CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Explorer
It sounds crazy. Love it. Been following for a long time, but it seems like it's all over the place.
It kind of is all over.. It's kind of a Kitchen Sink campaign.. stuff from fictional worlds are brought in and mix together.
There's the Deviant art group and I've tried to collect most of the info (not the stories) in a series of google docs (I'll find the links for them later) which I need to seriously update.
 
Issue number one is I don't have Fifth Edition rules with me (need to then figure out stuff like how Advantages and Disadvantages work on some of he races we have honebrewed so far). Issue number two is obtaining a good set of firearms/tech rules for 5D to have an idea of "ok, this is what a laser does, this is what a computer does" to start adapting the gear. Mecha rules are necessary because of all the Gundam adaptations so far.

But 5E is an interesting proposal.
 

Lord Zack

Explorer
I've been thinking of an idea of a Magic War in Coreline. Basically, the traditions and laws of different spellcasters are often contradictory. For instance, the Laws of Magic of the White Council state "Thou Shalt Not Invade the Mind of Another," so what happens when a Warden captures or kills a legimens? After enough of these incidents, I suggest a brief, but devastating war results, leading to the various magical authorities coming to some kind of accomodation.
 

kronos182

Explorer
NOD Defense Turrets

Over the years NOD produced a number of automated turrets using their potent laser technology to defend their bases.

NOD Laser Turret mk1
This early Laser Turret is a self-powered automated weapon on a flexible mount, with a small power generator, buried underground below the weapon to protect it. It has basic targeting systems and IFF system to prevent firing on friendly units. The laser is good for anti-infantry and anti-light vehicles, but is not designed for use against aircraft. The laser mounted would become the model that the Spitfire laser is based on. The built in generator powers the whole unit, requiring about 10 lbs of Tiberium crystals for 24 hours of operation, and can recharge the magazine at a rate of 10 rounds per 5 minutes of not firing. If crystals aren't replaced in time, an internal capacitor will keep the whole thing running for another 2 hours but the laser rate of fire changes to single and can't recharge the magazine.
The Laser turret mk1 is 10 feet by 10 feet at the base, standing 7 feet tall, plus another 5 feet underground for hiding the generator and keeping the weapon in place, with 15 hit points, hardness 5. Sensors are comparable to mech Class II sensors, but range is 2 miles, darkvision 250 ft, include motion detectors with a 250 ft radius. The mk1 has an attack bonus of +2 ranged with the laser.

WeaponDamageCritDamage TypeRange IncrRate of FireMagazine
Laser4d1020fire100 ftSemi600 rds


NOD Laser Turret mk2
A much improved version of the original laser turret that is actually made up of a central hub unit plus three double barrel turrets. The lasers are designed for anti-vehicle use, and not as effective against infantry and are not capable of striking aircraft. Each turret is connected to the central hub, which contains more powerful sensors and the power generator, via underground cables, plus each turret is capable of retracting into its underground housing, keeping the weapons hidden until needed. If one of the turrets is damaged or destroyed, as long as the central hub is not destroyed, the turret can be repaired or even rebuilt while the central hub has supplies.
The central hub takes up an area 20 feet by 20 feet at the base, with a dome shape reaching up to 20 feet high, plus another 10 feet underground, with 50 hit points, hardness 15. Each turret has 15 hit points, takes up a 5 foot by 10 foot area, is 6 feet tall, with 15 hit points, hardness 8. Each turret can be placed up to 50 feet away from the central hub and is connected by buried cables. Sensors are comparable to mech Class III sensors, but range is 5 miles, darkvision 500 ft, include motion detectors with a 500 ft radius, tremor sense 100 ft. The turrets have an attack bonus of +5 ranged with their lasers, each turret can attack independently with Init bonus of +1. Multiple turrets can attack the same target at once if they are within range.
The central hub has enough power, using 50 lbs of Tiberium crystals for 72 hours of operation, plus can rebuild a turret 3 times or repair a maximum of 50 hit points for the turrets or the central hub before requiring resupplying (15 lbs of materials PDC 12 for 1 hit point). The central hub can recharge the magazine of the turrets at a rate of 10 rounds per 5 minutes of not firing.
PDC: 27

WeaponDamageCritDamage TypeRange IncrRate of FireMagazineProperties
Dual Laser6d1020fire120 ftSemi600 rdsIgnore 5 points of DR/Hardness, -2 to attack rolls against targets of medium size (size of average person)
If more than one turret attacking same target, increase damage by 50% per turret, plus increase Ignore DR/Hardness by +2 per turret.

Shredder Turret
These turrets are NOD's anti-infantry turret, fitted with dual multi-barrel projectile weapons, able to shred most infantry but useless against aircraft, made up of a central hub unit plus three double turrets. Each turret is connected to the central hub, which contains more powerful sensors and the power generator, via underground cables, plus each turret is capable of retracting into its underground housing, keeping the weapons hidden until needed. If one of the turrets is damaged or destroyed, as long as the central hub is not destroyed, the turret can be repaired or even rebuilt while the central hub has supplies.
The central hub takes up an area 20 feet by 20 feet at the base, with a dome shape reaching up to 20 feet high, plus another 10 feet underground, with 50 hit points, hardness 15. Each turret has 15 hit points, takes up a 5 foot by 10 foot area, is 6 feet tall, with 15 hit points, hardness 8. Each turret can be placed up to 50 feet away from the central hub and is connected by buried cables. Sensors are comparable to mech Class III sensors, but range is 5 miles, darkvision 500 ft, include motion detectors with a 500 ft radius, tremor sense 100 ft. The turrets have an attack bonus of +5 ranged with their weapons, each turret can attack independently with Init bonus of +1. Multiple turrets can attack the same target at once if they are within range.
The central hub has enough power, using 50 lbs of Tiberium crystals for 72 hours of operation, plus can rebuild a turret 3 times or repair a maximum of 50 hit points for the turrets or the central hub before requiring resupplying (15 lbs of materials PDC 12 for 1 hit point). The central hub can make ammunition for the turrets as long as it has power, absorbing material from the ground around it, but replenishes at a rate of 10 rounds per 5 minutes of not firing.
PDC: 26

WeaponDamageCritDamage TypeRange IncrRate of FireMagazineProperties
Shedder Cannon6d819-20x2slashing150 ftS, A600 rdsAutofire attack Reflex save DC 19, affects 20x20 ft area

If multiple turrets are attacking the same target, increase damage by 50% per turret, Autofire Reflex save increases by +2 per turret and increase affected area by +5 ft per turret.
 
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Works but some Fiction wizards have never even heard of the guy while others (HP Britain) seemingly drop his name like other people drop the Big J's in a conversation (or at least that is what fanon would make you believe). The White Council definitely would stand by the name.
 

Lord Zack

Explorer
Speaking of fanon, it'd be hilarious to see alternates that are more or less canon meet flanderized alternates from fan fiction. It would be interesting to see any two versions of a character who vary from one another meet in.fact, like Harry Potter meeting Harry Potter Evans-Verres from the Harry Potter and the Methods of Rationality.

By the way, I'm pretty sure that epic things would happen if Harry Potter Evans-Verres ever met Tedd Verres from El Goonish Shive, given their similar interests. Specifically making magic safe and accessible to everyone.
 
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It's ended up in tears enough times that a regular street term for a group of Alternates of one single Fiction meeting together is "a Plague".

That and... yeah... imagining ticking off a hundred Harry Potters at the same time, many of them with less morality than usual. It would have been safer to headbutt an Africanized beehive while wearing only your underwear.
 

kronos182

Explorer
Hyperion
Hyperion is aFiction weapon manufacturer from the Borderlands games, known for makingaccurate weapons, although in four colour schemes including dark pink, red,silver or black. Hyperion mostly produces SMGs, rifles, repeater pistols,rocket launchers, shotguns and sniper rifles, and various modifications fortheir weapons.

Apparatus
The Apparatus is avery accurate repeating pistol that features 'reverse recoil,' which improvesaccuracy the more it is fired. The barrel has a heavy shroud, whichincorporates part of the 'reverse recoil' system, and the large banana stylemagazine is positioned in front of the trigger guard, holding 16 rounds of 9mmammunition.

Apparatus (PL5-6Personal Firearms Proficiency)
Damage: 2d6
Critical: 20x2
Damage Type:Ballistic
Range Increment: 40ft
Rate of Fire: S, A
Size: Med
Weight: 5.7 lbs
Ammo: 16 box
Purchase DC: 18
Notes: +1 bonus toattack roll, 3 round burst mode (if user has burst-fire feat can fire usingonly 3 rounds instead of 5, otherwise uses 5 rounds).
Reverse Recoil -Each attack after the first made with this weapon in the same round increasesthe bonus to attack by +1. This bonus continues into the next round if the userdoes nothing but fire the weapon the next round, to a maximum bonus of +5 (totalof +6 including the weapon's +1 bonus for high accuracy). When fired onautofire the penalties to attack rolls are reduced by half.

Options:
Maliwan Barrel - Aseries of barrels that can be installed that are attuned to a specific type ofdamage (fire, cold, sonic, acid, electricity), that when firing specialtyammunition that deals the attuned type of energy damage will deal an extra dieof attuned damage. For example a Fire Maliwan Barrel will increase the firedamage of incendiary and exploding ammunition by 1 die. PDC +2.
Dahl Barrel - Thesebarrels have improved recoil recover and recoil dampening, reducing attack rollpenalties for autofire, burst fire and double taps by 1, but attacks deal -2damage. PDC +1.
Bandit Barrel - Aheavy barrel that helps focus the detonation of the ammunition propellant togive it greater hitting force, however this makes the weapon less accurate.Loses the Apparatus's +1 to attack rolls and doesn't gain the Reverse Recoilbonus to attack rolls for continuous attacks, but increases damage by +2. PDC+1


Leverage
The Leverage is along barreled pistol, similar to sporting pistols, with ring iron sights tohelp in aiming. The Leverage uses the same 'Reverse Recoil' technology as theApparatus, as well as 9mm ammunition to reduce development.

Leverage (PL5-6Personal Firearms Proficiency)
Damage: 2d6
Critical: 20x2
Damage Type:ballistic
Range Increment: 60ft
Rate of Fire: S
Size: Med
Weight: 4.5 lbs
Ammo: 12
Purchase DC: 19
Notes: +1 attackrolls.
Reverse Recoil -Each attack after the first made with this weapon in the same round increasesthe bonus to attack by +1. This bonus continues into the next round if the userdoes nothing but fire the weapon the next round, to a maximum bonus of +5 (totalof +6 including the weapon's +1 bonus for high accuracy).


Backburner
The Backburner is afuturistic looking submachine gun that uses fire attuned Maliwan barrel, fedfrom a horizontal magazine mounted in the top, similar to the P90, but uses 9mmammunition. To make the most use of the Backburner, incendiary or explosive roundsshould be loaded, although normal 9mm ammunition can be used. A fold downforward handle is built into the weapon to increase stability during fullautofire attacks.

Backburner (PL5-6Personal Firearms Proficiency)
Damage: 2d6
Critical: 20x2
Damage Type:Ballistic
Range Increment: 60ft
Rate of Fire: S, A
Size: Med
Weight: 7.7 lbs
Ammo: 32 box
Purchase DC: 21
Notes: +1 bonus toattack roll, 3 round burst mode (if user has burst-fire feat can fire usingonly 3 rounds instead of 5, otherwise uses 5 rounds). Maliwan Barrel
Reverse Recoil -Each attack after the first made with this weapon in the same round increasesthe bonus to attack by +1. This bonus continues into the next round if the userdoes nothing but fire the weapon the next round, to a maximum bonus of +5 (totalof +6 including the weapon's +1 bonus for high accuracy). When fired onautofire the penalties to attack rolls are reduced by half.
Maliwan Barrel -When loaded with ammunition that also deals fire damage, the bonus fire damageis increased by 1 die. If the bonus damage is a fixed number instead of a dieroll, double the bonus damage.


Convergence
The Convergence is asubmachine gun that uses a horizontal magazine, similar to the Backburner,except the magazine is fitted into the lower part of the stock, with a quickrelease of the magazine to allow faster reloading, using 9mm ammunition.Instead of a folding forward handle, a longer curved guard that connects fromjust under the barrel to the bottom of the handle, which helps preventsnagging. The Convergence can be fitted with a Maliwan or Bandit barrel atextra cost.

Convergence (PL5-6Personal Firearms Proficiency)
Damage: 2d6
Critical: 20x2
Damage Type:Ballistic
Range Increment: 65ft
Rate of Fire: S, A
Size: Med
Weight: 8 lbs
Ammo: 24 box
Purchase DC: 21
Notes: +1 bonus toattack roll, 3 round burst mode (if user has burst-fire feat can fire usingonly 3 rounds instead of 5, otherwise uses 5 rounds).
Reverse Recoil -Each attack after the first made with this weapon in the same round increasesthe bonus to attack by +1. This bonus continues into the next round if the userdoes nothing but fire the weapon the next round, to a maximum bonus of +5 (totalof +6 including the weapon's +1 bonus for high accuracy). When fired onautofire the penalties to attack rolls are reduced by half.

Options:
Maliwan Barrel - Aseries of barrels that can be installed that are attuned to a specific type ofdamage (fire, cold, sonic, acid, electricity), that when firing specialtyammunition that deals the attuned type of energy damage will deal an extra dieof attuned damage. For example a Fire Maliwan Barrel will increase the firedamage of incendiary and exploding ammunition by 1 die. PDC +2.
Bandit Barrel - Aheavy barrel that helps focus the detonation of the ammunition propellant togive it greater hitting force, however this makes the weapon less accurate.Loses the Apparatus's +1 to attack rolls and doesn't gain the Reverse Recoilbonus to attack rolls for continuous attacks, but increases damage by +2. PDC+1

Crowdsourcing
The Crowdsourcing isa 12ga triple barrel shotgun that stores all its ammunition in the barrels in ametal storm style, fired electrically. This means that normal 12ga cartridgescan't be used, requiring more expensive ammunition. Besides the use of slightlymore expensive ammunition, the only other fault the weapon has is all threebarrels fire at once, which eats through ammunition quickly, but deliversincredible stopping power. Reloading can be quick using speed loaders and thebreak open action.

Crowdsourcing (PL5-6Personal Firearms Proficiency)
Damage: 2d8
Critical: 20x2
Damage Type:Ballistic
Range Increment: 35ft
Rate of Fire: S
Size: Large
Weight: 15 lbs
Ammo: 12 int (4 perbarrel)
Purchase DC: 18
Notes: +1 bonus toattack roll
Ammunition has +1PDC over normal 12ga ammunition due to being electrically fired, can't usestandard 12ga cartridges.


Fremington's Edge
The Fremington'sEdge is a heavy Hyperion sniper rifle with built in bipod, adjustable stock anda large 11.4x telescopic scope with passive night vision, built with precisionand power in mind. Even an amateur sniper can place a fatal round at incrediblerange, while skilled sniper can disable even large mechs.

Fremington's Edge(PL5-6 Personal Firearms Proficiency)
Damage: 2d10
Critical: 20x3*
Damage Type:Ballistic
Range Increment: 140ft
Rate of Fire: S
Size: Large
Weight: 17 lbs
Ammo: 6 box (7.62mm)
Purchase DC: 20 Mil(+3)
Notes: +2 bonus toattack roll, scope has darkvision, but suffers -2 to Spot checks when used.
When using thescope, the user can make use of the Dead Aim feat even if don't meet therequirements. If the user has Dead Aim feat, critical threat is 19-20x3 insteadof 20x3.

Dart
The Dart usesexperimental Eridium technology, a new element that is unstable until refined,that uses small homing projectiles that stick to the target then explode. Dueto the strike not dealing damage, these weapons don't deal critical damage, butare fairly accurate due to the homing feature. As long as a living target iswithin the sights of the weapon when fired, the projectile has a high chance ofstriking, although not quite as accurate against non-living targets.

Dart (PL6 PersonalFirearms Proficiency)
Damage: 2d8
Blast Radius: 5 ft
Critical: -
Damage Type:Ballistic/Fire
Range Increment: 35ft
Rate of Fire: S
Size: Medium
Weight: 5 lbs
Ammo: 17 box
Purchase DC: 20
Notes: +1 bonus toattack roll, +3 against living targets (includes plant life, but non undead,inanimate objects, robots, vehicles, mech, etc). The target struck doesn't getto save for half damage those in the 5 ft radius can Reflex save DC 14 for halfdamage.
Ammunition PDC 12for Box of 50.

Variants
Action Dart - Thisvariant has a fixed bayonet mounted under the barrel and the weapon isconfigured to fire two rounds at once. Deals 3d8 damage, 10 ft radius, targetstruck doesn't make a save, but those in the 10 ft radius must make a Reflexsave 15 for half damage. Magazine size changes to 16. Bayonet deals 1d4piercing 19-20x2 or 1d4 slashing 20x3. PDC +2


Amplify Shield
The Amplify Shieldis a personal energy shield that protects the user from attacks, but it alsoamplifies the damage of any projectile weapon the user fires. The shieldconsists of a harness with a control unit at the base of the back that has aspace for a power pack to power the whole unit. While active, the Amplifyshield provides 30 temporary hit points, regenerating at a rate of 1d4 hitpoints every 5 rounds. A standard power pack will provide enough power for 5minutes of continuous use.
If the user fires aprojectile weapon of large size (rifle) or smaller while the Amplify shield isactive, the shield enhances the damage of the weapon by an extra die, but costs5 of the temporary hit points. If the shield's temporary hit points are depleted,it takes 5 full rounds to reset the shield if there is enough power left.
Weight: 5 lbs
PDC: 26 Mil +3

The Bee Shield
The Bee Shield is apersonal energy shield that protects the user from attacks, but it alsoamplifies the damage of any projectile weapon the user fires. The shieldconsists of a harness with a control unit at the base of the back that has aspace for a power pack to power the whole unit. While active, the Bee shieldprovides 10 temporary hit points, regenerating at a rate of 1d4 hit pointsevery 1 round. A standard power pack will provide enough power for 5 minutes ofcontinuous use.
If the user fires aprojectile weapon of large size (rifle) or smaller while the Amplify shield isactive, the shield enhances the damage of the weapon by an extra 2 die, butcosts 5 of the temporary hit points. If the shield's temporary hit points are depleted,it takes 5 full rounds to reset the shield if there is enough power left.
Weight: 5 lbs
PDC: 27 Mil +3
 
BORDERLANDS!!! Oh, yeah.

Ok, idea... Mr. Torgue doesn't likes elemental weapons because he thinks they are too fancy... until he heard of Louise the Zero and her magic style. As in, drawing energy from an "Explosion" Energy dimension. And THAT he digged.
 

Lord Zack

Explorer
I am thinking that while Robert House may no longer be master of Vegas, he is still around and so are RobCo and REPCONN, the first focusing on robotics and electronics with a retro look and the second building retro-styled spaceships. These products may look old fashioned, but Mr. House ensures that his products are advanced enough on the inside to be competitive.
 

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