CORELINE (D20 Modern/D20 BESM Setting).


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Does, but in the many years since it became part of DC comics Canon, it's gotten pretty crazy. It even has a mind of its own now (and in standard CW fashion it's a complete and utter jackass), plus covers lots of other fields like there is a sub-force for strength. They have also gone pretty full-blown Light Side/Dark Side with it.

Dunno if it would be best to cut down on that. You go fast, you can make others go slow, anything crazier (time travel, not sure about vibration) is in the realm of the Masters.
 

A Speed Force Paladin (who is much different from a Flash) would have the regular speedster tricks - speed up, run on water, the trick of stealing speed is probably high-level. Dunno where fast healing could be fit - maybe mid-level. If it's possible for the Paladin to give speed to other people, probably at first the other people must make rolls to not get dizzy by the sudden feeling of everything going at HD fast-forward x40,000, which would vanish on higher levels.

Fast-heal "lay on hands" may also need some disadvantages to make it different from regular magical healing, especially because it's regular healing going at high speed and may not work as well. I guess something like the Paladin must make two rolls -- one before the lay-on that would stand in for something like setting bones, pulling out bullets, etc, and then one AS the lay-on is taking effect which stands in for the Paladin making sure that the speed-up isn't making the bone heal out of place.
 

kronos182

Adventurer
Some new Hydra equipment for your villians or as possible contra-band rewards for your PCs.

Hydra Elite Light Armour
An upgraded version of the light Hydra armour. The basic jump suit is reinforced with a titanium fiber weave and additional plates added in strategic locations 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, includes a military radio. One arm is fitted with a vambrace that is equipped with a retractable blade and has a drug dispenser with two doses of one drug, or one dose of two different drugs. This armour is given to low level squad leaders or higher level soldiers (level 4+)

Hydra Elite Light Armour (PL 5, Light Armour Proficiency)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 8 lbs
Purchase DC: 15
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, military radio. Vambrace on one arm (user's choice), contains a retractable blade, 1d4 slashing, extended or retracted as a free action once per round. Drug dispenser contains two doses, either two of the same drug, or one dose of two different drugs. Move action to use one dose. Replacing a dose is a standard action. Will typically carry a combat enhancing drug or a healing drug, such as Serum 612 or Regen.


Hydra-Chitauri Medium Amour
After the Battle of New York, SHIELD confiscated a large number of the armours, and Hydra smuggled many out to their research bases to study and modify them for their own use. The armour consists of an armoured chest piece over combat fatigues, usually camouflage patterned. Bracers with a part that goes over the knuckles and hand grip connected to the chest piece with servos. Leg braces run along the outer and inner sides of the legs to the boots. The servos grant some strength enhancement and some speed enhancement, a small jetpack allows limited flight. The hand pieces the user grips connected to a part that goes around the fist is an energy blaster based on the Chitauri weapons, and is configured to deliver a charge when used in melee combat. This version has heavier armour and improved servos, but it is a little slower than the lighter version and has improved power supply.
These sets of armours are only issued to high level soldiers, Vanguards, Armoured Guards and other special members.

Hydra-Chitauri Medium Armour (PL 5, Medium Armour Proficiency)
Type: Medium
Equipment Bonus: +5
Nonprof. Bonus: +1
Str Bonus: +3
Nonprof Str Bonus: 0
Max Dex: +2
Armour Penalty: -4
Speed (30 ft): 30 ft, fly 40 ft.
Weight: 23 lbs
Purchase DC: 22
Restriction: Illegal (+4, Hydra Res (+2)
Notes: DR 5, energy resistance (all types except acid and sonic) 3, 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, jet pack, Chitauri blasters x2.

Jetpack
The user can fly at 40 ft (average maneuverability) for 2 hour before requiring a 30 minute cool down.

Chitauri Blaster (PL7-8 Personal Firearms Proficiency)
Damage: 2d10 + 1d8 to 5 ft radius / 1d8 + knockdown
Critical: 20x2
Damage Type: unspecific energy / unspecific energy + Str mod
Range Increment: 60 ft / melee
Rate of Fire: Semi
Ammo: 75 internal
Notes: Can not be disarmed, part of the armour, flips out of the way when not in use. Regenerates ammunition at a rate of 1 shot every round not fired. If exposed to x-rays, such as being x-rayed the power core overloads causing it to over load after 1d6+2 rounds, at which point it fires off random bursts of energy in a 20 foot radius dealing 3d6 unspecific energy damage, Reflex save DC 17 for half damage, then the following round it explodes deal 5d10 fire damage to a 20 foot radius, Reflex save DC 19 for half damage. If the user is attacked by an x-ray based attack and suffers at least 10 points of damage, the user must make a Reflex save DC 15 +1 / point of damage over 10 or the weapon overloads.


Hydra Elite Guard Armour
Guard Armour is an even more upgraded Hydra Light armour with additional plates, comes with a drug injection system for injecting the wearer with several different drugs or medicines to help keep the wearer functioning. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with simple air filters. Each arm is fitted with a vambrace, one is fitted with a retractable blade, the other with a small deployable shield, which can be used while using a rifle. The armour is also fitted with the scale armour, increasing the wearer's resistance.

Hydra Guard Armour (PL 5, Medium Armour Proficiency)
Type: Medium
Equipment Bonus: +6
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +2
Armour Penalty: -5
Speed (30 ft): 25 ft
Weight: 22 lbs
Purchase DC: 20
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, medical drug dispenser. Primary arm vambrace has retractable blade (1d4 slashing), free action to extend or retract once per round. Off hand has deployable shield, grants +2 equipment bonus to Defense, still effective while using a rifle, but attack rolls with two handed ranged weapons suffers -2 to attack rolls. Free action once per round to extend or retract the shield.
Several layers of ablative scales are attached to the armour, giving it a snake skin like appearance. These scales reduce damage to the user as the scales are damaged, they break off, revealing the next layer underneath. This modification grants the wearer DR 10, and each attack that deals damage reduces the DR by 1. Once the DR is reduced to 0, the scales are used up and need to be replaced.
Adds 3 lbs to the armour and imposes an additional -1 to armour check penalty, but once the DR is reduced to 0, reduce the weight and armour check penalty are removed.


Anodix Cranial Interface
This cybernetic implant is implanted in mid to high level agents and soldiers of Hydra, designed to improve their resistance to fear, possible mind control and other psychological effects that their enemies might employ.
Benefit: +2 to all saves against any mind affecting effects. If an effect doesn't allow a save, this implant allows a save but at -2.
Type: Internal
Location: Head
Hardness/Hit Points: 0/1
Base Purchase DC: 16
Restriction: Illegal +4 (Hydra Res +2)

Nanobionic Systems
This cybernetic implant contains a number of nanites and enhances the recipient's health and resistance somewhat.
Benefit: When the recipient receives a new level gains +1 additional hit points (which are kept even if the device is removed or disabled), and grants +2 to all Fort saves.
Type: Internal
Location: Torso
Hardness/Hit Points: 0/3
Base Purchase DC: 19
Restriction: Illegal +4 (Hydra Res +2)

Biofeedback Systems
This cybernetic implant contains a number of nanites and minor implants to several organs to improve the recipient's health and resistance.
Benefit: When implanted the recipient gains +2 hit points and +1 to Fort saves, and the first 5 points of damage from a lethal unarmed strike is converted to nonlethal damage. When the recipient receives a new level gains +1 additional hit points (which are kept even if the device is removed or disabled).
Type: Internal
Location: Torso
Hardness/Hit Points: 0/4
Base Purchase DC: 20
Restriction: Illegal +4 (Hydra Res +2)

Calcified Membrane
This cybernetic implant is implanted in mid to high level agents and soldiers of Hydra, designed to improve their body's resistance to physical damage by promoting increased bone structure in a flexible but tough bone mesh.
Benefit: The recipient gains +5 hit points and +1 natural armour bonus to Defense.
Type: Internal
Location:
Hardness/Hit Points: 0/varies. - Has one-tenth the maximum hit points of the recipient.
Base Purchase DC: 21
Restriction: Illegal +4 (Hydra Res +2)

Ionized Membrane
This cybernetic implant is implanted in mid to high level agents and soldiers of Hydra, designed to improve their resistance to stun and some energy weapons by implanting a membrane of ionized mesh.
Benefit: +2 to all saves against being stunned and Energy Resistance 2 against electricity damage.
Type: Internal
Location:
Hardness/Hit Points: 0/varies. - Has one-tenth the maximum hit points of the recipient.
Base Purchase DC: 20
Restriction: Illegal +4 (Hydra Res +2)

Carbide Membrane
This cybernetic implant is implanted in mid to high level agents and soldiers of Hydra, designed to improve their resistance to physical damage, however the Carbide is slightly toxic.
Benefit: The character gains a natural armour bonus to Defense +3 and DR 1, but suffers -1 to all Fort saves.
Type: Internal
Location:
Hardness/Hit Points: -/varies. Has one-quarter the maximum hit points of the recipient
Base Purchase DC: 21
Restriction: Illegal +4 (Hydra Res +2)


Leg Strength Formula
A drug Hydra developed to enhance their soldiers speed. This red coloured liquid, once injected into the recipient, grants +15 ft to land speed and carrying capacity is increased by 25%. After the 5 minutes, the recipient suffers -20 ft to speed and 2 temporary Constitution damage. Up to 3 doses can be taken a day, after which any additional doses have no affect except double the temporary Constitution damage.
Weight: 5 oz.
PDC: 15
Restriction: Restricted (+2), Hydra Only.

Strength Formula
This serum is another experiment by Hydra to enhance their soldiers. This dark blue coloured liquid, once injected into the recipient, grants +4 to Strength and unarmed strikes deal lethal damage. If the recipient's unarmed strikes already dealt lethal damage, increase damage by 1 die type to a maximum of 1d12. After the 3 minutes, the recipient suffers 6 point of temporary Strength damage, 2 points of temporary Charisma damage and is exhausted. Up to 3 doses can be taken a day, after which any additional doses have no affect except double the temporary Strength and Charisma damage.
Weight: 6 oz.
PDC: 16
Restriction: Restricted (+2), Hydra Only.
 




kronos182

Adventurer
Oh, OK. Didn't knew that.

Have MSF. The issue is that there is no way to change the language.

Dumb question... you remember what that "STRIKE" stood for?

Special Tactical Reserve for Interdimensional Key Events.
Which in a way is kind of useful in Coreline since so may "dimensional" versions of different characters have appeared and are running around.
 

Yeah.... I can see SHIELD getting some restructuring.

So.... STRIKE is their division in charge of investigating/dealing with Incursions (people/things that arrive, name on the street for this is also Emerging). The Avengers Alliance is another sub-division, in charge of sending SHIELD agents to be liaisons with Avengers teams around the country/world. Screening is pretty damn tough because they are there to help Avengers teams deal with law enforcement-related red tape and have an additional set of boots on the ground for support, NOT to be spies for Fury, Coulson or whoever is the director (on current Coreline fanfic it's Coulson, but this is a secret. Fury got kicked out because, well, it's Fury. That guy's secrets have secrets and at some point this was going to bite him).
 

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