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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: 4371415" data-attributes="member: 21938"><p>WD: Pak'ma'ra example names from the rulebook: Borl, D'Ram, G'Vort, L'Him, Sk'Ven, Trik, Vurk.</p><p></p><p>Some of those sound a bit Narn-ish to me, but I guess that simple one or two syllable names that sound a bit like somebody being sick is the general guideline!</p><p></p><p>Jemal: </p><p></p><p>[SBLOCK="Human characteristics"]</p><p>As per standard d20.</p><p>Medium sized</p><p>30 ft. base speed</p><p>Bonus 1st level feat</p><p>Extra skill point per level</p><p>Fluency (English)</p><p>[/SBLOCK]</p><p></p><p>[SBLOCK="Narn characteristics"]</p><p>+2 Con, -2 Cha</p><p>Medium Size</p><p>30 ft. base speed</p><p>Low-light vision</p><p>+1 racial bonus to all attack rolls vs. centauri (from melee to starship combat)</p><p>Toughness feat</p><p>Proficient with close combat, pistol, grenade and rifle weapons</p><p>Fluency (Narn) and Fluency (English)</p><p>[/SBLOCK]</p><p></p><p>[SBLOCK="Agent class"]</p><p>Initial hit points 6+Con bonus</p><p></p><p>Skill points 8+Int bonus (x4 at first level).</p><p>Skills: Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluf (Cha), Computer Use (Int), Concentration (Con), Drive (Dex), Intimidate (Cha), Intrigue (Cha), Investigate (Int), Knowledge (law, specific culture, specific local) (Int), Linguistics (Int), Notice (Wis), Pilot (Dex), Profession (blue collar, white collare, performing) (Wis, Int or Cha), Sense Motive (Wis), Stealth (Dex), Subterfuge (Dex).</p><p></p><p>Two Influences at 1d6 each. One must be faction of native culture.</p><p></p><p>1800 Credits</p><p></p><p>BAB +0, Fort +0, Ref +2, Will +0, Defence +0</p><p></p><p>Master of the Craft class feature - gain Skill Focus feat in one of Bluff, Computer Use, Concentration, Intrigue, Investigate, Notice, Sense Motive, Subterfuge or Stealth.</p><p></p><p>Proficient with close combat, grendade and pistol weapons.</p><p>[/SBLOCK]</p><p></p><p>[SBLOCK="Ranger class"]</p><p>Initial hit points 7+Con modifier</p><p></p><p>Skill points 6+ Int modifier</p><p>Skills: Acrobatics (Dex), Athletics (Str), Computer Use</p><p>(Int), Concentration (Con), Diplomacy (Cha), Drive</p><p>(Dex), Intimidate (Cha), Intrigue (Cha), Investigate (Int),</p><p>Knowledge (history, law, philosophy, specific culture, specific</p><p>local or tactics) (Int), Linguistics (Int), Medical (Int), Notice</p><p>(Wis), Pilot (Dex), Sense Motive (Wis), Stealth (Dex) and</p><p>Subterfuge (Dex).</p><p></p><p>Initial Influence: 1d4 Ranger Influence</p><p></p><p>Weapon Proficiency: A Ranger is proficient with all close</p><p>combat, grenade and pistol weapons. A Ranger also gains</p><p>the Exotic Weapon Proficiency (denn’bok) and Martial Arts</p><p>feats for free.</p><p></p><p>1200 Credits</p><p></p><p>Adrenato: All Rangers are trained in the Minbari religious</p><p>caste language of Adrenato – they receive Fluency (Minbari:</p><p>Adrenato) for free. Non-Minbari Rangers are also considered</p><p>to be familiar with Minbari technology.</p><p></p><p>Discipline of the Ranger: Rangers require incredible</p><p>dedication and mental and physical discipline. A Ranger mustspend at least two hours each day meditating and practising</p><p>his skills. If the character misses a practice session, he will lose</p><p>access to the following Ranger class features until such time as</p><p>they resume their regimen: The Application of Terror, Die For</p><p>The One, Live For The One and Standing On The Bridge.</p><p>Note that combat, sneaking and other dangerous activities</p><p>count as practising, but this requirement can make it difficult</p><p>for a Ranger to hold down a mundane job or go undercover</p><p>without preparation or postponing his advancement.</p><p>Furthermore, Rangers are expected to hold to the code of the</p><p>Rangers. If a character retreats from a fight without good</p><p>reason, shows cowardice or disloyalty, acts in an immoral</p><p>fashion or otherwise breaches the Ranger code, he is ejected</p><p>from the Rangers and barred from future advancement in the</p><p>Ranger class.</p><p></p><p>Fearless: Rangers are broken of their fear by their hard</p><p>training. They cannot be affected by fear-based effects. They</p><p>are also incredibly resistant to mental coercion, torture, pain</p><p>and deprivation. Rangers receive a +2 competence bonus to</p><p>Concentration checks and Will saving throws.</p><p></p><p>Garb of Honour: As part of the ceremony that marks the</p><p>completion of their training, all Rangers receive three items.</p><p>- The black robes of the Ranger. These custom-fitted</p><p>robes are made of Minbari crystalweave. They give the</p><p>Ranger Damage Reduction 2 and a +1 bonus to Stealth</p><p>checks.</p><p>- A denn’bok, the Minbari fighting pike (see page 135).</p><p>- A Ranger pin, a symbol of the Ranger’s oath.</p><p></p><p>Losing any of these items shames the Ranger greatly. They will</p><p>not loan or give them to another except under the most grave</p><p>of circumstances. If one of these items is lost, the Ranger will</p><p>do everything within his power to regain the item and punish</p><p>those responsible</p><p></p><p>BAB +1, Fort +1, Ref +1, Will +1, Defence +1</p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 4371415, member: 21938"] WD: Pak'ma'ra example names from the rulebook: Borl, D'Ram, G'Vort, L'Him, Sk'Ven, Trik, Vurk. Some of those sound a bit Narn-ish to me, but I guess that simple one or two syllable names that sound a bit like somebody being sick is the general guideline! Jemal: [SBLOCK="Human characteristics"] As per standard d20. Medium sized 30 ft. base speed Bonus 1st level feat Extra skill point per level Fluency (English) [/SBLOCK] [SBLOCK="Narn characteristics"] +2 Con, -2 Cha Medium Size 30 ft. base speed Low-light vision +1 racial bonus to all attack rolls vs. centauri (from melee to starship combat) Toughness feat Proficient with close combat, pistol, grenade and rifle weapons Fluency (Narn) and Fluency (English) [/SBLOCK] [SBLOCK="Agent class"] Initial hit points 6+Con bonus Skill points 8+Int bonus (x4 at first level). Skills: Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluf (Cha), Computer Use (Int), Concentration (Con), Drive (Dex), Intimidate (Cha), Intrigue (Cha), Investigate (Int), Knowledge (law, specific culture, specific local) (Int), Linguistics (Int), Notice (Wis), Pilot (Dex), Profession (blue collar, white collare, performing) (Wis, Int or Cha), Sense Motive (Wis), Stealth (Dex), Subterfuge (Dex). Two Influences at 1d6 each. One must be faction of native culture. 1800 Credits BAB +0, Fort +0, Ref +2, Will +0, Defence +0 Master of the Craft class feature - gain Skill Focus feat in one of Bluff, Computer Use, Concentration, Intrigue, Investigate, Notice, Sense Motive, Subterfuge or Stealth. Proficient with close combat, grendade and pistol weapons. [/SBLOCK] [SBLOCK="Ranger class"] Initial hit points 7+Con modifier Skill points 6+ Int modifier Skills: Acrobatics (Dex), Athletics (Str), Computer Use (Int), Concentration (Con), Diplomacy (Cha), Drive (Dex), Intimidate (Cha), Intrigue (Cha), Investigate (Int), Knowledge (history, law, philosophy, specific culture, specific local or tactics) (Int), Linguistics (Int), Medical (Int), Notice (Wis), Pilot (Dex), Sense Motive (Wis), Stealth (Dex) and Subterfuge (Dex). Initial Influence: 1d4 Ranger Influence Weapon Proficiency: A Ranger is proficient with all close combat, grenade and pistol weapons. A Ranger also gains the Exotic Weapon Proficiency (denn’bok) and Martial Arts feats for free. 1200 Credits Adrenato: All Rangers are trained in the Minbari religious caste language of Adrenato – they receive Fluency (Minbari: Adrenato) for free. Non-Minbari Rangers are also considered to be familiar with Minbari technology. Discipline of the Ranger: Rangers require incredible dedication and mental and physical discipline. A Ranger mustspend at least two hours each day meditating and practising his skills. If the character misses a practice session, he will lose access to the following Ranger class features until such time as they resume their regimen: The Application of Terror, Die For The One, Live For The One and Standing On The Bridge. Note that combat, sneaking and other dangerous activities count as practising, but this requirement can make it difficult for a Ranger to hold down a mundane job or go undercover without preparation or postponing his advancement. Furthermore, Rangers are expected to hold to the code of the Rangers. If a character retreats from a fight without good reason, shows cowardice or disloyalty, acts in an immoral fashion or otherwise breaches the Ranger code, he is ejected from the Rangers and barred from future advancement in the Ranger class. Fearless: Rangers are broken of their fear by their hard training. They cannot be affected by fear-based effects. They are also incredibly resistant to mental coercion, torture, pain and deprivation. Rangers receive a +2 competence bonus to Concentration checks and Will saving throws. Garb of Honour: As part of the ceremony that marks the completion of their training, all Rangers receive three items. - The black robes of the Ranger. These custom-fitted robes are made of Minbari crystalweave. They give the Ranger Damage Reduction 2 and a +1 bonus to Stealth checks. - A denn’bok, the Minbari fighting pike (see page 135). - A Ranger pin, a symbol of the Ranger’s oath. Losing any of these items shames the Ranger greatly. They will not loan or give them to another except under the most grave of circumstances. If one of these items is lost, the Ranger will do everything within his power to regain the item and punish those responsible BAB +1, Fort +1, Ref +1, Will +1, Defence +1 [/SBLOCK] [/QUOTE]
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Be a Ranger! Babylon 5: Outrageous Fortune (Re-recruiting)
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