CORELINE (D20 Modern/D20 BESM Setting).

I had an idea for an organization. The Earth-Ferengi Trade Association, whose stated goal is facilitating trade between the Ferengi Alliance and Earth. However they are also interested in regulating trade to ensure future profits. Therefore they have lobbied to limit imports of certain technologies like replicators that might devalue their goods. They have even engaged in sponsoring privateers to do their bidding.
interesting idea, but i doubt they would be able to limit replicators as the Federation will push it, as it will reduce poverty, which would actually be good for Ferengi as they can get more people to buy arts and items that can't be replicated. they just have to invest in more stuff that is not replicateable, like food stuffs (yes can be, but a lot of people can tell the difference and generally prefer the real thing).
lots of other factions would love replicators and will push to get them. groups like the galactic empire would fight replicators to a point.. under palpatine's rule, he'd want to limit their control to the military and government, maybe the elites, to allow greater control.
Mars WH40k would go crazy and probably call it heresy and a mockery of the STCs.
 

log in or register to remove this ad


The Federation has the Prime Directive though, so that would limit them from importing tech to parts of Earth that they don't directly control I think.
while the prime directive prevents interference in the cultures, that doesn't stop them from trading common, non military, non classified technology with allies. replicators fall into this category. so Los Angeles can purchase replicator technology with the idea to reduce poverty, homelessness, as large ones allows creation of materials faster and cheaper.
the federation would provide ones that have lockouts to prevent several types of items from being created (explosives, etc). but this doesn't mean someone can't hack them later to do this.
i doubt the complete rules for the prime directive would apply to all groups on earth, but not interfering in their governments/laws would apply, but they would provide aid where the prime directive would prevent a pre-warp society, as Coreline Earth knows they exist, can access FTL tech with a little time and work. so if the federation offers replicators, in a licensing type situation, or with a number of restrictions of use, but not restrict access to them, they can control, to an extent, how they're used.
this would reduce crime around trying to acquire replicators, where the only crimes would be hacking them to make stuff they wouldn't normally make.
only thefts would be the big industrial ones, which requires more work to pull off, which has a higher chance of catching the criminals
 

@Lord Zack I threw together a quick blurb of the Earth-Ferengi Trade Association if it was actually created, as I thought maybe could work, as: SPACE CAPITALISM.. . A few adventure hooks. I might throw together some more stuff for it.

Earth–Ferengi Trade Association (EFTA)
Founded:
Coreline +20 years Post 23 Hours
Headquarters: San Francisco Commerce Annex, Earth — with a joint office on Ferenginar in the Tower of Opportunity
Member Entities: United Earth Commerce Ministry representatives, Federation-licensed merchants, Ferengi DaiMons and trade clans, select neutral brokers

Purpose
The EFTA was created to stabilize and expand trade between Earth-based merchants and the Ferengi Alliance, addressing a recurring issue:
Earth’s access to replicators made many Ferengi goods unprofitable, while Ferengi trading practices were often… incompatible with Federation norms.
The Association functions as a legal buffer zone, an arbitration board, and a joint profit-maximizing mechanism that protects both sides from unintentional economic sabotage.

Lore & Background
Origins

After the 23 Hours, Earth’s industrial output soared thanks to reconstruction efforts and access to a lot of new technologies from multiple factions. Ferengi merchants saw enormous opportunity, but Earth’s civilian replicator access made entire classes of Ferengi goods (textiles, basic foods, trinkets, synthetics) nearly impossible to sell.
Several ambitious Ferengi clans (notably the Kossura and Nagalor lines you’ve used earlier) proposed creating a controlled trade partnership where multiple Earth governments agreed to restrict certain replicator patterns within designated commercial zones in exchange for exclusive deals on Ferengi raw materials, logistics, and financial backing.
Surprisingly, Earth’s Commerce Ministry agreed—seeing benefit in:

  • Increased cultural exchange
  • A fresh flow of unique Ferengi products
  • Access to Ferengi shipping networks
  • Off-world redundancy in goods distribution
Thus, the EFTA was born.

Organizational Structure
1. Board of Dual Interests (BoDI)

The ruling body, always composed of:

  • 3 Earth members (Commerce, Trade Security, Cultural Relations)
  • 3 Ferengi members (appointed by the Grand Nagus from profitable Houses)
  • 1 tie-breaking neutral (typically a Vulcan, Andorian, or Betazoid)
The neutral’s role is mostly mediation—Ferengi complain this lowers profit margins, while Earth insists it prevents “predatory wraparound clauses.”

2. Trade Pattern Review Office (TPRO)
This is the controversial division.
Purpose:
To evaluate which replicator patterns Earth should “temporarily suspend” to preserve trade volume.
Examples of restricted patterns:

  • Handwoven fabrics
  • Certain luxury snacks
  • Specialty artisan goods
  • Simple tools Ferengi traditionally cornered markets on
Earth civilians complain regularly.
Ferengi profit margins skyrocketed.

3. Interstellar Logistics & Transit Bureau (ILTB)
Handles the shipping lanes, customs rules, Ferengi transports docking at Earth orbital platforms, and licensing human haulers to operate inside Ferengi space.
This division also inspects for:

  • Smuggled replicator units
  • Illegal pattern buffers
  • Underreported manifests
  • Bribe attempts (a very busy department)

4. Common Goods & Cultural Exchange Forum
The “soft power” arm. They host:

  • Earth–Ferengi entrepreneur seminars
  • Cooperative business academies
  • “Cultural profit-sharing fairs”
  • Contests on who can create the most profitable international venture
Earth students often excel. Ferengi insist the students are cheating by using logic.

Goals & Motivations
Primary Goals

  • Expand Earth–Ferengi market circulation
  • Prevent replicators from destroying Ferengi merchant revenue
  • Build joint commercial ventures
  • Encourage stable shipping networks
  • Promote peaceful economic competition rather than piracy or sabotage
Secondary (Unofficial) Goals
  • Covertly limit how much technology Ferengi traders can obtain
  • Extract business intel on Ferengi markets
  • Exploit Earth’s stability as leverage
  • Encourage dependency on EFTA trade routes
  • Influence Ferengi politics via “preferential tariff weighting”

Internal Conflicts
1. Earth Factions

  • Progressive Federation Economists: Oppose limiting replicator patterns
  • Terra-based Merchants: Love the profits, want more restrictions
  • Ethics Councils: Constantly battling loopholes that allow Ferengi exploitation
2. Ferengi Factions
  • Traditionalists: Want fewer regulations, more profit
  • Modern Reformers: Like long-term stability
  • Ultra-Capitalists: Try to sneak in banned tech anyway
3. Black-Market Replicator Brokers
A dangerous rising force because the EFTA restrictions created artificial scarcity and massive profit margins.

Key NPCs
Director Amira Holt (Human, Earth Commerce Ministry)

Role: Earth Co-Chair
Traits: Pragmatic, fiercely protective of Earth economic sovereignty
Secret: Supports increasing pattern restrictions to bolster Earth’s trade leverage
DaiMon Bruk Tiril (Ferengi)
Role: Ferengi Co-Chair
Traits: Silver-tongued, flexible morals, obsessed with cornering the Federation artisan goods market
Secret: Running a shadow trade ring circumventing replicator restrictions
T’Valun (Vulcan)
Role: Neutral Tie-Breaker
Traits: Stoic, values logic, surprisingly sympathetic to Ferengi logic-of-profit
Secret: Has been quietly enhancing EFTA’s algorithms to minimize system-wide economic instability
Rana Vehl (Andorian)
Role: Head of ILTB Inspections
Traits: Tough, incorruptible, terrifying to bribe
Secret: The only one preventing ILTB from becoming a goldmine of smuggling

Adventure Hooks
1. The Replicator Ring

A surge in illegal replicator pattern circulation threatens EFTA profits. Players must:

  • Intercept smugglers
  • Discover who leaked pattern files
  • Decide whether to expose the corruption or profit from it

2. The “Cultural Exchange Fair” Sabotage
A new Ferengi-Earth fair is underway when sabotage threatens to cause diplomatic chaos.
Was it:

  • A rival Ferengi house?
  • Anti-restriction Earth activists?
  • A third-party pirate cartel?

3. The “Restricted Commodity” Crisis
A Ferengi shipment of goods that Earth has blocked from replicator access goes missing.
Those goods must not be recreated locally, so the EFTA hires players to:

  • Recover the shipment
  • Prevent pirates from scanning it
  • Stop an economic cascade

4. The Ferengi Buyout
A powerful Ferengi House tries to buy majority control of a crucial Earth supply chain.
The EFTA must intervene or Earth might lose economic autonomy.

5. Federation Council Review
The Council challenges the legality of the EFTA’s replicator restrictions.
Players may act as:

  • Investigators
  • Lobbyists
  • Enforcers
  • Saboteurs, depending on the faction they favor.
 


here's some items that raise ethical questions of buying/crafting...


As more people, and companies, discover more of the new exotic fauna and flora that was brought to Coreline Earth after the 23 Hours, creative, and many times, morally grey, people and corporations have found ways to use parts from these new creatures and plants. Some will use discarded or shed fur, skin, horns, etc to be ecologically friendly, while others actively hunt and kill then harvest what they want. This has also created a rise of groups for animal rites, which can be incredibly aggressive, like PETA on super steroids armed with tank destroying weapons. Caution advised when purchasing or using items created from parts of many of these animals, particularly cute and friendly ones such as Pokemon.

Frostveil Cloak
This white cloak is weaved from the fur from the Alolan Ninetines tails, with the outside feeling cool to the touch while the inside is warm, with fluffy hem around the bottom which is designed to hang just an inch or two above the ground, and puffy fur around the wrists and neck. When wrapped fully around the wearer, it grants the user Cold Resistance 5, and +5 to Move Silently and Hide checks within snow and mist.
Weight: 6 lbs
PDC: 23
Res: Res to Illegal (+2 to +4)

Glacial Heart Amulet
This amulet is made from the specially preserved heart of an Alolan Ninetails, held in silver frame, feeling cold to the touch. Three times per day, it can be commanded to emit a 10 foot radius burst around the wearer, dealing 1d8 cold damage, Reflex save DC 15 for half damage. When the amulet is exposed to heat over 50 degrees Celsius, it becomes inert until exposed to freezing temperatures for at least 1 hour.
Weight: 1 lb
PDC: 24
Res: Res to Illegal (+2 to +4)

Drakehammer
This large warhammer is made from bones and scales from a Kommo-o, giving it a primary yellow colour from the scales used. As it is swung and strikes something, the scales vibrate, giving off very large metallic clangs. These clangs can be incredibly magnified on powerful strikes, creating a concussive wave. These weapons are not quiet, and favoured by those that like to be noticed, or make a big bang, literally.

Drakehammer (Archaic Weapons Proficiency PL3)
Damage: 2d8 + 1d6
Critical: 20x2
Damage Type: bludgeoning + sonic
Size: Large
Weight: 12 lbs
Purchase DC: 24
Res: Res to Illegal (+2 to +4)
Note: On successful critical hit, creates a 10 ft radius concussive wave, all but the wielder make a Fort save DC 15 or be staggered for 1 round.

Scale-Echo Armour
This suit of armour appears similar to a full suit made of scale mail, but made of much larger scales over the torso, all made from the Kommo-o pokemon. As the user moves, the suit makes a metallic clanging and ringing, far more than other metal armours. It does include a helmet, gauntlets and boots. The constant noise it makes does have a benefit, over the disadvantage of being heard, the constant noise vibrates the air around the wearer enough to disrupt physical ranged attacks, although not perfect.

Scale-Echo Armour (PL4-5)
Type: Medium
Equipment Bonus: +5
Nonprof. Bonus: +2
Max Dex: +2
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 20 lbs
Purchase DC: 25
Restriction: Res to illegal (+2 to +4)
Notes: suffers -10 to move silent checks as constantly makes ringing and clanging noise while worn, and a low hum when not worn, granting a 15% miss chance against physical ranged attacks (lasers, plasma weapons, particle beams not affected).

Ghostfire Baton
This club type weapon is the Alolan Marowak's bone club, taken from a deceased Marowak, that still has the ghostly flame on the end. No one will explain how these are collected and it still has some of its power. When wielded in combat, the end erupts in a ghostly flame that is cold to the touch, and is capable of striking incorporeal beings.

Ghostfire Baton (Simple Weapons Proficiency PL6)
Damage: 1d8
Critical: 19-20x2
Damage Type: bludgeoning/ghostfire (magic energy that gives off death aura)
Size: Medium
Weight: 6 lbs
Purchase DC: 24
Res: Res to Illegal (+2 to +4)
Note: Capable of dealing damage to incorporeal beings, bypasses DR 5, deals +1d6 vs undead.

Spark-Gland Capacitor Pack
This device looks like a D-cell sized battery, which uses organic material from Raichu, Pikachu or Vikavolt pokemon organs that aid in generating and regulating electricity. When added to melee weapons, which need to be modified to house the cell and link it to their striking surfaces, via silver channels and wiring, it will release a burst of electricity upon a strike for a limited time per day, as the cell recharges naturally. The cell can be overloaded with some quick fiddling, or when the housing is designed with a valve, which allows the weapon to release a bolt of lightning in a short arc, although this uses all of the available charges. Although these cells do burn out over time and need to be replaced after a year of use.
Installed properly in a melee weapon adds 1d6 electrical damage on a strike for up to 10 rounds once activated, once per round. Installing/removing a Spark-Gland Capacitor takes a full round action, unless a quick release system installed, or user has Quickdraw feat, then it is a move equivalent action. If overloaded, a move equivalent action, unless a valve installed in the housing which is a free action, will generate a 15 foot long 5 foot wide line that deals 3d6 electric damage, Reflex save DC 14 for half, but uses up all the uses, requiring at least 5 rounds of use. On a natural attack roll of 1 the system is knocked around and shorts, dealing 1d6 electricity damage to the wielder.
Craft DC 22
PDC: 19
Res: None to Illegal (+0 to +4)

Petal-Edge Saber
These weapons are created from the scythe limbs from the plant based Pokemon Lurantis, that looks like a praying mantis. These weapons are light weight, sharp, and are slightly more deadly in sunlight as their organic components still absorb the light.

Petal-Edge Saber (Archaic Weapons Proficiency PL6)
Damage: 1d8
Critical: 20x2
Damage Type: slashing
Size: Medium
Weight: 3 lbs
Purchase DC: 21
Res: Res to Illegal (+2 to +4)
Note: When in sunlight, even cloudy conditions (or lights that emulate sunlight, such as those found in hydroponics systems) grants +1 to attack and damage.
Craft DC: 23

Solar Mantle
This half length cape-like mantle that drapes over the wearer's torso, made from the Lurantis petals and 'wings', is flexible, light, but tough enough to provide some level of protection, which can stack with other armour. The Solar Mantle is still living material, requiring access to sunlight, which it uses for photosynthesis. The mantle can pass on some of its regenerative abilities to the wear, capable of healing an organic wearer at a rate of 1 HP per minute as long as in sunlight, up to a maximum of 20 HP per day.

Solar Mantle (PL5-6)
Type: Light
Equipment Bonus: +1
Nonprof. Bonus: +1
Max Dex: +8
Armour Penalty: -0
Speed (30 ft): 30 ft
Weight: 3 lbs
Purchase DC: 22
Restriction: Res to illegal (+2 to +4)
Notes: Requires at least 4 hours of sunlight every 3 days. While in sunlight (or lights designed to emulate sunlight), will heal 1 HP per minute, to a maximum 20 HP per day. The equipment bonus to Defense stacks with other worn armour.
Craft DC: 25

Capacitor Rifle
This rifle is made from the mandibles and ion gland from the Vikavolt pokemon, creating an electric based weapon that does not require ammunition, although it does require a nutrient paste applied to the inner workers once a week. Alternatively, if the weapon is not going to be used for extended periods, can be cryogenically stored, although thawing takes twice as long as normal. The Vikavolt mandibles make up the 'barrel' which is mated to a frame that contains the ion gland, handle, trigger and stock, with iron sights, and a mount for a sight. The barrels have non-conductive material around the outside, with a rubberized grip on the lower part for holding. While it has a smaller payload than other technological energy weapons, it regenerates its payload over time, surprisingly quickly. It can also scale its damage, but uses up more charges.

Capacitor Rifle (Personal Weapons Proficiency PL6)
Damage: 2d8
Critical: 20x2
Damage Type: Electricity
Range Increment: 60 ft
Rate of Fire: Semi
Size: Medium
Weight: 12 lbs
Ammo: 20 internal
Purchase DC: 25
Restriction: Military to Illegal (+3 to +4)
Notes: Can increase damage by +1 die at a cost of 2 extra charges, to a maximum of +3 die. Recharges 1 charge per minute not being used. On a natural attack roll of 1, user must make a Fort save DC 15 or be shocked by the weapon suffering 1d6 electricity damage.

Arcshield Plating
This is a modification made to medium, heavy, or man sized power armour (no larger than 8 ft tall) that uses metal, ceramic, or hard plastic type plates, coverings, using the exoskeleton plating from the Vikavolt pokemon. This gives the armour a blue colouring, that is slightly iridescent look under bright lighting. While giving the armour a slightly insectoid look, the only other benefit is gives the wearer some resistance to electricity based attacks, and a small chance to reflect such attacks back to the attacker.
Grants Electricity resistance 2, with a 25% chance of any electricity damage attacks being reflected back at the attacker, the attacker makes Reflex save DC 15 to avoid if not in melee range, half for in melee combat, if within 30 feet, dealing half the damage to the wearer and half to the attacker.
PDC: +4
Res: Restricted to Illegal (+2 to +4)


Imposter's Veil
This veil that covers the wearer's face, held by an elastic band around the top of the head, uses part of the clothe that the pokemon Mimikyu uses to make itself look like pikachu. When placed on the head, the wearer thinks about how they want to look, with pictures helping, requiring a Concentration check DC 15 for minor changes, 20 for looking like another person. A picture and mirror grant +1 each. The disguise will last for 5 days while worn, granting a +10 to Disguise. The disguise is broken if the veil or the wearer suffers more than 10 points of damage from a single source/attack.
Weight: negligible
HP: 5
PDC: 23
Res: Restricted to Illegal (+2 to +4).

Warlord Shellplate
This tower shield is created from the plates of the Golisopod pokemon, with it's layered large plates, typically using the plates from the large arms, with the claws used to help plant the shield to the ground for stability. When the wielder is critically wounded, it can release a short ranged burst of electricity.

Warlord Shellplate (PL5-6)
Type: Shield, Tower
Equipment Bonus: +4
Nonprof. Bonus: +1
Max Dex: -
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 20 lbs
Purchase DC: 24
Restriction: Res to illegal (+2 to +4)
Notes: As a tower shield, can be used as Half cover, or three-quarters when crouched behind it in one direction. When the wielder is reduced to half normal max hit points, the Warlord Shellplate releases a burst of electricity dealing 1d4 electricity damage to all, except the wielder, in a 10 ft radius, Reflex save DC 15 for half damage. It will release this burst again when the wielder is reduced to one-quarter normal max hit points.
Craft DC: 25

Gengar Phase-Shift Visor
This visor, actually a pair of goggles that have large lenses that cover the eyes, well padded, with a few controls on the sides. While worn, colours are slightly muted, the lenses could darken to protect against bright lights and the flash part of flash bangs. Where these goggles stand out is that the lenses have part of the lens from the eyes of a gengar pokemon, and with the press of a button, the lenses take on a dark purple hue, which grants the user darkvision and can see invisible creatures, and those that are out of phase or an astral plane projection of a creature; although in this mode the world takes on a grey scale except for invisible and out of phase creatures which take on various shades of red (for invisible like IR vision) to purple (those out of phase). However extended use of the ability to see invisible and out of phase creatures in daylight causes headaches, and eye strain.
Grants +2 Reflex save against light attacks that affect vision, grants darkvision 60 ft, can see invisible beings, those out of phase, astral projections. While the darkvision and see invisible modes activated, user suffers -1 to attack rolls, Concentration and Spot checks.
Weight: 1 lb
PDC: 31
Res: Restricted to Illegal (+2 to +4)
Craft DC: 30

Tremor-Sense Boots
These combat or work boots are made from the hide and sensor tissue in the soles from Donphan or Garchomp pokemon. While the wearer is stationary, they can sense vibrations in the ground around them, have improved balance as they feel more grounded.
While stationary, the wearer gains tremorsense 20 ft, gain +4 to any checks to maintain balance or prevent from being knocked down or pushed back as long as at least one foot is on the 'ground' (works on ships as long as on the floor). If the wearer is falling, as long as they can touch a wall that touches the ground, can make a Balance check to reduce fall damage by 20 feet (2d6).
Weight: 4 lbs as a pair.
PDC: 25
Res: Restricted to Illegal (+2 to +4)
Craft DC 27

Magma-Coil Barrel Liner (weapon gadget)
The name of this weapon enhancement is misleading, as it is actually a complete barrel and receiver replacement, that uses materials from the pokemon Magmar or Turtonator in their construction. These barrels appear to be made of volcanic rock and obsidian crossed with metal, and when fired, veins that look like lava glow faintly for a few sections even after firing. The weapons are now capable of imparting the fiery abilities from the donor pokemon, adding fire damage to projectiles, and the weapon is immune to overheating or being damaged by fire. Unfortunately, this added fire ability to the ammunition prevents some types of specialty ammunition that is heat sensitive (such as those with liquid payloads, explosive ammunition has a 25% chance of cooking off in the weapon).
Can only be applied to projectile weapons, adding +1d6 fire damage to the projectiles, that is not magical, as the ammunition is heated. Specialty ammunition that is heat sensitive, or liquids can't be used as will damage the ammunition. Incendiary or explosive ammunition has a 25% chance of prematurely going off, dealing half damage to the user and jams the weapon (Repair check DC 12 to unjam, but doesn't suffer damage). If this type of ammunition doesn't detonate, gains +1d8 additional damage instead.
Weight: Increase weight by 10%.
PDC: +5
Res: Military to Illegal (+3 to +4)
Craft DC: 26

Razor Snowburst Canister
These grenades are made from crystalline shards from the pokemon Froslass, that burst in a wave of cold and shards, which can cause continuing damage.
Deals 2d6 cold damage in a 20 ft radius, Reflex save DC 15, plus target suffers from 1 point of bleeding damage that lasts for 1d4 rounds unless treated. This damage stacks with other forms of cumulative bleeding damage.
Range: throw 20 ft.
Weight: 1 lb.
PDC: 24 box of 5
Res: Military to Illegal (+3 to +4)

Thermal Sandpack Bedroll
This bedroll, or sleeping bag, is made with fibers made from tissues from the pokemon Camerupt or Sandaconda, which creates a self warming bedding to keep the occupant warm in the cold. Able to keep the user warm in weather as cold as -50 degrees Celsius, while being light weight, not requiring any technology. Although the material does break down after 15 years (15+1d4 years), where it is just a regular sleeping bag that is only effective to -10 degrees C.
Weight: 2 lbs
PDC: 18
Res: None to Illegal (sourced ethically from shed tissue or harvested from ethical farms or those pokemon that died of natural or accidental causes +0, to illegal harvesting farms +4).

Ferroshift Mesh (armour gadget)
This is a modification made to personal armour, vehicles, mechs, and small starships. It uses micro scales to full scales from Steelix, or Metalgross alloyed hides. These can be ethically sourced from discarded or those that passed from natural causes, or actively harvested. These scales aid in defense against metal based weapons or attacks, but increases the weight.
Grants DR/Hardness 3, which stacks with any current DR or Hardness against metal weapons, ammunition, attacks, which increases by +1 for every size category of huge or larger, and ship type in ultralight. Additionally for every 5 tons the vehicle, mech or ship weighs, gains a +1 Deflection bonus against metallic attacks to a maximum of +5. Plus increases weight by 5 lbs for small, medium; 20 lbs for large; 40 lbs huge; 80 lbs gargantuan; 160 lbs colossal; +320 lbs x every 50 feet of ship length over 90 ft.
PDC: +5
Res: Military to Illegal (+3 to +4)

Magcargo Lavarock Hull Composite (starship armour)
This starship hull material is made from discarded shells, or harvested, of the pokemon Magcargo, giving the hull a volcanic glass-ceramic appearance that is dense and disperses heat extremely well. When struck with fire or heat based attacks, lava-like light glows along the cracks and veins of the armour as it dissipates into light. In additional to the hardness, reduces any damage from heat or fire based attacks by half. It's density grants bonus hit points equal to one-fifth hit die x15 (if has 100d20 (2000 hit points), gains 20 x 15 hit points, for a total of 2300 hit points.
Hardness: 25
Tactical Speed Penalty: -500 ft (-1 square)
Weight: One-quarter the weight of the starship (rounded down).
PDC: 17 + one-half the base PDC of the starship.
Restriction: Mil to illegal (+3 to +4)
 

Some more NOD stuff

Confessor
The Confessor is a NOD officer and religious figure, working in interrogation and intelligence. Members of this caste can be assigned to leading Militia, soldiers and other troops, guiding them as well as preserving their faith, by force if need be, and educating them in the Ways of Nod. While they are the religious clergymen of NOD, battle to them is a secondary task. Primary roles involve ritualism, shrine affairs, prayers, indoctrination, meditation, interrogation and study of the teachings of NOD and hearing the confessions of their NOD brethren.
To aid in their role in supporting the troops in combat, they are given heavy armour, heavy machineguns, hallucinogenic grenades to cause panic and confusion amongst their enemies, are physically enhanced. They can even be infused with Tiberium, granting them immunity to the effects of Tiberium as well as enhancing them further.

Low Level NOD Confessor (Dedicated 3/Charismatic Ord 3)
CR 5;
Size: Medium-sized Human;
HD: 3d6+3 plus 3d6+3, 24
Mas: 12
Init: +1
Speed: 30 ft
Defense: 20, Touch 14, flat-footed 19 (+1 Dex, +3 Class +6 armour)
BAB: +3
Grapple: +4
Attack: +4 melee (1d3+1 nonlethal, unarmed strike), or rotary rifle +4 ranged (3d8 ballistic)
Full Attack: +4 melee (1d3+1 nonlethal, unarmed strike)
Special Attacks: Hallucinogenic Grenades
Special Qualities: NOD Indoctoration, Tiberium Exposure, For NOD! For KANE!
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: NOD
Saves: Fort +4, Ref +3, Will +3.
Action Points: 0
Rep: +3
Abilities: Str 12, Dex 12, Con 12, Int 13, Wis 14, Cha 16
Occupation: Religious (Knowledge: theology & philosophy, Listen)
Skills: Concentration +3, Decipher Script +5, Diplomacy +7, Intimidate +5, Knowledge (behavioral sciences) +8, Knowledge (theology & philosophy) +8, Listen +10, Profession +4, Read/Write English, Research +7, Sense Motive +6, Speak English, Spot +9
Feats: Armour Proficiency (medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Personal Firearms Proficiency.
Possessions: rotary rifle, Confessor Armour, 10 hallucinator grenades, 4 reloads for rotary rifle, various gear and personal possessions.


Mid Level NOD Confessor (Dedicated 6/Charismatic Ord 6)
CR 5;
Size: Medium-sized Human;
HD: 6d6+6 plus 6d6+6 +5, 59
Mas: 12
Init: +1
Speed: 40 ft
Defense: 20, Touch 14, flat-footed 19 (+1 Dex, +5 Class +6 armour) +1 Dodge
BAB: +7
Grapple: +8
Attack: +8 melee (1d3+1 nonlethal, unarmed strike), or confessor particle rifle +8 ranged (3d10 fire)
Full Attack: +8 melee (1d3+1 nonlethal, unarmed strike), or confessor particle rifle +8 ranged (3d10 fire) and confessor particle rifle +3 ranged (3d10 fire)
Special Attacks: Hallucinogenic Grenades, Death To the Heretic
Special Qualities: NOD Indoctoration, Tiberium Exposure, For NOD! For KANE!, Tiberium Enhancement, None Shall Stop The Hand of Kane!
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: NOD
Saves: Fort +6, Ref +5, Will +5.
Action Points: 0
Rep: +5
Abilities: Str 12, Dex 12, Con 12, Int 14, Wis 14, Cha 16
Occupation: Religious (Knowledge: theology & philosophy, Listen)
Skills: Concentration +11, Decipher Script +9, Diplomacy +11, Intimidate +9, Knowledge (behavioral sciences) +13, Knowledge (theology & philosophy) +13, Listen +10, Profession +8, Read/Write English, Research +8, Sense Motive +10, Speak English, Spot +12
Feats: Armour Proficiency (medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Personal Firearms Proficiency, Oathbound (NOD, using Aid other grants +3 instead of +2 for NOD), Burst Fire, Point Blank Shot, Dodge
Possessions: confessor particle rifle, Confessor Armour, 10 hallucinator grenades, 4 reloads for rifle, various gear and personal possessions.

NOD Indoctoration
As a move equivalent action, using training and Indoctoration techniques used by NOD, the NOD member gains +1 to attack rolls for the next 1d4 rounds. Useable 3 times per day. The Trooper is also immune to feat effects all the time.

Tiberium Exposure
The NOD Confessor is educated in Tiberium and has had some exposure, gaining a +1 to Fort saves against Tiberium exposure, and gains +1 to any checks related to Tiberium and Tiberium based technology.

For NOD! FOR KANE!
The Confessor, as a full round action, can inspire through a rousing speech, or through fear and threats, others into fighting harder. The Confessor must make a Charisma check DC 13, and lasts 1 + Cha modifier rounds, and can affect up to 20 NOD members per Cha modifier allies gains +1 to resist fear and mind affecting effects, +2 to attack rolls, and if they are making full attack rolls, gain an additional attack per round at -5 to attack rolls.

Tiberium Enhancement
Higher level Confessors are enhanced with Tiberium based enhancements and implants. They gain +10 ft to speed, +5 HP, they don't suffer any Tiberium poisoning effects, gain Fast Heal 1 while within a Tiberium field or gas area which stacks with the healing from Confessor armour.

None Shall Stop The Hand of Kane!
For every enemy that the Confessor kills, all allied NOD infantry within 30 feet deal a +1 moral bonus to damage for 1 round, stacking to a maximum of +5.

Death To the Heretic
As part of a full round action, the Confessor declares one target a heretic and enemy of NOD, suffers -5 to attack, but deals +2 die of damage, and critical modifier increases by 1 (x2 becomes x3). If this attack kills the target, the benefits of None Shall Stop the Hand of Kane! Is doubled (+2 damage to a maximum of +5 and lasts 2 rounds).

Hallucinogenic Grenades
Cause enemies to panic and even possibly attack their own allies. Those within 30 foot diameter area cloud that the grenade detonates in, must make a Fort save DC 16, or suffer -2 to attack, damage and saving throw roles, must flee as best they can, and anything that gets in their way or stops them the affected will attack. Effects last for 1d4+1 rounds, although strong winds can dissipate the cloud in 2 rounds.

Rotary Rifle
Looks like a rifle of the AK series, but instead of a single barrel has three barrels to allow for increased rate of fire.

Rotary Rifle (PL 5 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: ballistic
Range Increment: 75 ft
Rate of Fire: S, A
Size: Large
Weight: 13.5 lbs
Ammo: 100 box
Purchase DC: 21 Mil (+3), NOD 16 Confessor only
Notes: Shoulder strap, each shot fires 3 bullets, using Double Tap feat uses 6 rounds, autofire uses 30 rounds, Strafe feat uses 5 rounds.

Confessor Armour
Confessor armour is a full body suit of armour, all black with a tall helmet that has four glowing 'eyes' to increase its intimidation factor. The suit has servos to carry the weight of the armour and the Confessor's Rotary Rifle and other equipment, and enhancing melee strikes. It has built in air filters, nightvision, independent air supply, a built in loudspeaker. While within an area affected by Tiberium, such as Tiberium field, cloud, etc, the armour absorbs radiation given off by Tiberium and stores it in special compartments and releases when the Confessor needs it to heal themselves.

Confessor Armour (PL 5-6, Medium Armour Proficiency)
Type: Medium
Equipment Bonus: +6
Nonprof. Bonus: +1
Str Bonus: +2
Nonprof Str Bonus: 0
Max Dex: +2
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 30 lbs
Purchase DC: 24
Restriction: Mil (+3), NOD, Confessor only.
Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, darkvision 60 ft, 5 hours air, unarmed strikes deal 1d4 lethal damage, loudspeaker, military radio, GPS, video playback/communications. When using Intimidation skill, can cause the 'eyes' to glow and modifier the voice through the loudspeaker to grant a +2 to Intimidate skill. While in a Tiberium field, cloud or other area affected by Tiberium, the Confessor can heal 1 hit point each round in the area affected by Tiberium and for 2 rounds after leaving the area.

Confessor Particle Rifle
This particle weapon is assigned to Confessors that have risen through the ranks and proven themselves. Deadly on the field, proving that Kane's Will will dominate all.

Confessor Particle Rifle (PL 5 Personal Firearms Proficiency)
Damage: 3d10
Critical: 20x2
Damage Type: fire
Range Increment: 70 ft
Rate of Fire: S, A
Size: Large
Weight: 20.5 lbs
Ammo: 50 box
Purchase DC: 23 Mil (+3), NOD 17 Confessor only
Notes: Shoulder strap, ignores 2 points of hardness or DR. Reflex save DC 17 for autofire attacks.

NOD Tiberium Upgrades
Tiberium Blood Infusion

Tiberium research at Secret Shrine (required) allows NOD to enhance their members with the use Tiberium. By injecting refined liquid Tiberium compounds, replacing blood plasma with a semi-crystalline carrier that accelerates healing and dulls pain. Granted to mid level or higher soldiers, elite units and those that distinguish themselves. The recipient's veins take on a slight green tint, and when exposed to Tiberium has a faint green glow. Occasionally skin will take on a slight crystalline look in patches.
Grants +5 HP, doubles healing while resting, and grants +2 to saves against Tiberium poisoning and radiation. On a successful save, are immune to low level Tiberium radiation for 4 hours before requiring another save, and doubles the times between needing to make another save.
PDC: 18
Res: Illegal +5, NOD Res +2

Kane's Apotheosis Protocol
Research into spiritual-chemical conditioning with combined Tiberium exposure with indoctrination mantras, conducted at Operations Center and Shrines, provided to elite mid level and higher level members along with neural implants. Grants the recipients with +2 against fear effects and mind-control attempts (that are not NOD related). Recipients are not considered disabled at 0 hit points and can function normally until death at -10 hit points. When at half hit points or less, can make a secondary attack at -8, even if they move.
PDC: 24
Res: Illegal +5, NOD Mil +3

Black Veil Metabolism
Performed at Temple of NODs, recipients are genetically modified, noticeable their lungs, circulatory system and adrenal glands, that allows them to metabolize airborne Tiberium particulates into energy. While within Tiberium fields and areas with dense Tiberium gas, they gain +20 ft to speed, cloak systems recharge 25% faster (round up). If the recipient is killed within a Tiberium field, they explode, dealing 3d6 half fire and half concussion to a 5 foot radium (double in Tiberium gas areas), Reflex save DC 11 for half.
PDC: Illegal +5, NOD rare +5

Tiberium-Laced Ammunition
Infantry ammunition is made with shards of Tiberium, which can inflict Tiberium poison via injury, although the Fort DC is reduced to 16 as the amount of Tiberium is much smaller. Magazines containing these rounds have capacity reduced by 10% due to shielding required, range reduced by 10% due to shards throwing off weight and aerodynamics changed. 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.
PDC: +3
Res: Illegal +5, NOD +1

Crystalline Warheads
NOD Militant and Trooper rocket squad members can be equipped with Tiberium Crystalline Warheads from the Operations Center. These warheads deal additional +1d6 damage to their area of effect, against targets struct directly, such as those that are anti armour, increase their ability to ignore DR or Hardness by +2. Also their area of effect will have low level of Tiberium radiation for 5 minutes. For warheads that don't have a blast radius will irradiate an area of 10 foot radius.
PDC: +5
Res: Illegal +5, NOD Mil +3

Crystalline Reflex Enhancement
Surgery performed at the Secret Shrine with members chanting mantras, that enhances the recipient's reflexes. Recipient's gain +1 to all skills that require fine hand coordination, +1 to ranged attack rolls and +2 to Reflex.
PDC: 24
Res: Illegal +5, NOD Mil +3

Tiberium Zealotry Aura
Particularly zealous, or high ranking Confessors can undergo surgery and genetic modifications that modify several of the recipient's biology and glands, that they can release chemicals similar to pheromones that enhance nearby NOD allies combat capabilities. As a standard action, the enhanced Confessor can release chemicals that affect a 20 foot radius around them, although strong winds can blow them away, for 5 rounds. NOD allies in the area gain a +1 to melee attack and damage rolls, gain +1 to Will saves. The Confessor can use this ability 1 + Con modifier times per day.
PDC: 27
Res: Illegal +5, NOD Rare +4

Black Veil Reactive Plating
Ground vehicles can be enhanced with these armour panels that are laced with reactive Tiberium crystals that absorb kinetic energy and violently disperse it on penetration.
Vehicles gain +2 Defense from Armour and DR/Hardness increased by +5. When vehicle is reduced to 0 hp, it detonates, dealing 3d6 half fire half slashing per 15 feet of length (to a maximum of 12d6) to a 30 foot radius, Reflex save DC 17 to half the damage, leaving a low level Tiberium radiation in the blast radius for 5 + 1d6 hours.
PDC: 23
Res: Illegal +5, NOD Mil +3
 

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top