CORELINE (D20 Modern/D20 BESM Setting).

Aquarius Alodar

First Post
marcoasalazarm said:
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.


As you say. However, it turns out that the Great Art, being, well.....the Great Art (a la Gate, Shadow Walk....Plane Shift and Etherealness more than likely doing all of jack and shat in this particular case.) can solve that type of problem easily enough. (the operation of Ydraggasilian D-Wands being untested as yet under these kinds of circumstances)
 

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Aquarius Alodar said:
As you say. However, it turns out that the Great Art, being, well.....the Great Art (a la Gate, Shadow Walk....Plane Shift and Etherealness more than likely doing all of jack and shat in this particular case.) can solve that type of problem easily enough. (the operation of Ydraggasilian D-Wands being untested as yet under these kinds of circumstances)

It takes a large amount of power to punch thru the barrier, a thing that TARDISes have a-plenty. A D-Wand would have to be connected to an additional power source (like a Fusion Pack or a power transformer), the spell would need a large focus point (like Stonehenge). A Stargate possibly would need a little boosting as well (thankfully, Washu did just that to the SGC's and her own).
 
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Aquarius Alodar

First Post
marcoasalazarm said:
It takes a large amount of power to punch thru the barrier, a thing that TARDISes have a-plenty. A D-Wand would have to be connected to an additional power source (like a Fusion Pack or a power transformer), the spell would need a large focus point (like Stonehenge). A Stargate possibly would need a little boosting as well (thankfully, Washu did just that to the SGC's and her own).

Whiskey. Tango. Foxtrot?!

*I* certainly have no idea what's going on, but since when did SGC start making Galifreyian business their own, what with them being a *confirmed* higher-order race and all..... yes, I know about the Ancients, but still.....
 

Aquarius Alodar said:
Whiskey. Tango. Foxtrot?!

*I* certainly have no idea what's going on, but since when did SGC start making Galifreyian business their own, what with them being a *confirmed* higher-order race and all..... yes, I know about the Ancients, but still.....

No. I'm just saying that the SGC's Stargate has been boosted by Washu. They certainly don't have the coordinates to Gallifrey. (Yet. I suppose it would make a good adventure idea for SGC personnel players). Washu, of course, has them.
 

Aquarius Alodar

First Post
marcoasalazarm said:
No. I'm just saying that the SGC's Stargate has been boosted by Washu. They certainly don't have the coordinates to Gallifrey. (Yet. I suppose it would make a good adventure idea for SGC personnel players). Washu, of course, has them.

Of course. Even so, I got the impression(from reading a certain amount of licensed literature) that messing around with Galifreyian-scale politics in the fashion that SG teams tend to do is a Bad Thing.

Another idea re: Star Trek presents itself to me: again, sadly, of the obvious sort:
marcosalazarm said:
Set alarms ringing, all right, but I suppose that they'll sit back and watch whether Coreline requires a 'trial' or not.
Aside from that, one of their number might at least inform a friend of his (Picard, of course) about what just went down, don't you think? I mean, some kind of hyperdimensional disruption cutting across all known realities is fairly serious, anyway...
 

Yeah, I suppose that Q would inform the Capitan-and stand back and see what happens (well, what do ya want? He IS Q...).

Now, here's a small guide to companies and a few weapons.

-Diggers Technologies, Inc. is a company created by alternate versions of Gina and Brianna Diggers. They specialize in all sorts of cutting-edge adventuring gear (DiggersTech) and weapons (DiggersWeps, its subsidiary). The design of the weapons, however, sometimes just screams 'overkill' even if it's a pea-shooter (of course, this is best to intimidate lesser monsters from messing with ya).
Their 'Hidden Agenda' is to locate technology from secret locations all over Coreline and try to produce them (better them first that some other, more cold-blooded company) and/or keep them under wraps.

-Stingray Industries, Inc. Based in Asgard and formed by an alternate version of Sylia Stingray (2033 OVA series), its main interest is in the creation of anything, from vehicles to robotics (they are the only other company in the setting that sells out 'Boomers') to power armor (but NOT 'Hardsuits'. She'd rather keep those a 'private ace-in-the-sleeve'.
The 'Hidden Agenda' of Sylia is to outfit the Offices for anything that might happen in the future, by going 'pro-active' (she's the founding force behind their Black-Ops groups).

-Salusian Company (SalCo.). Is based in North Carolina (where the Salusians have set their Coreline-bound colony) and provides with all sorts of power armor and weapons. Like DiggersTech, they commit the sin of going overboard with the 'intimidation factor' of their weapons.
Their 'Hidden Agenda' is profit. Pure and simple.

-Mishima Heavy Industies (MHI): Based in Nerima, Japan, they have shown high profits in creating all sorts of advanced combat vehicles for the military, and have obtained the sole contract for orbital laser platforms from the DOD.
Their 'Hidden Agenda' is in the fact that the CEO wants her son back, and is crackpot enough to use experimental military weaponry on a city to do so (but well, it's Nerima...).

-Traxx Industrials: They are the latest company to pop up, and have shown serious promise in the creation of biotechnology.
Their 'Hidden Agenda' is something called 'Project CHAOS', now the main idea behind it is unknown, but so far, it has appeared to be more like the idea from Tyler Durden... using Kaiju for their means.

-Hakubi Customs, Inc. is a small firm created by an alternate Washu Hakubi (Tenchi Muyo OVA series) and located in Asgard. They create super-tech modifications for vehicles and weapons.
The 'Hidden Agenda' lies in that Washu's daughter has been brainwashed by one of her (now former) family, and is quite willing to get on the wagon created by Sylia, providing weapons and gear for the Offices-and their Black Ops teams.

-Genom Corporation: is a conglomerate formed from the two versions of the company (2033 and 2040), and is trying to get back to its former position as super-Megacorp.. by any means necessary. They are the only other company in this setting that produces the 'Boomer'.

-Kanzaki Heavy Industries (KHI) is a company created in the advent of the Hours, by an alternate version of the Kanzaki family (Sakura Taisen). They produce everything from cars and electrics to aircraft, but they have an exclusivity contract with the JSDF and other world grous (including the Offiices) to produce Koubus and their parts and especialized 'demon-hunting' gear.
Their secret agenda is the support of the Offices' Black-Ops teams by providing their agents with covers and (when applicable) Koubus.

-CRI Pharmaceuticals is a company located in T-1's Shibuya district, a major manufacturer of pharmaceuticals and cosmetics. They are also a 'for-hire' intelligence agency.
Their 'Secret Agenda' is to become the foremost intel agency of the world, and keep some kinds of tech under wraps until the world is ready for them.

DIGGERS TECHNOLOGIES GG-01 "Plunger Gun".
DAMAGE: 1d4.
CRITICAL: ---
DAMAGE TYPE: Bludgeoning.
RANGE INCREMENT: Max. 50 ft.
RATE OF FIRE: Single.
MAGAZINE: 1 Int.
SIZE: Large.
WEIGHT: 12 lb.
PURCHASE DC: 15.
RESTRICTION: Lic (+1).
The first of the "Gina's Grapplers" series, it is also one of the most "rudimentary".
The gun fires a gas-powered "plunger", which is itself joined to a 50 ft. line-and-winch, by means of a compressed air blast.
A maximum weight os 180 lbs. may be suspended from the cable. A normal attack roll is made to attach the sucker gun to a solid surface, a natural "1" means that the plunger couldn't get enough purchase, and summarily detaches from the wall (this rule applies to all other grapplers).
The compressed air mechanism can fire a total of 10 times before needing to change power packs (Purchase DC 8).

DIGGERS TECH GG-02.
DAMAGE: 1d6.
CRITICAL: ---
DAMAGE TYPE: Bludgeoning.
RANGE INCREMENT: Max. 100 ft.
RATE OF FIRE: Single.
MAGAZINE: 1 Int.
SIZE: Large.
WEIGHT: 15 lb.
PURCHASE DC: 17.
RESTRICTION: Lic (+1).
The GG-02 (also known as "Da Diggers Claw") sports a series of improvements over the GG-01, including a more powerful launching mechanism, a longer and more resistant line, a more powerful winch, and the replacement of the "plunger" with a pneumatic claw.
A maximum weight of 400 lbs. may be suspended from the cable. A normal attack roll is made to attach the claw to a solid surface.
The compressed air mechanism can fire a total of 10 times before changing power packs (Purchase DC 8).

DIGGERS TECH GG-03.
DAMAGE: 2d6.
CRITICAL: ---
DAMAGE TYPE: Bludgeoning.
RANGE INCREMENT: Max. 70 ft.
RATE OF FIRE: Single.
MAGAZINE: 1 Int.
SIZE: Medium.
WEIGHT: 10 lb.
PURCHASE DC: 21.
RESTRICTION: Lic (+1).
The maximum in the "Gina's Grapplers" series, it is also the one with the most media coverage, with DiggersTech CEO Gina Diggers appearing on the commercials.
It is, in appearance, a pistol version of the GG-01, but it involves some of the highest technologies of all three grappling guns. It fires thru the use of a binary propellant system (which can fire underwater and on low oxygen areas), and the plunger's lip is lined with a molecular adhesive. The rope is made of a secret polymer formula, and is pretty damn strong.
A maximum weight of 600 lbs. may be suspended from the cable. A normal attack roll is made to attach the claw to a solid surface.
The grapple can fire a total of 5 times before needing to change binary propellant cartridges (Purchase DC 12).

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-Kanzaki Heavy Industries M-2 'Longsword' Battle Rifle
-5.56mm Assault Rifle w/ Underbarrel 12-Gauge Pump-Action Shotgun.


Damage: 2d8/2d8
Critical: 20
Damage Type: Ballistic/Ballistic.
Range Increment: 80 ft./40 ft.
Rate of Fire: S,A/Single
Magazine: 30 box/6 int
Size: Large
Weight: 14 lb.
Purchase DC: 20
Restriction: Mil (+3)

The first incursion of the Kanzaki Heavy Industries in the field of infantry-level firearms is not advanced, but it gets the job done, and being based on the action of a Ruger rifle, is pretty rugged. The underbarrel 12-gauge shotgun gives the 'Longsword' capability to use specialized ammo in battle situations.

-Kanzaki Heavy Industries 'Shortsword' Carbine
-5.56mm Assault Carbine


Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 70 ft.
Rate of Fire: S,A
Magazine: 30 box
Size: Large
Weight: 8 lb.
Purchase DC: 19

A cut-down version of the 'Longsword' battle rifle, primarily intended for rear-line personnel, vehicle-bound troops and officers. Although it still packs the punch of the 'Longsword', its reduced size makes it impossible to wield any of the 'Longsword' variant underbarrel weapons, trading it for ease of carrying and usefulness in CQC (Close Quarters Combat) scenarios.

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-Kanzaki Heavy Industries M2-LR 'Naginata' Sniper Rifle
-5.56mm Sniper Rifle


Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 90 ft.
Rate of Fire: S,A
Magazine: 20 box
Size: Large
Weight: 10 lb.
Purchase DC: 20
Restriction: Mil (+3)

A highly modified version of the standard M2 'Longsword', designed to pick off enemies at long range. To assist with accurate targeting, the balance of the M2-LR has been improved by using a cut-down magazine and recoil has been minimized by reducing the rate of fire. An additional bipod can be attached to the 'Naginata' as well.
The M2-LR can be used as a standard assault rifle in case of emergency, although the modifications make it less effective in this role than the 'Longsword'.

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-Kanzaki Heavy Industries M-2G 'Firedancer' Rifle/Grenade Launcher
-5.56mm Assault Rifle/40mm Grenade Launcher Combo.


Damage: 2d8/3d6
Critical: 20
Damage Type: Ballistic/Slashing
Range Increment: 80 ft./70 ft.
Rate of Fire: S,A/Single
Magazine: 30 box/1 int
Size: Large
Weight: 12 lb.
Purchase DC: 21
Restriction: Mil (+3)

This 'heavy weapons' modification to the 'Longsword' assault rifle has replaced the 12-gauge underbarrel shotgun with a 40mm grenade launcher. Aside from that, the design remains the same.

shotgun.jpg

-Mishima Heavy Industries Main Infantry Tactical Assault Shotgun ("MITAS").
-12-Gauge Automatic Shotgun


Damage: 2d10
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: Single, S.
Magazine: 12 int
Size: Large
Weight: 10 lb.
Purchase DC: 18
Restriction: Mil (+3)

Designed to take down 'hard targets' (such as cyborgs) in close-quarters combat, the M.I.T.A.S. fires up to four 12-gauge shells at once, making it VERY lethal at close range. The spread of shrapnel is concentrated at the centre of a very wide cone, weakening as it spreads outwards from the centre.
Although the shotgun's payload is strong, it is let down by a slower firing speed. This is due to the large amount of recoil and a delay as fresh shells are inserted into the barrel.

mrl.jpg

-Mishima Heavy Industries Multiple-Rocket Launcher Pack (MRLP)
-Shoulder-Carried Mini-Rocket Launcher.


Damage: 5d6
Critical: 20
Damage Type: Slashing (20 ft. Burst radius)
Range Increment: 100 ft
Rate of Fire: S,A/Single
Magazine: 16 int
Size: Large
Weight: 15 lb.
Purchase DC: 22
Restriction: Mil (+3)

SPECIAL RULES:
The MRLP can lock-on to a target, providing a +4 attack bonus against that target for that attack. When fired in this mode, the MLRP's fire rate becomes "single."

Designed to provide common infantry with a powerful light-weight weapons system (and the 'overkill' factor af a full-auto RL system is all but not noticed in these days), the MRLP has seen combat in several battles, including Central America, Nerima and Antarctica.
Although rockets can be fired one at a time, experience indicates the MRLP is most effective when the user keeps their finger on the trigger - launching a rippling volley of rockets at the target.
The MRLP has two main weaknesses-greatly reduced accuracy if fired on the move and a minimum safety distance (30 ft). Rockets can cause serious damage to the user if they explode in close proximity. The MLRP offers a 'lock on' capability to improve accuracy at the cost of a reduced fire rate.

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-Mishima Heavy Industries M-1 'Baldar' Static Gun
-Dual Heavy Machine Gun


Damage: 3d12
Critical: 20
Damage Type: Ballistic
Range Increment: 120 ft
Rate of Fire: A
Magazine: Linked
Size: Huge
Weight: 300 lb.
Purchase DC: 24
Restriction: Mil (+3)

RULES: The M-1's Enhanced Vision System provides the user with a built-in Penetrator Visor (but the slight awkwardness of the Visor's position gives the character a -1 to Spot rolls).

The M-1 Static Gun is a heavy weapon designed to give lightly manned outposts sufficient firepower to withstand all but the nastiest of hostile assault forces. A highly flexible weapon system, the M-1 can be used against a wide variety of enemies. It has proven especially effective at dealing with fast-moving aerial attacks.
The M-1 combines range, hitting power and rate of fire in a single package. The drawbacks of the M-1 are a tendency to overheat and more seriously-an absolute reliance on a regular power supply.

Once engaged, the M-1's Enhanced Vision System will make sure that enemies have no place to hide...

There are reports that a mobile, vehicle-mounted version of the M1 is about to enter service.

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Diggers Technologies “Big Earl” Tactical Rocket Launcher
-Mini-Rocket Launcher.

Damage: Varies*
Critical: 20
Damage Type: Varies.*
Range Increment: 150 Feet.
Rate of Fire: Single.
Magazine: 6 Int.
Size: Large.
Weight: 10 lb.
Purchase: 26.
Restriction: Mil (+3).
(*: Depending on the ammunition type).

RULES:
The design of ‘Big Earl’ provides the user with an additional +1 to Intimidation rolls. The integral thermal system can see thru walls up to 90 feet away, but can only detect heat signatures. The lock-on system takes a round to engage, but once made, it gives a +4 bonus to attack rolls on one single target. The target must be of size Small or larger and must be giving off a heat signature.

Created by Diggers Weapons (DiggersTech’s sister company) for the military market, ‘Big Earl’ (as it is known in the market) is a versatile weapon, packing six mini-missiles in an internal magazine. Its advancement over the other rocket launchers on the market lies in its integral thermal vision system. The missiles for ‘Big Earl’ come factory-equipped with a heat-seeking lock-on system.

Stingray Industries ‘Small Lady’
-.38 Autoloader Pistol.


Damage: 2d6.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 30 ft.
Rate of Fire: S.
Magazine: 10 box.
Size: Small.
Weight: 1 lb.
Purchase DC: 20.
Restriction: Lic (+1).
Designed for the civilian self-defense market, the Stingray Industries ‘Small Lady’ has nevertheless the ulterior motive of providing a minimum of attack capability for undercover agents. It has been a huge hit with the black market since, even with its laughable design and slight stopping power, it can be very easily concealed.
RULES: The ‘Small Lady’ has a +2 to Sleight of Hand rolls to conceal it. It also has the Sensor Baffler gadget included, and so, it cannot be added to it again.

Diggers Technologies ‘Road Painting’ Double-Barreled Shotgun.
-Double-Barreled 12-Gauge Shotgun

Damage: 2d8/2d8.
Critical: 20/20.
Damage Type: Ballistic/Ballistic.
Range Increment: 30 ft.
Rate of Fire: Single.
Magazine: 8 Int/8 Int.
Size: Large.
Weight: 10 lb.
Purchase DC:`
Restriction: Lic (+1).

RULES: The design of the ‘Road Painting’ gives the user a +1 bonus on Intimidate rolls. Attack rolls with the ‘Road Paving’ are rolled once, but the damage of both barrels must be rolled independently. The ‘Road Painting’ can be loaded with two different kinds of ammo, but they both are discharged at the same target.

Rugged, reliable, and ever-so-slightly brutish in design, the ‘Road Painting’ deals out the damage that is so widely expected from a DiggersTech design. Its double-barreled design deals out an air of intimidation, as well, that is also widely expected from a DiggersTech design. The nickname for the gun (the ‘Road Painting’) has been earned because of the way that it left its targets during its testing trials (‘like spilling paint while you’re speeding down a road’).

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-Stingray Industries "Slammer"
-.50 Action Express Autoloader.

-Damage:2d8 (.50 AE).
-Critical: 20
-Damage Type: Ballistic.
-Range Increment: 50 feet.
-Rate of Fire: S.
-Magazine: 14 box.
-Size: Medium.
-Weight: 8lb.
-Purchase DC: 20.
-Restriction: Lic (+1).

Stingray Industries' latest foray in the combat handgun market is distictive, to say the least.
Built from the frame of the AMT .44 Automag (licensed by the company), it has been modified with a double-stacked magazine and slightly longer barrel and a factory-installed recoil compensator, giving it more accuracy and a slightly longer range than its parent gun. The "Slammer" is also equipped with an underbarrel accesory rail.
Although it has not seen a lot of purchasing by the police/military market, it has seen it in the adventuring market, particularly because of pop culture (a few of Coreline's newest series 're-inventions' had seen it being used, such as in the hands of NBC's 'Slayers' character Zelgadyss Greywords).

RULES: The 'Slammer' is equipped with the Expanded Magazine and Improved Range Gadgets.
 
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Opinions on the subject of Magic in Coreline:

"'Magic'? Nonsense! It is simply an application of environmental energy."-The Doctor.

"'Magic'? I don't know what you're talking about. Now if you will excuse me, I have a girl who seems to want to become an acolyte for training. Mrs Higurashi shows some talent, and is easy on the eyes to." -Mr. Hino, priest of the Hino shrine in Jubban. Both the Mikos declined to comment.

"Magic doesn't exist. Your own people have Clarke's Corilary about that." -Admiral William Adama, Colonial Fleet, in response to a request for a comment on maigical phenomina.

"Magic is a catch-all term for a related set of quantum events such as the re shuffling of all the ambient heat energy in a radius onto a single point in order to set somthing on fire. It is guided by concious thought, and it's power is related to the inverse of the Heisenberg equation. (The better defined the magical peramiters, the better it works, with less energy.) ...Certain minds seem more suited for magical work. For example, type A persoanlities are better with chaotic and entropic black magic, while the laid back type B personality is more suited to white magic. . ." - Urawa-Rosenberg Theory of magical origins, the most successful scientific explanation, even if it is a tad light quantifying magical power.

"Magic? You want to know about Magic? How about I show you the Giga Slave, hows that for magic? Fine, if you MUST know, its like the satisfaction of making somthing, combined with the red rage of bloodlust, and then add the feeling you get when you (censored) and then you might have one tenth the feeling of all the energies of the cosmos corsing through and around you ready to level a city, but it doesn't touch you and it feels so RIGHT and you Know that you were born for this, because there is power in the atom, and power in the machine, but its just not the same its not PERSONAL, and that makes all the difference. With magic, you are the final arbiter, not some far off offical, but YOU. Once you stop being afraid of it, the ability to liquidate an entire army is kinda fun!" -Lina Inverse, on the subject of why she is still active, and not making a killing in Africa from small diamonds.

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A new Weapon.

=Hellfire Shotgun.
=Damage: 2d6 (Fire)/3d6 (fire).
=Critical: 20.
=Range Increment: 20 ft. Maximum/30 ft. Maximum.
=Rate Of Fire: S.
=Magazine: 12 Cyl/5 Int.
=Size: Large.
=Weight: 13 lb.
=Purchase DC: 24.
=Restriction: Miltary (+3).
A (by popular belief) highly violent weapon, created for one reason only: to disperse fire on tactical close combat situations, whether to destroy targets that are vulnerable to fire or to flush enemies out of entrenched positions. The “Hellfire” shotgun is a revolver shotgun (usually a Reutech Protecta, although other shotguns have been used), with its action, ammo cassette and barrel modified to constantly fire Dragon shells. Also, a ‘secondary’ miniature flamethrower has been added as an underbarrel weapon.
The ‘Hellfire Shotgun’ has been heavily used by numerous adventuers and Post-Vanishing tactical units, most notably the London F-SWTI.
=RULES: The Hellfire Shotgun can only fire Dragon shells out of its shotgun part. Dragon shells create a 5-foot-wide, 20-foot-long cone of fire (DC 15 Reflex save for half damage), and the underbarrel flamethrower creates a 5-foot-wide, 30-foot-long cone of flame (DC 20 Reflex save). Only one weapon can be fired per round. Targets who get hit with this weapon have a chance of catching on fire, as per normal rules.
The flamethrower can shoot 5 times before its fuel supply is depleted, after which its fuel canister must be replaced. These cost 11 DC.

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Finally:

An idea for a mini-campaign in this setting (written by Vehrec):

Vengeance in the New World.

Timeline: Immediately after the 23 hours.

Location: Tokyo, Nermia and Jubban wards.

Situation: Right after the 23 hours, chaos reigns in Tokyo. Ripped out by the roots and dropped into each others laps, high strung characters from different series and alternate versions of characters are ripping into each other in a slowly cooling battle. But Black Lady fighting Uranus and Neptune with Ryoga Hibaki at her side? Somthing is wrong.

Hooks: The players are most likely hired as either musscle to put down the five waring factions, which is a difficult task, or they are hired to investigate things that for some reason Sailor Pluto seems to be keeping alternate versions of those engaged from checking out. Somthing about the situation degenerating if anyone who looks like the current players gets involved.

Development: The senshi of this little conflict prove oddly MORE powerful than the combined forces of the NWC, although evidence points to this version of Ranma not knowing any of the Satome forbiden techniques or the Hiryou Shouten Ha. He has been training hard to boost his speed and strength though, and Ryoga is working on building up elemental and magical resistance (he's already immune to fire). The only thing keeping the NWC in the game is the addition of a twelve year old girl who has 'healing hands.' Yes, Tome Hotaru is awake and in full possesion of the powers of Eternal Sailor Saturn, but with none of the memories or personality of the last incarnation. Which is too bad, because the other Outers have enough of their personality coming back to make it possible to remember that her last incarnation was a brat with a nuclear hand grenade who didn't give a **** about other people. Hence the 'kill on sight' attitude they have towards her.
The Inner Senshi somehow managed to pull a duplication when they came back a week early and took the place of their own alternates in a slightly altered timeling. The Black moon family recruited not only Black Lady but the Black rose as well, for all the good having HER has done them. Black Lady is starting to doubt the Wiseman, even without her mother's influence. Without the influence of Pluto, Uranus and Neptune have taken the absoulute hard line, clinging only to each other as they discard what little mercy and patiance they ever had. And the Witches Five are reduced to four after Hotaru leveled her own house by firing the Silence Glaive Suprise strait up from the basement, one of only two occasions she has used her attack. (thats a total of 5 kills, 4 droids and Kaolinite)
In other words, the players just walked into a warzone. This isn't an adventure, it's a campain, and one where the ability to talk down your enemies is just as important as the ability to fight them.
The sides as things stand:
Inner Senshi: Usagi, Matoko, Ami, Minako, Rei, with Luna and Artemis as support.
Outer Senshi: Haruka, Meirchu, Setsuna(comatose).
Nermina crew: Ranma, Ryoga, Ukyou, Shampoo, Moose, Tatewaki Kuno Eternal Sailor Saturn. Support includes Nabiki, Genma, Soun, and Colougne.
Black Moon Family: Emerald, Saphire, Diamond, Wiseman, Black Lady, The Black Rose
Death Busters: Professor Tomoe, Eludial, Mimete, Tellu, Viluy, Cyprene, Puchirol, and Mistress nine.

Conclusion: Things should go out with a bang, preferably in a battle remisiant of the end of Sailor Moon S, with the principals all converging on the Infinty acadamy. Preferably, this fight restores the timeline to somthing aproaching normal, and Akane is restored. Failing this, you can have Ranma kill Uranus when he learns that it was SHE that killed his fiance. Ukyou and Shampoo will be happy to see Uranus dead, and shocked into inaction by a resurected Akane.
 

Aquarius Alodar

First Post
Oh.......crap. Looks like a big black stone building just fell out of the sky over the Antartic and smashed through to bare rock in roughly the same geophysical location as the Fortress of Solitude. Basically, if our Kryptonian associates come back, they'll have a new neighbour...

http://en.wikipedia.org/wiki/Image:Planescape-torment-box.jpg

The Penitent One

Angel of the Lower Planes, The Absolution, Perfuga
Unique Entity 20HD Outsider, 15th level wizard, 10 fighter, 5 rouge
Mediumsize Outsider
Hit Dice:20d8+15d4+10d10+5d6+250(510hp)
Initiative+7(+3 dex+4Imprv. init)
Speed:30 ft, fly 90 ft (good)
Armor Class:45 (10+13 armor, +13natural, +3dex, +2deflection, +4insight)
Base Attack/Grapple+40/+45
Attack: Celestial Fire +50 (3d6+13+3d6 fire+2d6 holy)
Full Attack: Celestial Fire +50/45/40/35 (3d6+13+3d6 fire+2d6 holy)
Space/Reach5ft/5ft
Special Attacks:Celestial Fire, Gaze of Anguish, Spell-like abilities, Power of Belief
Special Qualities: DR 15/mithril
Saves:Fort +32, Ref +30, Will +34
abilities:Str 20, Dex 16, Con 20, Int 22, Wis 25, Cha 25
SkillsBluff+60, Concentration+68, Craft(trapmaking)+32, Decipher Script+32, Diplomacy+60, Disable Device+32, Gather Info+60, Intimidate+32, Knowledge(arcana)+59, Knowledge(Planes)+31, Sense Motive+60, Spellcraft+59
Feats Trustworthy(B), Imprv. initative, run, enlarge spell, extend spell, maximize spell, dark speech, widen spell, words of creation-Wizard Bonus Feats-scribe scroll, quicken spell, heighten spell, still spell-Fighter Bonus Feats-power attack, cleave, great cleave, weapon focus(warmace), weapon specialization(warmace), greater weapon focus(warmace)
Epic FeatsArmor Skin(x3), Epic Prowess(x5) Epic Skill Focus(concentration), Epic Spell casting, Improved Spell capacity
environment:Any
organization:solitary and converts
Challenge Rating:38
treasure:possessions
Alignment:Lawful Good in behavior, but registers as Neutral evil for the purpose of spells
advancement:by character class


The figure before you appears wholly unique on these blasted plains. His skin, where not protected by a strange, vine like armor, is heavily scarred and covered in powerfully enchanted tattoos. In his left hand rests a viscously edged warmace that sheds an azure radiance from it’s business end. His physical description is not what sets him apart. What makes him unique are his actions. He stands beckoning towards a portal leading back to your home plane. This miraculous stranger is doing the impossible, getting you out of the Blood War.

The Absolution, as he’s known to various planewalkers and petitioners of the lower planes, is an enigma of the cosmos, a seemingly virtuous figure amidst the carnage of the Blood War. His origin, like that of many planar mythos, is shrouded in mystery. Perfuga has confounded numerous powers of Carceri in his exploits, freeing thousands of mortal mercenaries from the vices of the war, even acting as the springboard for 2 risen fiends. The very mention of his name has sent fiendish generals into fits of rage .
While clearly hated by the denizens of the lower planes, it is still unclear uncertain if he is celestial. In fact many are apt to point out that on use of a detection spell (not that there are many opportunities for such a thing) he registers as evil. The Penitent One himself remains as silent on this matter as he is on all others, as he has never been known to speak to any but the dead. This silence, and the bladed nature of his armor have caused some to link him to the Lady of Pain, though a real connection is currently unproven. Other sources pin him as a risen yugoloth or an elaborate illusion created by Mephistopholies in an effort to get a hold in that plane. Most graybeards that study him have a much stranger view, that the so called Angel of the Lower Planes is a former mortal wizard atoning for past sins. This is however the most bizarre theory, a wholly radical concept. That even Carceri could have so human a concept as pity.

Combat:The Absolution would rather to stay out of combat, sometimes floating above a battle for days at a time before making his move. Only when an innocent is threatened, or during those incredibly rare circumstances when he witnesses a fiend capable of falling, does he strike out against the blood war, playing to his own side in the unending battle. Though powerful, The Penitent One never uses his gaze without absolute reason. After a battle in which he was forced to kill, he has been known to speak with whatever sentient he had slain, attempting to redeem the individual even after they have reached their final rest. Though the absolution has met with little success, his personal crusade continues.

Celestial Fire: Though his mace appears as only a powerfully enchanted weapon, the warmace is a spirit of Celestia all it’s own, capable of dealing much more damage then those instruments of war fashioned only of magic and iron. Celestial Fire is formed and defined by it’s wielders belief, shaping itself into mithril, cold iron, silver, or adamant on command of it’s holder. In addition it may change it’s type according to it’s users proficiencies, though it’s base damage remains the same. Because of it’s heavenly nature, Celestial Fire may only be wielded by one who is both lawful and good.

Gaze of Anguish: To look upon the gaze of the Absolution is to peer into his very essence, a soul so full of regret and torment that has caused even the blackest fiends to fall weeping and guilty for their shame. It is this overwhelming regret that has sparked the use of his most popular title, Penitent One, though none but he knows his true name. At will he may direct his gaze against anyone in his range of sight, who must succeed at a will save (DC-42) or become fascinated as per the spell cast by a 35th level sorcerer. Additionally at the targets option they may receive the full effects of an atonement spell. The quest for such a redemption is always a period of time serving the Penitent One.

The Power of Belief: Belief can change the nature of a man. Upon the completion of a minutes worth of meditation Perfuga may use his will to change the very nature of reality. This works in the same way as wish, except there is no XP penalty. In order to invoke this ability the Absolution must succeed at a concentration check (dc-55) or at a DC of 65 if he wishes to use his ability as a free action. Each subsequent use of this power in the same weed invokes a +4 to the DC. The Penitent One may never use this ability for self-service. (IE-wishing for wealth, ability score increases, etc.)

Spell Casting-The Penitent One casts and receives spells as a level 35 wizard (his HD act as virtual wizard levels)

Spell-like abilities-Speak w/dead at will, raise dead 3/day.
 

Aquarius Alodar

First Post
marcoasalazarm said:
Opinions on the subject of Magic in Coreline:

"'Magic'? Nonsense! It is simply an application of environmental energy."-The Doctor.

"'Magic'? I don't know what you're talking about. Now if you will excuse me, I have a girl who seems to want to become an acolyte for training. Mrs Higurashi shows some talent, and is easy on the eyes to." -Mr. Hino, priest of the Hino shrine in Jubban. Both the Mikos declined to comment.

"Magic doesn't exist. Your own people have Clarke's Corilary about that." -Admiral William Adama, Colonial Fleet, in response to a request for a comment on maigical phenomina.

"Magic is a catch-all term for a related set of quantum events such as the re shuffling of all the ambient heat energy in a radius onto a single point in order to set somthing on fire. It is guided by concious thought, and it's power is related to the inverse of the Heisenberg equation. (The better defined the magical peramiters, the better it works, with less energy.) ...Certain minds seem more suited for magical work. For example, type A persoanlities are better with chaotic and entropic black magic, while the laid back type B personality is more suited to white magic. . ." - Urawa-Rosenberg Theory of magical origins, the most successful scientific explanation, even if it is a tad light quantifying magical power.

"Magic? You want to know about Magic? How about I show you the Giga Slave, hows that for magic? Fine, if you MUST know, its like the satisfaction of making somthing, combined with the red rage of bloodlust, and then add the feeling you get when you (censored) and then you might have one tenth the feeling of all the energies of the cosmos corsing through and around you ready to level a city, but it doesn't touch you and it feels so RIGHT and you Know that you were born for this, because there is power in the atom, and power in the machine, but its just not the same its not PERSONAL, and that makes all the difference. With magic, you are the final arbiter, not some far off offical, but YOU. Once you stop being afraid of it, the ability to liquidate an entire army is kinda fun!" -Lina Inverse, on the subject of why she is still active, and not making a killing in Africa from small diamonds.

Well............'Mr. Galifrey' as certain former companions have started to call him behind his back, obviously is *not* up on the Urawa-Rosenberg Theory. Nor is Bill Adama, for that matter....

Inverse, however, particularly the last two lines of her opinion/rant, is always good for a pro-Art soundbite/justification, in my humble opinion.

And if the gentle-mage from Toril would kindly shut up...

:( All right, all right.....*blast of blue fire*
 

A (SMALL) LIST OF CULTS IN CORELINE.

The Exalted Order of the Knights of Noir: They are followers of Noir, and (even if they have not EVER met any of the three Fictions using the name) follow orders from them (in reality, the leader is a Soldats agent). They are expert assassins and gunslingers, some of them practice magic of the “sneak-attack” kind (turn invisible, weapon enhancement, poison making, that kind of thing).

The Followers of the Obnoxious Aliens:
Imagine Lum’s Stormtroopers…. 10, 000 strong. They are a huge bunch of misfits joined together under the flag of the tiger-striped bikini alien princess, which in reward, has given them access to some seriously high-tech stuff. It was like giving a nerd access to the Enterprise’s computers.

The Adventuring Explorers of the Unknown:
A Trekkie cult, divided in Science (Field Scientists/Techies), Security (fighters) and Command groups. They use both high tech and extensive psionics, and it’s one with an open-arm policy for aliens. Their organization follows Federation rules.

The Holy Esquires Of the Knight Sabers:
It’s actually two cults, one for each version of the Knight Sabers (they BOTH consider “Crash” to be unholy). They are armed with state-of-the-art power armor (NOT Hardsuits. They consider them holy items-and so, only worthy to be used by the KS and whoever they take under their wing) and anti-armor weaponry. They have a zero-tolerance policy on cyborgs and artificial lifeforms that look like Boomers (only IF they look like Boomers).
And BTW, yes, they fight against each other.

IshQuatre: A cult that follows Quatre Raberba Winner. Imagine Buddhists with access to Mobile Suits and high-powered empathic psionics…. And a willingness to use them to promote peace.

The Children of an Elder God: Imagine an ENTIRE CULT created around the Elseworlds fanfic of the same name, a Lovecraft/Eva crossover… they are the “archetypical” Lovecraftian cult of the setting, with agents in tiers of NERV, who revere the Pilots of the Evangelions in the same light as the Elder Gods (or, at least, the more “benevolent” ones)… and who would like nothing more than bring about the end of the world so they re-create it as they see fit (yeah, there’s a LOT of holes on that logic).

The Agents of the Ancient Spirits of Evil: Another Lovecraftian cult, but this one reveres the same things as Mumm-Ra. And like the damn guy, they obtain power from them, making them “Ever-Living” (actually, they’re lesser zombies and other kinds of Undead/Abominations, but do they care?).

The Eyeless: A cult modeled after the evil displayed in the movie “Event Horizon” (and which, apparently, can have its origins traced back to an incident on a NERV R&D facility in Nevada). They have psionic powers, magics (of the “reality-bending/illusion” kind) and they all obtained the Blindsight ability.
But, of course, they have to renounce their humanity, accept the existence of an unnamed entity on some other dimension (which, apparently, cannot be described by the word “Hell”), and undergo an initiation ritual that includes having their eyes carved out.

You ever seen 'Event Horizon'?. Sam Neill's character is one of them, right by the end.

The Order of Kombatants: Given the nature of the tournament they hope to compete in, they are one of the few groups who use magic, psi, and tech in their martial arts training, sometimes seperately, sometimes in combination. Some of the members had seen films and television series about this before the Vanishing came, which is why they keep their interaction with one contestant in particular to a very closely monitored minimum- they do not wish the person to gain any more power than they already possess.

The Nintendo Knights:
Split into multiple groups under one banner. There is the Brotherhood of Italian Plumbers, the Hyrulean Foreign Legion and Samus's Hunters and some other, smaller groups. They are armed with facimiles of the power-ups in the game, of varying qualities, occasionally getting real ones, considered holy relics. For example, some have power suits based on Samus's, pieced together from other powersuits and things, with arm-mounted weapons. They haven't had much luck with the morph balls, though.

The Risembool Rangers: They were -before The Vanishing- a multi-national fanclub of Full Metal Alchemist. Post-Vanishing, they are an army of fanatical troopers -most of them trained in FMA-style Alchemy- who have devoted themselves to help Alternates of Edward Elric.

The Golden Followers of Panther Zora: So called because they use a lot of gold (plated weapons, armor and the like) for "gang colors", they are the (very blind) followers of Panther Zora (or Pan'tha Zo'a), a minor Dark God who wants pretty much the same stuff as other villains out there: conquer the world, destroy the heroes, loot everything that is worth, from money to human lives.
Recently, though, said DG and its priestess, a Sister Jill, has obtained an Authored Rage for a man called Go Nagai....
 
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