CORELINE (D20 Modern/D20 BESM Setting).

Verec

First Post
marcoasalazarm said:
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.
You don't need help. Your friend does. The SEED series is an abomination, and it should have been burned as soon as it left the presses/animators. I for one am getting damn tired of Gundam series pretending to be hard sci-fi with one or two toys that just happen to rewrite all the laws of physics. Right now, I want to tackle some spaceships. I'm doing an Imperial star destroyer right now, just for the fun of it. . . Did you know that they have 64 main guns? This is getting crazy. . . it's just so much bigger and more advance than everything else. 192000 hp. That will ruin your game. *wanders off grumbling*
 

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I know that a lot of the stuff is overkill, but it's my setting. There's phase-shift armor in those things? There's teleporting bullets in the D20 Future rulebook, dammit! THAT should counter that!

And I ain't talking about translating the WHOLE DAMN THING. He just wants the race and the factions (which is enough).

And well... in any case, that was a trip, but I can't say that it's a lousy trip. He's the guy who helped me with most of my conversions. Occasionally, yeah, it's crazy to work with him, but I cannot say that he doesn0t has good ideas... occasionally.
 

First note: Here is an interesting 'Super Robot Wars' fanfic I'd like to share:

http://www.fanfiction.net/s/863667/1/

SECOND:

DINOTOPIA, THE STORMLOCKED ISLE.​

In the South Pacific, an island formed after 23 hours-the fabled fic-island of Dinotopia. Despite the storms around the island, some advanced technological equipment could reach the island. The sentient dinosaurs of the island were shocked to hear of some of the normal dinosaurs outside of the island lacking sentience. Some even went as far as to leave their home and attempt (and fail) to "educate" the dinosaurs in other locations such as Isla Sorna and Nublar. The following are some of the species of dinosaurs from Dinotopia.

Topian Deinonychus
Unlike other deinonychus, this sentient species eats only fish and communes often with humans. They usually don't go to the outside world, preferring to remain on Dinotopia. Those that meet non-island deinonychus, they will revert into nonsentience (see stats in chapter 8 of the Core Rulebook) in a matter of weeks of running with the pack before they succumb to their hunter's nature.
Species Traits
Type: Magical beast.
Size: Large.
Ability Modifiers: +2 Strength, -2 Dexterity, +2 Constitution, +2 Intelligence.
Unarmed Attacks: A Topian deinonychus has the unarmed attacks of its animal cousins (see deinonychus entry in the CR), but can't use them all at once. They are all seperate attacks.
Primitive Handling: Topian deinonychus can only handle archaic and simple weapons as well as exotic melee weapons. Attempting to use any other weapons leads in a -4 to attack rolls.
Call of the Hunt: If a Topian deinonychus spends more than 10 days with a pack of nonsentient deinonychus immediately loses its class levels, languages, and equipment, and gains the stats of a normal deinonychus (detailed in chapter 8 of the CR).
Bonus Feat and Feat Alteration: Topian Deinonychus gain the bonus feat Archaic Weapons Proficiency. They also consider Ekros pikes archaic weapons instead of exotic ones.
Free Languages: Read/Write Dinotopian Footprint Signs and Speak Carnos (carnivorous dino language).
LA: +2.

Topian Protoceratops
The protoceratops of Dinotopia are the local lingo masters. They learn how to talk the talk with other species, be they human, alien, or dinosaur. Topian protoceratops may not be able to hold objects but they are quite good at using their beak for things other than talking if the need arises.
Species Traits
Type: Magical beast.
Size: Medium.
Ability Modifiers: -2 Strength, -2 Dexterity, +2 Constitution, +2 Wisdom.
Natural Attack: The Topian protoceratops can bite with its beak, dealing 1d8 damage. This is helpful since protos are quadrupedal and cannot hold weapons.
Beak Carry: A Topian protoceratops can pick up and carry something up to 3 size Tiny objects in its mouth. While doing so it cannot speak or bite.
Free Language Skills: Read/Write Dinotopian Footprint Signs and Speak Ceratopsian and one other language. Do to the fact that footprint stamping is all they can do, Topian protoceratops cannot write any other languages but can learn to read them.
LA: +1.

New Weapon: Ekros Pike
Named after a deinonychus named Ekros, these pikes are often used by deinonychus guards or as ceremonial items.
Ekros Pike
Damage: 1d10
Critical: 20
Type: Piercing
Range Increment: -
Size: Large
Weight: 5 lb.
Purchase DC: 10 on Dinotopia, 26 elsewhere
Restriction: Restricted (+2)

EDIT: For Aquarius: I hope you don't mind me posting the following quote and answer:

SENT BY AQUARIUS ALODAR, 28-01-07:

"I just remembered that in certain multiversal circles, these 'Fictions' would be referred to as "Partum" or 'the created' if you'll excuse the Latin.....Why? Well, we seem to have been repeatedly running over a mistake on both our parts, because the word 'fiction' (with or w/out caps) actually comes from fingere, "to form, create". See what I mean?"

'Fictions' is the 'umbrella term' given in the street (most people out ther don't really have the education nor the time to search thru a library and find out this tidbit). The word 'Partum', however, is used in a number of societies that use Latin in any case, such as Sanctuary (Greece).
 
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STREET SAMURAI ADVANCED CLASS

Street Samurai are more than mere grunts with a gun. Their expertise is not in causing damage, but in surviving to cause it. They are preternaturally alert, never surprised, and always cool. Whereas a soldier’s specialty is honed to a fine point in combat, a street samurai’s fine-point specialty is combat- they understand its flow, its rhythm, and its timing. To a street samurai, the act of firing a weapon is final, but everything which leads up to that point is crucial.
Select this advanced class if you want your character to be more than just a well-rounded combat expert, but an expert on combat. It combines melee and ranged weapon expertise, preparing the street samurai for whatever comes his way.
The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible.

Requirements
To qualify to become a Street Samurai, a character must fulfil the following criteria.
Base Attack Bonus: +2.
Base Defense Bonus: +4
Skills: Knowledge (physical sciences) 3 ranks, Knowledge (tactics) 3 ranks.
Feats: Dodge, Personal Firearms Proficiency.

Class Information
The following information applies to the Street Samurai advanced class.

Hit Die
The Street Samurai gains 1d8 hit points per level. The character's Constitution modifier applies.

Action Points
The Street Samurai gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills
The Street Samurai's class skills are as follows.
Bluff (Cha), Demolitions (Int), Drive (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, physical sciences, popular culture, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis).
Skill Points at each level: 5 + Intelligence modifier.

Table: The Street Samurai


ClassLevel--BaseAttackBonus--FortSave--RefSave--WillSave--Special--DefenseBonus--ReputationBonus
1st-- +0-- +0-- +2-- +1-- Aware-- +1-- +0
2nd-- +1-- +0-- +3-- +2-- Combat Sense +1-- +2-- +0
3rd-- +2-- +1-- +3-- +2-- Bonus feat-- +2-- +0
4th-- +3-- +1-- +4-- +2-- Uncanny Dodge X-- +3-- +0
5th-- +3-- +1-- +4-- +3-- Combat Sense +2-- +4-- +1
6th-- +4-- +2-- +5-- +3-- Bonus feat-- +4-- +1
7th-- +5-- +2-- +5-- +4-- Stay Cool-- +5-- +1
8th-- +6-- +2-- +6-- +4-- Combat Sense +3-- +6-- +1
9th-- +6-- +3-- +6-- +4-- Bonus feat-- +6-- +2
10th-- +7-- +3-- +7-- +5-- Inspired Defense-- +7-- +2

Class Features
The following features pertain to the Street Samurai advanced class.

Aware
At 1st level, the Street Samurai gains the ability of the Aware talent of the Dedicated hero basic class. If they already possess this talent, they gain no further benefit from this ability.

Combat Sense
At 2nd level, the Street Samurai adds a +1 competence bonus on Initiative checks. At 5th level, the competence bonus increases to +2. At 8th level, the competence bonus increases to +3.

Bonus Feat
At 3rd, 6th and 9th level, the Street Samurai gets a bonus feat. The bonus feat must be selected from the following list, and the Street Samurai must meet all of the prerequisites for the feat to select it.
Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armour Proficiency (light), Burst Fire, Combat Reflexes, Confident, Double Tap, Exotic Firearms Proficiency, Mobility, Point Blank Shot, Rapid Shot, Weapon Focus.

Uncanny Dodge X
At 4th level, the Street Samurai gains the ability of Uncanny Dodge, or increases the potency of this ability if he already has it.
If the Street Samurai does not already have the ability of Uncanny Dodge 1 (usually gained as a Fast hero), he gains Uncanny Dodge 1: He retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if he’s immobilized).
If the Street Samurai already has Uncanny Dodge 1, he gains Uncanny Dodge 2: He can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single attacker.
If the Street Samurai already has Uncanny Dodge 2, then he gains no further benefit from this ability.

Stay Cool
At 7th level, a Street Samurai gains a +4 insight bonus on level checks to resist Intimidation.

Inspired Defense
At 10th level, the Street Samurai gains the ability to spend 1 action point to avoid blows better. You declare the use of the action point at the beginning of the combat round. The result of the action point roll is added to the Street Samurai’s defense until the beginning of the next combat round.
 

A new Feat.

NEWTYPE [GENERAL]
Your supernatural empathy and insight marks you as part of the next step in human evolution.
Prerequisites: Gundam Universe (Universal Century) Fiction, Spacenoid.
Benefit: Your latent psychic abilities flares to life, conferring upon you the designation of a Newtype. As a Newtype, you gain the [psionic] subtype and a reserve of one power point. You can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.

In addition, while you are psionically focused you gain a +1 insight bonus to Initiative checks, Sense Motive checks, and Saving Throws.
 

Aquarius Alodar

First Post
marcoasalazarm said:
First note: Here is an interesting 'Super Robot Wars' fanfic I'd like to share:

http://www.fanfiction.net/s/863667/1/

SECOND:

DINOTOPIA, THE STORMLOCKED ISLE.​

In the South Pacific, an island formed after 23 hours-the fabled fic-island of Dinotopia. Despite the storms around the island, some advanced technological equipment could reach the island. The sentient dinosaurs of the island were shocked to hear of some of the normal dinosaurs outside of the island lacking sentience. Some even went as far as to leave their home and attempt (and fail) to "educate" the dinosaurs in other locations such as Isla Sorna and Nublar. The following are some of the species of dinosaurs from Dinotopia.

Topian Deinonychus
Unlike other deinonychus, this sentient species eats only fish and communes often with humans. They usually don't go to the outside world, preferring to remain on Dinotopia. Those that meet non-island deinonychus, they will revert into nonsentience (see stats in chapter 8 of the Core Rulebook) in a matter of weeks of running with the pack before they succumb to their hunter's nature.
Species Traits
Type: Magical beast.
Size: Large.
Ability Modifiers: +2 Strength, -2 Dexterity, +2 Constitution, +2 Intelligence.
Unarmed Attacks: A Topian deinonychus has the unarmed attacks of its animal cousins (see deinonychus entry in the CR), but can't use them all at once. They are all seperate attacks.
Primitive Handling: Topian deinonychus can only handle archaic and simple weapons as well as exotic melee weapons. Attempting to use any other weapons leads in a -4 to attack rolls.
Call of the Hunt: If a Topian deinonychus spends more than 10 days with a pack of nonsentient deinonychus immediately loses its class levels, languages, and equipment, and gains the stats of a normal deinonychus (detailed in chapter 8 of the CR).
Bonus Feat and Feat Alteration: Topian Deinonychus gain the bonus feat Archaic Weapons Proficiency. They also consider Ekros pikes archaic weapons instead of exotic ones.
Free Languages: Read/Write Dinotopian Footprint Signs and Speak Carnos (carnivorous dino language).
LA: +2.

Topian Protoceratops
The protoceratops of Dinotopia are the local lingo masters. They learn how to talk the talk with other species, be they human, alien, or dinosaur. Topian protoceratops may not be able to hold objects but they are quite good at using their beak for things other than talking if the need arises.
Species Traits
Type: Magical beast.
Size: Medium.
Ability Modifiers: -2 Strength, -2 Dexterity, +2 Constitution, +2 Wisdom.
Natural Attack: The Topian protoceratops can bite with its beak, dealing 1d8 damage. This is helpful since protos are quadrupedal and cannot hold weapons.
Beak Carry: A Topian protoceratops can pick up and carry something up to 3 size Tiny objects in its mouth. While doing so it cannot speak or bite.
Free Language Skills: Read/Write Dinotopian Footprint Signs and Speak Ceratopsian and one other language. Do to the fact that footprint stamping is all they can do, Topian protoceratops cannot write any other languages but can learn to read them.
LA: +1.

New Weapon: Ekros Pike
Named after a deinonychus named Ekros, these pikes are often used by deinonychus guards or as ceremonial items.
Ekros Pike
Damage: 1d10
Critical: 20
Type: Piercing
Range Increment: -
Size: Large
Weight: 5 lb.
Purchase DC: 10 on Dinotopia, 26 elsewhere
Restriction: Restricted (+2)

Hmm.....
The sentient dinosaurs of the island were shocked to hear of some of the normal dinosaurs outside of the island lacking sentience. Some even went as far as to leave their home and attempt (and fail) to "educate" the dinosaurs in other locations such as Isla Sorna and Nublar........

Topian Deinonychus
Unlike other deinonychus, this sentient species eats only fish and communes often with humans.......Those that meet non-island deinonychus, will revert into nonsentience (see stats in chapter 8 of the Core Rulebook) in a matter of weeks of running with the pack before they succumb to their hunter's nature.


(italics mine)

....as a result of which potential problem, the Round Table Council of Waterfall City recently authorised the mass import of a single metatech item: Upload matrices w/ brainwave/DNA specific security locks. ('Metatech' being any technological items of a higher order than so-called Pre-Vanishing 'high-tech' devices, those being considered highly inelegant and crude vis-a-vis it, and such things as magic. 'Modern technology' essentially.)
 
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As usual, Aquarius, a good point.

Second, I managed to obtain a copy of Green Ronin's 'Future Player's Companion', and was planning to add some of it later (as soon as I trim down my ideas).

And third, well....


New Blox Zoids
Racerun-Roadrunner Zoid (PL 7)

This zoid is usually used by those that have a need for speed in their business or hobby. Other times it is used as a scout or hit and run unit.
Size: Large (blox zoid, -1 size)
Bonus Hit Points: 100
Superstructure: Cerametal
Hardness: 30
Armor: Belenus heat-diffusing
Bonus to Defense: +6
Armor Penalty: -5
Reach: 10 ft.
Strength Bonus: +8
Dexterity Penalty: -
Speed: 40 ft., fly 40 ft. (average)
Base Purchase DC: 44
Standard Equipment Package: Pilot's cockpit (helmet and back), avian wings (replaces arm slots), Class IV sensor system (left wing), LX-20 antishock array (right wing), flares x2 (wings), chaff x2 (shoulders), energy shields (torso), speed booster (legs), zan blade (tail), comm system (no slots).

Mologore-Thorny Devil Zoid (PL 7)
Modelled after Australia's spiny desert lizard, the Mologore is popular among survivalists and desert fighters. One can shuffle into the desert and attack without warning from the sand dunes.
Size: Large (blox zoid, -1 size)
Bonus Hit Points: 100
Superstructure: Duralloy
Hardness: 15
Armor: Spiny
Bonus to Defense: +8
Armor Penalty: -6
Reach: 10 ft.
Strength Bonus: +8
Dexterity Penalty: -
Speed: 20 ft.
Base Purchase DC: 40
Standard Equipment Package: Pilot's cockpit (torso), Class VI sensor system (helmet), A3X Dragon flame-thrower (back), strike laser claws x2 (arms), AZ assault rifle (shoulders), AZ ammo case (shoulders), medium fortification (legs equivalent), crushing tail (tail), comm system (no slots), desert camo paint job.
ZPD Dire Mologore-This special brand of Mologore created for the ZPD has advanced power. For a Dire Mologore, replace the camo paint job with the police paint job, the A3X Dragon with the A9X Demon, and replace the crushing tail and medium fortification for heavy fortification.

NEW GEAR:

Spiny Armor (PL 5)
Armor studded with spines, this is an armor that is quite the protection. A mech doing a slam attack with this armor deals piercing damage instead of the normal slam type of damage. Also, anything attempting to use an unarmed or body-using (such as bite fangs or crushing tail) melee attacks with a defense less than 14 immediately gets dealt the damage as if it had been spine slammed. Being heavy and slower is a small price to pay for this kind of protection.
Equipment Bonus: +8.
Armor Penalty: -6.
Speed Penalty: -10 feet.
Purchase DC: 10+one-half the mech's base purchase DC.

Non-Blox Zoid
Wyrmog-Dragon Zoid (PL 8)

This massive monstrosity of a quadrupedal mech will crash across the battlefield, burning or smashing anything in its way. It also tends to carry dangerous denizens in its stomach, opening up to reveal even more destructive power. One such zoid was the Burninator, a terror that blasted across battlefields piloted by the zoid ace Mala "Firetongue" Luicina. When she disappeared her prized zoid went with her-the whereabouts of them are still unknown.
Size: Colossal (-8 size)
Bonus Hit Points: 800
Superstructure: Megatanium
Hardness: 30
Armor: Reactive
Bonus to Defense: +8
Armor Penalty: -5
Reach: 15 ft.
Strength Bonus: +32
Dexterity Penalty: -4
Speed: 60 ft., fly 60 ft. (poor).
Base Purchase DC: 60
Standard Equipment Package: Pilot's cockpit (helmet, cranium), A9X Demon flame-thrower (helmet), Class VI sensor system (visor), Mythologos wings (replaces back slots), mass shields (arms), huge launch tube (shoulders), launch tube (torso), tangleweb array (tail), tangleweb ammo pack (tail), energy shields (legs).

NEW GEAR:

Mythologos wings (PL 7)

These wings are designed to resemble those of dragons, griffons, or other such creatures. Instead of replacing the arms, it adds two large back wings. The mech gains a fly speed of 60 feet (poor).
Equipment Slots: Replaces all back slots.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 18+one-quarter the mech's base purchase DC.
Restriction: None.

Armordollo-Fairy Armadillo Zoid (PL 8)
Armordollos are quadrupedal zoids that resemble Patagonia's tiny fairy armadillos and are powerful armored warriors. Do not underestimate one because of its size, an Armordollo packs a punch. You'll also have a hard time blasting away at the hard shell of a body. It is the tiny juggernaut of the mech world, being able to take damage like a Huge mech and manevuer like the smaller mech it is.
Size: Large (blox zoid, -1 size)
Bonus Hit Points: 200
Superstructure: Megatanium
Hardness: 30
Armor: Megatanium
Bonus to Defense: +12
Armor Penalty: -10
Reach: 10 ft.
Strength Bonus: +8
Dexterity Penalty: -
Speed: 30 ft., burrow 20 ft.
Base Purchase DC: 44
Standard Equipment Package: Pilot's cockpit (torso), Class IV sensor system (helmet), LX-10 antishock array (back), digger claws (arms), A3X Dragon flame-thrower (shoulders), T-95 Cavalcade chaingun (shoulders), advanced diagnostics (left leg), structural enhancement (right leg and tail equivalent), comm system (no slots), desert camo paint job (no slots).

Digger Claws (PL 6)
Hardened power claws, digger claws are used to burrow into the ground. It gives the mech a burrow speed of 20 feet and can burrow through substances up to being as hard as (or being) rock.
Equipment Slots: 2, must be both hands (or arms if Large or quadrupedal).
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 8+one-quarter the mech's base purchase DC.
Restriction: None.

Coveyr-Bobwhite Quail Zoid (PL 7)
Whether walking or flying, Coveyr are popular zoids among flyers and those who wish for a quick strike. It may not be the best-armored zoid, but it is prepared. It is also a blox fuzor, being able to convert its shape into a larger weapon that can link onto the right shoulder of the zoid Bunkerbust. The odd way of connecting means that two link spots are needed.
Size: Large (blox zoid, -1 size)
Bonus Hit Points: 100
Superstructure: Neovulcanium
Hardness: 20
Armor: Resilium
Bonus to Defense: +6
Armor Penalty: -5
Reach: 10 ft.
Strength Bonus: +8
Dexterity Penalty: -
Speed: 30 ft., fly 40 ft. (good).
Base Purchase DC: 44
Standard Equipment Package: Pilot's cockpit (helmet and back), avian wings (replaces arm slots), chaff x2 (wings), flares x2 (avian wings), Typhoon 240 laser cannon (shoulders), metabot link x2 (torso and tail), maneuvering thrusters (legs), comm system (no slots).

Bunkerbust-Therizinosaurus Zoid (PL 7)
Possessing the longest strike laser claws on any zoid, making its hands massive slashing weapons, Bunkerbust models its organic counterpart therizinosaurus closely. It's name is fitting and makes a lot of sense when you see one bashing into your base. Bunkerbusts are usually military assault zoids but are sometimes modified to function in zoid battle constests, something that they excel in. These bipedal monsters are common sights in the Chinese military, who see the zoid's design as a proud representation of the ancient past. Any seasoned zoid battler will tell you than when a Bunkerbust opens its mouth you know to run.
Size: Gargantuan (-4)
Bonus Hit Points: 400
Superstructure: Neutronite
Hardness: 25
Armor: Duralloy
Bonus to Defense: +8
Armor Penalty: -8
Reach: 15 ft.
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 40 feet.
Base Purchase DC: 52
Standard Equipment Package: Pilot's cockpit (back), Corona microwave beam (helmet), Oracle targeting system (visor), Class IV sensor system (cranium), mass shields (arms), strike laser claw x2 (hands), metabot link x2 (shoulders), SatCom array (torso), flares (torso), sensor baffler (tail), energy shields (legs), LX-20 antishock array (boots), comm system (no slots).
When fused with the fuzor blox zoid Coveyr, replace the metabot links with the Typhoon 240 laser cannon.

New Feat: Mighty Roar
You can get your mech to unleash a powerful roar that damages opponents.
Prerequisites: Mecha Operation, Intimidate 4 ranks.
Benefit: As a full round action, you may make a Gargantuan or Colossal creature mech with an openable mouth unleash a mighty roar. Any things within 10 feet of the front of the mech must make a Reflex save (DC 19) or be insantly dealt 1d8 points of sonic damage.

ZPD
sealnd1.gif

Agenda: Take down crime with zoids.
Structure: Police departments worldwide that use zoids to do their work.
Symbol: A handprint representing print IDing.
Most Common Allegiances: ZPD, law.
Requisition Limit: 53 (military).
The ZPD (Zoid Police Department) are not the only police forces to utilize mechs, but they are the only one to use nothing else but zoid mechs. When the criminals are extremely dangerous, they are the ones to call. The ZPD has branches in nearly every country with cities and will take jobs from apprehending criminals in mechs robbing the bank to stopping a half-fiend from taking over the local city hall. All zoids used by the ZPD have the police paint job.

Zoid Merc Guild
sealip8.gif

Agenda: Support zoid mercenaries and give them contact information and supplies.
Structure: Freelance zoid pilots-for hire that join teams with the right paycheck.
Symbol: A sniper rifle crosshairs.
Most Common Allegiances: Zoid Mercenary Guild, money, current team.
Requisition Limit: 49 (military).
These mercenaries work for any zoid team willing to pay them the amount they want, usually joining whatever team comes to them with the highest offer if there are more than one at a time. Heroes that are good enough with a zoid can join up with the Guild if they wish to.

Merc Guild Card: This license of sorts is a card given to every member of the Zoid Merc Guild upon joining. This card allows them to use mechs with equipment with a military restriction despite not being in the military.
 
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This I had to search all over the Wizards threads, but since I just managed to see the movie version, I thought "What the Hell".

"The Infinite Improbability Drive is a wonderful new method of crossing interstellar distances in a few seconds; without all that tedious mucking about in hyperspace. As the Improbability Drive reaches infinite improbability, it passes through every conceivable point in every conceivable universe almost simultaneously. In other words, you're never sure where you'll end up or even what species you'll be when you get there. It's therefore important to dress accordingly. The Infinite Improbability Drive was invented following research into finite improbability which was often used to break the ice at parties by making all the molecules in the hostess' undergarments leap one foot simultaneously to the left in accordance with the theory of indeterminacy. Many respectful physicists said they wouldn't go to stand for that sort of thing, partly because it was a debasement of science, but mostly because they didn't get invited to those sort of parties."-from 'The Hitchhiker's Guide to the Galaxy'.

Infinite Improbability Drives (PL 8)

This particular type of Engine uses Improbability Physics to run. When you activate them and you are moving, you are actualy passing through EVERY POINT in the Universe. Just remember that, in order to do what they do, they do the unthinkable-like turn planets into a pie, or incoming nuclear warheads into sperm whales.

So it is of notice that this FTL Drive (which is, quite simply, the most illegal drive out there, PERIOD), has the following inscription on a small tag on its side:

"WARNING: Due to the unpredictable nature of this drive, using it on military ships is not recommended.
-PS: Civilian ships probably shouldn't use it either.
-PPS: Actually, using it period is a bad idea, equivalent to checking a full gas tank with your lighter."


Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: +2,000 (+6 Squares)
Purchase DC: 15 + one Half of the Starship´s base purchase DC.
Restriction: ILLEGAL (+4, and probably getting shot by anybody who finds out you have it).
(ADDITIONAL NOTE: Having an Improbability Drive onboard a ship is simply GM Fiat Land waiting to happen. Eevry time the Improbability Drive is activated, the GM must roll once in any Random table he has available-encounters, Gear, whatever. They'll appear on the ship, a character will transform (temporarily) into them, whatever).

Now, all I need is to figure out what kind of bonus can you obtain from consulting the Hitchhiker's Guide to the Galaxy....
 
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HeavenShallBurn

First Post
marcoasalazarm said:
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 Russian T-51s 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!).

Recheck your picture those are U.S manufactured M-60s need to look closer for which model.
 


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