CORELINE (D20 Modern/D20 BESM Setting).

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BLOODY MESS

People die violently in combat, oftentimes messily... and the universe seems to love making you the cause of the most horrifying examples in Every. Single. Fight.

-->Prerequisites: Weapons Proficiency (Any), Weapons Focus, Weapons Specialization, Improved Critical, Base Attack Bonus +4, Intimidate +4.
-->Benefit: Targets killed with Critical Hits are completely destroyed (GM's discretion--dismemberment, large holes being made on them, torn in half, turned into ash or radioactive goo for example). People who behold said deaths need a Will save (DC 18) or be Shaken for 1d6 rounds. On a successful save, the target is Dazed for 1 round (because of being surprised at the damage done or being distracted by gore covering them, for example).

These saves are to be done for each individual kill the target sees that had this effect, even if the one watching would normally be immune to these kind of saves.

Kills performed with weapons that have the "Bloody Mess" rule featured get the Save difficulty increased to DC 25 and the results change as follows:
--> Success: Stunned for 1 round (dropped their stuff, for example), then Shaken for 1d6 rounds/minutes (outside of combat).
--> Failure: Panicked, then shaken for 1d6 rounds/minutes (outside of combat. Roll, split effects' duration to each half of rolled time). Critical Failure causes target to be Panicked for an hour.



Guess there should be a hand-to-hand variation for this, reflecting those "Seinen" anime ("Fist Of The North Star", for example) and more crazy live-action combat (like... well, dunno... most slashers, I guess), to not mention maybe "Mortal Kombat". Maybe a different name, like "Fist Of Gore" or "Fatality".

What do you guys think?
 
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HAKUBI CUSTOMS DELTA MARK 4 "MEGAFIGHTER" COMBAT MOTORCYCLE (PL 5)

Produced by Hakubi Customs as part of its "Movie Warfare" line, the "Megafighter" is air-droppable, with a high-end engine, an integral rocket for immediate speed boosting, deployable airfoils that when mixed with the rocket booster can perform impressive jumps and multiple weapons that can damage both enemy personnel and vehicles. It has seen some use amongst groups (private contractors and police, mostly, with a minor use by the military) needing a quick all-terrain vehicle that can be used for hit-and-run tactics and scouting.

CREW: 1.
PASSENGERS: 1.
CARGO: 30 lb.
INITIATIVE: +0.
MANEUVER: +2.
TOP SPEED: 150 (15).
DEFENSE: 10.
HARDNESS: 5.
HIT POINTS: 22.
SIZE: Medium.
PURCHASE DC: 28.
RESTRICTION: Military (+3).
ADDITIONAL NOTES: The "Megafighter" has the following vehicle customizations:
--> Off-Road Suspension.
--> Rocket Engine.
--> Fold-Out Winglets (provides the Megafighter with +4 to Jump checks and +4 to Drive checks for Jump stunts and landings from falls, also lessen falls by 10 feet in regards to damage on a successful check. It also allows the Megafighter to fly for a short period of time--the Rocket Engine needs to be active, the wings deployed and the Megafighter moving at half speed at least in order to take off, and once in the air it will have a Fly speed of 90 (9) with a Maneuver of -2 with a duration of 1d10 rounds).
--> Weapon Mount (Light)--Machine Gun on Handle. Standard is Triple-Barreled 9mm machine gun (as Uzi, Belt feed. Machine gun performs one attack roll, rolls three times for damage)
--> Weapon Mount (Heavy, x4)--Four Rockets on the Handle.
--> Smoke Screen.
 
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New version:


BLOODY MESS

People die violently in combat, oftentimes messily... and the universe seems to love making you the cause of the most horrifying examples in Every. Single. Fight.

-->Prerequisites: Weapons Proficiency (Any), Weapons Focus, Weapons Specialization, Improved Critical, Base Attack Bonus +4, Intimidate +4.
-->Benefit: Targets killed with Critical Hits are completely destroyed (GM's discretion--dismemberment, large holes being made on them, torn in half, turned into ash or radioactive goo for example). People who behold said deaths need a Will save (DC 18) or be Shaken for 1d6 rounds. On a successful save, the target is Dazed for 1 round (because of being surprised at the damage done or being distracted by gore covering them, for example).

These saves are to be done for each individual kill the target sees that had this effect, even if the one watching would normally be immune to these kind of saves.

Kills performed with weapons that have the "Bloody Mess" rule featured get the Save difficulty increased to DC 25 and the results change as follows:
--> Success: Stunned for 1 round (dropped their stuff, for example), then Shaken for 1d6 rounds/minutes (outside of combat).
--> Failure: Panicked, then shaken for 1d6 rounds/minutes (outside of combat. Roll, split effects' duration to each half of rolled time). Critical Failure causes target to be Panicked for an hour.



Guess there should be a hand-to-hand variation for this, reflecting those "Seinen" anime ("Fist Of The North Star", for example) and more crazy live-action combat (like... well, dunno... most slashers, I guess), to not mention maybe "Mortal Kombat". Maybe a different name, like "Fist Of Gore" or "Fatality".

What do you guys think?

Can do that with just swapping out the weapon proficiencies with unarmed combat feats, like brawl and power attack
 

Unarmed Combat Version:

FIST OF OVERDRAWN AT THE BLOOD BANK

Call it what you want--"Glory Kill", "Fatality", whatever. But when you kill someone with your bare hands, you have the ability to bring out terror from inside even the most hard-core and cold-blooded of men.

-->Prerequisites: Combat Martial Arts or Brawl, Improved Martial Arts or Improved Brawl, Base Attack Bonus +4, Intimidate +4.
-->Benefit: Targets killed with Critical Hits are completely destroyed (GM's discretion--dismemberment, large holes being made on them, torn in half, heads twisted 180 degrees, for example). People who behold said deaths need a Will save (DC 18) or be Shaken for 1d6 rounds. On a successful save, the target is Dazed for 1 round (because of being surprised at the damage done or being distracted by gore covering them, for example).

These saves are to be done for each individual kill the target sees that had this effect, even if the one watching would normally be immune to these kind of saves.

Kills performed with weapons that have the "Bloody Mess" rule featured get the Save difficulty increased to DC 25 and the results change as follows:
--> Success: Stunned for 1 round (dropped their stuff, for example), then Shaken for 1d6 rounds/minutes (outside of combat).
--> Failure: Panicked, then shaken for 1d6 rounds/minutes (outside of combat. Roll, split effects' duration to each half of rolled time). Critical Failure causes target to be Panicked for an hour.
 

Have we ever figured out how time travel works in Coreline? I am especially wondering what might happen if one tried to travel to before the 23 hours.

There's also the matter of traveling between timelines. Organizations like the TransTechs of Axiom Nexus (alternate, advanced versions of the Transformers) and the Infinity Patrol are known to monitor different timelines. I imagine they would be quite interested in Coreline.
 
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I had the idea that time travel on the Core Timeline is an ever-shifting set of rules that makes it highly potentially hazardous even to people with lots of experience performing this such as the Time Lords.

Potential hazards include such things as calling "clock-roaches" (monsters like the Hounds of Tindalos, the Langoliers and those gargoyle Reaper things from the DW episode "Father's Day") on your location, triggering alarms on temporal policing groups (so talking, what, you have X minutes/turns before a guy from the Temporal Investigations Agency pops up and hunts you down, "Terminator"-style, worst case scenario is a Time Lord war-band?), "rubber-band" history (meaning you can change as much as you want, but nothing really STAYS "changed"), creating different universes (unfortunately if you try to go back to the "present day" from that point, you are snapped back to the 'standard' Core Timeline--and some times you are 'snapped back' whether you wish to or not), you become some kind of ghost and you can't change anything, "temporal turbulence" shreds you and you get splattered all over the Fourth Dimension, and so on.

Furthermore, you can't go back beyond the 23 Hours of Madness. It just can't be done. The fact that this means that it's impossible to stop The Vanishing from happening has driven a few people mad.

Thankfully, powers and abilities and gear that just manipulate the "present time" (such as stuff that gives you Bullet Time) get more lenient results from the universe. So does stuff that is more 'realistic' in terms of time travel (talking relativistic distortion). As a result, stuff like the Time Chamber from DBZ and devices that copy it have obtained some market (such as, for example in prisons), but some fellas also try to use hyper-accelerated VR simulations because they are (technically) safer.

As for traveling between dimensions... well, that one is pretty much more flexible, but it still has a hard rule: once an Incursion emerges on the Core Timeline, there's no getting out (at least at the current moment of the "present" in this setting). The 'flexible' part is stuff like Pocket Dimensions and alternate planes--pretty often chunks of other dimensions that have appeared on the Line. But talking 'chunks' is important--flat-out alternate timelines are inaccessible.

Of course, yeah, guess those Factions have done stuff like sending scout teams to The Line to make more research on it and maybe see how to punch through this dimensional 'blockade'.
 

I really like the idea that because of the Vanishing, time travel back to before it is locked. This can make some interesting adventures with some of the things you've suggested... Like a big research firm is trying to find ways to breach this barrier to study the 23 hours and find ways to prevent new fictions from popping up, or what have you for their reasons, and the PCs are either guards to protect the research team as they activate their device, or are a scouting party (they can be sent to the 23 hours itself and have to live through it again, or bounced to a pocket dimension and have to find a way back, fight those gargoyle things, etc).

You could have a version of time travel that the people are only able to see what happens, and not interact with it.. like they are incorporeal or out of phase with the time line, and can only observe events for a certain amount of time before being bounced back to the present.. a company can make make a tourist attraction out of this.. they can only access certain "times" like they can access part of the jurassic period, or ww2, or some other part of history.. charge people to see history first hand, since they can't be hurt or interact with anything. but can see and hear and smell history in the making... then something goes wrong.. creatures/beings of that time comes BACK with people.. or creatures that live in an out of phase state start attacking tourists... oh man.. ideas!
 

Some Ghostbuster equipment, based on rules by Michael Tresca, found at http://michael.tresca.net/

Proton Pack, Standard
The proton pack is an unlicensed nuclear accelerator backpack that consists of raw nuclear energy and protons. The proton pack is mounted onto an Army issue A.L.I.C.E. pack frame with adjustable shoulder and kidney straps and belt. The proton pack consists of two parts: the nuclear accelerator backpack (proton pack, positron collider, cyclotron) and particle thrower (proton gun, ion wand, ion cannon, neutrona wand). Once the Ghostbuster turns the proton pack on, the Ghostbuster can also switch on the particle thrower. The accelerator accelerates the protons from the cyclotron on the pack into the particle thrower, and the Ghostbuster gets an extremely powerful but destructive particle stream that consists of protons and raw nuclear energy. This stream is capable of entangling a ghost against its will.
There are two basic settings: Attack and Containment. The Attack function works against all targets, including living beings (which it can seriously harm), walls, furniture, non-corporeal beings and especially undead. Turning a proton pack on is a move action.
Setting a proton pack to Attack inflicts shoots a 5-foot-wide, 90-foot-long line of protons that deals 3d6 points of electrical damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of electricity can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save.
The proton pack's ammunition has hardness 5 and 5 hit points. When wielded, the proton pack has a Defense equal to 9 + the wielder's Dexterity modifier + the wielder's class bonus. A proton pack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).
A proton pack can shoot 25 times before the fuel supply is depleted. One charge is used per round. Refueling a proton pack has a purchase DC of 13.
Setting a proton pack to Containment requires a ranged touch attack. The Containment setting only works against undead and outsiders. This is an attack action that provokes attacks of opportunity. If the attack is successful, the target must make an opposed grapple check against the wielder's attack roll. If more than one proton pack is used on the Containment setting, each additional proton beam adds +2 to the roll, and the target is denied any dexterity modifier to Defense. The Containment setting is typically used to position a target over a ghost trap.
Do not cross the streams: This process is extremely dangerous as it causes Total Protonic Reversal, which results in the molecules of any nearby person to explode at the speed of light. Information on this situation is sketchy due to the rarity of it ever happening, it has only occurred once where those participating have survived. Please refer to the case where the Ghostbusters fought Gozer for more details.
Do not allow the pack to overheat: This in some ways is similar to Total Protonic Reversal, however on a more limited scale. It is however still extremely dangerous and it is rare for a person in the vicinity to survive a blast caused by overheating. If a proton pack runs for 25 rounds, using all of its charges continuously, the pack must make a Fortitude save or overheat in four rounds. The pack's explosion deals 20d6 points of fire damage to the wearer (no save allowed) and 10d6 points of splash damage to creatures and objects in adjacent 1000-foot radius (Reflex save, DC 15, for half damage).

Proton Pack, Standard (PL 5)
Damage: 3d6
Critical: -
Damage Type: electrical/fire
Range Increment: 90 ft
Rate of Fire: 1
Size: Large
Weight: 10 lbs
Ammo: 25 int
Purchase DC: 25
Notes: Containment Mode, Attack Mode, Do Not Cross The Streams, Don't Allow to Overheat

Ghost Trap, Standard
Ghost traps are small boxes that store and transport one subdued ghost. A foot pedal attached to the box by a twelve-foot length of tubing opens the lid. Setting a trap is a move action that provokes an attack of opportunity.
The ghost trap has been described as a miniature ecto containment unit. It utilizes the same basic design as its larger counterpart; a series of lasers designed specifically for the incarceration of spirits. A ghost trap can only contain one medium-sized incorporeal being or two small incorporeal beings.
After the trap is set, it must be sprung, which is an attack action that does not provoke an attack of opportunity. As it opens, the ghost trap produces a luminous white cone (10-foot long, 10-foot at its widest) of psychokinetic force that sucks the ghost into the trap. The ghost can resist being sucked into the trap with a successful Reflex save against a DC of 10 + 1 for every round the ghost spends in the traps' radius of effect. Note that ghosts who are grappled by a proton pack do not get a Reflex save. When the foot pedal is released, the trap closes.
Do not look into the trap: Anyone looking directly into the trap must is automatically dazzled for 1d4 rounds or, if he fails a Reflex save (DC 15) blinded for 1d10 rounds.
Do not overload the trap: Ghost traps are extremely small pieces of equipment, and can only contain a certain amount of PKE, even if it is from a number of small ghosts. The overloaded trap explodes if more than one ghost is captured in the trap, inflicting 3d6 points of fire damage to all within a 10-foot radius and releasing the ghosts. Also only a certain number of ghosts can be contained in a ghost trap.
Do not forget to recharge the trap: This is extremely important, a ghost trap must be at 100% charge to work at peak efficiency. The trap also runs on a rechargeable battery that lasts up to 48 Hours. After 48 hours, a trap must make a Fortitude save each round (DC 20) or it explodes, inflicting 3d6 points of fire damage to all within a 10-foot radius and releasing the ghost(s) contained within.

Ghost Trap, Standard
Damage: -
Critical: -
Damage Type: -
Range Increment: 20 ft
Rate of Fire: 1
Size: small
Weight: 3 lbs
Ammo: -
Purchase DC: 10
Notes: Don't Look in, Don't Overload, Recharge

Ghostbuster Equipment

Anti-Glamour Headset
A radio-like headset that fits over one ear with a band over the top of the head. The devices emits low subsonic waves and stimulates the nervous system to decrease any attacks that would affect the wearer's will or courage.
While active, a move action to activate, the wearer gains a +3 Equipment bonus to Will saves against mind alter effects (suggestions, hypnosis, mind control, etc), fear effects and possession. Has enough battery power to last 4 hours.
Size: Tiny
Weight: 1.5 lbs
PDC: 18

Arm Mounted Proton Pack
This is a smaller version of the standard proton pack, mounted on the forearm, allowing the hand to be free except when the handle is held for use, and the power pack mounted on the upper arm and shoulder. This version was designed for use in close quarters, and easier transportation. Many Ghostbusters will have one stored in a vehicle as a back up unit.
Due to the smaller size, this variant has shorter range, deals less damage and smaller ammunition supply (PDC 9). When not in use, the firing trigger and handle easily folds back out of the way, and when needed can be grabbed as a free action.

Proton Pack, Arm Mounted (PL 5)
Damage: 2d6
Critical: -
Damage Type: electrical/fire
Range Increment: 50 ft
Rate of Fire: 1
Size: Large
Weight: 5 lbs
Ammo: 10 int
Purchase DC: 27
Notes: Containment Mode, Attack Mode, Do Not Cross The Streams, Don't Allow to Overheat



Boson Proton Pack
This is a variant proton pack that solely generates Boson darts, which damage powerful beings and disperse them into smaller components for easier containment. When a particularly large sized or larger non-corporeal being suffers damage from a Boson pack attack the entity must make a Fort save DC 15 or be dispersed into smaller pieces and is stunned for 1d4 minutes. These smaller pieces can be contained in multiple traps. If the entity makes its save, it is stunned for 1 round as its from is temporarily disrupted. Dispersed ghosts suffer -10 to their Reflex saves to resist being pulled into a trap, and proton packs set to containment modes gain +2 to their rolls, and each additional proton pack provides an additional +1.

Proton Pack, Boson (PL 5)
Damage: 3d6, 5d6 vs incorporeal
Critical: -
Damage Type: electrical/fire
Range Increment: 70 ft
Rate of Fire: 1
Size: Large
Weight: 13 lbs
Ammo: 25 int
Purchase DC: 27
Notes: Containment Mode, Attack Mode, Do Not Cross The Streams, Don't Allow to Overheat
When multiple traps are used to trap a large ghost, all of the traps used must be emptied into a containment unit within 8 hours or the trap will overload.


Compact Pack
This proton pack is smaller and lighter than the standard proton pack, as a refinement of the technology. However it is more expensive, and generally only issued to higher level Ghostbusters. The compact pack is compatible with the standard handheld particle thrower or the arm mount proton pack particle thrower to give it a larger payload and a boost in power similar to a standard proton pack.

Proton Pack, Compact (PL 5)
Damage: 3d6
Critical: -
Damage Type: electrical/fire
Range Increment: 90 ft
Rate of Fire: 1
Size: Medium
Weight: 7 lbs
Ammo: 30 int
Purchase DC: 28
Notes: Containment Mode, Attack Mode, Do Not Cross The Streams, Don't Allow to Overheat
If using the Arm Mounted Proton Pack arm unit, drawing the trigger is a free action, as is releasing it, allowing the hand to be used easily to hold items, and has the power and range of the standard proton pack.


Ecto Goggles
These are night vision goggles that are modified to also see invisible beings. During normal light conditions they can be set to see invisible beings, but suffer -4 to Spot checks, and suffer -4 to Gaze attacks and bright light attacks, like flash bangs. They can be used as normal night vision goggles in dark conditions (see d20 Modern pg 116) as well as see invisible beings, suffering normal penalties as night vision goggles.
Size: Small
Weight: 4 lbs
PDC: 21

Ghost Lamp
A modified battery operated lantern that reveals all invisible incorporeal entities within its radius. Provides light to a 30 foot radius in the dark when used as a normal light. But when its special setting is activated, it reveals any invisible creatures (invisible only by supernatural, extraordinary or magical means, and via incorporeal) within 30 feet. It will also show an aura around corporeal beings that are possessed by another creature.
Size: Small
Weight 5 lbs
PDC: 17


Ecto-Resistant Vest
A protective vest, based on sports equipment, provides some physical protection, such as being hit and thrown by an entity, but enhanced with material that repels incorporeal attacks.


Ecto-Resistant Vest
Type: Light, Semi-Impromptu
Equipment Bonus: +2, +5 vs incorporeal attacks
Nonprof. Bonus: +1, +4 vs Incorporeal attacks
Max Dex: +4
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 5 lbs
Purchase DC: 17
Restriction: Lic +1 (Ghostbusters)
Notes: Grants resistance 3 to bludgeoning, slam, unarmed attacks and falling damage.
 

When multiple traps are used to trap a large ghost, all of the traps used must be emptied into a containment unit within 8 hours or the trap will overload.


If using the Arm Mounted Proton Pack arm unit, drawing the trigger is a free action, as is releasing it, allowing the hand to be used easily to hold items, and has the power and range of the standard proton pack.

Think these two parts were posted where they shouldn't (they are on different items).
 

I really like the idea that because of the Vanishing, time travel back to before it is locked. This can make some interesting adventures with some of the things you've suggested... Like a big research firm is trying to find ways to breach this barrier to study the 23 hours and find ways to prevent new fictions from popping up, or what have you for their reasons, and the PCs are either guards to protect the research team as they activate their device, or are a scouting party (they can be sent to the 23 hours itself and have to live through it again, or bounced to a pocket dimension and have to find a way back, fight those gargoyle things, etc).

You could have a version of time travel that the people are only able to see what happens, and not interact with it.. like they are incorporeal or out of phase with the time line, and can only observe events for a certain amount of time before being bounced back to the present.. a company can make make a tourist attraction out of this.. they can only access certain "times" like they can access part of the jurassic period, or ww2, or some other part of history.. charge people to see history first hand, since they can't be hurt or interact with anything. but can see and hear and smell history in the making... then something goes wrong.. creatures/beings of that time comes BACK with people.. or creatures that live in an out of phase state start attacking tourists... oh man.. ideas!

Good to know I was able to help with some ideas... so the "helpless ghost" and "mental" (still 'helpless') versions of time travel would work on Pre-V traveling? Cool.

Was thinking... maybe the whole year before the Vanishing is also locked down (so talking between two November 15ths). This means someone can't just jump back to, say, January First and see if anybody arrived to Worcester that may have brought the program with them.
 

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