CORELINE (D20 Modern/D20 BESM Setting).

Indiana: Eerie and Hawkins (in order of age). Centerpoints for very weird crap. One is more of a hodge-podge gumbo of weird, anything from aliens up to Elvis being alive and Bigfoot is a trash-stealer to retainers that can translate dog-speak if the poor guy wearing them stands under power lines, and the other... well... when Hounds of Tindalos want to appear on the "real world" and they don't feel like going all the way to New England, they pop up over there.

Also, buildings from Hawkins have appeared on suburban Atlanta. Because the place needed more monsters (and it only had to deal before with the DC Universe demons, and the two varieties of zombie (TWD *AND* L4D), the crazy Atlant(e)ans that want to flood the city or rip it off its moorings and toss it into the Atlantic, the occasional appearance of a COBRA base, the occasional HYDRA attack, and ALL of the crazy crap that targets the Diggers family... so, yeah, the fraking Demogorgon should be easy-peasy, right?).

Hawkins... well... it's a city from the Eighties tossed smack in the middle of modern day. So talking native tech stuff is like, what, someplace on the mid-end of PL5 in there? Sure, more modern-day tech is going in, but... well, dunno... maybe the electromagnetic interference of the Upside-Down's constantly-appearing portals is so strong that it takes some hefty shielding to prevent EMP damage? Or, dunno, the CLULESS Virus likes to do crazy modding stuff like it happened with London and its Steampunk makeover, so inside the town all super-tech gadgets that easier to acquire work as they would on the rulebook, but they are all moulded on an Eighties lens (like 4G cell phones that look, at their SMALLEST, like the Motorola DynaTAC (https://en.wikipedia.org/wiki/Motorola_DynaTAC). Phasers are easier to get looking like the ST:TNG props. Cybertronian technology is as clunky as you would expect considering it's Generation One and can do everything that you would expect "state-of-the-art" (by Transformers definition) computers to do, even if they are running their idea of BASIC--the list goes on).

So, yeah, just binged both seasons. I am nuts.
 

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kronos182

Adventurer
Some items available at Mad Washu's Emporium from macroasalazarm's Deviantart page...

3) Hakubi Customs 'Sin Eater' 10mm Charged Pistol: Based on the main weapon of the Magistrate Divisions of the 'Axlerverse', the 'Sin Eater' is a take on the classic 'upsleeve weapon': the 10mm pistol is built integrally into a reinforced gauntlet that protects the hand and can be used as iron knuckles. The Sin Eater's Charged System powerpacks are built into each indivicual ammo clip.

Sin Eater (PL6 Personal Firearms Proficiency)
Damage: 2d8 / unarmed
Critical: 20x2
Damage Type: ballastic / bludgeoning
Range Increment: 60 ft / melee
Rate of Fire: s/a
Size: small
Weight: 2 lbs / 2 lbs gauntlet
Ammo: 15 box
Purchase DC: 19 Res (+2)
Notes: Gauntlet acts as brass knuckles. Drawing or retracting pistol is a free action. Gauntlet can store 1 spare magazine, allowing one reload as a free action.

5) Colt ALR-45 'Smart' Laser Rifle: One of Colt's first venues in the laser weapons market, it includes a control that can switch the laser between visible and infrared spectrums (for stealth kills) and an adjustable lens on the barrel for extra-precise fire.

Colt ALR-45 Smart Laser Rifle (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20
Damage Type: Fire
Range Increment: 120 ft
Rate of Fire: Semi
Size: Large
Weight: 15 lbs
Ammo: 50 box
Purchase DC: 22 Mil (+3)
Notes: As a free action once a turn, the user can switch the laser to Infrared, however damage changes to 2d8+5, but the laser blast can only be detected with infrared sensors. As a move action, once per round, the user can change the weapon to a more accurate mode, changing fire rate to Single, deals 2d8+1 fire damage, critical strike on a natural 19-20 x3.

8) Hakubi Customs 'Hush-A-Boom' 5.7mm Semi-Automatic Pistol: This after-market modification to the Fabrique Nationale Five-SeveN comes with several enhancements: a reinforced frame, an extra-durable silencer (for extended firing)... and an underbarrel muzzle-loading mini-missile (grenade) launcher with integral laser sight/designator for those times when you no longer care about silence.

Hush-A-Boom 5.7mm Pistol (PL5-6 Personal Firearms Proficiency)
Damage: 2d8 / varies
Critical: 20
Damage Type: ballistic / varies
Range Increment: 30 ft / 40 ft
Rate of Fire: Semi / Single
Size: Medium
Weight: 5 lbs
Ammo: 10 box / 1 int
Purchase DC: 16 Mil (+3)
Notes: Has integral laser sight (+1 attack rolls within 30 ft), laser designator (granting laser guided weapons +1 to attack 50 ft), single shot mini-grenade launcher (takes a move action to reload, can accept any type of mini-grenade), built in silencer (Listen DC 15 to notice).
 

I love the guns, man.


OK... working on a new race for the setting.

Biker Mice From Mars.

SO... talking Medium, 30 feet speed and the like. Maybe they have adaptation to live on the desert because of the Martian wastes (thanks to the Plutarkians). Dunno if there could be a bonus to attacking Plutarkians (because, well, dunno how to stat *those* guys and I don't think they have a big threat profile on The Line), but I see them having a bonus to rolls involving explosives and driving vehicles (the three main characters drive cars occasionally and they are good at it, but it's with bikes that they have magic) and using vehicle-mounted weaponry.

Maybe a pretty big one.

They also have, I think, Telepathy (those antennae on the top of their heads), probably at-will, but the big issue is that it's contact-only, so using it on unwilling people requires a Grapple check first. The tails have been used as whips and to do stuff like picking locks a few times, but dunno how to stat that (obviously, they can only lift pretty light stuff. I guess the whip attack also could have a disadvantage like someone who dodges it can do a check to grapple the tail and hurt the Mice by pulling it (dunno how much it could be... maybe 1d4 subdual per round they are pulling?).

Honestly, it's been a billion years since I've seen the show (and have never seen the revival -- heck, I didn't even knew there WAS a revival until I checked the TV Tropes page on the show), so I don't know if there's other details about the race worth putting on a write-up.
 
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kronos182

Adventurer
I love the guns, man.


OK... working on a new race for the setting.

Biker Mice From Mars.

SO... talking Medium, 30 feet speed and the like. Maybe they have adaptation to live on the desert because of the Martian wastes (thanks to the Plutarkians). Dunno if there could be a bonus to attacking Plutarkians (because, well, dunno how to stat *those* guys and I don't think they have a big threat profile on The Line), but I see them having a bonus to rolls involving explosives and driving vehicles (the three main characters drive cars occasionally and they are good at it, but it's with bikes that they have magic) and using vehicle-mounted weaponry.

Maybe a pretty big one.

They also have, I think, Telepathy (those antennae on the top of their heads), probably at-will, but the big issue is that it's contact-only, so using it on unwilling people requires a Grapple check first. The tails have been used as whips and to do stuff like picking locks a few times, but dunno how to stat that (obviously, they can only lift pretty light stuff. I guess the whip attack also could have a disadvantage like someone who dodges it can do a check to grapple the tail and hurt the Mice by pulling it (dunno how much it could be... maybe 1d4 subdual per round they are pulling?).

Honestly, it's been a billion years since I've seen the show (and have never seen the revival -- heck, I didn't even knew there WAS a revival until I checked the TV Tropes page on the show), so I don't know if there's other details about the race worth putting on a write-up.

Hey.. the guys were your idea I found on your deviant art page.. I just put some stats to them.

Racial bonus to Drive, free feat Vehicle Weapons.. tail would be a natural weapon (whip, and can make trip attacks), can give a +1 to +2 to Grapple checks.. Environmental Adaptation (d20 Future) Desert. Maybe give them a bonus to slight of hand type checks with the tail.. so stuff like lock picking or disable device. At will telepathy but only with contact with the antenna isn't a problem, as for unwilling participate would definitely require grappling. Don't worry about damage if someone grabs their tail.. unless it was a big deal in the show, which I don't really remember.
 

kronos182

Adventurer
Here's some Starcraft Terran weapons.

C-10 Rifle

A canister rifle issued to Ghost operatives by the Terran Confederacy/Dominion. It mainly fired 25mm explosive rounds, equipped with an underslung low frequency targeting laser that can be used to guide tactical missiles or even drop pods, universal mount on top for a scope.
A number of special munitions are available include lockdown rounds that temporarily disable mechanical devices, EMP rounds designed to penetrate energy shields, and antipersonnel rounds.

The Mk VI version is unwieldy in hands of most beings, but to a Ghost it is easily manageable. The Mk VI has integrated scope, bipod, laser targeter, similar to the earlier models, but also includes a magnetic grid tracker for verifying coordinates, integrated tactical flashlight, enhanced recoil absorption and suppressors for making it an excellent sniper rifle, but also has an automatic feature to allow the user to lay down heavy suppressive fire.
The Mk VI also allows Ghosts to use special munitions that can be empowered by their psionic energies, allowing them to take down powerful targets from the inside out, however these rounds are extremely rare.

C-10 Rifle (PL 6 Exotic Personal Firearms Proficiency/Heavy weapon proficiency for half penalties)
Damage: 4d12
Critical: 20x2
Damage Type: Ballistic
Range Increment: 120 ft (150 ft Mk VI)
Rate of Fire: S (S, A Mk VI)
Size: Large
Weight: 18 lbs (20 lbs Mk VI)
Ammo: 10 Box
Purchase DC: 26 (27 Mk VI) Mil +3
Notes: Integrated targeting laser (300 ft), integrated thermo-electric scope, (bipod and suppressor ((Listen DC 15 to notice the weapon firing)) Mk VI), (Psionic Channel Chamber Mk VI only)
Psionic Channel Chamber: This feature can only be used with special psionic attuned rounds. These rounds, when not charged with psionic energy deal damage as normal, but ignore 5 points of Hardness/DR and grant +1 to attack roll. Once changed with 15 power points, the rounds ignore 5 points of hardness/DR, +2 to attack roll, critically strike on a natural 18-20x4, and on a natural 20 deal x6 damage, with all critical damage ignoring all hardness/dr the target possesses.

Ammunition
HEAP: One of the standard rounds used in the C-10 besides standard jacketed 25mm rounds, deals 3d12 damage to target ignoring 5 points of hardness/dr, 2d6 to all with 10 feet of target, Reflex DC 15 for half. PDC 15 for 10
Antipersonnel Cannister: These rounds contain dozens of sharp armour piercing flechettes that are released closed to the target, using the targeting laser to calculate the optimum distance. The round deals 3d6 slashing damage, ignoring 2 points of Defense or Hardness/DR to all within a 30 ft long, 15 foot wide cone that starts 5 feet in front of the target, Reflex DC 18 for half damage. PDC 16 for 10.
Psionic Attune Round: These rounds are specially designed to use a Ghost's, or other powerful psionic being's psionic power to enhance the round to great effect (see Psionic Channeling Chamber above). PDC 21 for 10.
Lockdown: These rounds temporarily shutdown a mechanical device, such as a vehicle, robot or small ship up to colossal size (60 ft long). The round deals only 2d10 points of damage, and the target device must make a Fort save DC 20 or be inoperative for 1d6+2 rounds. The operator of the vehicle can attempt to shorten the time by half with a Repair check DC 20, to a minimum of 1 round. The first round the device is operative it functions at half capacity (half speed, damage (for energy weapons), any bonuses, etc). PDC 19 for 5.
EMP Round: These rounds contain small EMP generators that allow them to penetrate energy shields, completely bypassing them, even if they normally protect against ballistic rounds, or provide a Deflection bonus, such as magnetic fields. Deals 3d12 ballistic damage to target. PDC 18 for 5.


AGR-14 Rifle
An older rifle available to civilians and mercenaries in the Terran Confederacy/Dominion, and was available to Ghosts. The AGR-14 uses magnetic acceleration to fire jacketless slugs, with a variety of ammunition available, including standard slugs, depleted uranium armour piercing rounds, steel tipped antipersonall rounds, and ultrasonic pulse rounds.

AGR-14 Rifle (PL6 Personal Firearms Proficiency)
Damage: 2d12+2
Critical: 20x2
Damage Type: Ballistic
Range Increment: 110 ft
Rate of Fire: S
Size: Large
Weight: 10 lbs
Ammo: 30 box
Purchase DC: 14 Lic (+1)
Notes: Mount for scope on top, underbarrel mount for two shot grenade launcher, flamethrower (5 shot).


C20A Rifle
The successor to the C-10 rifle, used mostly by Ghosts as a sniper rifle, using smaller ammunition, 15 mm rounds, but uses gauss technology to give it greater boost in speed to make up for the smaller caliber, in a bullpup configuration to allow for a longer barrel in a smaller package. It includes a bipod and underbarrel grenade launcher, and has a much larger magazine than the C-10. The grenade launcher is loaded from a side slot, similar to a shotgun, including pump action, able to hold 5 mini grenades. An integrated laser targeter is mounted on the top of the barrel, and a detachable scope mount on top. The C20A doesn't include the Psionic Channeling Chamber of the C-10, nor use the same rounds, but instead has similar rounds as mini grenades, making them a bit cheaper and easier to carry, although not quite as powerful.

C20A Rifle (Personal Firearms Proficiency)
Damage: 4d12, varies
Critical: 20
Damage Type: Ballistic, varies
Range Increment: 150 ft, 50 ft
Rate of Fire: S, A
Size: Large
Weight: 22 lbs
Ammo: 25 box, 5 internal
Purchase DC: 27 Mil (+3)
Notes: Integrated mini grenade launcher, targeting laser (300 ft), scope mount, bipod.

Grenades
EMP Grenade: Designed to disable energy shields. Deals 10d6 damage to energy shields, 3d6 to physical targets, affecting all within 30 ft. Only damage to physical targets can be saved Reflex DC 15 for half. PDC 17 for 5
Flash Grenade: Standard flash-bang grenades.
Hellfire Grenade: This mini grenade contains 4 small heat seeking rockets that are released 20 ft after being fired, each rocket attacks any warm target (organic creatures, except plants or undead, and vehicles, especially vehicles as they produce greater heat). The firer merely fires the grenade in the direction of several targets, then each rocket makes its own attack roll with +4 to hit, +1 for each size category over medium. Multiple rockets can strike the same target if there is one very large target compared to smaller targets, each dealing 2d6 fire, ignoring 2 points of hardness/DR. PDC 19 for 5.
Lockdown Grenade: These grenades temporarily shutdown mechanical devices, such as a vehicle, robot or small ship up to colossal size (60 ft long), within a 30 ft area. The grenade deals only 2d6 points of damage, and the target devices must make a Fort save DC 16 or be inoperative for 1d4+2 rounds. The operator of the vehicle can attempt to shorten the time by half with a Repair check DC 20, to a minimum of 1 round. The first round the device is operative it functions at half capacity (half speed, damage (for energy weapons), any bonuses, etc). PDC 19 for 5.
Tangler Grenade: Standard tangler grenades.
Other mini grenades can be used.


C-7 Pistol
The C-7 Stinger is a Terran gauss pistol that fires the same 8mm spikes that the C-18 Impaler gauss rifle uses, making logistics for marines and other troops easier, making the C-7 an excellent backup or off duty weapon.

C-7 Pistol (PL6 Personal Firearms Proficiency)
Damage: 3d12
Critical: 20x2
Damage Type: Ballistic
Range Increment: 50 ft
Rate of Fire: S, A
Size: Med
Weight: 5 lbs
Ammo: 30 box
Purchase DC: 21 Lic (+1)
Notes:
 

Hey.. the guys were your idea I found on your deviant art page.. I just put some stats to them.

Racial bonus to Drive, free feat Vehicle Weapons.. tail would be a natural weapon (whip, and can make trip attacks), can give a +1 to +2 to Grapple checks.. Environmental Adaptation (d20 Future) Desert. Maybe give them a bonus to slight of hand type checks with the tail.. so stuff like lock picking or disable device. At will telepathy but only with contact with the antenna isn't a problem, as for unwilling participate would definitely require grappling. Don't worry about damage if someone grabs their tail.. unless it was a big deal in the show, which I don't really remember.

A couple of "OWCH! Don't tug on it, man!" jokes, but that's it, AFAIK. On the damage part.

Think they would merit an LA?
 
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