59 hp)
    Mas: 14
    Init: +3 (+3 Dex)
    Speed: 50 ft, burrow 15 ft
    Defense: 20 (-1 size +3 Dex, +8 natural)
    BAB/Grp: +6/+1 /+ 15
    FS/Reach: 5 ft by 10 ft / 5 ft, tongue 15 ft
    Attacks: +11 melee Bite (1d8+5) or +11 melee tongue (1d6+5 bludgeoning)
    Full Attack: +11 melee Tongue (1d6+5) and +6 2 Claw (1d8+5)
    Special Attacks: Pounce, Rake, Charge
    Special Qualities: Scent, Low-light vision, kinetic resistance 12, Improved Grab
    Allegiances:
    Saves: Fort +8, Reflex +3, Will +1
    Reputation:
    Abilities: Str 20, Dex 13, Con 14, Int 3, Wis 9, Cha 4
    Skills: Hide +4*, Listen +4, Move Silently +2, Spot +4
    Feats:
    Possessions:
    Advancement: 10-14 HD (Large)

    Pounce (Ex): If a skag leaps upon a foe, it can make a full attack even if it has already taken a move action, typically a tongue and two claw attacks.
    Camouflage (Ex): When in rocky areas gain natural +4 to Hide checks.
    Rake (Ex): If the skag successfully grabs its prey (seem Improved Grab), it can make two rake attacks (+11 melee) with it claws as part of a full attack. Each successful rake attack deals 1d8+5.
    Kinetic Resistance (Ex): The armour plating of the skag protect it from kinetic forms of attack (ballistic, crushing, slam, bludgeoning, slashing and piercing), giving it resistance 12 to these kind of attacks.
    Improved Grab (Ex): To use this ability, the skag must hit with its tongue attack, if it gets a hold, it can rake.
    Tongue (Ex): As the skag gets older, its tongue gets longer and stronger, allowing it to whip and grab targets. Alpha skag tongues have a reach of 15 feet.
    Charge (Ex): As a full attack, the skag can charge a target, at +8 melee, but suffering -2 to Defense, with a speed of 80 ft, dealing 3d6 bludgeoning damage plus the target must make a Fort save DC 10 + 1/2 damage dealt or be knocked prone. A failed save by 5 or more the target is knocked prone 1d4x5 feet back.
    Armour Breaker (Ex): The armour of the alpha skag is shaped to allow it to pierce armour, able to ignore 4 points of DR/Hardness on a charge attack. Its claw or rake attacks can ignore 2 points of DR/Hardness.

    Combat
    Alpha Skags are the leaders, usually found with at least 5 other skags, and they lead with a charge or a leap. Against heavily armoured opponents they will charge before attempting to

    Badass Skag (aka Elemental Skag)
    The Badass Skag, also known as Elemental Skags, are able to engulf themselves in a type of element (fire, ice, electricity or acid), making them immune to those types of damage, and even spit blasts of that element, similar to the spitter skag. While they are within 30 feet of other skag, they can impart a resistance to their element to those skag, making a group of skags with a badass skag incredibly dangerous. This breed of skag is even more rare, with about 1 in 200 skag a badass skag, although their numbers are larger in burrows near areas that have powerful relations to their element. For example, a higher number of fire badass skag can be found near volcanos; acid near dumps or areas with lots of toxic material; electricity near power plants or areas prone to high lightning strikes, etc. A badass skag can only have one elemental type, and if more than one type is in an area, the type imparted is usually that of the more powerful badass skag.

    Skag, Badass
    Type: Animal
    Size: Medium
    CR: 4
    Hit Points: 5d8+10 (33 hp)
    Mas: 14
    Init: +3 (+3 Dex)
    Speed: 40 ft, burrow 15 ft
    Defense: 16 (+3 Dex, +4 natural)
    BAB/Grp: +3/+4
    FS/Reach: 5 ft by 5 ft / 5 ft
    Attacks: +3 melee Bite (1d6) or +3 melee tongue (1d4 bludgeoning), or +6 ranged Element Spit (2d6 element)
    Full Attack: +3 melee Tongue (1d43), -1 2 Claw (1d6)
    Special Attacks: Pounce, Rake
    Special Qualities: Scent, Low-light vision, kinetic resistance 5, Improved Grab, Element Immunity, Elemental Engulf, Impart Elemental Resistance.
    Allegiances:
    Saves: Fort +6, Reflex +7, Will +0
    Reputation:
    Abilities: Str 10, Dex 16, Con 14, Int 2, Wis 8, Cha 4
    Skills: Hide +4*, Listen +4, Move Silently +2, Spot +4
    Feats:
    Possessions:
    Advancement: 6-9 HD (Medium)

    Pounce (Ex): If a skag leaps upon a foe, it can make a full attack even if it has already taken a move action, typically a tongue and two claw attacks.
    Camouflage (Ex): When in rocky areas gain natural +4 to Hide checks.
    Rake (Ex): If the skag successfully grabs its prey (seem Improved Grab), it can make two rake attacks (+3 melee) with it claws as part of a full attack. Each successful rake attack deals 1d6.
    Kinetic Resistance (Ex): The armour plating of the skag protect it from kinetic forms of attack (ballistic, crushing, slam, bludgeoning, slashing and piercing), giving it resistance 5 to these kind of attacks.
    Improved Grab (Ex): To use this ability, the skag must hit with its tongue attack, if it gets a hold, it can rake.
    Tongue (Ex): As the skag gets older, its tongue gets longer and stronger, allowing it to whip and grab targets. Adult tongues have a reach of 5 feet.
    Elemental Immunity (Ex): The badass skag has immunity to its elemental type (fire, ice, electricity or acid).
    Element Spit (Ex): The badass skag can spit a blast of its element (fire, ice, electricity or acid) with a range increment of 40 feet, out to 5 increments, dealing 2d6 respective elemental damage.
    Elemental Engulf (Su): The badass skag can engulf its body for 1d4+2 rounds with its element, adding 1d6 points of its element to its melee attacks, or anything striking it with a non-reach melee attack. They can use this ability 2 + Con modifier times per day (on average 4 times).
    Impart Elemental Resistance (Su): The badass skag can grant any other non badass skag within 30 feet of it resistance 5 to its resistance. This lasts for as long as the skag remains within 30 feet and for 1d4 rounds after it leaves the area.

    Combat
    Badass Skag are usually found individually, in pairs or in groups of other skag, usually will flank and keep out of melee range where they can use their elemental spit to hit prey, especially prey that has been knocked down by other adult skag. Usually entering combat once they have used their Elemental Engulf ability, granting resistance to all others nearby so as to not hurt other skag while they engage in melee combat with them.

  3. #2003
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    Gallant (Lvl 3)



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    Think called shots to an open mouth are s special vulnerability or just a more regular thing?

  4. #2004
    Quote Originally Posted by marcoasalazarm View Post
    Think called shots to an open mouth are s special vulnerability or just a more regular thing?
    They are.. I just didn't write up the mechanic for it.. and I'd have to write up a knowledge check to know that.. I wrote this up in an hour, I'm allowed to miss something. I'll fix it later.

  5. #2005
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    Gallant (Lvl 3)



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    No problem dude.

    Holy crap you are awesome.

  6. #2006
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    I am wondering how well common mecha would perform against the Titans from Attack on Titan. Now I haven't actually watched the anime or read the manga, but Titans only have one weakspot- the nape of the neck, right? Even if you have like a hyper-impulse cannon, if you don't hit that spot, the Titan will keep coming. Still it seems possible to penetrate their skin easily enough, with the right weapon. In theory a beam rifle could pierce all the way through a Titan's neck. Ultimately, my assessment would be that they would be a fairly formidable opponent for most mecha, but not an insurmountable one.

  7. #2007
    Quote Originally Posted by Lord Zack View Post
    I am wondering how well common mecha would perform against the Titans from Attack on Titan. Now I haven't actually watched the anime or read the manga, but Titans only have one weakspot- the nape of the neck, right? Even if you have like a hyper-impulse cannon, if you don't hit that spot, the Titan will keep coming. Still it seems possible to penetrate their skin easily enough, with the right weapon. In theory a beam rifle could pierce all the way through a Titan's neck. Ultimately, my assessment would be that they would be a fairly formidable opponent for most mecha, but not an insurmountable one.
    If the weapon is powerful enough.. vaporizing the head and neck would kill the Titan. Otherwise, treat it like a giant troll.. massive regeneration capability (which can take time), once the titan is wounded enough and goes down, gives the mech pilot time to slash the vulnerable spot, IF they know about it. Otherwise, the Titans would just come back with same numbers while mech pilots have to repair and rearm.

  8. #2008
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    There are other details that may come in handy like they run pretty hot (maybe a bonus to track them using thermal sensors?)

  9. #2009
    Quote Originally Posted by marcoasalazarm View Post
    There are other details that may come in handy like they run pretty hot (maybe a bonus to track them using thermal sensors?)
    Yup, some of them run quite hot. Purposely and some not so. So the heat can be used as a weapon or defensive measure. Some have heavy bone plating. Some can generate 'armour' or harden their skin in select areas, to either protect the nap or other areas, or to add bonus damage to melee strikes. A few other uses as well.

  10. #2010
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    BTW, concerning the fact that we have done 40K stuff here... I own a few of those books from the 40K RPG line (Dark Heresy, Rogue Trader and the like). I was thinking about trying to adapt s couple of the gizmos for this thing using the stuff already statted as a baseline.

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