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<blockquote data-quote="marcoasalazarm" data-source="post: 3341956" data-attributes="member: 26698"><p><strong><span style="color: DarkRed">StarMech Enterprises</span></strong></p><p><img src="http://img20.imageshack.us/img20/9286/seal3bb.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Agenda:</strong> Build and distribute Star Wars-themed mechs.</p><p><strong>Structure: </strong>A megacorporation with a HQ in Queensland, Australia.</p><p><strong>Symbol:</strong> A neon green power mark in a black void.</p><p><strong>Most Common Allegiances: </strong>StarMech Enterprises, law.</p><p><strong>Requisition Limit: </strong>50 (military.)</p><p>A company dedicated to creating mechs that can either convert into Star Wars vehicles or starships or have some Warsy theme, StarMech Enterprises doesn't care who they sell to as long as that person or group has enough cash on them. Run by a Bothan mechanic familiar with his home galaxy's technology and with his new home's resident's fascination of what was mundane where he came from, the company makes easy money by selling these transforming mechs to eager collectors, defense outposts, or the military.</p><p>Example StarMech: Speed Demon</p><p>A mech with the ability to transform into an Ikas-Adno 22-B Nightfalcon, Speed Demons are popular with those that want to be able to switch from a beam-toting vehicle to a getaway "car" when in a tight spot. Explorers, military personnel, and criminals all prize this mech's ability to zoom out of harm's way if needed to. Even better is its ability to immerse in water without damage to itself or the pilot.</p><p>Size: Large (scout walker) (-1 size)</p><p>Bonus Hit Points: 80</p><p>Superstructure: Neovulcanium</p><p>Hardness: 20</p><p>Armor: Belenus Heat-Diffusing</p><p>Bonus to Defense: +6</p><p>Armor Penalty: -5</p><p>Reach: 10 ft.</p><p>Strength Bonus: +8</p><p>Dexterity Penalty: +0</p><p>Speed: 40 ft.</p><p>Standard Equipment Package: Pilot's cockpit (torso and back)</p><p>Class IV sensor array (helmet), LX-10 antishock array (back), Corona microwave beam (shoulders), HV-5 Haven escape pod (torso), Delphi defense suite Mark II (left leg), life support system (right leg equivalent), deflection field (boots), comlink (none.)</p><p></p><p>New Equipment</p><p>The unusual premises of StarMech Enterprises' mechs means that unusual equipment is bound to be made for some of its vehicles. Below are some of the new equipment pieces (more equipment and mechs will be posted later.)</p><p>New Armor: Cortosis Armor (PL 7)</p><p>Created from the unusual cortosis ore that has been deposited in certain spots on Earth after the 23 hours, this armor is the bane for anyone attempting to use a lightsaber against a mech. A mech with cortosis armor retains its equipment bonus to armor and as a bonus shuts down the lightsaber for 3 rounds after the attack is made.</p><p>Equipment Bonus: +10</p><p>Armor Penalty: -8</p><p>Speed Penalty: None</p><p>Purchase DC: 25+one-half the mech's base purchase DC.</p><p></p><p>Doonium (PL 6)</p><p>Originally used in the Star Wars universe to create Imperial vessels, doonium armor gives a mech the distinctive whitish gray color of the doonium metal.</p><p>Equipment Bonus: +9.</p><p>Armor Penalty: -6.</p><p>Speed Penalty: -10 feet.</p><p>Purchase DC: 10+one-half the mech's base purchase DC.</p><p></p><p>New Weapon: Mechsaber (PL 8)</p><p>A bigger version of a standard lightsaber, the mechsaber is a powerful tool sometimes placed on mechs used by a mysterious group of mech-piloting Jedi known as the Metal Watchmen. A mechsaber, like its smaller counterpart, ignores equipment and armor bonuses to Defense. Igniting or deactivating a mechsaber is a move action unlike the easier to ignite lightsaber. A mechsaber deals 2d10 energy damage. When deactivated a mechsaber can be used as an impromptu club, dealing 1d6 bludgeoning damage.</p><p>Equipment Slots: 1, must be hand (or arm if Large.)</p><p>Activation: Attack action.</p><p>Range: Touch.</p><p>Target: Single target within reach.</p><p>Duration: Instantaneous.</p><p>Saving Throw: None.</p><p>Purchase DC: 20+one-quarter the mech's base purchase DC.</p><p>Restriction: Illegal (+4) unless bought by a Force-user.</p><p></p><p>Gaffi Staff (PL 6)</p><p>Modelled after the Tusken Raider's dangerous weapons, the gaffi staff has been reinforced with powerful alloys to become a dangerous weapon in combat. This weapon is usually used by those who have a desire to bash an enemy mech's head into a dented piece of junk rather than those who want a clean attack. Some wield it two-handed while others connect it to the mech's arm and hand to make a stiff club.</p><p>Equipment Slots: 2, must be hand or arm. The damage depends on the size of the mech: Large 2d8, Huge 4d8, Gargantuan 6d8, and Colossal 8d8.</p><p>Activation: Attack action.</p><p>Range: Touch.</p><p>Target: Single target within reach.</p><p>Duration: Instantaneous.</p><p>Saving Throw: None.</p><p>Purchase DC: 13+one-quarter the mech's base purchase DC.</p><p>Restriction: None.</p><p></p><p>New Defense System: Wing Shield (PL 6)</p><p>Some transforming mechs that become winged starships, vehicles, or creatures convert these wings into part of their defense when going into mech mode. This piece of equipment can only be used with a mech that transforms into something with wings. It improves a mech's equipment bonus to defense by +2 (for Large mechs), +4 (Huge), +6 (Gargantuan), or +8 (Colossal.)</p><p>Equipment Slots: 1, must be arm.</p><p>Activation: None.</p><p>Range: Touch.</p><p>Target: You.</p><p>Saving Throw: None.</p><p>Purchase DC: 6+one-quarter the mech's base purchase DC.</p><p></p><p></p><p><strong>NEW FACTION:</strong></p><p></p><p><strong><span style="color: DarkRed">Anibelle's Army</span></strong></p><p><img src="http://img245.imageshack.us/img245/1043/sealxm5.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Agenda: </strong>Further the power of Anibelle.</p><p><strong>Structure: </strong>A large army of countless forces.</p><p><strong>Symbol: </strong>A red skull and crossbones.</p><p><strong>Most Common Allegiances: </strong>Anibelle, evil or neutral.</p><p><strong>Requisition Limit: </strong>54 (Illegal).</p><p>Anibelle's Army is one of the few forces that actually frighten some of the mega-armies of the world. This force draws upon the mundane and the supernatural. Fiends, mechs, tools of mass destruction, and foot soldiers of various species march to the beat of the Mistress' drum. After the aspiring Succubus landed in Coreline, she easily found a legion of followers to aid her in controlling as much of the world as she can. Luckily for us, that world is currently not Earth but instead a newly formed post-23 hours planet known as ERT-4.</p><p></p><p></p><p><img src="http://homepage.mac.com/manaknight/army.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Anibelle (Succubus Charismatic Hero 5/Field Officer 3/Tough Hero 2/Helix Warrior 2): </strong> CR 13; Medium-size Outsider; HD 5d6+10 plus 3d8+6 plus 2d10+4 plus 2d10+4 plus 3; HP 81; Mas 15; Init +4; Spd 30 ft; Defense 21, touch 21, flatfooted 17 (+0 size, +4 Dex, +7 class); BAB +8; Grap +10; Atk +10 melee (2d8+2 [19-20], unholy chainsword), or +12 ranged (2d12+0, Robar RC-50 antimaterial rifle); FS 5 ft by 5 ft; Reach 5 ft; SQ darkvision 60 ft., male essence removal, soul drink; AL evil, law; SV Fort +10, Ref +8, Will +10; AP 6; Rep +7; Str 14, Dex 18, Con 15, Int 16, Wis 14, Cha 16.</p><p>Occupation: Military (Knowledge [Tactics], Survival).</p><p>Skills: Bluff +11, Computer Use +13, Concentration +3, Craft (electronic) +5, Craft (mechanical) +9, Demolitions +13, Diplomacy +11, Drive +5, Gather Information +9, Intimidate +11, Knowledge (Arcane Lore) +11, Knowledge (Current Events) +11, Knowledge (Streetwise) +13, Knowledge (Tactics) +11, Read/Write English, Read/Write Infernal, Repair +5, Sense Motive +9, Speak English, Speak Infernal, Survival +9.</p><p>Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Archaic Weapons Proficiency, Endurance, Far Shot, Gearhead, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Renown, Simple Weapons Proficiency, Toughness.</p><p>Talents (Charismatic Hero): Charm, Favor, Captivate.</p><p>Talents (Field Officer): Leadership (Field Officer), Uncanny Survival.</p><p>Talents (Tough Hero): Acid Resistance.</p><p>Talents (Helix Warrior): Haul, Light Sleeper, Survivor, Darkvision (60 ft.).</p><p>Possessions: Various resources, unholy chainsword, Robar RC-50 antimaterial rifle, many underlings.</p><p></p><p><strong>Ani's Fist (PL 8)</strong></p><p>This mech is designed to give Anibelle a ferocious weapons platform that can rip through the opponents and deal massive damage to both man and machine alike.</p><p>Size: Gargantuan (-4 size)</p><p>Bonus Hit Points: 400</p><p>Superstructure: Neutronite</p><p>Hardness: 25</p><p>Armor: Belenus heat-diffusing</p><p>Bonus to Defense: +6</p><p>Armor Penalty: -5</p><p>Reach: 10 ft.</p><p>Strength Bonus: +24</p><p>Dexterity Penalty: -2</p><p>Speed: 60 feet</p><p>Base Purchase DC: 52</p><p>Standard Equipment Package: Pilot's cockpit (helmet, back), Class VI sensor system, LX-20 antishock array (cranium), SatCom array (back), laser painter (left arm), chain cutter x2 (left hand), sensor baffler (right arm), venom corrosive spray (right hand), radiation beam (shoulders), blackhole singularity shield (torso), repair drones (belt and boots), speed booster (legs).</p><p></p><p><strong></strong></p><p><strong>New Species: Modern Succubus</strong></p><p>Different from the classic D&D Succubus, the Modern Succubus (Mod-Succubus for short) is mostly similar in appearance but differing in powers and overall attitude.</p><p></p><p>Species Traits</p><p>Type: Outsider.</p><p>Size: Medium.</p><p>Ability Modifiers: -2 Strength, -2 Constitution, +2 Dexterity, +4 Charisma.</p><p>Base Speed: 30 feet.</p><p>Soul Drink: As an attack action, a Mod-Succubus can drain some soul essence of her victim. This only works on males. Each time she does so, the victim must make a Will save (DC 28) or lose 1d6 Constitution points which then heal that amount of the Mod-Succubus' HP if she's lost any. If reduced to 0, he immediately dies.</p><p>Male Essence Removal: As with soul drink, this only works on males. As a full round action, the Mod-Succubus can attempt to steal the victim's male essence. If the victim fails a Will save (DC 28), he becomes female (-2 Strength, +2 Dexterity). This effect cannot be reversed except through some effect that transforms the character. A Mod-Succubus who has performed this move has a +2 bonus to Strength for 2 hours and can only use this special ability once per day.</p><p>Allegiance: Must start out with an allegiance to either law, evil, or both.</p><p>Free Languages: Infernal and one local language.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 3341956, member: 26698"] [B][COLOR="DarkRed"]StarMech Enterprises[/COLOR][/B] [IMG]http://img20.imageshack.us/img20/9286/seal3bb.gif[/IMG] [B]Agenda:[/B] Build and distribute Star Wars-themed mechs. [B]Structure: [/B]A megacorporation with a HQ in Queensland, Australia. [B]Symbol:[/B] A neon green power mark in a black void. [B]Most Common Allegiances: [/B]StarMech Enterprises, law. [B]Requisition Limit: [/B]50 (military.) A company dedicated to creating mechs that can either convert into Star Wars vehicles or starships or have some Warsy theme, StarMech Enterprises doesn't care who they sell to as long as that person or group has enough cash on them. Run by a Bothan mechanic familiar with his home galaxy's technology and with his new home's resident's fascination of what was mundane where he came from, the company makes easy money by selling these transforming mechs to eager collectors, defense outposts, or the military. Example StarMech: Speed Demon A mech with the ability to transform into an Ikas-Adno 22-B Nightfalcon, Speed Demons are popular with those that want to be able to switch from a beam-toting vehicle to a getaway "car" when in a tight spot. Explorers, military personnel, and criminals all prize this mech's ability to zoom out of harm's way if needed to. Even better is its ability to immerse in water without damage to itself or the pilot. Size: Large (scout walker) (-1 size) Bonus Hit Points: 80 Superstructure: Neovulcanium Hardness: 20 Armor: Belenus Heat-Diffusing Bonus to Defense: +6 Armor Penalty: -5 Reach: 10 ft. Strength Bonus: +8 Dexterity Penalty: +0 Speed: 40 ft. Standard Equipment Package: Pilot's cockpit (torso and back) Class IV sensor array (helmet), LX-10 antishock array (back), Corona microwave beam (shoulders), HV-5 Haven escape pod (torso), Delphi defense suite Mark II (left leg), life support system (right leg equivalent), deflection field (boots), comlink (none.) New Equipment The unusual premises of StarMech Enterprises' mechs means that unusual equipment is bound to be made for some of its vehicles. Below are some of the new equipment pieces (more equipment and mechs will be posted later.) New Armor: Cortosis Armor (PL 7) Created from the unusual cortosis ore that has been deposited in certain spots on Earth after the 23 hours, this armor is the bane for anyone attempting to use a lightsaber against a mech. A mech with cortosis armor retains its equipment bonus to armor and as a bonus shuts down the lightsaber for 3 rounds after the attack is made. Equipment Bonus: +10 Armor Penalty: -8 Speed Penalty: None Purchase DC: 25+one-half the mech's base purchase DC. Doonium (PL 6) Originally used in the Star Wars universe to create Imperial vessels, doonium armor gives a mech the distinctive whitish gray color of the doonium metal. Equipment Bonus: +9. Armor Penalty: -6. Speed Penalty: -10 feet. Purchase DC: 10+one-half the mech's base purchase DC. New Weapon: Mechsaber (PL 8) A bigger version of a standard lightsaber, the mechsaber is a powerful tool sometimes placed on mechs used by a mysterious group of mech-piloting Jedi known as the Metal Watchmen. A mechsaber, like its smaller counterpart, ignores equipment and armor bonuses to Defense. Igniting or deactivating a mechsaber is a move action unlike the easier to ignite lightsaber. A mechsaber deals 2d10 energy damage. When deactivated a mechsaber can be used as an impromptu club, dealing 1d6 bludgeoning damage. Equipment Slots: 1, must be hand (or arm if Large.) Activation: Attack action. Range: Touch. Target: Single target within reach. Duration: Instantaneous. Saving Throw: None. Purchase DC: 20+one-quarter the mech's base purchase DC. Restriction: Illegal (+4) unless bought by a Force-user. Gaffi Staff (PL 6) Modelled after the Tusken Raider's dangerous weapons, the gaffi staff has been reinforced with powerful alloys to become a dangerous weapon in combat. This weapon is usually used by those who have a desire to bash an enemy mech's head into a dented piece of junk rather than those who want a clean attack. Some wield it two-handed while others connect it to the mech's arm and hand to make a stiff club. Equipment Slots: 2, must be hand or arm. The damage depends on the size of the mech: Large 2d8, Huge 4d8, Gargantuan 6d8, and Colossal 8d8. Activation: Attack action. Range: Touch. Target: Single target within reach. Duration: Instantaneous. Saving Throw: None. Purchase DC: 13+one-quarter the mech's base purchase DC. Restriction: None. New Defense System: Wing Shield (PL 6) Some transforming mechs that become winged starships, vehicles, or creatures convert these wings into part of their defense when going into mech mode. This piece of equipment can only be used with a mech that transforms into something with wings. It improves a mech's equipment bonus to defense by +2 (for Large mechs), +4 (Huge), +6 (Gargantuan), or +8 (Colossal.) Equipment Slots: 1, must be arm. Activation: None. Range: Touch. Target: You. Saving Throw: None. Purchase DC: 6+one-quarter the mech's base purchase DC. [B]NEW FACTION:[/B] [B][COLOR="DarkRed"]Anibelle's Army[/COLOR][/B] [IMG]http://img245.imageshack.us/img245/1043/sealxm5.gif[/IMG] [B]Agenda: [/B]Further the power of Anibelle. [B]Structure: [/B]A large army of countless forces. [B]Symbol: [/B]A red skull and crossbones. [B]Most Common Allegiances: [/B]Anibelle, evil or neutral. [B]Requisition Limit: [/B]54 (Illegal). Anibelle's Army is one of the few forces that actually frighten some of the mega-armies of the world. This force draws upon the mundane and the supernatural. Fiends, mechs, tools of mass destruction, and foot soldiers of various species march to the beat of the Mistress' drum. After the aspiring Succubus landed in Coreline, she easily found a legion of followers to aid her in controlling as much of the world as she can. Luckily for us, that world is currently not Earth but instead a newly formed post-23 hours planet known as ERT-4. [IMG]http://homepage.mac.com/manaknight/army.jpg[/IMG] [B]Anibelle (Succubus Charismatic Hero 5/Field Officer 3/Tough Hero 2/Helix Warrior 2): [/B] CR 13; Medium-size Outsider; HD 5d6+10 plus 3d8+6 plus 2d10+4 plus 2d10+4 plus 3; HP 81; Mas 15; Init +4; Spd 30 ft; Defense 21, touch 21, flatfooted 17 (+0 size, +4 Dex, +7 class); BAB +8; Grap +10; Atk +10 melee (2d8+2 [19-20], unholy chainsword), or +12 ranged (2d12+0, Robar RC-50 antimaterial rifle); FS 5 ft by 5 ft; Reach 5 ft; SQ darkvision 60 ft., male essence removal, soul drink; AL evil, law; SV Fort +10, Ref +8, Will +10; AP 6; Rep +7; Str 14, Dex 18, Con 15, Int 16, Wis 14, Cha 16. Occupation: Military (Knowledge [Tactics], Survival). Skills: Bluff +11, Computer Use +13, Concentration +3, Craft (electronic) +5, Craft (mechanical) +9, Demolitions +13, Diplomacy +11, Drive +5, Gather Information +9, Intimidate +11, Knowledge (Arcane Lore) +11, Knowledge (Current Events) +11, Knowledge (Streetwise) +13, Knowledge (Tactics) +11, Read/Write English, Read/Write Infernal, Repair +5, Sense Motive +9, Speak English, Speak Infernal, Survival +9. Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Archaic Weapons Proficiency, Endurance, Far Shot, Gearhead, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Renown, Simple Weapons Proficiency, Toughness. Talents (Charismatic Hero): Charm, Favor, Captivate. Talents (Field Officer): Leadership (Field Officer), Uncanny Survival. Talents (Tough Hero): Acid Resistance. Talents (Helix Warrior): Haul, Light Sleeper, Survivor, Darkvision (60 ft.). Possessions: Various resources, unholy chainsword, Robar RC-50 antimaterial rifle, many underlings. [B]Ani's Fist (PL 8)[/B] This mech is designed to give Anibelle a ferocious weapons platform that can rip through the opponents and deal massive damage to both man and machine alike. Size: Gargantuan (-4 size) Bonus Hit Points: 400 Superstructure: Neutronite Hardness: 25 Armor: Belenus heat-diffusing Bonus to Defense: +6 Armor Penalty: -5 Reach: 10 ft. Strength Bonus: +24 Dexterity Penalty: -2 Speed: 60 feet Base Purchase DC: 52 Standard Equipment Package: Pilot's cockpit (helmet, back), Class VI sensor system, LX-20 antishock array (cranium), SatCom array (back), laser painter (left arm), chain cutter x2 (left hand), sensor baffler (right arm), venom corrosive spray (right hand), radiation beam (shoulders), blackhole singularity shield (torso), repair drones (belt and boots), speed booster (legs). [B] New Species: Modern Succubus[/B] Different from the classic D&D Succubus, the Modern Succubus (Mod-Succubus for short) is mostly similar in appearance but differing in powers and overall attitude. Species Traits Type: Outsider. Size: Medium. Ability Modifiers: -2 Strength, -2 Constitution, +2 Dexterity, +4 Charisma. Base Speed: 30 feet. Soul Drink: As an attack action, a Mod-Succubus can drain some soul essence of her victim. This only works on males. Each time she does so, the victim must make a Will save (DC 28) or lose 1d6 Constitution points which then heal that amount of the Mod-Succubus' HP if she's lost any. If reduced to 0, he immediately dies. Male Essence Removal: As with soul drink, this only works on males. As a full round action, the Mod-Succubus can attempt to steal the victim's male essence. If the victim fails a Will save (DC 28), he becomes female (-2 Strength, +2 Dexterity). This effect cannot be reversed except through some effect that transforms the character. A Mod-Succubus who has performed this move has a +2 bonus to Strength for 2 hours and can only use this special ability once per day. Allegiance: Must start out with an allegiance to either law, evil, or both. Free Languages: Infernal and one local language. [/QUOTE]
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