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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="marcoasalazarm" data-source="post: 3647285" data-attributes="member: 26698"><p><strong>The Nutjobs-</strong></p><p></p><p><em>Sgt. T.J Thomas looked at the aftermath of the incident. Bodies of the men in his patrol covered the small strech of road they had been ambushed on. Only he and P.F.C McGuiness had been unharmed.</em></p><p><em></em></p><p><em>"There's something not right about this sir." the recruit said. "Notice something about the casualties?"</em></p><p><em></em></p><p><em>"Yeah, they're all Fictions." the officer observed. "Yeah...I'm thinking AoH."</em></p><p><em></em></p><p><em>"I doubt it sir. The guys who ambushed us, the gear wasn't right. They had hunting rifles and stuff, some of which looked home-made. The Avengers have military hardware. And besides, the AoH out here, in the middle of the New Mexico desert?"</em></p><p><em></em></p><p><em>"Well, who else would target Fictions only? That doesn't explain why I'm not dead. As you know, I happen to have come over during the Hours. So, who else could it b-"</em></p><p><em></em></p><p><em>The sergeant was cut off by a loud bang, and fell to the ground, minus the top half of his head.</em></p><p></p><p>The Nutjobs, as they are known, are similar to the Knights of the True Timeline. They aren't a single group, but rather many similar-minded factions. These cells range in size from a few individuals to the size of small cities.</p><p></p><p>Making due with whatever they can scavenge or scrap together, the Nutjobs are post-apocalyptic survivors who, despite evidence otherwise, believe the 23 Hours are still going on. They generally keep to themselves, marking out "Turf", which they defend passionately. Though their primary targets are Fictions, they won't hesitate to shoot, main, kill, interrogate, torture, or generally eff up anyone who threathens their survival.</p><p></p><p>Just in case: THE FOLLOWING WEAPONS ARE WORKS OF FICTION. UNDER <strong>NO</strong> CIRCUMSTANCES ATTEMPT TO CREATE A REAL WEAPON. YOU'LL GET HURT, MAIMED, OR KILLED IF YOU DO SO.</p><p></p><p><strong>Nutjob "Scrapper" 9mm SMG</strong></p><p><img src="http://s176.photobucket.com/albums/w173/Octavian_5/?action=view&current=NutjobSMg.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Damage: 2d6</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range: 30 ft. </p><p>Magazine: 30 Box.</p><p>Rate Of Fire: A.</p><p>Size: Medium.</p><p>Weight: 4.5 lbs.</p><p>PDC: 13</p><p>TU: 15</p><p>Restriction: Lic. (+1)</p><p></p><p>The Scrapper is a 9mm submachine gun that is, like most Nutjob weaponry, bulit from scratch. As a result, on a natural 1, it fails to work, and must be repaired. TU added because the Nutjobs don't use the Wealth system.</p><p></p><p><strong>Zip Gun</strong></p><p>A normal piece of hardware among the Nutjobs (and anybody desperate enough and with enough materials), it is nothing more than a pipe, a spring and a bullet hastily pieced together into something that can launch the latter.</p><p>Creating a Zip Gun takes a Craft (Mechanical) roll, DC 12. Once fired, if the Zip Gun user rolls a natural 1, the Zip Gun will misfire and explode, dealing the same damage as the bullet (Slashing, 5 ft. Blast Radius, Reflex DC 15 for half-damage).</p><p></p><p>Price Below (Purchase DC) is for enough (acceptable) materials for one Zip Gun (and its Black Market price). TU price is for a 'common' Zip Gun (.22, .32-Caliber) in the NutJob community, already made. TU value might increase depending on power of the caliber, availability (and demand) in the NutJob community, and other things.</p><p></p><p>Damage: See Below.</p><p>Critical: 20.</p><p>Damage Type: Ballistic.</p><p>Range: 20 ft.</p><p>Magazine: 1 Int.</p><p>Rate Of Fire: Single.</p><p>Size: Tiny.</p><p>Weight: 5 lbs.</p><p>Purchase DC: 5.</p><p>TU: 15</p><p>Restriction: Illegal (+4).</p><p><strong>NOTES:</strong> The Zip Gun is assumed to always have the Collapsible Weapon Gadget.</p><p></p><p><strong>Damage:</strong> Depends mostly on the type of bullet inside the Zip Gun:</p><p>+9mm: 2d6.</p><p>+10mm: 2d6.</p><p>+.22 Caliber: 2d4.</p><p>+.32 Caliber: 2d4.</p><p>+.38 Caliber: 2d6.</p><p>+.357 Caliber: 2d6.</p><p>+.44 Caliber: 2d8.</p><p>+.45 Caliber: 2d6.</p><p>+.50AE Caliber: 2d8.</p><p>9mm, 10mm, .38, .357, and .45-caliber Zip Guns have PDC 10 and 18 TU value, while .44 and .50AE-caliber Zip Guns have PDC 15 and 20 TU value.</p><p></p><p><strong>Pipe Rifle:</strong></p><p>A rifle-calibered Zip Gun, the Pipe Rifle is a longer tube with a bolted-on (or welded) stock and a snap-open (more like 'twist-open') breech-load.</p><p>Creating a Pipe Rifle takes a Craft (Mechanical) roll, DC 14. Once fired, if the Pipe Rifle user rolls a natural 1, the Pipe Rifle will misfire and explode, dealing the same damage as the bullet (Slashing, 5 ft. Blast Radius, Reflex DC 15 for half-damage).</p><p></p><p>Price Below (Purchase DC) is for enough (acceptable) materials for one Pipe Rifle (and its Black Market price). TU price is for a 'common' Pipe Rifle (.22LR-Caliber) in the NutJob community, already made. TU value might increase depending on power of the caliber, availability (and demand) in the NutJob community, and other things.</p><p></p><p>Damage: See Below.</p><p>Critical: 20.</p><p>Damage Type: Ballistic.</p><p>Range: 30 ft.</p><p>Magazine: 1 Int.</p><p>Rate Of Fire: Single.</p><p>Size: Large.</p><p>Weight: 8 lbs.</p><p>Purchase DC: 13.</p><p>TU: 15.</p><p>Restriction: Illegal (+4).</p><p><strong>NOTES:</strong> The Zip Gun is assumed to always have the Collapsible Weapon Gadget.</p><p></p><p><strong>Damage:</strong> Depends mostly on the type of bullet inside the Zip Gun:</p><p>+.22 Long Rifle: 2d4.</p><p>+5.56mm: 2d8.</p><p>+7.62mmR: 2d8.</p><p>+7.62mm: 2d10.</p><p>(Due to the Pipe Rifle's unreliable construction, .444 Caliber, .50 BMG and shotgun ammunition cannot be used on a Pipe Rifle).</p><p>5.56mm Pipe Rifles have PDC 15 and a TU value of 18. 7.62mmR Pipe Rifles have a PDC of 18 and a TU value of 20. 7.62mm Pipe Rifles have a PDC of 20 and a TU value of 22.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 3647285, member: 26698"] [B]The Nutjobs-[/B] [I]Sgt. T.J Thomas looked at the aftermath of the incident. Bodies of the men in his patrol covered the small strech of road they had been ambushed on. Only he and P.F.C McGuiness had been unharmed. "There's something not right about this sir." the recruit said. "Notice something about the casualties?" "Yeah, they're all Fictions." the officer observed. "Yeah...I'm thinking AoH." "I doubt it sir. The guys who ambushed us, the gear wasn't right. They had hunting rifles and stuff, some of which looked home-made. The Avengers have military hardware. And besides, the AoH out here, in the middle of the New Mexico desert?" "Well, who else would target Fictions only? That doesn't explain why I'm not dead. As you know, I happen to have come over during the Hours. So, who else could it b-" The sergeant was cut off by a loud bang, and fell to the ground, minus the top half of his head.[/I] The Nutjobs, as they are known, are similar to the Knights of the True Timeline. They aren't a single group, but rather many similar-minded factions. These cells range in size from a few individuals to the size of small cities. Making due with whatever they can scavenge or scrap together, the Nutjobs are post-apocalyptic survivors who, despite evidence otherwise, believe the 23 Hours are still going on. They generally keep to themselves, marking out "Turf", which they defend passionately. Though their primary targets are Fictions, they won't hesitate to shoot, main, kill, interrogate, torture, or generally eff up anyone who threathens their survival. Just in case: THE FOLLOWING WEAPONS ARE WORKS OF FICTION. UNDER [B]NO[/B] CIRCUMSTANCES ATTEMPT TO CREATE A REAL WEAPON. YOU'LL GET HURT, MAIMED, OR KILLED IF YOU DO SO. [B]Nutjob "Scrapper" 9mm SMG[/B] [IMG]http://s176.photobucket.com/albums/w173/Octavian_5/?action=view¤t=NutjobSMg.jpg[/IMG] Damage: 2d6 Critical: 20 Damage Type: Ballistic Range: 30 ft. Magazine: 30 Box. Rate Of Fire: A. Size: Medium. Weight: 4.5 lbs. PDC: 13 TU: 15 Restriction: Lic. (+1) The Scrapper is a 9mm submachine gun that is, like most Nutjob weaponry, bulit from scratch. As a result, on a natural 1, it fails to work, and must be repaired. TU added because the Nutjobs don't use the Wealth system. [B]Zip Gun[/B] A normal piece of hardware among the Nutjobs (and anybody desperate enough and with enough materials), it is nothing more than a pipe, a spring and a bullet hastily pieced together into something that can launch the latter. Creating a Zip Gun takes a Craft (Mechanical) roll, DC 12. Once fired, if the Zip Gun user rolls a natural 1, the Zip Gun will misfire and explode, dealing the same damage as the bullet (Slashing, 5 ft. Blast Radius, Reflex DC 15 for half-damage). Price Below (Purchase DC) is for enough (acceptable) materials for one Zip Gun (and its Black Market price). TU price is for a 'common' Zip Gun (.22, .32-Caliber) in the NutJob community, already made. TU value might increase depending on power of the caliber, availability (and demand) in the NutJob community, and other things. Damage: See Below. Critical: 20. Damage Type: Ballistic. Range: 20 ft. Magazine: 1 Int. Rate Of Fire: Single. Size: Tiny. Weight: 5 lbs. Purchase DC: 5. TU: 15 Restriction: Illegal (+4). [B]NOTES:[/B] The Zip Gun is assumed to always have the Collapsible Weapon Gadget. [B]Damage:[/B] Depends mostly on the type of bullet inside the Zip Gun: +9mm: 2d6. +10mm: 2d6. +.22 Caliber: 2d4. +.32 Caliber: 2d4. +.38 Caliber: 2d6. +.357 Caliber: 2d6. +.44 Caliber: 2d8. +.45 Caliber: 2d6. +.50AE Caliber: 2d8. 9mm, 10mm, .38, .357, and .45-caliber Zip Guns have PDC 10 and 18 TU value, while .44 and .50AE-caliber Zip Guns have PDC 15 and 20 TU value. [B]Pipe Rifle:[/B] A rifle-calibered Zip Gun, the Pipe Rifle is a longer tube with a bolted-on (or welded) stock and a snap-open (more like 'twist-open') breech-load. Creating a Pipe Rifle takes a Craft (Mechanical) roll, DC 14. Once fired, if the Pipe Rifle user rolls a natural 1, the Pipe Rifle will misfire and explode, dealing the same damage as the bullet (Slashing, 5 ft. Blast Radius, Reflex DC 15 for half-damage). Price Below (Purchase DC) is for enough (acceptable) materials for one Pipe Rifle (and its Black Market price). TU price is for a 'common' Pipe Rifle (.22LR-Caliber) in the NutJob community, already made. TU value might increase depending on power of the caliber, availability (and demand) in the NutJob community, and other things. Damage: See Below. Critical: 20. Damage Type: Ballistic. Range: 30 ft. Magazine: 1 Int. Rate Of Fire: Single. Size: Large. Weight: 8 lbs. Purchase DC: 13. TU: 15. Restriction: Illegal (+4). [B]NOTES:[/B] The Zip Gun is assumed to always have the Collapsible Weapon Gadget. [B]Damage:[/B] Depends mostly on the type of bullet inside the Zip Gun: +.22 Long Rifle: 2d4. +5.56mm: 2d8. +7.62mmR: 2d8. +7.62mm: 2d10. (Due to the Pipe Rifle's unreliable construction, .444 Caliber, .50 BMG and shotgun ammunition cannot be used on a Pipe Rifle). 5.56mm Pipe Rifles have PDC 15 and a TU value of 18. 7.62mmR Pipe Rifles have a PDC of 18 and a TU value of 20. 7.62mm Pipe Rifles have a PDC of 20 and a TU value of 22. [/QUOTE]
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