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<blockquote data-quote="KahlessNestor" data-source="post: 7483242" data-attributes="member: 6801311"><p><img src="http://i68.tinypic.com/2drvqth.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Name:</strong> Summer Remington Knight</p><p><strong>Species:</strong> Human</p><p><strong>Gender:</strong> Female</p><p><strong>Homeworld:</strong> City</p><p><strong>Origin:</strong> Navy Brat</p><p><strong>Age:</strong> 29</p><p><strong>XP:</strong> 10</p><p></p><p></p><p><strong>Descriptor:</strong> A suave Human smuggler who can’t resist a pretty face.</p><p></p><p></p><p><strong>Attributes</strong></p><p>STR 3 (2d6)</p><p>AGI 9 (3d6)</p><p>END 3 (2d6)</p><p>INT 4 (2d6)</p><p>LOG 5 (2d6)</p><p>WIL 5 (2d6)</p><p>CHA 8 (3d6)</p><p>LUC 9 (3d6)</p><p>REP 2 (1d6)</p><p>PSI 0</p><p></p><p></p><p><strong>Skills</strong></p><p><em>Defensive</em></p><p>Dodging 1 (1d6)</p><p></p><p></p><p><em>Other</em></p><p>Bluffing 1 (1d6)</p><p>Brawling 1 (1d6)</p><p>Carousing 1 (1d6)</p><p>Diplomacy 1 (1d6)</p><p>Flirtation 1 (1d6)</p><p>Gambling 1 (1d6)</p><p>Leadership 1 (1d6)</p><p>Piloting 3 (2d6)</p><p>Pistols 1 (1d6)</p><p>Reactions 1 (1d6)</p><p>Starship Tactics 1 (1d6)</p><p></p><p></p><p><strong>Movement</strong></p><p>Speed: 5</p><p>Climb: 2.5</p><p>Swim: 2.5</p><p>Jump: 18’/3’ (10’ run-up)</p><p></p><p></p><p>Initiative: 3d6</p><p>Perception: 2d6</p><p>Carry: 80 lbs</p><p></p><p></p><p><strong>Attacks</strong></p><p><em>Unarmed</em></p><p></p><ul> <li data-xf-list-type="ul"><strong>Brawling:</strong> 4d6 (1d6+2 Blunt)<ul> <li data-xf-list-type="ul">Critical Success (Triple 6s), roll 1d6<ul> <li data-xf-list-type="ul">1-2: Dazed: The target is unstable and disoriented.<ul> <li data-xf-list-type="ul">Stage 1: You can only take one action per round and a hit knocks you prone.</li> <li data-xf-list-type="ul">Stage 2: You cannot take any actions.</li> </ul><br /> </li> <li data-xf-list-type="ul">3: Deaf: The target’s hearing is affected by a ringing in the ears or a physical obstruction.<ul> <li data-xf-list-type="ul">Stage 1: You cannot hear sounds more than 30’ away and suffer -1d6 to PERCEPTION and INITIATIVE. You have SOAK 5 (sonic). You cannot benefit from any voice-based buffs or benefits which originate from further than 30’ away.</li> <li data-xf-list-type="ul">Stage 2: You cannot hear anything and suffer -2d6 to PERCEPTION and INITIATIVE. You have SOAK 10 (sonic). You cannot benefit from any voice-based buffs or benefits.</li> </ul><br /> </li> <li data-xf-list-type="ul">4: Sleeping: The target is sent to sleep by magic or a heavy blow.<ul> <li data-xf-list-type="ul">Stage 1: You are drowsy and lethargic. You may only act once each turn.</li> <li data-xf-list-type="ul">Stage 2: You are asleep, and cannot be woken.</li> </ul><br /> </li> <li data-xf-list-type="ul">5-6: Drunk: The target is intoxicated by drink or another substance, or is punch-drunk from a heavy blow.<ul> <li data-xf-list-type="ul">Stage 1: You cannot move more than once in a round.</li> <li data-xf-list-type="ul">Stage 2: You cannot move, but at the start of your turn you wander 1d6 squares in a random direction.</li> </ul></li> </ul></li> </ul></li> </ul><p></p><p></p><p></p><p><em>Melee</em></p><p></p><ul> <li data-xf-list-type="ul"><strong>Stun Baton:</strong> 3d6 (2d6+2 Electricity, Stun)<ul> <li data-xf-list-type="ul">Critical Success (Triple 6s), roll 1d6<ul> <li data-xf-list-type="ul">1-3: Dazed: The target is unstable and disoriented.<ul> <li data-xf-list-type="ul">Stage 1: You can only take one action per round and a hit knocks you prone.</li> <li data-xf-list-type="ul">Stage 2: You cannot take any actions.</li> </ul><br /> </li> <li data-xf-list-type="ul">4-5: Pain: An injury causes the target pain which restricts movement.<ul> <li data-xf-list-type="ul">Stage 1: You take 1d6 damage if you take a second action in a turn.</li> <li data-xf-list-type="ul">Stage 2: You take 1d6 damage if you take any actions.</li> </ul><br /> </li> <li data-xf-list-type="ul">6: Burning<ul> <li data-xf-list-type="ul">Stage 1: You take 1d6 fire damage per round. Clothes are ruined.</li> <li data-xf-list-type="ul">Stage 2: You take 2d6 fire damage per round. Clothes, hair, and eyebrows are ruined.</li> </ul></li> </ul></li> </ul></li> </ul><p></p><p></p><p></p><p><em>Ranged</em></p><p></p><ul> <li data-xf-list-type="ul"><strong>Disruptor Pistol:</strong> 4d6 (2d6+3 heat, Range 12, sidearm [+1d6 to hit adjacent targets])<ul> <li data-xf-list-type="ul">Critical Success (Triple 6s), roll 1d6<ul> <li data-xf-list-type="ul">1-3: Burning</li> <li data-xf-list-type="ul">4-5: Pain</li> <li data-xf-list-type="ul">6: Disarmed: The target’s weapon is temporarily dropped, broken, jammed, or entangled.<ul> <li data-xf-list-type="ul">Stage 1: Your weapon cannot be used.</li> <li data-xf-list-type="ul">Stage 2: As above, but the condition is now severe and requires a 6 to end.</li> </ul></li> </ul></li> </ul></li> </ul><p></p><p></p><p></p><p></p><p></p><p><strong>Defenses</strong></p><p>Melee Defense: 5d6 (18)</p><p>Ranged Defense: 4d6 (14)</p><p>Mental Defense: 4d6 (14)</p><p>Vital Defense: 2d6 (10)</p><p>Soak: 4; Ineffective Blunt</p><p>Health: 12</p><p></p><p></p><p><strong>Exploits & Trait</strong></p><p><em>Attribute: Charisma</em></p><p></p><ul> <li data-xf-list-type="ul"><strong>Suave:</strong> Once per day a CHA vs. MENTAL DEFENSE attack can be used to give a target the Charmed condition.<ul> <li data-xf-list-type="ul">Charmed: The target feels friendship and loyalty towards the attacker.<ul> <li data-xf-list-type="ul">Stage 1: You will not attack the source of the charm, nor will you willingly allow harm to come to them; neither do you provide flank or crossfire bonuses against them.</li> <li data-xf-list-type="ul">Stage 2: You will obey commands which do not overly conflict with your nature or which are obviously harmful to you.</li> </ul></li> </ul></li> </ul><p></p><p></p><p></p><p><em>Career</em></p><p></p><ul> <li data-xf-list-type="ul"><strong>Basic Training</strong></li> <li data-xf-list-type="ul"><strong>Evasive flying:</strong> A ship which you pilot gains a DEFENSE bonus equal to your AGI attribute dice pool.</li> <li data-xf-list-type="ul"><strong>Petrolhead.</strong> You have a familiarity with vehicles of military design. When driving or piloting a military vehicle (but not a starship), you gain a +1d6 bonus to checks to operate it.</li> <li data-xf-list-type="ul"><strong>Ship rat:</strong> You gain an overall familiarity with naval vessels and starships, and get a +1d6 bonus to checks related to them.</li> <li data-xf-list-type="ul"><strong>Seat of your pants:</strong> Smugglers rely a lot on old-fashioned luck and bravado. They can recharge their LUCK pool an extra time per day.</li> </ul><p></p><p></p><p></p><p><em>Species</em></p><p></p><ul> <li data-xf-list-type="ul"><strong>Enduring:</strong> +1 to your 1d6 die roll to shake off a temporary condition.</li> <li data-xf-list-type="ul"><strong>Explorers:</strong> Gain a number of XP equal to their grade every time they travel to a star system new to them. They can only gain this bonus once per week.</li> <li data-xf-list-type="ul"><strong>Varied</strong></li> </ul><p></p><p></p><p></p><p><em>Universal</em></p><p></p><ul> <li data-xf-list-type="ul"><strong>Aim:</strong> +1d6 bonus to a ranged attack roll taken in the same turn. The attack action must come immediately after the aim action.</li> <li data-xf-list-type="ul"><strong>Dodge:</strong> You may use a reaction to dodge one attack you are aware of, as long as you are not in cover. State your intention before the attack roll. The attacker suffers a -2d6 penalty for that attack.</li> </ul><p></p><p></p><p></p><p></p><p></p><p><strong>Equipment</strong></p><p></p><ul> <li data-xf-list-type="ul"><strong>Backpack (9/60):</strong> 2 lbs; holds 60 lbs; +20 carrying capacity<ul> <li data-xf-list-type="ul"><strong>Survival Tool Kit:</strong> Wt. 4; includes a compass, electronic mapping devices, emergency rations, a small selection of 10 spray dressings, 10 chemical light-sticks, and a portable laser stove.</li> <li data-xf-list-type="ul"><strong>Nylon rope:</strong> 50’; 5 lb</li> </ul><br /> </li> <li data-xf-list-type="ul"><strong>Combat Knife:</strong> 2d6+2 Piercing; Wt. 1; Throw 3</li> <li data-xf-list-type="ul"><strong>Disruptor Pistol:</strong> Damage 2d6+2 heat, Range 12, Wt. 3, Special: Sidearm.</li> <li data-xf-list-type="ul"><strong>Handcuffs:</strong> 1 lb</li> <li data-xf-list-type="ul"><strong>Long-range communicator:</strong> 0.5 lb</li> <li data-xf-list-type="ul"><strong>Mesh Lining Longcoat:</strong> Soak 4; Type: Light; Wt. 8; Ineffective – Blunt</li> <li data-xf-list-type="ul"><strong>Stun Baton:</strong> Damage 2d6+2 Electricity; Weight 3, Stun</li> </ul><p></p><p></p><p></p><p><strong>Total Weight:</strong> 27.5/80</p><p><strong>Wealth:</strong> 49 cr</p><p></p><p></p><p><strong>Life Path</strong></p><p><em>Total Careers:</em> 5 (Max dice pool: 5d6)</p><p>Navy Brat: 14 years</p><p>Academy: 3 years</p><p>Navy Cadet Cruise: 1 year</p><p>Pilot: 5 years</p><p>Smuggler: 6 years</p><p></p><p></p><p><strong>Biography</strong></p><p></p><p></p><p>Summer Remington Knight was the second child of Remington and Laura Knight. She has an older brother Winston. Her father was a naval officer in a family tradition going back generations. Much of Summer’s childhood was spent moving around a lot before the family eventually settled on the city planet of Ravnica on the edge of the Core.</p><p></p><p></p><p>As was expected of her, Summer followed her brother Winston to the Naval Academy Preparatory School and then on to the Academy itself. She did well, but she was more of a carefree and rebellious nature than her brother and found the naval life stifling. Her disciplinary record was as long as her academic achievements. But she persisted, graduating the Academy, completing her cadet cruise, and becoming a fighter pilot until her promising career was brought to a crash and burn. That’s what happens when you get caught in bed with the admiral’s young trophy wife.</p><p></p><p></p><p>With a career destined to go nowhere, and still itching under the thumb of military discipline, Summer left the navy. She eked out a living as a pilot working junk freighters until she got hired on with a smuggling crew.</p><p></p><p></p><p>A few years later, the crew got caught on a job. As the getaway driver, the evidence against Summer was circumstantial. A friend of her father’s, a retired Navy JAG officer, came to Summer’s defence. Part of her deal to avoid prison was to give evidence against her boyfriend, the smuggler captain, and she was given a probationary sentence to join the Regulators keeping the peace out in the Reach.</p></blockquote><p></p>
[QUOTE="KahlessNestor, post: 7483242, member: 6801311"] [IMG]http://i68.tinypic.com/2drvqth.jpg[/IMG] [B]Name:[/B] Summer Remington Knight [B]Species:[/B] Human [B]Gender:[/B] Female [B]Homeworld:[/B] City [B]Origin:[/B] Navy Brat [B]Age:[/B] 29 [B]XP:[/B] 10 [B]Descriptor:[/B] A suave Human smuggler who can’t resist a pretty face. [B]Attributes[/B] STR 3 (2d6) AGI 9 (3d6) END 3 (2d6) INT 4 (2d6) LOG 5 (2d6) WIL 5 (2d6) CHA 8 (3d6) LUC 9 (3d6) REP 2 (1d6) PSI 0 [B]Skills[/B] [I]Defensive[/I] Dodging 1 (1d6) [I]Other[/I] Bluffing 1 (1d6) Brawling 1 (1d6) Carousing 1 (1d6) Diplomacy 1 (1d6) Flirtation 1 (1d6) Gambling 1 (1d6) Leadership 1 (1d6) Piloting 3 (2d6) Pistols 1 (1d6) Reactions 1 (1d6) Starship Tactics 1 (1d6) [B]Movement[/B] Speed: 5 Climb: 2.5 Swim: 2.5 Jump: 18’/3’ (10’ run-up) Initiative: 3d6 Perception: 2d6 Carry: 80 lbs [B]Attacks[/B] [I]Unarmed[/I] [LIST] [*][B]Brawling:[/B] 4d6 (1d6+2 Blunt) [LIST] [*]Critical Success (Triple 6s), roll 1d6 [LIST] [*]1-2: Dazed: The target is unstable and disoriented. [LIST] [*]Stage 1: You can only take one action per round and a hit knocks you prone. [*]Stage 2: You cannot take any actions. [/LIST] [*]3: Deaf: The target’s hearing is affected by a ringing in the ears or a physical obstruction. [LIST] [*]Stage 1: You cannot hear sounds more than 30’ away and suffer -1d6 to PERCEPTION and INITIATIVE. You have SOAK 5 (sonic). You cannot benefit from any voice-based buffs or benefits which originate from further than 30’ away. [*]Stage 2: You cannot hear anything and suffer -2d6 to PERCEPTION and INITIATIVE. You have SOAK 10 (sonic). You cannot benefit from any voice-based buffs or benefits. [/LIST] [*]4: Sleeping: The target is sent to sleep by magic or a heavy blow. [LIST] [*]Stage 1: You are drowsy and lethargic. You may only act once each turn. [*]Stage 2: You are asleep, and cannot be woken. [/LIST] [*]5-6: Drunk: The target is intoxicated by drink or another substance, or is punch-drunk from a heavy blow. [LIST] [*]Stage 1: You cannot move more than once in a round. [*]Stage 2: You cannot move, but at the start of your turn you wander 1d6 squares in a random direction. [/LIST] [/LIST] [/LIST] [/LIST] [I]Melee[/I] [LIST] [*][B]Stun Baton:[/B] 3d6 (2d6+2 Electricity, Stun) [LIST] [*]Critical Success (Triple 6s), roll 1d6 [LIST] [*]1-3: Dazed: The target is unstable and disoriented. [LIST] [*]Stage 1: You can only take one action per round and a hit knocks you prone. [*]Stage 2: You cannot take any actions. [/LIST] [*]4-5: Pain: An injury causes the target pain which restricts movement. [LIST] [*]Stage 1: You take 1d6 damage if you take a second action in a turn. [*]Stage 2: You take 1d6 damage if you take any actions. [/LIST] [*]6: Burning [LIST] [*]Stage 1: You take 1d6 fire damage per round. Clothes are ruined. [*]Stage 2: You take 2d6 fire damage per round. Clothes, hair, and eyebrows are ruined. [/LIST] [/LIST] [/LIST] [/LIST] [I]Ranged[/I] [LIST] [*][B]Disruptor Pistol:[/B] 4d6 (2d6+3 heat, Range 12, sidearm [+1d6 to hit adjacent targets]) [LIST] [*]Critical Success (Triple 6s), roll 1d6 [LIST] [*]1-3: Burning [*]4-5: Pain [*]6: Disarmed: The target’s weapon is temporarily dropped, broken, jammed, or entangled. [LIST] [*]Stage 1: Your weapon cannot be used. [*]Stage 2: As above, but the condition is now severe and requires a 6 to end. [/LIST] [/LIST] [/LIST] [/LIST] [B]Defenses[/B] Melee Defense: 5d6 (18) Ranged Defense: 4d6 (14) Mental Defense: 4d6 (14) Vital Defense: 2d6 (10) Soak: 4; Ineffective Blunt Health: 12 [B]Exploits & Trait[/B] [I]Attribute: Charisma[/I] [LIST] [*][B]Suave:[/B] Once per day a CHA vs. MENTAL DEFENSE attack can be used to give a target the Charmed condition. [LIST] [*]Charmed: The target feels friendship and loyalty towards the attacker. [LIST] [*]Stage 1: You will not attack the source of the charm, nor will you willingly allow harm to come to them; neither do you provide flank or crossfire bonuses against them. [*]Stage 2: You will obey commands which do not overly conflict with your nature or which are obviously harmful to you. [/LIST] [/LIST] [/LIST] [I]Career[/I] [LIST] [*][B]Basic Training[/B] [*][B]Evasive flying:[/B] A ship which you pilot gains a DEFENSE bonus equal to your AGI attribute dice pool. [*][B]Petrolhead.[/B] You have a familiarity with vehicles of military design. When driving or piloting a military vehicle (but not a starship), you gain a +1d6 bonus to checks to operate it. [*][B]Ship rat:[/B] You gain an overall familiarity with naval vessels and starships, and get a +1d6 bonus to checks related to them. [*][B]Seat of your pants:[/B] Smugglers rely a lot on old-fashioned luck and bravado. They can recharge their LUCK pool an extra time per day. [/LIST] [I]Species[/I] [LIST] [*][B]Enduring:[/B] +1 to your 1d6 die roll to shake off a temporary condition. [*][B]Explorers:[/B] Gain a number of XP equal to their grade every time they travel to a star system new to them. They can only gain this bonus once per week. [*][B]Varied[/B] [/LIST] [I]Universal[/I] [LIST] [*][B]Aim:[/B] +1d6 bonus to a ranged attack roll taken in the same turn. The attack action must come immediately after the aim action. [*][B]Dodge:[/B] You may use a reaction to dodge one attack you are aware of, as long as you are not in cover. State your intention before the attack roll. The attacker suffers a -2d6 penalty for that attack. [/LIST] [B]Equipment[/B] [LIST] [*][B]Backpack (9/60):[/B] 2 lbs; holds 60 lbs; +20 carrying capacity [LIST] [*][B]Survival Tool Kit:[/B] Wt. 4; includes a compass, electronic mapping devices, emergency rations, a small selection of 10 spray dressings, 10 chemical light-sticks, and a portable laser stove. [*][B]Nylon rope:[/B] 50’; 5 lb [/LIST] [*][B]Combat Knife:[/B] 2d6+2 Piercing; Wt. 1; Throw 3 [*][B]Disruptor Pistol:[/B] Damage 2d6+2 heat, Range 12, Wt. 3, Special: Sidearm. [*][B]Handcuffs:[/B] 1 lb [*][B]Long-range communicator:[/B] 0.5 lb [*][B]Mesh Lining Longcoat:[/B] Soak 4; Type: Light; Wt. 8; Ineffective – Blunt [*][B]Stun Baton:[/B] Damage 2d6+2 Electricity; Weight 3, Stun [/LIST] [B]Total Weight:[/B] 27.5/80 [B]Wealth:[/B] 49 cr [B]Life Path[/B] [I]Total Careers:[/I] 5 (Max dice pool: 5d6) Navy Brat: 14 years Academy: 3 years Navy Cadet Cruise: 1 year Pilot: 5 years Smuggler: 6 years [B]Biography[/B] Summer Remington Knight was the second child of Remington and Laura Knight. She has an older brother Winston. Her father was a naval officer in a family tradition going back generations. Much of Summer’s childhood was spent moving around a lot before the family eventually settled on the city planet of Ravnica on the edge of the Core. As was expected of her, Summer followed her brother Winston to the Naval Academy Preparatory School and then on to the Academy itself. She did well, but she was more of a carefree and rebellious nature than her brother and found the naval life stifling. Her disciplinary record was as long as her academic achievements. But she persisted, graduating the Academy, completing her cadet cruise, and becoming a fighter pilot until her promising career was brought to a crash and burn. That’s what happens when you get caught in bed with the admiral’s young trophy wife. With a career destined to go nowhere, and still itching under the thumb of military discipline, Summer left the navy. She eked out a living as a pilot working junk freighters until she got hired on with a smuggling crew. A few years later, the crew got caught on a job. As the getaway driver, the evidence against Summer was circumstantial. A friend of her father’s, a retired Navy JAG officer, came to Summer’s defence. Part of her deal to avoid prison was to give evidence against her boyfriend, the smuggler captain, and she was given a probationary sentence to join the Regulators keeping the peace out in the Reach. [/QUOTE]
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