CORELINE (D20 Modern/D20 BESM Setting).

Well, there is that.


My idea (before I heard yours) was that probably with all the demented amount of Fiction hackers out there, maybe one of them got lucky during the 23 Hours (or got later 'hired' by the UNSC) and reset SHODAN's ethic programming full-force.

Of course, the UNSC is slightly paranoid about her (even if they have reason not to show it), and so, their cruisers have manual cut-offs of the UNSC info network ('just in case') and Citadel Station has been disarmed (it's covered by several battleships, all of them with orders to blow it away if she goes full-on 'death to all humans' loco again).

Even if the ethic reprogramming is back on-line, she still is a crazy b!+(h. Her favorite joke?

To give people in Citadel a 'taste' of what the Hacker had to live thru (usually turn off the lights and give the 'Look at you..' speech-she still has the odd voice). This has left a lot of Citadel visitors unnerved, much to her pleasure.
 
Last edited:

log in or register to remove this ad

Aquarius Alodar

First Post
marcoasalazarm said:
Of course, the UNSC is slightly paranoid about her (even if they have reason not to show it), and so, their cruisers have manual cut-offs of the UNSC info network ('just in case') and Citadel Station has been disarmed (it's covered by several battleships, all of them with orders to blow it away if she goes full-on 'death to all humans' loco again).

Even if the ethic reprogramming is back on-line, she still is a crazy b!+(h. Her favorite joke?

To give people in Citadel a 'taste' of what the Hacker had to live thru (usually turn off the lights and give the 'Look at you..' speech-she still has the odd voice). This has left a lot of Citadel visitors unnerved, much to her pleasure.



*Whew*

'No. Way. No. Frigging. WAY.' is what I thought at first. But, yep....looks like Hexadecimal could take lessons, is what you mean by 'crazy', right?
 
Last edited:

Verec

First Post
You wouldn't need a battleship to take out Citadel station. One contact nuke in the right spot should rip it up very nicely. Its a reseach and devlopment station, not a battle ready platform like a Ramilies class Star Fortress. (Now that would be overkill. Space Cathedral or not, I've yet to see any stationary base that can match it for firepower and duribility.) It's armament should be minimal, and it should instead boast an enhanced sensor network that enables the detection of any enemies long before they reach it so defenders can be dispatched.
 

The battleships are there anyway to defend Citadel. Their orders just 'happen' to include that, if the loyalties of SHODAN are compromised (ethical programming disabled AGAIN or something even worse-although what that 'worse' might be is better off left unknown), they are to turn their guns on Citadel and leave nothing standing (they don't want another case like the one that happened to the VonBraun (System Shock 2)).

And Hex is, thankfully, the lesser of a bunch of Evils that haunt the Net (she prefers to rule over her own little spot, a little more mercifully that, say, Myotismon, whose spot is a freaking Digimonian Vampire Kingdom-you know, of the kind where the subjects are just 'unprocessed meals' instead of real subjects).
 
Last edited:

Aquarius Alodar

First Post
marcoasalazarm said:
The battleships are there anyway to defend Citadel. Their orders just 'happen' to include that, if the loyalties of SHODAN are compromised (ethical programming disabled AGAIN or something even worse-although what that 'worse' might be is better off left unknown), they are to turn their guns on Citadel and leave nothing standing (they don't want another case like the one that happened to the VonBraun (System Shock 2)).

And Hex is, thankfully, the lesser of a bunch of Evils that haunt the Net (she prefers to rule over her own little spot, a little more mercifully that, say, Myotismon, whose spot is a freaking Digimonian Vampire Kingdom-you know, of the kind where the subjects are just 'unprocessed meals' instead of real subjects).

(http://en.wikipedia.org/wiki/List_of_ReBoot_characters#Hexadecimal)

Word is, though, a defragmented version of Hex is hiding out (How?Perhaps a very minor timeline colision w/ the Digital World) in an as-yet-undisclosed location(could be Tokyo, London......San Jose? :] :D Behind you..... )

However, if you can ignore that for just a moment, one wonders......what exactly is the fate of the internal combustion engine around here? Oh, I know it's probably been replaced. The question here is...........with what? Antigrav? Fusion drive? What?
 
Last edited:

Aquarius Alodar said:
However, if you can ignore that for just a moment, one wonders......what exactly is the fate of the internal combustion engine around here? Oh, I know it's probably been replaced. The question here is...........with what? Antigrav? Fusion drive? What?

Still being used. Just because there's flying cars, it doesn't means that standard gas-guzzlers will stop being produced.


As a note, I appologize for the abrupt lack of support to this thread, but RL is just giving me a bad time, that's it.

Sorry.
 

Just expanding somewhat more on the setting with the following newsclip (running in the Coreline CNN or something):

mecha_maneuvers.jpg

"This photograph shows a mixture of conventional armored forces and Mecha advancing across desert terrain. The exact location of where this picture was taken is unknown, as well as the exact nationality of the forces (although they had been identified by this network as American M-60s and Zaku-class Mobile Suits, pressumably from the Universal Century Gundamverses). Shortly before the time of this edition's closure, we recieved word from the LaGrange Colonies that a large number of Mobile Suits in their arsenal had been stolen by forces unknown..."


Following this, a friend of mine managed to find in the local Manga shop (also rental service) this series, "Gundam SEED". And now he wants me to try and add ZAFT, the Orb Union and the Coordinator race to this mess.

I need help, SEVERE help. All I personally know abot "Gundam SEED" is that those ZAFT uniforms make interesting Cosplay material.

EDIT: NOW I have a couple of ideas!!!!

*The reason why Chernobyl is now clean enough to reliably host a Zoid arena is because a Neutron Jammer was used in the cleanup operation. Immediately after that, the governments in Coreline Earth ordered any companies producing the Jammers to produce Jammers only to them and produce, as well, a large number of Jammer Nullifiers.

*The Orb Union and Sanq Kingdom are allies (hell, the Orb Union that is on Coreline Earth is actually one and the same! Inspiration: http://www.fanfiction.net/s/2918236/1/ ). Morgenroete is severely reduced in power next to its canon counterpart, but what it produces is severely powerful (enough to blow away a Gundam!).
 
Last edited:

New Organizations.

These were not written by me, but hell, they are GOOD organizations, and so deserve to be known.

Fiction Hunters, Inc.
Agenda: Make money by doing what they do best-hunting Fictions.
Structure: Private Military Organisation.
Motto: "For all your ninja/magical-girl/bug/zombie hunting needs."
Most Common Allegiances: Law, Money.
Requisition Limit: 60 (Military, Illegal).

"Are aliens buggin' you? Are ninjas popping out of your furnature, trying to capture you? Are Zombies eating your brains? Did a Mecha stomp on your favorite doggy? If so, call us! We will make sure that whatever you need removed will be nothing but a pasty smear on the sidewalk!"-Advertisement for Fiction Hunters, Inc.

Originally Hunters, Inc. in their home universe, Fiction Hunters, Inc. is a Fiction mercenary organization whose specialty was eliminating exotic targets. Ninjas, Zombies, Mecha, rogue Samurai, Superheroes, vampires, space pirates, catgirls, Undead Superhero Catgirl Ninja Space Pirates in mecha (long story), they will track down, and neutralize with extreme prejudice.
Although if all you need is to get your catgirl out of a tree, they can do that, too. Usually by cutting down the tree.
Politically, FHInc. usually hires itself out to government organizations that are in need of some exotic target being removed. However, Hunters aren't picky when someone with money wants to hire their survices.

HQ: Fiction Hunters, Inc. is highly mobile. Using Carrier Auroships (a tricked-out version of the Helicarrier) as bases of operation, a single strike force can hit anywhere in the world (and even some places above it) within a couple hours.

Equipment: Borderline PL5/PL6. Most grunts are armed with the XM-32 Wolverine battle rifle (modified OICW w/ chainsaw bayonet) and dressed in modified Land Warrior armor. Occasionally, a target will require heavier ordinance, like plasma rifles, 25mm autocannons, or railguns. When the target is extremely tough, that's when the tanks, mecha, and airstrikes are brought in...

Technomage's Guild
seal3az.gif

Agenda: Prove that magic and science can be connected.
Structure: Several guild halls across the world, one or more on every continent.
Symbol: The atom inside of a Celtic-style ring.
Most Common Allegiances: Technomage's Guild, good.
Requisition Limit: 7-28 (restricted.)
The Technomage's Guild is a group dedicated to connecting magic and science. Even the most chaotic members of the guild follow the Technomage's Code. The Code states-
1. Do not use your magic to serve the forces of evil. Performing such acts will bring swift action from the Guild Masters.
2. Help your fellow technomages when they call for you. The only time this should not be followed is if it contradicts one of the other rules of the Code.
3. Don't use your magic for monetary gain. Just because you can hack into a bank doesn't make it right.
4. When a deviant attempts to fight the purpose of the order, stop them at all costs.
The Technomage's Guild lets any nonevil-aligned spellcaster into their ranks and train them in the way of the technomage. This is one of the easiest ways to get training to get you levels in the technomage advanced class.

Arcanic Society
seal0yn.gif

Agenda: Lift magic higher and stop those who cherish science over it.
Structure: Guild halls in ancient sites including Stonehenge, Giza, and Mayan ruins.
Symbol: An ancient horse etching in a circle ringed with laurel leaves.
Most Common Allegiances: Arcanic Society, chaos.
Requisition Limit: 6-27(restricted.)
The Arcanic Society, commonly known by the Technomage's Guild as the deviants, are a group who cling to the ancient ways and shun technology and any magic form connected to it. The group together in ancient, primordial places and plot to bring magic up and put science down.

Speedsters
seal8bz.gif

Agenda: Be the fastest possible.
Structure: A grouping of hotrodders determined to break any speed record imaginable.
Symbol: A racecar in a yellow circle.
Most Common Allegiances: Speedsters, chaos.
Requisition Limit: 32 (licensed.)
The Speedsters have been called many things (mostly things related to insanity), but never call one slow. They are determined to go faster and farther than any other person has ever gone before. Members always have at least one level in the Speed Demon advanced class. Some drive fast cars, some pilot fast boats, some fly fast aircraft, and some even pilot starships or mechs in their quest to break records.

Swamp Boogers
seal3rl.gif

Agenda: Protect Louisiana from the forces of evil.
Structure: A ragtag gang of backwoodsmen, hunters, fisherman, military, and former sportsmen.
Symbol: The fleur-de-lis (I have the strong feeling I misspelled that.)
Most Common Allegiances: Swamp Boogers, Louisiana, good.
Requisition Limit: 24 (restricted.)
Named after a local term for Bigfoot, the Swamp Boogers are Louisianian vigilantes dedicated to taking back their state from evil forces. They are masters of swamp combat. This makes sense, considering the fact that most of them were raised in those habitats or grew to know the terrain. They are dangerous in their element and often figure out how to train the beasts like alligators and cottomouths that dwell in the depths.
New Feat: Bayou Bug
Prerequisites: Swim 6 ranks, must have lived in a swampy area for 2 or more years.
Benefits: You gain a +2 bonus to attacks in swamps, Handle Animal checks with swamp-dwelling wildlife, Constitution saves to hold your breath, Survival checks in swamps, and Climb checks when climbing swamp trees such as cypresses or muddy ground.

Shadow Divers
seal7kt.gif

Agenda: Dive into underwater caves and other watery places to study the new post-23 hours undersea fauna.
Structure: Experienced divers with a thirst for knowledge.
Symbol: A diver descending into the shadows.
Most Common Allegiances: Shadow Divers, science.
Requisition Limit: 33 (licensed.)
The post-23 hours seas are filled with amazing new lifeforms. The Shadow Divers are here to search the watery depths for these things.

Society of Magic Resistance
seal9fi.gif

Agenda: Destroy all magic-using beings on Earth.
Structure: Near-insane people who believe that anyone who uses magic is evil.
Symbol: A pair of handcuffs.
Most Common Allegiances: Society of Magic Resistance, chaos.
Requisition Limit: 42 (illegal.)
Often working alongside the Defenders of Man, the conspiracy group known as the Society of Magic Resistance is prepared to destroy any magic-using being they come across, be the individual good, evil, or neutral. Some of them even view the completely different powers such as the Force and psionics as magic and will proceed to destroy them as well.

EZBC
sealwc2.gif

Agenda: Keep the sport of zoid battling organized and followed by the rulebook.
Structure: A group of zoid battle overseers.
Symbol: A globe.
Most Common Allegiances: EZBC, law, good.
The EZBC (Earth Zoid Battle Commitee) is a group that judges all of the zoid battles on Earth. From one-on-one street (not literally ;) ) battles all the way to the Earth Grand Cup, the EZBC oversees all of them. Zoid teams in cups need a team license (purchase DC 16) to participate in the race for the Grand Cup. This tournament goes through the various battle cups on the road to this fabled trophy of the zoid pilot. Teams that don't have a transport that can fly will be provided one by the EZBC. The Earth Zoid Cup Challenge is as follows.
Vladinost Arena (Moscow, Russia): The first challenge on the way to winning the Grand Cup, Sarius Arena is an indoor arena that is similar in structure to a football field with the floor of a basketball court. The arena is an empty space with the exception of a few walls that are used for hiding and protection. Fighting past the hundreds of other teams in several singular team vs. team battles, 20 will make it to the next round of the challenges.

+Jungle Rumble (Lake Tele in the Congo): This arena is pretty much a fenced-in section of jungle. Weaving through the trees and trudging through the muck, zoids teams must prevail to be in the 16 to make it to the next round.
+Blazing Sun Challenge (Outside of Phoenix, Arizona, USA): A desert arena that is mostly flat with the exception of a outcrops, teams must beat the heat to make it into the 12 to make it.
+White Waste and Water (Somewhere near the South Pole): To be one of the 8 to make it, you've got to fight the frigid wastes of this arena. There is also a part of the arena that has spots that may break under the weight of Gargantuan or Colossal zoids and send them tumbling into the icy water below.
+Fighting Fallout (Chernobyl, Ukraine) Where the famous Chernobyl disaster took place an arena now stands. In an area that has finally been purged of any trace of the disaster, 4 will fall and 4 will rise on the barren ground.
+Cloud Arena (Queensland Australia) Named after the champion Bit Cloud, here only a single team of the 4 left will win the Earth Grand Cup in this ferocious brawl that lasts 10 battles over 10 days. The winner of the most of these battles in the massive indoor arena that can be altered to resemble nearly any terrain will be crowned the year's champion team by Cloud himself.
 

And with the Commitee above, this is the new stuff (or 'fecal matter', take your pick)...

Zoids


Organic lifeforms from the planet Zi, zoids are now popular among Post-23 hour Earth's mech pilots from beginning pilots all the way up to mech jockeys. There are even wild zoids that roam like Earth's animals. Zoids range in size from the Large blox zoids to the Colossal carriers and the titan of the battlefield, the Seismosaurus.

New Zoid Equipment

Strike Laser Claws (PL 7)
Strong weapons similar in shape to the claws of wild beasts, strike laser claws are designed to hit with burning force. The damage dealt by strike laser claws is always slashing damage + 1d6 fire damage. The slashing damage depends on the size of the mech: Medium 1d6, Large 2d6, Huge 4d6, Gargantuan 6d6, and Colossal 8d6.
Equipment Slot: 1, must be hand (or arm if Medium, Large, or quadrupedal).
Activation: Attack Action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
Purchase DC: 7+one-quarter the base mech's purchase DC.
Restriction: Licensed (+1).

Transport Compartment (PL 7)
Designed when you want to carry other mechs or vehicles, a transport compartment is essential for any of the carrier zoids or similarly inclined mechs. Transport compartments are only suited for being built in Colossal mechs and can hold either 1 Gargantuan vehicle or mech, 2 Huge, 4 Large, or 6 Medium.
Equipment Slots: 4, must be torso or shoulders.
Activation: Free Action.
Range: Personal.
Target: You.
Duration: Persistent.
Purchase DC: 26.
Restriction: None.

Launch Tube (PL 7)
Connected to the transport compartment, a launch tube allows the contents to get out of the inside of the mech. A warning-if the tube is still open after removing the contents, things may attempt to access the inside of the mech.
Equipment Slots: 4 for Gargantuan mechs to pass through, 2 for Huge, or 1 for Large and Medium, must be shoulders, torso, or legs (only works if all equipment slots fit in a single leg).
Activation: Move Action.
Range: Personal.
Target: You.
Duration: Persistent until closed.
Purchase DC: 15.
Restriction: None.

Organoid Connection (PL 8)
Organoids, Medium-sized animal robots, provide power and increase the capabilities of a zoid they are connected to. A zoid with an organoid connected to it gains a +2 bonus to Strength, attacks, and Defense.
Equipment Slots: 2.
Activation: Free Action.
Range: Personal.
Target: You.
Duration: Persistent as long as the organoid remains in the zoid.
Purchase DC: 26.
Restriction: None.

Swimming Systems (PL 6)
Mounted on the zoid, these aid in swimming and give the zoid an actual swim speed. The speed depends on the SwSy make: Mark I 20 feet, Mark II 40 feet, and Mark III 60 feet. All of the Marks take up the same amount of slots, but the slot configuration depends on the mech's build.
Equipment Slots: 1, must be tail; 2, legs or arms; or 4, legs and arms.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 8+one-quarter the mech's base purchase DC for Mark I, 14 for Mark II, or 20 for Mark III.
Restriction: None.

Avian Wings (PL 6)
Reinforced metal transforms arms into wings that resemble that of flying animals. These wings give the mech a fly speed of 40 feet (average). Other attachments may increase the power of the wings. Each wing has 2 equipment slots on a Large mech (+1 more on each wing for each size higher).
Equipment Slots: Replaces all arm and hand slots.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 10+one-quarter the mech's base purchase DC.
Restriction: None.

Bite Fangs (PL 5)
Hardened metal teeth, bite fangs are tools that animalian mechs (usually zoids) use with great efficiency. The damage dealt by bite fangs is piercing and varies with mech size: Large 1d6, Huge 3d6, Gargantuan 6d6, Colossal 9d6. Also, after biting a target you can grapple and act as per improved grab.
Equipment Slots: 1, must be helmet.
Activation: Attack action.
Range: Touch.
Target: Single Target within reach.
Duration: Insantaneous.
Saving Throw: None.
Purchase DC: 10+one-quarter the mech's base purchase DC.
Restriction: Licensed (+1).

Crushing Tail (PL 6)
A connection to the tail that produces enhanced power generation when hitting something. The attack deals bludgeoning damage; 2d6 for Large, 4d6 Huge, 6d6 Gargantuan, and 8d6 for Colossal.
Equipment Slots: 1, must be tail.
Activation: Attack action.
Range: Touch.
Target: Single Target within reach.
Duration: Insantaneous.
Saving Throw: None.
Purchase DC: 10+one-quarter the mech's base purchase DC.
Restriction: Licensed (+1).

Zan Blade (PL 6)
A heated tail-mounted edge, the zan blade turns a tail into a fiery sword. Along with dealing 1d6 fire damage, along with slashing damage of 1d8 damage for Large, 2d8 Huge, 3d8 Gargantuan, or 4d8 Colossal.
Equipment Slots: 1, must be tail.
Activation: Attack action.
Range: Touch.
Target: Single Target within reach.
Duration: Insantaneous.
Saving Throw: None.
Purchase DC: 12+one-quarter the mech's base purchase DC.
Restriction: Restricted (+2).

AZ Assault Rifle (PL 5)
The AZ (Anti-Zoid) assault rifle is a powerful mech weapon that is designed to aid in battles. While, like any other mech weapon, it can target vehicles, organics, etc., AZ assault rifles gain a +4 bonus to attack when specifically targeting another mech. An AZ deals 2d10 points of ballistic damage.
Equipment Slots: 1 for gun, 1 for each 10-bullet case.
Activation: Attack action.
Range Increment: 50 feet.
Target: Single Target within reach.
Duration: Insantaneous.
Saving Throw: None.
Purchase DC: 24, 8 for each case.
Restriction: Military (+3).

Headache Claw (PL 7)
Using advanced sonic technology, headache claws earn their name. Along with a powerful burst of icy cold, the headache claw releases a heavy boom. A headache claw deals 1d10 points of sonic damage as well as 2d8 points of cold damage. While usually replacing the hand, some are positioned to create a whole new arm on the shoulders, two of these when coupled with a quadrupal mech with spider legs produces an octoped creature somewhat resembling the decapedal crabs and lobsters.
Equipment Slots: 1, must either replace a hand slot or be on an arm (for quadrupedal or Large) or shoulders.
Activation: Attack action.
Range Increment: 10 feet.
Target: Single Target within reach.
Duration: Insantaneous.
Saving Throw: Will DC 18 (applies only to the sonic damage).
Purchase DC: 27.
Restriction: Restricted (+2).

Camo Paint Job (PL 5)
Painted a certain color, the camo paint job gives the mech a +6 bonus to Hide checks when in the correct environment. The camo types are urban, desert (works for other sand environments like sandy beaches as well), swamp, jungle, forest, alpine, arctic (works in other snowy environments as well), sky, oceanic, and barren rock (such as volcanic terrain or a rocky island). You may only have one paint job (camo or otherwise) at a time, another paint job covers up and negates the first. Paint jobs can be used in conjunction with chameleonic coating or an invisibilty-producing equipment piece.
Equipment Slots: 0.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 22.
Restriction: None.

Police Paint Job (PL 5)
Bright blue and white, a police paint job gives a +2 bonus to Intimidate and Bluff checks against criminals. Some more unscrupulous individuals may steal some paint and give their mech this paint job themselves to masquerade it as a police force mech, often along with a disguise and fake ID for themselves.
Equipment Slots: 0.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 27.
Restriction: Military (+3).

WILD ZOIDS

These zoids may have lost their pilots or have been activated and then released. They act as if they are animals and have no need for a pilot to control them. A wild zoid is treated as having Str 13, Dex 12, Con --, Int 10, Wis 15, and Cha 12. It is also considered to have ranks in skills as follows-Spot 4, Listen 4, Search 4, Survival 4, and Intimidate 4.


Large Blox Zoid
While most mechs have the option of having a tail slot instead of a belt, Large mechs don't have that option. This may be a hinderance with certain smaller animalian mechs such as some of the blox zoids. For instance, the tail slot required for something like a zan blade, which is popular among certain zoid mechanics, wouldn't be possible without a tail. Blox zoids started in the PL 7 fiction world of Zoids, and might be hard to manufacture without knowledge of Zoidian technology and techniques.
Combat Statistics: A Large blox zoid has combat statistics as per Large, Large heavy assault, and Large scout walker mechs with a base speed of 30 feet.
Base Purchase DC: 44.
Equipment Slots: A Large blox zoid has more equipment slots available than the other Large mechs due to their unusual construction and shape patterns. These slots are located as follows.
Helmet: 1 slot.
Back: 1 slot.
Left Arm: 1 slot.
Right Arm: 1 slot.
Shoulders: 2 slots.
Torso: 2 slots.
Left leg: 1 slot.
Right Leg: 1 slot.
Tail: 1 slot.

New Zoids

The following are all blox zoids of Large or Huge size. All are home creations and are in no way connected to Hasbro's zoids.
Chillclaw-Pistol Shrimp Zoid (PL 7)
Powerful despite its size, the Chillclaw is popular among pilots who want a powerful amphibious zoid that can hold its own in combat. It is a quadrupedal build mech that has been designed into an octopedal battler.
Size: Large (Blox zoid, -1 size)
Bonus Hit Points: 150
Superstructure: Duralloy
Hardness: 15
Armor: Crystal Carbon
Bonus to Defense: +10
Armor Penalty: -8
Reach: 10 ft.
Strength Bonus: +8
Dexterity Penalty: -
Speed: 20 ft., swim 40 ft.
Base Purchase DC: 44
Standard Equipment Package: Pilot's cockpit (torso), Class III sensor system (helmet), structural enhancement (right arm equivalent), life support system (left arm equivalent), headache claw x2 (shoulders), spider legs (replaces leg slots), energy shields (spider legs), chaff (spider legs), flares (spider legs), swimming system Mark II (tail), comm system (no slots), oceanic camo paint job (no slots).
 


Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

Top