CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
From what little I've seen of 5th ed, it's similar to 3.5, just simplified and reduced number of skills, and instead of variable bonuses for circumstances, you have advantage or at disadvantage, which is a flat bonus or penalty.. I think.
 

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kronos182

Adventurer
Here's a rough draft of Alchemy from Full Metal Alchemist.. I haven't created the Alchemist class, but just a basics to Transmutations.
Let me know what you guys think and I can tweek and change/add/delete where necessary.

Alchemy
Alchemy is the scientific technique of understanding the structure of matter, decomposing it, and then reconstructing it. If performed skillfully, it is even possible to create gold out of led. However, as it is a science, there are some natural principles in place. Only one thing can be created from something else of a certain mass. This is the Principle of Equivalent Exchange.

Alchemy is an ancient metaphysical science/mystical art of manipulating and altering matter by using natural energy. This act is known as "Transmutation" and its sequence is usually described as:
1. Comprehension - Understanding the inherent structure and properties of the atomic or molecular makeup of a particular material to be transmuted, including the flow and balance of potential and kinetic energy within.
2. Deconstruction - Using energy to break down the physical structure of the identified material into a more malleable state so as to be easily reshaped into a new form.
3. Reconstruction - Continuing the flow of energy so as to reform the material into a new shape.
Proper application of this craft requires not only a full understanding of chemistry and ancient alchemical theory but some natural talent towards recognizing and manipulating the physical objects with energy also helps.
While many see alchemy as an ancient combination of magic and science, some have come to see alchemy as a form of quantum manipulation, affecting matter on the atomic or even subatomic level.

Transmutation is preformed by first drawing a Transmutation Circle. It can be drawn on the spot when a transmutation is necessary (in chalk, pencil, ink, paint, thread, blood or even traced in dirt), or permanently etched or inscribed before hand. All Transmutation Circles are made up of two parts:
1. The circle itself is a conduit which focuses and dictates the flow of power, tapping into the energies that already exist within the earth and matter. It represents the cyclical flow of the world's energies and phenomena and turns that power into manipulable ends.
2. Inside the circle are specific alchemical runes. These runes vary widely based on ancient alchemical studies, texts, and experimentation, but correspond to a different form of energy, allowing the energy that is focused within the circle to be released in the way most conducive to the alchemist's desired effect. In basic Transmutation Circles, these runes will often take the form of triangles (which, when positioned differently, can represent the elements of either water, earth, fire or air), but will often be composed of varying polygons built from different triangles. For example, the hexagram is a commonly used base rune because it creates eight multi-directional triangles when inscribed and can, therefore, represent all four classic elements at once. Other, more esoteric runes (including astrological systems, symbolic images and varying lines of text) are prevalent and represent a multitude of other, specific functions for the alchemical energy that is released.

After the circle is drawn, the person performing the transmutation must have material that is of equivalent weight, and of the materials that make up, the desired item. Transmuting items with similar elements, such as using materials that are largely composed of water to turn into something else mostly composed of water, is far easier than changing something with different elements. The more simple the shape and less complexity of the item also makes transmutation much easier. For example changing the same and size of a knife into an axe is simple by having additional metal of the weight to the new designed size. While changing the same knife into a handgun requires the addition of additional materials, plus a more complex transmutation circle, and greater skill.

Drawing a Transmutation Circle requires an Intelligence or Craft (Visual Art) check DC 10 plus an increase for level of complexity (see the chart below for examples, or GM discretion) and takes 1 full round +1 round per +2 to the modifier, thus a Transmutation Circle with a DC 20 takes 6 rounds to draw on a successful check. A Knowledge (Earth and Life Sciences) check can be made with a base DC of 15, with each 5 points over granting a +1 to the check to draw the Transmutation Circle for know which runes and how to draw them that relates to the type of transmutation being performed. Different modifiers can stack, such as changing a knife into a machine gun would have the modifier for Complex function change, plus several size modifiers for how large of a machine gun is made (example +8 +1+1 for a +10 base modifier).
Types of Complexity: DC Modifier

Increase size 1 cat/doubling weight
+1
Decrease size 1 cat/half weight
+1
Change basic shape but not function (changing the shape of a knife blade, shape of a shield, etc)
+1
Simple damage type change (piercing, slashing, bludgeoning)
+1
Simple function change (changing a staff into a bow/crossbow, a shirt into light armour, not more than +1 bonus, etc)
+2
Increasing a simple function (improving range by 25%, increase accuracy by +1, increase speed by 10%, increasing Defense bonus by +1, etc)
+3
Adding single use energy damage (example explosive ammunition)
+4
Adding permanent energy damage (example flaming sword)
+8
Adding simple extra function to item (like a gadget)
+5
Complex function change (changing a knife to a hand gun of same size)
+8
Simple repairs (1d4 HP)
+1
Create simple item from base components (knife or bow from base materials, with no to 3 moving parts)
+1 / size cat over small
Create semi complex items from base components (simple complex item with up to 10 moving parts, such as crossbows, bicycle with only a single gear and brakes, collapsible staff, simple ballistic gun such as revolver)
+2 / size cat over small
Create complex item from base components (multiple moving parts, or multiple small and different pieces, such as an simple engine for a lawnmower, an analog watch, basic electrical device such as a flashlight or simple electric circuit)
+4 / size cat over small
Create extremely complex item from base components (vehicle internal combustion engine, electrical motors, simple electronic devices like calculators)
+6 / size cat over small
Moderate repairs (2d6 HP, or repair a disabled simple function)
+2
Sever repairs (3d6 HP, or repair a disable complex function)
+3
 
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kronos182

Adventurer
Another NPC for use..

Lt Linda Larson
Lieutenant junior grade Linda Larson is a Starfleet engineer that served aboard the USS Enterprise-D. A representative of many of the engineers Starfleet has trained, but has yet to pick a specialty. Lt Larson is currently assigned to the Sol system, under orders to work as a free lance engineer, help repairing transports and emergency vehicles and equipment for relief efforts. She will offer her help to adventure groups as a mechanic or ship engineer, especially for the chance to study new technology.
She's of average build and height for a female human in her late twenties, with brown hair always tied back.
If she is working with a group that is neutral, or has ties to the Federation, or has contacts, she can negotiate a discount for repairs of the group's ship or equipment at any Federation facility, or if the group's ship is disabled within Federation space, can get a nearby ship to assist.

Lt Linda Larson
Smart Ord 3/Dedicated 3
CR: 5;
Type: Medium sized human;
HD: 3d6 plus 3d6, HP 21;
Mass: 10;
Init: +1;
Speed: 30 ft;
Defense: 14, touch 14, flat-footed 13 (+1 Dex, +3 Class);
BAB: +3;
Grap: +2;
Attack: +3 melee (1d3 nonlethal, unarmed strike), or +5 ranged type 1 phaser (varies);
Full Attack: +3 melee (1d3 nonlethal, unarmed strike), or +5 ranged type 1 phaser (varies);
Special Attacks:
SQ:
FS: 5 ft by 5 ft;
Reach: 5 ft;
AL: Federation, Starfleet;
SV: Fort +4, Ref +4, Will +5;
AP: 0;
Rep: +2;
Abilities: Str 10, Dex 13, Con 12, Int 15, Wis 15, Cha 10;
Occupation: Technician (Computer Use, Craft [Mechanical], Knowledge [Technology])
Skills: Computer Use +8, Concentration +4, Craft (Electrical) +7, Craft (Mechanical) +10, Disable Device +6, Drive +3, Knowledge (Technology) +10, Knowledge (physical sciences) +8, Listen +3, Pilot +5, Profession +7, Read/Write English, Read/Write Vulcan, Read/Write (German), Repair +10, Research +6, Search +6, Speak English, Speak Vulcan, Speak German, Treat Injury +5
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Starship Operations (Ultralight), Aircraft Operations (helicopters), Alien technology Proficiency
Possessions: Starfleet Uniform, PADD (tablet sized, functions as upgraded desktop with wireless capabilities, 1 picobyte of data storage), engineering kit, Type 1 phaser (TNG era), Engineering tricorder, comm badge with built in universal translator, several civilian clothes.

Engineering Tricorder
The engineering tricorder is a specialized scanning device made by Starfleet designed to help engineers and others in the engineering field diagnose equipment quickly and efficiently. It functions as a standard tricorder, with built in distress beacon.
Functions as a GPS, electricomp, mechanicomp, both granting only +4 to checks, motion sensor (50 ft range), armacomp with +2 to checks, a database of basic ship systems (basic engine types, control systems, etc), mathmatical equations for building, converting materials or measuring various things. Detect energy signatures out to 2000 feet, emit distress beacon, wireless modem.
Weight: 4 lbs
PDC: 17 (14 for Starfleet Engineering personnel).

Engineering Kit
Functions as a combination deluxe Electrical tool and mechanical kits with multipurpose tools, granting +2 equipment checks to Repair and Craft (Electrical and Mechanical) checks.
Weight: 15 lbs
PDC: 22

Alien Technology Proficiency
Through training, instruction following or trial and error (that didn't got you killed, at least), you have become proficient with the use of alien technology, including weapons, craft and equipment.
Benefit: You take no penalty on attack rolls and skill checks when using any kind of alien technology.
Special: A character without this feat takes a -4 penalty when using any alien technology. The GM might impose a penalty (-2 or higher), if the design is incompatible with the character (a Human using a Vrusk firearm, for example). It does not replace the need for other feats that might be required for proper handling of certain aspects of the alien technology (such as Vehicle Operation for specific craft 'weight types', Armor Proficiency, Burst Fire or Exotic Weapons Proficiency, to name some).
 

For the tail, I'm not sure if the damage should be slashing or non-lethal... Also any skill checks made with tail should have -4 for improvised tool (maybe make a racial feat that removes this penalty?).

Maybe make it a generic Feat for 'Toon Fiction characters? Pretty sure I've seen mice/rats use their tails as lockpicks in a few cartoons (although can't provide specific examples right now... maybe "Chip and Dale: Rescue Rangers", but seriously, don't quote me on that one).

What could be a good Feat name for that? "Your Tail is Your Tool"?
 


kronos182

Adventurer
Maybe make it a generic Feat for 'Toon Fiction characters? Pretty sure I've seen mice/rats use their tails as lockpicks in a few cartoons (although can't provide specific examples right now... maybe "Chip and Dale: Rescue Rangers", but seriously, don't quote me on that one).

What could be a good Feat name for that? "Your Tail is Your Tool"?

That could work. a 'racial' feat for anything with a semi prehensile tail, use as an improvised weapon and one for improvised tool.
 

OK, so we are talking "Your Tail is Your Tool" (use tail as improvised tool, ex. lockpick) and... let's say... "Your Tail is Your Weapon" (use tail as improvised weapon, whip if thin like mouse, bludgeon if thick like alligator)?

Obviously there's monsters that have Tail attacks, so... what makes that Feat useful, aside from, well, knowing how to use the tail effectively as a weapon?

OK... going back... standard rule I guess would be that most anthropomorphic Fictions, barring specific cases (probably bred for war or they are scorpions or somesuch) are too "civilized" to think of using their tails as weapons, so if they try it's standard that they're Improvised and have any regular attached penalties?
 

kronos182

Adventurer
OK, so we are talking "Your Tail is Your Tool" (use tail as improvised tool, ex. lockpick) and... let's say... "Your Tail is Your Weapon" (use tail as improvised weapon, whip if thin like mouse, bludgeon if thick like alligator)?

Obviously there's monsters that have Tail attacks, so... what makes that Feat useful, aside from, well, knowing how to use the tail effectively as a weapon?

OK... going back... standard rule I guess would be that most anthropomorphic Fictions, barring specific cases (probably bred for war or they are scorpions or somesuch) are too "civilized" to think of using their tails as weapons, so if they try it's standard that they're Improvised and have any regular attached penalties?

Pretty much.. Fictions, creatures, etc that do not have a natural tail attack can gain these feats.. maybe add Int requirement (of at least 8 let's say).

Then can base it on a slam attack (for thick tails) or on a whip (for thin tails), although with less damage perhaps.. like scale down a die type, plus half Str Modifier as they're using their tail in a way they are not used to (as the tail is probably more for balance now than anything).
 

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