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Be a Ranger! Babylon 5: Outrageous Fortune (Re-recruiting)
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<blockquote data-quote="Dr Simon" data-source="post: 4239841" data-attributes="member: 21938"><p>Blackrat pretty much has it covered. To enter the telepath class you need to take the Telepath feat, which gives you a P-rating of 2d4-2 (if you unhappily end up with 0 you become a latent teep). Telepath characters also get a bonus 1st level Telepathy feat but you can exhchange that for +6 to your P-rating.</p><p></p><p>The Telepathy skill (Cha-based) is needed to actually use any abilities.</p><p></p><p>Telepathic abilities belong to five Disciplines - Scanning, Blocking, Communication, Biokinetics and Sensing. This really only matter from second level onwards where you get the Discipline Focus class ability (see below).</p><p></p><p>You can use any telepathic ability, depending on your P-rating. </p><p>If the required rating of the ability is less than or equal to your P-rating, all you need to do is make the Telepathy skill check. If it is higher, you can push your P-Rating by taking nonlethal damage. You roll 1d4 for every point that you wish to increase your P-rating, up to a maximum of 6d4. This is the nonlethal damage you take. If you have the relevant Discipline Focus you only roll d3s.</p><p></p><p>Example:</p><p></p><p>Surface Scan is an ability in the Scanning Discipline. It has a P-rating of 7.</p><p></p><p>A P-5 telepath can choose to take 2d4 nonlethal damage to push their P-rating up to 7. They then make a DC 16 Telepathy check. If successful, they get the information they need. Even if the check fails you still read surface thoughts but not necessarily anything useful.</p><p>If this teep has Discipline Focus (scanning) then they only roll 2d3 nonlethal damage. If they have P-7 or higher, they don't need to take any non-lethal damage.</p><p></p><p>[sblock="Telepathy Disciplines"]</p><p>Traits - Accidental Scan (P1), Mind Shield (P1), Danger Sense (P7). These are constantly active and reflexive traits.</p><p></p><p><strong>Biokinetics</strong> - Action Block (P14), Daze (P8), Nerve Stimulation (P12), Pain (P10), Reality Fabrication (P16)</p><p><strong>Blocking</strong> - Extend Shield (P5), Jamming (P15), Mind Mirror (P6)</p><p><strong>Communication</strong> - False Memory Implantation (P16), Idea Seed (P8), Message (P6), Second Sight (P7), Warning (P4)</p><p><strong>Scanning</strong> - Deep Scan (P10), Surface Scan (P7)</p><p><strong>Sensing</strong> - Locate Mind (P10), Psychometry (P15), Sense Telepathy (P5)</p><p>[/sblock]</p><p></p><p>[sblock="Telepath Class features"]</p><p>Initial HP 6+Con modifier</p><p>Initial Skill Points (4+ INT modifier x4)</p><p>Class Skills : Bluff (Cha), Concentration (Con), Diplomacy (Cha), Initimidate (Cha), Intiruge (Cha), Investigate (Int), Knowledge (specific culture, specific local or telepathy) (Int), Linguistics (Int), Notice (Wis), Sense Motive (Wis), Telepathy (Cha).</p><p></p><p>Influence: 1d6 in any Influence (probably Bureau of Telepath Integration)</p><p>Proficiency: Pistol Weapons</p><p></p><p>Starting Credits 1800</p><p></p><p>BAB+0</p><p>Fort +0</p><p>Ref +0</p><p>Will +2</p><p>Defence +0</p><p></p><p>Bonus Telepathy Feat or +6 P-Rating</p><p>[/sblock]</p><p></p><p>Easy, really <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dr Simon, post: 4239841, member: 21938"] Blackrat pretty much has it covered. To enter the telepath class you need to take the Telepath feat, which gives you a P-rating of 2d4-2 (if you unhappily end up with 0 you become a latent teep). Telepath characters also get a bonus 1st level Telepathy feat but you can exhchange that for +6 to your P-rating. The Telepathy skill (Cha-based) is needed to actually use any abilities. Telepathic abilities belong to five Disciplines - Scanning, Blocking, Communication, Biokinetics and Sensing. This really only matter from second level onwards where you get the Discipline Focus class ability (see below). You can use any telepathic ability, depending on your P-rating. If the required rating of the ability is less than or equal to your P-rating, all you need to do is make the Telepathy skill check. If it is higher, you can push your P-Rating by taking nonlethal damage. You roll 1d4 for every point that you wish to increase your P-rating, up to a maximum of 6d4. This is the nonlethal damage you take. If you have the relevant Discipline Focus you only roll d3s. Example: Surface Scan is an ability in the Scanning Discipline. It has a P-rating of 7. A P-5 telepath can choose to take 2d4 nonlethal damage to push their P-rating up to 7. They then make a DC 16 Telepathy check. If successful, they get the information they need. Even if the check fails you still read surface thoughts but not necessarily anything useful. If this teep has Discipline Focus (scanning) then they only roll 2d3 nonlethal damage. If they have P-7 or higher, they don't need to take any non-lethal damage. [sblock="Telepathy Disciplines"] Traits - Accidental Scan (P1), Mind Shield (P1), Danger Sense (P7). These are constantly active and reflexive traits. [B]Biokinetics[/B] - Action Block (P14), Daze (P8), Nerve Stimulation (P12), Pain (P10), Reality Fabrication (P16) [B]Blocking[/B] - Extend Shield (P5), Jamming (P15), Mind Mirror (P6) [B]Communication[/B] - False Memory Implantation (P16), Idea Seed (P8), Message (P6), Second Sight (P7), Warning (P4) [B]Scanning[/B] - Deep Scan (P10), Surface Scan (P7) [B]Sensing[/B] - Locate Mind (P10), Psychometry (P15), Sense Telepathy (P5) [/sblock] [sblock="Telepath Class features"] Initial HP 6+Con modifier Initial Skill Points (4+ INT modifier x4) Class Skills : Bluff (Cha), Concentration (Con), Diplomacy (Cha), Initimidate (Cha), Intiruge (Cha), Investigate (Int), Knowledge (specific culture, specific local or telepathy) (Int), Linguistics (Int), Notice (Wis), Sense Motive (Wis), Telepathy (Cha). Influence: 1d6 in any Influence (probably Bureau of Telepath Integration) Proficiency: Pistol Weapons Starting Credits 1800 BAB+0 Fort +0 Ref +0 Will +2 Defence +0 Bonus Telepathy Feat or +6 P-Rating [/sblock] Easy, really :) [/QUOTE]
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