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[Stars Without Number] Hard Light OOC
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<blockquote data-quote="Songdragon" data-source="post: 5992928" data-attributes="member: 23494"><p>The previous concept was not working for me... so I went with the below. A more Soloish character that I had in mind at first. I guess I should have went with my first idea.</p><p></p><p>I do not suppose we could start with max hit points for 1st level?</p><p></p><p>[sblock=Dice Rolls]<a href="http://invisiblecastle.com/roller/view/3656969/" target="_blank">3d6=9, </a></p><p><a href="http://invisiblecastle.com/roller/view/3656969/" target="_blank">3d6=10, </a></p><p><a href="http://invisiblecastle.com/roller/view/3656969/" target="_blank">3d6=12, </a></p><p><a href="http://invisiblecastle.com/roller/view/3656969/" target="_blank">3d6=13, </a></p><p><a href="http://invisiblecastle.com/roller/view/3656969/" target="_blank">3d6=7, </a></p><p><a href="http://invisiblecastle.com/roller/view/3656969/" target="_blank">3d6=14</a></p><p><a href="http://invisiblecastle.com/roller/view/3656978/" target="_blank">1d6=2, </a></p><p><a href="http://invisiblecastle.com/roller/view/3656978/" target="_blank">1d6+4=7</a>[/sblock]</p><p></p><p>Cameron Jhal (of Calarn)</p><p>(<a href="http://www.songdragon.net/pics/jhal2.jpg" target="_blank">Cameron's Image</a>)</p><p>Expert 1</p><p>Hit Points 2</p><p>AC 9</p><p></p><p>Str 9 (+0)</p><p>Int 14 (+1)</p><p>Wis 12 (+0) </p><p>Dex 13 (+0)</p><p>Con 8 (+0)</p><p>Cha 13 (+0)</p><p></p><p>Attack Bonus +0</p><p>Physical Effect Save 16 </p><p>Mental Effect Save 15</p><p>Evasion Save 12</p><p>Tech Save 11</p><p>Luck Save 14</p><p></p><p></p><p>Attacks</p><p>Unarmed -2 (1d2)</p><p>Pistol +1 (1d6+1) (12 rounds) 30/100</p><p>Shotgun +1 (3d4) (2 rounds) 10/30</p><p></p><p></p><p>Class Ability: Like A Charm</p><p>Once per hour, the expert can reroll a failed skill check. The second roll must be used even if worse than the first.</p><p></p><p></p><p>Background: Security Crew</p><p>Combat/Any, Culture/Spacer, Security, Tactic</p><p></p><p>Expert Training Package: Adventuring Expert</p><p>Skills: Athletics, Computer, Perception, Persuade, Stealth, Vehicle/Space </p><p></p><p></p><p>Skills: Athletics +0, Combat/Projectile Weaponry +0, Computer +0, Culture/Spacer +0, Perception +0, Persuade +0 Security +0, Stealth +0, Tactics +0, Vehicle/Space +0</p><p></p><p></p><p>Starting Equipment: 700 credits (130 cr remaining)</p><p></p><p>Shotgun (50 cr/ 1)</p><p>Pistol (semi-automatic) (75 cr/ 1) 1d6+1 (12 rounds), 30/100</p><p>Backpack (50 cr /0 )</p><p>Glowbug (5) (25 cr / 0)</p><p>Rope (40m) (40 cr / 1)</p><p>Telescoping pole (10 cr /1)</p><p>Low-light goggles (200 cr / 1)</p><p>Rations (2 days) (10 cr / 1)</p><p>Compad (100 cr / 0)</p><p>Type A cells (10 cr / 0)</p><p>Lazarus patch (30 cr / 1)</p><p></p><p></p><p><u>Barckground</u></p><p><u></u>As a young child Cameron Jhal grew up aboard several transports with his father, Edwin Jhal who was a pilot for hire. Cameron never knew his mother, as his father told him that she had died shortly after his birth in a fire fight between Nalsters (a pretech cult) and the local Theocratic authorities. She just happened to be caught in the unexpected crossfire.</p><p></p><p>Staying on Calarn, Cameron soon was forced to enrolled in basic schooling where he learned about many supposed religious facts. Tthat is how the boy saw them anyhow. He had more of a knack for getting into trouble then really learning the appropriate lessons. Cameron ran afoul the Vatween (religious police) on a few occasions for some minor offences and the like. Cameron seemed to like his pistols and found more occasions than not to use them.</p><p></p><p>Cameron found almost any reason to hang about the spaceports as they were a place he felt at home. He would often help out here and there, which earned Cameron a place with a local transport company. He started being a mere laborer, but soon found himself a spot on the crew of one of the ships. After proving his talent and skills he was accepted as one of the guys and was off for more than a few adventures about the system and occasionally outside of it.</p><p></p><p>On occasion Cameron would do a little freelance work for others, including the local crime syndicate within the Calarn system. He currently owes them a favor, as they were able to get him off on some charges for some illegal goods he was got caught with.</p><p></p><p>He used to work for Dedrix Transport, owed by Dedrix, a retired alien pilot, but in recent events within the system, he has run across many troubles with the theocary and Nalsters alike, and has had to close down his business. Cameron jumped the nearest transport he could barter his skills for passage and is now currently looking for work and adventure.</p><p></p><p></p><p>[sblock= Calarn (World Creation)]</p><p><a href="http://invisiblecastle.com/roller/view/3657040/" target="_blank">2d6=3, 2d6=4, 2d6=10, 2d6=9, 2d6=7</a></p><p></p><p>Calarn</p><p>Atmosphere: Inert gas</p><p>Temperature: Cold</p><p>Biosphere: Immiscible biosphere</p><p>Population: Millions of inhabitants</p><p>Tech level: Tech level 4. Baseline postech.</p><p>World Tags: Pretech Cultists & Theocracy</p><p></p><p>Calarn</p><p></p><p>Calarn has a natural occurring atmosphere of krypton gas. When the first humans arrived within the system they found many domed cities of strange make, all but the largest, Curdal, where abandoned and in a horrid state of disrepair. The inhabited city of Curdal had a strange alien race within. They welcomed these new travelers and were able to see the potential of an alliance with these newcomers. </p><p></p><p> The aliens had harnessed the planets natural gasses in many uses from energy weaponry to high resolution imagery technologies. While advanced, they were small in number and in a sharing scheme bot sides where able to move forward. Many of the cities were reclaimed and the civilization grew.</p><p></p><p>Come the Scream and the following Silence, much violence occurred. Calarn had come to rely upon food imports but that seem to end. In the end, some 200 hundred years previous, the alien religious sect claimed power with their Theocracy their Vatween (religious police) restoring order. Civilization came to flourish again and when contact was reestablished many were more than happy to resume trade with the wider galaxy.</p><p></p><p>Of course, the Nalster came to be some 40 years again, a pretech cult, Led by the human Ned Nalster, came to led others in their anit-tech crusade. The galaxy had fallen and came to a halt once, the advances of these aliens and the new contact with other planets would draw it upon all again. There are many violent clashed between this group and the Vatween today.[/sblock]</p></blockquote><p></p>
[QUOTE="Songdragon, post: 5992928, member: 23494"] The previous concept was not working for me... so I went with the below. A more Soloish character that I had in mind at first. I guess I should have went with my first idea. I do not suppose we could start with max hit points for 1st level? [sblock=Dice Rolls][url=http://invisiblecastle.com/roller/view/3656969/]3d6=9, 3d6=10, 3d6=12, 3d6=13, 3d6=7, 3d6=14[/url] [url=http://invisiblecastle.com/roller/view/3656978/]1d6=2, 1d6+4=7[/url][/sblock] Cameron Jhal (of Calarn) ([URL="http://www.songdragon.net/pics/jhal2.jpg"]Cameron's Image[/URL]) Expert 1 Hit Points 2 AC 9 Str 9 (+0) Int 14 (+1) Wis 12 (+0) Dex 13 (+0) Con 8 (+0) Cha 13 (+0) Attack Bonus +0 Physical Effect Save 16 Mental Effect Save 15 Evasion Save 12 Tech Save 11 Luck Save 14 Attacks Unarmed -2 (1d2) Pistol +1 (1d6+1) (12 rounds) 30/100 Shotgun +1 (3d4) (2 rounds) 10/30 Class Ability: Like A Charm Once per hour, the expert can reroll a failed skill check. The second roll must be used even if worse than the first. Background: Security Crew Combat/Any, Culture/Spacer, Security, Tactic Expert Training Package: Adventuring Expert Skills: Athletics, Computer, Perception, Persuade, Stealth, Vehicle/Space Skills: Athletics +0, Combat/Projectile Weaponry +0, Computer +0, Culture/Spacer +0, Perception +0, Persuade +0 Security +0, Stealth +0, Tactics +0, Vehicle/Space +0 Starting Equipment: 700 credits (130 cr remaining) Shotgun (50 cr/ 1) Pistol (semi-automatic) (75 cr/ 1) 1d6+1 (12 rounds), 30/100 Backpack (50 cr /0 ) Glowbug (5) (25 cr / 0) Rope (40m) (40 cr / 1) Telescoping pole (10 cr /1) Low-light goggles (200 cr / 1) Rations (2 days) (10 cr / 1) Compad (100 cr / 0) Type A cells (10 cr / 0) Lazarus patch (30 cr / 1) [U]Barckground [/U]As a young child Cameron Jhal grew up aboard several transports with his father, Edwin Jhal who was a pilot for hire. Cameron never knew his mother, as his father told him that she had died shortly after his birth in a fire fight between Nalsters (a pretech cult) and the local Theocratic authorities. She just happened to be caught in the unexpected crossfire. Staying on Calarn, Cameron soon was forced to enrolled in basic schooling where he learned about many supposed religious facts. Tthat is how the boy saw them anyhow. He had more of a knack for getting into trouble then really learning the appropriate lessons. Cameron ran afoul the Vatween (religious police) on a few occasions for some minor offences and the like. Cameron seemed to like his pistols and found more occasions than not to use them. Cameron found almost any reason to hang about the spaceports as they were a place he felt at home. He would often help out here and there, which earned Cameron a place with a local transport company. He started being a mere laborer, but soon found himself a spot on the crew of one of the ships. After proving his talent and skills he was accepted as one of the guys and was off for more than a few adventures about the system and occasionally outside of it. On occasion Cameron would do a little freelance work for others, including the local crime syndicate within the Calarn system. He currently owes them a favor, as they were able to get him off on some charges for some illegal goods he was got caught with. He used to work for Dedrix Transport, owed by Dedrix, a retired alien pilot, but in recent events within the system, he has run across many troubles with the theocary and Nalsters alike, and has had to close down his business. Cameron jumped the nearest transport he could barter his skills for passage and is now currently looking for work and adventure. [sblock= Calarn (World Creation)] [url=http://invisiblecastle.com/roller/view/3657040/]2d6=3, 2d6=4, 2d6=10, 2d6=9, 2d6=7[/url] Calarn Atmosphere: Inert gas Temperature: Cold Biosphere: Immiscible biosphere Population: Millions of inhabitants Tech level: Tech level 4. Baseline postech. World Tags: Pretech Cultists & Theocracy Calarn Calarn has a natural occurring atmosphere of krypton gas. When the first humans arrived within the system they found many domed cities of strange make, all but the largest, Curdal, where abandoned and in a horrid state of disrepair. The inhabited city of Curdal had a strange alien race within. They welcomed these new travelers and were able to see the potential of an alliance with these newcomers. The aliens had harnessed the planets natural gasses in many uses from energy weaponry to high resolution imagery technologies. While advanced, they were small in number and in a sharing scheme bot sides where able to move forward. Many of the cities were reclaimed and the civilization grew. Come the Scream and the following Silence, much violence occurred. Calarn had come to rely upon food imports but that seem to end. In the end, some 200 hundred years previous, the alien religious sect claimed power with their Theocracy their Vatween (religious police) restoring order. Civilization came to flourish again and when contact was reestablished many were more than happy to resume trade with the wider galaxy. Of course, the Nalster came to be some 40 years again, a pretech cult, Led by the human Ned Nalster, came to led others in their anit-tech crusade. The galaxy had fallen and came to a halt once, the advances of these aliens and the new contact with other planets would draw it upon all again. There are many violent clashed between this group and the Vatween today.[/sblock] [/QUOTE]
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