CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Explorer
If you can find it, man, thanks in advance.

Pokemon... well, dunno... maybe a Beartic? Or Litten?
D20/D&D folder with some d20 files.. There are 3 d&d based books (including savage species) that have some info for doing templates and creatures. I can't find the one book/pdf I had that had a random generating for modifying existing creatures into making a wholly new critter.
 

kronos182

Explorer
Some basic Marvel villains might encounter on Earth, or anywhere Hydra has holdings.

Rifle Trooper
Hydra basic soldier, some considered little more than thugs, but receive basic training and Indoctoration training that can give them temporary boons in combat or healing. Typically found in groups of 4 or a squad of 12. Hydra uses these troops in mass attacks or patrolling their territory.

Low Level Hydra Rifle Trooper (Strong Ord 1/Fast Ord 1)
CR 1;
Size: Medium-sized Human;
HD: 1d8+1 plus 1d8+1; hp 11
Mas: 12
Init: +2
Speed: 30 ft
Defense: 18, Touch 16, flat-footed 16 (+2 Dex, +4 Class, +2 Hydra Light Armour)
BAB: +1
Grapple: +3
Attack: +3 melee (1d4+2 unarmed strike), or +3 ranged (2d8 Talon Rifle)
Full Attack: +3 melee (1d4+2 unarmed strike), or +3 ranged (2d8 Talon Rifle)
Special Attacks:
Special Qualities: For the Cause
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Hydra
Saves: Fort +2, Ref +3, Will -1.
Action Points: 0
Rep: +0
Abilities: Str 15, Dex 14, Con 12, Int 13, Wis 8, Cha 10
Occupation: Blue-collar (Drive, Intimidate)
Skills: Craft Mechanical +4, Drive +5, Hide +5, Intimidate +3, Knowledge current events +4, Knowledge street wise +4, Listen +1 Move Silently +5, Profession +2, Read/Write English, Read/Write German Sleight of Hand +5, Speak English, Speak German.
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Combat Martial Arts.
Possessions: Hydra Light Armour, Talon Rifle, 120 rounds of ammunition, various gear and personal possessions.


Mid Level Hydra Rifle Trooper (Strong Ord 3/Fast Ord 3)
CR 5;
Size: Medium-sized Human;
HD: 3d8+3 plus 3d8+3; hp 33
Mas: 12
Init: +2
Speed: 30 ft
Defense: 18, Touch 16, flat-footed 16 (+2 Dex, +6 Class, +2 Hydra Light Armour)
BAB: +5
Grapple: +7
Attack: +7 melee (1d4+2 unarmed strike), or +7 ranged (2d8 Talon Rifle)
Full Attack: +7 melee (1d4+2 unarmed strike), or +7 ranged (2d8 Talon Rifle)
Special Attacks:
Special Qualities: For the Cause
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Hydra
Saves: Fort +4, Ref +5, Will +2.
Action Points: 0
Rep: +1
Abilities: Str 15, Dex 15, Con 12, Int 13, Wis 8, Cha 10
Occupation: Blue-collar (Drive, Intimidate)
Skills: Climb +4, Craft Mechanical +4, Drive +7, Hide +6, Intimidate +5, Knowledge current events +4, Knowledge street wise +4, Listen +2 Move Silently +6, Profession +2, Read/Write English, Read/Write German, Repair +4, Sleight of Hand +5, Speak English, Speak German, Swim +4.
Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Combat Martial Arts, Dodge, Advanced Firearms Proficiency.
Possessions: Hydra Light Armour, Talon Rifle, 120 rounds of ammunition, various gear and personal possessions.


For the Cause
As a move equivalent action, using training and Indoctoration techniques used by Hydra, the Rifle Trooper gains +1 to attack rolls for the next 1d4+1 rounds. If the Rifle Trooper has suffered damage and rests for at least 2 rounds, can heal 1d4 hit points. Useable 3 times per day.

Talon Rifle
The basic rifle issued by Hydra is a 5.56mm rifle that is rugged and simple, fitted with a folding forward handle, iron sights, a low profile saddle style magazine to reduce snagging, and shoulder strap.

Talon Rifle (PL 5 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 70 ft
Rate of Fire: S, A
Size: Large
Weight: 7.5 lbs
Ammo: 40 box
Purchase DC: 16 Res (+2)
Notes: Folding forward grip, when used reduces autofire penalties by -1, shoulder strap, iron sights.

Hydra Light Armour
A basic jump suit made with ballistic fibers and plates in the chest and back for added protection in green and yellow colours. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with simple air filters.

Hydra Light Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +2
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 5 lbs
Purchase DC: 14
Restriction: Res (+2)
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision.

Soldier
A general soldier used by Hydra, equipped with better equipment than the Rifle Trooper, used for attacking higher priority targets or guarding important facilities. Typically found in groups of 4, 6 or squads of 12.

Low Level Hydra Soldier (Fast Ord 1/Tough Ord 1)
CR: 1
Size: Medium-size human
HD: 1d8+2 plus 1d10+2, hp 14
Mas: 14
Init: +2
Speed: 30 ft
Defense: 18, touch 16, flat-footed 16 (+2 Dex, +4 Class, +2 Light Hydra Armour)
BAB: +0
Grapple: +1
Attack: +2 melee (1d4+1 unarmed strike) or +2 melee (1d4+1/19-20 knife), or +3 ranged (2d10-1 plasma pistol), or +2 ranged (varies grenade)
Full Attack: +2 melee (1d4+1 unarmed strike) or +2 melee (1d4+1/19-20 knife), or +3 ranged (2d10-1 plasma pistol), or +2 ranged (grenade)
Special Attacks:
Special Qualities: For the Cause, Hydra Training
FS: 5 ft by 5 ft
Reach: 5 ft
Allgience: Hydra
Saves: Fort +3, Ref +3, Will +1
Action Points: +0
Reputation: +0
Abilities: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Occupation: Mercenary (Darkmatter), Intimidate, Drive
Skills: Drive +4 Hide +4, Intimidate +4, Knowledge streetwise +2, Listen +2, Move Silently +4, Read/Write English, Read/Write German, Spot +2
Feats: Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Light Armour Proficiency
Possessions: Hydra Light Armour, Hydra Plasma Pistol, 3 power packs, knife, 5 grenades (typically anti-personnel or concussion), various gear and personal possessions.

Mid Level Hydra Soldier (Fast Ord 3/Tough Ord 3)
CR: 5
Size: Medium-size human
HD: 3d8+6 plus 3d10+6, hp 42
Mas: 15
Init: +2
Speed: 30 ft
Defense: 20, touch 18, flat-footed 18 (+2 Dex, +6 Class, +2 Light Hydra Armour)
BAB: +4
Grapple: +5
Attack: +6 melee (1d4+1 unarmed strike) or +6 melee (1d4+1/19-20 knife), or +6 melee (1d6 stun baton), or +7 ranged (2d10-1 plasma pistol), or +6 ranged (varies grenade)
Full Attack: +6 melee (1d4+1 unarmed strike) or +6 melee (1d4+1/19-20 knife), or +6 melee (stun baton), or +7 ranged (2d10-1 plasma pistol), or +6 ranged (grenade)
Special Attacks:
Special Qualities: For the Cause, Hydra Training
FS: 5 ft by 5 ft
Reach: 5 ft
Allgience: Hydra
Saves: Fort +5, Ref +5, Will +2
Action Points: +0
Reputation: +2
Abilities: Str 13, Dex 15, Con 15, Int 8, Wis 12, Cha 10
Occupation: Mercenary (Darkmatter), Intimidate, Drive
Skills: Drive +6 Hide +6, Intimidate +6, Knowledge streetwise +4, Listen +3, Move Silently +5, Read/Write English, Read/Write German, Spot +2, Survival +3
Feats: Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Light Armour Proficiency, Quick Reload, Advanced Firearms Proficiency
Possessions: Hydra Light Armour, Hydra Plasma Pistol, 3 power packs, knife, 5 grenades (typically anti-personnel or concussion), stun baton (d20 Future), various gear and personal possessions.

For the Cause
As a move equivalent action, using training and Indoctoration techniques used by Hydra, the Hydra Soldier gains +1 to attack rolls for the next 1d4+1 rounds. If the Rifle Trooper has suffered damage and rests for at least 2 rounds, can heal 1d4 hit points. Useable 3 times per day.

Hydra Training
Hydra trains its soldiers fairly well, particularly in light armour and how to aim and fire their weapons better. Gains Light Armour Proficiency, and +1 to attack rolls with Hydra ranged weapons.

Hydra Plasma Pistol
A plasma pistol produced by Hydra scientists based on the designs of those produced by Hydra during World War 2 using Cosmic Cube energy. This version doesn't use cosmic cube energy, instead using more readily available power pack and standard plasma technology. Hydra plasma pistols have slighter greater range than others, but suffer a bit in damage.

Hydra Plasma Pistol (PL 6-7 Personal Firearms Proficiency)
Damage: 2d10-1
Critical: 20x2
Damage Type: ballistic
Range Increment: 50 ft
Rate of Fire: S
Size: Medium
Weight: 3.2 lbs
Ammo: 50 box
Purchase DC: 17 Res (+2)
Notes:

Hydra Light Armour
A basic jump suit made with ballistic fibers and plates in the chest and back for added protection in green and yellow colours. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with simple air filters.

Hydra Light Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +2
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 5 lbs
Purchase DC: 14
Restriction: Res (+2)
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision.
 

Lord Zack

Explorer
I've been thinking of doing some stuff with Mario. I am thinking that there might be a "Mushroom Kingdom in exile" somewhere in upstate New York, though somewhere to the southeast of my neck of the woods. Alternatively the Mushroom Kingdom and possibly some of the surrounding lands might appear as a sort of island/continent somewhere of the Eastern Seaboard of the United States. In either case their is a Little Fungitown neighborhood in New York City (New York might also have some elements of New Donk City as well).
 
There is a Mushroom Kingdom over on Vancouver Island, British Columbia.

OTOH, the Coreline Gazetteer that was made a long time ago needs some updating and rewriting, because of new stuff plus stuff that people have added to the setting that counters what is written there, plus new... ok, let's call it "sensibilities".

The gazetteers are here:

https://www.deviantart.com/marcoasalazarm/art/Coreline-North-America-Gazetteer-280199452

https://www.deviantart.com/marcoasalazarm/art/CORELINE-Eurasia-Gazetteer-280200036

Let's say for example: Vancouver Island has seen a lot (and that is a LOT) of use as filming location for various shows. I was thinking of something like making a pocket dimension with the Mega-City that I guess has come from the large amount of show stuff in it (call it "Seacouver", I guess?). There is also a "reconstruction" of 300-style Sparta over on Stamford, Connecticut. Allegedly. Probably should get some changes because of how much Frank Miller's been felt recently (although Basin City I think can still stay the same). Maybe make it more of a "general Grecian mysticism as has been shown in pop-culture, but modernized in places"... although almost makes it sound like "Percy Jackson with more machine guns"...

NYC is supposed to have a chunk of it converted to Manhattan Penitentiary of "Escape From New York", but the OrionPax09 stories have a whole underground sub-city (courtesy of "Futurama" and a lot of TMNT stuff) and all other stories have superheroes running around freely with no mention of the Penitentiary anywhere in sight, so I guess... dunno.... how about rewrite so CLULESS copy-pasted Manhattan Island and placed it just off the coast and THAT is Manhattan Penitentiary? Although then I guess we need to think of additional stuff for it...

Maybe we can transfer Mushroom Kingdom to the East Coast, yeah.
 

kronos182

Explorer
There is a Mushroom Kingdom over on Vancouver Island, British Columbia.

OTOH, the Coreline Gazetteer that was made a long time ago needs some updating and rewriting, because of new stuff plus stuff that people have added to the setting that counters what is written there, plus new... ok, let's call it "sensibilities".

The gazetteers are here:

https://www.deviantart.com/marcoasalazarm/art/Coreline-North-America-Gazetteer-280199452

https://www.deviantart.com/marcoasalazarm/art/CORELINE-Eurasia-Gazetteer-280200036

Let's say for example: Vancouver Island has seen a lot (and that is a LOT) of use as filming location for various shows. I was thinking of something like making a pocket dimension with the Mega-City that I guess has come from the large amount of show stuff in it (call it "Seacouver", I guess?). There is also a "reconstruction" of 300-style Sparta over on Stamford, Connecticut. Allegedly. Probably should get some changes because of how much Frank Miller's been felt recently (although Basin City I think can still stay the same). Maybe make it more of a "general Grecian mysticism as has been shown in pop-culture, but modernized in places"... although almost makes it sound like "Percy Jackson with more machine guns"...

NYC is supposed to have a chunk of it converted to Manhattan Penitentiary of "Escape From New York", but the OrionPax09 stories have a whole underground sub-city (courtesy of "Futurama" and a lot of TMNT stuff) and all other stories have superheroes running around freely with no mention of the Penitentiary anywhere in sight, so I guess... dunno.... how about rewrite so CLULESS copy-pasted Manhattan Island and placed it just off the coast and THAT is Manhattan Penitentiary? Although then I guess we need to think of additional stuff for it...

Maybe we can transfer Mushroom Kingdom to the East Coast, yeah.
Don't forget there's the google docs I made of all the stuff on the thread.. which I need to update seriously...

Location part https://docs.google.com/document/d/1kaN5A1oBWXaZyQRi_xjGvGEX8pRspyzF2RN8mf_12xM/edit?usp=sharing
 

kronos182

Explorer
Looking around... my bad, though. It's art for "Avengers Alliance Tactics" (the X-COM-style spin-off that lasted... well... pretty short, all things considered).

Hopefully this helps with Alliance 2.

http://avengersalliance2.wikia.com/wiki/Marvel:_Avengers_Alliance_2_Wikia

The biggest problem with Alliance 2 is that it lasted... what, two months, I think? Certainly felt like that to me.
Yeah, it didn't last long.. I was quite annoyed with that. And Alliance 1 had several Spec Ops that were lined up before it got canned.
 

kronos182

Explorer
Since we were just talking about the Mushroom Kingdom... some Mario Bro Universe based items...

Mario Bros Power Ups
Power Up Mushrooms
These red mushrooms with three to five white spots heal a person, upon consumption, 2d4 hit points and removes any minor conditions such as Daze, Dizzy, Weakened or Stunned. For Fictions that have two normal sizes (such as those from the Mario Bro series), allows them to go from their small size to their normal size. Unfortunately these mushrooms can be difficult to find in many areas, and sometimes show up randomly anywhere there is any form of vegetation (5% chance to find one growing anywhere). Once picked, as long as in a container are good for up to 6 months. If dried and preserved, can be usable for up to 2 years, however are only half as effective (heal only 1d4 hit points).
Weight: 1 oz
PDC: 15 for 4 mushrooms.


Super Mushroom
These red mushrooms with three large white spots and what appears to be eyes on the stem. These mushrooms allow the eater to increase in size to the next size up. For non-Fictions and most Fictions they increase in size, gaining all the benefits and penalties for increasing in size, and heal 1d8+2 hit points. This size increase lasts for 1d4+2 rounds, then the eater reverts to their original size, and are fatigued (can't run, -2 to Strength and Dexterity). Fictions from the Mario Bros. Universe can remain enlarged for 2d4+2 rounds and don't suffer from fatigue.
These mushrooms are even more rarer than the Power Up mushrooms (1% chance of being found anywhere vegetation is growing). Once picked, these mushrooms are good for 4 months if kept in a container. If dried and preserved, the mushroom is good for 14 months, but only heal 1d4 hit points, and the time for size increase is only 1d4 rounds for non Mario Bros fictions, and only 1d4+1 rounds for Mario Bro Fictions.
Weight: 2 oz
PDC: 18 for 4 mushrooms.

POW Block
These 'blocks', typically metallic blue or red, measuring about 1.5 ft by 1.5 ft by 1.5 ft, weighing about 5 lbs with POW written on two sides, when thrown on the ground create a localized earthquake, knocking all, other than the thrower, to be knocked down and suffer damage. If struck while in the air, they create a shockwave that can cause anything in the air to go out of control and possibly crash. A POW block can be thrown with a range increment of 10 feet out to 5 range increments.
When thrown on the ground, creatures within 30 feet of the POW block's point of impact must make a Reflex save DC 15 or fall prone. Vehicles must make a Drive check DC 16 or loose control. Any structures within the radius will take 8d6 points of damage, by passing hardness.
When struck in the air, creates a shockwave with a 60 foot radius, dealing 4d6 bludgeoning damage, and flying creatures need to make a Reflex save DC 16 or are stunned for the round, falling to the ground. Aircraft make a Pilot check DC 17 or loose control.
Weight: 5 lbs
PDC: 23
Res: Restricted (+2)

Mushroom Gold Coins
These gold coins are used as the main currency in the Mushroom Kingdom, but are larger than normal coins, measuring about 4 inches in diameter. Besides acting as currency in the Mushroom Kingdom, they also have the ability to help extend the powers of many Mario Bro Fiction items. When used in this way, the user, can 'spend' any coins they have on them, as a free action, to extend the duration of Mario Bro Fiction item by 1 round. Some items require more than one coin to increase their duration or enhance powers. A maximum of 5 coins can be spent in this manner as a free action per round. Mario Bro Fictions, upon defeat will have a number of coins on them.
Weight: 10 coins comes to 1 lb.
PDC: 10 for 20 coins outside the Mushroom Kingdom

Bee Mushroom
This yellow mushroom with brown stripes on the cap, upon consumption, grants the user the Bee Suit. Wild bee mushrooms are rare, and usually found in areas with large amounts of flowers (2% chance of finding). When picked, the mushroom is good for 4 months, preserving a Bee mushroom causes it to loose its powers. But are still tasty to eat.
Weight: 8 oz
PDC: 16

Bee Suit
This suit is a yellow and black striped set of coveralls with a brown helmet with yellow antennae sticking out from the front, and a set of bee wings attached to the back, and a short non-functional stinger just below the waist. The suit allows the wearer to fly at 40 ft good maneuverability, and able to climb most surfaces, gaining +10 to Climb checks, and doesn't require Climb checks while fighting, with a Climb speed of 20 ft. The bee suit lasts as long as the user wears it for a maximum of 8 hours, or unless the user touches more than a gallon of water (canteens or similar containers don't count, but large puddles, rain, swimming pools, etc count), then the suit disappears in a puff of smoke. While worn the user can fly for a total of 10 rounds before requiring a rest period, recharging 1 round of flight per 1 round of walking, or even clinging to walls. The 'spending' of a Mushroom Gold Coin can extend or recharge 2 rounds of flight. The user, while in flight can only carry 50 lbs of gear, but while climbing can carry 100 lbs of gear.
Weight: 6 lbs.
PDC: Requires Bee Mushroom (PDC 16).
 

kronos182

Explorer
How about the Brood or Changelings as Zerg targets?
I don't think the Brood would add to much to the Zerg.. only major difference is Brood have really 4 subspecies, but all have skeletons as well as exoskeletons.. so Zerg could incorporate that into some of their breeds for some added durability/strength.. maybe the stinger.. otherwise, isn't much they could add.
Changelings.. as in Star Trek shapeshifting changlings? or changling from another fiction? If ST.. that'll be difficult, as they revert to a liquid after 16 to 20 hours (some can push it to 20 or a bit more, but not good idea).. I'll read up on ST changlings and see about the potential, and I've got a few ideas of how they can be used (limited).

Not sure if I mentioned, but I have a few ideas of some Pokemon being assimilated by the Zerg, I'm going to purposely limit just how much they can do, since I have Pokemon having supernatural and even magical powers, while zerg don't have any such power.
 
No, I meant as in the "My Little Pony" Changelings, who shape shift and feed on love (OK, in that universe it's magic, but I guess Zerg can adapt it to psionic energy).
 

kronos182

Explorer
No, I meant as in the "My Little Pony" Changelings, who shape shift and feed on love (OK, in that universe it's magic, but I guess Zerg can adapt it to psionic energy).
Ahhh.. THOSE Changlings.. so shapeshifting and energy (magical and psionic, possibly even just bio (electric) energy to feed and boost their own powers.. hmm.. *strokes chin*
 

Lord Zack

Explorer
I suppose I could put those on the list. However, are those abilities even something the Zerg could assimilate? Are they genetics based, or based on something else.
 

kronos182

Explorer
The changeling shapeshifting I think is magical, I'll look it up later. But the magic/love/energy siphon is biological, so that part is possible for them to assimilate. Most likely for higher subspecies like the brood mothers/queens and the like.
 

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