CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
Impetus Diaboli

"Welcome to my humble shop. You will find many items quite useful. You can also bring me anything you find in your adventures for coin, or trade." - Maximus Holt, Impetus Diaboli owner.
CENTRAL OFFICES: New Orleans, Louisiana, USA.
MAJOR REGIONAL OFFICES: Several travelling mobile 'stores', typically in the form of converted cargo vans and trucks, usually no larger than 5 or 10 ton trucks, 3 converted 53 foot trailers and 3 stores besides the New Orleans facility, London England, Moscow Russia and Sydney Australia.
MAJORITY STOCKHOLDER: Maximus Holt, owner.
Logo: Image of a devil wearing a three piece suit with tails, top hat and cane leaving to the left.
INFORMATION:
Impetus Diaboli is a 'small' company that makes or enchants items that are useful to adventurers and mercenaries, from weapons to equipment, founded by Maximus Holt. Many of their enchanted items are based on fictional items or abilities, some are unique. Maximus is always looking for new and interesting magical items, and willing to trade. Impetus Diaboli has its headquarters and major warehouse in New Orleans, and sends out merchants in cargo vehicles that are converted into mobile shops where they sell or buy various magical items. Most will have a stock of Impetus Diaboli common items, but each will have a number of unique or uncommon items, which varies from merchant to merchant. Each merchant will travel a circuit that usually lasts 2 to 4 months before they return to the headquarters, or local store, to drop off new items and restock. These mobile shops can be identified typically with the Impetus Diaboli on the side, a cartoon depiction of the devil with a shotgun used as a cane.

Will usually have a collection of potions, wands and other common magic items such as:
Potion of Mechanical Aptitude, Potion of Vehicle Handling, Potion of Cure Light Wounds, wands and scrolls.

Sample Impetus Diaboli Items

Scouting Jewellery

Scouting jewellery are small enchanted necklaces, bracelets or small amulets with typically a clear crystal, although light blue or red is also common. When in the presence of magic that is not on the wearer, the crystal will begin to glow. It glows brighter when close to magic, allowing the wearer to use it to find magical items, or discover if someone is using magic nearby. Unfortunately the range is limited to only 30 feet, but as the person turns, the crystal will increase brightness when the user is facing a magical item, or source of magic spell. The brightest the crystal gets is about the equivalent to a small candle.
Grants +1 to Search checks in relation to magical items, traps or sources of magical energy.
Weight: Typically 3 to 6 oz.
PDC: 15

Gathering Gloves or Bracers
A set of gloves or bracers that can cast the spell Mage Hand, allowing the user to move small objects weighing no more than 5 lbs, up to 30 feet away, exactly as the spell. The user can cast the spell as a standard action, up to 3 times per day, with a maximum duration of 5 rounds, through concentration as a move action.
Weight: 1 to 2 lbs
PDC: 17

Mending Vest
This leather vest, which is designed to be adjustable, so it can fit over most clothes, even up to medium armour, has several pockets, has a 'worn' look to it, is specially enchanted so that when the wearer is wearing the vest, and receives magical healing, via potion or by spell (from a caster, wand or scroll), the wearer heals 50% more. Otherwise the vest has no other function other than as an article of clothing with 4 to 8 pockets.
Weight: 3 lbs.
PDC: 18

Bounding Boots
These water resistant hiking style boots, with a polycarbonite lined toes and soles (functions like steel toed boots, only slightly lighter and don't freeze as quickly in the cold), give the wearer a little more bounce to their step, granting +2 to Jump checks. If the user runs, while making occasional leaps making a successful Jump check DC 15, the wearer's run speed is increased to x5 for a total of 5 minutes, up to 3 times per day. If the user fails the jump check, reduce running speed to only x3 as they stumble on their landings.
Weight: 6 lbs for pair.
PDC: 17

Azure Clothing
Azure clothing comes in a wide range of styles and cuts, but typically sweaters, light jackets, pants, track suits, all made of fine materials and will have anywhere from one to five embroidered snowflakes made of pure silver thread, somewhere on the piece of clothing. These clothes grant the wearer protection from cold weather, allowing them to ignore the effects of cold conditions and exposure. The character doesn't need to make Fort saves in extreme cold conditions, and feels quite comfortable while wearing a set of Azure clothing.
PDC: +1 higher than normal version of the piece of clothing.


Lapis Orbs
These orbs appear to look like lapis lazuli gemstones, typically held in brooches, large rings, necklaces. These gems, once broken in the user's hand, grants temporary immunity to all cold effects for 5 minutes. The user is immune to extreme cold, any and all cold damage and attacks. However the user's reflexes and movements are a bit sluggish during this time and for 1 hour afterwards, suffering -1 to Initiative, Reflex saves and -10 feet to speed.
PDC: 22
Weight: Typically 3 to 6 oz for the orb itself.

Crimson Clothing
Crimson clothing comes in a wide range of styles and cuts, but typically sweaters, light jackets, pants, track suits, all made of fine materials and will have anywhere from one to five embroidered flames made of pure gold and copper thread, somewhere on the piece of clothing. These clothes grant the wearer protection from hot weather, allowing them to ignore the effects of hot conditions and exposure. The character doesn't need to make Fort saves in extreme hot conditions, and feels quite comfortable while wearing a set of Crimson clothing.
PDC: +1 higher than normal version of the piece of clothing.

Opal Orbs
These orbs appear to look like opal gemstones, typically held in brooches, large rings, necklaces. These gems, once broken in the user's hand, grants temporary immunity to all fire/heat effects for 5 minutes. The user is immune to extreme heat, any and all fire/heat (except for lasers) damage and attacks. However the user's reflexes and movements are a bit sluggish during this time and for 1 hour afterwards, suffering -1 to Initiative, Reflex saves and -10 feet to speed.
PDC: 22
Weight: Typically 3 to 6 oz for the orb itself.

Jade Orbs
These orbs appear to look like round polished pieces of jade, typically held in brooches, large rings, necklaces. These gems, once broken in the user's hand, grants temporary immunity to all types of poison and poison like effects for 5 minutes. The user could swallow any poison during this period and be completely immune. If the user was already affected by a poison before activating a jade orb, the effects immediately stop, but doesn't cure any damage or other effects the poison might have caused. During this period and for 1 hour afterwards, the user feels weaker, suffering -2 to Fort saves, is -2 to Strength.
PDC: 22
Weight: Typically 3 to 6 oz for the orb itself.

Cleanatic 100
This device resembles a small handheld rechargeable vacuum cleaner, and functions as such, able to hold about 5 lbs of dirt and debris. It also can cast the Clean spell, able to clean an object or creature up to 500 lbs, or a room of up to 50 square feet, or cast the spell Mending, able to repair one object up to 2 lbs, and has a total of 10 charges.
The vacuum function has enough power for 2 hours of operation then needs 2 hours to recharge. Clean and Mending each use 1 charge, and the charges replenish every 24 hours.
Weight: 7 lbs
PDC: 13

Detection Binoculars
This set of digital binoculars has the additional feature of being able to detect illusions. By pressing a small diamond button, up to 5 times a day, while looking through the binoculars, the user can detect illusions. The user makes a caster level check at +3 (roll d20) vs the save DC of the spell, and the amount of information revealed depends on how long the user studies an area with a successful check. First round reveals the presence or absence of illusions by the view turning red; second round reveals the number of different illusions with a counter in the left corner; and the third round reveals the location of each illusion with a green circle around the location. This does not reveal what the illusions are, just that they are present and where they are located. This does give the user a +4 bonus to disbelieve any of the illusions.
If the caster level check fails, the digital binoculars do not reveal any information other than what they would normally.
Weight: 3 lbs
PDC: 11

Foe-b-gone Spray Can
A magical alternative to mace developed by Impetus Diabloi, which can work on targets that don't have eyes. One spray acts in a fashion identical to a fear spell cast at 8th level. The can holds 6 charges.
Type: Wondrous Item (magic);
Caster Level: 8th;
Purchase DC: 21;
Weight: -.

Nailgun Glove
This heavy glove, with reinforced fingers and back, functions as a heavy work glove, but can also be used as a nailgun by use of the spell Fingernailgun. When your outstretched index finger is pressed firmly against a surface, a single galvanized steel nail shoots out, burying itself up to the nail head in whatever surface you are touching. The fingernailgun ignores 5 points of an object’s hardness, but cannot penetrate objects with a hardness greater than 5. If the targeted surface has more than 5 points of hardness, the fingernailgun recoils back from the surface, allowing the nail to fall away without harm to the surface or subject of the spell.
In addition to home improvement and repair work, a fingernailgun may also be used in combat. By making a successful melee touch attack, you fire a nail into your opponent, causing 1d3 points of piercing damage. A missed attack does not expend a nail. This attack cannot be combined with other melee touch attacks. The upper limit to the number of nails you may fire in any round is that of the number of melee touch attacks you may make in a single round. Each activation of the spell uses 1 charge, which creates 5 nails, with a total of 20 charges, which recharge after 24 hours.
Weight: 1 lb per glove.
PDC: 23

Fireproof Decal
Usually appearing as a narrow, reflective white decal with bold, red lettering that reads “NONFLAMMABLE”, when affixed to a creature or object, a fireproof decal provides a limited amount of protection against fire damage. The creature or object gains energy resistance 10 against fire. The fireproof decal will continue to function until it has provided protection from a cumulative total of 50 points of fire damage, after which it is consumed in flame (by the 51st point of fire damage).
Type: Wondrous Item (magic);
Caster Level: 3;
Purchase DC: 29;
Weight: —


SHOTGUN OF ZOMBIE SLAYING
This +1 shotgun is the bane of all zombies. Any zombie damaged by this weapon must succeed at a Fortitude save (DC 14) or be destroyed.
Type: Weapon (magic);
Caster Level: 10th;
Purchase DC: 25;
Weight: 8 lb.

CHAINSAW OF SHARPNESS
This +3 chainsaw threatens a critical hit on a natural roll of 19 or 20 (a normal chainsaw has a threat range of 20).
Type: Weapon (magic);
Caster Level: 10th;
Purchase DC: 39;
Weight: 10 lb.


Phantom Ammunition
These purple tipped bullets, when fired, 4 phantasmal bullets seem to fly with it, distracting the target from the round they should be watching out for. Before rolling attack roll, roll 4d4. For every 4 that comes up, the target's Defense drops by 1 (distracted by the phantom bullets). This drop in Defense lasts for 1 round. Roll attack roll against the lowered Defense. These rounds deal damage for their respected weapon + 1d4 force damage for every phantom bullet that hit (a roll of 4 on the d4 die).
PDC +3


Cha-Ching
A heavy crossbow with what looks like a coin slot and a cylinder large enough to hold about a dozen coins, mounted on the top, above the trigger, before the stock. The Cha-Ching uses pieces of currency as ammunition, by some magical means, the value, and material for older, or special coins, has an effect on the damage output as well. Coins fired this way are destroyed. The coin slot has several analog counters, appears to be one for dimes, nickels, quarters, dollar coins and one special coins, such as gold, silver, etc. The cylinder holds up to 6 coins, and as each coin is used up, the counters roll back to zero. When fired, it uses the coins in the order they were inserted. Special coins, such as a silver dime, will deal damage of a dime plus the special effect of a silver coin.

Cha-Ching
Damage: varies
Critical: varies
Damage Type: piercing *
Range Increment: 60 ft
Rate of Fire: Semi
Size: Large
Weight: 12 lbs
Ammo: 6 internal
Purchase DC: 25
Notes: Variable damage based on the type of coins
CurrencyDamage
Nickel1d6 Piercing
Dime1d8 Piercing
Quarter1d10 Piercing
Dollar Coin2d6 Piercing
2 Dollar2d8 Piercing
5 Dollar2d10 Piercing
10 Dollar2d6 Piercing + 2d4 Bludgeoning
Silver CoinDamage as face value + silver properties
Gold CoinDamage as face value + half damage as force damage
ElectrumDamage as face value + half damage as electrical damage

Augmenting Collar
A collar that is enchanted to enhance a pet, or familiar's natural abilities slightly. Comes in a number of colours and sizes, from small rodent to large canine. Large collars are available but at increased cost. Collar grants the animal with +2 enhancement bonus to Strength and Dexterity, +5 feet to speed and +1 to attack rolls, +1 to Fortitude saves.
Weight: 3 oz to 1 lb for creatures up to medium size. Larger creatures increases weight by +2 lbs per size category.
PDC: 24, +1 per size category of creature over medium.

Far Strike Magazine
These ballistic ammunition magazines are enchanted to increase the range of the ammunition placed within. Only non-magical ammunition can be enchanted by this magic, increasing the range by 25%, before feats, equipment or any range enhancing spells or powers granted by the weapon. Available on most weapons that have a box magazine. Can be made for ammunition drums or bins for weapons that use linked ammunition.
PDC: 21 pistols, 22 longarms, 24 for linked or heavy weapons such as rocket launchers or man portable cannons.
Restriction: Military (+3)

Hubcaps of Speed
A set of four hubcaps, when placed on the wheels of a vehicle, increases its speed by 10%. A full set of four must be used for the effect to work.
Weight: Set of four weighs 8 lbs.
PDC: 23

Magical Munitions
Impetus Diaboli has a series of magical ballistic ammunition available in most common calibers for personal weapons. Below are the most common available, stock varies from merchant to merchant.
Cause Fear - Target struck is affected by the Cause Fear spell, Will save DC 12. PDC +2
Hold Person - Deals half damage, target struck is affected by the Hold Person spell, Will save DC 13, lasts 3 rounds. PDC +3
Knock - Deals half damage and casts the Knock spell on any door, box, chest, or cabinet that is locked, stuck, barred or magically sealed or held. Can also loosen welds, shackles or chains, provided they serve to hold closures shut, affecting a door up to 20 square feet. PDC +2



Magical Special Abilities

Cobalt

This magical enhancement can be added to any set of armour or clothing, including non masterworked version. On command, up to three times per day, for 5 rounds, the armour or clothing takes on a bluish colour and absorbs the first 5 points of cold damage per attack that the wearer would normally take (similar to the resist energy spell).
PDC Modifier: +1

Garnet
This magical enhancement can be added to any set of armour or clothing, including non masterworked version. On command, up to three times per day, for 5 rounds, the armour or clothing takes on a reddish colour and absorbs the first 5 points of fire or heat (not from laser weapons) damage per attack that the wearer would normally take (similar to the resist energy spell).
PDC Modifier: +1

Lunar
A weapon with this enchantment is able to harm creatures, without having to be made of silver, of any were-type, afflicted with lycanthropy. The weapon deals its normal damage against the lycanthrope ignoring damage reduction granted by the were creature's special qualities, but does not bypass DR granted by other sources.
PDC Modifier: +1

Unearthly
A weapon with this ability will bypass the damage reduction of creatures with the outsider subtype, but does not deal any extra damage. If the creature has damage reduction from other sources other than from its type of outsider, such as from a spell, this ability does not bypass that damage reduction.
PDC Modifier: +1

Consecrated
A consecrated weapon will bypass any damage reduction of any undead creature granted by its type of undead, but does not deal any extra damage. If the creature has any damage reduction from other sources, such as from a spell, this ability does not bypass that damage reduction.
PDC Modifier: +1

Saintly
Armour with this ability grants the wearer DR 5 against natural, special and spell-like attacks that deal damage from evil allegiance to evil or of evil subtype. It bestows one negative level on any creature with the evil allegiance attempting to wear it. The negative level remains as long as the armour is worn, and disappears when removed. This negative level never results in actual level loss, but it can not be overcome in anyway while the armour is worn.
PDC Modifier: +3

Crippling
A weapon with this ability, on a successful critical strike the target must make a Will save DC 16, or suffer the effects of a slow spell for 5 rounds. A slowed creature can only take a single move action or attack action each round, but not both (nor may they take full-round actions). Additionally, they suffer -2 penalties to Defense, melee attack rolls, melee damage rolls, and Reflex saves, and jump half as far as normal. If the target struck was affected by haste, or similar ability, that effect is cancelled.
PDC Modifier: +2


New Spells

Fingernailgun

Conjuration (Creation)
Level: Mage 0;
Components: V, S, M;
Casting Time: Attack action;
Range: Personal;
Target: You;
Duration: until all nails are used or 1 minute/level
This spell is perfect for the handyman or hand-to-hand combatant. When your outstretched index finger is pressed firmly against a surface, a single galvanized steel nail shoots out, burying itself up to the nail head in whatever surface you are touching. A fingernailgun can produce 5 nails per caster level.
The fingernailgun ignores 5 points of an object’s hardness, but cannot penetrate objects with a hardness greater than 5. If the targeted surface has more than 5 points of hardness, the fingernailgun recoils back from the surface, allowing the nail to fall away without harm to the surface or subject of the spell.
In addition to home improvement and repair work, a fingernailgun may also be used in combat. By making a successful melee touch attack, you fire a nail into your opponent, causing 1d3 points of piercing damage. A missed attack does not expend a nail. This attack cannot be combined with other melee touch attacks. The upper limit to the number of nails you may fire in any round is that of the number of melee touch attacks you may make in a single round.
Material Component: Number of galvanized steel nails to be conjured (up to 5/level).
 

kronos182

Adventurer
Federation Type 8 Shuttlecraft

The Type 8 shuttlecraft are very similar to the Type 6 shuttles, however they had improved warp drives with improved range, slightly better hull materials and shields, but were nearly visually the same as the Type 6. The only noticeable difference is the warp nacelles appear to be similar in design to those of the Intrepid class starships.
These shuttles had a duranium lined shell, shaped like a brick, with an angled front that had three windows, two nacelles mounted on very short pylons along the lower hull that run about two-thirds the length of the hull, with ion thrusters mounted on the upper rear corners of the ship. A door on each side in front of the nacelles, as well as a large rear door, allowed crew to enter or exit. A hatch with an extending docking ring on the bottom of the craft allows it to dock to other ships when a shuttlebay or transporters are not available. The shuttles had fairly basic sensors installed as standard, but can easily mount more powerful and special sensors for different missions, and came with basic shields for defense but no weapons. Inside, the shuttle was divided into two sections, the larger forward section had seating for 5, including the pilot, and space for some cargo. The seats can be easily removed to allow the ship to carry more cargo. The shuttle can easily enter and leave a planet's atmosphere to reach a ship or station in orbit, and travel between planets within a system. They were capable of low warp speeds with limited range, so were used sometimes as transports between nearby systems, or to rendezvous with ships passing near systems. Usually carries enough fuel to travel across a Sol sized solar system twice, or travel about 40 light years at a partly warp 4.
These shuttles can be fitted with a pair of Type 4 phaser emitters in the nose for special missions. Some shuttles were fitted with emergency transporters that are only used if the shuttle is about to be destroyed, with a range of 240,000 miles (orbiting shuttle to planet), although full transporters could be installed.

Type 8 Shuttle (PL6-7)
Type: Ultralight
Subtype: Shuttle (orbital)
Size: Huge (-2)
Tactical Speed: 3500
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 9
Hardness: 20
Hit Dice: 6d20 (120 HP), 150 HP shields
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 20.2 ft
Weight: 35,000 lbs
Targeting System Bonus: +0
Crew: 1
Passenger Capacity: 5
Cargo Capacity: 500-3000 lbs
Grapple Modifier:
Base PDC: 49, within Federation space or allies 38-44.
Restriction:

Attack:
Attack of Opportunity:

Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, Shield Dependent, emergency transporter
Engines: thrusters, ion engine Warp Drive (max warp 4, 40 light year range)
Armour: polymeric
Defense Systems: Shields, autopilot
Sensors: Class III
Communications: radio transceiver
Weapons: none
Grappling Systems: none

Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.

Phaser Type 4
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 3d10 as a free action once per round.
Damage: 12d10
Damage Type: Fire/Energy
Range Increment: 5500 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 35
Restriction: Mil (+3)
 


kronos182

Adventurer
I wonder which Starfleet shuttles could fit through a Stargate.

Might be relevant: https://www.nypl.org/blog/2014/09/2...urce=twitter.com&utm_campaign=NYPLSocialMedia

The Type F, Galileo, Type 6 and 8, although they might need some modifications to retract the nacelles closer.. they might be a little tall..
Otherwise I'd say Type 2 (the ones you see on Voyager) with maybe retractable nacelles and probably the one on the Defiant if the engine pods on the sides are retractable.
 


OK, gonna toss you guys an idea for an Advanced Class concept (maybe it goes through an Advanced/Prestige Class escalation ladder, I don't know).

The "Holy Order of Ghost Riders". You get possessed with a tiny chunk of a Spirit of Vengeance and "earn your flames" as you go along. Probably start with Detect Evil/Good and a vehicle of your choice (as long as it's light -- cars and bikes are a standard, but maybe power armor is also OK?) that you get a (minor) bonus to ride checks for. Then you "earn your flames", the vehicle becomes more of a symbiote that you get a massive bonus for and can even summon temporary gadgets for (or choose from a variety of "Ghost Rider" stunts for it to perform like Spider Climb/run over water/will come when you whistle for it) and you can "infest" vehicles with a smidge of power so they will temporarily perform better as weapons, enchanted hand-held weapons (firearms and melee), You also become increasingly scary as the Rider's powers turn you more hideous, culminating with the capacity to summon the Penance Stare.

The code of the Order of Ghost Riders is obviously an anti-heroic Paladin's -- protect and heal the innocent, punish the guilty. There's some leeway about how to go about punishing, but the more monstrous, the more it's probably expected to turn them into smears on a wall.

A Ghost RIder can also be, you know, angelic. The Order will accept you with open arms. But Angels that are part of the Order are obviously the "fire and brimstone" types.
 

kronos182

Adventurer
OK, gonna toss you guys an idea for an Advanced Class concept (maybe it goes through an Advanced/Prestige Class escalation ladder, I don't know).

The "Holy Order of Ghost Riders". You get possessed with a tiny chunk of a Spirit of Vengeance and "earn your flames" as you go along. Probably start with Detect Evil/Good and a vehicle of your choice (as long as it's light -- cars and bikes are a standard, but maybe power armor is also OK?) that you get a (minor) bonus to ride checks for. Then you "earn your flames", the vehicle becomes more of a symbiote that you get a massive bonus for and can even summon temporary gadgets for (or choose from a variety of "Ghost Rider" stunts for it to perform like Spider Climb/run over water/will come when you whistle for it) and you can "infest" vehicles with a smidge of power so they will temporarily perform better as weapons, enchanted hand-held weapons (firearms and melee), You also become increasingly scary as the Rider's powers turn you more hideous, culminating with the capacity to summon the Penance Stare.

The code of the Order of Ghost Riders is obviously an anti-heroic Paladin's -- protect and heal the innocent, punish the guilty. There's some leeway about how to go about punishing, but the more monstrous, the more it's probably expected to turn them into smears on a wall.

A Ghost RIder can also be, you know, angelic. The Order will accept you with open arms. But Angels that are part of the Order are obviously the "fire and brimstone" types.

Interesting.. while D20 Modern/Future doesn't have alignment, but some suggested allegiances would also be good.. besides evil..
Not sure if power armour would work.. as it's something you wear more than ride.. but hovercraft, jet bikes, light aircraft maybe (limited altitude like cesnas and the like maybe).

The abilities that can imbue to vehicles, besides having a drive check bonus, and those you suggested, could be limited flight, maybe burst into flames for a ram attack, increased defense.

For weapons, bonus to attack rolls (supernatural accuracy), bonus damage to evil and certain creature types (outsiders, demons/devils, etc), damage type can deal half holy/unholy and it's base type.. eventually doing fully magical type damage. maybe even cast certain spells.
 

Rogue Genius Games releases a big bunch of stuff for Starfinder, and this is one of their latest add-ons:

"Isekai Characters"


The preview shows a class, "Isekai Adventurer", who does some fourth-wall leaning in his advantage list. Definitely sounds "Coreline".
 

kronos182

Adventurer
Interesting.. while D20 Modern/Future doesn't have alignment, but some suggested allegiances would also be good.. besides evil..
Not sure if power armour would work.. as it's something you wear more than ride.. but hovercraft, jet bikes, light aircraft maybe (limited altitude like cesnas and the like maybe).

The abilities that can imbue to vehicles, besides having a drive check bonus, and those you suggested, could be limited flight, maybe burst into flames for a ram attack, increased defense.

For weapons, bonus to attack rolls (supernatural accuracy), bonus damage to evil and certain creature types (outsiders, demons/devils, etc), damage type can deal half holy/unholy and it's base type.. eventually doing fully magical type damage. maybe even cast certain spells.

Just another thought.. instead of a class.. could be a template? While there can only be a small handful of TRUE Ghostriders.. THEY can enlist additional agents with a small bit of their power. Just an alternate method.
 

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