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<blockquote data-quote="kronos182" data-source="post: 9209212" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Ferengi</span></strong></p><p>The Ferengi are a warp-capable humanoid species from the planet Ferenginar. Their civilization was based on free enterprise, where earning profit was the sole meaningful goal in life, superseding all other endeavors. For a long time, only the males were capable of earning profit and wearing clothing, where females were generally kept at home and treated like second rate citizens, but this changed near the end of the reign of Grand Nagus Zek, and continued with additional changes with Grand Nagus Rom.</p><p>Ferengie are generally shorter than Humans, with orange-brown coloured skin, blue finger and toe nails, enlarged skulls, wrinkled nose, sharp teeth and very large, sensitive ears. Internally they have ascending ribs, upper and lower lungs, giving them surprisingly large lung capacity and can hold their breathe for extended periods and provides some resistance to airborne toxins. They have a four-lobed brain, which makes them impossible to have their minds read by telepaths. Their sensitive hears can, with some training, tell a person's species and gender, even through electronic distortions, atmospheric/altitude changes, and decibel level of a sound. The ears are physically sensitive, making them an area that is capable of providing great sensual pleasure, but also great pain when injured.</p><p>As profit rules Ferengi society, virtually all Ferengi are good with numbers, capable of memorizing vast amounts of information, are quick at thinking up plans and schemes, and generally reading people so they can make deals that benefit themselves greatly. Some are not as good at making profit and end up turning their intelligence towards sciences and engineering.</p><p></p><p><strong><span style="font-size: 22px">Racial Traits:</span></strong></p><p><strong>Ability Modifiers:</strong> -2 Strength, -1 Constitution, +1 Intelligence, +1 Wisdom, +2 Charisma - Ferengi are intelligent, cunning and have good people skills to make them good sales representatives and negotiators, however they are physically weak.</p><p><strong>Medium:</strong> As Medium creatures, Ferengi have no special bonuses or penalties due to their size.</p><p><strong>Speed:</strong> Ferengi base land speed is 30 feet.</p><p><strong>Racial Skills:</strong> +4 to Listen checks due to large and sensitive ears. They also gain +2 to Sense Motive and Bluff checks as they are quite skilled at reading people and scheming and planning how to improve their bank accounts.</p><p><strong>Sensitive Ears:</strong> Ferengi ears are sensitive, allowing them to detect changes in air pressure, altitudes, weather changes within 5 mile range. Their ears can also function as parabolic microphones.</p><p><strong>Photographic Memory:</strong> +2 to Knowledge checks and Intelligence checks to remember something they have previously seen.</p><p><strong>Rules of Acquisition:</strong> Ferengi are driven by profit, and even those that are not, are generally good at finances, start with additional +4 Wealth Bonus and gain an additional +1 Wealth bonus from Profession checks, and any skill required for appraising items or negotiating prices.</p><p><strong>Reputation:</strong> Ferengi, being so well known for being greedy and scheming beings, but will honour contracts. Gain +1 Reputation bonus.</p><p><strong>ECL:</strong> +1</p><p></p><p><strong><span style="font-size: 22px">Ferengi Corvette</span></strong></p><p>The Ferengi Corvette is one of the few Ferengi military vessels, used to patrol their territories and transit ways. First built in the 2100s, with the insect and crescent shapes known in other Ferengi ships pioneered in this craft. A flared front, curves out starting half way, with two little stub wings that angle down at the back. The bridge is raised above the main hull that curves down towards the rear of the ship. The warp nacelles are built into the stub wings and rear curve of the ship with the impulse engines built into the base of the spine.</p><p>These ships were some of the first many Ferengi merchants acquire as they raise in power and rank before becoming Da'mons. Many powerful Ferengi merchants will have these ships in their fleets to protect transports or guarding their warehouses. The corvette is armed with a pair of disruptor cannons type 1s in the points of the crescent, and a pair of disruptor blasters in turrets, with a photon torpedo launcher mounted in the front.</p><p> </p><p><strong>Ferengi Corvette (PL6-7)</strong></p><p>Type: Light</p><p>Subtype: Corvette</p><p>Size: Colossal (-8)</p><p>Tactical Speed: 4000 (1300 ((130)) atmosphere)</p><p>Defense: 7 (-8 size +2 Dex +3 Pilot) +1 Dodge</p><p>Flat-Footed Defense: 5</p><p>Autopilot Defense: 5</p><p>Hardness: 20</p><p>Hit Dice: 36d20 (720 hp), shields 900 hp</p><p>Initiative Modifier: +4</p><p>Pilot's Class Bonus: +3</p><p>Pilot's Dex Modifier: +2</p><p>Gunner's Attack Bonus: +2</p><p>Length: 240 ft</p><p>Weight: 8900 tons</p><p>Targeting System Bonus: +3</p><p>Crew: 35 Trained (+4)</p><p>Passenger Capacity: 20</p><p>Cargo Capacity: 200 tons</p><p>Grapple Modifier: +16</p><p>Base PDC: 45</p><p>Restriction: Res (+2)</p><p></p><p>Attack:</p><p>2 fire-linked Disruptor cannon type 1 -4 ranged (18d12, 4000 ft, fire/energy, s) and Disruptor blaster -10 ranged (9d12, 4000 ft, fire/energy, s); or</p><p>Photon torpedo -3 ranged (12d10) and disruptor cannon type 1 -9 ranged (18d12, 4000 ft, fire/energy, s); or</p><p>Photon torpedo -3 ranged (12d10) and disruptor blaster type 2 -9 ranged (9d12, 4000 ft, fire/energy, s); or</p><p>Disruptor blaster type 2 -4 ranged (9d12, 4000 ft, fire/energy, s) and Disruptor blaster type 2 -9 ranged (9d12, 4000 ft, fire/energy, s)</p><p></p><p>Attack of Opportunity:</p><p></p><p>Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, transporters, replicators, shuttle bay (1 shuttle)</p><p>Engines: thrusters, ion engines, warp drive (max warp 6.5, cruising 4 cruising)</p><p>Armour: heavy ditanium alloy</p><p>Defense Systems: polarized hull plating, autopilot</p><p>Sensors: Class III</p><p>Communications: radio transceiver, drivesat comm array</p><p>Weapons: 2 fire-linked disruptor</p><p>Grappling Systems:</p><p></p><p><strong>Heavy Ditanium Alloy (PL5-6)</strong></p><p>Heavy Ditanium alloy is an alloy that was used to replace titanium, combining Duranium into the alloy to create a new type of armour and superstructure, in the use of military craft and especially space craft as it had some inherent abilities to block some of the radiation encountered in space.</p><p>Hardness: 20</p><p>Base Purchase Modifier: 14 + one-half base purchase DC of the starship.</p><p></p><p><strong>Disruptor Blaster Type 2</strong></p><p>Disruptor blasters are early disruptor based weapons, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 4d12 lower power or 9d12 full power shots.</p><p>Damage: 9d12, 20x3</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 38</p><p>Restriction: Mil (+3)</p><p>Note: -1 to attack</p><p></p><p><strong>Disruptor Cannon Type 1</strong></p><p>Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 12d12 full power shots.</p><p>Damage: 12d12, 20x3</p><p>Damage Type: Fire/Energy</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Semi</p><p>Minimum Ship Size: Gargantuan</p><p>Purchase DC: 41</p><p>Restriction: Mil (+3)</p><p>Note: -1 to attack</p><p></p><p><strong>Photon Torpedo</strong></p><p>Photon torpedoes are anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight.</p><p> At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 2000 ft square, and can increase damage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness.</p><p>Damage: varies</p><p>Damage Type: Energy</p><p>Range Increment: -</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Huge</p><p>Purchase DC: 31</p><p>Restriction: Mil (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 9209212, member: 6668634"] [B][SIZE=7]Ferengi[/SIZE][/B] The Ferengi are a warp-capable humanoid species from the planet Ferenginar. Their civilization was based on free enterprise, where earning profit was the sole meaningful goal in life, superseding all other endeavors. For a long time, only the males were capable of earning profit and wearing clothing, where females were generally kept at home and treated like second rate citizens, but this changed near the end of the reign of Grand Nagus Zek, and continued with additional changes with Grand Nagus Rom. Ferengie are generally shorter than Humans, with orange-brown coloured skin, blue finger and toe nails, enlarged skulls, wrinkled nose, sharp teeth and very large, sensitive ears. Internally they have ascending ribs, upper and lower lungs, giving them surprisingly large lung capacity and can hold their breathe for extended periods and provides some resistance to airborne toxins. They have a four-lobed brain, which makes them impossible to have their minds read by telepaths. Their sensitive hears can, with some training, tell a person's species and gender, even through electronic distortions, atmospheric/altitude changes, and decibel level of a sound. The ears are physically sensitive, making them an area that is capable of providing great sensual pleasure, but also great pain when injured. As profit rules Ferengi society, virtually all Ferengi are good with numbers, capable of memorizing vast amounts of information, are quick at thinking up plans and schemes, and generally reading people so they can make deals that benefit themselves greatly. Some are not as good at making profit and end up turning their intelligence towards sciences and engineering. [B][SIZE=6]Racial Traits:[/SIZE] Ability Modifiers:[/B] -2 Strength, -1 Constitution, +1 Intelligence, +1 Wisdom, +2 Charisma - Ferengi are intelligent, cunning and have good people skills to make them good sales representatives and negotiators, however they are physically weak. [B]Medium:[/B] As Medium creatures, Ferengi have no special bonuses or penalties due to their size. [B]Speed:[/B] Ferengi base land speed is 30 feet. [B]Racial Skills:[/B] +4 to Listen checks due to large and sensitive ears. They also gain +2 to Sense Motive and Bluff checks as they are quite skilled at reading people and scheming and planning how to improve their bank accounts. [B]Sensitive Ears:[/B] Ferengi ears are sensitive, allowing them to detect changes in air pressure, altitudes, weather changes within 5 mile range. Their ears can also function as parabolic microphones. [B]Photographic Memory:[/B] +2 to Knowledge checks and Intelligence checks to remember something they have previously seen. [B]Rules of Acquisition:[/B] Ferengi are driven by profit, and even those that are not, are generally good at finances, start with additional +4 Wealth Bonus and gain an additional +1 Wealth bonus from Profession checks, and any skill required for appraising items or negotiating prices. [B]Reputation:[/B] Ferengi, being so well known for being greedy and scheming beings, but will honour contracts. Gain +1 Reputation bonus. [B]ECL:[/B] +1 [B][SIZE=6]Ferengi Corvette[/SIZE][/B] The Ferengi Corvette is one of the few Ferengi military vessels, used to patrol their territories and transit ways. First built in the 2100s, with the insect and crescent shapes known in other Ferengi ships pioneered in this craft. A flared front, curves out starting half way, with two little stub wings that angle down at the back. The bridge is raised above the main hull that curves down towards the rear of the ship. The warp nacelles are built into the stub wings and rear curve of the ship with the impulse engines built into the base of the spine. These ships were some of the first many Ferengi merchants acquire as they raise in power and rank before becoming Da'mons. Many powerful Ferengi merchants will have these ships in their fleets to protect transports or guarding their warehouses. The corvette is armed with a pair of disruptor cannons type 1s in the points of the crescent, and a pair of disruptor blasters in turrets, with a photon torpedo launcher mounted in the front. [B]Ferengi Corvette (PL6-7)[/B] Type: Light Subtype: Corvette Size: Colossal (-8) Tactical Speed: 4000 (1300 ((130)) atmosphere) Defense: 7 (-8 size +2 Dex +3 Pilot) +1 Dodge Flat-Footed Defense: 5 Autopilot Defense: 5 Hardness: 20 Hit Dice: 36d20 (720 hp), shields 900 hp Initiative Modifier: +4 Pilot's Class Bonus: +3 Pilot's Dex Modifier: +2 Gunner's Attack Bonus: +2 Length: 240 ft Weight: 8900 tons Targeting System Bonus: +3 Crew: 35 Trained (+4) Passenger Capacity: 20 Cargo Capacity: 200 tons Grapple Modifier: +16 Base PDC: 45 Restriction: Res (+2) Attack: 2 fire-linked Disruptor cannon type 1 -4 ranged (18d12, 4000 ft, fire/energy, s) and Disruptor blaster -10 ranged (9d12, 4000 ft, fire/energy, s); or Photon torpedo -3 ranged (12d10) and disruptor cannon type 1 -9 ranged (18d12, 4000 ft, fire/energy, s); or Photon torpedo -3 ranged (12d10) and disruptor blaster type 2 -9 ranged (9d12, 4000 ft, fire/energy, s); or Disruptor blaster type 2 -4 ranged (9d12, 4000 ft, fire/energy, s) and Disruptor blaster type 2 -9 ranged (9d12, 4000 ft, fire/energy, s) Attack of Opportunity: Standard PL(6) Design Spec: Agile Ships (+1 Dodge), Easy to Repair (Repair DC -4, -25% time), Swiss Army Tech, transporters, replicators, shuttle bay (1 shuttle) Engines: thrusters, ion engines, warp drive (max warp 6.5, cruising 4 cruising) Armour: heavy ditanium alloy Defense Systems: polarized hull plating, autopilot Sensors: Class III Communications: radio transceiver, drivesat comm array Weapons: 2 fire-linked disruptor Grappling Systems: [B]Heavy Ditanium Alloy (PL5-6)[/B] Heavy Ditanium alloy is an alloy that was used to replace titanium, combining Duranium into the alloy to create a new type of armour and superstructure, in the use of military craft and especially space craft as it had some inherent abilities to block some of the radiation encountered in space. Hardness: 20 Base Purchase Modifier: 14 + one-half base purchase DC of the starship. [B]Disruptor Blaster Type 2[/B] Disruptor blasters are early disruptor based weapons, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 4d12 lower power or 9d12 full power shots. Damage: 9d12, 20x3 Damage Type: Fire/Energy Range Increment: 4000 ft Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 38 Restriction: Mil (+3) Note: -1 to attack [B]Disruptor Cannon Type 1[/B] Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, and are capable of only 2 power levels. They are shorter ranged than phasers, and not as accurate, but deal greater damage. Can switch between 6d12 lower power or 12d12 full power shots. Damage: 12d12, 20x3 Damage Type: Fire/Energy Range Increment: 4000 ft Rate of Fire: Semi Minimum Ship Size: Gargantuan Purchase DC: 41 Restriction: Mil (+3) Note: -1 to attack [B]Photon Torpedo[/B] Photon torpedoes are anti-matter weapons with variable yields. These weapons usually draw their anti-matter from the equipped ship's own anti-matter supplies. These torpedoes require special containment and feeding systems to load and unload the anti-matter after a fight. At its lowest setting, the torpedo can do 3d20 to a single target, or deal this damage to a 2000 ft square, and can increase damage by 1 die up to a maximum of 12d20, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area.. The damage can be to the maximum radius, or to a single target. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage. If the ship loses all power while in battle, there is a 50% chance that a loaded torpedo loses containment and it detonates, dealing damage to the equipped ship, ignore its armour hardness. Damage: varies Damage Type: Energy Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 31 Restriction: Mil (+3) [/QUOTE]
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