CORELINE (D20 Modern/D20 BESM Setting).

Verec

First Post
In Nomine Patris, et Filii, et Spiritus Sancti.

The Boondock Saints
Vigilante justice is nothing new, not even in the pre-vanishing world. What is new is the shocking success rate of the so called 'Saints' of Boston. And they haven't been content to stay at home either. The Saints live to destroy evil, acting as self apointed avengers and agents of God. Their chief targets are murderers, rapists, and most importantly organized crime bosses. They do not kill women or children. They are fearless, walking into a courtroom to shoot a criminal.
And despite all the odds, despite all the firepower that has come thier way, Il Duce and his sons are still here. Still working for good, by destroying all that is evil.
"When I raise my flashing sword, and my hand takes hold on judgment, I will take vengeance upon mine enemies, and I will repay those who haze me. Oh, Lord, raise me to Thy right hand and count me among Thy saints.
Il Duce is (typically) a level 4 tough level 3 strong hero with 3 levels in soldier and 4 levels of gunslinger. He carries at least six pistols at all time, and likes to dual wield them. His sons also favor this tactic. He also has a preferance for the shotgun.
"It's a fuc#in six shooter, there were nine guys(murphy), what were ya gonna do, laugh the last three to death, FUNNYMAN?
Conner is the wise guy, and the daredevil of the two brothers. Strong 2/fast1/tough1/dare3/gunslinger2/infiltraitor1. He also has a bizare fondness for rope, although he tries to reign in this tendancy to bring lots and lots of rope on every mission.
Mafiosos *gun click* getting caught with 20 kilos, getting out on bail *snaps* same Fuc#in' day
Murphy is the strait man to his brothers funny guy. He has a fondness for knives, and carries several, although he seldom uses them. Strong 3/fast2/gunslinger3/Dead shot2
This was a fuc#in bomb droppin on Beaver Cleaverville. For a few seconds, this place was armageddon. There was a FIREFIGHT!
Paul Smecker is a Charismatic 1/Dedicated2/criminologist5. He seldom goes into the line of fire, and goes to great lengths to conceal his actual involvement with the Saints. He serves as the bloodhound in the Saints organization, tracking and pointing out the evil they seek.

All the saints recieve a +4 sacred bonus to Defense, and a +2 bonus to attack rolls made against evil creatures, demons, and criminals. This is the cause of their phenominal survial against all odds. It is unknown which Diety is responsible for this, but because of it, any Saint alternate who stays on the true path is a truely holy instrument. Those who stray are often cut down in a hail of gunfire.
 

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SLANG OF CORELINE
Breaker Force: A convoy of Road Marshals, usually on a manhunt of some kind. Also called Breaker Squads.

Bronze, the: Slang term for the Road Marshals, usually used by the unlawful. The name refers to the bronze-colored shield badges worn by the Marshals.

Road Marshalls: An elite force of federally-appointed lawmen tasked with patrolling the roads of the western United States.

Road Warriors: Any motorist that does his battles on the highways, using hi-tech firepower or cars. Usually heard of in post-apocalyptic ‘verses.

Frag: Common epithet. (ie: "He even looks at my ride an' I'll frag him without another thought..."). Term used to denote a kill, usually involving a flashy and all-too-noisy (or bloody) method (like an explosion), typically used in FPS. Diminutive for ‘fragment’ or ‘fragmentation’ (usually used for grens).

Fragger: Person addicted to doing frags. Common epithet.

Fragged Up: Person kiled by a frag. Common epithet.

Greasemonkey: A mechanic, especially a good mechanic.

Junkers: Cars built from scavenged parts, usually owned and operated by mutants, bandits and other low-lifes.

Land Shark: Any dangerous individual, especially a skilled driver.

Scrap, Slag: Common epithets (ie: "I wouldn't be caught dead driving that pile of scrap!").

Scrap-Collector: A merchant who find and sells scavenged parts. Not a term of respect! The term "vulture" is also used.

Zip Gun: A cheap or homemade firearm, one prone to misfiring or breaking.

BuzzGun: Any firearm with a high rate of fire, usually a sub-machine gun.

SmartGun: Any gun with computer-enhanced targeting systems.

SlugThrowers: Any weapon that uses bullets.

RayGun: Derogatory term for any weapon that fires lasers or its equivalent.

BoomGun: Any weapon that can fire projectiles at hyper-sonic speeds, usually with a loud
sonic boom following its firing. Taken from ‘Rifts’.

Cannon: Any high-calibered weapon. Term taken from ‘DeathLands’.

D-B: Character from a Dragon Ball universe.

Alternate, Aspect, Native, D-Alt: Common terms for alternate-reality versions of a person.

Grens, ‘Nades: Street diminutives for ‘grenade’ (it’s easier to yell ‘¡Nuke-Nade!’ or ‘Nuke-
Gren!’ in the middle of a fight than ‘¡Nuclear Grenade!’.) ‘Gren’ comes from ‘DeathLands’.

‘verse: Street diminutive for ‘universe’. Used as a determiner (‘it’s a BGC-verse’) or a counter (‘There are a lot of ‘verses out there in which she’s dead.’).

Alt-Verse, Altiverse: ALTernate uniVERSE. Used in a similar fashion to “ ‘verse”.

Fic: Diminutive for ‘fan fiction’. A ‘verse’s trigger.

Inserteds: Any ‘normal’ human (usually a fanfic author), that is living what could be described in a ‘Self-Insert’ Fic. (those who are living an Authored Rage are the ‘Revenged’ Inserteds).

Fiancée Brigade: A group of four or more fiancées (probably obtained in an unwanted fashion and/or HIGHLY unwanted in your way of life). Ranma Saotome has the prime example of a
Fiancée Brigade, both in reason, in action, and in side-effects (also, how NOT to treat a Brigade).

Fiancée Squad: Like Fiancée Brigade, but with a slightly larger number, from 5 up to 15 or 20 fiancées.

Fiancée Platoon: Like Fiancée Brigade, but with a highly larger number, from 25 up to 40+ and beyond fiancées.

“Knights-In-Shining-Kevlar”: Any character in cyberpunk ‘verses with a sense of chivalry (Inspector Leon McNichol, from ‘BGC’, might be considered one, as far as some things go).

Cute Killer: A hunter whose primary motivation is hatred towards all that is cute. Also a magical girl who hunts magical girls as hunters do.

Do, to: A quick, efficient, and not-too-noisy kill. Opposed to kicking the sugar out of someone (ex: you ever meet a natural born twit, you do her then and there).

Fuku:
Clothing: Costume for magical girls
Job: Term for refering to the job of being a magical girl.. ex: the fuku demands righteousness... ex2: to grab the fuku, ie to become a magical girl.
Counter: Term for counting magical girls (ex: a lotta fuku at the happydrome last night)

Girlfriend: A hunter's designated target at a specific job.

Mark: An assassin’s designated target.

Geek, Geeked: Term for ‘kill’, ‘killed’. Taken from ‘ShadowRun’.

Flat-Line, -Lined: Term for ‘kill’, ‘killed’. Taken from ‘ShadowRun’.

Chill, Chilled, Chiller, Chilling: Various terms used to describe kiling or death. Taken from ‘DeathLands’.

Sec Men: Guards or Security men.

Blaster: Generic term describing firearms (in some post-apoc verses), or energy weapons (mostly used in Star Wars verses). Taken from ‘DeathLands’ and ‘Star Wars’.

Fireblast: A curse. Taken from ‘DeathLands’.

Stupe: Stupid. Taken from ‘DeathLands’.

Rad Scum: An insult. Taken from ‘DeathLands’.

Dark Night: A curse or exclamation. Taken from ‘DeathLands’.

WarWag: Diminutive for ‘War Wagon’, used in some places as a term for military vehicles. Taken from ‘DeathLands’.

Mr. Johnson: Common denominator for a ‘customer’. Taken from ‘ShadowRun’.

Homer, to pull a: To come out victorious despite stupidity. Taken from ‘The Simpsons’.

Iron: Weapons, ammunition, and all other tools and gear of the trade.

Ironed: Armed to the teeth.

Kit: Read ‘Iron’. Taken from ‘ShadowRun’.

Kick the Sugar out of, to: To finish a magical girl with extreme prejudice, usually because of a personal vendetta. Not always a kill, but always involving a much too painful a process.

Kick the Hell out of, to: Read ‘to Kick the Sugar out of’, replace ‘magical girl’ with ‘anyone’.

Jewelry: Magical accesory that allows a magical girl to transform into her magical persona.

Vigilante: A self-appointed doer of justice. Not always believing that he’s above the law, but always believing that the ‘right’ method for justice is some other (maybe harder) than the local hero’s.

The Nick: The NICK-name. Used in the streets of Asgard.

Punishers: Street-slang for characters with an innate sense of (lawful) revenge that can carry up to ultra-violent actions to accomplish, normally vigilantes. Taken from (you guessed) ‘The Punisher’.

“Falling-Downers”: Street term for Pre-Vanishing Humans than, not able to ‘take it anymore’, explode in random (and extreme, or at least senseless) acts of violence. Usually identifiable for having short tempers (yet still trying to act calm and talking things out), and for getting angry at regular (yet annoying) things. Term created from seeing the Michael Douglas movie, “Falling Down”.

“He ‘Fell Down’...”: Regular way of expressing around “Falling-Downers”.

Digis: Digimon and everything that has to do with it.

Pokes: Pokemon and everything that has to do with it.

Talking Pet: Magical companion asigned to a magical girl. Usually an animal of the domestic variety.

Toddler: Magical girl under the age of 14.

Chummer: Regular term for ‘buddy’ or ‘pal’, usually heard in the Combat Zone. Taken from ‘ShadowRun’.

Drek: Regular cyberpunk-verse cuss-word. Taken from ‘ShadowRun’.

Chipped, Chromed: Term for people equipped with cyberware. Terms taken (respectively), from ‘ShadowRun’ and ‘CyberPunk 2020’.

Boomed, Boomed-Up: Terms for people equipped with cyberware, used mostly in the streets of MegaTokyo.

Fired Up: Shot dead.

“¡Fire ‘em Up!”: “¡Shoot Them!”, “¡Open Fire!”. Commonly used by American soldiers in ‘Nam.

“¡Let’s Rock ‘n’ Roll!”: “¡Get Ready For Action!”. Commonly used by American soldiers in ‘Nam.

Living Steel: Power Armor.

SPB: Super-Powered Being.
 


“Are you the police?”
“No, ma’am. We’re musicians.”

THE BLUES BROTHERS.

BluesBrothers.jpg


They are the originals (original *what* we don’t know, they just like to say they are). ‘Joliet’ Jake and Elwood Blues. The two leads of one of the best R&B revues in Coreline–and the textbook definition of ‘defensive driving’, at least in Chicago. They’re both (believed to be) crazy, they both have big bounties (thanks to a number of rather unsavory people that they ticked off at one point or another) and are in way over their heads.
But, well, in Coreline, the flame of Rhythm and Blues has all but been stomped out. They (and some Alts of them) have made it their mission to rekindle it.
And why they haven’t been stomped out as well, considering the *enormous* amount of people in the streets with itchy trigger fingers? Let’s just put it this way: when they say they’re on ‘a mission from God’, they mean it.
Hey, even deities can like R&B.

Now, let’s define the (most regular) way the Brothers appear.
Of the two, Jake’s the ‘action guy’, the ‘face’, the one that is most likely to do an acrobatic dance move, (even if he is a little fat) or convince someone to help in their crusade (how he does that, however, can leave much to be desired at times). Elwood… he’s the ‘brains’ and the ‘wheelman’, equally good at handling a steering wheel or a blues harp.
Aside from that, they make a pretty odd pair, dressed in pseudo-M.I.B. get-ups that are more ratty than intimidating. Their band argues at times about the best action-to follow them or to run like hell in the opposite direction.

(Jake is a Fast 4/Charismatic 3/Dedicated 3, while Elwood is a Fast 3/Smart 3/Road Warrior 4. They usually drive around in the ‘Blues Mobile’, a scrapped old patrol car-use stats for a Ford Crown Victoria).
The Blues Brothers obtain a sacred +2 bonus to Perform, Bluff, Drive (in Elwood’s case) and Intimidate (in Jake’s case). The band members obtain a +2 to Perform and Bluff (the latter as long as they follow the Blues’ lead). This is because of their holy desire to revive the R&B (and help some other people along the way).

NEW FEAT: SPONTANEOUS MUSIC NUMBER.

A common thing among some Fictions is that they suddenly burst into song and anybody in hearing range becomes part of the performance. Like many other things, this was passed to Coreline during the Vanishing as an ability some Fictions can call up on.
Nine times out of ten, everybody caught in the ‘Spontaneous Musical Number’ will be lightly embarrassed, and the tenth they’ll at least welcome the distraction.

PreRequisites: Perform (Sing or any musical instrument) 6+ ranks.

Effect: Enabling the ‘Spontaneous Musical Number’ requires the use of an Action Point. Once done, the character must make a Perform roll. Any PCs in the nearby vicinity must then make a Will save with a DC equal to the Perform roll. If failed, the characters will join into the song (this depends on their attitude. Friendly and Helpful will be singers and players, Indifferent and lower will dance).
This effect will last as long as the song lasts, and any character who stops hearing the song or enters the area after it started will be unaffected by it. Those who manage the save will be immune to the effect for 24 hours, if performed by the same singer.
 

Verec

First Post
*Blink*
Ok, you've outdone me. I convert a group dedicated to destroying evil, and you convert on devoted to music. And my favorite kind of music!

Baseless rumors of Corline: As far as we know, just the demented rambleings of street people.
Setsuna Meioh, also know as Sailor Pluto, is secretly a Time Lady. She is somehow able to influence her incarnations, so as to make them look as she wishes them to.
Cortana is hiding the fact that the Covenant made the transition intact, and have actually been raiding Salusian and Juarain holdings closer to the Galactic core. HOW she is doing this and why is a mystery.
Sylvia Stingray is actually a boomer, created by her father to serve as a replacement for his daughter. The how and why of this is unknown.
The reality defying nature of the abilities of many fictions is slowly rotting reality. Given time, the 'Coreline reality' will decay, and disintigrate back into what it came from.
The Worchester mists are an illusion, created by an invading army to distract people from the ensuing take over.
The Cylons have taken cybernetics to the next terrible step, and are secretly kidnaping people to implant them with mind control devices.
AIDS, SARS, Ebola, and a hundred other diseases were the products of the same mysterious creators of CLUELESS. Whoever made them wants to destroy humanity.
And the most unlikely rumor of them all. . .
All of reality is just somebody's twisted idea of a good story. After all, what else makes sense?
 

Aquarius Alodar

First Post
marcoasalazarm said:
NEW FEAT: SPONTANEOUS MUSIC NUMBER.

A common thing among some Fictions is that they suddenly burst into song and anybody in hearing range becomes part of the performance. Like many other things, this was passed to Coreline during the Vanishing as an ability some Fictions can call up on.
Nine times out of ten, everybody caught in the ‘Spontaneous Musical Number’ will be lightly embarrassed, and the tenth they’ll at least welcome the distraction.

PreRequisites: Perform (Sing or any musical instrument) 6+ ranks.

Effect: Enabling the ‘Spontaneous Musical Number’ requires the use of an Action Point. Once done, the character must make a Perform roll. Any PCs in the nearby vicinity must then make a Will save with a DC equal to the Perform roll. If failed, the characters will join into the song (this depends on their attitude. Friendly and Helpful will be singers and players, Indifferent and lower will dance).
This effect will last as long as the song lasts, and any character who stops hearing the song or enters the area after it started will be unaffected by it. Those who manage the save will be immune to the effect for 24 hours, if performed by the same singer.

All right......So, how do you explain events like this, then?
 
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"Once More, With Feeling": Man, you've got me. But then again, it's a 'Dancing Demon'. Maybe it has a different application of 'Spontaneous Musical Number' (an 'SNM Field', maybe?)

(BTW, been adding some stuff to the Wizards thread. Just so ya know).

Verec said:
*Blink*
Ok, you've outdone me. I convert a group dedicated to destroying evil, and you convert on devoted to music. And my favorite kind of music!

...Thanks? Hope it can give ya some ideas, then.

Verec said:
*Baseless rumors of Corline: As far as we know, just the demented ramblings of street people.

I think that a few of these were released by supporters of Avengers of Humanity. But then again, it's not paranoia if they're really out to get you, so who knows which might be true?

Verec said:
**Setsuna Meioh, also know as Sailor Pluto, is secretly a Time Lady. She is somehow able to influence her incarnations, so as to make them look as she wishes them to.

One of her Alternates definitely isa Time Lady (dunno how much of an influence she's being in Coreline, though). There's also a 'Sailor Gallifrey' she has taken under her wing, as well.

Verec said:
**Cortana is hiding the fact that the Covenant made the transition intact, and have actually been raiding Salusian and Juraian holdings closer to the Galactic core. HOW she is doing this and why is a mystery.

Good theory. Gives the potential to add the Covvies later... and if they ever DO get to Earth, they'll have Hell to pay.

On a slightly paralel idea:

I'm thinking of adding El Hazard to this setting (dunno the specifics just yet, and never even have minded about the Bugrom), and at the same time, there's the fact of the Covenant weapons-how to add the here, if Cortana cannot replicate them?

Answer: Covernant weapons-or rather, El Hazardian Ancient Weapons, recently discovered by DiggersTech teams. Why are the El Hazard weapons just like the Covenant weapons?

Well, that's the mistery (and the fact that the only Ancient weapons ever seen are the WMDs kinda give some free reign on that aspect, right?)

Verec said:
**Sylvia Stingray is actually a boomer, created by her father to serve as a replacement for his daughter. The how and why of this is unknown.

One of her Alternates definitely would be. The ones that run the shows, however, are just extremely smart humans (rumoured to have nanotech/Boomeroid enhancement).

Verec said:
**The reality defying nature of the abilities of many fictions is slowly rotting reality. Given time, the 'Coreline reality' will decay, and disintigrate back into what it came from.

Thrown by supporters of AOH.

Verec said:
**The Worchester mists are an illusion, created by an invading army to distract people from the ensuing take over.

Thrown by supporters of AOH (but they MIGHT be right...)

Verec said:
**The Cylons have taken cybernetics to the next terrible step, and are secretly kidnapping people to implant them with mind control devices.

If they're doing that, they are definitely NOT doing it 'secretly'.

Verec said:
**AIDS, SARS, Ebola, and a hundred other diseases were the products of the same mysterious creators of CLUELESS. Whoever made them wants to destroy humanity.

The ones who created CLULESS were gweeps, not bio-terrorists, that much is sure.

Verec said:
**And the most unlikely rumor of them all. . .
All of reality is just somebody's twisted idea of a good story. After all, what else makes sense?

Hmmm...
 
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Aquarius Alodar

First Post
marcoasalazarm said:
"Once More, With Feeling": Man, you've got me. But then again, it's a 'Dancing Demon'. Maybe it has a different application of 'Spontaneous Musical Number' (an 'SNM Field', maybe?)

(BTW, been adding some stuff to the Wizards thread. Just so ya know.)



Hmmm...

Yup.

OTOH.........*that* is scaring me. Looks like we've been busted.


In (theorietically) less paranoid terrain, however.......this guy just had to pop up in Detroit w/Ann Lewis during the Hours......Japamerican Alternates of Kisaragi and whomever else have a run-in; hilarity ensues.
 
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HAKUBI CUSTOMS-THE 'FREEMAN' WEAPON SERIES.

It is a well-known fact in the streets that Washu Hakubi is an otaku. All kinds of series, movies and videogames attract her and (in her words) she ‘feels giddy’ when she modifies a piece of tech to fit what she sees in any of them.

Case in point, the ‘Freeman’ series. Modified to fit the her vision of the ‘Half-Life’ game series’ weapons, the ‘Freeman’ weapons are every bit as nasty as those presented, if not more. She has even gone as far as contacting the people at Valve and signing a contract as ‘official game memorabilia’.

All of the ‘Freeman’-series weapons come with a lifetime warranty by Washu Hakubi (since, in her words, “chances are you’ll be fragged before they let you down”) and a certification of authenticity signed by her and the Valve team.

‘Freeman’ Series MP-5
mp5.jpg


As appears in the original ‘Half-Life’ videogame, this MP-5 comes with an integral underbarrel 40mm grenade launcher. Also integral to the weapon is a small flashlight in the side of the barrel (since, in her opinion, no sci-fi special forces unit worth its salt would NOT add a flashlight to its weapons).

(Note: Stats before the slash is the MP-5. Stats after the slash is the grenade launcher).
Damage: 2d6/By Grenade Type.
Critical: 20.
Damage Type: Ballistic/By Grenade Type
Range Increment: 50 ft./70 ft.
Rate of Fire: S,A./Single.
Magazine: 30 Box./1 Int.
Size: Large.
Weight: 9 lb.
Purchase DC: 24.
Restriction: Lic (+2).
(ADDITIONAL NOTES: The MP-5 is considered Mastercrafted (+1 to attack rolls). The MP-5 is equipped with a flashlight. The MP-5 is a silenced weapon).

‘Freeman’ Series MP-7 PDW.
HL2SMG.jpg


Designed to replicate the looks of the Half-Life 2 Combine SMGs, this MP-7 is equipped with an internal one-shot mini-grenade launcher and red-dot tactical sight.

(Note: Stats before the slash is the MP-7. Stats after the slash is the grenade launcher).
Damage: 2d6/By Grenade Type.
Critical: 20.
Damage Type: Ballistic/By Grenade Type.
Range Increment: 70 ft./ 70 ft.
Rate of Fire: S,A./ Single.
Magazine: 40 Box./1 Int.
Size: Medium.
Weight:
Purchase DC: 25.
Restriction: Res (+2).
(ADDITIONAL NOTES: The MP-7 is equipped with a red-dot sight, giving +1 to attack rolls within 30 ft).

‘Freeman’ Series H&K USP Match.
HL2Pistol.jpg


The ‘Freeman’ modification to this USP Match pistol include superior rifling, a slightly extended barrel with venting holes, enabling for an extended range and better ballistics.

Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range Increment: 50 ft.
Rate of Fire: S
Magazine: 18 box
Size: Medium.
Weight: 2 lb.
Purchase DC: 22.
Restriction: Res (+2).
(Notes: The ‘Freeman’ H&K UPS Match is Mastercrafed and has the Improved Range Gadget).

‘Freeman’ Series .357 Colt Python.
HL2Magnum.jpg


The ‘Freeman’ Series .357 Colt Python has a balanced length and what Washu calls ‘improved stopping power’, as well as improved machining. People who have bought this weapon have been known to use it as an impromptu sniping weapon.

Damage: 2d6 + Knockdown*
Critical: 20.
Damage Type: Ballistic
Range Increment: 50 ft.
Rate of Fire: S.
Magazine: 6 cyl.
Size: Medium.
Weight: 3 lb.
Purchase DC: 20.
Restriction: Res (+2).
(*Knockdown: A character hit with a shot from the ‘Freeman’ .357 must make a DC10 + damage Reflex save or be knocked prone. Characters with more than two legs are exempt).
The ‘Freeman’ .357 Magnum is sold with an add-on telescopic sight, is Mastercrafted and has the Improved Range Gadget.

‘Freeman’ Series Franchi SPAS-12 Shotgun.
HL2Shotgun2.jpg


The ‘Freeman’ Series SPAS-12 is equipped with an alternate fire mode that shoots 2 shells at the same time. With increased hitting and stopping power, the rate of fire slows, since it requires switching to pump-action mode.

Damage: 2d8 (Secondary Fire: 4d8 + Knockdown).
Critical: 20
Damage Type: Ballistic.
Range Increment: 40 ft.
Rate of Fire: Single, S.
Magazine: 7 int.
Size: Large
Weight: 10 lb.
Purchase DC: 19.
Restriction: Res (+2).
(Knockdown: A character hit with a shot from the secondary fire mode must make a DC10 + damage Reflex save or be knocked prone. Characters with more than two legs are exempt. Secondary Fire is Single ROF only, and uses 2 shots).

‘Freeman’ Series Crossbow.
HL2Crossbow.jpg


This conventional crossbow has been modified with a specialized electronic heating system. Combined with specialized bolts made of conductive material, it can set things on fire or burn an enemy (that is, if it's still standing after getting a crossbow bolt to the face).

Damage: 1d10.
Critical: 20.
Damage Type: Piercing.
Range Increment: 40 ft.
Rate of Fire: 1.
Magazine: 1 Int.
Size: Medium.
Weight: 8 lb.
Purchase DC: 12
Restriction: Res (+2).
(Note: the crossbow is equipped with a telescopic scope).
(Additional Note: The heating system, once activated, deals an additional 1d6 of Fire damage. The heating system is powered by a conventional power pack, and lasts for up to 50 arrows’ worth. The conductive quivers have a cost of PDC 9 for a package of 12).
 
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A New Species (thanks to Michael Tresca).

HUMAN-XENOMORPH HYBRID ('Bug-Juiced').

The Xenomorphs. There is one Fiction species out there that has never been renamed, and for due reason. They are so deadly, that renaming them would be useless. On their home universes, there’s been many attempts to clone them, control them, or use them as weapons in any way.
One of such ways has been human experimentation, creating hybrids that would be (theoretically) smart, strong, destructive and loyal. Of course, this is *theoretically*.
The hybrids are driven by primitive instinct (standard Xenomorph behavior: protect Queen and Hive, find resources for the Hive to expand), which more often than not are *way* too disconcerting to be used in the field alongside other humans (and even some Fiction species find them just as unsettling). That they can ‘feel’ Xenomorphs and are registered as ‘do not attack’ on the Xeno’s senses helps even less.
On Coreline, they are a tight bunch. The ‘Earth Hive’, they call themselves, after an Aliens comic. Their desire is to be left alone.
Of course, that is because if angered, the part of them that is a Xeno might strike back.

Racial Stats:
*+2 Str, +2 Dex, +2 Con, -2 Wis, -2 Cha.
*Medium-Size.
*Base Speed: 30 Ft.
*-2 to Diplomacy rolls: Xenomorphic instincts don’t give much in talkative desires.
*Acid Blood: Whenever a physical attack hurts a Hybrid, there is a chance for acid blood to do ‘splash damage’. The DC for the Reflex save (anyone within 5 feet of the Hybrid) is equal to the damage made (divide by ½ if it’s a bludgeoning or piercing weapon). Damage from acid damage is 1d6 per 6 points made (round down), to a maximum of 10d6. Any item exposed to the spray must make a save vs. the DC of the amount of damage made (Mastercraft items get a +5 to the save). Failure destroys the item.
*Unusual Physiology: Attempts to use Treat Injury on the Hybrid have a -4 penalty (unless they have the Xenomedic Feat). In addition, all items used must be custom-made to withstand the acidic blood.
*Fast Healing: Hybrids have Fast Healing 1.
*Xeno-Sense: Whenever a Hybrid is within a mile of a Xenomorph, they may make a Wisdom check (DC 35-1 per Xenomorph within that range). If this succeeds, the Hybrid is aware of its presence, but gain no extra details of its location beyond a generic direction and range (‘It’s that way, near/far’).
*Ignored Target: A Xenomorph will ignore a Hybrid until the Hybrid attacks it.
*Impregnation Immunity: Hybrids cannot be infested by Xenomorphs.
*Level Adjustment: +3.
 
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