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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: 4874015" data-attributes="member: 21938"><p>Other notes: </p><p></p><p>Technical has three sub-skills: electronics, engineering, mechanical.</p><p></p><p>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.</p><p></p><p>Before ability score modifiers, Soldier 1/Agent 1 will give you:</p><p></p><p><strong>BAB +1</strong> (+0 Agent, +1 Soldier)</p><p><strong>Fortitude +2</strong> (+0 Agent, +2 Soldier)</p><p><strong>Reflex +2</strong> (+2 Agent, +0 Soldier)</p><p><strong>Will +0</strong> (+0 Agent, +0 Soldier)</p><p><strong>Defence Value +1</strong> (+0 Agent, +1 Soldier). Add 10 and your Dex modifier for final DV</p><p></p><p><strong>Hit points</strong> 6 (Agent) + 3 (Soldier) + Con bonus (only added once).</p><p></p><p><strong>Starting credits 1800</strong> (shopping lists are somewhere up-topic <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</p><p>EDIT: See Post 104 onwards. You are allowed items with a Restricted legality.</p><p></p><p><strong>Weapon Proficiencies</strong>: close combat, pistol, grenade, rifle.</p><p></p><p><strong>Feats</strong>:</p><p><strong>Armour Familiarity</strong> (automatic with Soldier class - never noticed that before!)</p><p><strong>Skill Focus</strong> (from first level Agent). Must be in Bluff, Computer Use, Concentration, Intrigue, Investigate, Notice, Sense Motive, Subterfuge or Stealth.</p><p><strong>Bonus Soldier Feat</strong> (list somewhere above).</p><p><strong>Level One feat and Bonus Human Feat</strong> already selected.</p><p></p><p><strong>Influence</strong>:</p><p>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.</p><p></p><p><strong>Roll 1d6 twice for starting influence in two different influences</strong>, 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.</p><p></p><p><strong>From Soldier</strong>, You gain +2 influence in Earthforce, and +1 in any other Influence.</p><p></p><p>You also gain a further +1 Influence in the ISA for joining this mission.</p><p></p><p>There are too many Influences to list here, but the general breakdown is by race, with Social, Economic, Military or Government within each.</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 4874015, member: 21938"] 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: [B]BAB +1[/B] (+0 Agent, +1 Soldier) [B]Fortitude +2[/B] (+0 Agent, +2 Soldier) [B]Reflex +2[/B] (+2 Agent, +0 Soldier) [B]Will +0[/B] (+0 Agent, +0 Soldier) [B]Defence Value +1[/B] (+0 Agent, +1 Soldier). Add 10 and your Dex modifier for final DV [B]Hit points[/B] 6 (Agent) + 3 (Soldier) + Con bonus (only added once). [B]Starting credits 1800[/B] (shopping lists are somewhere up-topic :)) EDIT: See Post 104 onwards. You are allowed items with a Restricted legality. [B]Weapon Proficiencies[/B]: close combat, pistol, grenade, rifle. [B]Feats[/B]: [B]Armour Familiarity[/B] (automatic with Soldier class - never noticed that before!) [B]Skill Focus[/B] (from first level Agent). Must be in Bluff, Computer Use, Concentration, Intrigue, Investigate, Notice, Sense Motive, Subterfuge or Stealth. [B]Bonus Soldier Feat[/B] (list somewhere above). [B]Level One feat and Bonus Human Feat[/B] already selected. [B]Influence[/B]: 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. [B]Roll 1d6 twice for starting influence in two different influences[/B], 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. [B]From Soldier[/B], 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. [/QUOTE]
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