CORELINE (D20 Modern/D20 BESM Setting).

Ok, working on a Valorian (from “Dino Riders”) species write up. I think it should not be so hard (I guess it may end up going “inspired by” more than following the show 100%).

Human-like humanoid alien species with some kind of animal empathy power. Think I will represent it as a bonus to animal handling rolls and a version of Lesser Telepathy that works only on animals (the Telepathy powers say that you need a willing subject to accept the telepathy and they always went “whoah, be cool, I’m not going to hurt you, I’m approaching you calmly…” before using the telepathy in the show. They also seemingly need the target to be able to understand you - talk the same language and such - but I guess it’s either the “Valorian talking mentally” effect as an animation shorthand or it’s a min-max, telepathy only works on animals but they understand you quite well).

They always wore this gadget around their necks that was a mix of radio and what gave them their telepathy (Wikipedia says the necklaces had the name of AMP ("Amplified Mental Projector")). So probably meet it halfway - without the AMP, it’s Limited Telepathy. With the AMP, it’s plain Telepathy. The AMP also works as a(n Eighties) military-grade radio/comm-link (range of, say, 100 miles, encrypted audio?).

This or they get an innate ability similar to the Wildlord's “Animal Empathy” (from Urban Arcana), with the AMP giving a psionic bonus and if they choose Wildlord as a Prestige Class… bonus to the Wildlord Animal Empathy Diplomacy rolls to get an animal to like you?
 

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Montauk
As NOD was a largely decentralized organization, commanders needed a means to command their forces and communicate while close to the battlefields, without relaying on fixed relays that could be detected and easily destroyed by the GDI, especially with its space based stations. Thus NOD created the subterranean Montauk, a tunneling vehicle that looks like many high speed trains, made up of several cars. While it can tunnel on its own, which takes time, NOD created a network of major tunnels around the world to allow Montauk's to move faster along these tunnels.
Within its hull is a mobile command center, with sophisticated communications systems, C&C systems, during the Second Tiberium War a CABAL interface, and communication links to major NOD facilities and forces. The first car has the driver and main systems, as well as the primary digging systems, systems to store, recycle and purify oxygen, water and other supplies and crew quarters. The next car contains the C&C and communications systems, quarters for the commander and assistances, along with some supplies and additional air and water recycling and purification systems. The next two cars are additional quarters, supplies and other systems to run the vehicle. Along the sides of all the cars are additional digging systems to help move the dirt from the front to behind the vehicle. Equipped with three periscopes that have drills to allow them to reach the surface, while the Montauk is not moving, as well as inertia compass and other devices to allow it to navigate while underground, it is still difficult to navigate long distances, requiring periodic stops and checks with the periscope or to resurface. The Montauk is also unarmed, relying on stealth as its form of protection, as well as heavy armour.
The NOD Montauk is made up of four cars, each five squares wide and ten squares long, providing full cover for the crew. The first car has two doors, one each side, while the other cars have two on each side, with the last car having a large door at the rear, to allow crew or passengers to board or disembark as a full action. The Montauk can detach each car if they are damaged, but as the Montauk is expensive, it is rare to do so. Montauk's, when maintained, can carry enough supplies for 5 months, and the oxygen systems are good for 10 months before needing to be recharged and cleaned out.

NOD Montauk (PL5)
Crew: 10 for vehicle, 12 C&C crew
Passengers: 10 (typically military commanders or troops to act as security)
Cargo: 5 tons
Init: -4*
Maneuver: -4*
Top Speed: 60 (6) on surface, 10 (1) underground, if in tunnel network 50 (5)
Defense: 8
Hardness: 20
Hit Points: 400 (each car 100)
Size: Colossal
Purchase DC: 52
Restriction: +3 Military NOD
Accessories: 2 head lights, military radio, 3 periscopes that can raise 30 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 5 months supplies, 10 months oxygen. Satellite uplink, long range radio, C&C suite.
Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round.
Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2.
While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2.
While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.

The tunnel created by the vehicle's passage is packed enough that it will remain for 1 week before it becomes unstable if not reinforced. Through solid rock this time is doubled to 2 weeks.

Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage.
Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack.

C&C Suite
Captains, or higher ranked officers operating on the vehicle, either on the bridge or in the C&C have talents and abilities used for commanding or co-ordinating crew and ships improved. For talents that normally affect a specific number of people, now affect an equal number of ships, range is multiplied by 1,000, and any bonuses provide gain +1, and their checks gain +2.

Variants

Monpac
This variant of the Montauk is a rare version, has much of its systems stripped to improve speed and passenger capacity to make it a much larger subterranean APC.

Crew: 10
Passengers: 75 (25 in each of the 3 cars, none in the first car)
Cargo: 2 tons if carrying passengers, or 20 tons in each empty car
Init: -4*
Maneuver: -4*
Top Speed: 60 (6) on surface, 20 (2) underground, if in tunnel network 60 (6)
Defense: 8
Hardness: 20
Hit Points: 400 (each car 100)
Size: Colossal
Purchase DC: 51
Restriction: +3 Military NOD
Accessories: 2 head lights, military radio, 3 periscopes that can raise 30 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 1 week supplies, 1 months oxygen.

Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round.
Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2.
While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2.
While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.

The tunnel created by the vehicle's passage is packed enough that it will remain for 1 week before it becomes unstable if not reinforced. Through solid rock this time is doubled to 2 weeks.

Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage.
Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack.

GunTauk
This variant of the MonTauk that only two examples exist. Instead of being a mobile command unit, the vehicle is fitted with weapons making it one of the most powerful subterranean vehicles at the time. The second and fourth cars are fitted with dual 90mm cannons each, while the third car is fitted with missile launcher system that can attack ground and air targets. These weapons make it powerful like the Mammoth tank, but doesn't have the power of the 120mm cannons.

Crew: 10 for vehicle, 12 weapon crew
Passengers: 5
Cargo: 5 tons
Init: -4*
Maneuver: -4*
Top Speed: 60 (6) on surface, 10 (1) underground, if in tunnel network 50 (5)
Defense: 8
Hardness: 20
Hit Points: 420 (each car 105)
Size: Colossal
Purchase DC: 53
Restriction: +3 Military NOD
Accessories: 2 head lights, military radio, 3 periscopes that can raise 30 ft, drill for underground travel, compass, special trip odometer and depth/altitude meter, pneumatic panels dorsal and ventral to angle the vehicle up to 45 degrees up or down. NBC protection (+4 Fort saves), 5 months supplies, 10 months oxygen. Satellite uplink, 2 dual 90mm cannon turrets,

Notes: Init* if the vehicle is coming up from the ground without being detected, the crew and troops inside can act in a surprise round and gain +2 to Initiative for the following round.
Maneuver* while underground, the vehicle suffers a -8 to maneuver instead of -2.
While underground, the vehicle takes twice as much space to turn. A simple 45 degree turn normally takes 1 square to turn, the vehicle instead takes 2.
While underground, the vehicle suffers -4 to Navigate checks. If the Pilot stops and someone uses the periscope to check position and confirms on a map, the penalty is halved for the next Navigate check.

The tunnel created by the vehicle's passage is packed enough that it will remain for 1 week before it becomes unstable if not reinforced. Through solid rock this time is doubled to 2 weeks.

Heavy Armour - The vehicle's armour is thick and reinforced, taking half damage from crushing, bludgeoning and concussion damage, its hardness applies to this half damage.
Drill - On a ram attack, or anything on the surface where the vehicle comes out of suffers 5d6 slashing/piercing damage, ignores 5 points of DR/Hardness, the equipped vehicle doesn't suffer any damage on a ram attack.


WeaponDamageCritDamage TypeRange IncrRate of FireMagazine
4 Variable Cell Launchersvaries20variesVariesSVaries
Fire-linked 90mm Cannons (2)10d1220x2BallisticSemiSemi200 rds ea

4 Variable Cell Launchers
These missile launchers are able to fit nearly any missile that can be launched from the ground, including TOW Javelin, Milan and similar missiles, mini-rocket and mini-missiles and even RPGs. Up to 5 TOW style missiles, 8 mini missile/rockets or 9 RPGs per launcher (10, 16 or 18 respectively for both) ready for use, with 5 more reloads for each launcher inside. Reloading a launcher takes the auto-loading system 30 seconds (5 rounds). Changing the type of missile/rocket loaded in a cell tanks Repair check DC 15 and 5 minutes of work.
Each launcher can target a single target, or can be fired in pairs or all four launchers can be fired at the same target, increase damage, blast radius by 50% and increase Reflex save by +2 for two, or damage and blast radius +100%, Reflex Save increased by +4

90mm Cannons
Two cars are fitted with 2 fire-linked 90mm cannons, which can be fitted with different ammunition. The ammunition can be split into 3 different types, 100 for 1, 50 for another, and 50 for a third, or only two types, 100 for each type. Each turret operates separately from the other, but can target the same target in the same round, doing so gives the second cannon a +1 bonus to attack rolls.

90mm Cannon Ammunition (damage is for single round, increase by 50% round down, Reflex saves +2, radiuses increased by 25% for both two barrels)
APDS - Deals 7d12 ballistic damage, ignores 10 points of hardness/DR. PDC 20 for 10 rounds
High Explosive - Deals 8d6 fire damage to target and to 10 foot radius, Reflex save DC 15 for half, except the target hit doesn't get save. PDC 20 for 10 rounds.
Tiberium Enhanced - Deals 8d10 ballistic damage, critical 20x3, plus crews of vehicles, or anyone in a building struck need to make Fort save DC 15 or suffer 1d4 Constitution damage. On a successful save the crew only suffers 1d4 damage to hit points. PDC 22 for 10 rounds.
Tiberium Gas Round - These rounds are designed to break open on contact and fill a 30 foot radius area with Tiberium Gas. Deals 4d6 ballistic damage to target struck. If the attack roll misses by 1 to 5, strikes the ground within 1d4x10 feet past the target and releasing the gas. If the attack roll misses by 6 or more, the round strikes 2d4x10 feet in a random direction (roll d8 for 8 compass points around the intended target), striking the ground and releasing the gas. PDC 23 for 10 rounds.
 

Hydra Assault Armour
This power armour uses Hydra's Power Armour Mk2 as a base, but designed slightly differently, with a dome head, similar to some of the Hulk Buster armours, heavier and bulker armour is mounted. Instead of the arms having hands, below the elbows are thick block forearms that are actually four barrel mini-rocket system, typically loaded with two tubes of HEAT or anti-armour rockets, one tube of fragmenting rockets, and the fourth can be any other type depending on mission profile. Mounted on the shoulders are repulsor blasters. While lighter than the ones on the other Hydra power armours, they are on mini turrets with increased field of fire to provide protection from infantry that get close. The heavy armour allows it to approach without worrying about being disabled as it can shrug off most weapons.
These armours are used for assaulting fortifications, anti-vehicle or even extremely tough, but slower super powered beings, striking with their rocket launchers, and soaking hits from more vulnerable infantry.

Hydra Assault Power Armour
Size Modifier: +0
Equipment Slots: 6
Hit Points: 80
Base Speed: 25 ft.
Height: 8.5 ft.
Weight: 460 lb
Fighting Space: 5 ft. by 5 ft.
Reach: 5 ft.
Defense Bonus: +6
Hardness: 20
Max Dex Bonus: +1
Armour Check Penalty: -8
Purchase DC: 39
Restriction: Mil (+3), Hydra
Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, 2 4-barrel mini-rocket launchers (25 rockets each barrel), 2 repulsor blasters turrets. Weight of power armour does not count against wearer's weight capacity.

Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage.
Its reach is 5 feet, and its base speed is 25 feet.
Base Purchase DC: 37.
Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit
Boots: 1 slot.
Helmet: Cockpit.
Left arm: 4-barrel mini-rocket launcher
Right arm: 4-barrel mini-rocket launcher
Shoulder: Power Core
Torso: Cockpit

Repulsor Blaster
These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate.
Damage: 3d8 laser / 4d10 plasma cannon
Critical: 20
Damage Type: fire
Range Increment: 90 ft laser / 40 ft plasma
Rate of Fire: S, A / Single
Ammo: 50 charges
Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.

Mini-Rocket Launchers
These 4 tube launchers store the rockets all within the tubes, with special venting to prevent the following rockets from being set off. Each tube contains 25 rockets which all rockets in a tube have to be the same type, but each tube can be of a different type. Unfortunately only a single rocket can be fired at a time from the launchers, as a safety measure to prevent any other rocket from be accidentally detonated within the launcher.

Power Core
The Power Armour is powered by a high energy source that is based on science Hydra acquired about the Tesseract. While not using Tesseract energy, it does use a powerful power source. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, Hydra scientists were partly successful. Every 10 points of damage the power armour takes, the next repulsor cannon attack gains +1 to damage. The armour can store this energy for a maximum of 8 rounds, able to store up to +10 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.
 

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