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Free Minded - OOC [closed]
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<blockquote data-quote="infax" data-source="post: 1828880" data-attributes="member: 12784"><p><strong>Danilo</strong></p><p></p><p><span style="font-size: 18px"><strong>Rex Andurski - "Light" Weapons Specialist</strong></span></p><p><strong>Combat</strong></p><p style="margin-left: 20px"><u>Skills</u>:</p><p style="margin-left: 20px">* Firearms +5</p> <p style="margin-left: 20px"> * Melee +5</p> <p style="margin-left: 20px"> * Missile +4</p> <p style="margin-left: 20px"> * Throw +5</p> <p style="margin-left: 20px"> * Unarmed +5</p> <p style="margin-left: 20px"></p></p> <p style="margin-left: 20px"><u>Features</u>:</p><p style="margin-left: 20px"> o Armor Proficiency (the character has training on armored combat, he may add +2 armor bonus to defense)</p> <p style="margin-left: 20px"> o Coolness Under Fire (you receive a +2 bonus to offset the penalty for firing against the target of cover fire and only receive half the penalty when target of suppressive fire)</p> <p style="margin-left: 20px"> o Dodge, Improving (designate an enemy that hit you in combat this round, each subsequent round the same enemy hits you and you designate him, you receive a cumulative +1 competence bonus to defense until either he misses or doesn't attack you for a round; max +8)</p> <p style="margin-left: 20px"> o Field Shooter (+2 competence bonus to compensate snap shot penalty)</p> <p style="margin-left: 20px"> o Flesh Wound (16)</p> <p style="margin-left: 20px"> o Giving Ground (get as much as -5 penalty to attacks to get equal bonus as defense; you may not make a ranged attack, for every -1 you take you must go back 1m)</p> <p style="margin-left: 20px"> o Gun Fu (you may use a ranged handgun when engaged in melee without provoking an attack of oportunity)</p> <p style="margin-left: 20px"> o Improved Life Threshold (+4)</p> <p style="margin-left: 20px"> o Knives</p> <p style="margin-left: 20px"> o Needler</p> <p style="margin-left: 20px"> o Pistols</p> <p style="margin-left: 20px"> o Quick Aim (allows to get +1 targeting bonus to every acquired target)</p> <p style="margin-left: 20px"> o Quick Draw (you may draw weapons as a free action)</p> <p style="margin-left: 20px"> o Rifles</p> <p style="margin-left: 20px"> o Swords</p> <p style="margin-left: 20px"> o Vitals Strike (against creatures of known anatomy, add +4 to damage with a melee attack; req Melee Good)</p> <p style="margin-left: 20px"></p> </p><p><strong>Knowledge</strong></p><p style="margin-left: 20px"><u>Skills</u>:</p><p style="margin-left: 20px"> * Demolitions +4</p> <p style="margin-left: 20px"> * Security Systems +5</p> <p style="margin-left: 20px"> * Tactics +3</p> <p style="margin-left: 20px"></p> </p><p><strong>Stealth</strong></p><p style="margin-left: 20px"><u>Skills</u>:</p><p style="margin-left: 20px"> * Conceal +4</p> <p style="margin-left: 20px"> * Prowl +5</p> <p style="margin-left: 20px"></p></p> <p style="margin-left: 20px"><u>Features</u>:</p><p style="margin-left: 20px"> o Ambush (you may use your Conceal skill with a +4 competence bonus for up to 4 individuals. The concealment is only effective as long as there is no one actively looking for an ambush. Otherwise the roll you made for others than yourself suffers a -8 circumstance penalty (partially balanced by the previous bonus))</p> <p style="margin-left: 20px"> o Light Step (The character is much less likely to set of traps. Any time the character could have activated a trap, he must roll against Great Stealth to avoid springing the trap. Note: The character must not be aware of the trap to be entitled to the roll, but he must be moving by his own means, not being carried, riding, driving or piloting.)</p> <p style="margin-left: 20px"></p> </p><p><strong>Perception</strong></p><p style="margin-left: 20px"><u>Skills</u>:</p><p style="margin-left: 20px"> * Awareness +5</p> <p style="margin-left: 20px"> * Scan +3</p> <p style="margin-left: 20px"> * Search +3</p> <p style="margin-left: 20px"></p></p> <p style="margin-left: 20px"><u>Features</u>:</p><p style="margin-left: 20px"> o Trap Finding (you know where to look for traps, you receive a +4 competence bonus to all Perception rolls to detect traps)</p> <p style="margin-left: 20px"> o Detect Ambush (+4 competence bonus to notice ambushes)</p> <p style="margin-left: 20px"></p> </p><p><strong>Social</strong></p><p style="margin-left: 20px"><u>Skills</u>:</p><p style="margin-left: 20px"> * Intimidation +5</p> </p><p><strong>Tech</strong></p><p style="margin-left: 20px"><u>Skills</u>:</p><p style="margin-left: 20px"> * Drive +3</p> <p style="margin-left: 20px"> * Mechanics +4</p> <p style="margin-left: 20px"> * Medicine +3</p> <p style="margin-left: 20px"></p></p> <p style="margin-left: 20px"><u>Features</u>:</p><p style="margin-left: 20px"> o Bike</p> <p style="margin-left: 20px"> o Car</p> <p style="margin-left: 20px"> o Mechanics (Firearms)</p> <p style="margin-left: 20px"></p> </p><p><strong>Body</strong></p><p style="margin-left: 20px"><u>Skills</u>:</p><p style="margin-left: 20px"> * Athletics +5</p> <p style="margin-left: 20px"> * Climbing +4</p> <p style="margin-left: 20px"> * Parachuting +5</p> <p style="margin-left: 20px"> * Running +5</p> <p style="margin-left: 20px"></p></p> <p style="margin-left: 20px"><u>Features</u>:</p><p style="margin-left: 20px"> o Fast Runner (+10% speed)</p> <p style="margin-left: 20px"> o Manual dexterity (+2 inborn bonus to actions requiring manual ability)</p> <p style="margin-left: 20px"> o Swim</p> <p style="margin-left: 20px"></p> </p><p><strong>Social</strong></p><p style="margin-left: 20px"><u>Skills</u>:</p><p style="margin-left: 20px"> * Concentration +4</p> </p><p><strong>CYBERTECH</strong></p><p style="margin-left: 20px"># Bio-Computer (4 hard and 4 control slots; cost 1)</p> <p style="margin-left: 20px"> <p style="margin-left: 20px">"Forge" Lightning Reflex Booster (1 control; cost 6) (+4 cyber bonus to initiative in combat)</p> <p style="margin-left: 20px"> Smartgun Link (1 control; cost 2) (cyber control of several weapon actions with a linked weapon; eject clip, change firing mode and many others become Free Actions)</p> <p style="margin-left: 20px"></p></p> <p style="margin-left: 20px"># Cybernetic Replacement of both eyes (1 cover, 2 device housings; cost 2)</p> <p style="margin-left: 20px"># Video-Rig (cyberlink on the sight nerves; 4 hard and 5 soft slots; cost 1)</p> <p style="margin-left: 20px"> <p style="margin-left: 20px">Flare Compensation Software (1 soft; cost 6) (+4 cyber bonus protection against flash attacks, neutralizes strobes)</p> <p style="margin-left: 20px"> "Forge" Targeting System (1 cover; cost 2) (+1 targeting bonus on ranged attacks)</p> <p style="margin-left: 20px"> Light Intensification (1 soft, 1 housing; cost 6) (halves darkness penalties, -3 to distinguish colors, limited to 250m)</p> <p style="margin-left: 20px"> Teleoptics (1 soft; cost 2) (x10 magnification, acts as level 1 targeting scope)</p> <p style="margin-left: 20px"></p></p> <p style="margin-left: 20px"># Interface Plug (cost 1)</p> <p style="margin-left: 20px"># Interface Plate on the hand (cost 1)</p> <p style="margin-left: 20px"></p></blockquote><p></p>
[QUOTE="infax, post: 1828880, member: 12784"] [b]Danilo[/b] [SIZE=5][B]Rex Andurski - "Light" Weapons Specialist[/B][/SIZE] [B]Combat[/B] [INDENT][U]Skills[/U]: [INDENT]* Firearms +5 * Melee +5 * Missile +4 * Throw +5 * Unarmed +5 [/INDENT] [U]Features[/U]: [INDENT] o Armor Proficiency (the character has training on armored combat, he may add +2 armor bonus to defense) o Coolness Under Fire (you receive a +2 bonus to offset the penalty for firing against the target of cover fire and only receive half the penalty when target of suppressive fire) o Dodge, Improving (designate an enemy that hit you in combat this round, each subsequent round the same enemy hits you and you designate him, you receive a cumulative +1 competence bonus to defense until either he misses or doesn't attack you for a round; max +8) o Field Shooter (+2 competence bonus to compensate snap shot penalty) o Flesh Wound (16) o Giving Ground (get as much as -5 penalty to attacks to get equal bonus as defense; you may not make a ranged attack, for every -1 you take you must go back 1m) o Gun Fu (you may use a ranged handgun when engaged in melee without provoking an attack of oportunity) o Improved Life Threshold (+4) o Knives o Needler o Pistols o Quick Aim (allows to get +1 targeting bonus to every acquired target) o Quick Draw (you may draw weapons as a free action) o Rifles o Swords o Vitals Strike (against creatures of known anatomy, add +4 to damage with a melee attack; req Melee Good) [/INDENT][/INDENT] [B]Knowledge[/B] [INDENT][U]Skills[/U]: [INDENT] * Demolitions +4 * Security Systems +5 * Tactics +3 [/INDENT][/INDENT] [B]Stealth[/B] [INDENT][U]Skills[/U]: [INDENT] * Conceal +4 * Prowl +5 [/INDENT] [U]Features[/U]: [INDENT] o Ambush (you may use your Conceal skill with a +4 competence bonus for up to 4 individuals. The concealment is only effective as long as there is no one actively looking for an ambush. Otherwise the roll you made for others than yourself suffers a -8 circumstance penalty (partially balanced by the previous bonus)) o Light Step (The character is much less likely to set of traps. Any time the character could have activated a trap, he must roll against Great Stealth to avoid springing the trap. Note: The character must not be aware of the trap to be entitled to the roll, but he must be moving by his own means, not being carried, riding, driving or piloting.) [/INDENT][/INDENT] [B]Perception[/B] [INDENT][U]Skills[/U]: [INDENT] * Awareness +5 * Scan +3 * Search +3 [/INDENT] [U]Features[/U]: [INDENT] o Trap Finding (you know where to look for traps, you receive a +4 competence bonus to all Perception rolls to detect traps) o Detect Ambush (+4 competence bonus to notice ambushes) [/INDENT][/INDENT] [B]Social[/B] [INDENT][U]Skills[/U]: [INDENT] * Intimidation +5[/INDENT][/INDENT] [B]Tech[/B] [INDENT][U]Skills[/U]: [INDENT] * Drive +3 * Mechanics +4 * Medicine +3 [/INDENT] [U]Features[/U]: [INDENT] o Bike o Car o Mechanics (Firearms) [/INDENT][/INDENT] [B]Body[/B] [INDENT][U]Skills[/U]: [INDENT] * Athletics +5 * Climbing +4 * Parachuting +5 * Running +5 [/INDENT] [U]Features[/U]: [INDENT] o Fast Runner (+10% speed) o Manual dexterity (+2 inborn bonus to actions requiring manual ability) o Swim [/INDENT][/INDENT] [B]Social[/B] [INDENT][U]Skills[/U]: [INDENT] * Concentration +4[/INDENT][/INDENT] [B]CYBERTECH[/B] [INDENT]# Bio-Computer (4 hard and 4 control slots; cost 1) [INDENT]"Forge" Lightning Reflex Booster (1 control; cost 6) (+4 cyber bonus to initiative in combat) Smartgun Link (1 control; cost 2) (cyber control of several weapon actions with a linked weapon; eject clip, change firing mode and many others become Free Actions) [/INDENT]# Cybernetic Replacement of both eyes (1 cover, 2 device housings; cost 2) # Video-Rig (cyberlink on the sight nerves; 4 hard and 5 soft slots; cost 1) [INDENT]Flare Compensation Software (1 soft; cost 6) (+4 cyber bonus protection against flash attacks, neutralizes strobes) "Forge" Targeting System (1 cover; cost 2) (+1 targeting bonus on ranged attacks) Light Intensification (1 soft, 1 housing; cost 6) (halves darkness penalties, -3 to distinguish colors, limited to 250m) Teleoptics (1 soft; cost 2) (x10 magnification, acts as level 1 targeting scope) [/INDENT]# Interface Plug (cost 1) # Interface Plate on the hand (cost 1) [/INDENT] [/QUOTE]
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