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<blockquote data-quote="kronos182" data-source="post: 8883478" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Babylon 5 Hyperspace</span></strong></p><p>Hyperspace (B5) is an alternate dimension which is used for faster-than-light travel between locations that would otherwise take longer to travel to in normal space. The entire dimension appears as a stormy environment that has a constant red hue. Transit between normal space and hyperspace occurs through the use of a "jump point'. A jump point is a large energised vortex that punches a hole between the dimensions and allows objects to pass from one side to the other. To do this requires a huge amount of energy and so most hyperspace travel is achieved via a Jumpgate, though starships that can meet the energy requirements can generate their own Jump Points with the use of on-board Jump Engines.</p><p>Jump points are strictly one way. An outgoing jump point for a ship that is about to enter hyperspace is light orange in colour, and incoming jump points for ships re-entering normal space are blue.</p><p>These vortexes release a lot of energy, and disrupt space around them, any ship or object that makes contact with the outer edge of the vortex is either instantly or severely crippled. For this reason, jump points are normally opened only in deep space, away from navigational hazards though with sufficiently accurate targeting information it is possible to open a jump point within, and safely transit into, a planetary atmosphere. Vortexes are on average 10,000 feet wide, 10,000 feet tall, and 10,000 feet long, and although are funnel shape, the space around the funnel is disrupted and can damage anything around the sides. A jumpgate can open larger vortexes when the struts are moved, but typically are positioned to open an average sized vortex.</p><p>Jumpgates are activated via a Computer Use check DC 10 with a working communications system and navigation system designed to receive hyperspace beacon signals and navigate hyperspace (PDC 20), and ship must be within 1000 ft of the jumpgate opening and moving at speed of 1000 ft as the gate activates. A vortex forms immediately and will remain open as long as the ship, or ships if part of a group, have transmitted access to the gate and enter. After the last one enters, the vortex closes. Speeds are double that of the Faster-Than-Light (FTL) Engines Table 6-6 page 102 of d20 Future.</p><p></p><p>To travel within Hyperspace, pilot, or navigator makes a Navigate check based on table below, with DCs ranging from 5 to 20, as appropriate for the type of jump route being travelled though only one check is needed for the entire journey, unless a course change is made. Ships choosing to avoid the designated jump routes will experience unpredictable travel times and must make a check with DCs of 25 to 30, or higher, every day or part of, they remain in hyperspace. If a ship wishes to hold station (remain stationary) can be difficult. Combat in Hyperspace is even more risky due to how easy it can be to lose a lock on a beacon, requiring a check every round of combat.</p><p>Every Navigation check failed will result in the craft losing its lock on a beacon, sending it spiraling out of control. If another ship within 5000 ft maintains a lock on a beacon, the Navigate check can be made in subsequent rounds.</p><p></p><table style='width: 100%'><tr><td>Manoeuvre/Jump Route</td><td>Navigate DC</td><td>Time Required</td></tr><tr><td>Major Jump Route</td><td>5</td><td>12 hours to 3 days</td></tr><tr><td>Minor Jump Route</td><td>15</td><td>3 to 7 days</td></tr><tr><td>Dangerous Jump Route</td><td>20</td><td>5 to 10 days</td></tr><tr><td>Holding Station</td><td>20</td><td>-</td></tr><tr><td>Combat</td><td>25</td><td>-</td></tr><tr><td>Travel Outside Jump Routes</td><td>25-30</td><td>Variable</td></tr></table><p></p><p></p><p>Ships equipped with a jump point generator, must be at least Colossal in size and of Light type. Creating a jump point is a full round action that requires a Navigate and Pilot check DC 10 each to create a stable jump point that will appear 2000 feet away from the ship in the direction the navigator designates. The ship can hold a jump point open for 1 minute allowing any friendly ship it designates to fly through, or until the generating ship flies through the vortex, then it closes. Creating a vortex uses a lot of energy, meaning any ship of mediumweight or smaller that is generating the jump point vortex can't fire energy weapons or use any defensive systems that use a lot of energy (point defense system that uses energy weapons, shields, etc) for the duration the vortex is open and 1d4 rounds afterwards. A ship can not create another jump point for 1 minute (10 rounds), not without causing engine shut down, unless it has a massive energy generator with ample supply of power or highly advanced.</p><p>Any ship that is within the space that a vortex opens can attempt a Reflex save DC 30 for half damage, but if they are within 500 ft of the center, or have a maximum speed less than 3500 ft, the Reflex DC is 40, a failed save the ship suffers 40d20 points of nonspecific energy that bypasses all DR and energy resistance per 100 feet length of the ship and for every 500 ft from the outer edge of the vortex the ship is. For example, a 100 ft long ship that is 1000 ft from the outer edge of the vortex when it forms and fails its Reflex save, suffers 120d20 points of damage (40d20 for 100 ft of ship length, plus 80d20 for being 1000 ft from the edge).</p><p></p><p>Note while in hyperspace, ships can move about as if in normal space, even remain in one spot, however that requires the engines to keep the ship in one spot. If the ship loses power or the engines are disable, a ship can float and become lost. Combat in hyperspace is possible, </p><p>but dangerous. Targeting systems are half as effective (half bonus rounding down), weapon ranges are reduced by half, but energy weapons deal double damage, and area effects are also doubled with +2 to Reflex saves. Most won't risk combat in hyperspace as it is very easy to become lost if ships stray too far from a beacon, or engines or navigation system becomes damaged and inoperable for even a short period of time.</p><p></p><p></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Centauri</span></strong></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Once known as the Lion of the Galaxy, the Centauri Republic has suffered several setbacks in recent history and now is a fraction of its original size.</span></p><p><span style="font-family: 'Calibri'">Physical Description: Centauri look very similar to humans, with the only outward physical differences are Male Centauri have six short but manipulative tentacles around their abdomens, but are always kept out of sight. Centauri males are noted for their crowns of hair which are grown in accordance to their rank and position each individual holds in society, with the higher their status, the larger his crown of hair. Female Centauri traditionally shave their heads, ostensibly to demonstrate they rise above political differences.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Personality</strong>: The life of most Centauri is one of duty - to themselves, their noble houses and the Republic, usually in that order. They delight in scheming and politicking, and Centauri society provides rich opportunities for both. Names, ranks and titles are everything to a Centauri and most belong to one of the great noble houses that have existed since the dawn of the Republic. Those without such standing are often sold as slaves among the nobles though a few find their way to the stars. Tradition features greatly in the life of a Centauri, and they will observe all religious or political forms and functions with reverence, believing that their sense of history is what gives the Republic its great strength.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Relations:</strong> The Centauri are a gregarious people, and usually take some delight in meeting any new alien race, particularly if they are believed to have art, literature or artefacts of interest. Relations with other races, however, are often marred by simple Centauri greed. The Centauri's racial trait of attempting to secure the very best position possible for themselves, their house or the Republic as a whole often overcomes any good intentions and many races find them exasperating to negotiate with. The Centauri nurse a deep hatred for the Narns, a race they enslaved and fought with over one hundred years ago.</span></p><p><span style="font-family: 'Calibri'">In Coreline, the Centauri have found a great many new races and opportunities to better themselves and the Republic. However they are finding the many different human factions, and offshoots (mutants, Co-ordinators, super powered, etc) to be of particular interest. They respect humans due to the Earth/Minbari war, however some treat many of the different Human groups the same, at least until proven otherwise.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><span style="font-size: 18px"><strong>Racial Traits:</strong></span></span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Ability Modifiers:</strong> -2 Wisdom, +2 Charisma. As a race, Centauri tend to be self-destructive and rash, but are skilled at politicking and influencing others.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Medium:</strong> As Medium creatures, Centauri have no special bonuses or penalties due to their size.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Speed:</strong> Centauri base land speed is 30 feet.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Racial Skills: </strong>Generations of complex politicking and court intrigue have left their mark on all Centauri. At 1st level, a Centauri may choose any of the two following skills which will always be considered class skills: Bluff, Diplomacy, Intimidate, Knowledge (Civics and Current Events) in relation to anything Centauri, or Sense Motive</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'">Centauri gain +2 racial bonus to all Bluff and Diplomacy checks as they are raised to play the political games of their families.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>Centauri Excess:</strong> Centauri are noted for their personal excesses, especially of food, drink and entertainment. This has given them a greater resistance against over-consumption, and sickness. All Centauri gain a +1 racial bonus to all Fortitude checks made to resist poison, disease and exhaustion.</span></span></p><p><span style="color: black"><span style="font-family: 'Calibri'"><strong>ECL:</strong> +0</span></span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Feats</span></strong></span></p><p><span style="font-family: 'Calibri'"><strong>Prehensile Tentacles (Centauri)</strong></span></p><p><span style="font-family: 'Calibri'">A few male Centauri take the time and patience to learn how to grasp small objects with their tentacle-like appendages. This takes a great deal of practice to be of any practical use beyond sexual activity but some Centauri find great value in having additional manipulative organs.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Male Centauri</span></p><p><span style="font-family: 'Calibri'">Benefit: By loosening, or wearing loose clothing, you can extend two primary tentacles from your torso, up to a range of 5 feet. They can be used to grip or stick to small objects of 1 lb or less in weight in order to pick them up. Fine manipulation of the object (such as pulling the trigger of a small weapon) is not possible, but you can, for example, flick switches or pull objects closer to you.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Equipment</span></strong></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Coutari</span></strong></span></p><p><span style="font-family: 'Calibri'">A short blade of Centauri design, with a leaf shaped blade similar to some ancient Roman swords, primarily used in the ritualised duelling art of the Morago. Its use is restricted to nobles of the great houses and Palace Guards but while it is regarded as a symbol of the Republic's glorious past, it functions superbly as a melee combat in battle. Masterwork versions can be centuries old and fashioned by the greatest weaponsmiths of the Centauri Republic.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Coutari (PL 4-5 Exotic Weapon Proficiency)</strong></span></p><p><span style="font-family: 'Calibri'">Damage: 1d6</span></p><p><span style="font-family: 'Calibri'">Critical: 19-20/x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: slashing</span></p><p><span style="font-family: 'Calibri'">Size: medium</span></p><p><span style="font-family: 'Calibri'">Weight: 4 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 21</span></p><p><span style="font-family: 'Calibri'">Notes: Centauri treat the Coutari as an Archaic Weapon. Any Centauri carrying a coutari gains +1 to Reputation and Charisma checks when dealing with another Centauri.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 8883478, member: 6668634"] [B][SIZE=7]Babylon 5 Hyperspace[/SIZE][/B] Hyperspace (B5) is an alternate dimension which is used for faster-than-light travel between locations that would otherwise take longer to travel to in normal space. The entire dimension appears as a stormy environment that has a constant red hue. Transit between normal space and hyperspace occurs through the use of a "jump point'. A jump point is a large energised vortex that punches a hole between the dimensions and allows objects to pass from one side to the other. To do this requires a huge amount of energy and so most hyperspace travel is achieved via a Jumpgate, though starships that can meet the energy requirements can generate their own Jump Points with the use of on-board Jump Engines. Jump points are strictly one way. An outgoing jump point for a ship that is about to enter hyperspace is light orange in colour, and incoming jump points for ships re-entering normal space are blue. These vortexes release a lot of energy, and disrupt space around them, any ship or object that makes contact with the outer edge of the vortex is either instantly or severely crippled. For this reason, jump points are normally opened only in deep space, away from navigational hazards though with sufficiently accurate targeting information it is possible to open a jump point within, and safely transit into, a planetary atmosphere. Vortexes are on average 10,000 feet wide, 10,000 feet tall, and 10,000 feet long, and although are funnel shape, the space around the funnel is disrupted and can damage anything around the sides. A jumpgate can open larger vortexes when the struts are moved, but typically are positioned to open an average sized vortex. Jumpgates are activated via a Computer Use check DC 10 with a working communications system and navigation system designed to receive hyperspace beacon signals and navigate hyperspace (PDC 20), and ship must be within 1000 ft of the jumpgate opening and moving at speed of 1000 ft as the gate activates. A vortex forms immediately and will remain open as long as the ship, or ships if part of a group, have transmitted access to the gate and enter. After the last one enters, the vortex closes. Speeds are double that of the Faster-Than-Light (FTL) Engines Table 6-6 page 102 of d20 Future. To travel within Hyperspace, pilot, or navigator makes a Navigate check based on table below, with DCs ranging from 5 to 20, as appropriate for the type of jump route being travelled though only one check is needed for the entire journey, unless a course change is made. Ships choosing to avoid the designated jump routes will experience unpredictable travel times and must make a check with DCs of 25 to 30, or higher, every day or part of, they remain in hyperspace. If a ship wishes to hold station (remain stationary) can be difficult. Combat in Hyperspace is even more risky due to how easy it can be to lose a lock on a beacon, requiring a check every round of combat. Every Navigation check failed will result in the craft losing its lock on a beacon, sending it spiraling out of control. If another ship within 5000 ft maintains a lock on a beacon, the Navigate check can be made in subsequent rounds. [TABLE] [TR] [TD]Manoeuvre/Jump Route[/TD] [TD]Navigate DC[/TD] [TD]Time Required[/TD] [/TR] [TR] [TD]Major Jump Route[/TD] [TD]5[/TD] [TD]12 hours to 3 days[/TD] [/TR] [TR] [TD]Minor Jump Route[/TD] [TD]15[/TD] [TD]3 to 7 days[/TD] [/TR] [TR] [TD]Dangerous Jump Route[/TD] [TD]20[/TD] [TD]5 to 10 days[/TD] [/TR] [TR] [TD]Holding Station[/TD] [TD]20[/TD] [TD]-[/TD] [/TR] [TR] [TD]Combat[/TD] [TD]25[/TD] [TD]-[/TD] [/TR] [TR] [TD]Travel Outside Jump Routes[/TD] [TD]25-30[/TD] [TD]Variable[/TD] [/TR] [/TABLE] Ships equipped with a jump point generator, must be at least Colossal in size and of Light type. Creating a jump point is a full round action that requires a Navigate and Pilot check DC 10 each to create a stable jump point that will appear 2000 feet away from the ship in the direction the navigator designates. The ship can hold a jump point open for 1 minute allowing any friendly ship it designates to fly through, or until the generating ship flies through the vortex, then it closes. Creating a vortex uses a lot of energy, meaning any ship of mediumweight or smaller that is generating the jump point vortex can't fire energy weapons or use any defensive systems that use a lot of energy (point defense system that uses energy weapons, shields, etc) for the duration the vortex is open and 1d4 rounds afterwards. A ship can not create another jump point for 1 minute (10 rounds), not without causing engine shut down, unless it has a massive energy generator with ample supply of power or highly advanced. Any ship that is within the space that a vortex opens can attempt a Reflex save DC 30 for half damage, but if they are within 500 ft of the center, or have a maximum speed less than 3500 ft, the Reflex DC is 40, a failed save the ship suffers 40d20 points of nonspecific energy that bypasses all DR and energy resistance per 100 feet length of the ship and for every 500 ft from the outer edge of the vortex the ship is. For example, a 100 ft long ship that is 1000 ft from the outer edge of the vortex when it forms and fails its Reflex save, suffers 120d20 points of damage (40d20 for 100 ft of ship length, plus 80d20 for being 1000 ft from the edge). Note while in hyperspace, ships can move about as if in normal space, even remain in one spot, however that requires the engines to keep the ship in one spot. If the ship loses power or the engines are disable, a ship can float and become lost. Combat in hyperspace is possible, but dangerous. Targeting systems are half as effective (half bonus rounding down), weapon ranges are reduced by half, but energy weapons deal double damage, and area effects are also doubled with +2 to Reflex saves. Most won't risk combat in hyperspace as it is very easy to become lost if ships stray too far from a beacon, or engines or navigation system becomes damaged and inoperable for even a short period of time. [FONT=Calibri][B][SIZE=7]Centauri[/SIZE][/B] Once known as the Lion of the Galaxy, the Centauri Republic has suffered several setbacks in recent history and now is a fraction of its original size. Physical Description: Centauri look very similar to humans, with the only outward physical differences are Male Centauri have six short but manipulative tentacles around their abdomens, but are always kept out of sight. Centauri males are noted for their crowns of hair which are grown in accordance to their rank and position each individual holds in society, with the higher their status, the larger his crown of hair. Female Centauri traditionally shave their heads, ostensibly to demonstrate they rise above political differences. [B]Personality[/B]: The life of most Centauri is one of duty - to themselves, their noble houses and the Republic, usually in that order. They delight in scheming and politicking, and Centauri society provides rich opportunities for both. Names, ranks and titles are everything to a Centauri and most belong to one of the great noble houses that have existed since the dawn of the Republic. Those without such standing are often sold as slaves among the nobles though a few find their way to the stars. Tradition features greatly in the life of a Centauri, and they will observe all religious or political forms and functions with reverence, believing that their sense of history is what gives the Republic its great strength. [B]Relations:[/B] The Centauri are a gregarious people, and usually take some delight in meeting any new alien race, particularly if they are believed to have art, literature or artefacts of interest. Relations with other races, however, are often marred by simple Centauri greed. The Centauri's racial trait of attempting to secure the very best position possible for themselves, their house or the Republic as a whole often overcomes any good intentions and many races find them exasperating to negotiate with. The Centauri nurse a deep hatred for the Narns, a race they enslaved and fought with over one hundred years ago. In Coreline, the Centauri have found a great many new races and opportunities to better themselves and the Republic. However they are finding the many different human factions, and offshoots (mutants, Co-ordinators, super powered, etc) to be of particular interest. They respect humans due to the Earth/Minbari war, however some treat many of the different Human groups the same, at least until proven otherwise. [/FONT] [COLOR=black][FONT=Calibri][SIZE=5][B]Racial Traits:[/B][/SIZE] [B]Ability Modifiers:[/B] -2 Wisdom, +2 Charisma. As a race, Centauri tend to be self-destructive and rash, but are skilled at politicking and influencing others. [B]Medium:[/B] As Medium creatures, Centauri have no special bonuses or penalties due to their size. [B]Speed:[/B] Centauri base land speed is 30 feet. [B]Racial Skills: [/B]Generations of complex politicking and court intrigue have left their mark on all Centauri. At 1st level, a Centauri may choose any of the two following skills which will always be considered class skills: Bluff, Diplomacy, Intimidate, Knowledge (Civics and Current Events) in relation to anything Centauri, or Sense Motive Centauri gain +2 racial bonus to all Bluff and Diplomacy checks as they are raised to play the political games of their families. [B]Centauri Excess:[/B] Centauri are noted for their personal excesses, especially of food, drink and entertainment. This has given them a greater resistance against over-consumption, and sickness. All Centauri gain a +1 racial bonus to all Fortitude checks made to resist poison, disease and exhaustion. [B]ECL:[/B] +0[/FONT][/COLOR] [FONT=Calibri] [B][SIZE=6]Feats[/SIZE] Prehensile Tentacles (Centauri)[/B] A few male Centauri take the time and patience to learn how to grasp small objects with their tentacle-like appendages. This takes a great deal of practice to be of any practical use beyond sexual activity but some Centauri find great value in having additional manipulative organs. Prerequisite: Male Centauri Benefit: By loosening, or wearing loose clothing, you can extend two primary tentacles from your torso, up to a range of 5 feet. They can be used to grip or stick to small objects of 1 lb or less in weight in order to pick them up. Fine manipulation of the object (such as pulling the trigger of a small weapon) is not possible, but you can, for example, flick switches or pull objects closer to you. [B][SIZE=6]Equipment[/SIZE][/B] [B][SIZE=5]Coutari[/SIZE][/B] A short blade of Centauri design, with a leaf shaped blade similar to some ancient Roman swords, primarily used in the ritualised duelling art of the Morago. Its use is restricted to nobles of the great houses and Palace Guards but while it is regarded as a symbol of the Republic's glorious past, it functions superbly as a melee combat in battle. Masterwork versions can be centuries old and fashioned by the greatest weaponsmiths of the Centauri Republic. [B]Coutari (PL 4-5 Exotic Weapon Proficiency)[/B] Damage: 1d6 Critical: 19-20/x2 Damage Type: slashing Size: medium Weight: 4 lbs Purchase DC: 21 Notes: Centauri treat the Coutari as an Archaic Weapon. Any Centauri carrying a coutari gains +1 to Reputation and Charisma checks when dealing with another Centauri.[/FONT] [/QUOTE]
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