CORELINE (D20 Modern/D20 BESM Setting).

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

Not exactly sorta.. The Compact Proton pack can make use of the arm mounted pack's thrower (it's attached to your forearm ArmMountedProtonPack25.jpg) or use a standard proton pack thrower (the normal two handed one) ProtonPack01.png

The part about the multiple traps is ALSO supposed to be under the Trap as well.. the note under the Boson pack is just a note reminding the user that when they use multiple traps to trap a large ghost since the traps can only hold so much (the high capacity trap in the ghostbusters pdf can hold a large ghost, but what about a huge one? gotta use a boson to break it up and use a couple of high capacity traps or several standard traps to hold it.
 

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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.

If you want help in locking down some rules or just better explaining time travel rules.. shoot me a pm and we can work on it.
 

Concerning "Huge" ghosts... ok, just to make them useful...

....the "old" Trap design (GB original film, TRGB) can hold up to Large ghosts (the high-capacity ones can), while that one that appears on the "Extreme" series (the one that looks like a golden backpack or something--Kylie carries it a lot) and the 2016 traps are "ultra-high capacity" or something (so talking Huge and onwards... dunno what could be the off-set with them, if any. Obviously they are more expensive, the way they open is a bit more complicated (needs to be thrown more delicately?), they are bigger and look (even if a bit) more heavy than the old traps, etc).

The Fenton Thermos... well... dunno what could be the limit of the ghost size (although the regular Rogues' Gallery is only man-sized, so I guess it is up to Large as well). Maybe one of the good things is that it can contain ghosts indefinitely (it's kind of supposed to contain Dan Phantom, and it's doing pretty well because even with the obvious "he'll be back" scene at the end of "The Ultimate Enemy", nothing ever comes from it--blaming writers and cancellation, yeah, but if we see it from a player's perspective...).

Also another possible advantage is that it can suck ghosts in without needing to totally knock them out/destroy them (although it can't do crowds? Dunno. Does it ever sucks in multiple ghosts on the show?).

(((())))


As for the time travel rules, sure.
 

Concerning "Huge" ghosts... ok, just to make them useful...

....the "old" Trap design (GB original film, TRGB) can hold up to Large ghosts (the high-capacity ones can), while that one that appears on the "Extreme" series (the one that looks like a golden backpack or something--Kylie carries it a lot) and the 2016 traps are "ultra-high capacity" or something (so talking Huge and onwards... dunno what could be the off-set with them, if any. Obviously they are more expensive, the way they open is a bit more complicated (needs to be thrown more delicately?), they are bigger and look (even if a bit) more heavy than the old traps, etc).

The Fenton Thermos... well... dunno what could be the limit of the ghost size (although the regular Rogues' Gallery is only man-sized, so I guess it is up to Large as well). Maybe one of the good things is that it can contain ghosts indefinitely (it's kind of supposed to contain Dan Phantom, and it's doing pretty well because even with the obvious "he'll be back" scene at the end of "The Ultimate Enemy", nothing ever comes from it--blaming writers and cancellation, yeah, but if we see it from a player's perspective...).

Also another possible advantage is that it can suck ghosts in without needing to totally knock them out/destroy them (although it can't do crowds? Dunno. Does it ever sucks in multiple ghosts on the show?).

(((())))


As for the time travel rules, sure.

The trap I posted is from the ghostbusters pdf that Michael Tresca created, and he has a couple of variant traps (high capacity, bio electric) in the pdf, so the standard that he used is what I've posted, and using as a 'basis' for all future stuff. I've found a few other variants on a ghostbusters wiki, such as a tripod mounted on (larger area). I'd assume that the standard is the 'starter' gear for anyone starting out as a ghost buster, so they can only catch 1 medium/man sized ghost per trap.. good way of making sure they don't overload a trap. And as they gain experience (say level 3+) they can get the high capacity which becomes the 'standard' for fulltime/veteran ghostbusters. I can make larger ones easily enough.

The Boson proton pack doesn't kill the ghost on dispersion.. it merely disrupts the form and breaking it up.. like a strong gust of wind in the middle of a fog splits it up (a small fog), and thus making it easier to trap it into multiple traps (as the characters the players are using won't think the ghost is huge sized, must break down into 2 large size to fit in high capacity traps. more they're thinking "damn big ghost! break it up and use multiple traps for safety and not over loading the traps!" or the ghost's PKE rating is x after scanning it with a pke reader, and they only have traps for y pke ratings, so they have to disperse it to get it into multiple traps if all traps have a total pke over the ghost's. if you go that way).

As to the Fenton stuff, I'll have to look at that series again as it's been quite awhile since I've seen it. So I'll get on that at some point.. same with other stuff from the newest ghostbuster movie.
 



Thanks. I'll see what I can come up with. But at a quick glance.. while the thermos can hold MORE, it isn't as secure as the traps used by the ghostbusters.. in that the trapped ghosts can attempt to free themselves before the thermos is emptied in either a portal or containment unit.. yeah... I can work that up pretty quick.. each hour the ghost(s) are in the thermos, they get to roll a save to escape.. and also less chance of it exploding if damaged, as it just releases the ghosts instead. The close portal part... I'm sure I can figure it out.
 

Some more Space Marine Armours.
I skipped the Mk5 as it is was mostly just a mix of older armours, a few newer systems, put together with what they could rush into production during the heresy.

Mk6 Corvus Armour

The Mk 6 armour has greater internal improvements in its systems than in overall armour protection, featuring improved power systems, sensors and back-up redundancies with no increase in weight. The armour also includes some stealth systems and improved compartmentalising components, allowing for damaged parts to be easier to swap for replacement ones. The power pack is smaller and more efficient, allowing larger life support and nutrient storage. The armour also includes gyro stabilizers, a minor thruster system that allows the wearer to function in low gravity environments as if it was normal gravity. The stealth systems include using sound dampening material in the joints and soles of boots to reduce noise, especially when moving slower 20 ft per round or slower, includes thermal dampeners to lower the IR signature, the armour is coated in sensor deflecting material, and in stealth mode, the suit's electronic systems, such as sensors go into passive mode, which reduces their ranges by half.
The major outward difference of the Mk6 is the beaked helmet, and named after the Raven Guard Legion Primarch, Corvus Corax.

Mk6 Imperial Maximus (PL6)
Type: Heavy
Equipment Bonus: +7
Nonprof. Bonus: +4
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -4
Speed (30 ft): 30
Weight: 57 lbs
Purchase DC: 27
Restriction: Mil +3
Accessories: Military radio, night vision goggles, air filters, 35 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, cybernetic link, medical system, magnetic boots, loud speaker, range finder, ammo belt (6 clips), waste disposal system, telescopic vision, low gravity thrusters, gyro-stabilized boots, motion sensor 50 ft, stealth systems, olfactory sensors.
Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 10 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +3 Spot and Listen checks, ignore penalties for low gravity environments, +2 Balance checks, reduce damage from falls by 1d6 with successful Tumble check, +2 Survival checks to Track by scent, +2 Move Silently and +4 to Hide vs electronic surveillance systems such as IR and motion sensors.

Cybernetic Link
The Space Marine armour has a special cybernetic link that only works with a wearer with a Black Carapace implant. Such a character treats the armour as if it was an extension of themselves. Can activate all systems as a free action, instantly aware of armour systems, armour penalty reduced by -1, Max Dex penalty increased to +1, gains +1 to attack from the targeting system. The wearer can wear the armour for as long as they want, even sleep in the armour without becoming fatigued.

Medical System
The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +5, and 15 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.



Mk7 Aquila (Eagle)
The Mk7 is a slight improvement over the Mk6, with performance very similar to the Mk6, and shares many of the same components, allowing systems from one to be used on the other. The only major improvements are the Mk7 being slightly more flexible and the newly designed chest plastron in the shaped of the Imperial Eagle.

Mk7 Aquila/Eagle (PL6)
Type: Heavy
Equipment Bonus: +7
Nonprof. Bonus: +4
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -3
Speed (30 ft): 30
Weight: 56 lbs
Purchase DC: 28
Restriction: Mil +3

Accessories: Military radio, night vision goggles, air filters, 35 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, cybernetic link, medical system, magnetic boots, loud speaker, range finder, ammo belt (6 clips), waste disposal system, telescopic vision, low gravity thrusters, gyro-stabilized boots, motion sensor 50 ft, stealth systems, olfactory sensors.
Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 10 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +3 Spot and Listen checks, ignore penalties for low gravity environments, +2 Balance checks, reduce damage from falls by 1d6 with successful Tumble check, +2 Survival checks to Track by scent, +2 Move Silently and +4 to Hide vs electronic surveillance systems such as IR and motion sensors.

Cybernetic Link
The Space Marine armour has a special cybernetic link that only works with a wearer with a Black Carapace implant. Such a character treats the armour as if it was an extension of themselves. Can activate all systems as a free action, instantly aware of armour systems, armour penalty reduced by -1, Max Dex penalty increased to +1, gains +1 to attack from the targeting system. The wearer can wear the armour for as long as they want, even sleep in the armour without becoming fatigued.

Medical System
The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +5, and 15 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.


Mk8 Errant
The Mk9 is a heavily modified version of the Mk7, with improved protection in the joints, especially the neck, added fixed armour plates on the torso that enclose all of the suit's cables. The new collar to the neck removes the ability to use older helmets with the newer suit. The Mk8 is in limited production and is usually assigned to veterans and those of higher ranks.

Mk8 Errant (PL6)
Type: Heavy
Equipment Bonus: +8
Nonprof. Bonus: +4
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -3
Speed (30 ft): 30
Weight: 56 lbs
Purchase DC: 29
Restriction: Mil +3

Accessories: Military radio, night vision goggles, air filters, 35 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, cybernetic link, medical system, magnetic boots, loud speaker, range finder, ammo belt (8 clips), waste disposal system, telescopic vision, low gravity thrusters, gyro-stabilized boots, motion sensor 75 ft, stealth systems, olfactory sensors.
Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 12 days of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +3 Spot and Listen checks, ignore penalties for low gravity environments, +2 Balance checks, reduce damage from falls by 1d6 with successful Tumble check, +2 Survival checks to Track by scent, +2 Move Silently and +4 to Hide vs electronic surveillance systems such as IR and motion sensors. Critical hits have a 10% chance of turning into a normal attack.

Cybernetic Link
The Space Marine armour has a special cybernetic link that only works with a wearer with a Black Carapace implant. Such a character treats the armour as if it was an extension of themselves. Can activate all systems as a free action, instantly aware of armour systems, armour penalty reduced by -1, Max Dex penalty increased to +1, gains +1 to attack from the targeting system. The wearer can wear the armour for as long as they want, even sleep in the armour without becoming fatigued.

Medical System
The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +5, and 20 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.


Ignatus Pattern Power Armour
This armour was designed for members of the Holy Inquisition. While not as powerful as armour of the Adeptus Astartes, it does provide excellent protection, strength enhancement and life support. It contains enough power to run for 24 hours continuously, or with an attached backpack power unit, similar to those of the Space Marines, the user can fight 5 days continuously with full life support, food and water. The Ignatus lacks the cybernetic link systems, allowing users without the Black Carapace to use it. Each suit is usually crafted for each member of the Inquisition, but a skilled armourer can modify a suit to fit anyone within a few inches of height of the original user.

Ignatus Patter (PL6)
Type: Heavy, powered
Equipment Bonus: +6
Nonprof. Bonus: +4
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +0
Armour Penalty: -3
Speed (30 ft): 30
Weight: 40 lbs
Purchase DC: 28
Restriction: Mil +3

Accessories: Military radio, night vision goggles, air filters, 24 hours oxygen, IR vision, HUD link, light filters, audio filters, nutrient reservoir, targeting computer, medical system, magnetic boots, loud speaker, range finder, ammo belt (4 clips), waste disposal system, telescopic vision, low gravity thrusters, gyro-stabilized boots, motion sensor 50 ft, stealth systems. Optional back pack.
Notes: +4 Fort vs airborne toxins, darkvision 120 ft, immune to blinding attacks, +4 Fort against attacks at could cause deafness, 1 day of food, +1 attack with ranged weapons, armour weight isn't counted against carrying capacity, functions in space, +2 Fort against radiation, +3 Spot and Listen checks, ignore penalties for low gravity environments, +2 Balance checks, reduce damage from falls by 1d6 with successful Tumble check, +2 Move Silently and +4 to Hide vs electronic surveillance systems such as IR and motion sensors, 24 hours of power, 2 hours to recharge.

Medical System
The armour contains a medical system that monitors the health of the wearer and can administer first aid and inject the wearer with chemicals to aid the wearer. The system is similar to a fast-use medkit, only automatic with a Treat Injury skill of +5, and 15 uses before requiring refilling. Contains chemicals to treat common ailments such as poisons, toxins, radiation, etc that the wearer doesn't resist on a failed save.

Optional Back Pack
This pack is similar to those on the Space Marine armour, housing a power source, expanded life support and nutrient supply, giving the user a total of 5 days of power, food and air. The pack also has several compartments for holding tiny to small sized objects, about 20 lbs can be carried inside the pack, and hooks and pouches for carrying extra ammunition magazines and attaching weapons.
Weight: 20 lbs.
PDC: 19
 

OK, these armors sound good... have "Deathwatch". Maybe we can port the "armor quirks" table (things that pop up on the armor's Machine Spirit and similar) and have players roll if the armor is old enough (talking a couple of hundred years, at least).
 

OK, these armors sound good... have "Deathwatch". Maybe we can port the "armor quirks" table (things that pop up on the armor's Machine Spirit and similar) and have players roll if the armor is old enough (talking a couple of hundred years, at least).

As part of the WH40K Universe, they already benefit from the Universe rule (like the Machine Spirit and a tech priest can pray to enhance a feature, or many). As to random quirks from the Machine Spirit itself.. do we already have something for that? I forget.. if not.. I'll add it to my list.

I didn't do the Battle Sisters armour yet.. It's on my list..
 


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