CORELINE (D20 Modern/D20 BESM Setting).

Huh.... thinking about it... how do you guys think that one of those "quick fabricator" gadgets from survival games (ex. Subnautica) could work with this game? Obviously it's something like, you need the gadget to have some plans in its memory (either prefab files or you program them in) and the necessary materials to assemble the building/device.

A Fiction that comes from one of these games... well... I guess that they get, on top of other benefits, some kind of bonus to scavenging and cobbling together devices in extremely adverse situations.
 

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kronos182

Adventurer
I like how this is setup for a Modular format. If I ever get to run the game that I want, the Adventure Corp prefab buildings make for a great air droppable or shuttle deployed system. Could make for an interesting game of having to re-secure an Adventure Corp prefab unit and then try to work out the rest of the mission. It almost sounds like the Empyrian Galactic game I just got on Steam.
That is how some of these bases are delivered to the clients.. air dropped by various air craft that are available.
I did post trucks that can act as small mobile bases, labs, etc.
Will do some more add-ons. And probably some airborne mobile bases (who wants a helicarrier).
And some small space stations as well.

Quick Fabricators sounds like Replicators from Star Trek, and there is a version in RAW d20 Future/Future Tech, although the Star Trek ones are a bit better.
 

Hinthas

Explorer
In John Ringo's Posleen series, he mentions Autofactories where you just added raw materials and then the factory churned out whatever was needed. He did another series called the Troy Rising series where he added AI's with personality types to run them. The truck mounted units remind me of the Mobile Construction Units from the Command & Conquer games.

Helicarriers?!? Do you even HAVE to ask? Absolutely, bring them on!!!!
 

kronos182

Adventurer
In John Ringo's Posleen series, he mentions Autofactories where you just added raw materials and then the factory churned out whatever was needed. He did another series called the Troy Rising series where he added AI's with personality types to run them. The truck mounted units remind me of the Mobile Construction Units from the Command & Conquer games.

Helicarriers?!? Do you even HAVE to ask? Absolutely, bring them on!!!!
I haven't made the helicarriers yet.. but on to do list. Maybe even some helicarrier-like vehicles as I've got some pictures of similar vehicles on my computer somewhere.
 

Like the one from "Sky Captain and the World of Tomorrow"?

On that end... the robots from that film (and the Mechanical Monsters of that Fleischer Superman short, which are pretty much an inspiration for that film's design) sound like cool monsters.
 

kronos182

Adventurer
Like the one from "Sky Captain and the World of Tomorrow"?

On that end... the robots from that film (and the Mechanical Monsters of that Fleischer Superman short, which are pretty much an inspiration for that film's design) sound like cool monsters.
something I could work on.. I need to re-watch that movie and see what I can do.
 


kronos182

Adventurer
Graboids
An ancient species of creature that had been thought to have been wiped out long ago. Native to desert regions, they rarely stray far from their breeding grounds.
The most common encountered graboid is the standard graboid also known as dirt dragons, an ivertebrate species, able to grow up to 30 feet long, and about 6 feet across at its widest point, weighing 10 to 20 tons. Their heads consist of a massive black armoured beak, which it uses to push aside dirt whilst digging. The beak opens up like a grotesque flower, it consists of a wide upper jaw, a thinner lower jaw, and a pair of hooked mandibles on either side, measuring three feet long. Inside the mouth are a trio of long, powerful serpent-like tentacles, which are prehensile and have a reach of at least 10 feet. Each tentacle has a mouth, teeth and two pairs of horn-like projections on the upper and lower jaw, and are used primarily to grab targets and pull them into the graboid's stomach, but can be used in other ways, such as sensing very subtle vibrations and feeling around.
The hide of the graboid is thick and leather, with rough, pebbly texture, giving them a reptilian appearance, which gives them resistance to damage. Combined with their incredible strength, makes them difficult to kill.


Graboid
Type: monstrosity/beast
Size: huge (-2)
CR: 5
Hit Points: 103 (9d12+45)
Mas: 31
Init: +0
Speed: burrow 60 ft, 20 ft on ground
Defense: 13 (-2 size +5 natural)
BAB/Grp: +6/+1 / +10* grapple
FS/Reach: 15 ft x 15 ft / 10 ft
Attacks: 3 Tentacles +11 melee 20 ft reach (2d4+1 each), or Bite +11 melee (5d6+5) and 3 tentacles +9 melee 20 ft reach (2d4+1 each)
Special Attacks: Swallow
Special Qualities: blindsight 40 ft, tremorsense 60 ft, eyeless, metamorphosis, improved grab, DR 10, tremendous strength.
Allegiances:
Saves: Fort +10, Reflex +5, Will +3
Reputation:
Abilities: Str 20 (+5), Dex 11 (+0), Con 21 (+5), Int 12 (+1), Wis 10 (+0), Cha 5 (-3)
Skills: Listen +10, Search +5*, Spot +5*
Feats: multiattack

Combat
Graboids lurk underground just below the surface, and if they sense prey, they will slowly extend their tentacles through the ground to grab a target and pull it down into its mouth. If the target struggles, it will burst through the ground and bite the target and swallow it. They can be startled by large explosions on the ground.

Tentacles
The graboid attacks with three tentacles, and each one that successfully hits initiates a grapple if the target isn't grappled, then each adds +4 to grapple checks. Each tentacle can grapple a separate target. The tentacles can be destroyed if dealt 20 points of damage each, but if grappled with a target, the target suffers half damage.

Improved Grab
When the graboid bites a target, it automatically initiates a grapple and if it succeeds it can attempt to swallow the target. For each tentacle that successfully hit and grapple the same target, gaints +4 to its grapple checks.

Swallow
The graboid may attempt to swallow one of the creatures it has grappled. The target must be large sized or smaller, and either break the grapple, or beat a Strength check DC 13. A save means the creature has managed to keep outside the mouth, while swallowed creatures a blind and restrained, has total cover against attacks and other effects outside the graboid and suffers 2d6 points of acid damage each round. If the target can deal 20 points of damage or more in a single turn, using slashing, piercing or ballistic weapons of small size, the graboid must make a Fort save DC 13+ damage dealt or regurgitate the swallowed creature up to 10 ft away. If the graboid is killed, the swallowed creature is no longer restrained, and can escape as a full round action.

Eyeless
Graboids are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Metamorphosis
After living for several weeks, and eating sufficient amount of food, a graboid dies, but its tongues, or tentacles, begin the transformation into Shriekers. Once the Shrieker is born, it blows out the side of the dead graboid.

Tremendous Strength
While the graboid is underground, it's strength is considered to be 30 for purposes of carrying weight, able to drag, or push incredible weights without slowing down. It can easily pull cars underground, and if a harness is attached, it can pull several tons easily at full speed.
 

kronos182

Adventurer
Shrieker
Shriekers are the next step in graboid life cycle, except the African graboid, appears similar to the graboid's 'head', large mouth and a bloated body about 5 and a half feet long, about 3 feet tall, with a pair of legs with three toes on their feet, and a short, stump-like tail. Shriekers loose their ability to sense their surroundings by vibrations, and instead have thermal sensing organs, able to detect the heat signatures of living beings, as well has other sources of heat like engines, heaters, etc. Shriekers also produce asexually, able to 'birth' a Shrieker fetus within hours after its birth after eating sufficient amount of food (equal to about 500 lbs of food), which can allow a Shrieker population to grow exponentially quickly. The beak mouth is very similar to the graboids, only smaller, but instead of three tentacles it has a single semi prehensile tongue.
Luckily Shriekers can only breed more Shriekers during a 12 hour period in a day, for a couple of weeks. After it has lived for about 2d4+1 weeks, it can metamorphosis into a Blaster

Shrieker
Type: monstrosity/beast
Size: medium
CR: 3
Hit Points: 68 (8d8+32)
Mas: 19
Init: +3
Speed: burrow 60 ft
Defense: 18 (+5 natural +3 Dex)
BAB/Grp: +4/ +5 grapple
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: Bite +6 (2d6+3)
Special Attacks: Shriek
Special Qualities: blindsight 60 ft, thermal vision, eyeless, breeding, metamorphosis, improved grab, DR 10.
Allegiances:
Saves: Fort +7, Reflex +7, Will +3
Reputation: +2
Abilities: Str 13 (+1), Dex 17 (+3), Con 19 (+4), Int 12 (+1), Wis 10 (+0), Cha 5 (-3)
Skills: Listen +10, Search +5*, Spot +5*
Feat: Weapon Focus Bite

Combat
Shriekers live to eat and breed, and will move about in groups hunting down more food. They attack primarily by biting, but will use their Shriek ability deafen their prey to make it easier for their food to detect them as they chase them down.

Eyeless
Shriekers are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Thermal Vision
The Shrieker's blindsight is expressed through seeing the heat signatures of other creatures.

Breeding
Every 24 hours, with sufficient food, the Shrieker produces 1d4-1 offspring that quickly mature into adulthood in 12 hours. Young Shriekers have half hitpoints, attack bonus and damage, can't use their Shriek ability.

Shriek
The Shrieker emits an ear splitting shriek once every 1d4 rounds. All creatures that are not immune to sound based attacks in a 50 foot area around the Shrieker, must make a Fort save DC 15 or be deafened for 1 minute. Those that save successfully are immune to this effect for the next 24 hours.

Metamorphosis
After a few weeks, 2d4+1 weeks, the Shrieker undergoes another metamorphosis and becomes a blaster.
 

kronos182

Adventurer
Blaster
The Blaster is the final stage in the graboid life cycle. It appears as a thinner version of the Shrieker, with two sail-like structures on the sides of their body that they use to glide with, with a third dorsal sail that extends from the spine down the back and tail. In order to take flight, they shake and quiver their tails and backsides, which mixes two liquids to produce an explosion of flames from their rear with enough force to launch them in the air. After awhile of life, the Blaster can lay several eggs which will eventually hatch into graboids.

Blaster
Type: monstrosity/beast
Size: medium
CR: 4
Hit Points: 6768 (9d8+36)
Mas: 19
Init: +3
Speed: 40 ft, fly 50
Defense: 18 (+5 natural +3 Dex)
BAB/Grp: +4/ +5 grapple
FS/Reach: 5 ft x 5 ft / 5 ft
Attacks: Bite +7 (2d6+3)
Special Attacks: Flameburst
Special Qualities: blindsight 60 ft, thermal vision, eyeless, improved grab, DR 10.
Allegiances:
Saves: Fort +7, Reflex +7, Will +3
Reputation: +2
Abilities: Str 13 (+1), Dex 17 (+3), Con 19 (+4), Int 12 (+1), Wis 10 (+0), Cha 5 (-3)
Skills: Listen +10, Search +8*, Spot +8*
Feat: Weapon Focus Bite, Fly-By Attack

Combat
Blasters prefer to attack from the air, diving and biting prey, and even using their flameburst to burn opponents from the air. One tactic they use is to allow an opponent to approach from the rear then using their flameburst then taking off afterwards.

Eyeless
Blasters are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Thermal Vision
The Blaster's blindsight is expressed through seeing the heat signatures of other creatures.

Flameburst
The blaster shoots a jet of flame from a gland on its rear. This jet of flame shoots in a 5 foot wide, 15 foot long line. Creatures caught must make a Reflex save DC 17, taking 6d6 damage on a failed save, half on a successful save.
Additionally this launches the blaster forward 20 ft, which it could use to launch itself in the air or remain on the ground. The blaster doesn't move if there is an obstacle in the way or if it is restrained.
 

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