CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
First draft of Spice Melange. Doesn't feel quite done.. but it's a good base. Suggestions?
There was talk on the Discord server about graboid produced spice, and Beetlejuice sandworm spice.. eventually.

Spice Melange
Spice Melange, commonly referred to simply as 'the spice', was a naturally produced awareness spectrum narcotic that formed a fundamental block of commerce and technological development, and found only on the planet Arrakis, also known as Dune. It also played an important role in travel and cultural development as it is vital for space travel by enabling navigators to safely guide space ships through warp space.
Spice, depending on how it's processed, and used, is usually orange in colour, and can be used to make paper, fibres for cloth, or chemical explosives. It can be refined to create spice essence or spice gas, and in most forms smelled and tasted like cinnamon.
Spice used in heavy doses, and particularly in gas form, is used by Space Guild Navigators, allowing them to plot courses across interstellar distances and fold space for near instantaneous travel.

Spice Melange Solid
This form of Spice is typically a small block, or cube, about the size of a sugar cube, and is the most common form of consuming Spice, and can be broken down and mixed into food, but dilutes its effects. When consumed, it can awaken dormant parts of the human mind and encourage expanded sensory perceptions. In some humans, it large doses it can lead to expanded mental powers such as prescience. Spice is quite addictive, and users must make Will save once daily DC 10 +1 per 2 doses taken, or feel withdrawal and need their next dose of Spice. Withdrawal causes shakes and sluggish mind, -1 to Dex related skills and checks and Intelligence based checks.
Sustained use, at least 1 dose daily for at least 6 months, causes some physical effects, causing eyes to become discoloured so the entire eye would be stained blue. Heavy use (10 or more doses daily) can create a huge physical dependency that could radically alter the entire body, seen more with use of Spice gas, which is used by Guild Navigators.
1 dose grants the consumer +4 to Sense Motive, Listen, Spot and Search checks, as well as +2 to Reflex. A single dose lasts for 4 hours. If additional doses are taken daily, the bonus to Sense Motive, Listen, Spot and Search are reduced by 1 for every 2 doses.
Weight: 1 oz
PDC: 19 for 5 doses.
Restriction: Res (+2)
Note: If at least 2 doses are consumed daily for 1 year, the user's life is extended by 6 months, and permanently gains +1 to Fort saves.. Thus long term use can extend one's life by years.
Special: Some people who take a minimum of 5 doses at once can develop mental abilities, such as precognition, telepathy and similar abilities, a 15% chance of this happening, and then only lasts for half the duration of the effects of Spice. Gains 1-3 psionic powers, with power points equal to their Intelligence score. The psionic power level can't be higher than the recepient's Intelligence Modifier, with a minimum level of 0 for no or negative Intelligence modifier.
 

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kronos182

Adventurer
Battleworld

Thanks to the Cluless virus, many worlds that didn't exist before came into being, one of those is Battleworld. While Battleworld was originally created by the Beyonder from pieces of other worlds as a place where various heroes and villains and innocents alike where brought together to fight for the Beyonder's amusement, it has become even more pieced together with even more pieces of worlds added to its make up. While primarily made of pieces of worlds from the Marvel multiverse, some others have been added and are interacting with each other.
Battleworld today is primarily home to variations of Marvel Fictions, but other groups have laid claim to areas of their own.
Battleworld is still used as a place of combat, many using it as a place to train elite warriors, have gladiator contests or a place to settle disputes by trail by combat. This is due to Battleworld being designed to promote and support combat. The only rules that are enforced, partly due to some unknown force and the established houses, are trail by combats are not to be interrupted by any third parties, the rules of such trails are simple and straight forward, stated before the fight is started. To attack another faction must be declared, although minor border skirmishes seem to slip by this rule as long as combat is amongst small numbers and does not happen often. Raiding another faction is only tolerated if done to facilities along the borders of the factions and are not common occurrences.
Other forms of combat are open, such as gladiatorial fights, border skirmishes between houses, raids on mining and other resources. However open war must be declared, no sneak attacks are allowed. Sneak attacks include using stealth to move units into areas and attack without warning. The use of mines is only allowed for defense of important facilities in a limited numbers, and never used to blockade cities.
Also combat in civilian areas is forbidden and avoided if at all possible. Military, scientific and similar type facilities are to be built away or with a buffer zone between them and any civilian areas. Arenas are exception to this rule, but must be designed to be able to contain any potential powers that could destroy large areas. Brawls that do not lead to serious property damage or risk to civilians are allowed but dealt with by local authorities quickly in civilian areas.
These rules while enforced by the factions of Battleworld, are also enforced by an unknown force, that manifests in bright lights that will stop the rule breakers after they take the action that breaks the rules. This stopping can be merely immobilizing them and allowing the victims attack the attacker, or disintegrating the attackers slowly and painfully, leaving their equipment and gear for the victims to claim as their own.

There are several major players on Battleworld currently, House of Iron, based on ideas from Tony Stark, a technological wonderland with advanced technologies, protection and knowledge, but lead by an AI left after an Alternate of Tony Stark disappeared.
Temple of Vishanti, home to magic users originally lead by a variant of Sorcerer Supreme Dr Strange, is situated on a series of 6 islands in a circle west of the main continent.
The Spider-Guild, also known as Spider-Island, although not really an island, with large urban built up areas with tall buildings and towers to allow easy web swinging, although parts of it is war torn and being rebuilt after disastrous encounters with Symbiotes. Many members of the Spider-Guild are spies and an unknown amount are found in other houses, always watching and looking out for the Guild's interests and potential trouble that can cause countless loss of innocent lives.
Asgardian Republic is home to many displaced Asgardians, and descendants of those originally brought to Battleworld, living as they did before, with their warriors enjoying the chance of fairly constant combat. The whole of the Republic is covered in unmelting ice, which can make the area unhospitable to non-Asgardians if not in one of the cities.
Patriot Garrison, north of the Spider-Guild, is made from the shattered pieces of an alternate Earth where Howard Stark was shot instead of Dr. Erskine. The Patriot Garrison looks and feels very much like the United States in the 1940s and 1950s, although with some advanced technology, but not as advance as the technological advancement was slowed greatly without the influence of Howard Stark, and later his son Tony. The Patriot Garrison is more about manpower than firepower, with an abundance of Super Soldiers thanks to Dr. Erskine living and able to produce more of the super soldier serum.
Gamma Horde, a land of deserts and rocky mountains, and some gamma irradiated areas such as the Green Desert, home to tribes of Hulks, who were once united but now a scattering of tribes that fight amongst themselves but do come together for short periods for various reasons.
Pyramid X is a desert area ruled by an alternate of Apocalypse, a land for mutants with advanced genetic engineering combined with Celestial technology. Styled on Egyptian aesthetics, this strict kingdom can be a haven for mutants, if they follow the rules.
The Kingdom of Wakanda, is based on Wakanda, as a part of it was taken to Battleworld. Just like Wakanda on Earth, they are technologically advanced, based on Vibranium technology.

Besides these factions, each area has resources that helps each faction function, such as vibranium in Wakanda, small amounts of adamantium and vibranium and plenty of other exotic materials such as palladium, in House of Iron, Uru in the Asgardian Republic, etc. While these resources can be found in other parts of the planet, other resources are also popping up, such as dilithium, Tiberium, small amounts of beskar, and other materials from other Fiction universes are found in limited quantities in various locations. An interesting fact of these locations is there is a fixed amount, and once it runs out, it slowly replenishes over time. The leading theory for this is with limited locations it promotes skirmishes or gladiator trial by combat for mining rights to the locations, promotes factions to stay and develop technology based on the material and test it in various gladiator trials and combat.

House of Iron
A Suit of Armour around the World.

House of Iron

Capital: Armoured City
Leader: Chief Executive Officer, Stark Prime, AI
Highest Elevation: 3,333 feet (top of new Stark Tower)

History
When Stark Tower was first forcefully brought to Battleworld by Maestro, it wasn’t as large an upset for Tony Stark as some might assume. Imprisonment and dire stakes are what first made Tony put hammer to metal and forge an Iron Man suit, and from this tragic situation, a new Age of Iron would rise. For a time, while The Battleworld was being forged by war…the House of Iron stood as a shining beacon of hope. Innovation and betterment were the only missions of this safe-haven. Enemies were faced on the battlefield, but many foes were turned to friends when shown the wonders of Stark Tech and the safety of dwelling in the Armored City.
Much time passed, and innovation allowed for surprisingly long life-spans. The aging Tony Stark grew more and more reclusive, often disappearing into Stark Tower or off on “Diplomatic missions” for months, if not years. Following a tragic accident during an Extremis experiment, which nearly levelled an entire territory, Stark Prime (the official AI simulacrum of Tony Stark) announced that automated protocols had been enacted and he would be acting CEO for the foreseeable future. Additionally, all Stark Technology suits’ OS shifted overnight from being J.A.R.V.I.S. assisted to Stark Prime monitored.
There remains a strong belief that all other Houses could be improved with the addition of Stark Technology. However, that technology comes with the price of Stark Prime as an ever-present failsafe. Sadly, not everyone has been open to the idea of a Stark on their shoulder. There is always hope that with time they will see the advantages of a world united under the banner of the House of Iron.

SYSTEM OF GOVERNMENT
Technocracy – Since all citizens of the House of Iron are also counted as employees, the country itself is run as a business. Voting participation is a constant 100% as it is done via the company issued Stark-Suits in exchange for OS upgrades. An elected board of directors function to enact the will of the people while committees and consultative bodies assist with planning and communication. All of it assisted and overseen by the Chief Executive Officer.

Current State
Thanks to Cluless virus and many alternates of Stark Industries, House of Iron has seen some sudden influx of innovation or acquiring technology, sometimes by purchasing, stealing or other means to add to its forces and knowledge, especially any Stark Tech it doesn't already have. Although House of Iron is wary of any nanotechnology puts any found under extreme scrutiny before using any.

Territories
The House of Iron takes up a wide stretch along the lower section of the main continent, with the Spider-Guild north of it, the Kingdom of Wakanda to the west, Asgardian Republic to the East. The southern border is unclaimed wild lands at the moment, with occasional raids from roving gangs searching for resources.

Extremis City - The former workshop for Nanotech which has been corrupted by the Extremis project, now a somber monument to a failed experiment.

Stark Expo - A year-round exposition of where the brightest humans of House of Iron pool their resources, share their collective vision and attempt to spark a light for a brighter future.

Armoured City - The most protected area of the House of Iron. Base of operations for top researchers and innovators in the iconic Stark Tower, similar to the one found in the Marvel Cinematic Universe. The capital of House of Iron

The Ten Rings - not much information known, a military facility with Chinese design aesthetics

Avengers Compound - A now-abandoned base of operations for the disbanded Avengers team. Structures which have been deemed stable are now primarily utilized for storage.

Palladium Mines - Palladium is important element which help powers Arc Reactor Tech.

Iron Mongery - An industrial Armour Forge. Utilized to keep a steady supply of suits, replacement parts and other innovations to better the lives of all who reside within the House of Iron.

Bleeding Edge Complex - Security Clearance required

JARVIS Mainframe - The server warehouse of Just A Rather Very Intelligent System (JARVIS) which assists in the daily functions, scans and subroutines of all connected tech.

Stark Prime
To whoever is reading this,
None of us asked for this. That seems a little “teenage dream journal”-ish but it’s true. The Battleworld shouldn’t exist and yet here we all are…stuck on a world with infinite possibilities where all we choose to do is fight.
I’ve looked to make the best of it, wrap a suit of armor around my little slice of paradise. We’ve made our people better, stronger, faster, more capable of flight thanks to jet-boots…that kind of thing. I’m no expert on utopias, but all things considered, I am proud of the direction we’re headed. If my daily analytic scans of the populace are accurate (and they always are) then it seems like the mind-blowing tech and super-suits are making life easier.
We’ve had some bumps along the road. Big bumps. “Everything exploded and the forces of evil are at our doorstep” bumps. But we keep moving. We grow and we learn. We push back against those who look to destroy what we have worked tirelessly to create.
I know that many of you are afraid of what’s coming next. I hear every worry you have. I see every tear you shed. I am always with you, in the dark moments and in the light.
If we can control ourselves, if we can keep a level-head, and if we can all join together as one… We MIGHT make it off this little space-rock.. OR maybe we’ll blow it all halfway to hell and I’ll just be a chipper little voice in someone’s helmet saying “I told you so”.
The choices are yours, try to make some good ones.

XOXO —- Stark Prime

NOTE DICTATED BY VERIFIED AI SIMULACRUM END NOTE

CHIEF EXECUTIVE OFFICER
The highest-ranking executive of this corporate territory. Manages operations and resources of the company. Responsible for high-level strategy and company growth. Is the main point of communication between other levels of executives and the overall “face” of the organization. Elected by the board and shareholders (citizens).
 

kronos182

Adventurer
Some AIM equipment

AIM Flying Van
The AIM flying van is a fairly common utility vehicle developed by AIM to move small groups of AIM members and equipment quickly. About the size of an armoured truck, angled design to help aerodynamics and deflect projectiles from law enforcements. Two armoured engine pods run along the lower sides that provide thrust, with an afterburner feature, while an antigravity device provides lift. The roof has a retractable weapon turret. A large rear door that lowers to act as a ramp is the primary point of access. The vehicle is powered by a small energy cell that functions similar to zero-point energy, creating nearly limitless clean energy for at least 50 years before draining, able to power various devices. In a pinch the generator can be set to explode as a bomb. The windshield has a HUD that is connected to the communications, sensors and vehicle diagnostics.

AIM Flying Van
Crew: 2
Passengers: 8
Cargo: 3,000 lbs
Init: -2
Maneuver: -2
Top Speed: 200 (20) flying, 350 (35) afterburner
Defense: 8
Hardness: 10
Hit Points: 50, 150 shield
Size: Huge
Purchase DC: 40
Restriction: Illegal (+4), AIM None
Accessories: anti-gravity, NBC protection, afterburner, retractable weapon turret, shield, HUD, sensors (equivalent to mech sensors class III with double range), self destruct, military radio, gps, long range comm system (reach orbit without additional equipment or satellites)
Notes: +5 Fort save vs chemical, radiation, +2 to attack roll with weapon turret.

Afterburner
As part of a move action, the pilot of the Flying Van can use the afterburner to gain a boost of speed, but suffers -2 to all Drive/Pilot checks, attacks with weapon suffers -3 to attack rolls. Afterburner can operate for up to 5 rounds at a time with a minimum of 2 rounds between uses.

Retractable Weapon Turret
The default weapon is a rapid fire energy blaster, although the weapon can be replaced with other weapons as the mission requires. The turret can raise and retract as a move action. The capacity recharges 1 shot every 6 rounds of in activity.
WeaponDamageCriticalDamage TypeRange IncrRate of FireMagazine
Energy BLaster4d820x2Energy (non specific)200 ftS, A200 shot capacity

Shield
The shield has 150 hit points, Energy Resistance of 10 (any type of energy damage except acid). The shield can regenerate 5 hit points every 5 rounds. The shield can run for 20 minutes or until the hit points are depleted, which ever comes first, before requiring a 10 minute cool down. A critical strike bypasses the shield and strikes the user. If the shield's hit points are depleted, the shield can be restored to half its hit points after 5 minutes.

Self Destruct
The power source can be set to overload and explode. The pilot merely enters a simple command sequence and set the timer, 6 seconds to 10 minutes. Disabling the overload requires a Computer check DC 24, or Disable Device 25. Once the countdown is reached, deals 8d6 points of half fire and half slashing damage to a 50 foot radius, Reflex save DC 19 for half.


Nano Cloud Rocket
This warhead comes in several different sizes, and upon detonation, either striking a target or a programmed distance, will release s cloud of nanites. These nanites will affect everything within a radius magnetizing the target to affect it's mobility by making parts stick together, and it also causes interference with sensor systems. The effects are temporary, but enough to disable or at least hinder opponents. Targets must make Reflex Save DC 21 or are immobile and sensors are non functional (Class IV and above only provide half bonus). A flying target will lose the ability to move and fall unless has some means of hovering that doesn't require moving parts such as a jet engine or most hover systems. Metallic weapons attacking the affected target gain a +2 to attack and deal +1 damage per die of damage. On a successful save, the target can move at only half speed, and suffers -2 to Defense, sensors only provide half bonus and range (Class IV and above are not affected). Effects last for 1d6+2 rounds.
Mini-Rocket 1d6 ballistic damage to target struck, affects 10 foot radius, PDC 19.
RPG sized rocket deals 2d4 points of ballistic damage to target struck, affects 20 foot radius, PDC 21.
Vehicle sized rocket (size of javelin missiles, AAMRAM, etc) deal 3d6 points of ballistic damage, affects 30 ft radius, PDC 23



Anti-grav blaster
Energy weapon that blasts target with anti-gravitons that reverses the effect of gravity, causing the target to be launched into the air a distance before wearing off, target will fall to the ground unless can fly.

Anti-Grav Blaster (PL7)
Damage: None*
Critical: -
Damage Type: -
Range Increment: 75 ft
Rate of Fire: Semi
Size: Large
Weight: 18
Ammo: 20 box
Purchase DC: 29
Notes: Target struck is hit with anti-gravitons, raising the target up 60 feet into the air, hold up for 2 rounds, then drops to the ground. If the target strikes something on the way up, or can't go to the full height due to a blocking obstacle, suffers damage equal to the distance the target travelled to the obstruction (if raised 30 ft, takes 3d6 points of damage). The target can make a Reflex save DC 18 to attempt to grab something to keep from floating up farther, however they lose their Dex modifier to Defense, or activate any means of flight they might have. While held in the air, the target is denied their Dex modifier to Defense and considered immobilized unless they have a means of flying which they can activate while being held. Once the 2 rounds are up, the target falls, taking 6d6 points of damage from falling (1d6 points per 10 ft), although the target can make a Reflex save (DC 10 +1 for each 10 feet fallen) for half damage.
 

kronos182

Adventurer
Tiberium Razorbacks

With the spread of Tiberium across large parts of Australia, not only has the land been altered, but the local plants and wildlife as well. Some species has been completely wiped out, and others have adapted and been forever changed. One of the species to not only survive, but thrive, in the Tiberium fields are mutated razorbacks, or wild pigs. These boars have been mutated by the Tiberium, making them resilient, aggressive and far removed from their original roots. While each mutation isn't exactly the same amongst the razorbacks, a few noticeable mutation strains have been found in large numbers.

Shardback
The Shardback is only slightly larger than the average razorback, which are already the size of large dogs, but they have rows of Tiberium crystals growing from the top of their head and running along their neck and back like a mane, their skin and fur has an off-green tint, with small but sharp bits of crystal sticking out all over its body. The Shardback uses these crystals as a means of defense as they can angle and shift to help deflect attacks, and offensively, brushing them against targets they slam against, slicing the target, or it can launch shards of crystal with great force. Shardbacks are usually found around large crystal deposits and Blossom Trees, but are also found roaming the borders of Tiberium fields.

Shardback
Type: Animal, Aberration
Size: Medium
CR: 4
Hit Points: 4d8+12, 29
Mas: 17
Init: +0
Speed: 40 ft
Defense: 18, touch 10, flat-footed 18 (+8 natural)
BAB/Grp: +3 / +4
FS/Reach: 5 ft by 5 ft/ 5 ft
Attacks: +5 melee (1d8+3 gore), +4 ranged shard (1d4+2)
Special Attacks: shard burst.
Special Qualities: ferocity, low-light vision, scent, tiberium affinity, shard defense
Allegiances:
Saves: Fort +4, Reflex +1, Will +5
Reputation:
Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills: Listen +5, Spot +5, Search +3, Survival +3
Feats: Point blank shot, shot on the run
Possessions:
Advancement: 5-6 (HD Medium)

Combat
Shardbacks are aggressive and will start by launching Tiberium crystal shards at target, and will move and shoot shards and move, keeping out of melee range for as long as possible. If they are surrounded they will use their shard burst to strike as many as possible. Shardbacks are not vulnerable when the enemy gets close, they will gore an enemy with their sharp tusks, and when attacked, the crystals covering their bodies offer some added protection and wound the enemy in return.

Shard: The Shardback can launch a shard of Tiberium crystal at a distant foe. These shards deal 1d4+1 piercing damage, plus targets struck must save against Tiberium poisoning (injury) and exposure, and must make new saves against Tiberium poisoning every minute the shard is left in the target. Removing the shard requires a Treat Injury check DC 18 and 5 minutes of work to remove the shard safely. The Shardback can launch a shard with a range increment of 30 feet, out to 5 increments.

Shard Burst (Ex): The Shardback can release multiple shards of tiberium crystals in a burst around itself as a full round action, filling a 15 foot radius centered on itself, dealing 2d4+1 piercing damage plus targets struck must save against Tiberium poisoning (injury) and exposure, and must make new saves against Tiberium poisoning every minute the shard is left in the target. Removing the shard requires a Treat Injury check DC 18 and 5 minutes of work to remove the shard safely. Targets can make a Reflex save DC 15 for half damage. The fired shards that don't strike anything have a 50% chance of not shattering and can be collected, but are hazardous as they are Tiberium crystals, about 1 inch long, three quarters of an inch across. The Shardback can use this ability 4 times per day (1 + Con modifier).

Shard Defense (Ex): Opponents that make a melee strike against the Shardback, except with a reach weapon, suffer 1 point of damage as the Shardback is covered in sharp, but tiny shards of Tiberium crystals, and save against Tiberium poisoning from injury.

Ferocity (Ex): The Shardback is so fiercely aggressive in combat that it continues fighting even when disabled or dying. See page 141 in d20 Modern book for explanations of disabled and dying.

Scent (Ex): This ability allows the Shardback to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in Chapter Eight: Friends and Foes in d20 modern Book for details.

Tiberium Affinity (Ex): The creature has an affinity with Tiberium. Tiberium fields do not hinder their movement, they can see in Tiberium gas clouds as if they were not there. When surrounded by Tiberium, such as in a field or gas, they gain Fast Heal 1, and gain +10 feet to their speed while inside the field or gas, and for 1 round afterwards. The creature is immune to all negative affects of Tiberium.

Razorbrute
The Razorbrute are large boars that have been mutated by Tiberium to give them increased size and strength. They have oversized mouths and tusks, veiny muscles that are pumping with Tiberium mutated blood, and have armour plates that appear to be made of Tiberium, offering good protection. These plates while offering protection, do break, but quickly regrow.

Razorbrute
Type: Animal, Aberration
Size: Large
CR: 5
Hit Points: 7d8+35, 75
Mas: 20
Init: +0
Speed: 50 ft
Defense: 21, touch 9, flat-footed 21 (+12 natural, -1 size)
BAB/Grp: +5 / +7
FS/Reach: 10 ft by 10 ft/ 5 ft
Attacks: +10 melee gore (2d6+5)
Special Attacks: tiberium gas
Special Qualities: ferocity, low-light vision, scent, tiberium affinity, damage reduction
Allegiances:
Saves: Fort +7, Reflex +2, Will +6
Reputation:
Abilities: Str 20, Dex 10, Con 20, Int 2, Wis 13, Cha 4
Skills: Listen +5, Spot +6, Search +4, Survival +5
Feats: Augment Critical
Possessions:
Advancement: 5-6 (HD Medium)

Combat
Razorbrutes are incredibly aggressive and charge into combat, letting their crystal plating protect them from damage, and will release a cloud of Tiberium gas to weaken creatures that survive its initial gore, or when surrounded.

Augment Critical: The Razorbrute scores a critical on a role of 19 and 20 with its gore attack, dealing triple damage.

Tiberium Gas (Ex): The Razorbrute can release a cloud of Tiberium gas as a full round action, filling a 20 foot radius burst around itself, cloud lasts for 5 minutes if there is no wind. Any creature in the cloud is immediately exposed to Tiberium gas and is suffering from Tiberium exposure. If the Razorbrute moves out of the cloud, Tiberium gas lingers to it and for 1d4 rounds any creature within melee range of the Razorbrute is exposed to Tiberium gas exposure. The Razorbrute can release this cloud of Tiberium gas 5 (2 + Con modifier) times per day.

Damage Reduction: The plates of Tiberium crystal that cover the Razorbrute provide it with great resistance, with damage reduction 10. Each time the Razorbrute suffers damage from a physical source (slashing, piercing, ballistic, an explosive, bites, etc), the damage reduction is reduced by 1, and Tiberium gas is released that covers a 5 foot area around the Razorbrute for 1 round. The damage reduction regenerates 1 point every 5 rounds the Razorbrute isn't in combat, or 1 for every round it is in a Tiberium crystal field.

Ferocity (Ex): The creature is so fiercely aggressive in combat that it continues fighting even when disabled or dying. See page 141 in d20 Modern book for explanations of disabled and dying.

Scent (Ex): This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in Chapter Eight: Friends and Foes in d20 modern Book for details.

Tiberium Affinity (Ex): The creature has an affinity with Tiberium. Tiberium fields do not hinder their movement, they can see in Tiberium gas clouds as if they were not there. When surrounded by Tiberium, such as in a field or gas, they gain Fast Heal 1, and gain +10 feet to their speed while inside the field or gas, and for 1 round afterwards. The creature is immune to all negative affects of Tiberium.
 



Battleworld

Thanks to the Cluless virus, many worlds that didn't exist before came into being, one of those is Battleworld. While Battleworld was originally created by the Beyonder from pieces of other worlds as a place where various heroes and villains and innocents alike where brought together to fight for the Beyonder's amusement, it has become even more pieced together with even more pieces of worlds added to its make up. While primarily made of pieces of worlds from the Marvel multiverse, some others have been added and are interacting with each other.
Battleworld today is primarily home to variations of Marvel Fictions, but other groups have laid claim to areas of their own.
Battleworld is still used as a place of combat, many using it as a place to train elite warriors, have gladiator contests or a place to settle disputes by trail by combat. This is due to Battleworld being designed to promote and support combat. The only rules that are enforced, partly due to some unknown force and the established houses, are trail by combats are not to be interrupted by any third parties, the rules of such trails are simple and straight forward, stated before the fight is started. To attack another faction must be declared, although minor border skirmishes seem to slip by this rule as long as combat is amongst small numbers and does not happen often. Raiding another faction is only tolerated if done to facilities along the borders of the factions and are not common occurrences.
Other forms of combat are open, such as gladiatorial fights, border skirmishes between houses, raids on mining and other resources. However open war must be declared, no sneak attacks are allowed. Sneak attacks include using stealth to move units into areas and attack without warning. The use of mines is only allowed for defense of important facilities in a limited numbers, and never used to blockade cities.
Also combat in civilian areas is forbidden and avoided if at all possible. Military, scientific and similar type facilities are to be built away or with a buffer zone between them and any civilian areas. Arenas are exception to this rule, but must be designed to be able to contain any potential powers that could destroy large areas. Brawls that do not lead to serious property damage or risk to civilians are allowed but dealt with by local authorities quickly in civilian areas.
These rules while enforced by the factions of Battleworld, are also enforced by an unknown force, that manifests in bright lights that will stop the rule breakers after they take the action that breaks the rules. This stopping can be merely immobilizing them and allowing the victims attack the attacker, or disintegrating the attackers slowly and painfully, leaving their equipment and gear for the victims to claim as their own.

There are several major players on Battleworld currently, House of Iron, based on ideas from Tony Stark, a technological wonderland with advanced technologies, protection and knowledge, but lead by an AI left after an Alternate of Tony Stark disappeared.
Temple of Vishanti, home to magic users originally lead by a variant of Sorcerer Supreme Dr Strange, is situated on a series of 6 islands in a circle west of the main continent.
The Spider-Guild, also known as Spider-Island, although not really an island, with large urban built up areas with tall buildings and towers to allow easy web swinging, although parts of it is war torn and being rebuilt after disastrous encounters with Symbiotes. Many members of the Spider-Guild are spies and an unknown amount are found in other houses, always watching and looking out for the Guild's interests and potential trouble that can cause countless loss of innocent lives.
Asgardian Republic is home to many displaced Asgardians, and descendants of those originally brought to Battleworld, living as they did before, with their warriors enjoying the chance of fairly constant combat. The whole of the Republic is covered in unmelting ice, which can make the area unhospitable to non-Asgardians if not in one of the cities.
Patriot Garrison, north of the Spider-Guild, is made from the shattered pieces of an alternate Earth where Howard Stark was shot instead of Dr. Erskine. The Patriot Garrison looks and feels very much like the United States in the 1940s and 1950s, although with some advanced technology, but not as advance as the technological advancement was slowed greatly without the influence of Howard Stark, and later his son Tony. The Patriot Garrison is more about manpower than firepower, with an abundance of Super Soldiers thanks to Dr. Erskine living and able to produce more of the super soldier serum.
Gamma Horde, a land of deserts and rocky mountains, and some gamma irradiated areas such as the Green Desert, home to tribes of Hulks, who were once united but now a scattering of tribes that fight amongst themselves but do come together for short periods for various reasons.
Pyramid X is a desert area ruled by an alternate of Apocalypse, a land for mutants with advanced genetic engineering combined with Celestial technology. Styled on Egyptian aesthetics, this strict kingdom can be a haven for mutants, if they follow the rules.
The Kingdom of Wakanda, is based on Wakanda, as a part of it was taken to Battleworld. Just like Wakanda on Earth, they are technologically advanced, based on Vibranium technology.

Besides these factions, each area has resources that helps each faction function, such as vibranium in Wakanda, small amounts of adamantium and vibranium and plenty of other exotic materials such as palladium, in House of Iron, Uru in the Asgardian Republic, etc. While these resources can be found in other parts of the planet, other resources are also popping up, such as dilithium, Tiberium, small amounts of beskar, and other materials from other Fiction universes are found in limited quantities in various locations. An interesting fact of these locations is there is a fixed amount, and once it runs out, it slowly replenishes over time. The leading theory for this is with limited locations it promotes skirmishes or gladiator trial by combat for mining rights to the locations, promotes factions to stay and develop technology based on the material and test it in various gladiator trials and combat.

House of Iron
A Suit of Armour around the World.

House of Iron

Capital: Armoured City
Leader: Chief Executive Officer, Stark Prime, AI
Highest Elevation: 3,333 feet (top of new Stark Tower)

History
When Stark Tower was first forcefully brought to Battleworld by Maestro, it wasn’t as large an upset for Tony Stark as some might assume. Imprisonment and dire stakes are what first made Tony put hammer to metal and forge an Iron Man suit, and from this tragic situation, a new Age of Iron would rise. For a time, while The Battleworld was being forged by war…the House of Iron stood as a shining beacon of hope. Innovation and betterment were the only missions of this safe-haven. Enemies were faced on the battlefield, but many foes were turned to friends when shown the wonders of Stark Tech and the safety of dwelling in the Armored City.
Much time passed, and innovation allowed for surprisingly long life-spans. The aging Tony Stark grew more and more reclusive, often disappearing into Stark Tower or off on “Diplomatic missions” for months, if not years. Following a tragic accident during an Extremis experiment, which nearly levelled an entire territory, Stark Prime (the official AI simulacrum of Tony Stark) announced that automated protocols had been enacted and he would be acting CEO for the foreseeable future. Additionally, all Stark Technology suits’ OS shifted overnight from being J.A.R.V.I.S. assisted to Stark Prime monitored.
There remains a strong belief that all other Houses could be improved with the addition of Stark Technology. However, that technology comes with the price of Stark Prime as an ever-present failsafe. Sadly, not everyone has been open to the idea of a Stark on their shoulder. There is always hope that with time they will see the advantages of a world united under the banner of the House of Iron.

SYSTEM OF GOVERNMENT
Technocracy – Since all citizens of the House of Iron are also counted as employees, the country itself is run as a business. Voting participation is a constant 100% as it is done via the company issued Stark-Suits in exchange for OS upgrades. An elected board of directors function to enact the will of the people while committees and consultative bodies assist with planning and communication. All of it assisted and overseen by the Chief Executive Officer.

Current State
Thanks to Cluless virus and many alternates of Stark Industries, House of Iron has seen some sudden influx of innovation or acquiring technology, sometimes by purchasing, stealing or other means to add to its forces and knowledge, especially any Stark Tech it doesn't already have. Although House of Iron is wary of any nanotechnology puts any found under extreme scrutiny before using any.

Territories
The House of Iron takes up a wide stretch along the lower section of the main continent, with the Spider-Guild north of it, the Kingdom of Wakanda to the west, Asgardian Republic to the East. The southern border is unclaimed wild lands at the moment, with occasional raids from roving gangs searching for resources.

Extremis City - The former workshop for Nanotech which has been corrupted by the Extremis project, now a somber monument to a failed experiment.

Stark Expo - A year-round exposition of where the brightest humans of House of Iron pool their resources, share their collective vision and attempt to spark a light for a brighter future.

Armoured City - The most protected area of the House of Iron. Base of operations for top researchers and innovators in the iconic Stark Tower, similar to the one found in the Marvel Cinematic Universe. The capital of House of Iron

The Ten Rings - not much information known, a military facility with Chinese design aesthetics

Avengers Compound - A now-abandoned base of operations for the disbanded Avengers team. Structures which have been deemed stable are now primarily utilized for storage.

Palladium Mines - Palladium is important element which help powers Arc Reactor Tech.

Iron Mongery - An industrial Armour Forge. Utilized to keep a steady supply of suits, replacement parts and other innovations to better the lives of all who reside within the House of Iron.

Bleeding Edge Complex - Security Clearance required

JARVIS Mainframe - The server warehouse of Just A Rather Very Intelligent System (JARVIS) which assists in the daily functions, scans and subroutines of all connected tech.

Stark Prime
To whoever is reading this,
None of us asked for this. That seems a little “teenage dream journal”-ish but it’s true. The Battleworld shouldn’t exist and yet here we all are…stuck on a world with infinite possibilities where all we choose to do is fight.
I’ve looked to make the best of it, wrap a suit of armor around my little slice of paradise. We’ve made our people better, stronger, faster, more capable of flight thanks to jet-boots…that kind of thing. I’m no expert on utopias, but all things considered, I am proud of the direction we’re headed. If my daily analytic scans of the populace are accurate (and they always are) then it seems like the mind-blowing tech and super-suits are making life easier.
We’ve had some bumps along the road. Big bumps. “Everything exploded and the forces of evil are at our doorstep” bumps. But we keep moving. We grow and we learn. We push back against those who look to destroy what we have worked tirelessly to create.
I know that many of you are afraid of what’s coming next. I hear every worry you have. I see every tear you shed. I am always with you, in the dark moments and in the light.
If we can control ourselves, if we can keep a level-head, and if we can all join together as one… We MIGHT make it off this little space-rock.. OR maybe we’ll blow it all halfway to hell and I’ll just be a chipper little voice in someone’s helmet saying “I told you so”.
The choices are yours, try to make some good ones.

XOXO —- Stark Prime

NOTE DICTATED BY VERIFIED AI SIMULACRUM END NOTE

CHIEF EXECUTIVE OFFICER
The highest-ranking executive of this corporate territory. Manages operations and resources of the company. Responsible for high-level strategy and company growth. Is the main point of communication between other levels of executives and the overall “face” of the organization. Elected by the board and shareholders (citizens).
Ok this is a very cool idea. We need to check on the 2015 "Secret Wars" event major inspiration for the "Tournament of Champions" and"Realm of Champions" games), and see what we can add.

Also, the question of how would Iso-8 work on this setting .... Well... Guess a lot of people would want to poach it, like in Avengers Alliance.
 

kronos182

Adventurer
Ok this is a very cool idea. We need to check on the 2015 "Secret Wars" event major inspiration for the "Tournament of Champions" and"Realm of Champions" games), and see what we can add.

Also, the question of how would Iso-8 work on this setting .... Well... Guess a lot of people would want to poach it, like in Avengers Alliance.
ISO-8.. probably a combination and expansion of Incarnum (D&D 3.5 Magic of Incarnum using soul energy to create magical items, or augment the user), and Weapon Augment Crystals (D&D 3.5 Magic Item Compendium crystals that enhance the item, including armour, in some form, such as increase hardness, attack, add elemental damage, etc. had similar abilities to magical item abilities but were weaker and allowed flexibility, so could make a weaker ghosttouch weapon become a weaker flaming weapon at a fraction of the both) but these can be swapped out easily, which ISO-8, depending on the game source, is either easy to remove, or difficult.
ISO-8 doesn't have as many specific abilities, tied to items, but more enhances natural abilities of the user (health, dex, strength, stamina, etc) if I remember correctly.. I'll have to go through the different game's definitions again.
 

kronos182

Adventurer
Death Glider

The Death Glider is a crescent-shaped vessel with wings stylized to look like that of a bird. The wings curve downward, making their tips the lowest point of the vessel. When stored, the wings fold down to save space. The cockpit has room for two, the pilot in front, and the co-pilot operates the weapons, although the pilot can operate the weapons, but not as accurately. The Death Glider is armed with a pair of staff cannons which are detachable.
The ship is capable of both atmospheric and space flight, using inertial propulsion instead of direct thrust, which allows them to hover, allowing them function as multi-role attack craft easily. Death Gliders lack FTL capabilities, and require a larger ship to carry them. This drive even allows the craft to operate underwater for short periods. The pilot can enter the craft through the retractable canopy, or the cockpit lowering, which is slower but easier.
Death Gliders are found among the many Goa'uld System Lords, Free Jaffa, and other groups, making it easy to find. Those with access to Goa'uld technology use these craft, but many other groups, include Stargate Command have made their own versions using their own technology.

Death Glider (PL6)
Type: Ultralight
Subtype: Fighter
Size: Gargantuan (-4)
Tactical Speed: 4000 ft, 1200 (120) atmospheric speed, able to hover, VTOL and reach orbit without assistance.
Defense: 11 (-4 size, +3 Class +2 Dex)
Flat-Footed Defense: 6 (-4 size, +3 Class)
Autopilot Defense:
Hardness: 25
Hit Dice: 7d20 (140 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 28 ft, 45.9 ft wingspan
Weight: 39,000 lb.
Targeting System Bonus: +2
Crew: 2, can operate with just 1 (trained +4)
Passenger Capacity: 1 if not carrying second crew member
Cargo Capacity: 9500 lb
Grapple Modifier: +8
Base PDC: 48
Restriction: Mil +3

Attack:
2 Select-Fire Staff Cannons -1 ranged (5d10);

Attack of Opportunity: None

Standard PL(6) Design Spec: Improved thrust, improved maneuverability
Engines: Thrusters, Ion engine
Armour: Naquadah
Defense Systems: Radiation shielding
Sensors: Class III sensor system, targeting system
Communications: Radio transceiver
Weapons: 2 Staff Cannons
Grappling Systems: None

If only 1 crew member, the pilot can operate the weapons, but suffers -1 to attack rolls.

Select-Fire Staff Cannon
While the Staff Cannons are attached to the ship, they have a rate of fire of single, but the ship can fire either both weapons as a fire-link (8d10 damage) or individually, allowing for more attacks each round if the gunner has multiple attacks, alternating between each weapon.

Improved Maneuverability
The craft is designed to be incredibly maneuverable, allowing it to avoid enemy fire. Grants +4 to Pilot checks for performing stunt maneuvers.

Naquadah Armour
Plates made of Naquadah, a dense and energy absorbing material, this armour is heavier than steel and similar armours, but resilient against physical attacks, and highly resistant to energy attacks, except acid.
Hardness: 25, 50 against energy attacks except acid.
Tactical Speed Penalty: -500 ft (-1 square)
Weight: One-quarter the weight of the starship (rounded up).
PDC: 20 + one-half the base PDC of the starship.
Restriction: Military - Rare (+3 to +4)

Goa’uld Staff Cannon
The Staff cannon is based on the Goa'uld staff weapon, but is larger and mounted on a heavy tripod, deals heavy damage, used against massed infantry or structures. While powerful, it is inaccurate and slow to fire.

Damage: 5d10 (fire)
Critical: 20
Range Increment: 100 feet (in space 2500 ft)
Rate Of Fire: Single
Magazine: 200 Int. (unlimited attached to ship)
Size: Huge.
Weight: 20 lb. Weapon, 15 tripod
Purchase DC: 25
Restriction: Military (+3)
Rules: The Goa’uld Staff Cannon requires Personal Firearms Proficiency to handle. The sound of the capacitor charging can give a +2 to Intimidation rolls in appropriate circumstances (GM’s call). When the blast hits, it ‘explodes’ with a 10-foot burst radius, dealing damage to anything on it (Reflex save DC 15 for half except target struck). Attack rolls suffer -1 due to its inaccuracy, against targets that moved faster than 40 ft before the wielder's attack suffer a further -1 to attack rolls.
The Staff Weapon is powered by an internal power pack which must be replaced by opening a small hatch on the opposing side of the staff (a full-round action).
So far, the Staff Weapon is used solely by the Goa’uld and any ‘allies’ of theirs, although it is well-known that the military has several captured Weapons on their armories, just in case.

Variants

Udajeet, aka Winged Glider

This variant was used by Ra on Abydos, reduces crew to 1, removes the canopy, life support systems, and its space capability. The open canopy reduces its maximum speed to operate safely, but the space and weight saved from removing the life support systems allows for the addition of two extra staff cannons, giving it greater destruction capability.

Udajeet (PL 6)
Crew: 1
Passenger: 0
Cargo: 300 lbs
Init: -1
Maneuver: +1
Speed: 800 (80)
Defense: 6
Hardness: 25, 50 vs energy except acid
Hit Points: 160
Size: Gargantuan (-4)
PDC: 41
Restriction: Mil (+3)
Accessories: Military Radio, Searchlight, targeting system (+2 attack rolls), 4 staff cannons (2 are detachable mounted on the wings, other 2 mounted in nose)
Note: Has VTOL capabilities, able to hover. Staff cannons have selective fire, fire each individually, or fire-link 2 (8d10 damage), or all 4 (11d10 damage).

Needle Threader
This variant of the Death Glider has wings that form a U round the hull, allowing it to fit through a Stargate, but lacks the automatic systems to allow it to easily fly through a stargate, and must be flown manually.
Changes:
Reduce wingspan to 21 ft (huge size, -2).
Increase Defense by +2 (size -2);
Increase attack by +2 (-2 size);
Reduce hit dice to 6d20 (120 hit points)
Armour replaced with Trinium alloy.
PDC: 51

Trinium Armour
An element, once refined is lighter and stronger than steel, making it an excellent armour for ships.
Hardness: 25
Tactical Speed Penalty: 0
Weight: One-sixteenth the weight of the starship (rounded up).
PDC: 25 + one-half the base PDC of the starship.
Restriction: Military - Rare (+4)
 

kronos182

Adventurer
EA Hestrel AE/STV-224 Atmospheric Shuttle
The Hestrel atmospheric shuttle, built by Michell-Hyndine, is one of the Earth Alliance's primary atmospheric shuttles, with a 95 foot long, rounded arrow/delta body with two wings with a wingspan of 138 feet, three engines. The ships are primarily used to shuttle people and goods from orbiting ships to planets below, but are designed for extended space flight, but lack jump capabilities and require the use of a jump gate, able to travel up to 14 days before requiring refueling. Requiring a crew of 2, and able to carry 6 passengers and up to nearly 5000 cube feet, or 10 tons of cargo, as they are primarily a cargo shuttle, but some with expanded passenger facilities exist.
While not armed, they do come with two grappling claws and 4 cutting lasers as the shuttles have been used in scientific and surveying operations. Two are mounted in the nose with the other two mounted near the hatch under the hull.

EA Atmospheric Shuttle (PL6)
Type: Ultralight
Subtype: shuttle
Size: colossal (-8)
Tactical Speed: 3000 ft space, 650 (65) squares atmosphere, can reach orbit without assistance.
Defense: 5 (-8 size +3 class)
Flat-Footed Defense: 5 (-8 size +3 class)
Autopilot Defense: 6 (-8 size, +2 autopilot)
Hardness: 20
Hit Dice: 7d20 140 hp
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus:
Length: 95 ft
Weight: 123.5 tons
Targeting System Bonus:
Crew: 1-2 (trained +4)
Passenger Capacity: 6
Cargo Capacity: 10 tons
Grapple Modifier: +8
Base PDC: 48
Restriction: Licenced (+1)

Attack:

Attack of Opportunity:

Standard PL(6) Design Spec: No gravity, afterburners, long range autopilot, cutting lasers
Engines: thrusters, fusion torch, afterburners
Armour: alloy plating
Defense Systems: autopilot, damage control system (1d10)
Sensors: Class II sensors
Communications: radio transceiver
Weapons:none
Grappling Systems: 2 grappling claws

No Gravity
The ship lacks gravity generators, requiring the crew to be strapped into their seats or float away. The crew can get around the ship by wearing magnetic boots, and hand rails are mounted throughout the ship.

Afterburners
This system is similar to the disposable boasters, only they are not disposable, allowing the pilot to use the afterburn action, granting +500 ft to speed.

Long Range Autopilot
This system is a modified autopilot, allowing the pilot to turn it on and the ship will fly along a flight path, but will avoid danger, like a normal autopilot, but will also avoid detected spatial dangers, such as asteroid fields, dangerous nebulas, etc, and notify the pilot of course corrections. Has Pilot and Navigate skills at +4, and internal alarm and voice warning of course changes or detect dangers it can not avoid, to notify the pilot.

Cutting Lasers
These lasers are designed to cut through almost anything, given time, used for collecting samples from debris, rocks and even cutting through hulls. The lasers have a range of only 50 feet, but deal 4d6 points of fire damage, ignoring 10 points of hardness. Given enough time, can cut through denser materials. Requires a ranged touch attack to use, and should be grappled with target to make accurate cuts.
 

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