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  1. #61
    Member
    Gallant (Lvl 3)



    Join Date
    Dec 2004
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    San Jose, Costa Rica
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    1,280
    Vehrec, welcome back and allow me to do an ovation to this thing that you wrote (is THAT useful. Seriously needing some ideas for the ADP/F-SWTI).

    Added a new Dimensional Instability, 'Timeline Collision'.

    And now, well, here's one of the many (MANY) things that my friends have demanded of me...

    The LaGrange Colonies



    Location of the LaGrange Colonies, relative to Earth

    They come from the ‘Gundam’ series as a whole, but Pre-Vanishing geeks have reported over underground web sites that the main series that composes the Colonies, visually and politically, is ‘Gundam Wing’-from an undeterminate time before 'Endless Waltz'. When they first appeared on their orbits, during the last moments of the 23 Hours, they believed firmly that it was some sort of Psychological Warfare move by Earth-and so, a small number of rebel Mobile Suits attacked, before anybody could do anything. The Mobile Suit squads were confronted by other orbit-based Fictions, such as the Galactica, and those who made it to Earth’s surface reported the state of disorder on the surface before being destroyed.

    The LaGrange Colonies decided to not contact Coreline, and they remained ‘in the dark’ about the situation on the planet until several weeks later, whern they were contacted by the newly-formed UNSC and given an offering: independence in exchange of help to rebuild some of the damaged cities. Suspecting, the Colonies accepted, and the UNSC kept its word-since the situation on Coreline was already too volatile to add the Colonies going to war.

    The Colonies went into voting shortly after, and not surprisingly (for some pre-Vanishing Humans, at least), an Alternate of Relena Peacecraft won them.

    The LaGrange Colonies are in good relations with Coreline -although there’s a few underground factions that STILL believe the whole thing to be an ‘elaborate Earth Government hoax’-, producing orbitally-forged alloys and experiments of all kinds. As well, the Colonies have become a sort of ‘Casablanca’-where people from Coreline and other places in the Sol System escape to.

    NEW MECHA SUPERSTRUCTURE MATERIAL:
    GUNDANIUM (PL 7)
    Gundanium is an extremely rare metal that can be mined and worked only in space. Mecha composed of it have attained fearsome reputations, partly because of the metal's innate properties and partly because of the string of consummately skilled pilots that such mecha have been piloted by historically: such mecha are called 'Gundams.'
    Hardness: 40
    Base Purchase DC Modifier: +8

    NEW MECHA ARMOR MATERIAL:
    GUNDANIUM ARMOR (PL 7)
    Gundanium is an extremely rare metal that can be mined and worked only in space. It is one of the best Fiction mecha armor alloys known to man, but at the same time, it is extremely expensive.
    Equipment Bonus: +14
    Armor Penalty: -8
    Speed Penalty: -5 feet.
    Purchase DC: 15 + one-half the mecha's base purchase DC.

    NEW MISCELLANEOUS MECHA EQUIPMENT:

    ATOMIC SELF-DESTRUCT SYSTEM (PL 6)
    Some mecha are so valuable or advanced that to have them fall into enemy hands would be a catastrophe. To prevent this, many prototype, unique or expirimental mecha are fitted with nuclear self-destruct systems designed to completely obliterate the mech while causing substantial damage to enemy forces within range.
    Treat this micro-nuke as an explosive with three burst radii: one that extends for 5280', one that extends 2640', and one that extends 1000' from the self-detonating mecha.
    The innermost deals 20d10 fire, with a Reflex save of 40: the middle deals 20d6 concussion, with a Reflex save of 25: and the outer deals 10d6 concussion, with a Reflex save of 15. The innermost rings suffer the cumulative effects of those in succeeding ones, so anyone in the center ring will take 20d10 fire, 20d6 concussion, and 10d6 concussion before Reflex saves, and anyone in the middle ring will take 20d6 and another 10d6 concussion damage. This does mean that someone in the center or middle ring will have to make multiple Reflex saves for the different 'sources' of damage.
    As the explosive is a fusion weapon and uses a minumum of fission to start the reaction, there is no appreciable fallout.
    The self-destructing mecha is affected as if it was at the center of the three rings, and is not allowed Reflex saves to mitigate the damage.
    Equipment slots: 2
    Activation: Full-round action
    Target: All things within 1 mile
    Duration: Instantaneous
    Saving throw: Reflex half (Variable DC, see text)
    Purchase DC: 35
    Restriction: Military (+3)

    MINIATURIZED SELF-DESTRUCT SYSTEM (PL 7)
    Advances in fusion technology allow for a fusion self-destruct system to be built without reliance on bulky heavy hydrogen to use as fuel in the reaction: high-energy magnetic fields can be used to induce fusion in considerably denser material without reliance on hydrogen or a secondary fission explosion. This allows for the punch and utility of an atomic self-destruct system to be integrated with a mecha's main reactor, minimizing space needs.
    Treat this self-destruct system as an explosive with three burst radii: one that extends for 5280', one that extends 2640', and one that extends 1000' from the self-detonating mecha.
    The innermost deals 20d10 fire, with a Reflex save of 40: the middle deals 20d6 concussion, with a Reflex save of 25: and the outer deals 10d6 concussion, with a Reflex save of 15. The innermost rings suffer the cumulative effects of those in succeeding ones, so anyone in the center ring will take 20d10 fire, 20d6 concussion, and 10d6 concussion before Reflex saves, and anyone in the middle ring will take 20d6 and another 10d6 concussion damage. This does mean that someone in the center or middle ring will have to make multiple Reflex saves for the different 'sources' of damage.
    The self-destructing mecha is affected as if it was at the center of the three rings, and is not allowed Reflex saves to mitigate the damage.
    Equipment slots: None.
    Activation: Full-round action
    Target: All things within 1 mile
    Duration: Instantaneous
    Saving throw: Reflex half (Variable DC)
    Purchase DC: 35 + one-quarter the mecha's base purchase DC
    Restriction: Military (+3)

    "MOBILE DOLL" DRONE PILOT (PL 8)
    An advanced AI can obviate the need for a pilot to operate a mecha, allowing them to be mass-produced by the thousands without rushing pilots through training. Such 'mobile dolls' cannot match the abilities of a skilled pilot, but they can typically overwhelm one through sheer force of numbers.
    Its statistics are treated as Str 12, Dex 12, Con --, Int 8, Wis 8, and Cha --. It is a Strong 5/Fast 1 Ordinary that cannot operate outside of its mecha and cannot gain levels under any circumstance and has no Wealth, Occupation, or Repuatation, but has feats and skills chosen to suit its role in combat. Typically, the skills are as follows: Pilot 4 ranks, Drive 4 ranks, Spot 4 ranks, Listen 4 ranks, Navigate 4 ranks. Typically, the feats are as follows: Mecha Operation, Mecha Weapon Proficiency, Advanced Mecha Operation, Weapon Focus (main weapon).
    A mecha equipped with the 'mobile doll' system does not need a pilot's cockpit and cannot install a co-pilot's cockpit, but can install a passenger's cockpit. In addition, the following pieces of equipment are incompatable with the 'mobile doll' system: Crackerjack neural link, HV-5 Haven escape pod, 'Wild Horse' vernier system, and Delphi defense suite. They cannot use a comm system to communicate meaningfully with humans, but can coordinate among each other and receive human orders. A life-support system is still neccesary if the mecha needs to go underwater, because the system is not waterproofed. For similar reasons, a space skin is needed for the mobile doll to operate in space...and a zero-G stabilizer effectively is a programming addendum granting the mobile doll Zero-G Training as a bonus feat. Without a sensor suite, the mobile doll cannot make Spot or Navigate checks, and is effectively blind- it cannot make Spot, Listen, Search, or Navigate checks without one. They have construct immunities, but are still vulnerable to critical hits.
    Equipment slots: 2
    Activation: None.
    Range: Personal.
    Target: You.
    Saving Throw: None.
    Purchase DC: 15 + one-half the mecha's base purchase DC
    Restriction: None.

    TRANSFORMATION SYSTEM (PL 7)
    Some mecha have the ability to transform into a plane or helicopter, which helps in travelling long distances or making a quick escape. If the mecha has a fly speed, this transformation adds +100' to its fly speed and reduces its maneuverability by one grade. If the mecha does not normally have a fly speed, then it gains a fly speed of 100' (clumsy.) It cannot utilize melee weapons in this form.
    Equipment Slots: 2 (equivilant)
    Activation: Two full-round actions
    Range: Personal.
    Target: You.
    Saving Throw: None.
    Purchase DC: 27
    Restriction: None.

    MULTIPLE LAUNCH SYSTEM (PL 6)
    When a mecha has large numbers of missiles, launching them all at once can be an effective tactic, if unsubtle. A Multiple Launch system is a sophisticated ballistics and targeting computer: it allows more than the standard one missile per attack action to be launched. Any missiles beyond those that would normally be fired by the mech's pilot can be fired with a flat +5 attack bonus, to a maximum of twenty missiles at once.
    Equipment Slots: 1
    Activation: None.
    Range: Personal.
    Target: You.
    Duration: Persistant.
    Saving Throw: None.
    Purchase DC: 25.
    Restriction: Military (+3)

    MINIATURIZED MULTIPLE LAUNCH SYSTEM (PL 7)
    Advances in computer technology allow advanced ballistics/targeting programming to fit into a computer less than two inches in all dimensions. A Multiple Launch system is a sophisticated ballistics and targeting computer: it allows more than the standard one missile per attack action to be launched. Any missiles beyond those that would normally be fired by the mech's pilot can be fired with a flat +5 attack bonus, to a maximum of twenty missiles at once (beyond what could normally be fired by the pilot)
    Equipment Slots: None.
    Activation: None.
    Range: Personal.
    Target: You.
    Duration: Persistant.
    Saving Throw: None.
    Purchase DC: 25.
    Restriction: Military (+3)

    'WILD HORSE' VERNIER SYSTEM (PL 7)

    In an effort to make one of the fastest mecha to date, scientists have used high-output fusion thrusters to boost the land and speed of a mecha to unsafe levels. This advanced fusion-thruster system can move a mecha at unprecidented speeds, but the jarring G-forces involved make such preformance punishing on the pilot. The only mecha currently in existance with this system, the Tallgeese prototype, originated the colorful nickname of this advanced vernier technology when test pilots likened it to a wild, untamed horse, fast but uncontrollable and likely to harm its rider This system gives the mecha a fly speed of 200 ft (average), increases its land speed by 20 feet, and negates any Dexterity penalty the mecha imposes, but requires the pilot to make a Fort save (DC 15) every time he makes a double move, charges, or runs or take 1d6 damage.
    Equipment Slots: 2 (back, legs, shoulders, or boots)
    Activation: None.
    Range: Personal.
    Target: You.
    Saving Throw: 15
    Purchase DC: 27
    Restriction: Restricted (+1)

    Linked Feat:
    'Wild Horse' Adaptation

    You are a skilled and seasoned pilot, capable of enduring the massive stresses incurred by piloting a mech with the 'Wild Horse' vernier system.
    Prerequisites: Con 13, Improved Damage Threshold, Mecha Operation, Advanced Mecha Operation, six hours of training or combat in a mech with the 'Wild Horse' vernier system
    Benefit: The character automatically succeeds on any Fortitude save incurred through the use of the 'Wild Horse' vernier system.
    Normal: A character using the 'Wild Horse' vernier system must make a Fortitude save when making strenuous maneuvers or take damage.

    NEW MECHA WEAPONS

    WING GUNDAM'S BUSTER RIFLE (PL 7)
    The Wing Gundam's buster rifle has three aperture settings: focused beam, wide beam and wide-angle beam. The mecha operator can switch between settings as a move action. The focused beam setting deals 12d8 points of fire damage in a successful ranged attack. It has a critical threat range of 20. On the wide beam setting, the rifle automatically deals 12d8 points of fire damage to everything in a 15-foot wide, 1500 feet long line, but those in the area can make a Reflex save (DC 25) to reduce the damage by half. If it encounters something along the way that can sucessfully resist its damage, the line stops at that point. Critical hits aren't possible on the wide beam setting. On the wide-angle setting, the weapon automatically hits everything within a 60-foot cone for 12d8 points of fire damage, but those in the area can make a Reflex save (DC 22) to reduce the damage by half. Critical hits aren’t possible on the wide-angle setting.
    Equipment Slots: 3, including hand (or arm if Large), arm, shoulders, or visor.
    Activation: Attack action.
    Range Increment/Range: 150 feet (focused beam), 1500 feet (wide beam), or 60 feet (wide-angle).
    Target/Area: Single target within 1,500 feet, 1,500 foot 15-foot wide line, or 60-foot cone.
    Duration: Instantaneous.
    Saving Throw: None or Reflex half (DC 22/25; see text).
    Purchase DC: 31.
    Restriction: Military (+3).

    WING ZERO'S DOUBLE BUSTER RIFLE (PL 7)
    The Wing Zero's double buster rifle is one of the most destructive plasma weapons ever devised, capable of destroying city blocks and levelling reinforced buildings. Its impact has been likened to a small nuclear warhead. Wing Zero's buster rifle has three aperture settings: focused beam, wide beam and wide-angle beam. The mecha operator can switch between setting as a move action. The focused beam setting deals 15d10 points of fire damage on a successful ranged attack. It has a critical threat range of 20. On the wide beam setting, the rifleautomatically deals 15d10 points of fire damage to everything in a 20-foot wide, 1500 feet long line, but those in the area can make a Reflex save (DC 28) to reduce the damage by half. Critical hits aren't possible on the wide-angle setting. On the wide-angle setting, the weapon automatically hits everything within a 90-foot cone for 15d10 points of fire damage, but those in the area can make a Reflex save (DC 25) to reduce the damage by half. Critical hits aren't possible on the wide-angle setting.
    Equipment Slots: 3, including hand (or arm if Large), arm, shoulders, or visor.
    Activation: Attack action.
    Range Increment/Range: 150 feet (focused beam), 1500 feet (wide beam), or 90 feet (wide-angle).
    Target/Area: Single target within 1,500 feet, 1,500 foot 20-foot wide line, or 90-foot cone.
    Duration: Instantaneous.
    Saving Throw: None or Reflex half (DC variable; see text).
    Purchase DC: 38
    Restriction: Military (+3).

    DUAL ROTARY CANNON (PL 6)
    This weapon is designed for one purpose and one purpose only: to put as many 210mm high-explosive shells downrange as is physically possible. It is a super-rapid fire version of the Warpath recoilless rifle, utilizing the same ammunition but firing it even more rapidly.
    Each shell does 10d6 ballistic damage, and the system's magazine holds 30 shells: if the dual rotary cannon is used for a burst fire, then the attack expends ten rounds and deals +4 dice of damage. If it is used for autofire, it targets a 15-by 15-foot area, requires a DC 20 Reflex save to reduce damage and expends twenty rounds. Needless to say, additional magazines are neccesary for extended use of the dual rotary cannon.
    Equipment Slots: 1 for cannon, must be hand (or arm if Large); 1 for each 30-round magazine.
    Activation: Attack action.
    Range Increment: 40 feet.
    Target: Single target within 400 feet, or autofire.
    Duration: Instantaneous.
    Saving Throw: None.
    Purchase DC: 25 for cannon and 30-round magazine, 17 per additional magazine.
    Restriction: Military (+3).

    BEAM SABER (PL 8)
    The beam saber is a lightweight and efficient one-handed melee weapon, the standard for melee combat in the Gundam universe.
    Damage for the beam saber is based on the size of the mecha wielding it: Large 4d6, Huge 8d6, Gargantuan 12d6, and Colossal 16d6. The beam saber has a critical threat range of 19–20. Half of the damage the beam saber deals is slashing damage, and the other half is fire damage.
    The beam saber’s size category is the same as the mecha’s size category.
    Equipment Slots: 1, must be hand (or arm if Large).
    Activation: Attack action.
    Range: Touch.
    Target: Single target within reach.
    Duration: Instantaneous.
    Saving Throw: None.
    Purchase DC: 10 + one-quarter the mecha’s base purchase DC.
    Restriction: None.

    A9X DEMON FLAME-THROWER (PL 5)
    A larger version of the A3X Dragon, the A3X Demon flame-thrower sprays a 60-foot cone of white phosphorus, napalm, and high-powered fuel that can melt structural steel. Anyone caught within the cone must succeed at a Reflex save (DC 18) or take 6d8 points of fire damage. The flame-thrower carries enough fuel for 20 attacks; refueling the tank has a purchase DC of 15.
    Equipment Slots: 1.
    Activation: Attack action.
    Range Increment: Emanates from mecha.
    Area: 60-foot cone.
    Duration: Instantaneous.
    Saving Throw: Reflex half (DC 18).
    Purchase DC: 24.
    Restriction: Military (+3).

    HEAT SHOTEL (PL 7)
    The heat shotel is a high-tech improvement on the shotel, a traditional Arabic weapon. It is a razor-sharp curved sword heated to such incredible temperatures that they melt armor plate like butter.
    Damage for the heat shotel is based on the size of the mecha wielding it: Large 3d6, Huge 6d6, Gargantuan 9d6, and Colossal 12d6. The heat shotel has a critical threat range of 19–20. Half of the damage the shotel deals is slashing damage, and the other half is fire damage.
    The heat shotel’s size category is the same as the mecha’s size category.
    Equipment Slots: 1, must be hand (or arm if Large).
    Activation: Attack action.
    Range: Touch.
    Target: Single target within reach.
    Duration: Instantaneous.
    Saving Throw: None.
    Purchase DC: 8 + one-quarter the mecha’s base purchase DC.
    Restriction: None.

    SAMPLE LAGRANGE COLONY MECHAS

    Tallgeese


    Size: Gargantuan (–4 size)
    Bonus Hit Points: 600
    Superstructure: High-grade neo-titanium (Vanadium equivilant) (Hardness: 15)
    Armor: High-grade neo-titanium (Duralloy equivilant) (Bonus to Defense: +7)
    Armor Penalty: -8
    Reach: 15 ft.
    Strength Bonus: +24 Dexterity Penalty: +0
    Speed: 60 ft, fly 200 ft (average)
    Base Purchase DC: 52
    Standard Equipment Package:
    Pilot's cockpit (torso,) Class II sensor system (cranium,) Oracle Targeting System mk 3 (visor, keyed to dobergun), dobergun (as semi-auto Warpath: left hand), beam saber (right hand,) beam saber in storage (right arm,) 'Wild Horse' Vernier system (back), 4x structural enhancement (helmet, belt, shoulders), heavy fortification (legs, boots)
    Purchase DCs for all equipment: 52, 41, 41, 41, 41, 36, 36, 27, 23, 23, 21, 20, 20, 18

    Leo


    Size: Gargantuan (-4 size)
    Bonus Hit Points: 400
    Superstructure: Alumisteel (Hardness: 10)
    Armor: Duraplastic (Bonus to Defense: +2) (-2 w/o shield)
    Armor penalty: -4
    Reach: 15 ft
    Strength Bonus: +24 Dexterity Penalty: -2
    Speed: 50 ft
    Base Purchase DC: 48
    Standard Equipment Package:
    Pilot's cockpit (torso,) Class II sensor system (helmet), 105mm chaingun (M-9 Barrage equivilant; right hand), extra box magazine for above (as four Barrage ammo belts: right arm), Bulwark tactical shield (left arm), beam saber (left hand), comm system
    Purchase DCs for all equipment: 48, 29, 22, 21, 21, 21, 17, 8, 8, 8, 8

    Space Leo adds:
    Space Skin (back,) zero-G stabilizer (belt,) jetpack (back), beam rifle (M-21 equivilant) replaces 120mm machine gun
    Purchase DCs for all equipment: 48, 29, 22, 22, 21, 21, 18, 17, 15

    Commander-Type adds:
    Alumisteel armor, Class III sensor system (helmet,) 2x semi-auto T-95 equivilant shoulder cannons (shoulders)
    Purchase DCs for all equipment: 48, 34, 25, 22, 21, 21, 20, 17, 8, 8, 8, 8

    Optional Weapons:
    'Dober Gun' or bazooka (semi-auto Warpath recoilless rifle equivilant) replaces 120mm machine gun
    Purchase DCs for all equipment: 48, 29, 22, 21, 21, 17
    Beam Rifle (M-21 equivilant) replaces 20mm machine gun
    Purchase DCs for all equipment: 48, 29, 22, 21, 21, 17

    Space Leo Commander-Type adds:
    Alumisteel armor, Class III sensor system (helmet,) Space Skin (back,) zero-G stabilizer (belt,) jetpack (back), 2x semi-auto T-95 equivilant shoulder cannons (shoulders)
    Purchase DCs for all equipment: 48, 34, 25, 22, 21, 21, 20, 18, 17, 17, 15, 8, 8, 8, 8

    Aries


    Size: Gargantuan (–4 size)
    Bonus Hit Points: 400
    Superstructure: Alumisteel (Hardness: 10)
    Armor: Alumisteel (Bonus to Defense: +0)
    Armor Penalty: -4 Reach: 15 ft.
    Strength Bonus: +24 Dexterity Penalty: -2
    Speed: 50 ft, fly 150 ft (average)
    Base Purchase DC: 48
    Standard Equipment Package:
    Pilot's cockpit (torso,) Class II sensor system (cranium,) 105mm machine gun (right hand), extra ammunition for 105mm (400 rounds, right arm), 2x M-87 missile launcher (legs), M-87 missile launcher (optional, left hand) thruster boots (boots,) jet-assist wings (back), transformation system (shoulders),
    Purchase DCs for all equipment: 48, 39, 27, 23, 23, 23 (optional), 22, 21, 21, 21, 17, 8, 8, 8, 8, 8, 8

    Taurus


    Size: Gargantuan (–4 size)
    Bonus Hit Points: 400
    Superstructure:[/b Duralloy (Hardness: 15)
    Armor: Duralloy (Bonus to Defense: +3)
    Armor Penalty: -8
    Reach: 15 ft.
    Strength Bonus: +24 Dexterity Penalty: -2
    Speed: 40 ft, fly 150 ft (poor)
    Base Purchase DC: 48
    Standard Equipment Package: Pilot's cockpit (torso), Oracle Targeting System mk 2, keyed to M-21 (visor), Class III sensor system (cranium), M-21 Comet autolaser (left, right hands), zero-G stabalizer (belt,) Vernier thrust system (back: thruster boots equivilant), comm system
    Purchase DCs for all equipment: 48, 34, 25, 22, 22, 21, 18

    Optional Weapon:
    Tsunami 240 plasma cannon replaces auto-laser (beam cannon replaces beam rifle)
    Purchase DCs for all equipment: 48, 34, 25, 25, 22, 21, 18

    Virgo


    Size: Gargantuan (–4 size)
    Bonus Hit Points: 450
    Superstructure: Gundanium (Hardness: 40)
    Armor: Gundanium (Bonus to Defense: +14)
    Armor Penalty: -8
    Reach: 15 ft.
    Strength Bonus: +24 Dexterity Penalty:b -2
    Speed: 40 ft, fly 150 ft (poor)
    Base Purchase DC: 56
    Standard Equipment Package:
    'Mobile Doll' drone pilot system (torso), Oracle Targetin System mk 3, keyed to beam cannon (visor,) Class III sensor system (cranium), beam cannon (Tsunami 480 equivilant: left arm, hands), space skin (right arm), zero-G stabilizer (belt), planet defensors (deflection field +5: left shoulder), structural enhancement (right shoulder), Vernier thrust system (back: thruster boots equivilant), comm system
    Purchase DCs for all equipment:
    56, 49, 43, 43, 36, 25, 25, 21, 20, 20, 18, 15

    Typical Virgo (with Mobile Doll System enabled)
    HP: 5d8 (22 hp) + 450
    Str: 36 +13
    Dex: 10 +0
    Con: --
    Int: 8 -1
    Wis: 8 -1
    Cha: --
    BAB: +5
    Defense: 27 (10 + 0 Dex - 4 size +14 armor +3 Strong +3 Fast +1 dodge)
    Attacks:
    Slam +18 2d8+13
    Tsunami 480 +10 12d6 fire 150' range, or 12d6 fire 60' cone, Ref (DC 19) halves
    Construct immunities (still crit-vulnerable)
    Skills:
    Pilot 4 ranks +0 Dex +4 total
    Drive 4 ranks +0 Dex +4 total
    Spot 4 ranks -1 Wis +2 sensor +5 total
    Listen 4 ranks -1 Wis +3 total
    Navigate 4 ranks -1 Wis +2 sensor +5 total
    Feats:
    Mecha Operation, Mecha Weapon Proficiency, Advanced Mecha Operation, Weapon Focus (Tsunami 480).
    Last edited by marcoasalazarm; Friday, 7th July, 2006 at 03:31 AM.

  2. #62
    Quote Originally Posted by marcoasalazarm
    Vehrec, welcome back and allow me to do an ovation to this thing that you wrote (is THAT useful. Seriously needing some ideas for the ADP/F-SWTI).

    Added a new Dimensional Instability, 'Timeline Collision'.

    And now, well, here's one of the many (MANY) things that my friends have demanded of me...

    The LaGrange Colonies



    Location of the LaGrange Colonies, relative to Earth

    They come from the ‘Gundam’ series as a whole, but Pre-Vanishing geeks have reported over underground web sites that the main series that composes the Colonies, visually and politically, is ‘Gundam Wing’-from an undeterminate time before 'Endless Waltz'. When they first appeared on their orbits, during the last moments of the 23 Hours, they believed firmly that it was some sort of Psychological Warfare move by Earth-and so, a small number of rebel Mobile Suits attacked, before anybody could do anything. The Mobile Suit squads were confronted by other orbit-based Fictions, such as the Galactica, and those who made it to Earth’s surface reported the state of disorder on the surface before being destroyed.

    The LaGrange Colonies decided to not contact Coreline, and they remained ‘in the dark’ about the situation on the planet until several weeks later, whern they were contacted by the newly-formed UNSC and given an offering: independence in exchange of help to rebuild some of the damaged cities. Suspecting, the Colonies accepted, and the UNSC kept its word-since the situation on Coreline was already too volatile to add the Colonies going to war.

    The Colonies went into voting shortly after, and not surprisingly (for some pre-Vanishing Humans, at least), an Alternate of Relena Peacecraft won them.

    The LaGrange Colonies are in good relations with Coreline -although there’s a few underground factions that STILL believe the whole thing to be an ‘elaborate Earth Government hoax’-, producing orbitally-forged alloys and experiments of all kinds. As well, the Colonies have become a sort of ‘Casablanca’-where people from Coreline and other places in the Sol System escape to.

    NEW MECHA SUPERSTRUCTURE MATERIAL:
    GUNDANIUM (PL 7)
    Gundanium is an extremely rare metal that can be mined and worked only in space. Mecha composed of it have attained fearsome reputations, partly because of the metal's innate properties and partly because of the string of consummately skilled pilots that such mecha have been piloted by historically: such mecha are called 'Gundams.'
    Hardness: 40
    Base Purchase DC Modifier: +8

    NEW MECHA ARMOR MATERIAL:
    GUNDANIUM ARMOR (PL 7)
    Gundanium is an extremely rare metal that can be mined and worked only in space. It is one of the best Fiction mecha armor alloys known to man, but at the same time, it is extremely expensive.
    Equipment Bonus: +14
    Armor Penalty: -8
    Speed Penalty: -5 feet.
    Purchase DC: 15 + one-half the mecha's base purchase DC.

    Yes, very impressive.....but expensive? They've likely discovered a crude 'replicator' technique already, (D20F, Chpt 5) so *not* using it to process the ore...... I guess this forces me to call profit-inspired shenanigans.



    Oh, BTW: Original 'Mature' thinktank thread Here.

  3. #63
    Member
    Gallant (Lvl 3)



    Join Date
    Dec 2004
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    San Jose, Costa Rica
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    Working on a mini-description to add Basin City to this mess.

    And following that, an adventure idea located in the city.

    Why....? Well, 'when you walk down the alleys of Sin City....'

  4. #64
    Member
    Gallant (Lvl 3)



    Join Date
    Dec 2004
    Location
    San Jose, Costa Rica
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    'Walk down an alley of Sin City, and you'll find anything'

    Basin City:

    The best way to describe this city would be using that quote for Mos Eisley, but let’s face it, it doesn’t even begins to scratch the amount of corruption, paranoia and brutality that this town can come to show.

    First, a little history: the original Basin City was formed during the Gold Rush as a mining camp. Like many other mining camps of the era, entertainment was made by call girls. And during that time, a large number of women were brought in to keep the miners happy. These women ended up forming what is now known as the district of Old Town, where the prostitutes live. In addition, the people in charge of the city remained in charge, running it as they saw fit.
    When the city appeared, in southern Colorado, various factions tried to take over it, but were repelled back –in a rather brutal fashion.
    As it stands now, both in its core universe and on Coreline, ‘Sin City’ is noted for having a bar on every corner and police who are mostly corrupt with little regard for the law.
    All kinds of illicit items and services can be obtained within Sin City, and there’s very little people that can’t be bought within its limits. As well, there’s not one person –Fiction and Real alike- that doesn’t has a dark secret and the occasional desire to ‘go out with a bang’. A good deal of the Fictions inside the city limits follow ‘pulp rules’-they are somewhat better than the normal man, but don’t have the excessive punch that some Fictions can get to obtain. They can, also, be pretty damned brutal and sneaky when there’s something threatening them.

    Districts of Sin City:

    Little Saigon: The ‘Chinatown’ of Basin, it has the largest number of Anime Fictions in the city. As well, it is the district with the largest amount of magic and psionic-wielding individuals in the whole city.

    Old Town: This district is where the prostitutes live and work. The police are not welcome here, and will be driven off if they show up in uniform or in their cruisers - the girls of Old Town take care of their own, and they care with extreme brutality. Any prostitute in Old Town is going to be well-armed and there seems to be a competition between which is the most used weapon-the Uzi or the TEC-9.

    The Projects: The run-down and poor side of Sin City. It is a tangle of high-rise apartments where crime runs rampant.

    Sacred Oaks: This is where the rich and well-to-do live. This is the location of all the local corporate offices and Basin City University.

    MAJOR POWERS OF SIN CITY:

    Major P. Boothe Roark: In his core universe he was a U. S. Senator, but on Coreline, he was appointed the city’s major. His first move as a major was to bring several corporations to the city, which has made him appear as a ‘savior’ for Basin. Aside from that, Roark is a very, very corrupt politician. His contacts in corporations like Genom has given him enough power to easily destroy anyone he chooses, and he constantly brags in private about how he could get away with anything he wants.

    The Colonel: One of Wallenquist’s lieutentants, this former SAS Colonel is in charge of assassinations and of training Wallenquist’s troops, as well as being Wallenquist’s ‘street face’. He seems interested to take over Old Town, as well.

    The Ladies of Old Town: The prostitutes of Old Town have an uneasy truce with everyone. At the moment they have an agreement with the police, and have been able to keep the Mafia and other criminal groups out of their section of the city. Aside from the Mafia and the Colonel's interests, a Tong once tried to muscle their way in-but was shot down, in more was than one.

    The Mafia: The Magliozzi crime family is the most powerful Mafia faction in Basin City, and deals with everything from drugs to kidnapping to extortion. Don Giacco Magliozzi, the local Capo, is constantly surrounded with a virtual army of Fiction bodyguards.

    Wallenquist: The leader of the most powerful mercenary faction in the local area, he and the Mafia do not get along and are at war in a quiet fashion. This army funds itself by doing EVERYTHING profitable, such as smuggling, vice, kidnapping and assassination.
    Last edited by marcoasalazarm; Sunday, 9th July, 2006 at 05:35 AM.

  5. #65
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    Very nice. And if you are going to be quoting star wars, I might as well throw a quote into the ring.
    "What a piece of Junk!"
    Ladies and gentlemen, I give you the poor mans mecha, the AK-47 of the mechanized battlefield, the Mjolnir mark 1 combat exoskeleton.

    MJOLNIR Mark 1
    Power core: Electric (increase dex penalty by 4, mecha must be plugged in, Mecha cannot use energy weapons)
    Size: Large (-1)
    Bonus Hit Points: 150
    Superstructure: Steel (hardness 10)
    Armor: Steel (+5 to defense)
    Armor Penalty: -6
    Reach: 10 ft
    Strength bonus: +12(hydraulic system) Dex Penalty: -8
    Speed: 15 feet
    Base purchase DC: 26
    Equipment: Pilots cockpit(torso) 30mm Minigun(Right arm and shoulders) 7d6 damage, 100 ft range incrament. 1000 rounds extra ammo (back), Class III sensor system, Bulwark tactical shield +4 Defense (Left arm), comm system, structural enhancement (boots)
    Total Purchase DC: 27

    By far and beyond the most BASIC mecha design ever created, it is a mystery to some why it is even still used. The MJOLNIR suit is big for a mech for its mission, slow, generally made from sub-standard materials that have not been subjected to even basic quality control, and mounts as a weapon only a single chaingun. However, while the design is more or less crap as is, it can be upgraded easily, and more than one far more expensive mecha or light vehicle has fallen too a MJOLNIR. The plans are available online for anyone to find, and plenty of mecha jockeys and mechanics broke their teeth on this design. And considering its low price, most people don't object too loudly to having to run around looking for a place to plug it in. MJOLNIR isn't an assault mecha, its a defender.
    The earliest design of this type is represented here. This is the original plans for a easy mecha that could be built under adverse conditions with minimal materials. The name is a dead giveaway as to the original designer.

  6. #66
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    'A Sin City Christmas'

    Timeline: December 24, 2003.

    Location: Old Town, Sin City.

    Situation: Sin City was a hellhole before even The Vanishing: everybody was a cutthroat, maniac, paranoid wack that just wanted any reason to deal with the (relative) Devil and shoot the other guy. And nothing- not even Christmas eve- would make it change.

    Now, the PCs are stuck in the middle of the hellhole, in one of the most nasty nights of the year in Sin City, just in time for all hell to break loose-a massive theft, a kidnapping, the recovery of a demonic text, and a battle for the control of Old Town.

    The Silent Night is going to be set on fire.

    HOOKS: Whatever the characters might do during their 'normal' lives, they might have stopped on Basin to rest, visit somebody during Christmas, or making an emergency buy. The adventure starts on a local mall during said buying.

    DEVELOPMENT: Right as they are shopping, a truck crashes straight thru a wall, and several extremely attractive girls dressed in Santa Claus clothes and packing automatic weapons will climb out of the back and steal all nearby toys before barreling thru the front door. The chase will follow thru highly transited streets and thru Little Saigon before stopping on old Town-and all cops that had followed the truck will immediately turn tail.

    Because, you see, the 'Santas' were a bunch of Old Town girls that were nabbing toys for the poor kids. The PCs, of course, will not know that, and just as the Old Town girls are pulling out their guns and taking aim...

    "Easy, girls.... they're friends of mine".

    It's an Alternate of John Constantine, searching for help to locate and retrieve the diary of a Ludovico Amoros-a high-class cultist that was based on Basin. His 'employer' will be able to pay half a mil to every PC, but John's flight leaves at midnight, and so the PCs must hurry )if the PCs atill don't want to help... well, John's a magician).

    The location of the diary is in a local Christmas party given by the Major, who has plans for the book-plans that involve his daughter and the unborn child inside her. She will help the PCs find the diary if they help him get her away.

    As all things happen, all of a sudden a helicopter will appear with armed troops- the "Finnegan's Boys", a local gang of Irish mercs, that will retrieve the daughter and fly her to Old Town (if the PCs let them), where they'll just leave her in the street to be picked up by the Old Town girls.

    When they arrive, the PCs will have a short time to relax (and notice that John is playing the 'Santa' of the party), and right then, the daughter's water will break. And, very nervously, the Girls' leader will let the PCs know that the girl cannot stay-or else it will be the end of the truce. The PCs MUST convince the girls to not give over the daughter-or else, she will become the victim of whatever ritual the major had planned.

    And then all Hell- of all calibers- will break loose. The birth will complicate. The Police will arrive with everything-helicopters, SWAT, armored cars, negotiator (an Alternate of Chris Sabian), Finnegan's Boys attacking from the sewers in the middle of the battle, and even riot police. They will make two strikes and the major charge straight at midnight, authorized by the Major himself.

    REWARD: The PCs (those that survive the siege) will be paid by John's employers and possibly John will owe them a favor, aside from those of Old Town that survive.

  7. #67
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    RL has given me a few kicks, but I-ll try to add more to this later.

  8. #68
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    Two New Weapons (and here's to those Players who are 'Doom' lovers)


    Mishima Heavy Industries XM-300 Minigun.
    .30-cal. Light Minigun.

    Damage: 2d10.
    Critical: 20.
    Damage Type: Ballistic.
    Range Increment: 60 ft.
    Rate of Fire: A.
    Magazine: 90 Box.
    Size: Large.
    Weight: 17 lb.
    Purchase DC: 23.
    Restriction: Mil (+3).
    The MHI’s newest forage into the field of Squad Automatic Weapons, the XM-300 is a full-blown minigun in a package the size of a more conventional SAW. Practical field application for this weapon is in suppressive fire and intimidation, as well as area denial. The XM-300 comes standard with a digital ammo display and forward flashlight. Squads assigned with the XM-300 usually equip it with a Kill-Cam as well.



    Diggers Technologies Blast Field Gun Model 9000
    Hyper-Energy Anti-SPB Infantry Weapon.

    Damage: 3d10.
    Critical: 20.
    Damage Type: Energy*
    Range Increment: 90 ft.
    Rate of Fire: Single.
    Magazine: 6 Int.
    Size: Huge.
    Weight: 17 lb.
    Purchase DC: 26.
    Restriction: Mil (+3).
    (RULES: The BFG includes the Variable Charge and Voice Recognition Gadgets. Its design gives a +2 bonus in Intimidation rolls.
    The explosion’s rules are the following: characters within its radius (20’) must make a Reflex save, DC 20, for half damage. Direct hits ignore up to 10 points of hardness. Special Cells for the BFG cost Purchase DC 19 for a pack of 3 (Res: Mil (+3), only in authorized DiggersTech retailers).

    Diggers Weapons’ foray into the anti-Super-Powered Being weaponry field is an incredibly destructive and intimidating affair. It fires a glob of an unknown energy from storage in a specialized power cell, and the resulting explosion when it hits is bound to destroy all but the most tough of enemies-and even then, it is most certain that they will be shaken badly from the hit. The BFG’s capacitor system can be super-charged as well for even more damage, although this is an unstable element of the weapon.

    All considered, there’s a number of bad points about the weapon: The glob of energy is slow, making it easy to dodge in flight (-5 DC to Dodge difficulty), and the explosion when it hits in deafeningly loud and flashy (Reflex save DC 15 to avoid being blinded and deafened for 1d6 rounds). The weapon doesn’t has a lot of ammo and it requires extensive training (Exotic Firearms Proficiency) to use in the field with effectiveness.

    Actually, the Blast Field Gun (called 'Big (Insert 'F'-word of choice here) Gun' in the streets) is one of the most expensive, hard-to-get and most-surveilled weapons in Coreline. Diggers Weapons' CEO produces each version by hand, and solely sells them to the military. Any designated user is sent to DiggersTech's Atlanta offices to train with the weapon and provide his voice to the integral voice-recognition lock.
    Last edited by marcoasalazarm; Sunday, 16th July, 2006 at 02:35 AM.

  9. #69
    Quote Originally Posted by marcoasalazarm

    Diggers Technologies Blast Field Gun Model 9000
    Hyper-Energy Anti-SPB Infantry Weapon.

    Damage: 3d10.
    Critical: 20.
    Damage Type: Energy*
    Range Increment: 90 ft.
    Rate of Fire: Single.
    Magazine: 6 Int.
    Size: Huge.
    Weight: 17 lb.
    Purchase DC: 26.
    Restriction: Mil (+3).
    (RULES: The BFG includes the Variable Charge and Voice Recognition Gadgets. Its design gives a +2 bonus in Intimidation rolls.
    The explosion’s rules are the following: characters within its radius (20’) must make a Reflex save, DC 20, for half damage. Direct hits ignore up to 10 points of hardness. Special Cells for the BFG cost Purchase DC 19 for a pack of 3 (Res: Mil (+3), only in authorized DiggersTech retailers).

    Diggers Weapons’ foray into the anti-Super-Powered Being weaponry field is an incredibly destructive and intimidating affair. It fires a glob of an unknown energy from storage in a specialized power cell, and the resulting explosion when it hits is bound to destroy all but the most tough of enemies-and even then, it is most certain that they will be shaken badly from the hit. The BFG’s capacitor system can be super-charged as well for even more damage, although this is an unstable element of the weapon.

    All considered, there’s a number of bad points about the weapon: The glob of energy is slow, making it easy to dodge in flight (-5 DC to Dodge difficulty), and the explosion when it hits in deafeningly loud and flashy (Reflex save DC 15 to avoid being blinded and deafened for 1d6 rounds). The weapon doesn’t has a lot of ammo and it requires extensive training (Exotic Firearms Proficiency) to use in the field with effectiveness.

    Actually, the Blast Field Gun (called 'Big (Insert 'F'-word of choice here) Gun' in the streets) is one of the most expensive, hard-to-get and most-surveilled weapons in Coreline. Diggers Weapons' CEO produces each version by hand, and solely sells them to the military. Any designated user is sent to DiggersTech's Atlanta offices to train with the weapon and provide his voice to the integral voice-recognition lock.
    Funny thing, y'know.......the manufacturer seems not to have accounted for the possibility that this type of voice-recognition security could be defeated nonetheless (watch MI:2 for an example of it being done)

  10. #70
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    New 'company'
    Kennedy Kustoms is a group tag for all the front companies owned and run by teenage genius and mecha enthusiast Jordan Fitzgerald Kennedy. Jordan is a terrible bussiness woman, so her fronts are forever going out of bussiness. In fact, most of these deals are a drain on her resources and time to such a degree that unless its somthing fun she'll refuse to do what you want!
    Any of the following are fun enough to rouse Jordan from her latest world domination scheme/James Bond torture session. Even if you are just a lame Canadian rebel cell in Quebec.
    Cold fussion power sources
    Mecha of any kind, but preferably able to destroy New Jersey.
    Teleportation devices.
    The BFG (She'll get it right one of these days. . .)
    WMDs of any kind.
    Jordan often charges Premium (add 5 to the purchase DC to any product manufactured by her) but always delivers on time and with a few suprising extras as a thank you for coming to her.

    Next on the list of guys who are making waves in this brave new world?
    And shepards we shall be. For Thee my Lord, for Thee.

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