CORELINE (D20 Modern/D20 BESM Setting).


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Amestris_Military_Government.png

Banner of the Amestrian Military.

Deutschland_Bundeslaender_1949.png

Political division of Germany, Post-Vanishing. Neo-Amestris is in red.



EASTERN GERMANY-REPUBLIC OF NEO-AMESTRIS.

CLULESS has overwritten everything that was on the Eastern side of Germany, from the former Wall onwards to the nation's frontier, with a whole other world. That of the Pre-V series, 'Full Metal Alchemist'.

Where once large cities were, there are now towns, and the society, technology and other things resemble in most ways that of Earth during the (very) early 20th Century. Wireless communications are performed thru bulky equipment that, at its most powerful, takes a small room. Weapons (sub-machine guns, rifles and pistols) are not as advanced as the neighboring countries' (the military does not even issues body armor). Armored cavalry is composed of dragged artillery and primitive tanks.

But one thing they have in advantage over the other countries, though, is Alchemy. More a Fictional 'flashy' application of science than magic, FMA-verse Alchemy is an incredibly destructive weapon when wielded by an expert-and the Neo-Amestrian military is flooded with them.

Neo-Amestrian society is, next to some other examples on Coreline, extremely retrograde and rather dangerous to outsiders. Neo-Amestrians do not view genetic engineering or biotechnology of any kind in high regards (calling those who use them 'Chimeras' and generally treating them as sub-humans), although they do not mind people who use cybernetics (since they have AutoMail). They openly call their president 'Fuhrer' (which is frowned upon by Pre-Vanishing Germans and gives most Fictions paranoia). Pre-Vanishing Humans know that the history of Amestris and their biggest Alchemical discoveries are tainted by discovery and genocide (a fact that most Neo-Amestrians STILL do not know)-and with Bradley still in the Fuhrer's chair (and no way of knowing if he is or isn't a Homunculus-not that it matters much, anyway), a lot of secretive Factions are just expecting for him to try to expand his territory.

There are rumours that Bradley is amassing new tools for this end. Rumours of Alchemically-forged and -driven Mecha seen deep in the woods. Rumours of people with bio-technology that have been kidnapped in both Germanies. Rumours that facilities that were believed to be shut down (like the infamous Lab 5 and the Underground City) have started to show signs of activity in spy satellite scans.

We can only hope that they +are+ just rumours.

PRE-VANISHING LOCATIONS:

+Checkpoint Charlie: The most famous (and still standing) part of the Berlin Wall has been reactivated and refit as part of the Neo-Amestrian/Germany border. A high-tech multi-national security armed with the latest weapons patrol the rest of the perimeter, making Checkpoint Charlie even more fortified than before (then again, 'before' it didn't had to contend with potential terrorist disintegration).

POST-VANISHING LOCATIONS:
+Central City: Located where East Berlin was, it is the main seat of power of the Neo-Amestrian government. It is also heavily defended by a large force of National Alchemists and regular military (it is rumoured that most of the Spec-Ops operatives have been enhanced by Alchemical means, result of experiments that are inhuman).

+The Underground City: Located directly beneath Central City, this was the base of 'the Father' (or 'Dante' in the Anime version), the brains behind the Homunculus' genocidal campaign back in their home dimension. It is abandoned now, but much of the Father's loot still lies inside it (which has made many tresure hunters disregard the government's sealing off of the City).

+East City: Now located in the Neo-Amestrian/Russian frontier, its military stockade is still run by an Alternate of Roy Mustang (who is rumoured to have been working for the F-SWTI in some unknown 'advisoral' role).

+Resembool: Located near East City, it has become the main point for the pilgrimage of many Pre-Vanishing FMA otaku (most notably the Resembool Rangers).
 

The Nutjobs-

Sgt. T.J Thomas looked at the aftermath of the incident. Bodies of the men in his patrol covered the small strech of road they had been ambushed on. Only he and P.F.C McGuiness had been unharmed.

"There's something not right about this sir." the recruit said. "Notice something about the casualties?"

"Yeah, they're all Fictions." the officer observed. "Yeah...I'm thinking AoH."

"I doubt it sir. The guys who ambushed us, the gear wasn't right. They had hunting rifles and stuff, some of which looked home-made. The Avengers have military hardware. And besides, the AoH out here, in the middle of the New Mexico desert?"

"Well, who else would target Fictions only? That doesn't explain why I'm not dead. As you know, I happen to have come over during the Hours. So, who else could it b-"

The sergeant was cut off by a loud bang, and fell to the ground, minus the top half of his head.


The Nutjobs, as they are known, are similar to the Knights of the True Timeline. They aren't a single group, but rather many similar-minded factions. These cells range in size from a few individuals to the size of small cities.

Making due with whatever they can scavenge or scrap together, the Nutjobs are post-apocalyptic survivors who, despite evidence otherwise, believe the 23 Hours are still going on. They generally keep to themselves, marking out "Turf", which they defend passionately. Though their primary targets are Fictions, they won't hesitate to shoot, main, kill, interrogate, torture, or generally eff up anyone who threathens their survival.

Just in case: THE FOLLOWING WEAPONS ARE WORKS OF FICTION. UNDER NO CIRCUMSTANCES ATTEMPT TO CREATE A REAL WEAPON. YOU'LL GET HURT, MAIMED, OR KILLED IF YOU DO SO.

Nutjob "Scrapper" 9mm SMG
Octavian_5


Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range: 30 ft.
Magazine: 30 Box.
Rate Of Fire: A.
Size: Medium.
Weight: 4.5 lbs.
PDC: 13
TU: 15
Restriction: Lic. (+1)

The Scrapper is a 9mm submachine gun that is, like most Nutjob weaponry, bulit from scratch. As a result, on a natural 1, it fails to work, and must be repaired. TU added because the Nutjobs don't use the Wealth system.

Zip Gun
A normal piece of hardware among the Nutjobs (and anybody desperate enough and with enough materials), it is nothing more than a pipe, a spring and a bullet hastily pieced together into something that can launch the latter.
Creating a Zip Gun takes a Craft (Mechanical) roll, DC 12. Once fired, if the Zip Gun user rolls a natural 1, the Zip Gun will misfire and explode, dealing the same damage as the bullet (Slashing, 5 ft. Blast Radius, Reflex DC 15 for half-damage).

Price Below (Purchase DC) is for enough (acceptable) materials for one Zip Gun (and its Black Market price). TU price is for a 'common' Zip Gun (.22, .32-Caliber) in the NutJob community, already made. TU value might increase depending on power of the caliber, availability (and demand) in the NutJob community, and other things.

Damage: See Below.
Critical: 20.
Damage Type: Ballistic.
Range: 20 ft.
Magazine: 1 Int.
Rate Of Fire: Single.
Size: Tiny.
Weight: 5 lbs.
Purchase DC: 5.
TU: 15
Restriction: Illegal (+4).
NOTES: The Zip Gun is assumed to always have the Collapsible Weapon Gadget.

Damage: Depends mostly on the type of bullet inside the Zip Gun:
+9mm: 2d6.
+10mm: 2d6.
+.22 Caliber: 2d4.
+.32 Caliber: 2d4.
+.38 Caliber: 2d6.
+.357 Caliber: 2d6.
+.44 Caliber: 2d8.
+.45 Caliber: 2d6.
+.50AE Caliber: 2d8.
9mm, 10mm, .38, .357, and .45-caliber Zip Guns have PDC 10 and 18 TU value, while .44 and .50AE-caliber Zip Guns have PDC 15 and 20 TU value.

Pipe Rifle:
A rifle-calibered Zip Gun, the Pipe Rifle is a longer tube with a bolted-on (or welded) stock and a snap-open (more like 'twist-open') breech-load.
Creating a Pipe Rifle takes a Craft (Mechanical) roll, DC 14. Once fired, if the Pipe Rifle user rolls a natural 1, the Pipe Rifle will misfire and explode, dealing the same damage as the bullet (Slashing, 5 ft. Blast Radius, Reflex DC 15 for half-damage).

Price Below (Purchase DC) is for enough (acceptable) materials for one Pipe Rifle (and its Black Market price). TU price is for a 'common' Pipe Rifle (.22LR-Caliber) in the NutJob community, already made. TU value might increase depending on power of the caliber, availability (and demand) in the NutJob community, and other things.

Damage: See Below.
Critical: 20.
Damage Type: Ballistic.
Range: 30 ft.
Magazine: 1 Int.
Rate Of Fire: Single.
Size: Large.
Weight: 8 lbs.
Purchase DC: 13.
TU: 15.
Restriction: Illegal (+4).
NOTES: The Zip Gun is assumed to always have the Collapsible Weapon Gadget.

Damage: Depends mostly on the type of bullet inside the Zip Gun:
+.22 Long Rifle: 2d4.
+5.56mm: 2d8.
+7.62mmR: 2d8.
+7.62mm: 2d10.
(Due to the Pipe Rifle's unreliable construction, .444 Caliber, .50 BMG and shotgun ammunition cannot be used on a Pipe Rifle).
5.56mm Pipe Rifles have PDC 15 and a TU value of 18. 7.62mmR Pipe Rifles have a PDC of 18 and a TU value of 20. 7.62mm Pipe Rifles have a PDC of 20 and a TU value of 22.
 

Quotefile:

"Who the hell would've thought.....Armageddon spawning a Vingean Singularity!"

- Random sci-fi fan.




Random ideas:


'Don't have much knowledge of British Fictions, sorry' says you a long while back.


As if to demonstrate how truly killed the innocence of Pre-Vanishing so-called 'childhood' has become.........well, a certain obscure rural fortress-town by the name of Nutwood may be familiar to you...or it may not.
 

Although any Fiction that comes from a 'Zones of Thought' Universe will find it rather... *odd* (if not outright disgusting) that Earth evolved overnight from a 'Slow Zone' into something more advanced (at least Beyond levels, if the article's right).

Thankfully, no Blight here (which is good, since they might want to toss Vinge to it in the midst of a Rage).

I have seen the Rupert cartoon a few times, and in a world like this, its innocence is truly dead (or, at least, dulled. Maybe Rupert could be part of the Circle of Hope?).

As an additional note, and expanding on the subject of Transformers: here is a Thread over at the Wizards site that gives a (prelim) Cybertronian D20 Modern Race:

http://boards1.wizards.com/showthread.php?t=884664

(Yeah, I know that there is a mini-RPG out there called 'Mechamorphosis', but I haven't been blessed with its presence beyond a fan-made expansion for it).
 

marcoasalazarm said:
Although any Fiction that comes from a 'Zones of Thought' Universe will find it rather... *odd* (if not outright disgusting) that Earth evolved overnight from a 'Slow Zone' into something more advanced (at least Beyond levels, if the article's right).

Thankfully, no Blight here (which is good, since they might want to toss Vinge to it in the midst of a Rage).

I have seen the Rupert cartoon a few times, and in a world like this, its innocence is truly dead (or, at least, dulled. Maybe Rupert could be part of the Circle of Hope?).

Maybe so. As for the ZoT-verse would find this cosmic FUBAR....."*odd*....if not outright disgusting" So, we're actually cosmically declasse from some points of view, are we now. If not, why?
 

We are what they came to believe as a Slow Zone, from the beginning to the end of time (THEIR time, at least). The evolution comes more as a 'wake-up' slap to the face than nothing else.

I know I wouldn't like to be woken up with a slap, metaphorical or otherwise. Do you?



Well. Here's new stuff.

Hakubi Customs M-72A5 LAW-LESS (Light Anti-Tank Weapon-Lateral Equipped Simultaneous Suppression).
Two-Shot Disposable Rocket Launcher.


Damage: 10d6.
Critical: -.
Damage Type: -.
Range: 70ft.
Rate of Fire: S.
Magazine: 2 Int.
Size: Large.
Weight: 8lb.
Purchase DC: 18.
Restriction: Mil (+3).
NOTES: The LAW rockets ignore up to 10 points of hardness of the target. The LAW-LESS explosion has a 10-foot radius (Reflex Save DC 18 for half-damage). The damage dice given is for a single LAW-LESS rocket (double dice, blast radius and raise DC to 20 if firing both rockets at the same time).
Before firing, the user must extend the LAW-LESS launcher (this takes a move action). The LAW rockets have a minimum range of 30 feet. If fired against a target closer than 30 feet away, they will not arm and will not explode (but will incur 2d6 (Piercing) damage as they punch thru the target).

Making use of the humongous amount of surplus M-72 launchers in the black market (and –admitted by Washu- based a little on the Neo-African ‘Jackhammer’ launcher), the LAW-LESS launcher is a (slight) improvement over the regular M-72A3 design, yielding two warheads in a side-by-side arrangement with a select-fire trigger, which can fire one missile at the time or both simultaneously. Currently, the LAW-LESS launcher is used by all sorts of militias and low-profile Office teams.

NEW SPLASH WEAPON:

The ‘Nick-Bag’.


Direct Hit Damage: Poison.
Splash Damage: 1.
Critical: 20.
Damage Type: Poison.
Reflex DC: -.
Range Increment: 10 ft.
Size: Small.
Weight: 1 lb.
Purchase DC: 9.
Restriction: -.
NOTES: Criticals only apply to direct hits. The Purchase DC is for one ‘Nick-Bag’ and a bag of colorants (user must apply his own poisons to the ‘Nick-Bag’).

Called in such a way because it resembles a two-chamber sack full of Nickelodeon slime, the ‘Nick-Bag’ is full of two chemicals in equal proportions. The first is whatever poison the user fills the bag with, while the other, brightly-colored element (color can be chosen by the user from an additional bag of colorants that comes with the ‘Bag’) is DMSO, a complex chemical that draws whatever it is mixed with straight into a target’s bloodstream. Anyone caught in a ‘Nick-Bag’s’ splash must make a save against the poison’s normal DC +2 or be affected as if they had been exposed to the poison. Only injury and ingested-type poisons can be carried in a ‘Nick-Bag’.

NEW EQUIPMENT:

RAD-ABSORBING FOAM.


Size: Medium.
Weight: 3 lb.
Purchase DC:
Restriction: Restricted (+1).

Used by the U.S. Department of Nuclear Hazards, the Rad-Absorbing Foam looks like a small, silver fire extinguisher with a hose and spigot. Once the Foam is sprayed on an object (such as an irradiated corpse), it hardens (producing a block with Hardness 1 and 4 hit points), reducing neutron activity in the encased object.
Rad-Absorbing Foam lowers the level of radiation of radiation by one level per application (so an object with ‘high’ radiation sprayed twice would be brought down to ‘low’ radiation). This reduction takes 1d10 minutes per level.
One Rad-Absorbing Foam container has enough foam for 10 applications. It cannot be refilled.

I.M.I. M-419 ANTI-PERSONNEL/PERSONAL SURVEILLANCE RADAR.

Size: Large.
Weight: 5 lb.
Purchase DC:
Restriction: Restricted (+2).

The I.M.I. Anti-Personnel Radar is a throwback of the Pre-Vanishing days (when there weren’t so many small, deadly things), but is still reliable enough to be used by Post-Vanishing factions in perimeter defense (it is marketed in the civilian market as a ‘personal surveillance’ radar).
The M-419 is a small laptop-like control unit connected by a 50-foot cable to a light-weight tripod and radar dish (a wireless link can be installed with an additional 2 PDC-but it can be jammed). The Anti-Personnel Radar detects in a 120-degree arc, and monitors general size, distance and speed, displaying this information on the control unit’s screen. The Anti-Personnel Radar can detect movement by Medium-sized or larger targets within 3 miles.
The power requirements of the Anti-Personnel Radar depend on a generator, household electricity or a powerful battery to run.

STINGRAY INDUSTRIES ID-7 ELECTRO-MAGNETIC IMPULSE DETECTOR

Size: Small.
Weight: 3 lb.
Purchase DC:
Restriction: Licensed (+1).

The Infiltration Detector, Model 7, is an apparatus that resembles an extremely sophisticated and (for its size) bulky digital camera with rear display screen. The ID-7 was designed by Stingray Industries in the mindset that beings, mechanical and otherwise, could attempt to infiltrate important areas and raise havoc. Thru the use of microwave, X-Ray and electromagnetic sensors, it detects unnatural electric impulses within its designated target and then classifies it.
The ID-7, when pointed at a subject within 20 feet, will give one of the three following classifications:

+Organic (normal human),
+Inorganic (robot/android),
+Inconclusive (organic subjects with excessive internal electric reactions, such as ki-users, magicians, psions, and several varieties of supernatural beings).

Using the ID-7 is a standard action. However, if a full-round action is taken, the ID-7 also reveals the presence of special built-in features, such as sensor arrays, specialized power sources and internal weapons.
Nowadays, the ID-7 is used in large numbers by Stingray Industries, the police, government and a number of hunting Factions (which admit that using an ID-7 to search for a Claymore-verse Youma is a detail given as punishment more often than not).

NEED PDCs for THE EQUIPMENT-HELP!!!

And some ideas involving Claymore.
 

Ok, help me out there. What is the purpose of this post? Is this some RPG setting you've come up with? Are you really going to play this with other people? And if so, are you really going to use ALL this information you posted?

This isn't meant as a flame, I just don't understand this post...
 

This is an RPG setting I came up with, and I am playing this with other people (and I encourage people to go ahead and play with this setting).

The large ammount of gear and whatnot... well, I plead guilty of being an 'info glutton'.

Mea culpa.
 

New slang terms:

TEOTAWKI: The End Of The World As We Knew It (usually is ‘Know’, but Pre-Vanishing survivors use it in the past tense).

SKIRMISHER: Animal companion, sometimes magical, mutated or bio-engineered. From Harlan Ellison’s ‘A Boy and His Dog’.

ROVER: Gang member with Skirmisher.

ROVERPAK: Gang, with a Rover majority or fully composed of them.

CORDS: Coordinators.

THE CHRISTMAS TREE ARMY: Derogatory term for ZAFT, because of the troops’ green and red uniforms.

REDCOAT: ZAFT member, graduated with top scores from the academy. Not always an ace or leader, but always carrying an ‘elite troop’ air around them (they sure can back it up).

GREENCOAT: Standard-issue ZAFT member.

WHITECOAT: Member of the ORB army or ZAFT NCO (who graduated RedCoat).

BROWNCOAT: Fictions from the ‘Firefly’ universes (former Independents).

NORMALMAN (Said as one word): Fiction term for Pre-Vanishing Humans.

BOUNTS: Bounty, Bounty hunters.

CORP*S*E(S): Corporate-paid enforcers (usually Black Ops hitmen). From CORPorate Security Exec and the book of the same name.

‘TOONS, CELULOIDS, INKED, CUT-AND-PASTED: Terms for Fictions.

FIG LEAVES: Members of NERV (‘the Big Fig Leaf’).

DEADERS, WALKERS, STENCHES: Zombies.

MASKS, CAPES, SPECIALS, SUPERS, SPBs: Super Powered Beings (good-ol’ superheroes).

THE ‘ARE-YOU-THERES’: Fafner In The Azure-verse Festums. Called such because of their (rather annoying) tendency to use telepathy to ask that question… and then blow you away with other psionics.

BLUEBLOODS: Angel-Human Hybrids (that aren’t ‘RedEyes’) or RahXephon-verse Mu.

CADEJOS: Costa Rican term for werewolves, from a local legend.

CARRETA SIN BUEYES: Literally ‘Carriage Without Oxes’. Costa Rican term for rebuilt-classic Demonic Autos.
 
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