CORELINE (D20 Modern/D20 BESM Setting).

Ok this is a very nice mechanical concept. Repurposed and salvaged SW tech or something "that always was" somewhere in the multiverse?

Also saw "Avengers: Endgame". If you guys are Marvel fans, WATCH THE DANG THING!!! Nuff said!!!
 

Lord Zack

Explorer
I still need to watch Infinity War. I'm way behind on Marvel Movies.

Hey, kronos182 I know you already have a big list of stuff to stat, but could you add MAN-08 Elmeth from Mobile Suit Gundam to the list? By the way, did you ever get around to statting out the Strike Gundam?

In addition to "ugly"-like cobbled together designs, I could see Sienar Army Systems building TIE-based mecha. Sienar Fleet Systems could also build space combat mecha too. I could imagine a TIE Fighter that has a gerwalk-type mode, though a full battroid mode would be trickier to design.
 
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kronos182

Explorer
I still need to watch Infinity War. I'm way behind on Marvel Movies.

Hey, kronos182 I know you already have a big list of stuff to stat, but could you add MAN-08 Elmeth from Mobile Suit Gundam to the list? By the way, did you ever get around to statting out the Strike Gundam?

In addition to "ugly"-like cobbled together designs, I could see Sienar Army Systems building TIE-based mecha. Sienar Fleet Systems could also build space combat mecha too. I could imagine a TIE Fighter that has a gerwalk-type mode, though a full battroid mode would be trickier to design.
The Strike Gundam is not done yet.. I'll pump it up the list, and I'll look into the MAN-08 Elmeth.

TIE Veritech craft.. that would be a problem.. I mean in theory many of the TIE variants can do something like the Vulture droids of the Trade Federation/CIS (wings split open and become legs), like the Advanced x1 (Vader's TIE), TIE Advanced (from X-Wing, TIE Fighter, XvT and X-Wing Alliance games) and Interceptor have wing designs that could be modified with heavier wing structures that can do that, although some of them would be weaponless in that mode using base weapon designs.. Have to use variants that are Legends designs..

Sienar Army Systems I could see making some TIE based mechs.. they'd be bare bones (TIE cockpit mounted to simple walker bodies) like in that pic for some.
 

Lord Zack

Explorer
Thought I'd try statting up one of my Coreline Mecha Variations, though this one is pretty simple, being a Zaku II variant.
MS-06FH Zaku Half Act
This variant of the Zaku II features parts from the MS-11 Action Zaku, including the reactor, which can support at least one beam weapon, usually a Gelgoog's beam rifle, as well as the thrusters, giving it a 150% increase in output compared to the F-type. These Zakus have mostly seen combat in the Mars Sphere, experiencing some difficulty with the Gradosian SPTs and the manned units of the Jovian Federation, but seeing more success against more conventional opponents. Now that the situation is more stable, Zeon has largely been relying on more advanced mobile suits, but others have felt free to copy Zeon's design.
The following changes are made to the basic MS-06F:
Increase Speed in Space to 3000 ft. (6 squares)
The MS-06FH is equipped with Magnetic Coating.
The MS-06FH can be equipped with a beam rifle.
Change Purchase DC to ??

Another Zaku variant I am considering, the MS-06M Zaku Mars Type is partially a further development of the Half Act, but also incorporates improvements from other versions of the Zaku, like the G-type and possibly FZ-type.
 
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kronos182

Explorer
Finally... the GAT-X105 Strike Gundam with a few Striker Packs.

GAT-X105 Strike Gundam
The GAT-X105 is a multipurpose suit built as part of the G Project, using a frame based on the GAT-X102, but designed to function with Striker Packs to allow for quick reconfiguration for different combat roles. The base suit is equipped with two head mounted CIWS, a pair of combat knives, and protected by Phase Shift armour. It can use many handheld mobile suit weapons, including a shield similar to the one used by the GAT-X102 Duel Gundam, a beam rifle similar to that used by the Duel Gundam, or optional bazooka. Each Striker pack grants the Strike Gundam different abilities, and some can be combined adding greater flexibility. Originally only a few Striker Packs were designed, but others became available over time, and some designed for other suits, such as the GAT-01A1 can be easily modified to work with the Strike Gundam.

GAT-X105 Strike Gundam
Size: Gargantuan Deep Space (57 Ft) (-4)
Bonus Hit Points: 500
Superstructure: Vanadium
Hardness: 20, 100 vs physical attacks w/ps armour active
Armour: Resilium
Bonus to Defense: +6, +6 shield
Armour Penalty: -5
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 50 ft, 2500 ft space
Purchase DC: 54

Slots
Helmet Oracle Targeting System (+3)
Helmet 1
Visor Class IV Sensors
Cranium Vulcan Weapon
Back Improved Deep Space Thrusters
Left Arm Phase Shift Armour
Left Hand 1
Right Arm Phase Shift Armour
Right Hand 1
Shoulders Space Skin
Shoulder Shield (optional)
Torso Phase Shift Armour
Torso Cockpit
Torso 1
Belt 1
Left Leg 1
Right Leg 1
Boots Zero-G Stabilizer
Comm System

Standard Package Features: Improved Deep Space Thrusters, Phase Shift Armour, Limited Power, Strike Pack System
Bonuses: -1 attack, darkvision 120 ft, +4 Navigate & Spot
Weapons: Vulcan Weapon -1 ranged 3d8 ball, 20, 60 ft, S/A, 2000 rds, or
Beam Rifle -1 attack, 10d10, energy, 20x4, 120 ft, single, 10 internal, handheld, or
Combat Knife (2) +8 melee or 30 ft thrown, 7d6, fire, 19-20x2, 60 min operation, or
Slam +8 melee 2d8+12 blud, 20, 15 ft reach

Limited Power
The GAT-X105 runs off high capacity batteries, making its operation time somewhat limited. The mech has enough power to operate for 10 hours. The GAT-X105 can recharge its weapons from its batteries, however this drains the battery. Recharging the Beam rifle drains 10 minutes for every shot, to recharge 1 minute for the beam saber drains 10 minutes of the battery. Each round of activation of the phase shift armour past the original 20 minutes drains 10 minutes from the battery.

Phase Shift Armour
Phase Shift armour is specially designed that once activated renders it virtually impervious to physical attacks, such as from blades, bullets and most explosives. However the system is power hungry and can only be run for short periods or drain the equipped mech's battery quickly. There is enough power to run the Phase Shift armour for a total of 20 rounds (which can be broken up over multiple activations).
Once activated the system grants DR 100 against all kinetic attacks (ballistic, slashing, piercing, bludgeoning)
Equipment Slots: 3, at least one must be back or torso Activation: Move equivalent Range Increment: Self Target: You Duration: - Saving Throw: None Purchase DC: 15 + one-quarter the mech's base purchase DC Restriction: Mil (+3)
Optional Rule for Phase Shift Armour:
Once activated the system uses 1 minute of battery life granting DR 100 vs all physical/kinetic attacks, plus for every physical strike (autofire and burst attacks count as a single strike), drains an additional 5 minutes from the battery.


Shield
The GAT-X102 carries a modified Bastion Tactical Shield that is treated to also act as a heat shield for planetary re-entry. This makes the shield heat resistant. All fire damage taken from atmospheric entry is halved. If the mech equipped with this shield is struck while the shield is being used from a non-sneak attack or from a flanking opponent, the mech has fire resistance 15.
Equipment Slots: 1, hand or arm
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 6 + one-quarter the mech's base purchase DC
Restriction: Mil (+3)

Vulcan Weapon
This weapon system is a rapid fire ballistic weapon used for anti infantry and can be used to attempt to shoot missiles, but usually a back up weapon. If used to shoot missiles, it has a 20% chance to shoot down missiles that attack the equipped mech, and uses 10 rounds of ammunition. Each time the system is used to shoot down missiles, it incurs a cumulative -1 to ranged attack rolls due to the head turning to bring the weapon to bear. As a weapon, it deals 3d8 points of ballistic damage.
Equipment Slots: 1
Activation: Attack or attack of opportunity
Range Increment: 70 ft
Target: Single target within 700 ft, or missile, or autofire
Duration: Instantaneous
Saving Throw: none
Purchase DC: 25
Restriction: Mil (+3)

Improved Deep Space Thrusters (PL7)
These are improved versions of the deep space thrusters for mechs over the previous age, granting greater speed and endurance allowing a mech to keep pace with ships better than previous models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of a solar system twice before needing refueling. They are not designed for atmospheric flight.
Equipment Slots: 2, must be torso, back or legs.
Activation: Free action
Range Increment: Personal
Target: You.
Duration: Persistent
Saving Throw: None
Purchase DC: 14 + one-quarter PDC of the mech.
Restriction: None

Beam Rifle
The beam rifle is an experimental energy weapon, with power similar to those mounted on starships, able to cripple mechs in a single blow. However, due to the energy drain, the beam rifle has a limited number of shots before it needs to be recharged. Deals 10d10 points of energy damage, with a critical x4 damage, can only fire 10 times before requiring a recharge. The beam rifle is a two handed rifle, but can be fired with only one hand but suffers -2 to attack rolls. This beam rifle has an under barrel grenade launcher, various grenades are available. Typically explosive grenades are used, dealing 8d6 damage, half ballistic/half fire to 60 ft radius Reflex save 15 for half.
Equipment Slots: 2, hand or arm.
Activation: Attack
Range Increment: 120 ft, 2500 ft space / 80 ft, 2000 ft space
Target: Single target within 1200 ft / 800 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 46
Restriction: Mil (+4)

Armour Schneider Combat Knife
These folding knives are fitted with vibro blades (the blades vibrate at high speed allowing them to pierce most armour), stored in the side skirt armour. The knives can be thrown and retrieved later. Large mech 3d6, Huge 5d6, Gargantuan 7d6, Colossal 9d6, slashing or piercing damage, critical threat range 19-20, x2. Operational for 10 minutes (60 rounds) before requiring a recharge. Unpowered reduce damage by half.
Equipment Slots: 1, hand or arm
Activation: Attack
Range Increment: melee
Target: Single
Duration: Instantaneous
Saving Throw: none
Purchase DC: 9 + one quarter the mech's base purchase DC.
Restriction: None


Strike Pack System
The X105 Strike Gundam is fitted with a series of hardpoints that allow for the quick attachment or removal of equipment in the form of Striker Packs, allowing the X105 to fulfill different roles or replace damage or spent weapons. The Striker Packs also contain extra batteries that increase the X105's operation time. If the Striker Pack is close by, the X105 can attach a piece of a pack as a full round action. With assistance it can be done as a move action. The X1-05 has a total of 10 hardpoints: back 2, shoulders 2, left arm 1, right arm 1, torso 2, right leg 1, left leg 1. While attaching a Striker Pack component, the X105 can not have the Phase Shift armour. Each component also adds 30 minutes to the X105's operation time.

AQM/E-X01 Aile Striker - A high-powered thrusters backpack designed to enhance the mobility of the X105 in both space and atmosphere. It also has storage for two beam sabers.
Increases space speed to 3500 ft. In atmosphere has a fly speed of 80 ft (clumsy), adds +10 to Jump checks, can make jet powered jumps up to 100 ft without achieving flight. Uses 2 back hardpoints. PDC 34

AQM/E-X02 Sword Striker - A close combat pack that has a large anti-ship sword, a rocket anchor and a beam boomerang. The rocket anchor is protected by anti-beam coating and can be used as a small shield. The sword and beam boomerang take up 1 shoulder hardpoint each, while the rocket anchor uses up 1 arm socket. If the rocket anchor isn't used, it can function as a small shield, adding +2 shield bonus to Defense, but as soon as it is used, the mech loses the shield bonus. PDC 33

Schwert Gewehr Anti-Ship Sword
The Schwert Gewehr Anti-Ship sword is an experimental plasma enhanced melee weapon that is able to cut through nearly any material. However it has a short operating time before requiring a recharge. Large mech 5d12 +5 ft reach, Huge 7d12 +10 ft reach, Gargantuan 9d12 +20 ft reach, Colossal 11d12 +40 ft reach, half fire-half slashing damage, ignoring 20 points of hardness/DR, critical threat range 19-20, x3, can add strength modifier to damage, gives extra reach in melee combat . Operational for 2 minutes (20 rounds) before requiring a recharge.
Equipment Slots: 1, hand or arm Activation: Attack Range Increment: melee Target: Single Duration: Instantaneous Saving Throw: none Purchase DC: 49 Restriction: Mil (+4)

Beam Boomerang
The beam boomerang is an experimental plasma based melee weapon that is able to cut through nearly any material. However it has a short operating time before requiring a recharge. Large mech 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10, fire damage, ignoring 10 points of hardness/DR, critical threat range 19-20, x3, can not add strength modifier to damage. Operational for 2 minutes (20 rounds) before requiring a recharge. If thrown, the beam boomerang will return, the wielder makes a Reflex save DC half attack roll to catch the beam boomerang. A failed save by less than five deals 2d10 fire/slashing damage to the mech and the beam boomerang lands beside the mech, while a failed save of more than 5 the mech suffers 2d10 fire/slashing damage and the beam boomerang lands 1d4x10 feet away.
Equipment Slots: 1, hand or arm
Activation: Attack
Range Increment: melee or 50 ft out to 5 range increments.
Target: Single
Duration: Instantaneous
Saving Throw: none

Rocket Anchor
The rocket anchor is a rocket propelled grapple claw attached to a tether allowing the mech to grab objects up to 150 feet away. The claw has a Strength rating of 30, the tether cable has 30 hit points, 20 hardness. The firing mech must make a ranged touch attack to attempt to grab an object, and can use the rocket anchor to grapple distant targets, however the grappled target can attack the wielding mech with all its weapons and isn't considered immobile while grappled. Deals 2d6 damage upon striking a target.
Equipment Slots: 1, hand or arm
Activation: Attack
Range Increment: 30 ft
Target: Single within 150 ft.
Duration: Instantaneous
Saving Throw: none

AQM/E-X03 Launcher Striker - A pack designed for long distance assault, equipped with a 320mm Hyper Impulse Cannon and a combo weapons pod that contains a 120mm anti-ship Vulcan gun and two 350mm gun launchers. The Hyper Impulse cannon and gun launchers are similar to those on the X103 Buster. Uses 2 shoulder and 2 back hardpoints. PDC 35

Gun Launcher
The Gun Launcher is a projectile launcher based on railgun technology, allowing the weapon to fire great distances. The gun launcher typically fires a solid slug, however it can fire specialized munitions such as armour-piercing and high explosive. The gun launcher can fire a projectile up to 15 range increments. If used within 1 range increment, the gun launcher is -4 to attack, and range penalties are halved after the fifth range increment, -1 for every two range increments instead of -1 for every range increment. Any target struck within the first range increment suffers 20d8 points of damage, 19-20x4 critical, and ignores 50 points of damage reduction. Beyond the first range increment, 14d8 damage, 19-20x4 critical, ignoring 30 points of damage. If the damage is more than enough to deplete the target's current hit points, the round will continue for a distance striking any target on the other side up to a distance equal to half the distance from the firer and the first target struck, but damage is reduced by 2 die. The gun launcher can only fire once every round. A built in sub-generator provides more than enough power for the electromagnetic launch system.
The base system holds 15 rounds, each slot dedicated to ammunition holds 30 rounds. Armour piercing rounds deal 2 less die, but ignore 5 points of Defense from equipment and ignore an additional +10 hardness. High explosive rounds deal +3 die of damage, but ignore only half hardness/DR of solid slugs, dealing fire damage, crit x3.
Activation: Attack
Range Increment: 200 ft, 4000 ft space
Target: Single target within 3000 ft
Duration: Instantaneous
Saving Throw: none

Hyper Impulse Long-Range Sniper Rifle
Based on the Hyper Impulse Long-Range sniper rifle from the X102 Duel Gundam, only it does not break apart into two weapons, is a long range energy sniper rifle with incredible power but with slower firing rate. Deals 25d20 energy damage, 19-20x4, range increment of 200 ft or 4000 ft in space, up to 20 range increments, ignoring 50 points of hardness/DR. Range penalties are halved after the fifth range increment, -1 for every two range increments instead of -1 for every range increment. If the damage is more than enough to deplete the target's current hit points, the blast will continue for a distance striking any target on the other side up to a distance equal to half the distance from the firer and the first target struck, but damage is reduced by 4 die.
The weapon system has 10 shots in a capacity, and can recharge from the mech's battery.

120mm Vulcan Weapon
This weapon system is a rapid fire ballistic weapon used for anti mech and can be used to attempt to shoot missiles, Designed to act as an automated weapon for the X105, allowing the pilot to focus on its primary target while the vulcans engage any mechs that get close. If used to shoot missiles, it has a 20% chance to shoot down missiles that attack the equipped mech, and uses 10 rounds of ammunition. The system has a +5 attack bonus by itself, plus an bonuses from sensors and targeting systems on the equipped mech. As a weapon, it deals 6d8 points of ballistic damage. The system can be set so each vulcan can make its own attacks, or paired. If paired, the chance for shooting down a missile increases to 30%, or as a weapon deals 9d8. System comes with 120 rounds each
Equipment Slots: 1
Activation: Attack or attack of opportunity
Range Increment: 80 ft
Target: Single target within 800 ft, or missile, or autofire
Duration: Instantaneous
Saving Throw: none

AQM/E-X04 - Gunbarrel Striker - Fitted with four wired gun barrel pods, armed with a railgun, a pair of missiles each, a four-barrel gatling gun. The four wired gun barrel pods are fitted with rocket pods to maintain the Strike's speed with the added weight, with the pods forming an X to allow them to fire around the arms and torso. Takes up 2 back, 1 shoulder and 1 arm for the gatling gun. PDC 35

Wire Gun Barrel Pod
These pods contains a short ranged railgun as well as two missiles each. Each railgun deals 6d12 ballistic damage, and the missiles loaded are typically M-87 Talon or other missiles can be loaded. Each pod holds 3 belts of 50 rounds plus 2 missiles. When firing multiple pods at once, increase damage by 50% for each full pairing, 2 railguns deal 9d12, 4 pods dealing 12d6 ballistic damage.
Activation: Attack action
Range Increment: 60 ft / varies by missile loaded
Target: Single target within 600 ft, or autofire / single target
Duration: Instantaneous
Saving Throw: none / varies by missile

Gatling Gun
This is a heavy four barrel gatling gun used for heavy anti-mech and anti-ship purposes. Deals 9d12 ballistic damage, ignores 10 points of hardness/DR.
Activation: Attack
Range Increment: 120 ft, 2500 ft space
Target: Single target within 1200 ft or autofire
Duration: Instantaneous
Saving Throw: none
 

Lord Zack

Explorer
Looks pretty good to me. Good work as always, though I do have a couple of concerns.

A couple of notes:
The original version of the Aile did not allow atmospheric flight.

It might be good to indicate which arm, or leg a particular Striker Pack uses.

The Schwert Gewehr is supposed to have a laser gun on the sword's bottom. The prototype that was used by the Archangel's Strike could project a beam blade instead.

The Aile and Launcher packs are supposed to be compatible, in fact the Strike can theoretically use all three of the original Striker Packs at once. You can also theoretically mix and match components from different Packs. The Launcher Striker has the weapons pod on the right shoulder and the "Agni" is mounted on the side of the backpack, but not where the Aile would connect.

The Gunbarrel Striker is actually a craft that can be piloted on it's own, or used as a Striker Pack.

People are almost certainly going to want to add hardpoints for Striker Packs to existing mobile weapons (or Wizard Packs or Silhouette Packs). In fact, this is likely to happen in my Super Robot Wars Coreline story. There should possibly be rules for this.
 
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kronos182

Explorer
Looks pretty good to me. Good work as always, though I do have a couple of concerns.

A couple of notes:
The original version of the Aile did not allow atmospheric flight.

It might be good to indicate which arm, or leg a particular Striker Pack uses.

The Schwert Gewehr is supposed to have a laser gun on the sword's bottom. The prototype that was used by the Archangel's Strike could project a beam blade instead.

The Aile and Launcher packs are supposed to be compatible, in fact the Strike can theoretically use all three of the original Striker Packs at once. You can also theoretically mix and match components from different Packs. The Launcher Striker has the weapons pod on the right shoulder and the "Agni" is mounted on the side of the backpack, but not where the Aile would connect.

The Gunbarrel Striker is actually a craft that can be piloted on it's own, or used as a Striker Pack.

People are almost certainly going to want to add hardpoints for Striker Packs to existing mobile weapons (or Wizard Packs or Silhouette Packs). In fact, this is likely to happen in my Super Robot Wars Coreline story. There should possibly be rules for this.
Yes, the original Aile didn't allow atmospheric flight, but there apparently was a version (at least according to the wiki), so I just used that version.

A laser gun in the hilt.. I'll have to double check that.
 

Lord Zack

Explorer
I haven't been able to find any information on how many hardpoints the Strike Gundam has and how the Striker Packs fit into those hardpoints. I'm not certain each piece of equipment actually goes onto a hardpoint.
 

kronos182

Explorer
I haven't been able to find any information on how many hardpoints the Strike Gundam has and how the Striker Packs fit into those hardpoints. I'm not certain each piece of equipment actually goes onto a hardpoint.
I 'estimated' as the Strike Gundam has to have physical points where the striker packs connect to allow power and control systems to interact between the two. So I used game logic to create a number for each and where they would connect to, so some you can and can't mix, although I'm sure, as you also mentioned, some can be combined however with these hardpoints they don't. It's partly for game balance and logic.
 

Lord Zack

Explorer
Well, I do think there shouldn't be anything preventing someone from using the Aile, Launcher and Sword Strikers at the same time. It's probably not the smartest thing to do, because despite the auxiliary batteries you will drain the mobile suit's power reserves extremely quickly. Which is why the AQM/E-YM1 Multiple Assault Striker includes four extended battery packs. You also weigh down the mech with all that extra equipment.

You can see a Gunpla using all three Striker packs here: https://www.bing.com/images/search?view=detailV2&ccid=WJ5pxt/e&id=C8997D757CB91F98FA47EE3B435CBB9EEB116E26&thid=OIP.WJ5pxt_eIKc_99qBQqUkUgHaHa&mediaurl=http://sg.p-bandai.asia/glpb/SG/img/model/b/1000000504_8.jpg&exph=560&expw=560&q=three+striker+packs+simultaneously+gundam&simid=608035551058987206&selectedindex=5&pc=U316&ajaxhist=0&vt=4&eim=1,2,3,4,6,8&sim=11

There is also the Multiple Assault Striker and ISWP Striker, which combine the functions of all three original packs.
 
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kronos182

Explorer
Well, I do think there shouldn't be anything preventing someone from using the Aile, Launcher and Sword Strikers at the same time. It's probably not the smartest thing to do, because despite the auxiliary batteries you will drain the mobile suit's power reserves extremely quickly. Which is why the AQM/E-YM1 Multiple Assault Striker includes four extended battery packs. You also weigh down the mech with all that extra equipment.

You can see a Gunpla using all three Striker packs here: https://www.bing.com/images/search?view=detailV2&ccid=WJ5pxt/e&id=C8997D757CB91F98FA47EE3B435CBB9EEB116E26&thid=OIP.WJ5pxt_eIKc_99qBQqUkUgHaHa&mediaurl=http://sg.p-bandai.asia/glpb/SG/img/model/b/1000000504_8.jpg&exph=560&expw=560&q=three+striker+packs+simultaneously+gundam&simid=608035551058987206&selectedindex=5&pc=U316&ajaxhist=0&vt=4&eim=1,2,3,4,6,8&sim=11

There is also the Multiple Assault Striker and ISWP Striker, which combine the functions of all three original packs.
A good reason the Gunpla can use all three is because it's not the first mech to use them. New mechs will have improvements that can allow them to do what the original versions can't, such as equip more equipment/hardpoints.
 

Lord Zack

Explorer
Except that IS the original version. It is a Gunpla of the
GAT-X105+AQM/E-X01 Aile Strike Gundam, which is merely the GAT-X105 Strike Gundam equipping the Aile Striker. That Gunpla can also be equipped with the Sword Striker and Launcher Striker, indicating that the GAT-X105 should be able to equip all three.

The Aile Launcher Sword Strike is, or should be effectively worse than the Multiple Assault Striker, ISWP or Ootori Striker Pack. The capability to use the Aile Striker and the Launcher Striker isn't going to break anything.

The OZ-06MS Leo already has hardpoints. I wonder how hard it would be to configure them to accept Striker Packs.
 
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Lord Zack

Explorer
This may be relevant: https://m.facebook.com/story.php?story_fbid=2242643119322689&id=2220962374824097

Also regarding Pathfinder, the Horrifically Overpowered Feats series of Rogue Genius Games products might be useful in a Coreline campaign. Since some characters really are that powerful in Coreline. Unfortunately they don't seem to be anywhere on d20pfsrd.com, which has a lot of third party rules, including other feats Rogue Genius Games has created.
 
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kronos182

Explorer
Sorry I haven't posted much lately. Work has been keeping me busy, plus preparing for a convention I work at. Next weekend is the convention, so I probably won't be posting anything until closer to June.
In the meantime, while I have a nice to do list, with many WIPs, if there's anything in particular you want, send me a PM or post it here and I'll add to the list.

Oh.. On my personal posting thread, I added some new skill uses a little while ago. check it out and if you want to use them in your games, go right ahead. http://www.enworld.org/forum/showthread.php?474869-Kronos-s-d20-Stuff&p=7601060&viewfull=1#post7601060
 

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