CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Plant Series
Mimic Industries, in a departure of mimicking super powers, created a series of items based on the forces found in the video games Plants vs Zombies.

Peashooter
The Peashooter is a suit of armour based on the peashooter in the Plants vs Zombies games. It consists of a green body suit with torso armour, helmet that looks like a pea pod, although many think it appears more as an older style gas mask, with a part extending out with a large filter/grill, two dark lenses for the eyes. Armour plating covers the legs and arms, heavy gloves and ammunition and gear holsters and pockets around the forearms and waist, holster for provided pistol on hip of users preference. Each shoulder has an armoured container. The pistol uses standard 9mm ammunition, but the armour can also grow its own ammunition, within the shoulder containers, from normal ammunition, armour piercing and explosive rounds, however it takes time for the suit to grow ammunition, and requires access to sunlight (natural or artificial), soil and fertilizer every couple of weeks. The grown ammunition only works with the pistol assigned with the armour, or a replacement.

Peashooter Armour (PL5-6)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: +0
Nonprof Str Bonus: +0
Max Dex: +4
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 15 lbs
Purchase DC: 18
Restriction: Mil +3
Notes: Filters (+4 vs airborne gases, virus and diseases), auto tinting lenses (+2 vs light/vision attacks), undead resistance, grow ammunition. Arm straps for 1 magazine of ammunition each, plus can hold 6 rounds in quick access loops. Belt has holster for Peashooter 9mm pistol, 6 pouches and can hold 6 magazines.

Undead Resistance
The plant fibers that are used in the armour's construction provide some resistance against the undead. The wearer gains +1 to all saves from attacks or abilities from an undead source.

Grow Ammunition
The armoured containers on the shoulders are filled with soil and plant matter that sprouts pea-like pods that are filled with ammunition. The containers require at least 3 hours of sunlight (natural or artificial), fertilizer added every 2 weeks, and soil replaced every 6 months. Ammunition grown, in each shoulder, as long as the pods are maintained, at a rate of 1d6+1 regular 9mm bullets every 2 days, armour piercing 1d4 every 7 days, explosive 1d4-1 (minimum 1) every 14 days. These rounds function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer.

Peashooter 9mm Pistol
This green pistol is in design to common 9mm pistols, just in the same green colouring as the Peashooter armour. It is reliable and functional.

Peashooter 9mm Pistol (PL5)
Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: S
Size: Small
Weight: 3 lbs
Ammo: 12 box
Purchase DC: 16 Lic +1
Notes: Can make use of the grown ammunition from the Peashooter Armour.

Juggernaut
The Juggernaut armour is based on the Gatling Pea, heavy armour with minor strength augmentation to offset the weight of carrying a four barrel gatling gun and ammunition. The gatling gun has an added feature where it can fire from all four barrels at once for increased damage, but at slower rate of fire. The armour is the same shade of green as the Peashooter armour, but has thicker plate and black heavier armour plates, pockets, pouches and armoured addition to the top, sides and back of the helmet, appearing as if wearing a helmet on top.


Juggernaut Armour (PL5-6)
Type: Heavy
Equipment Bonus: +7
Nonprof. Bonus: +3
Str Bonus: +1*
Nonprof Str Bonus: +0
Max Dex: +1
Armour Penalty: -6
Speed (30 ft): 20 ft
Weight: 30 lbs
Purchase DC: 21
Restriction: Mil +3
Notes: Filters (+4 vs airborne gases, virus and diseases), auto tinting lenses (+2 vs light/vision attacks), undead resistance, grow ammunition. Belt has pouches. Can carry 2 drums on the lower back, has a mount to connect the Juggernaut Gatling Gun to the back. Strength Augment

Undead Resistance
The plant fibers that are used in the armour's construction provide some resistance against the undead. The wearer gains +2 to all saves from attacks or abilities from an undead source.

Grow Ammunition
The armoured containers on the shoulders are filled with soil and plant matter that sprouts pea-like pods that are filled with ammunition. The containers require at least 3 hours of sunlight (natural or artificial), fertilizer added every 2 weeks, and soil replaced every 6 months. Ammunition grown, in each shoulder, as long as the pods are maintained, at a rate of 2d6 regular 7.62mm bullets every 2 days, armour piercing 1d6+1 every 7 days, explosive 1d4 (minimum 1) every 14 days. These rounds function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer.

Strength Augment
The armour has some artificial muscle fibers that help augment the wearer's strength, providing a +1 Str bonus, and negate the weight of the armour and the Juggernaut Gatling Gun with 2 extra ammunition drums, so they don't count against the wearer's carrying capacity.

Juggernaut Gatling Gun, 7.62mm
This is a man portable four barrel gatling gun chambered in 7.62mm, with a carrying handle behind the barrels, plus the trigger handle at the back. The ammunition drum is mounted on the side. This weapon can be used as a normal gatling gun, unleashing large amounts of rounds over an area, with the barrels rotating to keep them cool during high rate of fire, or can fire all four barrels at once, but at a lower rate of fire but with higher damage.

Juggernaut Gatling Gun, 7.62mm (PL5)
Damage: 2d10 / 4d10
Critical: 20
Damage Type: Ballistic
Range Increment: 70 ft
Rate of Fire: A / S
Size: Large
Weight: 25 lbs
Ammo: 160 Drum
Purchase DC: 20 Mil +3
Notes: Autofire affects a 10 ft x 10 ft area Reflex DC 16, uses 20 rounds. Free action can switch to second mode fires all four barrels at once at semi rate of fire, uses 4 rounds.


Cherry Bomb
This set of red with a few green plates, armour is a medium set of armour with built-in grenade launcher mounted in one arm. The plating is coated in a flame retardant material, and is also designed to reduce damage from explosives and concussive weapons. The pods on the shoulders grow grenades over time, while the chest, belt and legs have clips and pouches to hold regular sized grenades and clips for arm mounted grenade launcher. The armour is a balance of protection, heavy weapon and mobility.

Cherry Bomb Armour (PL5-6)
Type: Medium
Equipment Bonus: +5
Nonprof. Bonus: +2
Str Bonus: +0
Nonprof Str Bonus: +0
Max Dex: +3
Armour Penalty: -5
Speed (30 ft): 25 ft
Weight: 23 lbs
Purchase DC: 21
Restriction: Mil +3
Notes: Filters (+4 vs airborne gases, virus and diseases), auto tinting lenses (+2 vs light/vision attacks), undead resistance, grow ammunition. Belt has pouches, multiple clips to carry multiple hand grenades. Fire resistance 4 (only against fire, plasma, not lasers). Has DR 4 against area attacks.

Undead Resistance
The plant fibers that are used in the armour's construction provide some resistance against the undead. The wearer gains +2 to all saves from attacks or abilities from an undead source.

Grow Ammunition
The armoured containers on the shoulders are filled with soil and plant matter that sprouts pea-like pods that are filled with ammunition. The containers require at least 3 hours of sunlight (natural or artificial), fertilizer added every 2 weeks, and soil replaced every 6 months. Ammunition grown, in each shoulder, as long as the pods are maintained, at a rate of 1d6+1 mini grenades every 2 days, fragmentation mini grenades 1d6+1 every 7 days, acid 1d4 (minimum 1) every 14 days. Standard sized hand thrown grenades increase time by +2 days. These grenades function as normal for their type, and can remain unused for up to 5 years before eventually rotting away, which can be used as regular fertilizer.
Mini Grenade - 2d6, fire 10 ft radius, Reflex DC 13. Full size 4d6, fire 20 ft radius, Reflex DC 15.
Mini Fragmentation Grenade - 2d6, slashing, 10 ft radius, Reflex DC 13. Full size 4d6, slashing, 20 ft radius, Reflex DC 15.
Mini Acid Grenade - 2d4, acid, 10 ft radius, Reflex DC 14. Full size 5d4, acid, 20 ft radius, Reflex DC 16.

Cherry Bomb Mini Grenade Launcher
Mounted on the left arm is a mini grenade launcher. Reliable and simple, provides heavy power in a small package.

Cherry Bomb Mini Grenade Launcher (PL5-6)
Damage: *
Critical: -
Damage Type: -
Range Increment: 60 ft
Rate of Fire: Semi
Size: Medium
Weight: 10 lbs
Ammo: 8 box
Purchase DC: 20 Mil +3
Notes:

 

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kronos182

Adventurer
Slugma
Slugma is a limbless gastropod mollusk pokemon composed of magma. Its body is a bright red, fading to a duller red along its extremities. It has large, round, yellow eyes with small pupils. The head is ovoid with flame-like extensions spreading outward from its eyes. Its circulatory system is composed entirely of magma, which delivers vital nutrients and oxygen to its organs. In order to prevent its body from cooling and hardening, slugma neither sleeps nor stops moving. If its body does being to cool, it will become brittle and may break apart. They constantly seek warm places and gathers with others of its species in mountains and volcanos.

Slugma
Type: magical beast, Pokemon, fire subtype
Size: small
CR: 1
Hit Points: 2d10+4, hp 18
Mas: 15
Init: -1
Speed: 20 ft
Defense: 11 (+2 natural -1 Dex +1 Size)
BAB/Grp:+2 / +2
FS/Reach: 1/2 ft / 0 ft
Attacks: bite +2 melee (1d4 +1d4 fire)
Special Attacks: Yawn (Will DC 10), Smog (DC 13)
Special Qualities: Evolve, Magma Armour, Flame Body, Weak Armour
Allegiances:
Saves: Fort +5, Reflex +2, Will +0
Reputation:
Abilities: Str 10, Dex 9 (-1), Con 15 (+2), Int 6 (-2), Wis 10, Cha 10
Skills: Listen +2, Search +2, Spot +2, Survival +4
Feats:
Advancement: 6 HD (small), 8 HD+ Evolve

Combat
Slugmas generally avoid combat, just moving about in warm areas, but will defend themselves, as their hot bodies prevent unwanted contact, and can put foes asleep or release poisonous gas to hide from and hurt persistent foes.

Keen Sight (Ex)
pokemons's have darkvision 60 ft and low-light vision.

Fire Subtype (Ex)
slugma's are immune to fire damage, and take 50% more damage from cold attacks.

Magma Armour (Ex)
This pokemon is immune to freezing (cold effects that deal continual damage or holds it in place due to cold effects, but still suffers damage).

Flame Body (Ex, Fire)
The flames from this pokemon's body shine dim light in a 15 ft radius. In addition, when hit by a melee attack, the attacker suffers 1d6 fire damage.

Weak Armour
When an attack hits this pokemon, its speed increases by 5 ft, but its Defense is temporarily reduced by 1 until end of combat (for a maximum of -5 to Defense and +25 to speed).

Smog (poison)
The pokemon releases a fog of poisonous smog in a 15 foot radius sphere centered on a point within 30 feet of it. Creatures that are within the smog can't see, even thermal (heat vision) is useless past 5 feet, must make a Fort save DC 11 + Con modifier, or suffer 1d4 points of Constitution damage, a successful save suffers only 1 point of Constitution damage. Cloud lasts for 2 + Con modifier rounds, dissipates in a strong wind

Yawn (visual, sonic)
The pokemon lets out a big yawn that causes an opponent to become very drowsy. Choose a target within 30 ft and must make a Will save DC 10 + Con modifier or fall asleep immediately.

Evolve
When the Slugma becomes powerful, and large enough, it can evolve into Magcargo. Evolving requires the Slugma eat enough food equal to double its weight, an area with lots of heat, magma and preferably with obsidian, and goes to sleep for 6 hours as it body produces lots of heat. It gains an additional +2 hit points for how many HD it has at the time of evolving.

Advancement
As the Slugma gains hit die, it can gain one additional ability (if one ability at a level isn't selected, can be selected upon next level instead of that level's abilities), which it keeps upon evolving.
4 HD gains one of the following: Ember Rock, Rock Throw, Harden
6 HD gains one of the following: Ancient Power
8 HD can swap ability including from the following: Rock Slide
10 HD can swap ability including from the following: Lava Plume, Amnesai, Body Slam


Magcargo
Magcargo is the evolved form of Slugma, a limbless, gastropod mollusk pokemon, that looks like a slugma with a gray, spherical shell composed of hardened, but brittle magma, forming irregular lumps and plates. While the shell is brittle, magcargo can reform its shell by dipping itself in magma relatively quickly.

Magcargo
Type: magical beast, Pokemon, fire subtype, rock subtype
Size: medium
CR: 8
Hit Points: 10d10+40, hp 77
Mas: 18
Init: +0
Speed: 25 ft
Defense: 16 (+6 natural +0 Dex)
BAB/Grp:+10/+5 / +13
FS/Reach: 1/2 ft / 0 ft
Attacks: bite +13 melee (1d6+6 +1d4 fire) and bite +8 melee (1d6+6 +1d4 fire) or Rock Throw +10 ranged (3d8, 100 ft)
Special Attacks: Yawn (Will DC 14), Smog (DC 15), Ember (Reflex DC 15), Ancient Power (3d10+6), Harden
Special Qualities: Evolve, Magma Armour, Flame Body, Weak Armour, DR 3
Allegiances:
Saves: Fort +11, Reflex +7, Will +4
Reputation:
Abilities: Str 17 (+3), Dex 11, Con 18 (+4), Int 6 (-2), Wis 12 (+1), Cha 10
Skills: Listen +5, Search +5, Spot +5, Survival +8
Feats:
Advancement: 14 HD (medium), 15 HD (large)

Combat
LIke Slugmas, Magcargos generally avoid combat, just moving about in warm areas, but will defend themselves, as their hot bodies prevent unwanted contact, and can put foes asleep or release poisonous gas to hide from and hurt persistent foes. With their increased defenses, Magcargos are the guardians of their groups.

Keen Sight (Ex)
pokemons's have darkvision 60 ft and low-light vision.

Fire Subtype (Ex)
slugma's are immune to fire damage, and take 50% more damage from cold attacks.

Rock Subtype (Ex)
Rock type have hardened bodies with good defenses, gaining DR 3, which can stack with other sources of DR, and melee attacks add double Str modifier to damage. Dealing 50% more damage to bug, fire, flying and ice types, while suffer 50% more damage from fighting, grass, steel and water types.

Magma Armour (Ex)
This pokemon is immune to freezing (cold effects that deal continual damage or holds it in place due to cold effects, but still suffers damage).

Flame Body (Ex, Fire)
The flames from this pokemon's body shine dim light in a 15 ft radius. In addition, when hit by a melee attack, the attacker suffers 1d6 fire damage.

Weak Armour
When an attack hits this pokemon, its speed increases by 5 ft, but its Defense is temporarily reduced by 1 until end of combat (for a maximum of -5 to Defense and +25 to speed).

Smog (poison)
The pokemon releases a fog of poisonous smog in a 15 foot radius sphere centered on a point within 30 feet of it. Creatures that are within the smog can't see, even thermal (heat vision) is useless past 5 feet, must make a Fort save DC 11 + Con modifier, or suffer 1d4 points of Constitution damage, a successful save suffers only 1 point of Constitution damage. Cloud lasts for 2 + Con modifier rounds, dissipates in a strong wind

Yawn (visual, sonic)
The pokemon lets out a big yawn that causes an opponent to become very drowsy. Choose a target within 30 ft and must make a Will save DC 10 + Con modifier or fall asleep immediately.

Ember (Su, fire)
The pokemon shakes itself causing sparks to fly all around it, damaging all near it, as a standard action. All within 15 feet of the pokemon must make a Reflex save DC 13 + 1/2 Con modifier, or suffer 1d4 fire damage, with a 50% chance of setting combustible material on fire.

Rock Throw (rock)
The pokemon launches a rock with a range of 100 ft, dealing 1d8 / 3 HD damage, half piercing and half bludgeoning.

Harden (Su)
As a move action, the pokemon can increase its bonus to Natural Defense by +1 for 2 + Con modifier rounds, which can stack with uses to a maximum of +5. Usable 1 + Con modifier times per day.

Ancient Power (Su, rock)
The pokemon draws upon its innate magical power to make a melee strike drawing strength from rocks. Dealing 1d10 / 3 HD + Str modifier points of bludgeoning damage on a successful strike. A critical attack roll of 19 or 20, and each of the pokemon's ability scores go up by 1 until end of combat. The bonus to abilities can be stacked a total of +5 if this power is used multiple times. Usable 1 + Con modifier times per day.

Advancement
As the Marcargo gains hit die, it can gain one additional ability (if one ability at a level isn't selected, can be selected upon next level instead of that level's abilities).
12 HD gains one of the following: Rock slide
14 HD gains one of the following: Lava Plume, Amnesia, Body Slam
16 HD can swap ability including from the following: Recover, Flamethrower, Earth Power


Rock Slide (SU, Rock, special attack)
The pokemon causes several large rocks to appear above an enemy within 80 ft to come crashing down on top of them, making a ranged attack, dealing 1d12 / 3 HD, plus make a Reflex save DC 12 + Con modifier or be knocked prone, a successful save the target is only dazed for 1 round. Usable 3 + Con modifier times per day.

Lava Plume (Su, Fire, special attack)
The pokemon releases an inferno of hot flames at all creatures in a 20 foot long cone as an attack action, which have to make a Reflex save DC 11 + Con modifier, or suffer 2d6 / 3 HD fire damage, or half on a successful save. Targets that fail the save by more than 5 suffer half damage the following round.

Amnesia (Su, psychic, special)
The pokemon's mind elevates to a new level of focus. The pokemon adds +2 to any save for 1 minute, but selects one of its moves that is not Amnesia, and forgets that move for 1 minute.

Body Slam
The pokemon thrusts itself towards an opponent in an attempt to crush them with its physical size. Make a melee touch attack, dealing 2d6 +1d6 / 3 HD of bludgeoning damage. On a successful hit, the target must make a Strength check, a failed check it is knocked prone, while a successful check it is only pushed back 5 feet.

Recover (Su, special)
The pokemon uses its innate magical abilities to create a healing energy to recover hit points of any one pokemon within 30 ft, or itself if none selected, for 1d6 / 3 HD. Usable 1 + Con modifier times per day.

Flamethrower (Su, Special Attack)
The pokemon can release a cone of fire, dealing 4d6 fire damage in a 30 foot long cone, Reflex save DC 13 + 1/2 Con modifier (13) for half damage. Useable every 1d4+1 rounds.

Earth Power (Su, Ground)
The pokemon causes the ground beneath an opponent to erupt with power. Making a ranged attack within 40 ft, dealing 2d8 / 4 HD bludgeoning damage, critical on a natural roll of 19 and 20, plus the target must make a Reflex save DC 12 + half HD or be knocked prone. A successful save the target is only dazed for 1 round.
 

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