CORELINE (D20 Modern/D20 BESM Setting).

New Feat idea!

Pull a Homer.
It is said that God favors the dumb. And you seem to be His favorite.
PreRequisites: Int 10 or less. GM's Approval.
Benefit: Once per day, you can reroll any roll (even one you rerolled before), using a bonus equal to your amount of Int points below 10. Any other bonuses (including Action Point usage) apply for this roll.
(Obviously, it's better off being used for NPCs).
 

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LaGrange Colonies, second expansion:

Although the majority of the Colonies come from one or other Gundam series, not all of them do. Some came from other universes and (seemingly) were not designed to be in such a place as the Sol Sytem (or, at least, rotating Earth).

Following is a list of LaGrange Colonies and their respective stations (or rather in some cases, 'Flagships').

L-1: A typical 'Gundamverse' space station Side (cluster), with 15 O'Neill 'Island 3'-type Colony Cylinders. The (appointed) capital of the LaGrange Colonies' Government is Cylinder 1, named 'Amuro'. Most humans in the Side come from the original 'Mobile Suit Gundam' universe.

L-2: A second O'Neill-type Side, only the humans that live in this side come from the After Colony (Gundam Wing) universes.

L-3: All Colonies in this LaGrange point are massive terraformed asteroids, one for every 'major' country on Earth. Humans from this cluster come from the Future Century (Mobile Fighter G Gundam) universes.

L-4: This particular point has only two stations, but they are quite recognizable: they are the Babylons Four and Five stations. Although they appeared during the Hours quite damaged and devoid of any crewmen, they were later repaired by the Colonies and other spacer communities (such as the Remnant). After the repairs and reactivation, both Babylon stations became a 'trading post' and refuge for many of the Points' runaways (or pretty much the same as in their original timeline).

L-5: This Point is where several Productive Location Ally on Nexus Technology (PLANT) 'Satellite Cities' reside. In total there are 23 PLANT colonies in the Side, but only 12 are fully civilian-run (these ones are named after the months). The rest were (once) ZAFT facilities, but now are run by the LaGrange Colonies' military, with at least one rented out to the UNSC (home to their Boarding Assault Marine training facility).
Not surprisingly, humans that come from this Side are from the Cosmic Era, and most of them are Coordinators.
 

Two New Advanced Classes (Adapted from -The Future Soldier's Battlefield Handbook', by Steampower Publishing):


UNSC BOARDING ASSAULT MARINE

The United Nations Space Command is a faction with many things against it. From the point of view of the opposing force, they have retrograde technology, little numbers, few allies and damn near zero hope.

So the UNSC has had to compensate. The UNSC Marines are trained in Camp Weaver, PLANT 17, for zero-gravity, boarding and close-quarters combat. The Boarding Assault Marine is a fully voluntary force within the UNSC, who is trained further than the standard. They are the sledgehammer that brings the door down and the shield that keeps the bad guys at bay while everybody else is gunning for the ship's bridge.

The Assault Marines develop a fatalistic attitude (after all, it's their fault, nobody else's, that they are the frontliners) and a vow to try and leave the stage with a bang-which might not come to happen if their ship gets shot out of the sky.

But they do not show this attitude as much, since they know one ting for sure: in a Sol System and surroundings full of pirates, rampaging xenobeings and wanna-be conquerors, they surely are the meanest of the bunch.

REQUIREMENTS:

To become an Assault Marine, the character must have the following:

BAB: +6.
Feats: Endurance, Point Blank Shot, Precise Shot, Weapon Focus.
Skills: Hide 10 Ranks, Move Silently 10 Ranks, Survival 10 Ranks.
Special: Must be a member of the UNSC.

CLASS INFORMATION:

Hit Die: 1d10 + Con Modifier.

Class Skills:
Climb, Concentration, Drive, Hide, Intimidate, Jump, Listen, Move Silently, Pilot, Spot, Survival, Swim, Treat Injury.

Skill Points: 5 + Int Modifier.

TABLE: THE UNSC BOARDING ASSAULT MARINE.

Class Level
1
2
3
4
5
6
7
8
9
10

BAB
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10

FORT SAVE
+2
+2
+2
+3
+3
+4
+4
+5
+5
+6

REF SAVE
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3

WILL SAVE
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3

SPECIAL
-Advanced Weapons Training, Explosives Expert
-Boarding Specialist +1
-Sudden Strike
-Boarding Specialist +2
-Advanced Weapons Training
-Boarding Specialist +3
-Overwhelming Force
-Boarding Specialist +4
-Shock Tactics
-Advanced Weapons Training, Boarding Specialist +5

DEFENSE BONUS
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5

REPUTATION BONUS
+0
+0
+0
+0
+1
+1
+1
+1
+2
+2

CLASS FEATURES:

+Advanced Weapons Training: Assault Marines are trained in a wide variety of weapons. At 1st Level and every five levels thereafter, the Marine selects a weapons for which he already has Weapon Focus. When using that weapon, the Assault Marine now gains a +1 circumstance bonus to attack and damage rolls. This bonus stacks with both Weapon Focus and Weapon Specialization. Alternatively, the Assault Marine may instead take the Weapon Focus Feat.

+Explosives Expert: The Assault Marines are trained in the use of explosives, such as hand grenades and flash-bangs, to flush out enemies and soften up an area, and they are adept at placing a grenade exactly where is needed to have the maximum effect. The DC for all saving throws to avoid the effects of a grenade or explosive device used by an Assault Marine is increased by an ammount equal to his class level.

+Boarding Specialist: At 2nd Level, the Assault Marine becomes an expert at boarding an enemy vessel, moving swiftly and silently throught the corridors to seize his objective. When on an enemy vessel, the Assault Marine gains a +1 morale bonus to Hide, Listen, Move Silently, Spot and Search checks. This bonus increases at 4th Level and every other level thereafter.

+Sudden Strike: Assault Marines are trained to strike swiftly and without compromise. When attacking from cover or concealment, an Assault Marine gains a +2 morale bonus to attack and damage rolls.

+Overwhelming Force: At 7th Level, the Assault Marine attacks with so much force and determination that an enemy gains few advantages from being holed up in cover. A target attacked by an Assault Marine has any cover bonuses less than total cover reduced by one step-nine tenths cover is reduced to three-quarters cover, three-quarters cover to half cover and so on.

+Shock Tactics: At 9th Level, the Assault Marine strikes deep into the heart of his opponents, making it seem as though they are under assault from dozens of troops instead of a singe soldier. Enemies within 30 ft of an Assault Marine incur a -2 morality penalty to attack, damage, defense and saving throws. This penalty is not cumulative if more than one Assault Marine of 9th Level or higher is within 30 ft, but the radius increases by an additional 30 ft for each Marine present, making an entire unit of Assault Marines a particularly terrifying opponent.



Gundam_SEED_Cagalli_Yula_Athha_Episode_24_1.jpeg

Cagalli Attha, during her run as a Desert Dawn Guerilla Fighter. She sure didn't became Feared by the Enemy...
(Photo taken in Eqypt, December of 2003. Most probably an Alternate of her...?)



THE GUERILLA FIGHTER

Conflict changes people. It may turn them from not considering to hurt anyone into the very example of blood-thirstyness. They learn how to fight unconventionally, ghosts that rise to destroy any hostiles.

The advent of the Hours brought many types of guerilla factions to the fore. From the Fictions guerilla factions that battled against hyper-advanced enemies from beyond the stars (or the government) to the groups of Pre-Vanishing Humans that banded together and took a stand (however pitiful it was).

REQUIREMENTS:

To Become a Guerilla Fighter, the character must have the following:

BAB:
+5.
Feats: Oathbound, Track.
Skills: Move Silently 4 Ranks, Survival 8 Ranks.

CLASS INFORMATION:

Hit Die: 1d8 + Con Modifier.

Class Skills:
Balance, Bluff, Climb, Concentration, Disguise, Drive, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Local, Current Events, Military), Listen, Listen, Move Silently, Repair, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble.

Skill Points: 5 + Int Modifier.

TABLE: THE GUERILLA FIGHTER.

Class Level
1
2
3
4
5
6
7
8
9
10

BAB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7

FORT SAVE
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3

REF SAVE
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3

WILL SAVE
+2
+2
+2
+3
+3
+4
+4
+5
+5
+6

SPECIAL
Guerilla Warfare, Local Knowledge.
Hated Enemy +1
Network of Contacts
Alien Weapon Familiarity
Hated Enemy +2
Melt Away
Feared by the Enemy
Hated Enemy +3
Improvised Device
Beloved of the People

DEFENSE BONUS
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5

REPUTATION BONUS
+0
+0
+1
+1
+1
+2
+2
+3
+3


CLASS FEATURES:

+Guerilla Warfare: At 1st Level, the Guerilla Fighter dedicates himself to the cause-fixing in his mind who he is fighting and why he is fighting for. The Guerilla Fighter should specify his home soil-where it is he is defending, be it a whole planet, a country or one city. He must also specify the enemy that he is pledged to drive from his home soil. The specifics of these are left to the GM's discretion, but they should be reasonably specific and not at all generic ("To free Springfield, Mass. from ZAFT influence" would be acceptable, wheras "to free the planet from evil" would not).

+Local Knowledge: Fighting to defend their home soil, Guerilla Fighters are intimately familiar with eevry aspect of their homeland. When on home soil, the Guerilla Fighter gains a bonus to all relevant Knowledge and Survival checks equal to their class level.

+Hated Enemy: Guerilla Fighters are sworn to cleanse their homeland from the taint of their foes, and excel at fighting them. The Guerilla Fighter gains a +1 morale bonus to attack and damage rolls, Bluff, Disguise, Hide, Intimidate and Sense Motive checks made when fighting their chosen enemy. Their bonus increases to +2 at 5th level and and to +3 at 8th level.

+Network of Contacts: As the Guerilla Fighter advances in his 'career', he develops a network of contacts both within his organization and among the general populace. In order to tap into the Network of Contacts, there must be members of their culture present and the Guerilla Fighter must first make a Reputation check. The check may be further modified at the GM's discretion, applying up to a +5 bonus or penalty if there is a specially large or small number of potential friends.

If succesful, the Guerilla Fighter may request one of the following from his contacts:

+Pass a message to another member of the Resistance.
+Obtain a single piece of information or a secret.
+Obtain a piece of equipment or weaponry.
+Gain limited or temporary use of a vehicle.
+Gain access to a shelter or hiding place.

The request takes a variable amount of time depending on the request, but typically takes 24 hours. For every 5 points by which the check exceeds 15 the time taken is halved, to a minimum of 1 minute. The time taken remains at the discretion of the GM-some requests simply cannot be completed quickly.

If the check is failed, then either the Guerilla Fighters fails to find his contacts, or they are not in position to help at the time. If the check is failed by 10 or more, some mishap has befallen the Network or the Guerilla Fighter-the supposed contact might turn out to be a double-agent or an assassin sent to kill the Guerilla Fighter, the Network might have been exposed by enemy soldiers and contacts got killed, or the contacts might have carried out the request incorrectly, delivering the message to the wrong person or passing on false information to the Guerilla Fighter.

The Guerilla Fighter may attempt to use their Network of Contacts freely once every 24 hours. If the Guerilla Fighter attempts to use the Network more often, the DC of the check is increased by 5 every time, increasing the risk of a major mishap occuring and slowing the time for requests to be completed.

+Alien Weapon Familiarity: Often forced to steal the weapons from the grasp of their fallen enemies, guerillas are intimately familiar with the workings of enemy weapons and equipment. The Guerilla Fighter gains the Alien Weapons Proficiency Feat.

(Guerilla Fighters that come from universes with no aliens can replace the Feat with a weapons-related Feat of their choice, as long as they meet the Prerequisites and gain GM approval).

+Melt Away: The operatives of the Resistance excel at strking from the midst of a group of civilians before melting away again into a crowd. When in a crowd of at least ten, the GUerilla Fighter gains a +5 circumstance bonus to Hide and Disguise checks. This bonus increases by +1 for every five additional people in the crowd. This bonus is halved if less than half of the crowd is made up of friendly forces.

+Feared by the Enemy: The mere mention of the Guerilla Fighter and his exploits is enough to send a wave of fear through the occupying forces. The Resistance knows how to use this fear to their advantage, spreading rumours-some true, some less so-of their deeds to demoralize their enemy.
To properly do this takes time to prepare: 1 hour per intended target. The Guerilla Fighter may select a number of enemy targets equal to his class level, and he must at least know his intended targets by sight-the Guerilla Fighter should select the targets from a regular patrol, sentry position or barracks as a target.

After the preparations have been made, the targets must succeed at a Will save (DC 10 + character level) or incur a penalty to all attack, damage and skill checks equal to the Guerilla Fighter's advanced class level for the next 24 hours.

+Improvised Device: Guerilla Fighters are often forced to scavenge for mechanical parts to maintain their weapons and devices, and as a result are skilled at converting one piece of equipment into another.

The Guerilla Fighter decides which item he wishes to manufacture, and the GM determines the amount of time necessary to make it. The Guerilla Fighter then makes a Repair check at a DC dependant on the complexity of the task and the materials available (usually DC 25+). If successful, the device works as normal, for a short time at least. The Guerilla Fighter can make any simple devices, such as a radio, as well as somewhat more complex equipent such as handheld weaponry and explosives.

+Beloved of the People: At 10th Level, the Guerilla Fighter has become a great hero of the Resistance, beloved by his people everywhere. His Network of Contacts becomes more proactive and helpful, even to the point of taking up arms and assisting the Guerilla Fighter in battle. Each time the Guerilla Fighter requests help -and sometimes if he does not, should one of his contacts notice that he is in trouble- he can gain the assistance of 2d12 armed men and women from the local population, assuming there are sufficient allies that can help.
This ability functions as a request from the Network of Contacts, and the time taken for the Network to muster is determined by the success of the check-if in dire straits at least 1d6 allies can be mustered immediately. The GM should determine the levels and classes of the allies.


THE FIGHTER ACE

lufy1.gif

SKETCH OF LUFY 'RIFF RAFF' METCALF.

The poster boys (and girls) of every race's fleet and the heroes in every intergalactic war, the Fighter Aces' tales usually inspire another generation to enlist in the fleet. The Fighter Ace is a dogfighting veteran with few equals and a wingful of kill counts. They excel at fighter combat, and few who dare take them on in battle live to tell the tale.

Famous Coreline Fighter Aces include: Kara 'Starbuck' Thrace (easily the most recognizable Ace of the Colonial Fleet), Lufy 'Riff Raff' Metcalf (former Solnoid Attacker, now famous 'transporter' in Chicago), Mu La Flaga (although most people discuss that it might be because he's a Newtype) and Christopher Blair (those Alts of him that are STILL pilots, in any case).

REQUIREMENTS:

To become an Assault Marine, the character must have the following:

Feats: Starship Battle Run, Starship Dodge, Starship Operation (Ultralight).
Skills: Computer Use 8 Ranks, Pilot 13 Ranks.

CLASS INFORMATION:

Hit Die: 1d8 + Con Modifier.

Class Skills:
Computer Use, Concentration, Drive, Intimidate, Jump, Knowledge (Tactics), Listen, Pilot, Spot and Survival.

Skill Points: 5 + Int Modifier.

TABLE: THE FIGHTER ACE.

Class Level
1
2
3
4
5
6
7
8
9
10

BAB
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7

FORT SAVE
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3

REF SAVE
+2
+2
+2
+3
+3
+4
+4
+5
+5
+6

WILL SAVE
+0
+0
+1
+1
+2
+2
+2
+3
+3
+3

SPECIAL
-Favored Ship
-Maximum Thrust
-Trademark Maneuver
-Out of Nowhere
-Jink, Wing Commander
-Trademark Maneuver
-Quick Recovery
-Damage Roll
-Trademark Maneuver
-Blaze of Glory, Group Captain

DEFENSE BONUS
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8

REPUTATION BONUS
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4

CLASS FEATURES:

+Favored Ship: The Fighter Ace would be less than useless without his trusty flying machine. Many Fighter Aces spend most of their careers carefully maintaining, repairing and upgrading the same machine over and over again, rather than taking a newer model. At 1st Level, the Fighter Ace selects a specific fighter -space or atmospheric- to be their favord ship. So long as the Fighter Ace is piloting their favored ship, he gains a +1 circumstance bonus to Pilot checks, Technical checks, and attack and damage rolls for every two Fighter Ace levels he possesses.

Many of the Fighter Ace's special abilities are dependant of them being in their favored ship. When not in their favord ship, but in a fighter of the same class, the numerical bonus of all such abilities is halved. No bonus is gained when flying any other class of ship.

To designate a new starship as his favorite ship, the Fighter Ace must pilot it for at least a month.

+Maximum Thrust: At 2nd Level, the Fighter Ace has learnt to coax a little more out of his ship. and to cope with the inherent increase in gees. When in his favored ship, the Fighter Ace may make a maximum thrust as a move action. To do this he must make a Pilot check (DC 20) and if successful he moves as through surging forwards, moving at 4 times tactical speed.

+Trademark Maneuver: As the Fighter Ace progresses in his career, he develops a unique flying style with characteristic maneuvers that identify him in battle. At 3rd, 6th and 9th Levels, the Fighter Ace may select any of the below actions to be a trademark maneuver. Once per round, the Fighter Ace may attempt a trademark maneuver. He must make a Pilot check (DC 20), and if he succeeds a full-round action becomes a move action, and a move or attack action becomes a free action.

A Fighter Ace may use this ability even when not in his favored ship.

The folllowing actins may be selected as a trademark maneuver:

-Attack actions (become free actions): aid another, escape a grappling ship, feint or total defense.
-Move actions (become free actions): jink, operate sensors, out of nowhere, ram, and send/jam a transmission.
-Full round actions (become move actions): jump to cruising speed, withdraw.

+Out of Nowhere: At 4th Level, the Fighter Ace is able to strike seemingly from out of nowhere, positioning his craft to avoid the sensors of an enemy vessel or to blindside an enemy pilot. When in his favored ship, the Fighter Ace may attempt to come out of nowhere as a move action. The Fighter Ace makes a Pilot check (DC 15) and, if successful, any Sensor checks made to detect his craft are reduced by an amount equal to his character level.

+Jink: To the untrained eye, the Fighter ace flies erratically, zig-zagging, looping and rolling all the while. Of course, this is all part of their skill, keeping an opponent from locking onto their craft and getting a clear shot. When in his favored ship, the Fighter Ace may make a Pilot roll (DC 20) and, if succesful, may add his class level to the Defense of his craft for one round.

+Wing Commander: Although at their most confident when operating alone, the Fighter Ace appreciates the usefulness of wingmen to provide cover and run interference. At this stage in their career, the Fighter ace has been given a wing of ultralight fighters to command. A wing led by a Fighter Ace gains the advantage of the Fighter Ace's special abilities and bonuses. The maximum wing size is equal to half the Fighter Ace's class levels. A larger wing may not use the Fighter Ace's abilities except as noted in the main rules.

+Quick Recovery: Fighter Aces poseess almost superhuman skills, but even they make mistakes-albeit rarely. The difference is that a Fighter Ace is able to recover from his mistakes much quicker, limiting their effects. Should a fighter Ace become dazed, entangled, grappled, immobilized, shaken, stunned or suffer a mishap while piloting any ship, he may make a Pilot check (DC 25). A successful roll means that the Fighter Ace can recover from the adverse effects far more quickly and than a regular pilot, halving the duration rounding fractions down.

+Damage Roll: The Fighter Ace may attempt to execute a damge roll to avoid the worst of a direct hit, causing a missile to explode nearby or a laser beam to glance off the hull. When in his favored ship, the Fighter Ace may make a damage roll as a move action. The Fighter Ace makes a Pilot check (DC 25) and, if successful, may add his class level to the Defense of his ship for the next attack that strikes it.

+Blaze of Glory: When all is lost, many a Fighter Ace has chosen to go down fighting, ending it all in a blaze of glory and taking a good many foes with him. When in his favored ship, the Fighter Ace may decide to execute a Blaze of Glory as a move action. The Blaze of Glory is effectively a ramming maneuver against another vessel. The Fighter Ace makes a Pilot check as normal to execute the ram, but may add his class level to the check and, if succesful, damage dealt is doubled. A Fighter Ace who successfully performs a Blaze of Glory is slain instantly, but will long be remembered as a great hero.

+Group Captain: At 10th Level, the Fighter Ace is promoted once again, gaining multiple wings of fighters to control, all of whom gain the benefit of the Fighter Ace's abilities. The maximum size of the Fighter Ace's group increases to ten

FIGHTER ACES AND DOGFIGHTERS:

The Fighter Ace is similar in concept to the Dogfighter Advanced Class, and it is entirely possible for a character to have levels in both. The special abilities and bonuses of both classes stack with, and complement, one another.

Just as a Dogfighter is an elite pilot, a Fighter Ace is an elite Dogfighter, making the most seasoned of pilots look fresh out of the academy. There are perhaps no more than a handful of Fighter Aces in any one military, each a familiar face and celebrity within their culture.
 
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An idea for the Pokemon Archipielago as follows: The Archipielago is not a set of 'steady' islands, but rather they are mobile. A set of engines very deep beneath them (technology so ancient that no-one nowhere, except the most crackpot of Ancient Pokemon archaeologists knows of their locations) keeps the islands of the Archipielago moving.

And even if every island is moving, how the hell do ocean conditions stay the same IN the Archipielago? Again, Ancient tech.

Lufy's pic is there, BTW, but it's a black outline. You'd have to copy it to see it. Sorry.
 

HELLO.....? ANYBODY THERE....?



SALCO. M-395 Antivehicular Plasma Canister.

Damage: 10d8.
Critical: -.
Damage Type: Fire.
Burst Radius: 5 ft.
Reflex DC: 18.
Range Increment: -.
Size: Small.
Weight: 4 lb.
Purchase DC: 20.
Restriction: Mil (+3).
NOTES: The explosion ignores the first 10 points of Hardness, only for the object immediately in contact with the canister. The Purchase DC covers a crate of 4 M-395s.

A large silver canister with a handle on top, the M-395 is capable of destroying most vehicles with one well-placed hit, and even sheking up the toughest of them.

In order to activate the M.395, the handle must be twisted (hard) clockwise from 'Safe' to 'Armed', which lights up a small ring around the top half of the explosive. The pre-set timer for the M-395 is of 10 seconds (2 rounds), but it can be modified for a longer (or shorter) countdown (Craft (Electronic) check, DC 18).
It is widely used by the Salusians and the Japanese Self-Defense Force.

PIPE BOMB.

Damage: 2d6.
Critical: -.
Damage Type: Concussion/Piercing.
Burst Radius: 5 ft.
Reflex DC: 12.
Range Increment: -.
Size: Small.
Weight: 2 lb.
Purchase DC: 6.
Restriction: Illegal (+4).
NOTES: The displayed Purchase DC (Complete with Restriction) is for a case of six bombs. The Purchase DC also covers enough ingredients to build six bombs (with no Restriction). It's a Craft (Chemical) check, DC 10 per bomb manufactured.


Manufactured by pretty much every kind of faction in Coreline at one point or another (but mostly by those who have to make do with what's on hand), the pipe bombs are classified as 'Primitive', 'Worthless', 'A Laugh' and 'A sign of Stupid, Useless Desperation' by the most powerful Fictions and Factions.
For the average survivor of the 23 Hours, it is STILL better than nothing.
 
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Verec

First Post
The Pokemon islands seem unduely complex. Stanford made me head-desk. And the pipebomb is too weak, and should deal some balistic or piercing damage from it's casing.
 

I corroected the Pipe Bomb damage, Stanford... well, I liked '300' and sincerely, with the madness that this world is, it's quite viable.

The Pokemon idea is just that, an idea. I just didn't knew where the hell to put the damn chain (although Aquarius gave a good idea for that) and watching 'Fafner in the Azure' (look it up on YouTube if you wanna, Wiki's crap), I thought "hmmm... it could probably work" (now, well, it seems that I was wrong, so I appologize).

In any case, good to hear from you, Verec.
 

Aquarius Alodar

First Post
marcoasalazarm said:
HELLO.....? ANYBODY THERE....?



PIPE BOMB.

Damage: 2d6.
Critical: -.
Damage Type: Concussion/Piercing.
Burst Radius: 5 ft.
Reflex DC: 12.
Range Increment: -.
Size: Small.
Weight: 2 lb.
Purchase DC: 6.
Restriction: Illegal (+4).
NOTES: The displayed Purchase DC (Complete with Restriction) is for a case of six bombs. The Purchase DC also covers enough ingredients to build six bombs (with no Restriction). It's a Craft (Chemical) check, DC 10 per bomb manufactured.


Manufactured by pretty much every kind of faction in Coreline at one point or another (but mostly by those who have to make do with what's on hand), the pipe bombs are classified as 'Primitive', 'Worthless', 'A Laugh' and 'A sign of Stupid, Useless Desperation' by the most powerful Fictions and Factions.
For the average survivor of the 23 Hours, it is STILL better than nothing.


*Flash of amythyst light*


".......Hey, thanks for the lift back, as always."


Yup..........Heeeeeeerrre's Johnny!

Hang on.............*reads*.....Whisky. Tango. Hotel? I'd have thought it wouldn't have a Restriction, what with civilisation imploding and all, you know? "*sigh* The point is somewhat heavy-handed, people, but then again, some of us *do* recognise when it's time to make like the Zionian resistance and *leave*."
 

Civilization imploded, but those who still enforce law and order REALLY frown at the damn things (dunno why, that with the massive amount of firepower one can casually buy. Probably CLULESS-related filtered perceptions).

Good to see you, Aquarius.
 

The Opening of the Barrier-Outer Rim Area 51 Disclosed
As mentioned before, right after the Virus, the Star Wars galaxy and its residents were quite leery of our little corner of space, sitting in an area beyond the Unknown Regions in another galaxy. After a little while, Earth was opened up to the Force and plenty of Star Wars alien species started pouring in. A new extension of the Perlemian Trade Route christened the Solaran Spine stretched from Felucia through the LeGrange colonies to Earth. Some aliens were surprised to find Force-users and other Star Wars aliens already on the planet. The Star Wars galaxy is pretty much a carbon copy of the post-Swarm War galaxy, with the exception of some species extinct at that time still alive and (more or less) kicking.
Polis Massan
Excellent doctors and archaeologists, Polis Massans are almost always found on Polis Massa. Some Earth doctors have visited Polis Massa to learn from the master medics of the planet. The Polis Massans are a cetacean species that has no verbal language to speak of (no pun intended) but have a sign language form and mild telepathy. Polis Massans can learn other languages, but cannot speak them, only understand them.
Species Traits
Size: Small.
Ability Modifiers: -4 Str, +2 Dex, +2 Int, +2 Wis.
Speed: 20 feet.
Psionics: At will-lesser mindlink.
Skills: Due to their background, Polis Massans gain a +2 bonus to Craft (Pharmaceutical), Knowledge (History, physical sciences), and Treat Injury checks.
Free Languages: Read/Write Polis Massan, Sign Polis Massan Sign Language, Speak one language (understand only).
LA: +0.

Kaleesh
Ferocious warriors from the Star Wars planet Kalee, the Kaleesh are honed in the art of combat. After the CLULESS event some of them were stranded in the rainforests of the islands near Costa Rica. When their Kalee brethren found them, they were surprised to find some wearing masks, not from the mumuu like the native Kalee Kaleesh, made from the skulls of some of Isla Sorna's mighty predators such as spinosaurus and the genetically-altered and enlarged velociraptors. Other than the Costa Rican colonies, few Kaleesh visit Earth, preferring to stay in their own little corner of the galaxy. Kaleesh are often considered handsome by other species under their intimidating masks (being pretty good intimidation even without them anyway) and are said to be similar in facial appearance to the Falleen.
Species Traits
Type: Monstrous humanoid.
Size: Medium.
Ability Modifiers: +2 Dex, -2 Wis, +2 Cha.
Speed: 30 feet.
Thermovision: Kaleesh have thermoreceptors that can be an aid to them in darkness. Any creature that gives off average heat or higher (see thermal targeting in d20 Future Tech) within 60 feet can be seen by a Kaleesh in all light conditions.
Species Enmity: The Kaleesh have an intense hatred of the Yam'rii, an insectoid alien species typically known as the Huk. They gain a +2 bonus to all attack rolls against Huk.
Free Languages: Read/Write and Speak Kaleesh and one language (usually English).
LA: +0.
New Item: Kaleesh Huntsman's Mask
This mask is designed from the skull of some ferocious beast killed by the wearer and is almost always worn by him or her. A Kaleesh huntsman's mask gives the wearer a +2 bonus to Intimidate checks. You can't buy a huntsman's mask in any legal circles since they are made by the hunter after his victory. For this reason and the fact that the only other real way would be to kill the maker and take the mask, Kaleesh will usually go for the throat of any non-Kaleesh wearing a huntsman's mask.
Weight: -; Purchase DC: 20 (off of the black market)

Pau'an
The larger of the pair of native species, the Pau'ans are the administrative and governmental half of the two. Some Pau'un features and habits, such as their sharp teeth and taste for raw meat, can be a bit unnerving at first. However, they aren't a particularly fierce people, usually welcoming outsiders. Some Pau'ans can be found in desert cities on Earth such as Cairo, most likely after travelling there for business purposes.
Species Traits
Size: Medium.
Ability Modifiers: -2 Str, +2 Wis.
Speed: 30 feet.
Stomach Integrity: Due to their raw meat diet, the Pau'ans have strong stomachs and are good at fighting off infections and poisons. They gain a +2 bonus to Fortitude saves.
Darkvision: See Chapter 8 of the Core Rulebook.
Free Languages: Read/Write and Speak Utapaun and one language.
LA: +0.

Mustafarian
The Mustafarians are native to the fiery planet Mustafar, famous for being the site of the turning point in the history of the Star Wars universe. Two subspecies exist, the tall and thin Northern Mustafarians and the short, stocky Southern Mustafarians. Both Mustafarian breeds haven't left their planet and entered the Star Wars galaxy, much less our solar system, but don't have much peace with the more dedicated and able Star Wars buffs visiting their planet to take in the scenery of the Episode III battle between Anakin Skywalker and Obi-Wan Kenobi. Some criminals have found themselves baffled when their blasters or laser weapons are stopped by the Mustafarian's fire-resistant shells.
Species Traits
Size: Medium.
Ability Modifiers: Northern- -2 Str, +2 Con, +2 Dex. Southern- +2 Str, +2 Con, -2 Dex.
Speed: 20 feet.
Fire and Energy Resistance 10: The Mustafarians' exoskeletons give them a resistance of 10 to fire and energy damage.
Volcanic Adaptation: Mustafarians are used to their fiery climate, and gain a +4 bonus to Constitution checks against thirst.
Low-Light Vision: See Chapter 8 of the Core Rulebook.
Skills: Mustafarians gain a +2 bonus to Spot checks and Southern Mustafarians also gain a +4 bonus to Balance checks.
Bonus Feat: Mustafarians gain the feats Armor Proficiency (Light).
Free Languages: Read/Write and Speak Mustafarian.
LA: +1.
New Item: Kubazian Skirt
Made by the Kubaz, these kilt-like garments are popular on Mustafar and other hot planets. A character wearing a Kubazian skirt gains a +4 bonus to all Fortitude saves to resist the effects of heat.
Weight: 1.5 lb.; Purchase DC: 16
New Weapon: Mustafarian Longrifle
These weapons are designed to get past the exoskeletons of the Mustafarians since they resist the fiery sting of laser and blaster weapons. These guns are mostly carried by Northern Mustafarian security forces for protection but are sometimes purchased by military forces of other species. Longrifles are made from materials that are light enough to be easily carried by the weaker Northern Mustafarians.
Mustafarian Longrifle
Damage: 2d8
Critical: 20
Damage Type: Concussion
Range Increment: 30 ft.
Rate of Fire: Single
Weight: 2 lb.
Magazine: 2 box
Size: Large
Purchase DC: 17
Restriction: Lic (+1)

Rishii
The Rishii are an avian species from the planet Rishi. A Rishii's dextrous hands allows it to wield the native wood, stone, and bone tools with great efficiency. Their favorite weapon is the sling, which they will use in flight to pelt prey from above. Some unfamiliar with Rishii may be quite annoyed when one starts to mimic every single word they say. Rishii have a fascination with spaceships (which they call "shiny rocks")
Species Traits
Type: Monstrous humanoid.
Size: Medium.
Ability Modifiers: -2 Str, +4 Dex, -2 Con, +2 Will, +2 Cha.
Speed: 30 feet, climb 20 feet, fly 40 feet (average).
Low-light Vision: See Chapter 8 of the Core Rulebook.
Skills: Rishii gain a +4 bonus to Spot and Listen checks.
Bonus Feats: Rishii gain the feat Archaic Weapons Proficiency.
LA: +2

Utai
The other natives of Utapau, the Utai are the worksman of the planet. The Utai tame the native dactillians and varactyls for use by offworlders and the Pau'ans. The only time an Utai is seen on Earth is when it has been brought along for the ride by a Pau'an or ship captain.
Species Traits
Size: Small.
Ability Modifiers: +2 Str, +2 Dex, -2 Wis.
Speed: 20 feet.
Utapaun Beast Taming: Utai gain a +2 bonus to Handle Animal checks when dealing with dactillions or varactyls.
Darkvision: See Chapter 8 of the Core Rulebook.
Free Languages: Speak Utapaun.
LA: +0.

Ongree
With their apparent upside-down heads and fishy eyes, the Ongree certainly stand out in a crowd. They can be found in many of the large cities with spaceports on Earth as well as plenty of planets in the Star Wars galaxy.
Species Traits
Size: Medium.
Ability Modifiers: -2 Str, +2 Dex, +2 Wis.
Speed: 30 feet.
Stalked Eyes: Due to the rotation abilities of the Ongree's eyes, they are never considered flat-footed in combat.
Skills: Ongree gain a +2 bonus to Diplomacy checks.
Free Languages: Read/Write and Speak Ongree and one language.
LA: +1.

Shawda Ubb
These potbellied amphibians are native to the swampy planet Manpha but sometimes travel with musician groups. A few of them were thrown into the Florida Everglades after the Virus. The Shawda Ubb-made growdi instruments are popular items in the music business.
Species Traits
Type: Monstrous humanoid
Size: Small.
Ability Modifiers: +2 Str, -2 Dex, +2 Con, +2 Cha.
Speed: 10 feet, swim 10 feet.
Poison Spit: As an attack action, a Shawda Ubb can spit a 15-foot stream of paralytic poison. The target must make a Reflex save (DC 18) or be paralyzed for one hour.
Free Languages: Read/Write and Speak Shawdubb.
LA: +1.

Kamarian
The Kamarians are a species of insectoid aliens from the planet Kamar. Two species of Kamarian exist, the mountain Kamarians, who have reached nuclear-level technology, and the Badlanders, a superstitious, primitive, subspecies with a reverence for water. You won't find many offplanet with the exceptions of stowaways and Badlander water cultists. Visitors are advised to keep their liquid resources hidden, because a lack of doing so might get your drinks stolen. It is also a good idea to not look like Han Solo.
Species Traits
Type: Monstrous humanoid.
Size: Medium.
Ability Modifiers: +2 Str, -2 Dex, +4 Con.
Speed: 20 feet, climb 20 feet (mountain Kamarians), burrow 20 feet (Badlanders).
Darkvision: See Chapter 8 of the Core Rulebook.
Four Arms: See the Quadrillian entry.
Damage Reduction 6/sonic: See Chapter 8 of the Core Rulebook.
Natural Attacks: Kamarians have a claw attack with each of their hands dealing 1d4 damage and a sting attack dealing 1d6 damage.
Skills: Mountain Kamarians gain a +2 bonus to Balance and Climb checks, while Badlanders have a +4 bonus to Survival checks.
Desert Adaptation (Badlanders only): Badlanders gain a +4 bonus to Constitution checks against starvation and thirst, as well as a +2 Fortitude bonus against extreme heat.
Bonus Feats (Badlanders only): Badlanders gain the feat Archaic Weapons Proficiency.
Free Languages: Speak Kamarian.
LA: +2.

Tintinna
Also known as Tin-Tin Dwarves, the Tintinna are a little rodent species possibly related to the ferocious Ranats. They can move quite fast in spite of their short legs. Despite their animalian appearance, Tintinna are amazing at utilizing technology when around it. If seen offworld, a Tintinna will usually be in the company of a smuggler, traders, starship pilot, or mechanic that decided to let the little alien have a ride. Some just drop them off while others will take them as pets or, if they realize their sentience, partners. Tintinna can now be found making colonies in the sewers and back alleys of several cities.
Species Traits
Type: Monstrous Humanoid.
Size: Small.
Ability Modifiers: -4 Str, +2 Dex, +2 Wis, +2 Cha.
Speed: 30 feet, burrow 20 feet.
Darkvision: See Chapter 8 of the Core Rulebook.
Free Languages: Speak Tintinnese.
LA: +0.

Yaka
The Yaka are another example of Arkanian engineering. Once primitives, the Yaka are now one of the most intelligent species in the galaxy. The species has a slightly sadistic sense of humor and are often a bit discomforting to some species. In infancy, a Yaka is given cybernetic enhancements, meaning that every member of the species is, in a sense, a cyborg.
Species Traits
Size: Medium.
Ability Modifiers: +2 Str, +4 Int, -4 Cha.
Cybernetics: Every Yaka has some form of cybernetics in him or her. Choose one of the following for a Yaka to have at 1st level: anti-shock implant, identity chip, nightvision optics, subcutaneous armor, or body repair weave.
Bonus Feats: A Yaka gains the feat Cybertaker and (if they qualify for it) Heavy Weapon Holder.
Free Languages: Read/Write and Speak Yaka and one language (usually English).
LA: +1

Tynnan
An amphibious mammal species descended from dam-building castoroids, Tynnans live in the cold planet Tynna. While a bit slow on land, their powerful flattened tails and webbed limbs propel them through the water. They are calculating and well-prepared, an example of which would be during the Rebellion era. They had erected an impenetrable defense shield over the planet that protected them from the assault of the Empire.
Species Traits
Type: Monstrous humanoid.
Size: Medium.
Ability Modifiers: -2 Dex, +2 Int, +2 Wis.
Speed: 10 feet, swim 40 feet.
Darkvision: See Chapter 8 of the Core Rulebook.
Cold Resistance 10: A Tynnan's thick blubber gives him or her 10 resistance against cold damage.
Free Languages: Read/Write and Speak Tynnan and one language.
LA: +1.

Lamproid
The Lamproids are native to the planet Florn and resemble serpents. Descended from intestinal parasites, Lamproids are ferocious predators. While some have been known to telepathically communicate with other species, it is not confirmed to be a talent shared byh every member of the species. Having no arms, they cannot write but they can (biologists assume) read. On Earth, Lamproids are often mistaken for really big lampreys.
Species Traits
Type: Aberration.
Size: Medium.
Ability Modifiers: +2 Dex, +2 Wis, -4 Cha.
Scent: See Chapter 8 of the Core Rulebook.
Darkvision: See Chapter 8 of the Core Rulebook.
Constrict: As per Medium constrictor.
Natural Attacks: Sting 1d4 damage, mouth rasp 1d6 damage.
Poison: Lamproids have a nasty poison delivered with a successful mouth rasp attack. Fortitude save-DC 19. Initial-paralysis 2d8 rounds. Secondary-1d6 temporary Constitution damage.
 

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