CORELINE (D20 Modern/D20 BESM Setting).


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OK, that sounds cool. Please post a link when you start, man. Can't guarantee I can be a player but I would really dig to be able to see.

Good to know this stuff is of use.
 

kronos182

Adventurer
Thanks to Cluless and the 23 Hours, many abilities that were only in fiction or myth have become reality. Even normal people can make use of some of these new abilities, even without dedicating themselves to learning magic or having other magical abilities.

Mana
Every creature or person can access mana, or magical energy. Wizards, sorcerers and other magical users train to make use of massive amounts of this energy, and learn many different spells. However, with a little bit of training, anyone can make use of a basic amount of magical energy and use it several basic ways.
Every living creature can access a basic amount of magical energy, or mana, equal to 1 mana point per Intelligence point. Those who train or are born with magical abilities have this basic mana power, plus they can convert their other magical abilities into mana points if they so wish, or change mana points into use for their normal magical use.
Mana can also be used by those who use Chi, Ki, the Force, or other magical or supernatural energy.

Feat: Mana Manipulation (General)
Prerequisites:
Intelligence 4+
Benefits: The user can use raw magical energy, or mana, for use in some basic magical abilities, or can use it to power their class magical powers. Alternatively, they can use their class magical abilities and convert them to mana.
A person has mana point pool that is equal to their Intelligence, and requires a minimum of 4 Intelligence, and is able to manipulate mana in a few basic ways. A character with a class with spell slots can use their mana to power their magic, using mana to equal the spell slot level to power a spell. For example, a level 3 spell requires three mana points to power, while a single mana point is required to power a level 1 or level 0 spell. A user can recover mana at a rate of 1 per hour of rest +1 per Wisdom Modifier (negative modifier does not reduce recover, just doesn't increase, functions as +0).
Alternatively they can use a spell slot to create mana, with the spell slot level equaling mana points, thus a level 3 spell slot converts into 3 mana points.
The user can use this mana in three basic ways, attack, heal, or defense.
For attack, the user can use mana to fire an energy ball from their palm, using 1 mana point to deal 1d4 points of energy (counts as magical) damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 30 feet plus 10 feet / Int modifier, as a ranged touch attack.
For healing, the user can use mana to recover hit points in a creature touched or themselves, using 2 mana points per 1 hit point recovered. Thus if they used 10 mana points, they can heal 5 hit points +1 per Int Modifier (negative modifiers counts as +0). Takes a standard action to focus mana and requires the user to touch the recipient if not healing him/herself.
For defense, they can create a bubble shield around him/herself for 5 mana points that can function for 1 minute, able to absorb 10 points of damage +1 hit point per point of Int modifier (negative modifier counts as +0). Each additional point of mana used increases the amount of damage absorbed by 2, and each 5 points used (while increasing damage absorbed), increases duration for 1 minute. Takes a standard action to raise the shield.

Mana Battery (General)
You are able to store increased amounts of mana.
Prerequisites: Mana Manipulation
Benefits: You are able to store and generate larger amounts of mana. You can access a mana point pool of Intelligence x3. If the user also has classes capable of casting spells, gains +2/spell caster level. Also any spell slots converted to mana generate double mana points, thus converting a level 3 spell to mana generates 6 points of mana. Alternatively, converting mana into spell slots uses 50% less mana rounding up, thus to create a level 3 spell slot uses 2 mana. Level 1 and level 0 spell slots still uses 1 mana point.
 
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OK, open for discussion:

This is how the phenomena that connects the GFFA and the Solar System looks like, at least from the side of the Sol System:

1.4916949.figures.f11.gif


From the side of the GFFA, in Outer Rim Area 51 past the Corporate Sector, it either looks like a standard sci-fi wormhole:

latest


800px-Wormhole_travel_as_envisioned_by_Les_Bossinas_for_NASA.jpg


Or it's a similar distortion to the "bubble", but it's even more huge. It's like... it looks like what the literal edge of the galaxy would probably look like.
 


Lord Zack

Explorer
Personally I'd think a standard wormhole would work fine. However, i wonder if the anomalies you describe would allow you to see the immediate vicinity of the other side. So you have prior warning if a Star Destroyer starts coming through. Also I wonder whether these anomalies would have mass. If they have mass, they would exert a gravitational attraction to surrounding objects, possibly allowing space stations to orbit them.
 

kronos182

Adventurer
Personally I'd think a standard wormhole would work fine. However, i wonder if the anomalies you describe would allow you to see the immediate vicinity of the other side. So you have prior warning if a Star Destroyer starts coming through. Also I wonder whether these anomalies would have mass. If they have mass, they would exert a gravitational attraction to surrounding objects, possibly allowing space stations to orbit them.

Even without anomalies around the wormhole, there'd probably be sensor/communications buoys on either side. Depending on who controls the space on each side, someone can park a station on each side.. like a customs check point.. make sure no one's transporting dangerous foodstuffs into either area.
 

The anomaly probably has a good enough view of the other side that one of the cheapest and most effective methods to keep an eye on incoming ships is a powerful telescope.

Still have not determined whether or not going through the wormhole does anything to a ship's systems that would make them reset for a short while -- if it does, that would make Klingon cloaking not as useful when going through as it normally would, and SW Legends only made AFAIK some pretty powerful advancements in ECM but that is about it in terms of "cloaking".
 

kronos182

Adventurer
The anomaly probably has a good enough view of the other side that one of the cheapest and most effective methods to keep an eye on incoming ships is a powerful telescope.

Still have not determined whether or not going through the wormhole does anything to a ship's systems that would make them reset for a short while -- if it does, that would make Klingon cloaking not as useful when going through as it normally would, and SW Legends only made AFAIK some pretty powerful advancements in ECM but that is about it in terms of "cloaking".

The Gamma Quadrant wormhole had restrictions of how fast you could travel through it, else you'd hit something (I'd have to watch the first couple of episodes of DS9 again to get you the correct terms), which can cause damage to ships.

Something similar could be in play with this wormhole.. can't go past a certain speed without risk of damage to ship, maybe there are particles that interfere with shields and cloaking technology (some nebula prevent shields from working and also cloaks.

As for Star Wars. in both Legends and Cannon there were full cloaks, rendering the ships invisible to virtually all sensors and even the naked eye. However in Legends true cloaks also prevented the user from seeing OUT of the cloak, rendering the user blind as well.
Darth Maul's ship had a cloaking device. There was a freighter in the Clone Wars had a full cloak, but even cloaked they reduced as much energy usage (partly due to the energy drain of the cloak) and to reduce any emissions (passive sensors only for instance).
 

Restrictions could be something like you need to go through at impulse speed (activating FTL to go through gets you a blind jump/"hyperspace skip" at BEST), you also need to do some FTL calculations before going through (again, not doing them counts as a blind jump), energy disruption forces a full system reset after going through (so even the biggest and most shielded ships are dead in the water for about thirty seconds or so) and ships get "lit up" even with the best cloaking systems. Maybe other weird sideeffects if a bad jump happens like random mutations or something.

If you wanna send a warship through with full intent to open fire the moment you cross, it has to be an incredibly tough girl to withstand those thirty seconds and have enough firepower to make anybody regret trying to shoot her during them.
 

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