CORELINE (D20 Modern/D20 BESM Setting).

OK, so Ghost Rider Template and probably Adv/Prestige Class with a "must have Ghost Rider Template" limitation?

Or plain "Ghost Rider" Template?

Sorry for asking. Feeling a little tired.
 
BTW; I thought of a detail for this setting. This is a random note.

There's many ways to get your soul picked up and sent to the afterlife. Talking the Reapers from "Bleach", the Reapers from "Dead Like Me", the Shinigami from "Death Note" and so on.

The people Upstairs and Downstairs both have one iron-clad rule regarding this business: whoever gets assigned to pick up a certain soul is the the only one allowed to pick up that soul. They really, really DO NOT LIKE IT when there's jurisdictional arguments.
 

kronos182

Explorer
OK, so Ghost Rider Template and probably Adv/Prestige Class with a "must have Ghost Rider Template" limitation?

Or plain "Ghost Rider" Template?

Sorry for asking. Feeling a little tired.
in theory could do both.. the template can only increase a few things when they increase level in any class, but not much, and have slightly different abilities, while the class would have other abilities that start off weak and get a little stronger with additional levels.. and BOTH combined allows one to almost be a full blown Ghost Rider as if chosen to be one directly.
 

kronos182

Explorer
BTW; I thought of a detail for this setting. This is a random note.

There's many ways to get your soul picked up and sent to the afterlife. Talking the Reapers from "Bleach", the Reapers from "Dead Like Me", the Shinigami from "Death Note" and so on.

The people Upstairs and Downstairs both have one iron-clad rule regarding this business: whoever gets assigned to pick up a certain soul is the the only one allowed to pick up that soul. They really, really DO NOT LIKE IT when there's jurisdictional arguments.
Interesting idea.. but then how does one of these groups chose the soul.. unless certain beliefs and allegiances dictate where one goes at the time of death? Which side do each of these three 'reaper' groups work for? Or are they like bounty hunters/collection agents for Upstairs or Downstairs? Or they act as escorts for the departed to make sure they get to their proper destination, preventing the other group from poaching the soul.. or from people like necromancers and others that use souls to power different magics or technology??
 
The choosing of the soul is up to the people Upstairs or Downstairs. Higher and lesser beings that are in the realms that the writers don't like to write about unless their stories become embroiled in religious discussion that would ruin the fun factor. The Reapers' job is pick up and delivery, protection from the occasional evil spirit. There may be the occasional judgment call to allow someone to stay alive or do something pretty awful to those who had something to do with their demise.

I suppose with the many ways Death is Cheap in Fiction-land, Reapers can occasionally get either a mission to just keep company of the guy until he's brought back (maybe the occasional message), the mission is aborted (Reaper still gets full benefits of the job) or the Reaper is asked to deliver and once the revival happens the spirit is sent back.

There's still plenty of people in the galaxy to empower necro-gear and magic, the ones who "fall in the cracks", so to speak. The Reapers do get the occasional mission to frag Necro-users, though.

OK, maybe that rule can still be discussed. But there's something about having an adventure idea where, say, Bleach and Soul Eater Reapers go to war over some random schmuck that got run over by a van because they are falling behind in quotas that doesn't quite feels right with me. OK, sure, it's kind of hilarious in a way that reminds me of "Brazil" or maybe even "Paranoia", but also doesn't quite feels right.

Going back to "Bleach" for a sec, once upon a time I had this idea of "Bleach", you know, back when it was actually something worth saying you watched (and jumping too late on that salt wagon, if you ask me) where it is manifesting on the Line and there is a divide -- the old guard that is Soul Society exactly as you see it on the series and the new guard which is embracing stuff like Bankais manifesting as firearms and dressing in ways different from samurai (although there is still some military symbolism here and there). Both sides have heroes and villains, but the struggle is gonna go for a long time.
 
in theory could do both.. the template can only increase a few things when they increase level in any class, but not much, and have slightly different abilities, while the class would have other abilities that start off weak and get a little stronger with additional levels.. and BOTH combined allows one to almost be a full blown Ghost Rider as if chosen to be one directly.
OK, that sounds good.
 

kronos182

Explorer
I don't think I posted this, but here's a template to make some adventures interesting.

Solo Boss Template
In the world of Coreline where fiction has come to life, a number of creatures, or archetypes have appeared throughout the world, including the Solo Boss. A Solo Boss is a creature, or person, who is, well an enemy boss. They are slightly more powerful versions of other creatures or people, able to make multiple actions than normal, and are a little tougher.
Make the following changes to the base creature to create a Solo Boss:
Increase the creature's HP to its maximum. If already at maximum, added 25% hit points.
Decrease the creature's damage dice by one step. For example d10s become d8s, d8s to d6, etc.
The creature acts 4 times per round at Initiative steps 15, 10, 5 and 0.
At Initiative steps 15 and 5 the creature takes a full turn (Move, action and any bonus actions).
At initiative steps 10 and 0 the creature may make either a single attack (its simplest attack action, no multiattack or full attack options allowed), or a single move action.
 
Think I need to do a refresher read of the Initiative rules.

Still, has my like.

Wondering.... maybe a special rule that not all have but several do, "Turns Red", in which they become more powerful once they hit one third of their Hit Points?
 

Lord Zack

Explorer
A product for D&D 3.5 has a similar template, though yours is more similar to their "Elite" template and they also have a Solo template as well that's even more powerful. Here it is, if you are interested: Trailblazer - Bad Axe Games | DriveThruRPG.com

I've been thinking of the Undead Scourge (or more precisely splinters of the Scourge that have avoided Bolivar Fordragon's control) attacking certain worlds in the Koprulu Sector. Not a full-scale invasion, mostly just using the Plague of Undeath to soften up a world, then transporting the resulting dead and undead to Scourge strongholds. These attacks the Scourge are assisted by Terran forces that have joined the Cult of the Damned along with the forces of the Chaos God Nurgle. Apparently, the Scourge leaders, including Arthas and Kel'thuzad have sworn themselves to Nurgle's service in exchange for the power to reclaim control of the Scourge.
 
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kronos182

Explorer
Some additional Hydra equipment and NPC modification for Soldier to Sniper.

Hydra Cannon (Tesseract Cannon)
During WW2, Hydra developed energy weapons, similar to plasma weapons, using the energy of the Tesseract. These cannons are extremely deadly to organic beings, able to vaporize a human, but unlike the pistols, can easily damage inanimate objects, although can't vaporize them. Although powerful, producing the ammunition for these weapons is difficult and thus these weapons are only assigned vehicles of elite units. These weapons are typically fitted to vehicles such as Hydra light tanks or APCs of elite troopers to provide heavy fire support.
In Coreline, Hydra has a limited number of these, and while they do not have a Tesseract, they can reproduce the energy, although it is expensive and difficult, so these weapons are only given to elite units and high ranking officers.

Hydra Cannon (Tesseract Cannon) (PL 6-7 Exotic Firearms Proficiency Hydra Cannon, or Heavy Weapons Proficiency for half penalties)
Damage: 6d12+4 + Knockback
Critical: 20 Disintegrate
Damage Type: Energy
Range Increment: 120 ft
Rate of Fire: S
Size: Large
Weight: 40 lbs
Ammo: 40 box
Purchase DC: 25 Mil (+3) (Hydra Only)
Notes: Ignores 7 points of Hardness/DR. Targets of medium size or smaller must make a Fort save DC 15 or be knocked back 1d6x10 feet, and if strikes an object before reaching the total distance suffers 1d6 subdual damage per 10 feet after the first 10 feet, and knocked prone. A successful save the target is pushed back 10 feet and is Dazed for 1 round.
On a critical roll (natural roll of 20), a target up to a large sized creature (typical humanoid) must make a Fort save DC 28 or be disintegrated. A successful save deals 5d12 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 30.
Special Power Packs - These cannons require special power packs, with a PDC of 16 each, but can only be gotten from Hydra.



Hydra Heavy Assault Rifle (Tesseract Weapon)
During WW2, Hydra developed energy weapons, similar to plasma weapons, using the energy of the Tesseract. These weapons are extremely deadly to organic beings, able to vaporize a human, but unlike the pistols, can easily damage inanimate objects, although can't vaporize them. Although powerful, producing the ammunition for these weapons is difficult and thus these weapons are only assigned to officers and elite units. The Heavy Assault Rifle is actually designed like a bazooka, a large tube with a large emitter at the front with a handle underneath, with a shoulder rest and a large ammunition pack, the same used for the Hydra Cannon, at the rear behind the shoulder rest. These weapons are similar to the cannon, but their discharge is designed to explode in a larger area, functioning similar to a rocket or grenade.

Hydra Heavy Assault Rifle (Tesseract Weapon) (PL 6-7 Exotic Firearms Proficiency)
Damage: 3d12+4 + Knockback to target + half damage to 10 foot radius
Critical: 20 Disintegrate
Damage Type: Energy
Range Increment: 90 ft
Rate of Fire: S
Size: Large
Weight: 15 lbs
Ammo: 40 box
Purchase DC: 24 Mil (+3) (Hydra Only)
Notes: Ignore 4 points of Hardness/DR only for the primary target struck. Targets in the blast radius must make a Reflex save DC 14 for half damage. Targets of medium size or smaller must make a Fort save DC 12 or be knocked back 1d4x5 feet, and if strikes an object before reaching the total distance suffers 1d6 subdual damage per 10 feet after the first 10 feet, and knocked prone. A successful save the target is pushed back 5 feet and is Dazed for 1 round.
On a critical roll (natural roll of 20), a target up to a large sized creature (typical humanoid) must make a Fort save DC 25 or be disintegrated. A successful save deals 3d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 28.
Special Power Packs - These weapons require special power packs, with a PDC of 16 each, but can only be gotten from Hydra, same as the Hydra Cannon.

Hydra Mini Tank
The Hydra Mini Tank was developed by Hydra to assist the Nationalists in the Spanish Civil War, and were originally armed with flamethrowers which were replaced with Hydra Cannons powered by the Tesseract energy. Based on the Leichter Panzerspawhwagen, an armoured car, but with large all-terrain wheels, upgraded armour, manned by a driver and gunner. They were fairly quick, allowing them to be used as a recon and fast strike unit. The original version, armed with flamethrowers, using gas engine had a range of 190 miles. The Mk2 version, armed with the Tesseract Cannon, used a Tesseract powered engine, giving it improved range and speed, with a range of 250 miles per charge.

Hydra Mini Tank (PL4-5)
Crew: 2
Passengers: 0
Cargo: 100 lbs
Init: -1
Maneuver: -2
Top Speed: 80 (8), 44 (4) off-road, Mk2 90 (9), 50 (5) off-road
Defense: 8
Hardness: 8
Hit Points: 40
Size: Huge
Purchase DC: 33 (Mk1), 34 (Mk2)
Restriction: Res (+2)
Accessories: Flamethrower (Mk1), Tesseract Cannon (Mk2), Tesseract Power (Mk2), Military radio, headlights, all-terrain design (penalties for rough terrain reduced by 2).
The Mk2 armed with the Tesseract Cannon can recharge 3 times before the generator needs a recharge from a source of Tesseract energy.
WeaponDamageCriticalDamage TypeRangeRate of FireMagazine
Flamethrower4d6-FIre100 ft line, 10 ft wideSingle50 blasts
Tesseract Cannon6d12+4 +knockback20x2 DisintegrateEnergy120 ftSemi50 charges


Hydra Sniper Trooper
The Sniper Trooper is soldier with specialist training in use of a sniper rifle, used for assassinations, supporting ground troops and as recon units. Lower level snipers typically use the Talon sniper rifle, while more experienced snipers may use other weapons.
Make the following changes to Hydra Soldier:
Replace Combat Martial Arts feat with Weapon Focus (weapon of choice, typically Talon Sniper Rifle), while mid-level sniper also replaces Advanced Firearms Proficiency with Far Shot;
Remove Intimidate skill and increase Listen and Spot by +2 each, mid level snipers also increase Concentration by +2;
Add Zero In;
Add On Target;
Add Talon Sniper Rifle to equipment with at least 3 magazines of ammunition.

Zero In
Hydra snipers are trained in focusing on a target, and feeding that information to their allies. As a full round action with a Concentration check DC 15 while observing a target visually, increase their Critical threat range by 1 (with most weapons now becomes 19-20) on their next attack against the target, but must be done within the next 5 rounds, and can rely targeting info to up to 3 + Wisdom Modifier allies within radio contact that are within 60 feet of the target observed, granting them +1 to attack rolls on their next attack against the target, but must be within 2 rounds.

On Target
Hydra snipers are trained to deal as much damage as possible against their targets. If the sniper has watched the target for at least 1 full round, and makes a Wisdom check DC 15 as a full round action, the sniper can increase the damage of their next attack by 50% (half). This can be combined with the Zero In ability.


Talon Sniper Rifle
The sniper rifle issued by Hydra is a 5.56mm rifle that is rugged and simple, fitted with a folding bipod, thermo-optical sight, weapon link to helmet HUD.

Talon Sniper Rifle (PL 5 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 140 ft
Rate of Fire: S
Size: Large
Weight: 12.3 lbs
Ammo: 10 box
Purchase DC: 17 Res (+2)
Notes: Folding bipod, thermo-optical sight, weapon link to HUD.

Hydra Sniper Helmet
This helmet is fitted with additional optics, visual enhancements and cameras. The helmet has passive night vision goggles, built in binoculars, wind direction & force detectors.
Grants +1 to attack rolls after 1 round of targeting a target. HUD with weapon link.
Weight: 4 lbs
PDC: 18 Hydra only.

Hydra Assault Rifle, WW2.
This rifle was a weapon produced by Hydra before and during the early part of the second World War for their soldiers. Fitted with three barrels laid out in a triangular patter, with the point at the bottom. The idea was during autofire attacks the weapon would alternate between the barrels to keep them cooler during sustained firing, although this decreased accuracy. It had an alternate firing mode where all three barrels could fire at once for greater damage, or firing just a single barrel at a time, but due to the layout it proved inaccurate. Most of these rifles were used during heavy assaults where its high rate of fire was more useful, and the triple barrel shot was good for hitting targets with heavier armour. While considered obsolete technology, Hydra still uses these rifles when they engage in large scale assaults, although the caliber has been upgraded from the older 7.92mm to a standard 7.62mm in production in most of Coreline Earth to ease logistics, and allow troops to easily find more ammunition during extended missions behind enemy lines.

Hydra Assault Rifle (WW2, PL5, Personal Firearms Proficiency)
Damage: 2d10
Critical: 20x2
Damage Type: ballistic
Range Increment: 70 ft
Rate of Fire: S, A
Size: Large
Weight: 14.7 lbs
Ammo: 60 box
Purchase DC: 19 Hydra Only, Res +2
Notes: Inaccurate, Hi-Speed Auto, Triple Barrel Fire, Complicated (on natural attack roll of 1, jams, takes 1 minute and Repair DC 15 to clear the jam).
Inaccurate - The Hydra Assault rifle is inaccurate, suffering -1 to all attack rolls.
Hi-Speed Auto - The Hydra Assault Rifle has a special autofire mode that cycles through each barrel individually, keeping the barrels cooler for a higher rate of fire. Make an autofire attack like normal, only uses 20 bullets instead of normal 10, dealing 3d10 points of ballistic damage, Reflex save DC 18 for half, can only be done with 20 bullets in the magazine.
Triple Barrel Fire - The user can select to fire all three barrels at once, dealing 3d10+5 points of damage, uses three bullets at once. Can only be used in semi-automatic mode, but can be used with the Double Tap feat, but not automatic attacks or burst fire attacks. Can only be used if there are three bullets in the magazine.
 
Was thinking.... maybe a "Classified" Restriction? Talking at least one higher than Military (so it's +4 or +5) and it's also an item that can only be obtained by being authorized to or stealing it from a secret project or highly restrictive government organization -- meaning that if you are running around flashing it, your chances of being "disappeared" by the Men In Black increases by a whole dang lot.
 

kronos182

Explorer
Was thinking.... maybe a "Classified" Restriction? Talking at least one higher than Military (so it's +4 or +5) and it's also an item that can only be obtained by being authorized to or stealing it from a secret project or highly restrictive government organization -- meaning that if you are running around flashing it, your chances of being "disappeared" by the Men In Black increases by a whole dang lot.
That is a good idea. I might just start using that for future creations, and might go back and modify older ones when I get a chance.. +4 is illegal if I remember correctly.. and I think +5 is unique (such as 1 or limited number of said item, like legendary items, like Excalibur sword). So we could say +4 is Illegal or Classified (Organization).
 
Or +4 is Illegal and +5 is Classified (Organization) and/or Unique (legendary items like Excalibur, ultra-rare collectibles, something custom-made that is meant to be one-of-a-kind-forever)? Or maybe change one of those to +6 (unless that's overkill)? Obviously the really high restrictions, Unique/Classified, are meant to be only available through roleplay.
 

kronos182

Explorer
Or +4 is Illegal and +5 is Classified (Organization) and/or Unique (legendary items like Excalibur, ultra-rare collectibles, something custom-made that is meant to be one-of-a-kind-forever)? Or maybe change one of those to +6 (unless that's overkill)? Obviously the really high restrictions, Unique/Classified, are meant to be only available through roleplay.
I think unique/legendary being +6 is reasonable.. considering it should be difficult to obtain, makes sense.. if you have a sword is PDC 16, completely unique/legendary version being now PDC 22 is more reasonable.. although with something where the basic version is so cheap, other restrictions would have to be roleplayed, as buying Excalibur shouldn't be that easy (maybe they bought a fake for PDC 22 and find out only during battle when the sword breaks after 15 hits :p )
 
All right, so according to the idea as it right now, we have:

Licensed (+1) -- ex. your average car.
Restricted (+2) -- ex. your average long-gun.
Military (+3) -- ex. rocket launchers, your average fighter jet.
Illegal (+4) -- ex. Ganja, especially in places where it's still not legalized.
Classified (+5) -- only available through membership to classified projects or by stealing it from members of classified projects, having this item without the former has a high chance of other members of this organization trying to take it back by any means necessary. Example.... maybe a MIB Neuralyzer? Technically something like the SR-71 "Blackbird" fits here IRL, but there's no telling how available it would be in a fictional environment and so if that would make the restriction decrease.
Unique/Legendary (+6) -- items that are legendary (ex. Excalibur), ultra-rare (certain collectibles), and/or extensively custom-made (ex. a replica of Excalibur with so many enchantments and swordsmith modifications that it technically is the real thing in the hands of a specific user). Items obtained through this and the previous Restriction level are recommended to be obtained through role-playing.

There's other details to think up, considering the restriction rules (check them here: Restricted Objects - Equipment Basics - d20 Modern), but I guess we got it.

Also taking into account that some organizations, no matter how secret, may not consider some of their items "classified" -- let us say for example that Hydra Triple-Barrel Rifle. The weapon is pretty sweet but it still is an assault rifle and it's a design that is Early WWII, as well. So HYDRA probably isn't as driven to keep it among them than their Tesseract guns (they probably can get the same "disintegration" effect from purchasing a billion Phasers, but "insta-kill-beams driven by the power of the Gods" is THEIR schtick).
 
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kronos182

Explorer
All right, so according to the idea as it right now, we have:

Licensed (+1) -- ex. your average car.
Restricted (+2) -- ex. your average long-gun.
Military (+3) -- ex. rocket launchers, your average fighter jet.
Illegal (+4) -- ex. Ganja, especially in places where it's still not legalized.
Classified (+5) -- only available through membership to classified projects or by stealing it from members of classified projects, having this item without the former has a high chance of other members of this organization trying to take it back by any means necessary. Example.... maybe a MIB Neuralyzer? Technically something like the SR-71 "Blackbird" fits here IRL, but there's no telling how available it would be in a fictional environment and so if that would make the restriction decrease.
Unique/Legendary (+6) -- items that are legendary (ex. Excalibur), ultra-rare (certain collectibles), and/or extensively custom-made (ex. a replica of Excalibur with so many enchantments and swordsmith modifications that it technically is the real thing in the hands of a specific user). Items obtained through this and the previous Restriction level are recommended to be obtained through role-playing.

There's other details to think up, considering the restriction rules (check them here: Restricted Objects - Equipment Basics - d20 Modern), but I guess we got it.

Also taking into account that some organizations, no matter how secret, may not consider some of their items "classified" -- let us say for example that Hydra Triple-Barrel Rifle. The weapon is pretty sweet but it still is an assault rifle and it's a design that is Early WWII, as well. So HYDRA probably isn't as driven to keep it among them than their Tesseract guns (they probably can get the same "disintegration" effect from purchasing a billion Phasers, but "insta-kill-beams driven by the power of the Gods" is THEIR schtick).
Maybe we use as you've put.. but for the specific organizations, what it would be within their organization.. so the Hydra Triple Barrel Rifle would be PDC 19 +5 Classified, Hydra +2, it's restricted for Hydra members as it's not a design readily available, due to older tech/not in production, used by fewer members.
 
Think I'm not picking up.... ok, so it would be Restricted (+1) if you're a HYDRA agent but Classified (+5) if you're not?

Also I think we could have an item's Mastercrafting as a Gadget. So obviously once taken it can't be taken again (OK, rephrasing that.... the item can be purchased with a grade of Mastercraft, but to upgrade it you have to perform a Craft check or pay for someone to do it for you and it takes time, you can't just have a gun be +2 in the morning and +3 in the afternoon). This ups the item's PDC by.... let us say....

+1 Mastercraft = +2 PDC
+2 Mastercraft = +4 PDC
+3 Mastercraft = +6 PDC

Standard rules for Mastercrafting apply (when you apply it to a gun it's either a bonus to rolls to hit or damage rolls, etc.... ok, really need to go recheck if the d20 Modern Rulebook had rules for mastercrafting... think it did, but not really sure now. Dang.)
 

kronos182

Explorer
Think I'm not picking up.... ok, so it would be Restricted (+1) if you're a HYDRA agent but Classified (+5) if you're not?

Also I think we could have an item's Mastercrafting as a Gadget. So obviously once taken it can't be taken again (OK, rephrasing that.... the item can be purchased with a grade of Mastercraft, but to upgrade it you have to perform a Craft check or pay for someone to do it for you and it takes time, you can't just have a gun be +2 in the morning and +3 in the afternoon). This ups the item's PDC by.... let us say....

+1 Mastercraft = +2 PDC
+2 Mastercraft = +4 PDC
+3 Mastercraft = +6 PDC

Standard rules for Mastercrafting apply (when you apply it to a gun it's either a bonus to rolls to hit or damage rolls, etc.... ok, really need to go recheck if the d20 Modern Rulebook had rules for mastercrafting... think it did, but not really sure now. Dang.)
Yes, if you were an agent of Hydra it'd be Restricted +2, but if you were a member of Shield, or some random person it'd be Classified (+5).
Then you can stack all the gadgets you want on it.. AND Masterwork on top.. so items can get damn expensive once you start adding stuff.

Masterwork generally did +1 to attack or damage, depending on what you picked.. you can have both +1 damage and attack, but that would make it a +2 Masterwork item.
Masterworking usually is done at the time of item creation. Higher quality, special modifications.. takes longer. Technically once it's masterwork I think you can improve its quality.. but the item has to be Masterwork first.
So you can't take a normal Colt 1911 and make it a Masterwork +1.. you can give it +1 to attack rolls via customized for a specific user, or gadgets.
Also you can't normally enchant an item unless it is at least +1 Masterwork.
 

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