CORELINE (D20 Modern/D20 BESM Setting).


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kronos182

Adventurer
A little late, but 1 version of the Easter Bunny, and a Chocolate Golem.

The Easter Bunny
The Easter Bunny is a creature of myth known to many a child. Every year, a small humanoid rabbit travels the globe delivering Easter eggs to lucky kids.
Originally the Easter Bunny judge children, giving them with eggs depending on whether they'd been good or bad in a fashion not dissimilar to Santa Claus. The bunny carries a basket of chocolate eggs, and sneaks into homes of deserving recipients during the night.
In medieval Europe, eating eggs was not allowed during Lent. Just before Lent began, children would go door-to-door begging for eggs. Then, when Lent was over, the eggs were decorated as part of the Easter celebration. The connection between eggs and Easter continued with German Lutherans, and evolved through the Eastern Orthodox Church (who still dye their Easter eggs red), and then spread to the United States in the 18th century, where the Pennsylvania Dutch told tales of the 'Osterhase' - the Easter Hare.
There are other theories about the bunny's origins, of course. Eostre, the Saxon goddess of fertility, had a hare as her companion.
Whatever this magical beast's origins, one thing is known for sure, every year the Easter Bunny delivers brightly-coloured Easter eggs to every good child, wherever they are. Stealthy and quick, legends may vary as to the bunny's exact nature, but like Santa, there's no keeping the Easter Bunny from its vital task!
While generally a good creature, over the years, and thanks to the Cluless virus, the Easter Bunny has had to learn to defend itself from dangers as it attempts to deliver treats to the good children around the world, and even other worlds.
There are typically more than one Easter Bunny, with the exact number unknown, but believed to be around a couple of dozen, to allow them to travel the world and reach all the children. If one Easter Bunny is killed, a new one will appear on the eve before Easter Friday.

The Easter Bunny
Type: Humanoid
Size: Small
CR: 12
Hit Points: 20d8
Mas: 20
Init: +6
Speed: 60 ft
Defense: 19 (+1 size, +6 Dex, +2 Natural) +1 Dodge, +1 Dodge vs melee attacks
BAB/Grp: +10/+5 / +11
FS/Reach: 5 ft
Attacks: +16 melee slam (1d4+6), or +16 ranged rock (1d4 bludgeon +2d8 fire, 60 ft)
Full Attack: +16 melee slam (1d4+6) and +11 melee (1d4+3), or +16 ranged rock (1d4 bludgeon +2d8 fire) and +11 ranged rock (1d4 bludgeon +2d8 fire)
Special Attacks: special eggs
Special Qualities: darkvision 120 ft, bag of holding, climbing run, dashing dodge, evasion, fast feet, fast fighting, igniting throw, knock knock, naughty or nice,
Saves: Fort +11, Reflex +15, Will +8
Reputation: +5
Abilities: Str 15, Dex 22, Con 20, Int 15, Wis 15, Cha 16
Skills: Balance +17, Climb +8, Hide +20, Listen +25, Move Silently +25, Search +8, Sleight of Hand +12, Spot +8, Tumble +16
Feats: Dodge, Defensive Martial Arts, Mobility
Possessions: Bag of Holding*

Combat
The Easter Bunny tries to avoid combat as much as possible, but will use its speed and mobility to evade attacks, and will throw rocks it keeps in its pockets and bag of holding. It will also use a small collection of special eggs, which don't benefit from the igniting throw ability. It will use a Chocolate Golem (shaped like a bunny), to distract opponents to make its escape with combination of smoke and glitterdust eggs.

Bag of Holding
The Easter Bunny caries a bag of holding filled with candy, chocolate, toys and brightly decorated eggs. It also stores it uses to defend itself as the world has become more dangerous. For combat, the Easter Bunny will typically keep 20 eggs, able to draw one as a free action. It will typically have 1 egg that contains a cholate golem that follows its command, 8 smoke eggs (functions as smoke grenades), 3 glitterdust eggs (functions as the spell Glitterdust 60 ft range, 10 ft radius spread, Will DC 15 negate blindness), 5 fireball eggs (function as fireball spell, 5d6 fire, 20 ft radius spread, 60 ft range, Reflex DC 16 for half), 3 wall of force eggs (functions as wall of force, 5 10 ft squares, 5 minutes, thrown up to 60 ft away)
If the Easter Bunny is defeated, the bag will only have 1d6 special eggs that the Easter Bunny hasn't used yet, selected at random, 1d6 toys and 2d12 stones, the bag will disintegrate in 5 rounds after the Easter Bunny's death, leaving the items on the ground.

Climbing Run
On its turn while it is moving, the Easter Bunny has a climb speed equal to its normal movement.

Dashing Dodge
When the Easter Bunny charges, it doesn't suffer the normal -2 to Defense.

Evasion
If the Easter Bunny is subject to an effect that requires a Reflex save to take only half damage, it takes no damage on a successful save, and half damage on a failed save.

Fast Feet
The Easter Bunny ignores difficult terrain.

Fast Fighting
The Easter Bunny uses Dexterity instead of Strength for attack and damage rolls of its unarmed strikes or any weapon of small or smaller size. In addition, it can roll 2d10 in place of normal damage of any small or smaller sized weapon it is wielding.

Igniting Throw
The Easter Bunny can throw objects so quickly that they catch flame, dealing an extra 2d8 fire damage.

Knock Knock
No door or lock can bar the Easter Bunny's way. It can cast knock at will. This trait otherwise works like the spell, but the Easter Bunny can cast it at will, and no loud knock emanates from the object.

Naughty or Nice
At the start of its turn, the Easter Bunny can open its senses to peer into the souls of those around it. Until the end of its next round, the Easter Bunny knows the alignment of any humanoid within 60 ft of it that is not behind total cover, but not the identities of these humanoids.


Chocolate Golem
Chocolate golems are large sized creations made from chocolate with a basin of molten chocolate in its belly, kept hot by the infusion of a magmatic elemental spirit. While typically in the shape of a large rabbit, any shape the creator desires can be used. When subjected to intense heat, the golem tends to slow down.

Chocolate Golem
Type: Construct
Size: Large
CR: 9
Hit Points: 14d10+20, 120 hp
Mas: -
Init: -1
Speed: 30 ft
Defense: 14 (-1 size, -1 Dex, +6 Natural)
BAB/Grp: +10/ +15
FS/Reach: 5 ft
Attacks: 2 slams +15 melee (2d10+5 ea)
Special Attacks: Chocolate breath
Special Qualities: darkvision 60 ft, construct traits, immutable form, SR 15, DR 5/+1, magic weapons, fire susceptibility, cold strengthening
Saves: Fort +4, Reflex +3, Will +2
Abilities: Str 20, Dex 9, Con -, Int 3, Wis 8, Cha 1
Skills: +4 Listen, +3 Search, +4 Spot

Combat
The Chocolate Golem will lead combat with its chocolate breathe, trying to hit as many targets at once, then moves in and strikes with its fists. It has 2 slam attacks each round.

Immutable Form
The Chocolate golem is immune to any spell or effect that would alter its form.

Magic Weapons
The golem's slam attacks and chocolate breath are considered magical weapons.

Fire Susceptibility
If the chocolate golem is subjected to fire damage, its form partially melts, halving its speed until the next turn.

Cold Strengthening
If the chocolate golem is subjected to cold damage, it gains +5 to DR and melee attacks deal double damage, but can't use its chocolate breath, until the end of next turn.

Chocolate Breath (Su)
The chocolate golem exhales a 60 foot long, 5 foot wide line of melted chocolate from its mouth. Each creature must make a Reflex save DC 17, or be covered in hot chocolate, taking 6d6 fire damage, with a successful save for half damage and not covered in chocolate. Usable once every 1d6 rounds (fire attacks shortens time by one round per attack).
A creature covered in chocolate must use their action to wipe off the chocolate before it hardens. If the creature ends its turn while covered in the chocolate, the chocolate hardens and the creature becomes incapacitated, blinded, can't breathe, move or speak.
Another creature can attack and destroy the chocolate coating, which has a Defense of 14, 15 hit points. Half of all slashing, piercing, ballistic damage to the chocolate coating is dealt to the creature trapped inside. Once the chocolate is reduce to 0 hit points, the creature is freed and this effect ends for that creature.
 

kronos182

Adventurer
Maquis

The Maquis is a resistance group, or terrorists, depending on who you talk to. In the Star Trek Prime Timeline universe, they fight against the Cardassian Union after their homes were given to the Cardassian Union in the Demilitarized Zone between the Federation of Planets and Cardassian Union. While they primarily fought against the Cardassians, they also fought the Federation for abandoning them. When the Cardassian Union joined the Dominion, the Dominion wiped out the Maquis, with very few survivors taking to hiding.
Thanks to the Cluless Virus, the Maquis have a second life, with some still living on the same planets, and others grabbing up as much technology, weapons and ships they could from the chaos. After the chaos, the Cardassian Union and the Federation mostly ignored the Demilitarized Zone, which suited the Maquis as they were able to fortify their planets and later petitioned to be recognized as an independent state. They've worked deals with other governments to help legitimize their independence and some members offer services as couriers, thanks to their background smuggling weapons and supplies during their fight against the Cardassians.

A second faction of Maquis exists, that has been building up an arsenal in secret, still attacking Cardassian forces and occasionally the Federation as well. They send some of their captured weapons, ships and other technologies to the Maquis homes, after modifications to hide where it came from. This group has learned many lessons from having been destroyed before and working even more in secret than before. They've gotten quite good at using other technologies and their advantages over that from their own universe. They particularly like using the different hyperspace systems out there from the Stargate Universe, Star Wars and Babylon 5 universes, which allows them to strike and escape undetected, or at least incredibly difficult to track.

Game Hooks
If the players are sympathetic to the Maquis, they may be approached by Maquis members to help obtain technologies and other supplies to help their planets. After doing multiple missions they may even be trusted with doing missions for the second faction, including attacking the Cardassian Union or Federation.

Players that are members of the Federation of Planets, or allied with Starfleet, may be approached to spy on Maquis planets looking for terrorist activities, or hunt down members of the second faction. They may even used to transport relief supplies to the more poorer Maquis planets, or act as third party negotiators or mediators between them and the Maquis

Similar missions can be found from the Cardassian Union or Dominion. These two groups may even hire the players to raid and sabotage Maquis ships, facilities and planets, even assassination of key members.
 

Hinthas

Explorer
Anybody try to stat out any of the stuff from Deep Rock Galactic? The Hurricane Missile Launcher seems to be interesting.



Or the hand attached Reinforced Power Drills?
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Hinthas

Explorer
Will this help?
 



kronos182

Adventurer
View attachment Ferengi_D%27vor.webp

D'Vor
The D'Vor freighter is a Ferengi design from the mid 2200s to mid 2300s, with classic Ferengi insect design, with a rounded body, forward section that looks like a pair of mandibles, large crescent rear section that contains the impulse and warp nacelles incorporated into the design. It has ample cargo space, easily modifiable and mounts a potent mining laser that has a setting designed to cut and extract raw latnium more efficiently than any other mining laser on the market. The basic D'Vor comes with one 5 person transporter and a large cargo transporter, capable of atmospheric flight and landing, with two large cargo doors, a shuttle bay that can hold a large cargo shuttle. Can operate with a crew as small as 3, but optimal crew is 12, and depending on modifications, can carry up to another 100 passengers depending on how much cargo is sacrificed. Medical facilities are minimal.
While the original design stopped being produced in the mid 2300s, updated versions were produced, and some ships remained in service for over a century. The ships were highly modifiable, making them a favourable craft for many merchants and some pirates.

D'Vor Freighter (PL6-7)
Type: Ultralight
Subtype: freighter
Size: Colossal (-8)
Tactical Speed: 3500 ft
Defense: 7
Flat-Footed Defense: 5
Autopilot Defense: 9
Hardness: 20
Hit Dice: 20d20 (400 HP), 500 HP shields
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 195 ft
Weight: 310 tons
Targeting System Bonus: +0
Crew: 3-12 (trained +4)
Passenger Capacity: 10-100
Cargo Capacity: 380 tons
Grapple Modifier: +16
Base PDC: 50, within Ferengi space or allies 40-45.
Restriction: Lic (+1)

Attack:
Phaser -6 ranged (2d10-10d10) or
Photon Torpedo +6 ranged (3d20-12d20)

Attack of Opportunity:

Standard PL(6-7) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Shield Dependent, food replicator, fast shield regeneration, mining laser, latninum extractor
Engines: thrusters, ion engine Warp Drive (max warp 3.5, 700 light year range)
Armour: polymeric
Defense Systems: Shields, autopilot
Sensors: Class III
Communications: radio transceiver, subspace transceiver
Weapons: phaser (equivalent to Type 3), photon torpedo (10 torpedoes)
Grappling Systems: tractor beam

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%.

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.

Fast Shield Regeneration
The shields automatically regenerate at a rate of 10 HP per round without any action of the crew. When the crew actively restores the shields, doubles the number of HD normally would restore (HD equal to Intelligence modifier).

Latinum Extractor
When mining latinum, increases the rate of cutting through material to reach the latinum by 50% and extracts up to 1 ton per round.

Phaser Type 3
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 2d10 as a free action once per round. The Type 3 phaser was available on civilian ships.
Damage: 10d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Res (+2)

Mining Laser
This laser is designed to slowly and precisely cut into asteroids to break them up or expose materials of interest to the mining ship. As a full round action, a ship with a mining laser, after making a Knowledge: Earth and Life Sciences check DC 16 and an attack roll to strike a Defense 15, +1 per 5 points over the DC succeeded by, able to cut through up to 10 feet of most asteroids (rock, common metals such as nickle, iron, etc), 20 feet through ice comets. Through asteroids made of denser metals, cuts through 5 feet per full round. The laser has a range increment of 2000 ft, out to a maximum of 10,000 ft. If the ship is moving faster than 1000 ft, suffers -1 to attack rolls per 500 ft over 1000 ft the ship is moving that round. If used a weapon, the mining laser deals 6d20 energy damage, ignoring 20 points of hardness, but suffers -4 to attack rolls, as it can only fire in a 60 degree arc in front of the ship with a rate of fire of single, but downwards up to 80 degrees (almost straight down from the base of the split in the front of the ship).

Photon Torpedo
Photon torpedoes are anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.
At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 2000 ft square, and can increase damage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 31
Restriction: Mil (+3)

D'Vor 2300
This is an upgraded version with a faster warp drive, shields have improved regeneration over previous models, but otherwise remains the same with minor updates to keep up with the times.
Make the following changes:
Increase Warp Speed to 4;
Warp Range is 750 light years;
Fast Shield Regen 15 HP/round.
PDC: +1
 
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