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<blockquote data-quote="marcoasalazarm" data-source="post: 3310549" data-attributes="member: 26698"><p><strong>New Organizations.</strong></p><p></p><p>These were not written by me, but hell, they are GOOD organizations, and so deserve to be known.</p><p></p><p><span style="color: DarkRed"><strong>Fiction Hunters, Inc.</strong></span></p><p><strong>Agenda:</strong> Make money by doing what they do best-hunting Fictions.</p><p><strong>Structure:</strong> Private Military Organisation.</p><p><strong>Motto: </strong> "For all your ninja/magical-girl/bug/zombie hunting needs."</p><p><strong>Most Common Allegiances:</strong> Law, Money.</p><p><strong>Requisition Limit:</strong> 60 (Military, Illegal).</p><p></p><p><em>"Are aliens buggin' you? Are ninjas popping out of your furnature, trying to capture you? Are Zombies eating your brains? Did a Mecha stomp on your favorite doggy? If so, call us! We will make sure that whatever you need removed will be nothing but a pasty smear on the sidewalk!"</em>-<strong>Advertisement for Fiction Hunters, Inc.</strong></p><p></p><p>Originally Hunters, Inc. in their home universe, Fiction Hunters, Inc. is a Fiction mercenary organization whose specialty was eliminating exotic targets. Ninjas, Zombies, Mecha, rogue Samurai, Superheroes, vampires, space pirates, catgirls, Undead Superhero Catgirl Ninja Space Pirates in mecha (long story), they will track down, and neutralize with extreme prejudice.</p><p>Although if all you need is to get your catgirl out of a tree, they can do that, too. Usually by cutting down the tree.</p><p>Politically, FHInc. usually hires itself out to government organizations that are in need of some exotic target being removed. However, Hunters aren't picky when someone with money wants to hire their survices.</p><p></p><p><strong>HQ: </strong> Fiction Hunters, Inc. is highly mobile. Using Carrier Auroships (a tricked-out version of the Helicarrier) as bases of operation, a single strike force can hit anywhere in the world (and even some places above it) within a couple hours.</p><p></p><p><strong>Equipment:</strong> Borderline PL5/PL6. Most grunts are armed with the XM-32 Wolverine battle rifle (modified OICW w/ chainsaw bayonet) and dressed in modified Land Warrior armor. Occasionally, a target will require heavier ordinance, like plasma rifles, 25mm autocannons, or railguns. When the target is extremely tough, that's when the tanks, mecha, and airstrikes are brought in...</p><p></p><p><strong><span style="color: darkred">Technomage's Guild</span></strong></p><p><img src="http://img231.imageshack.us/img231/1954/seal3az.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Agenda: </strong>Prove that magic and science can be connected.</p><p><strong>Structure: </strong>Several guild halls across the world, one or more on every continent.</p><p><strong>Symbol: </strong>The atom inside of a Celtic-style ring.</p><p><strong>Most Common Allegiances:</strong> Technomage's Guild, good.</p><p><strong>Requisition Limit:</strong> 7-28 (restricted.)</p><p>The Technomage's Guild is a group dedicated to connecting magic and science. Even the most chaotic members of the guild follow the Technomage's Code. The Code states-</p><p>1. Do not use your magic to serve the forces of evil. Performing such acts will bring swift action from the Guild Masters.</p><p>2. Help your fellow technomages when they call for you. The only time this should not be followed is if it contradicts one of the other rules of the Code.</p><p>3. Don't use your magic for monetary gain. Just because you can hack into a bank doesn't make it right.</p><p>4. When a deviant attempts to fight the purpose of the order, stop them at all costs.</p><p>The Technomage's Guild lets any nonevil-aligned spellcaster into their ranks and train them in the way of the technomage. This is one of the easiest ways to get training to get you levels in the technomage advanced class.</p><p></p><p><strong><span style="color: darkred">Arcanic Society</span></strong></p><p><img src="http://img373.imageshack.us/img373/9235/seal0yn.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Agenda: </strong>Lift magic higher and stop those who cherish science over it.</p><p><strong>Structure: </strong>Guild halls in ancient sites including Stonehenge, Giza, and Mayan ruins.</p><p><strong>Symbol: </strong>An ancient horse etching in a circle ringed with laurel leaves.</p><p><strong>Most Common Allegiances:</strong> Arcanic Society, chaos.</p><p><strong>Requisition Limit:</strong> 6-27(restricted.)</p><p>The Arcanic Society, commonly known by the Technomage's Guild as the deviants, are a group who cling to the ancient ways and shun technology and any magic form connected to it. The group together in ancient, primordial places and plot to bring magic up and put science down.</p><p></p><p><strong><span style="color: DarkRed">Speedsters</span></strong></p><p><img src="http://img443.imageshack.us/img443/9402/seal8bz.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Agenda:</strong> Be the fastest possible.</p><p><strong>Structure: </strong>A grouping of hotrodders determined to break any speed record imaginable.</p><p><strong>Symbol:</strong> A racecar in a yellow circle.</p><p><strong>Most Common Allegiances:</strong> Speedsters, chaos.</p><p><strong>Requisition Limit:</strong> 32 (licensed.)</p><p>The Speedsters have been called many things (mostly things related to insanity), but never call one slow. They are determined to go faster and farther than any other person has ever gone before. Members always have at least one level in the Speed Demon advanced class. Some drive fast cars, some pilot fast boats, some fly fast aircraft, and some even pilot starships or mechs in their quest to break records.</p><p></p><p><strong><span style="color: darkred">Swamp Boogers</span></strong></p><p><img src="http://img469.imageshack.us/img469/549/seal3rl.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Agenda: </strong>Protect Louisiana from the forces of evil.</p><p><strong>Structure: </strong>A ragtag gang of backwoodsmen, hunters, fisherman, military, and former sportsmen.</p><p><strong>Symbol:</strong> The fleur-de-lis (I have the strong feeling I misspelled that.)</p><p><strong>Most Common Allegiances:</strong> Swamp Boogers, Louisiana, good.</p><p><strong>Requisition Limit:</strong> 24 (restricted.)</p><p>Named after a local term for Bigfoot, the Swamp Boogers are Louisianian vigilantes dedicated to taking back their state from evil forces. They are masters of swamp combat. This makes sense, considering the fact that most of them were raised in those habitats or grew to know the terrain. They are dangerous in their element and often figure out how to train the beasts like alligators and cottomouths that dwell in the depths.</p><p>New Feat: Bayou Bug</p><p>Prerequisites: Swim 6 ranks, must have lived in a swampy area for 2 or more years.</p><p>Benefits: You gain a +2 bonus to attacks in swamps, Handle Animal checks with swamp-dwelling wildlife, Constitution saves to hold your breath, Survival checks in swamps, and Climb checks when climbing swamp trees such as cypresses or muddy ground.</p><p></p><p><strong><span style="color: darkred">Shadow Divers</span></strong></p><p><img src="http://img333.imageshack.us/img333/8582/seal7kt.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Agenda: </strong>Dive into underwater caves and other watery places to study the new post-23 hours undersea fauna.</p><p><strong>Structure: </strong>Experienced divers with a thirst for knowledge.</p><p><strong>Symbol:</strong> A diver descending into the shadows.</p><p><strong>Most Common Allegiances:</strong> Shadow Divers, science.</p><p><strong>Requisition Limit:</strong> 33 (licensed.)</p><p>The post-23 hours seas are filled with amazing new lifeforms. The Shadow Divers are here to search the watery depths for these things.</p><p></p><p><strong><span style="color: darkred">Society of Magic Resistance</span></strong></p><p><img src="http://img405.imageshack.us/img405/88/seal9fi.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Agenda: </strong>Destroy all magic-using beings on Earth.</p><p><strong>Structure: </strong>Near-insane people who believe that anyone who uses magic is evil.</p><p><strong>Symbol:</strong> A pair of handcuffs.</p><p><strong>Most Common Allegiances:</strong> Society of Magic Resistance, chaos.</p><p><strong>Requisition Limit:</strong> 42 (illegal.)</p><p>Often working alongside the Defenders of Man, the conspiracy group known as the Society of Magic Resistance is prepared to destroy any magic-using being they come across, be the individual good, evil, or neutral. Some of them even view the completely different powers such as the Force and psionics as magic and will proceed to destroy them as well.</p><p></p><p><strong><span style="color: DarkRed">EZBC</span></strong></p><p><img src="http://img444.imageshack.us/img444/3662/sealwc2.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Agenda: </strong>Keep the sport of zoid battling organized and followed by the rulebook.</p><p><strong>Structure: </strong>A group of zoid battle overseers.</p><p><strong>Symbol: </strong>A globe.</p><p><strong>Most Common Allegiances: </strong>EZBC, law, good.</p><p>The EZBC (Earth Zoid Battle Commitee) is a group that judges all of the zoid battles on Earth. From one-on-one street (not literally <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) battles all the way to the Earth Grand Cup, the EZBC oversees all of them. Zoid teams in cups need a team license (purchase DC 16) to participate in the race for the Grand Cup. This tournament goes through the various battle cups on the road to this fabled trophy of the zoid pilot. Teams that don't have a transport that can fly will be provided one by the EZBC. The Earth Zoid Cup Challenge is as follows.</p><p>Vladinost Arena (Moscow, Russia): The first challenge on the way to winning the Grand Cup, Sarius Arena is an indoor arena that is similar in structure to a football field with the floor of a basketball court. The arena is an empty space with the exception of a few walls that are used for hiding and protection. Fighting past the hundreds of other teams in several singular team vs. team battles, 20 will make it to the next round of the challenges.</p><p></p><p><strong>+Jungle Rumble (Lake Tele in the Congo): </strong> This arena is pretty much a fenced-in section of jungle. Weaving through the trees and trudging through the muck, zoids teams must prevail to be in the 16 to make it to the next round. </p><p><strong>+Blazing Sun Challenge (Outside of Phoenix, Arizona, USA):</strong> A desert arena that is mostly flat with the exception of a outcrops, teams must beat the heat to make it into the 12 to make it.</p><p><strong>+White Waste and Water (Somewhere near the South Pole):</strong> To be one of the 8 to make it, you've got to fight the frigid wastes of this arena. There is also a part of the arena that has spots that may break under the weight of Gargantuan or Colossal zoids and send them tumbling into the icy water below.</p><p><strong>+Fighting Fallout (Chernobyl, Ukraine)</strong> Where the famous Chernobyl disaster took place an arena now stands. In an area that has finally been purged of any trace of the disaster, 4 will fall and 4 will rise on the barren ground.</p><p><strong>+Cloud Arena (Queensland Australia)</strong> Named after the champion Bit Cloud, here only a single team of the 4 left will win the Earth Grand Cup in this ferocious brawl that lasts 10 battles over 10 days. The winner of the most of these battles in the massive indoor arena that can be altered to resemble nearly any terrain will be crowned the year's champion team by Cloud himself.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 3310549, member: 26698"] [b]New Organizations.[/b] These were not written by me, but hell, they are GOOD organizations, and so deserve to be known. [COLOR=DarkRed][B]Fiction Hunters, Inc.[/B][/COLOR] [B]Agenda:[/B] Make money by doing what they do best-hunting Fictions. [B]Structure:[/B] Private Military Organisation. [B]Motto: [/B] "For all your ninja/magical-girl/bug/zombie hunting needs." [B]Most Common Allegiances:[/B] Law, Money. [B]Requisition Limit:[/B] 60 (Military, Illegal). [I]"Are aliens buggin' you? Are ninjas popping out of your furnature, trying to capture you? Are Zombies eating your brains? Did a Mecha stomp on your favorite doggy? If so, call us! We will make sure that whatever you need removed will be nothing but a pasty smear on the sidewalk!"[/I]-[B]Advertisement for Fiction Hunters, Inc.[/B] Originally Hunters, Inc. in their home universe, Fiction Hunters, Inc. is a Fiction mercenary organization whose specialty was eliminating exotic targets. Ninjas, Zombies, Mecha, rogue Samurai, Superheroes, vampires, space pirates, catgirls, Undead Superhero Catgirl Ninja Space Pirates in mecha (long story), they will track down, and neutralize with extreme prejudice. Although if all you need is to get your catgirl out of a tree, they can do that, too. Usually by cutting down the tree. Politically, FHInc. usually hires itself out to government organizations that are in need of some exotic target being removed. However, Hunters aren't picky when someone with money wants to hire their survices. [B]HQ: [/B] Fiction Hunters, Inc. is highly mobile. Using Carrier Auroships (a tricked-out version of the Helicarrier) as bases of operation, a single strike force can hit anywhere in the world (and even some places above it) within a couple hours. [B]Equipment:[/B] Borderline PL5/PL6. Most grunts are armed with the XM-32 Wolverine battle rifle (modified OICW w/ chainsaw bayonet) and dressed in modified Land Warrior armor. Occasionally, a target will require heavier ordinance, like plasma rifles, 25mm autocannons, or railguns. When the target is extremely tough, that's when the tanks, mecha, and airstrikes are brought in... [B][COLOR="darkred"]Technomage's Guild[/COLOR][/B] [IMG]http://img231.imageshack.us/img231/1954/seal3az.gif[/IMG] [B]Agenda: [/B]Prove that magic and science can be connected. [B]Structure: [/B]Several guild halls across the world, one or more on every continent. [B]Symbol: [/B]The atom inside of a Celtic-style ring. [B]Most Common Allegiances:[/B] Technomage's Guild, good. [B]Requisition Limit:[/B] 7-28 (restricted.) The Technomage's Guild is a group dedicated to connecting magic and science. Even the most chaotic members of the guild follow the Technomage's Code. The Code states- 1. Do not use your magic to serve the forces of evil. Performing such acts will bring swift action from the Guild Masters. 2. Help your fellow technomages when they call for you. The only time this should not be followed is if it contradicts one of the other rules of the Code. 3. Don't use your magic for monetary gain. Just because you can hack into a bank doesn't make it right. 4. When a deviant attempts to fight the purpose of the order, stop them at all costs. The Technomage's Guild lets any nonevil-aligned spellcaster into their ranks and train them in the way of the technomage. This is one of the easiest ways to get training to get you levels in the technomage advanced class. [B][COLOR="darkred"]Arcanic Society[/COLOR][/B] [IMG]http://img373.imageshack.us/img373/9235/seal0yn.gif[/IMG] [B]Agenda: [/B]Lift magic higher and stop those who cherish science over it. [B]Structure: [/B]Guild halls in ancient sites including Stonehenge, Giza, and Mayan ruins. [B]Symbol: [/B]An ancient horse etching in a circle ringed with laurel leaves. [B]Most Common Allegiances:[/B] Arcanic Society, chaos. [B]Requisition Limit:[/B] 6-27(restricted.) The Arcanic Society, commonly known by the Technomage's Guild as the deviants, are a group who cling to the ancient ways and shun technology and any magic form connected to it. The group together in ancient, primordial places and plot to bring magic up and put science down. [B][COLOR="DarkRed"]Speedsters[/COLOR][/B] [IMG]http://img443.imageshack.us/img443/9402/seal8bz.gif[/IMG] [B]Agenda:[/B] Be the fastest possible. [B]Structure: [/B]A grouping of hotrodders determined to break any speed record imaginable. [B]Symbol:[/B] A racecar in a yellow circle. [B]Most Common Allegiances:[/B] Speedsters, chaos. [B]Requisition Limit:[/B] 32 (licensed.) The Speedsters have been called many things (mostly things related to insanity), but never call one slow. They are determined to go faster and farther than any other person has ever gone before. Members always have at least one level in the Speed Demon advanced class. Some drive fast cars, some pilot fast boats, some fly fast aircraft, and some even pilot starships or mechs in their quest to break records. [B][COLOR="darkred"]Swamp Boogers[/COLOR][/B] [IMG]http://img469.imageshack.us/img469/549/seal3rl.gif[/IMG] [B]Agenda: [/B]Protect Louisiana from the forces of evil. [B]Structure: [/B]A ragtag gang of backwoodsmen, hunters, fisherman, military, and former sportsmen. [B]Symbol:[/B] The fleur-de-lis (I have the strong feeling I misspelled that.) [B]Most Common Allegiances:[/B] Swamp Boogers, Louisiana, good. [B]Requisition Limit:[/B] 24 (restricted.) Named after a local term for Bigfoot, the Swamp Boogers are Louisianian vigilantes dedicated to taking back their state from evil forces. They are masters of swamp combat. This makes sense, considering the fact that most of them were raised in those habitats or grew to know the terrain. They are dangerous in their element and often figure out how to train the beasts like alligators and cottomouths that dwell in the depths. New Feat: Bayou Bug Prerequisites: Swim 6 ranks, must have lived in a swampy area for 2 or more years. Benefits: You gain a +2 bonus to attacks in swamps, Handle Animal checks with swamp-dwelling wildlife, Constitution saves to hold your breath, Survival checks in swamps, and Climb checks when climbing swamp trees such as cypresses or muddy ground. [B][COLOR="darkred"]Shadow Divers[/COLOR][/B] [IMG]http://img333.imageshack.us/img333/8582/seal7kt.gif[/IMG] [B]Agenda: [/B]Dive into underwater caves and other watery places to study the new post-23 hours undersea fauna. [B]Structure: [/B]Experienced divers with a thirst for knowledge. [B]Symbol:[/B] A diver descending into the shadows. [B]Most Common Allegiances:[/B] Shadow Divers, science. [B]Requisition Limit:[/B] 33 (licensed.) The post-23 hours seas are filled with amazing new lifeforms. The Shadow Divers are here to search the watery depths for these things. [B][COLOR="darkred"]Society of Magic Resistance[/COLOR][/B] [IMG]http://img405.imageshack.us/img405/88/seal9fi.gif[/IMG] [B]Agenda: [/B]Destroy all magic-using beings on Earth. [B]Structure: [/B]Near-insane people who believe that anyone who uses magic is evil. [B]Symbol:[/B] A pair of handcuffs. [B]Most Common Allegiances:[/B] Society of Magic Resistance, chaos. [B]Requisition Limit:[/B] 42 (illegal.) Often working alongside the Defenders of Man, the conspiracy group known as the Society of Magic Resistance is prepared to destroy any magic-using being they come across, be the individual good, evil, or neutral. Some of them even view the completely different powers such as the Force and psionics as magic and will proceed to destroy them as well. [B][COLOR="DarkRed"]EZBC[/COLOR][/B] [IMG]http://img444.imageshack.us/img444/3662/sealwc2.gif[/IMG] [B]Agenda: [/B]Keep the sport of zoid battling organized and followed by the rulebook. [B]Structure: [/B]A group of zoid battle overseers. [B]Symbol: [/B]A globe. [B]Most Common Allegiances: [/B]EZBC, law, good. The EZBC (Earth Zoid Battle Commitee) is a group that judges all of the zoid battles on Earth. From one-on-one street (not literally ;) ) battles all the way to the Earth Grand Cup, the EZBC oversees all of them. Zoid teams in cups need a team license (purchase DC 16) to participate in the race for the Grand Cup. This tournament goes through the various battle cups on the road to this fabled trophy of the zoid pilot. Teams that don't have a transport that can fly will be provided one by the EZBC. The Earth Zoid Cup Challenge is as follows. Vladinost Arena (Moscow, Russia): The first challenge on the way to winning the Grand Cup, Sarius Arena is an indoor arena that is similar in structure to a football field with the floor of a basketball court. The arena is an empty space with the exception of a few walls that are used for hiding and protection. Fighting past the hundreds of other teams in several singular team vs. team battles, 20 will make it to the next round of the challenges. [B]+Jungle Rumble (Lake Tele in the Congo): [/B] This arena is pretty much a fenced-in section of jungle. Weaving through the trees and trudging through the muck, zoids teams must prevail to be in the 16 to make it to the next round. [B]+Blazing Sun Challenge (Outside of Phoenix, Arizona, USA):[/B] A desert arena that is mostly flat with the exception of a outcrops, teams must beat the heat to make it into the 12 to make it. [B]+White Waste and Water (Somewhere near the South Pole):[/B] To be one of the 8 to make it, you've got to fight the frigid wastes of this arena. There is also a part of the arena that has spots that may break under the weight of Gargantuan or Colossal zoids and send them tumbling into the icy water below. [B]+Fighting Fallout (Chernobyl, Ukraine)[/B] Where the famous Chernobyl disaster took place an arena now stands. In an area that has finally been purged of any trace of the disaster, 4 will fall and 4 will rise on the barren ground. [B]+Cloud Arena (Queensland Australia)[/B] Named after the champion Bit Cloud, here only a single team of the 4 left will win the Earth Grand Cup in this ferocious brawl that lasts 10 battles over 10 days. The winner of the most of these battles in the massive indoor arena that can be altered to resemble nearly any terrain will be crowned the year's champion team by Cloud himself. [/QUOTE]
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