Be a Ranger! Babylon 5: Outrageous Fortune (Re-recruiting)

General Equipment

***Bedroll 35 cr., 3 lb.
Blanket 15 cr., 2 lb.
***Breather Mask 60 cr., 1 lb.
**Carryall 25 cr., 1 lb.
Chain, Steel 40 cr., 2 lb.
Changeling Net 14,500 cr. (I) 8 lb.
Communicator, Throat Mike, 2 miles 80 cr.
Communicator, EarthForce Wrist Link, 30 miles 200 cr.
Communicator, Hand Unit, 50 miles 250 cr., 1 lb.
Communicator, Backpack, 250 miles 700 cr., 6 lb.
Communicator, Vehicle Mounted, 2,000 miles 1,450 cr., 80 lb.
Crowbar 10 cr., 4 lb.
Data Crystal 5 cr.
Energy Pod 950 cr., 2 lb.
**Fire Foam 60 cr., 1 lb.
**First Aid Kit 80 cr., 2 lb.
**Flashlight 10 cr. , 1 lb.
Gill Implants 1,800 cr.
Grappling Hook 35 cr. (R) 2 lb.
Hand Computer 2,950 cr., 4 lb.
Handcuffs 30 cr. (R) 1 lb.
Identicard
Lock, Electronic (DC 10) 90 cr.
Lock, Electronic (DC 15) 150 cr.
Lock, Electronic (DC 20) 425 cr.
Lock, Electronic (DC 25) 800 cr.
Lock, Electronic (DC 30) 1,250 cr.
Lock, Electronic (DC 40) 2,700 cr.
Lock, Mechanical (DC 5) 30 cr. ,1 lb.
Lock, Mechanical (DC 10) 50 cr. , 1 lb.
Lock, Mechanical (DC 15) 120 cr. ,1 lb.
Lock, Mechanical (DC 20) 500 cr. ,1 lb.
Recorder 1,200 cr.,2 lb.
**Rope, 100 ft. 70 cr. ,4 lb.
Scope 150 cr. (R) 1 lb.
Silencer 85 cr. (R) 1 lb.
**Toolkit, Electronic 200 cr. ,3 lb.
**Toolkit, Engineering 50 cr., 7 lb.
**Toolkit, Mechanical 150 cr., 12 lb.
Translator 700 cr. , 2 lb.
Tripod 200 cr. (R) 8 lb.

**One of these included with the ship.
*** One of these per crewmember on the ship.
 

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Clothing and Armour

Chainmail Vest 200 cr. , 40 lb. DR+3 Speed–10 ft. ACP–6
Cold Weather Clothing 125 cr., 16 lb.
Diplomat’s Attire 500 cr. (R), 8 lb. DR+1
Flak Jacket 800 cr. (R), 25 lb. DR+4 Speed–10 ft. ACP–5
Jumpsuit 80 cr., 3 lb.
Magnetic Soles, 95 cr., 4 lb. Speed –10 ft. ACP–2
Minbari Battle Armour 3,750 cr. (R), 12 lb. DR+5 Speed–10 ft. ACP–3
Narn Battle Suit 600 cr. (R), 22 lb. DR+3 Speed–10 ft. ACP–4
Padded Armour 250 cr., 18 lb. DR+2, ACP –1
***Pressure Suit 950 cr., 32 lb. DR+1 Speed–10 ft. ACP–2
**Pressure Suit, Pilot’s 1,250 cr., 27 lb. DR+1 Speed–10 ft. ACP–2
Pressure Suit, Combat 1,500 cr. (R), 42 lb. DR+3 Speed–10 ft. ACP–4
Ranger Robes 5,000 cr. (R) 15 lb. DR+2
Uniform 95 cr. (R), 3 lb.
Uniform, Dress 250 cr. (R), 4 lb.

***One provided for all crewmembers (minus one) on ship
**One provided on ship.
Note that pressure suits include magnetic soles.
ACP=Armour Check Penalty
 
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Other stuff

I'm leaving out rifles, heavy weapons and grenades for now (except below). The ISA won't provide them to you, they're too expensive for starting characters and if you want to acquire them it can be included in the adventuring.

Antipoison costs 80 cr. per dose and adds to your Fort save against toxins.
Oxy-Pills (aka Breathers) cost 40 cr. per dose. They remove the effects of alcohol but also remove nonlethal damage as well.
Smoke Bomb, 25 cr. (grenade-like weapon).
 

Reposting so you (and I) don't have to sift through pages.

[sblock=Ashley Logan]
Name: Ashley Logan
Race: Human
Age: 24
Occupation: Licensed Commercial Telepath

Description: Ashley is a study in contrasts. Though of small stature and build, she often seems to take up much more 'personal space.' It's not uncommon for her to occupy a small clear area even in tight crowds. She has fiery red-orange hair that she keeps short, scruffy, and dyed black...and pale, lightly freckled skin marred by dark sleepless arcs under her deep brown eyes. Her humorless, haunted demeanor detracts from her natural good looks significantly. While generally cute in a sort of emo/gothy way, she'd probably be really beautiful if she just smiled.

Str 8
Dex 11 3
Con 12 4
Int 14 6
Wis 10 2
Cha 16 10

BAB+0
Fort +1
Ref +0
Will +2 (+11 vs psi)
Defence +0

Hit points: 7/7

Race Abilities
Bonus Feat
Bonus skill points

Class Abilities
P-11 Telepathy
Accidental Scan: GM controlled ability to sometimes get telepathic flashes without meaning to.
Danger Sense: GM rolls a telepathy check for you against DC 20. If you succeed you're not surprised.
Mind Shield: You add your P-rating to Will saves against telepathic abilities. You can lower the shield if you want as a free action.

Skills : 28pts
* Concentration (Con) +5 (4 ranks + 5 con)
* Diplomacy (Cha) +7 (4 ranks + 3 cha)
* Intrigue (Cha) +7 (4 ranks + 3 cha)
* Investigate (Int) +9 (4 ranks + 2 int + 3 feat)
* Knowledge (telepathy) (Int) +6 (4 ranks + 2 Int)
* Notice (Wis) +4 (4 ranks + 0 Wis)
* Telepathy (Cha) +7 (4 ranks + 3 cha)

Feats
Influence: 1d6 Influence (Bureau of Telepath Integration)
Proficiency: Pistol Weapons
- Telepathy
- Skill Focus: Investigate

Background
At the tender age of 24, Ashley has seen things no one should ever have to. During the 'Telepath Crisis,' she watched brothers and sisters (as she saw things) turn on each other like feral dogs. A young telepath in training with the Psi-Corps when the war started, Ashley was quickly recruited into the war effort as an intelligence analyst; a job she was well suited for and performed admirably at. Maybe TOO admirably.

In doing field work to try to track and anticipate 'terrorist' movements, Ashley found herself in a situation where the information coming to her wasn't entirely vetted by the Corps. After nearly a year of following up on the attacks of Lyta's revolutionaries, more and more often Ashley found herself in a position where she was actually investigating allegations of Psi-Corps operatives conducting retaliatory strikes in stark violation of Earth Alliance law and all moral imperative.

The final straw came as the situation degenerated entirely. Ashley was assigned to interrogations, despite her lack of training in the area, since all available 'combat telepaths,' were needed for the conflict. After just a week, she'd seen enough for any two lifetimes, and her sneaking doubts and concerns had exploded into convictions. The war had to end...at any cost. The Psi Corps might have been mother and father, but it was also thoroughly corrupt; and some crimes couldn't be overlooked.

She thought through her steps, planning as quickly as possible since she knew her new disloyalty would be exposed at the next routine scan. When she escaped the Corps, she brought with her as much information as she could on military and strategic planning...hoping that armed with this advantage, the 'rebels' would be able to achieve significant gains without necessarily requiring catastropic military casualties...the murder of telepaths on either side.

After the war officially ended with the disbanding of Psi-Corps, Ashley went private as a 'lowly' commercial telepath, though she was offered an intelligence role in the new Bureau. She didn't want to put herself in a position to be personally affected when, like the Psi Corps before it, the well-intentioned BTI rotted from the inside and had to be put down like a well-loved family dog with rabies. Once was more than enough.

Starting Credits 1800[/sblock]
 

Thanks Shayuri, that's a cool background that I can weave into the game somehow. I don't know why, but the name "Ashley Logan" has a real telepath-y feel to it. Maybe because the Logan part has echoes of classic 70s SF, I dunno.

So we've got Ashley, Sarhat and Vurk more or less complete. Jemal, will you be joining us?
 

Influence

I thought a note on the Influence rules might be useful.

Everyone starts off with an Influence score of small note, in one or more areas. To try to gain a favour with that particular area of influence is a check using 3D6 + influence score against a DC. DC 10 is a small favour, say a loan of credit or access to fairly unimportant resources. DCs go up to 40-50 for deployment of a battlefleet or changing a government decision.

You can also add your influence score to Diplomacy and Intimidate checks, in situations where it would feasibly make a difference. Claiming that you know heavies in B5's Downbelow would not cause much effect in the Centauri Royal Court, for example.

You can boost an Influence check by permanently spending Influence points and adding double that number to the check.

Making more than one Influence check per week brings penalties to subsequent roles as your contacts tire of your constant pestering. Influence can also be exerted through a chain of contacts. Your contacts in Earthdome might be able to have a word with an Earth Corporation, who in turn could have a word with a Brakiri commercial concern and persuade them to give you access to Brakir space, for example. At each step of the way, the Influence check decreases.

Influence is gained at each character level, and it can also be gained or lost through in-game actions. Success at a mission for a particular faction will increase your influence whereas a dismal failure may decrease it.

You all start the game with a small amount of influence. Everyone has 1 point of Influence with the ISA. You also have a random amount dependent on character. You can roll it on Invis. Castle or leave it to me.

Sarhat - 1d6 Influence with Minbari Warrior Caste
Ashley - 1D6 Influence with Bureau of Telepath Integration
Vurk - 1d4 Influence with any one faction. Suggestions would be League Social, League Economic, League Political, League Military, Local (specific locale), Criminal or Interstellar Alliance (add to your 1 point) or a Specific Race, depending on what you think his background is.

Specific Local Influence can be as wide or narrow as you like. A more narrow influence will obviously have a more limited range, but you can achieve more with a lower influence (big fish in a small pond). Influence (Mars) would be fairly broad but weak. Influence (Marsdome One) would be stronger in Marsdome One but weaker outside. Infleunce (Marsdome One, Carter Sector) would ensure that all in Carter Sector knew who you were, but you would have little push elsewhere, even in Marsdome One.
 

Heya. Not sure if you've noticed my post 'bout it, but I was having issues for a little while (And not just the regular ENWorld issues that're plaguing everyone), but I'm still here if you still want me. :D

Question RE: Weapons.... Does the restriction apply to Rangers and their denn'bok?

I'm working on my char. now, btw, I'm thinking of taking a 'fairly standard' approach and going with a human Ranger, dual-wielding with the staff. .. OH, and a question for you..

I'm thinking of going with two-weapon fighting, and was wondering if you'd allow a feat from the Rokugan which makes sense for any d20 sytem. It's called 'hand of osano-wo', though I've seen it printed elsewhere(dragon I think) as 'Off-hand weapon expert'. What it does is allow you to use your full strength bonus to damage rolls on your off-hand weapon.
 


Happy hols, WD.

Jemal: Happy to have you. That feat sounds fine to me.

Rangers and warrior caste Minbari have no problem getting hold of a denn'bok, but anyone else will find it nigh impossible because (a) those who normally wield them would not sell them under any circumstance, (b) those who normally wield them are quite difficult to kill or rob and (c) those who normally use one tend to find people who aren't supposed to have them and show them the error of their ways. I don't think I put it on the lists above. Blackrat could give you specs if I don't get there first - his character uses one too.
 

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