CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
Alisa, Guardian of Light
Alisa was 21 years old and serving as a medic in the US army when the 23 Hours happened, and was one of the ones that disappeared and reappeared, with the ability to use Mana, particularly White, to cast a number of abilities. Once her tour was up she left the army and worked for several humanitarian organizations, traveling around to help others. Alisa is a white with tanned skin, 5 foot 11 inch tall, red headed woman, keeping her hair cut just above her shoulders, typically wearing combat fatigues with red cross on each arm. Her fatigues are lightly armoured so she has some protection while still maintaining mobility and not weighing her down. She carries a large satchel filled with medical equipment and supplies, and a cylinder shaped duffle bag which has all her other possessions. She carries a 9mm pistol for defense. She most prized possession is a Starfleet medical tricorder, although an older model, from between the TOS and TNG eras. When she users her magical abilities, they are accompanied by glowing brighter, or a flash of light.
Alisa is interested in learning healing magic so she can increase her healing abilities, which leads her to lend her abilities to different groups for the chance to learn.

Alisa, Guardian of Light
Type: Human, female
Size: Medium
CR: 6
Hit Points: 3d8+3 plus 3d6+3; hp 35
Mas: 12
Init: +2
Speed: 30 ft
Defense: 19, touch 16, flat-footed 17 (+2 Dex +4 Class +3 equipment)
BAB/Grp: +5 / +5
FS/Reach: 5 ft / 5 ft
Attacks: +5 melee unarmed strike (1d3 nonlethal), +7 ranged Glock 17 (2d6 ballistic, 30 ft, 17 box)
Special Attacks: Guardian of Light, Survival of Light, Blessing of Light, Bless the Rains
Special Qualities: 42 mana points
Allegiances: Good
Saves: Fort +5, Reflex +4, Will +5
Reputation: +4
Abilities: Str 10, Dex 14, Con 12, Int 14, Wis 15, Cha 8
Skills: Drive +8, Knowledge (earth and life sciences) +10, knowledge (popular culture) +8, Knowledge (streetwise) +8, Listen +3, Profession +11, read/write English, read/write Spanish, Sense Movie +5, Speak English, Speak Spanish, Speak Elvish, Spot +3, Treat Injury +11* (+16 using Tricorder)
Feats: Educated, mana manipulation (white mana), mana battery, simple weapons proficiency, surgery, personal fire arms proficiency
Possessions: Alisa's armoured fatigues, uniform, cell phone, professional walkie-talkie, advanced first aid kit, medical kit, Glock 17 9mm with 4 magazines, early-TNG era medical tricorder, personal possessions, decommissioned military humvee

Combat
Alisa prefers to avoid combat, but will use her mana to quickly heal the seriously wounded, or use her Guardian of light to put a protective shield around those caught in the open, or Blessing of Light to improve cover that people are hiding behind. She'll use her first aid and medical kits to treat minor injuries and save her mana for the more seriously injured or to protect civilians or the weakest members of her group.

Guardian of Light
With a flash of white light as a standard action, Alisa can create a shield using 12 mana, around herself or an ally within 50 feet, that can absorb 26 points of damage, with DR 5, fire, cold and electricity resistance 5 and lasts for 1 minute. Each additional mana point increases the hit points absorbed by 2, and each addition of 10 mana points increases time, and hit points by 26 hit points and 1 minute of duration.

Survival of Light
As a standard action, Alisa can use 8 mana to give herself DR 3 for 5 rounds plus +1 round per round of concentration, to a maximum of 10 rounds, or until concentration is broken. When used, Alisa's skin glows a soft yellow.

Blessing of Light
As a standard action, using 5 mana, touching an object being used as cover, a flash of light engulfs the area being used as cover, increasing the bonus the cover grants to Defense by +2 for 3 rounds.

Bless the Rains
If Alisa has access to at least 1 litre of water, as a full round action when using Guardian of Light and splashing the water in the air over the area to be shielded, with an additional 5 mana, the recipient heals 7 hit points.

Alisa's Armoured Fatigues
Alisa has a set of camouflage fatigues modelled after the set she had while in the US Army, made of advanced ballistic cloth and light reinforcement of the torso.
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Max Dex: +5
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 7.5 lbs
Purchase DC: 19
Restriction: Unique


Medical Tricorder, Early TNG era
This medical tricorder is Alisa's most treasured possession, from the 2250s and a little worn, not quite as advanced as those used from the TNG era medical staff. The medical tricorder is a specialized scanning device made by Starfleet designed to help doctors and others in the medical field diagnose patients quickly and efficiently. It functions as a standard tricorder, but has a removable hand scanner to allow the user to scan more focused areas.
Functions as a GPS, chemicomp, geocomp, both granting only +3 to checks, motion sensor (30 ft range), medicomp +5 to Treat Injury checks, medical database with basic information on over 50 different species, functions as MRI and CAT scanner with use of hand unit a range of only 5 inches (takes about 6 minutes to do full scan). Detect energy signatures and lifeforms (can identify the lifeform's species if has their data programmed) out to 1500 feet, emit distress beacon, wireless modem.
Weight: 5 lbs
PDC: 17 (14 for Starfleet Medical personnel).


White Mana
If a being uses White Mana to power an ability, spell, etc, if it heals, grants bonus to defense, resistances, increase fixed numbers by 25%, variable numbers increase by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use White mana that fall into these categories have their mana cost reduced by 25% rounding down.


Feat: Mana Manipulation (General, Mana)
Prerequisites: Intelligence 4+
Benefits: The user can use raw magical energy, or mana, for use in some basic magical abilities, or can use it to power their class magical powers. Alternatively, they can use their class magical abilities and convert them to mana.
A person has mana point pool that is equal to their Intelligence, and requires a minimum of 4 Intelligence, and is able to manipulate mana in a few basic ways. A character with a class with spell slots can use their mana to power their magic, using mana to equal the spell slot level to power a spell. For example, a level 3 spell requires three mana points to power, while a single mana point is required to power a level 1 or level 0 spell. A user can recover mana at a rate of 1 per hour of rest +1 per Wisdom Modifier (negative modifier does not reduce recover, just doesn't increase, functions as +0). The user can also use mana to provide the spell slots for when using metamagic feats, such as empower spell, etc.
Alternatively they can use a spell slot to create mana, with the spell slot level equaling mana points, thus a level 3 spell slot converts into 3 mana points.
The user can use this mana in several basic ways, attack, heal, or defense, improve natural ability.
For attack, the user can use mana to fire an energy ball from their palm, using 1 mana point to deal 1d4 points of energy (counts as magical) damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 30 feet plus 10 feet / Int modifier, as a ranged touch attack.
For healing, the user can use mana to recover hit points in a creature touched or themselves, using 2 mana points per 1 hit point recovered. Thus if they used 10 mana points, they can heal 5 hit points.
For defense, they can create a bubble shield around him/herself for 5 mana points that can function for 1 minute, able to absorb 10 points of damage. Each additional point of mana used increases the amount of damage absorbed by 2, and each 5 points used (while increasing damage absorbed), increases duration for 1 minute.
For Improve natural ability, the user can spend 5 mana points to improve 1 ability score by +2 for 3 rounds (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), or improve one type of their movement by 20 feet for 3 rounds, or any one other racial extraordinary ability (such as darkvision, breathweapon, tremorsense, etc) by 25% for fixed numbers, or 1 extra die if variable number, or duration by 25%, rounding down, for 3 rounds

Mana Battery (General, Mana)
You are able to store increased amounts of mana.
Prerequisites: Mana Manipulation
Benefits: You are able to store and generate larger amounts of mana. You can access a mana point pool of Intelligence x3. If the user also has classes capable of casting spells, gains +2/spell caster level. Also any spell slots converted to mana generate double mana points, thus converting a level 3 spell to mana generates 6 points of mana. Alternatively, converting mana into spell slots uses 50% less mana rounding up, thus to create a level 3 spell slot uses 2 mana. Level 1 and level 0 spell slots still uses 1 mana point.
 



kronos182

Adventurer
Some more WH40K goodness.. the Ministorum Priests, purifying the Imperium's spirits and guiding them on holy wars.

Ministorum Priests
The Priests of the Ecclesiarchy play a vital role in the Imperial Guard, imparting the holy teachings of the Emperor and providing spiritual succor to the troops both on and off the battlefield. To these Priests there is no calling higher than tending to the Emperor's armies. They lead by example and gladly martyr themselves on blood-soaked fields, the highest sacrifice that is expected of them. Some Ministorum Priests are particularly noted for their fiery zeal in the execution of both their duties and of the heretics they abhor.

Low Level Priests accompany squads to platoons of troops, strengthening their spirits and their commitment to the Emperor.

Ministorum Priest Low Level (Dedicated Ord 1/Charismatic Ord 1/Tough Ord 1)
Type: Human
Size: Size
CR: 1
Hit Points: 1d6 plus 1d6 plus 1d10; hp 12
Mas: 10
Init: +0
Speed: 30 ft
Defense: 12, touch 12, flat-footed 12 (+0 Dex, +2 Class)
BAB/Grp: +0 / +1
FS/Reach: 5 ft by 5 ft/ 5 ft
Attacks: +1 melee Eviscerator (2d10+6 slashing); or +0 ranged
Special Attacks: Divine Punishment
Special Qualities: There is No Fear Only the Emperor, Prayers, Righteous Fury, DR 25*
Allegiances: Imperium of Man, Emperor of Man
Saves: Fort +3, Reflex +0, Will +3
Reputation: +2
Abilities: Str 13, Dex 10, Con 10, Int 13, Wis 14, Cha 15
Occupation: Religious (knowledge theology and philosophy), Listen
Skills: Climb +2 Concentration +3, Decipher Script +2, Diplomacy +3, Gather Information +5, Knowledge (behavioral sciences) +6, Knowledge (theology and philosophy) +8, Listen +6, Profession +3, Read/Write English, Read/Write High Gothic, Research +2, Sense Motive +6, Speak English, Speak High Gothic, Spot +5
Feats: Educated (behavioral science, theology and philosophy), simple weapons proficiency, Power Attack
Possessions: Holy Symbol, Eviscerator, rosarius, personnel items.

Combat
Ministorum Priests lead the charge into combat with Imperial Guardsman, chanting prayers to bolster their allies. The Priest will designate a single target at the start of combat for their Divine Punishment attack, usually a powerful or important looking enemy, to reinforce the belief of the troops of their righteousness in fighting for the Emperor.


Mid level Priests are capable of leading companies or even divisions of men, their speeches strengthening their spirits and hearts, emboldening them to great feats of bravery. Many will have groups of lower level priests as assistants

Ministorum Priest Mid Level (Dedicated Ord 3/Charismatic Ord 3/Tough Ord 3)
Type: Human
Size: Medium
CR: 7
Hit Points: 3d6 plus 3d6 plus 3d10; hp 36
Mas: 10
Init: +0
Speed: 30 ft
Defense: 15, touch 15, flat-footed 15 (+0 Dex +5 class)
BAB/Grp: +5 / +6
FS/Reach: 5 ft by 5 ft/5 ft
Attacks: +7 melee Eviscerator (2d10+6 slashing); or +5 ranged
Special Attacks: Divine Punishment
Special Qualities: There is No Fear Only the Emperor!, Prayers, Righteous Fury, DR 25*
Allegiances: Imperium of Man, Emperor of Man
Saves: Fort +4, Reflex +3, Will +5
Reputation: +7
Abilities: Str 12, Dex 10, Con 10, Int 13, Wis 14, Cha 16
Occupation: Religious (Knowledge theology and philosophy, listen)
Skills: Climb +4, Concentration +5, Decipher Script +3, Diplomacy +7, Gather Information +7, Knowledge (behavioral sciences) +10, Knowledge (theology and philosophy) +12, Listen +8, Profession +4, Read/Write English, Read/Write High Gothic, Research +5, Sense Motive +7, Speak English, Speak High Gothic, Spot +9
Feats: Educated (behavioral science, theology), Renown, Simple Weapons Proficiency, Power Attack, Cleave, Weapon Focus (Eviscerator)
Possessions: Holy Symbol, Eviscerator, rosarius, personnel items

Combat
Mid level Priests fight similarly to their lower brethren, charging into combat, but they are far more capable in combat, leading more troops and their prayers lasting longer.

Divine Punishment
The Priest selects a single target they can see, and when making an attack against this target declaring the use of this special attack, the Priest can add their Cha modifier to attack roll, adding +1 per Hit Die to damage. On a critical strike, this bonus damage is also multiplied by the weapon's modifier. If this attack deals more damage than the target's massive damage threshold (typically Con score) and doesn't drop the target's hit points to 0, the target suffers -5 to their Fort save or drop immediately to -1 hit points.
After a successful hit, all allies within 10 feet gain a +1 Morale bonus to attack rolls until the start of the Priest's next turn. If this attack kills the target, those allies gain +2 Morale bonus to attack rolls and +1 Morale bonus to Defense for 2 rounds.
Useable 1 + Cha modifier times per day.

There Is No Fear, Only the Emperor!
The Ministorum Priest, as a full round action, can inspire through a rousing speech or reciting scripture, others into fighting harder, and resist the evils of the Warp and Chaos. Ministorum Priest must make a Charisma check DC 13, and lasts 1 + Cha modifer rounds, and can affect up to 50 guardsmen per Cha modifier (100 for average Priest). Inspired allies gains +1 to all saves, +2 to attack rolls for 2 rounds.

Righteous Fury
Any time the Ministorum Priest and up to 3 + Cha modifier allies would roll a natural 1 on any attack rolls or saves, may reroll but must accept the new roll at -1 (if rolled a 1 again ignore the -1 to result)

Prayers
The Ministorum Priest learn specific litanies and prayers to guide, strengthen and aid their allies in combat. The Priest is also affected by their prayers.

Prayer of Healing
While chanting, applying holy oils and burning essence, the Ministorum Priest makes a Knowledge: theology & philosophy check DC 15, taking 1 full round, to grant a +2 to Heal checks to a medic or anyone attempting to heal an ally. A successful Heal check, instantly restores 25% of the person's HP.

Prayer of Strength
While chanting, taking 2 full rounds, can still attack and move (requiring Concentration check DC 15 each round), the Priest makes a Knowledge: theology & philosophy check DC 17, after which granting a +2 bonus to Strength to all allies within 30 ft for 5 rounds +1 round per 5 over the DC the Priest succeeds the check.

Emperor's Divine Protection
With a successful Knowledge: Theology & Philosophy check DC 19 taking 2 rounds of chanting (can fight and move with a Concentration check DC 15 each round), after which granting a +2 Morale bonus to Defense to all allies within 30 ft of the Priest for 5 rounds + 1 round per 5 points the Priest beats the Knowledge: Theology & Philosophy check.

Emperor's Divine Resistance
With a successful Knowledge: theology & philosophy check DC 21, chanting for 3 rounds (can fight and move with a Concentration check DC 17 each round), after which granting all allies within 30 feet DR 2, which stacks with any other form of DR or Hardness they may have, for 3 rounds.

Emperor's Speed
With a successful Knowledge: theology & philosophy check DC 15 and chanting for a full round (can fight and move with a Concentration check DC 13), grants all allies within 30 ft an increase in speed by 5 ft +5 for every 5 points the Priest beats the DC, for 5 rounds.

Stand Not The Xeno!
Chanting for a full round, with Knowledge: theology & philosophy check DC 15, when fighting opponents that are not human, the Priest grants allies within 30 ft a bonus equal to the Priest's CHA modifier to attack and damage rolls for 3 rounds.


Rosarius
This amulet designed in holy symbols to the Imperium of Man, contains a conversion field. This device produces a protective field around the user that converts harmful kinetic or electromagnetic energy (such as laser and plasma blasts) into blinding flash of light. The device makes a Reflex save DC 15 with a +5 save, does not use the wearer's bonus to Reflex. On a successful save grants DR 25 against all physical and energy attacks.
Weight: 2 lbs
PDC: 30
Res: Rare (+4) Imperium of Man only


Eviscerator
An Eviscerator is a form of obscenely oversized chainsword, that is so abnormally large that it can only be wielded in combat effectively with both hands. It can deal horrible wounds to living beings and even break walls or damage vehicles' armour. These chainswords have a crude version of a disruption field found in power swords to allow it to deal its tremendous amount of damage.

Eviscerator (PL6)
Damage: 2d10+5
Critical: 19-20
Damage Type: Slashing
Size: Large
Weight: 15 lbs
Purchase DC: 20 Mil +3
Notes: Requires 2 hands to use, ignores 3 points of Defense from Armour and Shields, or 3 points of Hardness/DR
 
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kronos182

Adventurer
Mckinley
Mckinley is an average looking white male in his late thirties that worked for a power company. He's quite skilled in repairing power lines, generators and enhancing them.

McKinley (Strong ord 5/Smart Ord 5)
Type: Human
Size: Med
CR: 9
Hit Points: 5d8+10 plus 5d6+10; 60 hp
Mas: 14
Init: +1
Speed: 30 ft
Defense: 16, touch 16, flatfooted 14 (+1 Dex, +5 Class)
BAB/Grp: +7 / +9
FS/Reach: 5 ft by 5 ft / 5 ft
Attacks: +10 melee wrench (1d6+2 bludgeon); or +8 ranged Colt Python (1d4* electrical nonlethal, 40 ft, 6 cyl)
Full Attack: +10/+5 melee wrench (1d6+2 bludgeon), or +8/+3 ranged
Special Attacks:
Special Qualities: Electrician, Expansion, Quick Repairs, Decisive Outcome, Only A Little Spark, Electrical Resistance 10
Allegiances:
Saves: Fort +6*, Reflex +3, Will +5
Reputation: +3
Abilities: Str 15, Dex 12, Con 14, Int 15, Wis 12, Cha 10
Occupation: Blue-Collar (Drive, Repair)
Skills: Computer Use +8, Climb +10, Craft (electronic) +12, Craft (mechanical) +13, Craft (structural) +10, Demolitions +6, Disable Device +12, Drive +8, Knowledge (current events) +9, knowledge (physical sciences) +10, knowledge (popular culture) +9, Knowledge (technology) +12, Profession +9, Read/Write English, Read/Write Spanish, Read/Write German, Repair +17, Search +8, Speak English, Speak Spanish, Speak German
Feats: Mastercrafter, Builder (Craft electronic & mechanical), Cautious, Gearhead, Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Tool kit (mechanical and electrical), work cloths, hardhat, boots, colt python .357, 30 stun rounds in quick loaders.
Advancement:

Combat
McKinley is not a fan of violence and will avoid it if at all possible. He will use a heavy wrench to defend himself, and has a revolver loaded with nonlethal rounds that can stun targets.

Electrician
With a Craft Electrical check DC 17 and 1 hour of work and spending PDC 10 worth of material, can increase power output of any power system by 10%, rounding down up to a maximum of +50% original amount. Example if a generator can power 5 homes for 10 days, McKinley can increase the power so that 5 homes can be powered for 11 days, or 5.5 homes for 10 days, depending on which he decides at the time of the check is made.

Expansion
With a successful Craft Electrical check DC 19, McKinley can permanently increase stored power capacity of any battery/capacitor, power pack, etc by 25%, rounding down. Can only increase power capacity of an item this method once.

Quick Repairs
When McKinley repairs a power generating system, reduce repair time to fix power systems by 20%, rounding down).

Decisive Outcome
McKinley grants electrical resistance 3 to allies within 10 ft.

Only A Little Spark
McKinley works around electrical systems for so long that he's developed a resistance to electrical attacks and stunning effects. McKinley has Electrical Resistance 10 including against magical sources, gains +5 to saves against being stunned or paralyzed by any electrical or energy means. Against magical sources only gains a +1 bonus.

Stun Rounds
McKinley builds stun ammunition for his Colt Python, that stun targets similar to a taser. On a successful hit, the rounds deal 1d4 electrical damage and the target must make a Fort save DC 15 or be paralyzed for 1d6 rounds. McKinley can sell these for PDC 10 for 20 rounds. Or make similar rounds for other calibers at +1 PDC.
 


kronos182

Adventurer
Aeldari aka Eldar

The Eldar appear similar to other Elf races, lean and graceful, but are slightly taller than the average human. They also live just over 1000 years on average, with many having psionic abilities, with those with powerful psychic abilities living even longer.

They have all of the same abilities as the common elves, except as follows.
Ability Modifiers: +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma. Eldar are graceful and intelligent, but reclusive lifestyle and attitudes towards outsiders makes them difficult to deal with for outsiders.
Speed: 35 ft
Long Lives: Eldar live 900 + Con modifier x50 years.
Psionic Skills: Eldar automatically gain the Psionic Skills feat as described in Urban Arcana. (The character gains the following class skills, as described under the Telepath advanced class: Autohypnosis, Concentration, and Psicraft.)
Psionic Abilities: Eldar are naturally gifted in psionics. Eldar have a +1 bonus on Difficulty Class to resist for all psionics they cast. In addition all Eldar can manifest 1 Level 0 spell per day from any Psionics list. This is in addition to any other psionics the character may be able to cast.
Psionic Extended Lives: Eldar that hone their psionic abilities benefit from the side effect of extended lifespans beyond that of the rest of their kin. For each power level of psionic abilities the Eldar can manifest above level 0, the Eldar gains +500 years to their life span.
ECL: +1

Spirit Stone
A Spirit Stone, also known as a Waystone, is a small, seemingly precious gem carried in a variety of different aesthetically-pleasing settings, held close to the chest of Eldar at all times, used to save their souls from consumption after death within the Immaterium by Slaanesh. These are made of psycho-receptive crystals attuned solely to the mind of its owner. Upon the wearer's death, the stone acts as a psychic trap, absorbing their soul, and can not be returned through any means, including spells such as Clone, Raise Dead, Reincarnation, Resurrection, True Resurrection, Miracle or Wish. Once the soul is in the Spirit Stone, it can be incorporated into the Infinity Circuit of any Eldar Craftworld. Or even in one of the Eldar Wraithguard and Wraithlord constructs or other similar vehicles crafted from wraithbone.
Weight: 0.5 lbs typically
HP: 10
Hardness: 15
PDC: 23 Eldar only.

Eldar Technology
The technology of the Eldar is typically made from ectoplastics or wraithbone, psionic reactive materials, which can be more resilient than even adamantium and more flexible. All of their technology requires the user to have some psychic abilities in order to use them. While some items may have some simple means of operating such as buttons or levers, these only operate the most basic functions and severely limits it use. If the user can manifest at least 1 Level 0 psionic power, they can operate Eldar technology, however being able to understand the Eldar language is also required for many items.
 


kronos182

Adventurer
So what happens to Eldar tech if someone has the ability to shut down psionics, such as Blackout Grenades or are Culexus Assassins?
The parts that can be operated with switches/buttons/levers/etc will still work, but probably only at partial level could work.. Like basic weapons will still work. pull trigger, shoot flying metal, lasers, etc. But their armour probably wouldn't be as flexible (will double check that), but it'd still provide protection.
 

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