CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
Sorry I haven't been more active on here lately. Switched positions at work, which means new location, new hours.
So.. other than the Strike Gundam 105 I think it is.. the U-wing (I know.. that was requested back during when Rogue one came out), are there any other requests for stuff for me to pump out?
I was thinking of doing a few more Clone Wars era stuff (a few vehicles, weapons, ships, etc), then do a some star trek original series era stuff, a few more Babylon 5 things.. any suggestions or anything specific anyone wants to see?
 

All right... don't really know, so let's throw a couple of nuts ideas here:

"Jayce And The Wheeled Warriors". The Lightning League vehicles and the Monster Minds (which I guess would be monsters). The "Stack And Attack" gadget I guess would be some kind of drone weapon that allows weapons to fly independently for a moment, land on a vehicle's weapon slot, and then immediately open fire.

Also I guess the gadgets from the "Kingsman" series. Available as super-secret gentlemen's fashion accesories from Huntman And Kingsman (Saville Row). Stuff like signet rings (taser and concealed-blade, probably poisoned), shoes (there's ones with a concealed blade with poison and the ones that are so tough that can withstand stepping on a land mine), the umbrellas that are a Swiss Army Knife of mass destruction (concealed magnet, grappling hook, projectile weapons system with multiple settings, tough enough to use as a club and lance, deployable shield that can take anything short of a .50), hand grenade (and FLAMETHROWER) lighters, pistols with underbarrel shotguns, watches that can fire off mini-taser bolas and darts with optional amnesia drug lacing, travel cases that not only probably have the "From Russia With Love" contents but are machinegun, rocket launcher and deployable shield...

...and business suits that are body armor. Those are important.
 
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kronos182

Adventurer
I don't think I'm familiar with Jayce and the Wheeled Warriors.. sounds kind of familiar but I can't place it, at the moment.

As for the Kingsman series.. yeah.. I can probaby put some stuff for that together.. I don't remember the umbrella shooting bullets.. but then it's been awhile since I saw the first one. I did see the second one a couple of days ago.
The plain clothes armour will need a little work.. debating if they should be DR or just defense bonus like other armors.. hmm.. maybe I'll go DR.. no bonus to defense but can negate some of the damage done.. yeah.. that'll work.
 

Well, the umbrella had a shotgun mode that saw some bloody use on Valentine's base on the first film, so I guess whatever spy super-tech is used for it (which I guess saw some upgrading on The Line) has multiple ammo modes.

Could be something like it has flechettes and shotgun mode shoots a bunch of them in a cone.
 

Well... another idea is the tech from "Attack On Titan".

So talking the 3D maneuver gear as it is canonically and some kind of high tech variations--like one that is part of a hard shell armor or power armor.
 


kronos182

Adventurer
Since there was a request for some Kingsman equipment...

King-Q's Workshop


"Ah, you're just in time, Double-O 7. We have some new interesting items to show you." - One of several versions of Q.
CENTRAL OFFICES: New York, USA; London, England; Berlin, German, all unknown to public.
MAJOR REGIONAL OFFICES: Several locations in several countries, only high ranking members know all of the locations.
MAJORITY STOCKHOLDER: Unknown
INFORMATION:
King-Q's Workshop is a company created by several versions of Q from the Bond universe, also with other tech members from secret agencies, such as the Triple X program, Kingsman and others, including a couple S.H.I.E.D. tech engineers, that focus on creating the equipment spies and other special agents require in the field. This can include anything from bullet proof formal wear, submarine cars, to umbrellas that act as shields and weapons or cell phones with automatic lock picking (both mechanical and electrical) tools and stun guns.
Q's Workshop receives funding from several agencies, and provides services to those agencies, with some sales to private agencies, however sales and equipment to such groups always monitors and tracked, with remote deactivation systems, to prevent them from being used against allied agencies.
At the regional/satellite locations is a legitimate company that is a front, and a source of additional income, that hides a hidden workshop, lab and storage area for that branch of King-Q's Workshop, that agents can access and acquire new equipment.

King-Q provides a range of 'basic' or stock equipment that is available for anyone, but also has a number of items that are available only to specific agencies that pay a premium to keep them from being shared with anyone else, which all employees of King-Q uphold. Agents from different agencies will only know of a few locations that King-Q releases to each agency, and usually never letting two agencies know of the same location. This is done in the event of a security breach in one agency and the location be known.

Sample Equipment

Protective Plain Clothes
All agents require some protection, but they can't be seen wearing armour. Instead of acting to deflect or help the agent avoid being hit, as the agent should be well trained to avoid being hit, this armour, while looking like normal clothing from everyday street clothes to formal attire, is designed to reduce the effect of the attack. This is done by using combinations of advanced kevlar, "liquid' armour and other special and advanced technology to make advanced materials.

Protective Plain Clothes
Type: Concealed
Equipment Bonus: +0
Nonprof. Bonus: +0
Max Dex: *
Armour Penalty: 0
Speed (30 ft): 30 ft
Weight: 2 and up*
Purchase DC: 25 and up
Restriction: Unique* (+4 or +5)
Notes: Grants Damage Resistance 10 to Ballistic, Concussion, Slashing and Piercing. Styles varies from generic clothing found in most department stores (PDC25) to expensive brands (PDC28) to unique designer clothing (PDC32 and higher). Typicaly no limit to Max Dex bonus, however, depending on the style of clothing might restrict movement, but the clothing would be designed to easily remove the more restrictive parts, which might include other special gadgets.


Umbrellas
This device looks like an umbrella, usually with a hooked handle, black in colour and of high quality, but contains a few different options, depending on function, but all contain a few basic features. These are based on ones from the Kingsman series and other sources.

Basic Umbrella

These umbrellas function as a standard umbrella, but are also made of a light weight, but strong material. When opened and held before the user, it can act as a protective barrier, similar to a tower shield, providing cover to the user and deflects projectiles. The inner side of the umbrella is a digital screen that shows what is on the other side of the umbrella, allowing the user to see what is on the other side. The umbrella is strong enough to be used as a club, making it an excellent melee weapon.
When used as a shield, provides a Defense Bonus of +4, those not trained gain +3 bonus. The umbrella can alternatively be used as cover, providing three-quarters cover when standing, but if the user crouches and holds the umbrella close against them, they can gain full cover in one direction, but this renders the user immovable with the full cover bonus, and can only move at half speed when used as three-quarters cover. Unfortunately heavy weapons of .50 cal and larger can punch through the umbrella, ignoring half the bonus to Defense, but deals only half damage to the user. The umbrella can take 'survive' 3 hits from .50 cal, but each hit reduces the bonus to Defense by -1 each strike, but after the third strike, the umbrella is useless. The umbrella has 25 hp with hardness/dr 12 for attacks that the umbrella stops from striking the user.
As a weapon, the umbrella can be used as a club, dealing 1d6 bludgeoning damage, x2 on a critical roll of 20.
Weight: 3 lbs
PDC: 22
Res: Mil (+4)

Umbrella Options
The basic umbrella can have 2 to 3 options added (GM discretion, but obvious ones that conflict can not be addded), usually tailored for the mission the agent is on.

Concealed Blade
The tip of the umbrella an extend a 6 inch blade for use in combat. Deals 1d6 slashing or piercing, 19-20x2.
PDC: +1

Concealed Shotgun
The umbrella conceals a 12-gauge shotgun barrel, holding the rounds stacked metalstorm style in the barrel, that are fired electronically. The trigger is concealed in the handle. Holds 6 shells, but only have a range increment of 20 ft, which have to be loading individually, taking double the normal time. Different types of ammunition can be loaded, but generally loaded with buckshot or solid slugs, but other rounds are available. 14 gauge versions are available, especially at higher PLs, with same damage as 12 gauge, but can hold 1 additional round, but can be loaded normally.
PDC: +2, 14-Gauge +3
Res: Special (+4)

Grapple Hook
The hooked handle can be launched, attached to a 100 foot braided steel cable, with powered wench, able to pull 500 lbs. The user suffers -1 to attack rolls to hook the grapple, or using it as a ranged attack (ranged touch that deals 1d4 bludgeoning). When using the wench to pull (or lift the user), moves a rate of 100 ft/round, - 10 ft per 100 lbs the wench has to move (500 lbs moves at 50 ft per round).
PDC: +1

Concealed Submachine Gun
Similar to the concealed shotgun, but really a one off weapon as reloading takes a long time. Built into the umbrella is a 9mm submachine gun, 2d6 ballistic, s/a, 15 rounds. A full round action can reload 2 rounds.
PDC: +2
Res: Special (+4)

Launching Blades
Each of the 'arms' of the umbrella conceals several small blades that can be launched when the umbrella is open, usually held above the user's head, as if using the umbrella like a normal one. With a push of a button (can be used as an attack of opportunity, or normal attack action), the umbrella will spin and launch a spread of blades around the user, dealing 1d4 slashing damage to all within 20 ft of the user. The umbrella will have 3 uses of this before requiring a reload, which takes 2 minutes to reload all the blades if replacements are available.
PDC: +2
Res: Special (+4)

Combat Briefcase
This ordinary looking briefcase is usually of stylish design, about the size of a standard business briefcase. But instead of carrying items, the briefcase conceals a machinegun, usually using 5.56mm caseless ammunition, that is fired from one side from a barrel that extends when in use, with iron sights that pop up around the hand, 2d8 20x2, ballistic damage, 50 ft, s/a, 40 box. Magazines are inserted from the opposite side of the barrel. The lower part of the briefcase will hold 4 additional magazines, plus the one in the weapon for a total of 5. Once the weapon is out of ammunition, the briefcase can be opened as part of a move action to turn into a large bullet proof shield, the size of a tower shield, with a visor to see through, designed so that the user can use a single hand weapon while behind the shield safely.
As a shield it provides a +4 shield bonus to Defense, and provides three-quarters cover. As a shield, the briefcase has 20 hit points and hardness/dr 10 for attacks it stops from striking the user.
Weight: 12 lbs
PDC: 23
Res: Special (+4)

Watches

Many secret agents will wear watches that are filled with different gadgets. The watch is a versatile item for any agent, from the original analog style to digital models that put things like the Pebble and Apple watches to shame. These watches are usually modelled after well known brands, such as Rolex and others. Each watch comes in analog or digital formats, and will have a set of basic features plus any for that type. Analog versions will have the following standard features: analog watch, with date showing day, month and year; light to see time and date, plus can act as a standard flashlight that is aimed over the back of the hand, or can shine from the face plate. Digital watches will have the following standard features: digital watch with date (day, month and year), stop watch, calendar, access to internet and agency network for sending text messages, events and simple map/gps system available to civilian smart watches, plus agency map additions.

Basic Watch

On top of acting like a normal watch, the basic watch will include a garrotte wire and a small dart launcher that holds 4 darts. Each dart can be loaded with different type or drug (explosive darts act as mini grenades with half the damage and range of standard grenades), with a selector for the type of dart loaded. The darts themselves will only deal 1 damage (depending mostly on the payload of the dart), with a range increment of 10 ft to a maximum of 5 increments. Has a 2 year battery life.
Weight: 1/4 lbs.
PDC: 21
Res: Special (+4)

Hacking Watch

This version of the watch does contain a single dart, but lacks the garrote wire, but contains sophisticated hacking equipment, allowing it to break into any electronic lock. Grants +10 to Computer Use and Disable Device relating to electronic locks and security systems, allowing the character to take 10 on the skill check. If the user lacks the skills, the device can do this automatically, at a base skill of +10 to both Computer Use and Disable device, but can't take 10. Has a 6 month battery life.
Weight: 1/4 lbs.
PDC: 22
Res: Special (+4)

Laser Watch

This watch is fitted with a small laser. With the available technology available on Coreline, this laser has several functions which include cutting and welding laser, laser scalpel and short ranged laser blaster. The laser welder and cutter functions just like a standard laser cutter and welder, with every round of use uses 2 charges. The laser scalpel is only good against organic material, aiding in emergency first aid, or needing to cut clothe when there isn't a knife handy, uses 1 charge per round. The laser weapon is a short ranged pistol that deals 2d4 fire (laser), 10 ft range incr, out to only 5 increments, single fire, uses 5 charges every time it is used. The laser welder/cutter and scalpel have a range of 3 feet. The watch has a total of 20 charges, which can be recharged via a docking station, fully recharging in 1 hour, or via induction with the wearer's body, but takes 5 hours to recharge a single charge. The watch itself has a battery life of 2 years.
Weight: 1/4 lbs.
PDC: 23
Res: Special (+4)

Defense Watch
This watch is usually an analog but some digital ones exist, with a raised bezel that acts as a saw that can cut through most materials up to thick steel, but takes a while to cut through steel, plus a lot of noise (takes 1 minute per inch of regular steel, reinforced steel armour would take 5 minutes per inch), while ropes would take a single full round. The watch also conceals a magnetic deflection field, able to deflect metal weapons, including bullets. This grants a +2 Deflection bonus to defense against metal weapons, including swords, bullets, rockets and grenades. The saw uses 1 charge per round of operation, while the magnetic deflection field uses 5 charges per round, with a total of 20 charges. The battery can be recharged with a dock in 1 hour, or via induction with the user's body, but takes 5 hours to recharge 1 charge. The watch itself has a battery life of 2 years.


Disguised Explosives

These are high explosives disguised as ordinary items, such as lighters, pens, etc, coming in different yields and sizes, and even timers. Pen sized explosives will deal 2d6 fire damage to a 10 foot area, and will have a 5, 10 and 30 second timer. Lighter sized will deal 2d6 fire to a 20 foot area, with 10, 30 and 60 second timers. Baseball sized grenades will deal 4d6 fire/slashing to a 30 ft area, with either contact detonation (similar to regular grenades), or 30 second, 1 to 10 minute timers.
Weight: up to 1 lbs.
PDC: 16
Res: Mil (+3)

Signet Ring

These rings are concealed weapons, used to electrocute enemies, although they can be used to stun, by activating the ring and touching the target, typically on the torso, but head and neck are the best locations. The ring carries 5 charges, and can be recharged with a docking station in 5 minutes, or via induction and converting body heat and ambient electrical charge into power, but takes 1 hour to recharge the ring this way, as long as it is worn. The user activates the ring and selects either stun or kills settings, then makes a touch melee attack. The target needs to make a Fort save DC 15 or be stunned for 1d4 rounds. If the target fails the save by 5 or more, the target will be unconscious for 1d4+1 minutes. On the kill setting the weapon deals 2d4 electrical damage and must make a Fort save DC 10 or suffer a heart attack and die. Stun setting uses 1 charge, while the kill setting uses 5 charges.
When in use, the ring only makes a very soft electrical crackling noise, only audible to the target or anyone within 1 foot of the user.
Weight: -
PDC: 19
Res: Special (+4)


Glasses
These large, but stylish function as display glasses, but have built in military satellite radio and phone, video and audio recording, mic, speaker in the arms, with built-in HUD for video communications or viewing transmitted information from text, maps, still images and video. When linked to an agency's communication network, they can act as augmented reality glasses, able to overlay images, such as of other members during conference calls, or if linked to a drone the drone's systems overlaying the vision of the user.
Able to store 2 terabytes of data on the glasses, upload/download at high speeds, especially with an agency's satellite communication system. Can be linked to devices such as the Hacking Watch and other electronic devices. Each pair of glasses, when given to an agent is keyed to their specific agency and locked against hacking, with biometric sensors keyed to the user, and unauthorized users triggering the booby trap, releasing acid that completely melts the glasses and deals 1d4 points of acid damage for 2 round to the unauthorized wearer. Member of King-Q have equipment that safely disables the booby trap and allows them to reset the biometric sensors.
Weight: -
PDC: 20
Res: Special (+4)

Baseball Bat Mine Sweeper
This is a mine sweeper that is disguised as a baseball bat. Grants +10 to Search checks to locate land mines with a 10 foot radius around the user. Can function as a metal detector, with a 20 foot radius, granting +5 bonus to Search checks. The sweeper can also function as a serviceable club as it is quite durable, dealing 1d6 bludgeoning damage as a melee weapon.
Weight: 5 lbs.
PDC: 19
Res: Special (+4)

Grappling Suspenders
These are pant suspenders that the buckles act as both magnetic and mechanical grappling hooks, with the suspender 'elastic' is actually clothe covered braided steel line of 200 feet. Once unravelled, takes special equipment to turn back into suspender form. The rope can support up to 1000 lbs.
Weight: 2 lbs.
PDC: 15
Res: Special (+4)

Lipstick Taser
Used mainly by female agents, this device looks like a normal tube of lipstick, and functions as one, but concealed in the bottom is a taser (see d20 Modern page 96 & 102 for details).
Weight: -
PDC: 8
Res: Res (+2)

Explosive Gum
What appears to be regular chewing gum is actually plastic explosive similar to C4/Semtex. Once 'chewed' or otherwise manipulated and softened (ending and stretching with hands), the gum can be placed and used like normal C4, with each 'stick' of gum dealing 1d4 concussive damage, with multiple sticks being added together adding +1d4 per stick. The gum can be added to normal C4/Semtex to add its damage as well. Comes in packs of 10 sticks.
Weight: -
PDC: 15
Res: Special (+4)
 

kronos182

Adventurer
Astartes Assault Shotgun
The Astartes Assault Shotgun is a much more powerful and versatile version of shotgun used by Space Marine Scouts. They are bulky, clip-fed weapons that can fire in single shots and in both semi and fully automatic modes, and use an array of specialty ammunition ranging from armour-piercing penetrator rounds to the powerful man-stopping rounds. These variants are specially designed to be used by members of Adeptus Astartes and as such are of much better quality and much more deadly than normal shotguns. Assault shotguns are best used in urban and close-quarters combat, as well as in boarding actions aboard voidships.

Astartes Assault Shotgun (PL6)
Damage: 3d6
Critical: 20
Damage Type: ballistic
Range Increment: 40 ft
Rate of Fire: S/A
Size: Large
Weight: 16 lbs
Ammo: 15 box
Purchase DC: 21 (Mil +3)
Notes:
Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, under barrel mount for combat blades, knockdown.
Medium sized creatures attempting to use the Astartes Assault Shotgun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Assault Shotgun. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. Ammunition: Box of 50 8 gauge rounds has a PDC 11.
DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.
Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses.
Knockdown - Fort save DC 15 or knocked prone.

Deathwatch Shotgun
The Deathwatch Shotgun is a variant used by the Deathwatch Space Marines. It is optimized for close-quarters warfare on Space Hulks and xenos-infected asteroids. It can fire several distinct types of cartridges, ranging from explosive cylinders of shot known as cryptclearer rounds to flame-bursting wyrmsbreath shells. The Deathwatch shotgun is shorter than the normal Assault Shotgun, and combined with the strength of a Space Marine can be used one handed.

Astartes Assault Shotgun (PL6)
Damage: 3d6
Critical: 20
Damage Type: ballistic
Range Increment: 40 ft
Rate of Fire: S/A
Size: Large
Weight: 16 lbs
Ammo: 20 box
Purchase DC: 21 (Mil +3)
Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, under barrel mount for combat blades, knockdown. Space Marines, due to their larger size and strength can use the Deathwatch Shotgun one handed without penalties.
Medium sized creatures attempting to use the Deathwatch Shotgun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Assault Shotgun. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. Ammunition: Box of 50 8 gauge rounds has a PDC 11.
DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.
Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses.
Knockdown - Fort save DC 15 or knocked prone.


Shotgun Ammo
Many shotguns can fire a variety of ammunition, including non lethal plastic baton rounds, solid slugs and pellet-filled cannister rounds as well as more exotic variants.[5c]
• Scatter - A standard shotgun ammunition variant, scatter shells spray a wide area with small pieces of shot.[13]
• Executioner - Executioner rounds are most commonly used by agents of Adeptus Arbites. They contain a tiny artificial guidance system that allows them to home in on their target. However, it takes a moment for them to acquire their target and so are more accurate at longer ranges. Deals 2d8+4 ballistic damage, increase range increment by +10 ft, gains +2 to attack rolls past the first range increment. PDC 10 for 5 rounds.
• Hellfire - These bullets contain a small phial of acidic toxins that burn the flesh and affect the victim's nervous system if not stopped by target's armour. Deals 3d6 acid damage for 1d4 rounds, plus each round the target must make a Fort save DC 15 or suffer -2 to attacks, saves, skills and -2 Dex bonus to Defense from the pain as the acid affects the nervous system. If the target is wearing medium or heavier armour, gain +4 to their Fort save. PDC 11 for 5 rounds.
• Inferno - These bullets contain a phosphorous gel that ignites on contact and may put their target on fire with lethal results. Deals 3d6 fire damage for 1d4+1 rounds, plus can ignite flammable materials. Can only be extinguished by scrapping off (a full round action) or applying a special petroleum based liquid, as a move action. PDC 10 for 5 rounds.
 

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