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<blockquote data-quote="kronos182" data-source="post: 9836958" data-attributes="member: 6668634"><p>One of the major hazards of Tiberium fields: The Ion Storms.</p><p></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Ion Storm</span></strong></span></p><p><span style="font-family: 'Calibri'">What appear to be similar to lightning storms, are actually quite destructive storms, releasing green bolts like lightning made of powerful ion energy, which can jam electronics, disrupt communications and ground aircraft. They form in areas with large amounts of Tiberium gas in the atmosphere, typically in dense Tiberium fields, particularly Veinholes are present, and even areas where massive amounts of Tiberium gas has been released.</span></p><p><span style="font-family: 'Calibri'">Storms typically come in three different intensities, each with different levels of sizes and dangers, however not all storms of a particular size may react the same.</span></p><p><span style="font-family: 'Calibri'">Detection & Warning - Spot or Knowledge (Earth & Life Sciences or Physical Sciences) </span></p><p><span style="font-family: 'Calibri'">DC 15: Unusual atmospheric distortion, green lightning.</span></p><p><span style="font-family: 'Calibri'">DC 20: Ionized Tiberium particulate density rising rapidly.</span></p><p><span style="font-family: 'Calibri'">DC 25: Storm will intensify within minutes</span></p><p><span style="font-family: 'Calibri'">Intensity 2 and 3 add +2 to Spot checks, but +2 to DC for Knowledge checks.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Electronic Sensors will detect Ion spikes automatically by military-grade sensors, high quality civilian ones designed for such events.</span></p><p><span style="font-family: 'Calibri'">Civilian sensors require DC 15 Computer Use to interpret correctly.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Regardless of Intensity Level, all Ion Storms create 40 mph + 2d10 mph per Level winds, throwing up debris and low hanging clouds that reduce visibility to 100 ft Level 1, 75 -1d4x5 ft Level 2, 50 -1d4x5 ft level 3. Electronic sensors and targeting systems suffer -2 to attack rolls, Computer Use and Repair checks suffer -4 unless equipment shielded (most GDI and NOD equipment from the Second Tiberium War and on are shielded, but still suffer half penalties in Level 3 storms). Communications are scrambled beyond line of sight, and Aerial units must make Pilot check DC 20 +5 per level at level 2 and 3 every round, as well as avoid ion bolts. Typically in Level 2 and 3 aircraft are grounded.</span></p><p><span style="font-family: 'Calibri'">Ambient radiation levels are increased by 1 level</span></p><p><span style="font-family: 'Calibri'">Once every 1d4 rounds, a random 5 ft square column of space is struct by ion lightning discharge, making a touch attack roll with +12, ignoring cover. Vehicles take damage, electronics, unless shielded, must make Fort DC (15 Level 1, 17 Level 2, 20 Level 3) or shut down for 1d4 rounds.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Storm Intensity Levels</strong></span></p><p><span style="font-family: 'Calibri'">Level 1 - Peripheral, typically found in outer Yellow zones, EL 6, typically affecting 500 ft radius sphere, lasting 10+ 1d4x5 minutes, moving 60 ft +1d6x10 ft per round. Ion lighting discharge deals 3d6 electricity + low level radiation exposure for 1 round.</span></p><p><span style="font-family: 'Calibri'">Level 2 - Active, found in deep Yellow and edges of Red zones, EL 7, typically 1500 ft + 1d6x20 ft radius sphere, lasting 30 +1d6x6 minutes, moving 75 ft +1d6x10 ft per round. Ion lighting discharge deals 6d6 electricity + low level radiation exposure for 1 round plus stun 1 round Fort DC 16.</span></p><p><span style="font-family: 'Calibri'">Level 3 - Cataclysmic, found deep within Red zones, or areas of massive Tiberium gas weapon use, EL 13, typically 2000 ft + 1d8x20 ft radius sphere, lasting 1d6 hours, moving 100 ft + 1d6x10 ft per round. Ion lighting discharge deals 10d6 electricity + mid level radiation exposure for 1 round plus paralysis 1 round Fort DC 20.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Level 2 and 3 Ion Storms are quite turbulent and are prone to changes</span></p><p><span style="font-family: 'Calibri'">Roll 1d6 every 10 minutes of the storm:</span></p><p><span style="font-family: 'Calibri'">1 - Storm shifts direction suddenly. Increase any Pilot checks DC for any aircraft flying in the storm by +5 for 2 rounds.</span></p><p><span style="font-family: 'Calibri'">2 - Ion lightning clusters. 3 random strikes in the same round each time lightning strikes, for the next 10 minutes.</span></p><p><span style="font-family: 'Calibri'">3 - A new Tiberium Bloom Tree is formed within 5 rounds of a lighting strike.</span></p><p><span style="font-family: 'Calibri'">4 - Tiberium mutants are drawn to the area. 1d6 creates of CR 2 + 1d4 every 1d10 rounds.</span></p><p><span style="font-family: 'Calibri'">5 - Electronics blackout. All comms fail, electronic sensors and targeting systems bonuses are reduced by 75%.</span></p><p><span style="font-family: 'Calibri'">6 - Storm briefly clams. 1d4 rounds where the storm suddenly disappears but then reappears immediately.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Tiberium Control Network</span></strong></span></p><p><span style="font-family: 'Calibri'">The Tiberium Control Network is a system originally designed by Kane and built with the assistance of GDI to control the spread of Tiberium. It is made up of nodes and hubs, structures connected by a vast network of interconnected pipes and cables. Nodes and Hubs are similar in shape and function, however Hubs are larger, and when connected to Nodes, boosts the effects of attached Nodes slightly.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Tiberium Control Node</strong></span></p><p><span style="font-family: 'Calibri'">These structures are round structures with a three pronged spire that raises from the top that releases energy which helps keep the spread of Tiberium back. They can also be used to release a burst of EMP to help protect the structure from attacks. The energy that is released from the spire is a type of sonic energy that resonates with Tiberium, breaking it down and preventing it's growth within it's area of effect.</span></p><p><span style="font-family: 'Calibri'">Tiberium Control Nodes are 200 ft radius, 50 ft tall, with another 75 ft tall spires, with 250 hit points, hardness 30, immune to EMPs, occupants are protected against Tiberium exposure and radiation, until the building has only 20 hit points left. A standard crew for a Node is 30 with enough supplies for 6 months of operation. Has sensors equivalent to a Mech IV, with double the range.</span></p><p><span style="font-family: 'Calibri'">Tiberium Control Nodes affect a 5 mile radius area, preventing any Tiberium fields from forming within this area. The crew, up detecting an Ion storm, can make a Computer Use check to prevent a the storm from affecting the area in its control, DC 19 Level 1, 23 Level 2, 27 Level 3. Checks must be made every hour of the storm. Storms moving towards the area of effect, are stopped at the edge of the field, however the winds at the edges are doubled, increasing Pilot check DCs by +5 within 100 feet of the edge.</span></p><p><span style="font-family: 'Calibri'">If the Nodes are under attack, then can release an EMP affecting a 200 foot radius around the building, electronic devices, vehicles, mechs, aircraft, etc even shielded, must make a Fort save DC 18 (unshielded at -4) or instantly shutdown. Successful saves reduce speed and equipment bonuses are halved for 1 round. Also suffer 6d6 electrical damage. Devices that are EMP immune, gain a +10 against the Fort save, and only suffer half the damage regardless if they save or not. This is due to the sheer power put into the EMP. Radio communications, magnetic devices (such as fields and shields), even if they save, are at half capacity for 5 rounds due to the scrambling of magnetic fields within the area. The Node is able to use this once every 1d6+1 rounds, rolled after each use.</span></p><p><span style="font-family: 'Calibri'">If the Control Node is destroyed, it releases the same EMP. Due to the 'small' area of effect of only 10 mile diameter, Nodes are typically placed about 10 miles apart in Green zone edges, 5 miles in Yellow Zones, and if possible 2.5 to 5 miles max at the edges of Red zones. Nodes may be used without a Hub, when used in groups of under 30, and typically only used this way when first establishing a border, or creating a semi temporary safe zone for special operations. If dropped within a Tiberium field, can reduce the amount of Tiberium within its area by 100 square feet per day safely, lowers the amount of radiation to low levels, requiring saves only once every 1 hour with a +4 save for those without protective equipment beyond the most basic.</span></p><p><span style="font-family: 'Calibri'">PDC: 40</span></p><p><span style="font-family: 'Calibri'">Res: Mil +3, GDI</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Tiberium Control Hub</strong></span></p><p><span style="font-family: 'Calibri'">These are central structures that are linked to multiple nodes to coordinate and monitor the buildings themselves, as well as the area the nodes are affecting. 1 Control Hub is required for every 30 Nodes, and boosts the range of each linked Node by 25%, via buried and above ground cables and conduits. The Hubs function just like a Node, but had double the radius of a Node, and is typically the first structure in a planned border, typically placed between 15 to 20 miles from the nearest 2 Nodes, while the conduits and cables running miles to the rest within its network. Along the edges of Red zones, typically 1 Hub for every 15 Nodes, with many Nodes connected to a second Hub as a back up.</span></p><p><span style="font-family: 'Calibri'">Tibeirum Control Hubs are 400 ft radius, 70 ft tall, with another 75 ft tall spires, with 330 hit points, hardness 32, immune to EMPs, occupants are protected against Tiberium exposure and radiation, until the building has only 20 hit points left. A standard crew for a Hub is 50 with enough supplies for 6 months of operation. Has sensors equivalent to a Mech IV, with double the range. The Hub is also linked to all connecting Nodes, and shares all sensor data with each other.</span></p><p><span style="font-family: 'Calibri'">Tiberium Control Hubs affect a 10 mile radius area, preventing any Tiberium fields from forming within this area. The crew, up detecting an Ion storm, can make a Computer Use check to prevent a the storm from affecting the area in its control, DC 19 Level 1, 23 Level 2, 27 Level 3. Checks must be made every hour of the storm. Storms moving towards the area of effect, are stopped at the edge of the field, however the winds at the edges are doubled, increasing Pilot check DCs by +5 within 200 feet of the edge.</span></p><p><span style="font-family: 'Calibri'">If the Hubs are under attack, then can release an EMP affecting a 200 foot radius around the building, electronic devices, vehicles, mechs, aircraft, etc even shielded, must make a Fort save DC 18 (unshielded at -4) or instantly shutdown. Successful saves reduce speed and equipment bonuses are halved for 1 round. Also suffer 6d6 electrical damage. Devices that are EMP immune, gain a +10 against the Fort save, and only suffer half the damage regardless if they save or not. This is due to the sheer power put into the EMP. Radio communications, magnetic devices (such as fields and shields), even if they save, are at half capacity for 5 rounds due to the scrambling of magnetic fields within the area. The Node is able to use this once every 1d6+1 rounds, rolled after each use.</span></p><p><span style="font-family: 'Calibri'">If the Control Node is destroyed, it releases the same EMP.</span></p><p><span style="font-family: 'Calibri'">PDC: 42</span></p><p><span style="font-family: 'Calibri'">Res: Mil +3, GDI</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Tiberium Prospector</strong></span></span></p><p><span style="font-family: 'Calibri'">A rugged civilian contractor trained to harvest surface Tiberium using low-grade containment tools. Before GDI regulation tightened, prospectors made fortunes skimming Tiberium deposits. Many still operate illegally in forgotten zones, selling to Nod, smugglers, or mutant enclaves. They wear basic PPE, with respirators, heavy gloves, boots, sometimes full body suits that seal around the extremities with elastics, or just heavy work clothing. Using tools that are designed for mining Tiberium, or modified, to prevent accidental detonations. With sealed backpack containers for holding the harvested Tiberium, or wheel barrel type wagons to carry larger loads. These folks can be considered the modern versions of gold prospectors during the gold rush, however instead with hazardous materials. Many are wary of strangers, worried others are after their cargo, and ticket to riches, or their only means of making money to survive.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Type: Humanoid (typically humans)</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">CR: 2</span></p><p><span style="font-family: 'Calibri'">Hit Points: 2d8+2, 14 HP</span></p><p><span style="font-family: 'Calibri'">Mas: 14</span></p><p><span style="font-family: 'Calibri'">Init: +3</span></p><p><span style="font-family: 'Calibri'">Speed: 30 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 14, Flatfoot 13, Touch 11 (+3 Dex +1 Improvised Armour/Heavy PPE)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +1 / +2</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft x 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: +2 melee Improvised tool (1d6 bludgeoning)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: </span></p><p><span style="font-family: 'Calibri'">Special Qualities: Tiberium Scavenge, Radiation Tolerance</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +3, Reflex +3, Will +1</span></p><p><span style="font-family: 'Calibri'">Reputation: 0</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 12, Dex 16, Con 14, Int 11, Wis 10, Cha 9</span></p><p><span style="font-family: 'Calibri'">Skills: Craft (chemical) +6, Knowledge (earth & life sciences) +5, Profession (prospector) +7, Search +3, Survival +6</span></p><p><span style="font-family: 'Calibri'">Feats: Endurance, Radiation Resistance</span></p><p><span style="font-family: 'Calibri'">Possessions: Mining tools, Tiberium Container, PPE, 50 ft rope, climbing tools, flashlight, tent, sleeping bag, 5 days rations & water, 6 days worth of filters, Gieger counter</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Tiberium Scavenge</strong></span></p><p><span style="font-family: 'Calibri'">The Tiberium Prospector can make a Survival check, DC 17, when up to 1 mile away from a Tiberium field, once per hour, to find a half pound of usable Tiberium crystal. If at any sites that had extensive Tiberium weapon usage, cleared of Tiberium (GDI regularly tries to clear areas to expand Green and Yellow zones), or Tiberium mutated creatures have died, can also make a Survival check to find any Tiberium deposits. A successful check in such sites takes 1 hour and reveals half pound of Tiberium, with an additional half pound for every 5 points over the DC.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Radiation Tolerance</strong></span></p><p><span style="font-family: 'Calibri'">The Prospector, after long exposure has some resistance to it. Gaining a +1 to Fort save against all types of radiation, and +2 against Tiberium radiation and Tiberium poisoning.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Mining Tools</strong></span></p><p><span style="font-family: 'Calibri'">These are tools that allows one to make a survival check DC 15 to mine usable Tiberium crystals from a vein safely. Each check represents 30 minutes of work, and yields 2 lbs of usable crystals + 0.5 lbs per 5 points over the DC. Failed check by 5 or more doesn't yield any crystal, with a 25% chance to causing a small Tiberium detonation dealing 2d6 fire damage to a 10 foot radius Reflex save DC 17 for half.</span></p><p><span style="font-family: 'Calibri'">Weight: 15 lbs</span></p><p><span style="font-family: 'Calibri'">PDC: 17</span></p><p><span style="font-family: 'Calibri'">Res: Lic +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>PPE & Filters</strong></span></p><p><span style="font-family: 'Calibri'">Prospector wears PPE and filter masks to protect themselves from Tiberium exposure. Gaining +2 to Fort saves against poisons and Tiberium exposure (stacks with Radiation Tolerance). Provides +1 to Defense similar to improvised armour.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Tiberium Container</strong></span></p><p><span style="font-family: 'Calibri'">This is a large backpack unit that is cylinder in shape, with an iris type opening on the top. It is shielded to protect anyone handling the container from Tiberium exposure and radiation. Can hold 20 lbs, in a 1.5 diameter by 3.5 foot tall cylinder.</span></p><p><span style="font-family: 'Calibri'">Weight: 15 lbs</span></p><p><span style="font-family: 'Calibri'">PDC: 18</span></p><p><span style="font-family: 'Calibri'">Res: Lic +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Large Tiberium Container</strong></span></p><p><span style="font-family: 'Calibri'">This is similar to the Tiberium Container, except it a larger cylinder laying on its side, with wheels on the underside and a handle to pull it along. It can hold 60 lbs of Tiberium, in a 2.5 ft diameter by 5.5 ft long cylinder, with an iris appurature on the end with the pulling handle, can be easily tilted to stand on the other end to allow it to be filled easier.</span></p><p><span style="font-family: 'Calibri'">Weight: 35 lbs</span></p><p><span style="font-family: 'Calibri'">PDC: 18</span></p><p><span style="font-family: 'Calibri'">Res: Lic +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Tiberium Truck</span></strong></span></p><p><span style="font-family: 'Calibri'">These are modified garbage (for Tiberium Crystals and other solid Tiberium material) and sewage (for liquid Tiberium) trucks with improved seals, added shielding. The cabs are also fitted with improved seals, filters and some with oxygen tanks. These are used by Tiberium Prospectors and black marketeers to transport Tiberium to civilian owned or black market refineries. The garbage truck ones have a simple robotic arm that will lift an upright large Tiberium Container and empty its contents into the primary hold, as well as ports on the passenger side (typically right side) to allow to manually dump smaller containers or by hand to be deposited.</span></p><p><span style="font-family: 'Calibri'">Requires a crew of two, able to carry 3 tons of harvested Tiberium. The harvester is two squares wide, five squares, providing full cover to its crew. Has two doors, one on each side of the cab, takes 1 full round to start the basic harvester.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'arial'">Crew: 2</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Passengers: 0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Cargo: 3 tons Tiberium</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Init: -4</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Maneuver: -4</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Top Speed: 150 (15), 40 (4) off road</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Defense: 6</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hardness: 8</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hit Points: 53</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size: G</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Purchase DC: 34</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Restriction: Lic (+1)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Accessories: NBC filters, headlights, radio, GPS, robotic arm (takes 1 full round after large Tiberium container loaded into graspers to empty into container then lower to ground and release).</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Notes: +2 Fort saves, can be fitted with independent air supply and full life support (increase PDC by 1, adds 10 hour air supply). Volatile Payload</span></span></p><p> <span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Volatile Payload</strong> - While loaded with Tiberium, if destroyed with fire type damage, explodes, dealing 8d6 to a 20 foot radius area Reflex DC 15 for half.</span></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9836958, member: 6668634"] One of the major hazards of Tiberium fields: The Ion Storms. [FONT=Calibri][B][SIZE=7]Ion Storm[/SIZE][/B] What appear to be similar to lightning storms, are actually quite destructive storms, releasing green bolts like lightning made of powerful ion energy, which can jam electronics, disrupt communications and ground aircraft. They form in areas with large amounts of Tiberium gas in the atmosphere, typically in dense Tiberium fields, particularly Veinholes are present, and even areas where massive amounts of Tiberium gas has been released. Storms typically come in three different intensities, each with different levels of sizes and dangers, however not all storms of a particular size may react the same. Detection & Warning - Spot or Knowledge (Earth & Life Sciences or Physical Sciences) DC 15: Unusual atmospheric distortion, green lightning. DC 20: Ionized Tiberium particulate density rising rapidly. DC 25: Storm will intensify within minutes Intensity 2 and 3 add +2 to Spot checks, but +2 to DC for Knowledge checks. Electronic Sensors will detect Ion spikes automatically by military-grade sensors, high quality civilian ones designed for such events. Civilian sensors require DC 15 Computer Use to interpret correctly. Regardless of Intensity Level, all Ion Storms create 40 mph + 2d10 mph per Level winds, throwing up debris and low hanging clouds that reduce visibility to 100 ft Level 1, 75 -1d4x5 ft Level 2, 50 -1d4x5 ft level 3. Electronic sensors and targeting systems suffer -2 to attack rolls, Computer Use and Repair checks suffer -4 unless equipment shielded (most GDI and NOD equipment from the Second Tiberium War and on are shielded, but still suffer half penalties in Level 3 storms). Communications are scrambled beyond line of sight, and Aerial units must make Pilot check DC 20 +5 per level at level 2 and 3 every round, as well as avoid ion bolts. Typically in Level 2 and 3 aircraft are grounded. Ambient radiation levels are increased by 1 level Once every 1d4 rounds, a random 5 ft square column of space is struct by ion lightning discharge, making a touch attack roll with +12, ignoring cover. Vehicles take damage, electronics, unless shielded, must make Fort DC (15 Level 1, 17 Level 2, 20 Level 3) or shut down for 1d4 rounds. [B]Storm Intensity Levels[/B] Level 1 - Peripheral, typically found in outer Yellow zones, EL 6, typically affecting 500 ft radius sphere, lasting 10+ 1d4x5 minutes, moving 60 ft +1d6x10 ft per round. Ion lighting discharge deals 3d6 electricity + low level radiation exposure for 1 round. Level 2 - Active, found in deep Yellow and edges of Red zones, EL 7, typically 1500 ft + 1d6x20 ft radius sphere, lasting 30 +1d6x6 minutes, moving 75 ft +1d6x10 ft per round. Ion lighting discharge deals 6d6 electricity + low level radiation exposure for 1 round plus stun 1 round Fort DC 16. Level 3 - Cataclysmic, found deep within Red zones, or areas of massive Tiberium gas weapon use, EL 13, typically 2000 ft + 1d8x20 ft radius sphere, lasting 1d6 hours, moving 100 ft + 1d6x10 ft per round. Ion lighting discharge deals 10d6 electricity + mid level radiation exposure for 1 round plus paralysis 1 round Fort DC 20. Level 2 and 3 Ion Storms are quite turbulent and are prone to changes Roll 1d6 every 10 minutes of the storm: 1 - Storm shifts direction suddenly. Increase any Pilot checks DC for any aircraft flying in the storm by +5 for 2 rounds. 2 - Ion lightning clusters. 3 random strikes in the same round each time lightning strikes, for the next 10 minutes. 3 - A new Tiberium Bloom Tree is formed within 5 rounds of a lighting strike. 4 - Tiberium mutants are drawn to the area. 1d6 creates of CR 2 + 1d4 every 1d10 rounds. 5 - Electronics blackout. All comms fail, electronic sensors and targeting systems bonuses are reduced by 75%. 6 - Storm briefly clams. 1d4 rounds where the storm suddenly disappears but then reappears immediately. [B][SIZE=7]Tiberium Control Network[/SIZE][/B] The Tiberium Control Network is a system originally designed by Kane and built with the assistance of GDI to control the spread of Tiberium. It is made up of nodes and hubs, structures connected by a vast network of interconnected pipes and cables. Nodes and Hubs are similar in shape and function, however Hubs are larger, and when connected to Nodes, boosts the effects of attached Nodes slightly. [B]Tiberium Control Node[/B] These structures are round structures with a three pronged spire that raises from the top that releases energy which helps keep the spread of Tiberium back. They can also be used to release a burst of EMP to help protect the structure from attacks. The energy that is released from the spire is a type of sonic energy that resonates with Tiberium, breaking it down and preventing it's growth within it's area of effect. Tiberium Control Nodes are 200 ft radius, 50 ft tall, with another 75 ft tall spires, with 250 hit points, hardness 30, immune to EMPs, occupants are protected against Tiberium exposure and radiation, until the building has only 20 hit points left. A standard crew for a Node is 30 with enough supplies for 6 months of operation. Has sensors equivalent to a Mech IV, with double the range. Tiberium Control Nodes affect a 5 mile radius area, preventing any Tiberium fields from forming within this area. The crew, up detecting an Ion storm, can make a Computer Use check to prevent a the storm from affecting the area in its control, DC 19 Level 1, 23 Level 2, 27 Level 3. Checks must be made every hour of the storm. Storms moving towards the area of effect, are stopped at the edge of the field, however the winds at the edges are doubled, increasing Pilot check DCs by +5 within 100 feet of the edge. If the Nodes are under attack, then can release an EMP affecting a 200 foot radius around the building, electronic devices, vehicles, mechs, aircraft, etc even shielded, must make a Fort save DC 18 (unshielded at -4) or instantly shutdown. Successful saves reduce speed and equipment bonuses are halved for 1 round. Also suffer 6d6 electrical damage. Devices that are EMP immune, gain a +10 against the Fort save, and only suffer half the damage regardless if they save or not. This is due to the sheer power put into the EMP. Radio communications, magnetic devices (such as fields and shields), even if they save, are at half capacity for 5 rounds due to the scrambling of magnetic fields within the area. The Node is able to use this once every 1d6+1 rounds, rolled after each use. If the Control Node is destroyed, it releases the same EMP. Due to the 'small' area of effect of only 10 mile diameter, Nodes are typically placed about 10 miles apart in Green zone edges, 5 miles in Yellow Zones, and if possible 2.5 to 5 miles max at the edges of Red zones. Nodes may be used without a Hub, when used in groups of under 30, and typically only used this way when first establishing a border, or creating a semi temporary safe zone for special operations. If dropped within a Tiberium field, can reduce the amount of Tiberium within its area by 100 square feet per day safely, lowers the amount of radiation to low levels, requiring saves only once every 1 hour with a +4 save for those without protective equipment beyond the most basic. PDC: 40 Res: Mil +3, GDI [B]Tiberium Control Hub[/B] These are central structures that are linked to multiple nodes to coordinate and monitor the buildings themselves, as well as the area the nodes are affecting. 1 Control Hub is required for every 30 Nodes, and boosts the range of each linked Node by 25%, via buried and above ground cables and conduits. The Hubs function just like a Node, but had double the radius of a Node, and is typically the first structure in a planned border, typically placed between 15 to 20 miles from the nearest 2 Nodes, while the conduits and cables running miles to the rest within its network. Along the edges of Red zones, typically 1 Hub for every 15 Nodes, with many Nodes connected to a second Hub as a back up. Tibeirum Control Hubs are 400 ft radius, 70 ft tall, with another 75 ft tall spires, with 330 hit points, hardness 32, immune to EMPs, occupants are protected against Tiberium exposure and radiation, until the building has only 20 hit points left. A standard crew for a Hub is 50 with enough supplies for 6 months of operation. Has sensors equivalent to a Mech IV, with double the range. The Hub is also linked to all connecting Nodes, and shares all sensor data with each other. Tiberium Control Hubs affect a 10 mile radius area, preventing any Tiberium fields from forming within this area. The crew, up detecting an Ion storm, can make a Computer Use check to prevent a the storm from affecting the area in its control, DC 19 Level 1, 23 Level 2, 27 Level 3. Checks must be made every hour of the storm. Storms moving towards the area of effect, are stopped at the edge of the field, however the winds at the edges are doubled, increasing Pilot check DCs by +5 within 200 feet of the edge. If the Hubs are under attack, then can release an EMP affecting a 200 foot radius around the building, electronic devices, vehicles, mechs, aircraft, etc even shielded, must make a Fort save DC 18 (unshielded at -4) or instantly shutdown. Successful saves reduce speed and equipment bonuses are halved for 1 round. Also suffer 6d6 electrical damage. Devices that are EMP immune, gain a +10 against the Fort save, and only suffer half the damage regardless if they save or not. This is due to the sheer power put into the EMP. Radio communications, magnetic devices (such as fields and shields), even if they save, are at half capacity for 5 rounds due to the scrambling of magnetic fields within the area. The Node is able to use this once every 1d6+1 rounds, rolled after each use. If the Control Node is destroyed, it releases the same EMP. PDC: 42 Res: Mil +3, GDI [SIZE=7][B]Tiberium Prospector[/B][/SIZE] A rugged civilian contractor trained to harvest surface Tiberium using low-grade containment tools. Before GDI regulation tightened, prospectors made fortunes skimming Tiberium deposits. Many still operate illegally in forgotten zones, selling to Nod, smugglers, or mutant enclaves. They wear basic PPE, with respirators, heavy gloves, boots, sometimes full body suits that seal around the extremities with elastics, or just heavy work clothing. Using tools that are designed for mining Tiberium, or modified, to prevent accidental detonations. With sealed backpack containers for holding the harvested Tiberium, or wheel barrel type wagons to carry larger loads. These folks can be considered the modern versions of gold prospectors during the gold rush, however instead with hazardous materials. Many are wary of strangers, worried others are after their cargo, and ticket to riches, or their only means of making money to survive. Type: Humanoid (typically humans) Size: Medium CR: 2 Hit Points: 2d8+2, 14 HP Mas: 14 Init: +3 Speed: 30 ft Defense: 14, Flatfoot 13, Touch 11 (+3 Dex +1 Improvised Armour/Heavy PPE) BAB/Grp: +1 / +2 FS/Reach: 5 ft x 5 ft / 5 ft Attacks: +2 melee Improvised tool (1d6 bludgeoning) Special Attacks: Special Qualities: Tiberium Scavenge, Radiation Tolerance Allegiances: Saves: Fort +3, Reflex +3, Will +1 Reputation: 0 Abilities: Str 12, Dex 16, Con 14, Int 11, Wis 10, Cha 9 Skills: Craft (chemical) +6, Knowledge (earth & life sciences) +5, Profession (prospector) +7, Search +3, Survival +6 Feats: Endurance, Radiation Resistance Possessions: Mining tools, Tiberium Container, PPE, 50 ft rope, climbing tools, flashlight, tent, sleeping bag, 5 days rations & water, 6 days worth of filters, Gieger counter [B]Tiberium Scavenge[/B] The Tiberium Prospector can make a Survival check, DC 17, when up to 1 mile away from a Tiberium field, once per hour, to find a half pound of usable Tiberium crystal. If at any sites that had extensive Tiberium weapon usage, cleared of Tiberium (GDI regularly tries to clear areas to expand Green and Yellow zones), or Tiberium mutated creatures have died, can also make a Survival check to find any Tiberium deposits. A successful check in such sites takes 1 hour and reveals half pound of Tiberium, with an additional half pound for every 5 points over the DC. [B]Radiation Tolerance[/B] The Prospector, after long exposure has some resistance to it. Gaining a +1 to Fort save against all types of radiation, and +2 against Tiberium radiation and Tiberium poisoning. [B]Mining Tools[/B] These are tools that allows one to make a survival check DC 15 to mine usable Tiberium crystals from a vein safely. Each check represents 30 minutes of work, and yields 2 lbs of usable crystals + 0.5 lbs per 5 points over the DC. Failed check by 5 or more doesn't yield any crystal, with a 25% chance to causing a small Tiberium detonation dealing 2d6 fire damage to a 10 foot radius Reflex save DC 17 for half. Weight: 15 lbs PDC: 17 Res: Lic +1 [B]PPE & Filters[/B] Prospector wears PPE and filter masks to protect themselves from Tiberium exposure. Gaining +2 to Fort saves against poisons and Tiberium exposure (stacks with Radiation Tolerance). Provides +1 to Defense similar to improvised armour. [B]Tiberium Container[/B] This is a large backpack unit that is cylinder in shape, with an iris type opening on the top. It is shielded to protect anyone handling the container from Tiberium exposure and radiation. Can hold 20 lbs, in a 1.5 diameter by 3.5 foot tall cylinder. Weight: 15 lbs PDC: 18 Res: Lic +1 [B]Large Tiberium Container[/B] This is similar to the Tiberium Container, except it a larger cylinder laying on its side, with wheels on the underside and a handle to pull it along. It can hold 60 lbs of Tiberium, in a 2.5 ft diameter by 5.5 ft long cylinder, with an iris appurature on the end with the pulling handle, can be easily tilted to stand on the other end to allow it to be filled easier. Weight: 35 lbs PDC: 18 Res: Lic +1 [B][SIZE=6]Tiberium Truck[/SIZE][/B] These are modified garbage (for Tiberium Crystals and other solid Tiberium material) and sewage (for liquid Tiberium) trucks with improved seals, added shielding. The cabs are also fitted with improved seals, filters and some with oxygen tanks. These are used by Tiberium Prospectors and black marketeers to transport Tiberium to civilian owned or black market refineries. The garbage truck ones have a simple robotic arm that will lift an upright large Tiberium Container and empty its contents into the primary hold, as well as ports on the passenger side (typically right side) to allow to manually dump smaller containers or by hand to be deposited. Requires a crew of two, able to carry 3 tons of harvested Tiberium. The harvester is two squares wide, five squares, providing full cover to its crew. Has two doors, one on each side of the cab, takes 1 full round to start the basic harvester. [/FONT] [COLOR=black][FONT=arial]Crew: 2 Passengers: 0 Cargo: 3 tons Tiberium Init: -4 Maneuver: -4 Top Speed: 150 (15), 40 (4) off road Defense: 6 Hardness: 8 Hit Points: 53 Size: G Purchase DC: 34 Restriction: Lic (+1) Accessories: NBC filters, headlights, radio, GPS, robotic arm (takes 1 full round after large Tiberium container loaded into graspers to empty into container then lower to ground and release). Notes: +2 Fort saves, can be fitted with independent air supply and full life support (increase PDC by 1, adds 10 hour air supply). Volatile Payload [B]Volatile Payload[/B] - While loaded with Tiberium, if destroyed with fire type damage, explodes, dealing 8d6 to a 20 foot radius area Reflex DC 15 for half.[/FONT][/COLOR] [/QUOTE]
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