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

Ok, then:

Kirth Warren
Human Soldier 1 / Agent 1
S 12
D 13
C 12
I 12
W 11
C 13

Feats:
1st level std.: Improved Initiative
Human bonus: Spacecraft Proficiency
Soldier 1 bonus: Precise Shot

Skills: (points at CL 1, Agent 1=36, CL2, Soldier 1 =5)
Operations (Gunnery) 4 +2(CL2) +1 int = +7
Linguistics (Centauri)
Linguistics (Minbari, Dark)
Linguistics (Minbari, Grey)
Linguistics (Narn)
Stealth 4, +1 dex =+5
Computer Use 4 +2 (CL2) +1 int = +7
Profession (Blue Collar) 4 +0 wis = +4
Subterfuge 4, +1 (CL2) +1 dex = +6
Technical (Electronics) 4 +1 int = +5
Technical (Mechanical) 4
Notice 4 +0 wis = +4
 
Last edited:

log in or register to remove this ad


Not sure how I did, but I took a stab at it (post 231), equating Agent with Rogue and Soldier with Fighter, for skill point purposes.
 

[I have no idea how many skill points I have, but I'm assuming that Agent corresponds to rogue, so that gives me 36 at L1, right?]
Am I on the right track?

Well you're a human with int 12 so you get 10x4 starting skillpoints
8x4 for class
1x4 more for being human
1x4 more for int bonus

I don't remember the soldier's skills outright, but I think 4+int+1(human) ain't a bad guess ;)
 

Blackrat is right - base skill points for Soldier is 4, plus Int and human bonus.

Linguistics is a single skill that allows you to get the gist of any language. In this game, Fluency is a feat that you can take which means you can communicate in the particular language without needing to roll. As a human, you get Fluency (English) automatically. It's not in the rules, but you can take Fluency in another Earth language if it fits your character concept.

Improved Initiative is fine - does the same as usual (+4 Init).

Precise Shot requires a +6 BAB in this game, but you could take Point Blank Shot (does the usual), or Weapon Focus (ppg). Other possibilities could be:

Nerves of Steel - you ignore suppression fire.
Armour Familiarity - reduce armour check penalty by 2
Brawler - lethal damage with unarmed attacks, no AoO, +2 to bull rush and grapple.
Dogfighter (but needs 6 ranks in Pilot) - +4 bonus to setting up and avoiding targetting runs.
Evasive Action (6 ranks Pilot again) - +4 to defensive maneuvres.
Fire Control (Ops (gunnery and sensors 4 ranks each) - +4 to attain and hold lock on target.
Independently Wealthy - gain 1000 cr/month
Lightning Relaod - reload as free action
Martial Arts - lethal damage unarmed, no AoO, +2 to disarm and trip
Natural Athlete - (Athletics 4 ranks) - flat-footed less often, stand up as free action, catch and pull up automatically.
Resist Scan - +2 to Will saves against telepathy.
Spacecraft Dodge (Pilot 4 ranks) - +2 defence value in solo craft
Toughness - +2 hit points

Others that act as normal:
Blind Fight
Combat Expertise
Diehard
Dodge
Endurance
Far Shot
Great Fortitude
Improved Critical
Improved Feint
Iron Will
Lightning Reflexes
Run
Two-Weapon Fighting (plus Improved)
Weapon Focus
Weapon Proficiency
Weapon Specialisation (BAB +4 plus focus, not Fighter specific).
---Combat Expertise and Dodge add to your Defence Value, since this game uses DV to hit, with armour as Damage Reduction.

Improved Initiative is the start of a feat tree in this game:
-Alertness - +1 notice, do not lose Dex bonus when flat-footed
- - Harm's Way - ready action to become target instead of close ally
- - Sixth Sense - Known when being targetted, halve aim bonus against you, cannot be flanked.
 
Last edited:

Other notes:

Technical has three sub-skills: electronics, engineering, mechanical.

Technical is the tinker/repair skill, Operations covers the use of large systems and Knowledge gives the background detail. Synergy bonuses don't kick in until you get 8 ranks in anything, so no need to worry yet.

Before ability score modifiers, Soldier 1/Agent 1 will give you:

BAB +1 (+0 Agent, +1 Soldier)
Fortitude +2 (+0 Agent, +2 Soldier)
Reflex +2 (+2 Agent, +0 Soldier)
Will +0 (+0 Agent, +0 Soldier)
Defence Value +1 (+0 Agent, +1 Soldier). Add 10 and your Dex modifier for final DV

Hit points 6 (Agent) + 3 (Soldier) + Con bonus (only added once).

Starting credits 1800 (shopping lists are somewhere up-topic :))
EDIT: See Post 104 onwards. You are allowed items with a Restricted legality.

Weapon Proficiencies: close combat, pistol, grenade, rifle.

Feats:
Armour Familiarity (automatic with Soldier class - never noticed that before!)
Skill Focus (from first level Agent). Must be in Bluff, Computer Use, Concentration, Intrigue, Investigate, Notice, Sense Motive, Subterfuge or Stealth.
Bonus Soldier Feat (list somewhere above).
Level One feat and Bonus Human Feat already selected.

Influence:
This is a new subsystem for the B5 game. You get Influence bonuses for different power groups, eg. Earthforce, Earth Political, League Social, Local Criminal, Specific Megacorporations etc.. You roll 3d6 + influence against a DC when you try to exert pressure on that group to do you a favour. You can also use it as a bonus to finesse or intimidate people, or get your contacts to exert pressure on another, related group. DCs range from 10 for information, 15 for access to weapons or tech, through to 40 for declaring war or requisitioning a fleet.

Roll 1d6 twice for starting influence in two different influences, one of which must be in your native culture (so Earthforce, Earthgov, Earth Social, ISN, IPX, perhaps even a Mars group or similar), the other can be in anything.

From Soldier, You gain +2 influence in Earthforce, and +1 in any other Influence.

You also gain a further +1 Influence in the ISA for joining this mission.

There are too many Influences to list here, but the general breakdown is by race, with Social, Economic, Military or Government within each.
 
Last edited:


And all this reminds me... I need to level up Sarhat :D. Also noticed I lack the influence stats from my sheet...

As a Minbari Officer you will have started with a roll of 1d6 in Warrior Caste Influence.

You also now have a total of +5 Interstellar Alliance Influence thanks to your efforts so far. 2nd level will depend on what you chose, but since you have the rules you can figure this out yourself :)

(Note to Leif and Shayuri - Influence can be awarded or lost as a result of in-game actions, as well as per-level increases.

Ashley, Sarhat and Vurk gained 4 points of ISA influence because they brought back Raive, and Sethyk, both useful allies in gaining and interpreting advanced alien tech, plus the mysterious Shadow artifact which will prove useful to study. Plus they managed to keep their cargo of Q-40. A full +5 wasn't attained because of the fines accrued from the unauthorised take-off. Although it was probably a necessary survival tactic, somebody somewhere in accounts was not happy....)
 


Even fledgling heroes are at the mercy of the bean-counters!

I've clarified a few points in the creation notes above, and in the skills outline on Post 67.
 

Remove ads

Top