CORELINE (D20 Modern/D20 BESM Setting).

Aquarius Alodar said:
Okay, to start with, your comment about the Hanyous is very much agreed with. As for your answer on the Instablity: thanks. Just a random 'oh, frell' moment on my part there.

Hanyous: just as the Red-Eyes (post to come soon) is pretty much a race of Rei and Kaworu clones, the Hanyous could just easily be a 'race' of Inu alts and based ACCs (who, well, considering the way the world is, have gone so far into changing themselves from the 'templates' that is hard to believe they are (or were) IY). In any case, well.... packing a heavy-caliber gun, than, becomes a good idea around them.

In any case, if you want to, then I'll erase it or change the flavor text, then.

And a series that my cousin wants me to add to this mess: Avatar. Have a couple of ideas concerning a mini-Fire Nation here, and found a couple of rules for (pseudo) Bending.
As soon as I brush them, I'll add them here.
 

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Aquarius Alodar

First Post
marcoasalazarm said:
Hanyous: just as the Red-Eyes (post to come soon) is pretty much a race of Rei and Kaworu clones, the Hanyous could just easily be a 'race' of Inu alts and based ACCs (who, well, considering the way the world is, have gone so far into changing themselves from the 'templates' that is hard to believe they are (or were) IY). In any case, well.... packing a heavy-caliber gun, than, becomes a good idea around them.

In any case, if you want to, then I'll erase it or change the flavor text, then.

Very good counterpoint there, so I'd say: carry on as is.

marcoasalazarm said:
And a series that my cousin wants me to add to this mess: Avatar. Have a couple of ideas concerning a mini-Fire Nation here, and found a couple of rules for (pseudo) Bending.
As soon as I brush them, I'll add them here.

I've also had a couple of ideas for 'Switzerland'-esque powers in the heaving dung storm that is this alternate Earth, circa November 5, 2003 (well, the campaign *does* begin at most a year Post-Vanishing, as you originally stated):1, 2 (w/more to follow.....or not)

Edit: And political entity number three.
 
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Switzerland: The Confederation of Magic. Like the Neo-African State, Switerland was taken over by beings from Fantasia, the Labyrinth and Oz during the 23 Hours and then was reformed into a nation of their own, led by the Childlike Empress (Mr. 'Triple-B' and Dorothy are their ambassadors). Post-Vanishing theorists have published their beliefs that those artifacts and beings from Fantasia that appeared on Coreline were brought here by what was (at the time of the Hours) believed to be the 'Nothing'.
The Confederation has an open-arms policy for magical Fictions of all kinds, and has inherited Switzerland's neutrality policy.

Eastern Germany: Neo-Amestris. The nation has been reformed to reflect a 'modernized' version of the nation seen in 'Full Metal Alchemist', and the most-practiced type of magic in the country is FMA-style 'Alchemy'. Western Germany and several other surrounding countries distaste the Neo-Amestrians' views towards Anthropomorphic races, Moreaus and bio-technology users (since bio-tech's 'Human Alchemy' and Moreaus are 'Chimeras', in their point of view), aside from the fact that they openly use the term 'Fuhrer' for their appointed President-and needless to say, most other 'modern' Fictions know enough of WW2 to have the term give them a bad feeling.
 

Aquarius Alodar

First Post
marcoasalazarm said:
Switzerland: The Confederation of Magic. Like the Neo-African State, Switerland was taken over by beings from Fantasia, the Labyrinth and Oz during the 23 Hours and then was reformed into a nation of their own, led by the Childlike Empress (Mr. 'Triple-B' and Dorothy are their ambassadors). Post-Vanishing theorists have published their beliefs that those artifacts and beings from Fantasia that appeared on Coreline were brought here by what was (at the time of the Hours) believed to be the 'Nothing'.
The Confederation has an open-arms policy for magical Fictions of all kinds, and has inherited Switzerland's neutrality policy.

Given what I've seen of these three movies (OK, two movies and one very extensive book/comic series; Judy Garland, gods be thanked, does not count here) Switzerland is, in any event, simply a beachhead for the above realities, at least as far as a closed meeting of the UN Security Council is concerned, and a beachhead it shall remain.

marcoasalazarm said:
Eastern Germany: Neo-Amestris. The nation has been reformed to reflect a 'modernized' version of the nation seen in 'Full Metal Alchemist', and the most-practiced type of magic in the country is FMA-style 'Alchemy'. Western Germany and several other surrounding countries distaste the Neo-Amestrians' views towards Anthropomorphic races, Moreaus and bio-technology users (since bio-tech's 'Human Alchemy' and Moreaus are 'Chimeras', in their point of view), aside from the fact that they openly use the term 'Fuhrer' for their appointed President-and needless to say, most other 'modern' Fictions know enough of WW2 to have the term give them a bad feeling.

As a close friend of mine might put it: Mattsu. Still, they certainly would seem to rank above the KOTT and this worldline's version of the Avengers of Humanity in terms of immediate military threat, I suppose.
 
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Probably, within the borders of Neo-Amestris, though (but knowing how much of a bastard the Homunculus known as 'Fuhrer Bradley' is, expect all kinds of skeletons in the closet-a lot of them that had already been seen during the series, some more 'modern').

On the bright side, Alchemy now draws from the same type of ambient energy that does the Psionics and Magic (I thought that in the series it was believed to be souls or something, right?).

NOTE> WHFrak does 'Matsu' means? 'Damn'?
 
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Edited some of the above posts (added several races w/illustrations and Hakubi Customs depiction), and now:

GENETIC INFANTRYMEN (Gen.I.s).

radrogu2.gif

Depiction of Genetic Infantryman in action, made Pre-Vanishing.

Developed on an alternate universe for nothing but war, they are tough, efficient… and expendable. Created in their home universe by one of the factions of a civil war in a planet that was hit day in and day out for the better part of two decades with biological and chemical weaponry, their chief advantage over any other kind of ‘super-soldier’ enclave out there in Coreline is their immunity to all kinds of chemical-biological attack.

Nick-named ‘the Blue Men’ (or ‘the Smurfs’ in the street), they have been believed to be all but exterminated in their home universe. However, they have appeared in Coreline by the lots and were immediately drafted into the English SAS (the main unit using them has been nick-named the ‘Blue Men Group’). Their implanted ‘soulchip’ technology has become researched and has become a standard of several other units and agencies.

Racial Traits.
*+2 Str, +2 Con, -2 Wis. Genetic Infantrymen are tough and strong, but were designed to be ‘grunts’ in other aspects.
*+6 bonus to resist biological/chemical weapon effects: The atmosphere of their former planet was nothing but one humongous cloud of toxins. They were designed to all but walk thru them unharmed.
*+2 bonus to resist radiation effects. Strangely, the war over on their homeworld used little nuclear weaponry and on a limited scale, and this part of their design wasn’t as big as the toxic resistance aspects.
*Resistance to Energy (acid) 10: A side-effect of said warfare was a massive production of acid rains.
*Starting cybernetics: Soulchip. All G.I.s have it implanted from development, in order to ‘reduce costs’ in training new soldiers. Just clone, plug and go.

New technology.

Fast-Growth Cloning

One of the many technologies Fictions have access to is the ability to grow clones at an extremely accelerated rate, thru the use of muscle electro-stimulation. Although on several universes cloning has been established as easy and even dirt-cheap, the fast-growing is still in its prototype stages, especially in Coreline.
This allows a body to be completely regrown, without any ability adjustments due to level, enhancements (excluding genetic engineering) or damage being applied, within 2d4 days.
The body will be mindless, however.
Cost: 35.
Restriction: None

Memory Engram Recording
The brain is a highly complex organ. With the furrows and ridges of the brain, as well as stored electrical and chemical charges making up personality, memory and intelligence.
With advanced tissue mapping and imaging, electrostatic mapping, and neuro-chemical tracking, the science of recording the "person" from the brain has been advancing in long steps. Sadly, at the time it is expensive, and care must be taken from keeping the recording from awakening. Those recordings that ‘wake up’ usually hit the virtual "panic button" and request either being put back to sleep, or petition for Artifical Sentience Status.
This keeps all skills, feats, muscle memory, etc at the time of the recording. When combined with the Fast-growth cloning, this allows a PC to be technologically resurrected if they are killed.
Cost: 30.
Restriction: Licensed (+1).

Soulchip
(Extremely) rapid advances in neural mapping courtesy of retro-engineered Fiction technology, the Soulchip is a spinoff technology of the Mental Engram Recording (above) science, and represents a massive leap in recovering those who have died.
In use solely by the military (and some other shadowy organizations) at this time, as the procedure is experimental at best, and the long-term psychological effects are unknown, this chip stores the person's memories of whom it is implanted in.
When the person is killed, the soulchip is designed to do one of two things: one is to broadcast a high-powered, highly compressed signal to an established computer (a.k.a. "Soul Catcher") via an FTL communications wave, where it is recorded.
If for whatever reason the Soulchip cannot perform the communication, they go to ‘backup mode’, where they retain the person’s memories for a passing subject (usually a fellow soldier) to retrieve the chip and carry it to a safe location where they will be downloaded. A tiny built-in A/V sensor system and speaker allow the recorded personality to communicate.
Combined with Force Growth Cloning, a dead character can be back in action within 2d4 days.
Cost: 35.
Restriction: Military (+3)

Soulchip Socket
Sometimes the personality that is inside the Soulchip will desire to help whoever picked it up, and sometimes it will be necessary to link it up to something (to keep it powered, or for it to help).
The Soulchip Socket Gadget can be added to both a weapon or a piece of gear, and allows a Soulchip to be connected to said devices. If added to a piece of gear, the Soulchip’s personality can make rolls in case of the character (using the personality’s skills), or can fire the weapon (using the personality’s BAB and feats, such as Burst Fire and Autofire-if the weapon allows for them to be used). A piece of gear or weapon can only have one Soulchip Socket. The Gadget also adds a basic set of sensors to the piece of gear and the weapon,if they lack it, for the personality to see its surroundings.
DC Modifier: +4.
Restriction: Military (+3).

33-S BOOMER

sylvie02.jpg

Depiction of the 33-S Boomer 'Sylvie', taken from her Core Universe series, 'Bubblegum Crisis'.

They were built originally as 'sexaroids', but were banned in their core universes' Earth because they had a little 'something extra': they could link with other computers-most specifically, those of advanced weaponry.
On Coreline, thanks to the massive advent of 'construct' and 'Artificial Intelligence' Fictions, the 33-S Boomers have managed to obtain a semblance of belonging, but there's also lots of people who hate them, both from their home universes and from others (for example, the Colonial Remnant slander of "Toaster" is now applied to both them and any Cylons that are on Coreline). As well, since they are still only being produced mainly by Genom (although Stingray Industries has started a limited production run of 33-Ss), they stil feel that they are 'owned' and are searching for their 'freedom' from the megacorp.

Racial Traits:
*Type: Humanoid (Construct).
*Medium-Sized.
*+2Dex, +2 Cha, -2 Wis.
*30 ft. Speed.
*Computer Link (Ex): 33-S Boomers can connect to other computers and access them faster then a normal operator. To connect, the 33-S Boomer must use specialized interface systems or improvise a connection using a wire. In order to do so, the 33-S Boomer must cut thru its skin to access its internal interface ports, doing 1 point of damage to itself.
Once connected, the 33-S Boomer can do a computer-based task taking 1 or more minutes in a full round, while a task requiring 1 or more hours takes 1 minute. The 33-S cannot move during this connection, and so, it loses its Dexterity bonus to Defense, aside from a -2 to any other actions, since it must concentrate for the interface to work.
Disconnecting takes a move action.
*Hypnotic Eyes (Ex): A specialized laser-based luminescence mechanism inside the eyes of the 33-S Boomer allows it a limited hypnotic effect. To do so, the 33-S must do a gaze attack roll, range 30 feet, with the target making a Will saving throw (DC 10 + ½ 33-S’s level + 33-S’s Cha modifier). If the roll is failed, the gazed character will be charmed with one simple command (like ‘go to sleep’ or ‘forget you saw me’).
*Fangs: A 33-S Boomer is equipped with retractable fangs to draw blood. These fangs deal 1d4 (piercing) damage.
*Blood Dependency (Ex): A ‘failsafe’ device created by Genom to prevent ‘rogue’ 33-S Boomers from ‘going too far’ (or rather, to insure their slavery), it is attributed to a programmed ‘seal-off’ of the 33-S’s capabilities to produce its own blood.
A 33-S with this system still activated is slightly anemic. A 33-S with this system activated cannot regain lost hit points naturally, furthermore each day that the damage goes unhealed the 33-S loses one hit point. If a 33-S has a steady supply of blood (artificial or natural-at least must take a pint once per day) it can heal regularly. The 33-S doesn’t obtains any bonuses from drinking blood after the system is deactivated, or a higher amount.
A 33-S must also obtain blood once a month to maintain its metabolic processes (again, it must be at least a pint).

For the Blood Dependency system to be deactivated, specialized software must be downloaded into the 33-S. Stingray Industries-manufactured 33-S Boomers already have such a software downloaded, while Genom-manufactured 33-S’s do not. This software is highly guarded inside Genom and S.I. R&D facilities.
*Skill Bonus: 33-S Boomers have a +1 bonus to Computer Use and Bluff skills.
Level Adjustment: +2.

ZENTRAEDI
Micronized and Large-Sized Zentraedi holding a conversation (taken in the Colombian Jungle, 23 days Post-Vanishing.)
jungle-zentraedi.gif


Created in their home universe by the Tirolian Robotech Masters, they are a giant genetically-enginnered warrior race, considered disposable and following the mandates of a history filled with lies. When they first arrived to Earth, they did so searching for a ship lost to them, which had by then been refitted by the local humans to fight back. All of the following fighting revealed several things, such as their genetic similarities with humans, the humans’ unending (and near-maddening) resourcefulness, and the fact that, for all the power available to them, the Zentraedi’s creators should have thought of giving them something like ‘pop culture’.

The Zentraedi that had appeared in Coreline come from many alternate timelines regarding the series (funnily, though, that they have been the newest representatives of the whole ‘Robotech-vs.-Macross’ rivalry that has known to a good deal of Anime fans Pre-Vanishing), in either of two sizes: the standard ‘super-size’ Zentraedi and the ‘micronized’ Zentraedi.
Another large distinction also appears between their appearance during the 23 Hours and a short time Post-Vanishing, when a good number of the Zentraedi have adapted to Earth culture-especially after losing a number of fights to the ‘Minmay Tactic’ or quick-talking.
Units and teams that have obtained Zentraedi say that they can be ‘loyal, reliable, and in time even amiable, but those first times you wanna crack a joke at them is a pain.’

Racial Traits
-Micronized Zentraedi and general traits:
*Medium-Sized Humanoids.
*Speed of 30 ft.
*+2 Strength or Dexterity, +2 Constitution, -2 Charisma: they have been brought up as warriors for countless generations, and so, it’s pretty hard to them to show a soft side.
*Newly-appeared Zentraedi may not select Charismatic Hero or Charismatic Ordinary as their first class: again, warrior upbringing. Their concept of ‘charisma’ mostly comes down to being on the right side of a weapon when making an order.
After a time of exposure (roughly three or four months), Zentraedi have enough of a grasp on the concept of ‘charisma’ to ‘give it a shot’. The GM might then let the Zentraedi cross-class into the Charismatic Hero or Charismatic Ordinary classes, but not before.
*All Zentraedi must select either the Emergency Services, Military, or Technician occupations. And again, their upbringing. For them, it’s just the battlefield and how to survive on it.
*Newly-appeared Zentraedi suffer a -2 penalty to all Bluff, Disguise, Forgery, Gather Information, Knowledge (art, behavioral sciences, business, current events, earth and life sciences, physical sciences, popular culture, streetwise, theology and philosophy), Perform, and Sense Motive checks.
After a time of exposure (roughly three or four months), they might have become acclimated to Earth culture, and these penalties may be reduced to -1 or eliminated altogether at the GM's discretion.
*Zentraedi suffer a permanent -2 penalty to all Craft and Repair checks.

Full-size Zentraedi use the above stats, with the following modifications:
*Size changes to Gargantuan (apply size penalties as appropriate).
*Speed of 50 ft.
*+24 Strength, +12 Constitution (as well as a corresponding increase in hit points).
*-4 Dexterity.
*Damage reduction: 10/--.
*Level Adjustment: +3.

The Second:

U.R.T.V. (U-DO Retro Virus) Units:
Normal U.R.T.V. Units during a firefight (taken during the 23 Hours in Tokyo).
URTVS.jpg


A 'Special' U.R.T.V. Unit (nothing is known, only that it goes by the nick-name 'Jr.').
Rubedo.jpg


Produced as biological weapons aganist a xeno-biological menace (Base Universe: Xenosaga), these clones were considered to be completely eliminated (except for 3 or 4) in their home universe, but on a number of Alternate universes, some more survived or were created aside from the original 669.
Of the original 669, 665 were 'normal' and 4 (the last ones) were 'special'.
Again, this number varied on some Alternate universes.
When they arrived to Coreline, they discovered that some things from their universe had come as well (although the thick of it was from 14 years ahead in their timeline), and some not. The lack of the U-DO menace had left them without a purpose to exist, but they soldiered on.

RACIAL TRAITS:
*+2 Int, +2 Will: Speed of mind and mental toughness were requisites of their construction.
*Medium-Sized Humanoids.
*30 Ft. Speed.
*When creating a U.R.T.V. Unit character, roll 1d10.
Result: -1 to 5, the character is a 'normal' U.R.T.V. Unit.
-6 to 10, the character is a 'special' U.R.T.V. Unit (see 'Special Abilities', below).

All U.R.T.V. Units have the following:

*Hive Mind (Ex.): On combat conditions, U.R.T.V. Units can willfully go on a 'Hive Mind' mode for battlefield coordination. This psionic connection has a one-mile radius (all U.R.T.V. Units must stay within a mile of each other for it to work). Any knowledge of a tactic that works aganist an enemy will instantly be known by all others in the link nearby. While in the 'Hive Mind' mode, U.R.T.V. Units are immune to all mind-affecting spells and powers. However, this ability is mentally draining. Whenever the 'Hive Mind' mode is deactivated, all Units that were linked will suffer a -2 penalty to all Will saves, Wisdom and Intelligence-based skill checks for the following 1d4 rounds.

*Telekinesis (Sp): 3/Day, Manifester Level 10, Save DC 10 + U.R.T.V. Unit's Key ability modifier + Power Level.

Special Abilities: A number of U.R.T.V. Units were engineered with additional abilities (on the core universe, this was from Unit 666 to Unit 669, but this could have changed on Alternate Universes). U.R.T.V. Units with these abilities were considred 'monsters' by other U.R.T.V. Units, although on more than one Alternate Universe, they earned the respect of their fellow Units. They are easy to distinguish because of having different eye and/or hair color than their 'brothers'.

The following table shows the more commons abilities added to 'Special' Units, but the GM could authorize additional mutations if he so desires.

Special Abilities (Roll 1d8)
1-2: Immunity to Aging Effects (including natural).
3-4: Regeneration.
5-6: Suggestion (3/Day, Manifester level 10, Save DC 10 + U.R.T.V. Unit's key ability modifier + power level).
7-8: Lesser Body Adjustment (1/Day).
9-10: Fire Bolt.

Level Adjustment: +1 (Normal U.R.T.V. Unit), + 2 (Special U.R.T.V. Unit).
 
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"YIPPING DOOM" BIO-GRENADE.
An outlawed weapon, it is described as 'fun' by its creators-and the sadists that use them.
The "Yipping Doom" is a small dog mass-cloned from stock genetic material (typically terriers, although there's also German Shepherds and Chihuahuas on this mix) and genetically modified with a small pouch of highly volatile gasses on its belly. This pouch remain inert until the pre-set "pin" is set off, then the dog will get a powerful case of the hiccups (which makes the signature "Yip!" sound, and mixes the air it breathes with the gasses) and some 12 seconds later will explode in a powerful fireball.
-STATS: Use the stats for a Small Dog (pg. 234 of the D20M rulebook, the "Friends and Foes" section), adding the following Special Quality (SQ):
--GAS POUCH (EX): The dog has a small pouch of volatile gasses on its belly. This pouch remains inert until the biogrenade "pin" is released (usually by pulling hard on its ears or giving a voice order). The dog will then get the hiccups and explode 2 rounds later. This explosion does 4d6 (fire) damage over a 20-ft. radius (Reflex DC 15), and kills the dog.
It increases its CR to 1.

-MadRei:
CR , Medium-Size Humanoid, HD 2d8+3, hp 19, MAS 15, Init +1, Spd 30 ft, Defense 13, Touch 12, Flat-Footed 11 (+1 Dex), BAB +1, Grap +1, Atk +1 Melee (1d4 bite) Full Atk +1 (1d4 bite), FS 5ft by 5 ft, Reach 5 ft, SQ Low-Light Vision, Ability Score Reduction (Wis, 1d4, For save DC 12), AL none or master, Sv Fort , Ref , Will , AP +0, Rep +0, Str 10, Dex 12, Con 10, Int 11, Wiz 10, Cha 13.
Skills:

Feats: Dodge, Simple Weapons Proficiency.
Advancement: By Character Level.

A maddened, cloned Rei body that has little intelligence, no fear, and nothing more than a primal need to attack everything that moves, except its master. It is not very strong or tough, but it compensates for it by attacking in extremely large numbers. (Think “End of Eva” meets “28 Days Later”).

Space Spider

Huge Monstrous Spider: CR 6; Huge Vermin; HD 10d8+10; HP 55; MAS 12; Spd. 30 Ft. (40 Ft. for hunting spider); Fly 60 Ft. (80 Ft. for hunting spider, Poor Maneuverability); Defense 16, Touch 11; Flat-Footed 13 (-2 size, +3 Dex, +5 natural); BAB +7; Grap +19; Atk +4 melee (2d6+6 bite); Full Atk +4 melee (2d6+6 bite); FS 15 ft. by 15 ft.; reach 10 ft.; SQ Damage Reduction 5/-, Energy Resistance (Cold 10, Fire 10), Blindsight 120 Ft., Vacuum Survival, immune to mind-affecting attacks, resistant to massive damage; AL none; SV Fort +8, Ref +6, Will +3; AP 0; Rep +0; Str 19, Dex 17, Con 12, Int --, Wis 10, Cha 2.
Skills:Climb +16, Hide +1, Jump +4 (+10 for hunting spiders); Move Silently +9, Spot +12.
Feats:Zero-G Training.
Advancement:None.

-Vacuum Survival (EX): It doesn't needs to breathe at all. It can exist in zero-atmosphere environments.

Mass-produced out of stolen plans, the 'Space Spider' was supposed to be an attempt to replicate (in a way) the Radam 'Crab'. Now, it is the toy of lots of mad-scientist-types, and some specimens have also escaped and have managed to become an (extremely) dangerous pest for space travel.
 
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Aquarius Alodar

First Post
marcoasalazarm said:
Probably, within the borders of Neo-Amestris, though (but knowing how much of a bastard the Homunculus known as 'Fuhrer Bradley' is, expect all kinds of skeletons in the closet-a lot of them that had already been seen during the series, some more 'modern').

You know, I initally had images of AT LEAST the KOTT doing a covert 'recruitment drive' up there. But, apparently, it would more likely just end up raising all dren.....wouldn't it?

marcoasalazarm said:
On the bright side, Alchemy now draws from the same type of ambient energy that does the Psionics and Magic (I thought that in the series it was believed to be souls or something, right?).

NOTE> WHFrak does 'Matsu' means? 'Damn'?

OK. One: 'Mattsu' is basically your classic 'Oh, shi-'. type of expression. That other one you have there translates as 'Kuso'.


Two: Well *shakes head* I really haven't seen FMA.......yet, so I wouldn't know exactly. But probably, yeah.
 

(A 1950s-style Police Call Box pops from thin air and its door opens, and a small man walks out of it).

"So, well, the good news are that 'Dr. Who' has started to broadcast over on Latin America. Bad news, sort of, are that it's only going so far on the second episode with the Ninth Doctor. Oh, well, it's enough for me to make some assumptions for this setting.

So, well, Gallifrey is on this setting, but considering all things, it's an alternate version from some point before -WAY before- the Last Time Wars. But since 'canonically' the place is nothing but a dead rock, CLULESS has put it in a time-space pocket. So in order to reach it, not only do you have to do an FTL jump, but you have to breach the time barrier around the planet-like, say, with a TARDIS.

Their view in this setting would be to try and help other nations (like Coreline Earth proper) police any attempts to change the timeline in an abrupt fashion (like, say, assassinations to make Crystal Tokio happen-even if, of course, it's more of an exercise in dumb thinking). Just standing there and watch ain't gonna change things, they believe. It's time to act.

My idea for a Galifreyian Race was that the 'normal' one obtains three regenerations fromt he get-go, and those who become Time Lords would get an additional regen per level (I'd say it would be an AdvC) to get to the 13.

That said, well, it's time to go for today. Hope to hear from you all later."

(The man walks back into the Call Box, which disappears in thin air with this odd sound).
 
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Time_Traveling_Hobos_by_pirpintine.jpg

When they hit, they hit, irregardless of who stands in the way. Case in point, this is a depiction of Timeline Collision and Omake Shift Instabilities at work.
Needless to say that the Doctor was embarrassed when it ended.


DIMENSIONAL INSTABILITIES

Though rare and never of a permanent duration, these instabilities are nevertheless very disconcerting. The reason behind them was because the CLULESS Virus re-wrote the reality on the immediate surroundings of any infected computers during the Hours in order to accept the Fictions. It was not, however, a delicate job. It was somewhat more akin to hitting the fabric of reality with a sledgehammer and then step back and see what happened, and there’s of course the fact that some infected computers didn’t triggered yet…
The Coreline Humans (especially the Pre-Vanishing ones) are immune to the effects themselves, but the Fictions surrounding them… well, they’re another story.

The following are nothing but a tiny example of the bundle of instabilities that are common. Some others exist, but they are even more rare.
As an additional note, the GM must remember that these instabilities are mostly there for the sake of annoyingness and ‘comedy’.

RULES: Whether deciding to apply a dimensional instability, roll a D10.
RESULT:

1-2: Linguistic Fracture.
3-4: Subtitle Fracture.
5-6: Omake Shift.
7-8: Continuity Fracture.
9-10: BGM Fracture.
The instabilities have a range of (d100) meters from an active CLULESS-infected computer. The effect lasts (d20) minutes, and they immediately end once the time is up, characters leave the area, or the computer is destroyed or shut down. Multiple computers might have enabled instabilities, so the averaged ‘middle’ of the rolled areas of effect will have both effects running, with the longest roll and shortest roll having the stronger effect in their respective areas.

“Well, I think /que necesitamos que/nanita suru yo!”
“Si, pero…/what can we do?/Kare wa totemo tsuyoi da naa…”

+Linguistic Fractures: For reasons unknown, the most common type of dimensional instability affects the linguistic knowledge of those in the area, causing them to speak a different language without even realizing it. English seems to be the most common, though Spanish, French, Italian, Mandarin, Cantonese and others have been encountered at times. This normally goes unnoticed unless someone inside tries to speak with someone outside the instability-or worse yet, two instabilities occur simultaneously within earshot of each other.
It’s possible to communicate somewhat normally under these conditions, usually by using pantomime or relying to a broken version of English for a method of communication. This requires an Int roll (DC 15) each turn to remain coherent.

“/Damn! My car’s ruined, and I had 30 payments to go on it…/”
“Uh… Miss? I can read what you’re thinking…”

+Subtitle Fractures: A variation of the linguistic instability, it instead displays subtitles (in possibly a random different language, although they do appear sometimes in the same language as the character’s-like ‘Close Captions’) in a location close to the character (for example, at chest level when he’s talking, but at times by knee or ankle level). This normally is nothing more than a visual annoyance-but sometimes, the subtitles display the character’s thoughts, as if they were on a ‘soliloquy’ moment in a series.

“WhEEEEEE!!!!!”
+Omake Shift: Another type of Instability is called an ‘Omake Shift’, whereby a perfectly ordinary group in the area will have a very brief episode of extreme sillyness. On some Fictions, this also makes them change to Super-Deformed (SD) proportions. More often than not, the events of an ‘Omake Shift’ can only be remembered only hazily, and apparently haven’t happened in the normal level of existence.
Rules-wise, whether an Omake Shift happens, all characters obtain a temporal Intelligence/Wisdom Drain of 1d4 (this will never become fatal, resisting roll of DC 15), all attacks become subdual damage (regardless of the kind of weapon) that is immediately healed after the Shift is over, and on some cases (50%), the characters become SD, obtaining a +2 to Charisma (is almost blasphemous to think of an ‘ugly’ SD), and their size becomes Small, regardless of their real size, until the Shift is over.

“Uh, girl… she’s your worst enemy. She wants you dead, you want her to stop annoying you.”
“What are you TALKING about? Me and her come a long time back… no better gadgeteer to be watching my back.”
“And you’re both SUPPOSED to be SCHOOLGIRLS!!!!”

+Continuity Fracture: And this is where things get outright annoying. A Continuity Fracture scrambles time itself for the Fictions in the area, changing the present and the past as it applies to those in it. People are always pretty much the same in terms of looks, personality, and abilities, but the background and current situation are generally completely changed. Some of them might change looks in some way, but this is the more extreme of cases.
Some of the more geeky of Pre-Vanishing Humans have compared this to suddenly switching from a given TV series to its OAV or manga versions.
The GM has the final say on the exact changes to a given Fiction character inside the instability (‘the more things change, the more they stay the same’), and there’s a 10% of the continuity changes becoming permanent on the character.

“Somebody please tell me I just didn’t heard the ‘Jaws’ theme…”
+BGM Fracture: It is called ‘BackGround Music’ precisely because when it’s active, any and all characters inside it can hear the themes and background music as a viewer watching a series would. As all soundtracks, there’s situational music, character themes, music ‘inspired on’ and some other things. This is most definitely an annoyance most of the time, however it makes smart characters very hard to catch by surprise, since they’ll invariably hear the music building up well before an opponent is ready to strike.
RULES: Characters in a BGM Instability can make Listen and Knowledge rolls (DC changes by volume of the actual music, distractions and surrounding noise, GM’s call). Success of the roll can give them the following information:
-Character currently ‘in action’ (by the ‘character theme’);
-Fiction Series currently ‘ruling’ the area (by series theme or situational music);
-Incoming danger (by background music buildup or character theme). This latter can give them a +1 to response rolls during surprise rounds, or can get to negate them altogether.

“’Poke, poke, poke, yawn’, yeah, yeah, yeah…. QUIEEETTT!!!”
Dunn-omatopoeia
A particular trademark of the art of Ben Dunn is his use of onomatopoeias for the most absurd, quiet actions that happen in the panel. They can be small notes (‘quiet’ onomatopoeias) or large words (‘loud’ onomatopoeias) on the panel. A few times over the series people have managed to ‘hear’ these words.
In Coreline, the ‘Dunn-omatopoeia’ is represented, when active, as an unearthly voice that sounds off from nowhere whenever an action happens. It can be quiet or loud, depending on the severity of the action (for example, during a sneak action, it would whisper ‘sneak, sneak, tip-toe, tippy-toe’, or during a transformation, it would say aloud ‘Trrrannsssfoorrrmmm’, during the kicking of a door it would shout ‘KICK!!!’, and so on). Usually, it only locks onto a small number of character actions during its duration, but nevertheless, it can be annoying and even endangering, since it can be heard from a long distance.
RULES: The ‘Dunn-omatopopeia’ will make all actions that the GM deems to be sounded off with said ‘unearthly voice’. Said voice will make the action easy to hear from a distance, and so, a step lower in DC to hear and pinpoint (DC 15 becomes 10, etc). If multiple voices are sounding off loudly at the same time, they are also be hard to hear over and could break concentration.

"Yes, I know you’re me, and I’m you. Now QUIT IT, man, I’m TRYING to THINK here!!"
+Timeline Collision: At times, the CLULESS virus re-opens the dimensional portals, but for the sake of crazyness, it goes for a different approach: it locks on to a single life form in the immediate area and brings forth multiple dimensional Alternates of him or her. Sometimes, these Alternates are so much alike, they might as well be clones. At times, the changes are so radical, that it’s hard to believe that, deep down, it’s the same subject.
This Instability brings forth 1d10 Alternates of a character (GM selects at random), which remain for the duration of the Insability, and disappear once it deactivates. The GM has the final call of how radical the changes are in each Alternate, but as a rule of thumb, the Alternates should have the same CL as the selected character.

"A friend of a friend told me that a three-block area of Queens was engulfed in a powerful reality decay field today, causing the deaths of several dozen Fictions and putting some 700 people into comas. That friend of a friend is a physicist, and he's baffled by the size of the event...."
Reality Decay: The breakdown of the barriers between the thousands of realities was not an easy or stress-free process. And sometimes, it's too much even for a robust healthy reality to take. When everything in an area gives way, Fictions and the Vanished are the ones who suffer. Fictions simply disappear (Fortitude DC 35 to drop to -1 hp instead) and the Vanished have their minds Fracked over backwards (Will save DC 30 or take 4d6 Wis damage) . Needless to say, this is not considered a nice thing by any stretch of the imagination.
(Note: This particular Dimensional Instability is not on the table because of its oh-so-obvious lethalness. GMs be advised to use only to reflect drama).
 
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