Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Talking the Talk
WOIN N.E.W. Space Opera [OOC]...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="VLAD the Destroyer" data-source="post: 7480994" data-attributes="member: 6803188"><p>Character so far. Will get my background done over the weekend.</p><p></p><p>[sblock=Axel]</p><p>An unwashed warped human space jockey who hides a dark secret</p><p>Age 21</p><p>Homeworld: Asteroid</p><p></p><p>Strength 3 2d6</p><p>Agility 7 3d6</p><p>Endurance 7 3d6</p><p>Willpower 5 2d6</p><p>Intuition 6 3d6</p><p>Logic 5 2d6</p><p>Charisma 3 2d6</p><p>Reputation 0 0d6</p><p>Luck 5 2d6</p><p>PSI 8 3d6</p><p></p><p>Health: 22</p><p>Psi Points: 13</p><p>Speed: 5</p><p>Running: 5</p><p>Climbing: 3</p><p>Swimming: 3</p><p>Zero-G: 3</p><p>Low-G: 3</p><p>High-G: 3</p><p>Jump: 7' horiz, 3' vert</p><p>Carry: 100lbs</p><p>Initiative: 7d6</p><p>Defense</p><p>- Melee: 18 (5d6)</p><p>- Ranged: 22 (5d6)</p><p>- Vital: 11 (3d6)</p><p>- Mental: 16 (4d6)</p><p></p><p>Attacks:</p><p>- Melee: 3d6</p><p>- Ranged: 3d6</p><p>- PSI: 3d6</p><p></p><p>Skills</p><p>Acrobatics 3 (2d6)</p><p>Concentration 3 (2d6)</p><p>Zero-G 1 (1d6)</p><p>Ergokinesis 3 (2d6)</p><p>Computers 3 (2d6)</p><p>Pistol 1 (1d6)</p><p></p><p></p><p></p><p>Exploits:</p><p>Free</p><p>- Aim: This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the feinting action. All characters get either the Aim or Feint exploit for free.</p><p>Species</p><p>- Crazed Minds: The Warped really are a bit different. They think differently, and act strangely. They gain +2 MENTAL DEFENSE.</p><p>- See Ghosts: Warped claim to be able to see ghosts. Whether these are hallucinations or some strange artifact of the black holes they grown up near, these ghosts are able to impart information. Once per day, a Warped can spend a LUC die and ask one yes/no question which the GM will answer truthfully.n</p><p>- Warped Psionics: Warped begin play with two clairsentience or clairvoyance psionic powers.</p><p>Career</p><p>- Programming: You have been specifically bred and engineered for a purpose. At the start of a fight your ‘programming' kicks in, granting you a +2d6 INITIATIVE bonus.</p><p>- Telekinetic Shield: You gain +4 RANGED DEFENSE from a permanent telekinetic shield. This does not stack with any other equipment DEFENSE bonuses, such as shields, and it has no effect when used in cover.</p><p>- Off the Grid: You know how to disappear without trace, dropping off the grid completely. No location discerning checks or abilities can find you unless you want them to.</p><p>- Psi-Blast: You can use an action and make a PSI vs. MENTAL DEFENSE attack to blast an opponent with a mental burst which does 3d6 psionic damage and has a range increment of 10'.</p><p>Psionics</p><p>- Electrokinetic Blast: (Ergokinesis) (requires INT 6, PSI 6). You blast an opponent with a range increment of 10' with a bolt of focused electricity. Make a PSI vs. DEFENSE attack; if you succeed, you do 1d6 per 2 PSI electricity damage.</p><p>- Perception Filter: (Telepathy) (requires PSI 5). You render yourself hard to notice with a telepathic effect which causes others to simply ignore you. Perception filters work automatically on those with an INT attribute of less than your PSI score, while more intuitive creatures will notice you immediately. If you make an attack, the effect ends immediately. Creatures aware of you cannot thereafter be affected by the perception filter.</p><p>- Hypercognition: (Clairsentience) (requires PSI 8). When you use this power, everything appears to slow down for you. For 1 round per 4 PSI, you gain an extra action each round. Using this power is a free action.</p><p>- Precognition (Clairsentience) (requires PSI 4). Your natural precognition gives you a +1d6 per 4 PSI bonus to INITIATIVE checks as well as checks to access the ambush turn.</p><p></p><p>Gear:</p><p><strong>Disruptor Pistol:</strong> Damage 2d6+2 heat, Range 12, Cost 100cr, Size S, Wt. 3, Availability 8B, Special: Sidearm.</p><p><strong>Armored Pullover:</strong> Soak 3; Cost 40cr; Type Light; Wt. 10; Availability 6A; Inneffective – Heat</p><p><strong>Survival Tool Kit:</strong> (Wt. 4, Cost 25cr) includes a compass, electronic mapping devices, emergency rations, a small selection of 10 spray dressings, 10 chemical light-sticks, and a portable laser stove.</p><p><strong>Communicator, long-range:</strong> (Wt. 0.5, Cost 75cr) Range 1 AU</p><p><strong>Knife:</strong> Damage 2d6 Piercing, Cost 2cr, Size T, Wt. 1, Availability 1A, Special: Throw</p><p>Credits: 143[/sblock]</p></blockquote><p></p>
[QUOTE="VLAD the Destroyer, post: 7480994, member: 6803188"] Character so far. Will get my background done over the weekend. [sblock=Axel] An unwashed warped human space jockey who hides a dark secret Age 21 Homeworld: Asteroid Strength 3 2d6 Agility 7 3d6 Endurance 7 3d6 Willpower 5 2d6 Intuition 6 3d6 Logic 5 2d6 Charisma 3 2d6 Reputation 0 0d6 Luck 5 2d6 PSI 8 3d6 Health: 22 Psi Points: 13 Speed: 5 Running: 5 Climbing: 3 Swimming: 3 Zero-G: 3 Low-G: 3 High-G: 3 Jump: 7' horiz, 3' vert Carry: 100lbs Initiative: 7d6 Defense - Melee: 18 (5d6) - Ranged: 22 (5d6) - Vital: 11 (3d6) - Mental: 16 (4d6) Attacks: - Melee: 3d6 - Ranged: 3d6 - PSI: 3d6 Skills Acrobatics 3 (2d6) Concentration 3 (2d6) Zero-G 1 (1d6) Ergokinesis 3 (2d6) Computers 3 (2d6) Pistol 1 (1d6) Exploits: Free - Aim: This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the feinting action. All characters get either the Aim or Feint exploit for free. Species - Crazed Minds: The Warped really are a bit different. They think differently, and act strangely. They gain +2 MENTAL DEFENSE. - See Ghosts: Warped claim to be able to see ghosts. Whether these are hallucinations or some strange artifact of the black holes they grown up near, these ghosts are able to impart information. Once per day, a Warped can spend a LUC die and ask one yes/no question which the GM will answer truthfully.n - Warped Psionics: Warped begin play with two clairsentience or clairvoyance psionic powers. Career - Programming: You have been specifically bred and engineered for a purpose. At the start of a fight your ‘programming' kicks in, granting you a +2d6 INITIATIVE bonus. - Telekinetic Shield: You gain +4 RANGED DEFENSE from a permanent telekinetic shield. This does not stack with any other equipment DEFENSE bonuses, such as shields, and it has no effect when used in cover. - Off the Grid: You know how to disappear without trace, dropping off the grid completely. No location discerning checks or abilities can find you unless you want them to. - Psi-Blast: You can use an action and make a PSI vs. MENTAL DEFENSE attack to blast an opponent with a mental burst which does 3d6 psionic damage and has a range increment of 10'. Psionics - Electrokinetic Blast: (Ergokinesis) (requires INT 6, PSI 6). You blast an opponent with a range increment of 10' with a bolt of focused electricity. Make a PSI vs. DEFENSE attack; if you succeed, you do 1d6 per 2 PSI electricity damage. - Perception Filter: (Telepathy) (requires PSI 5). You render yourself hard to notice with a telepathic effect which causes others to simply ignore you. Perception filters work automatically on those with an INT attribute of less than your PSI score, while more intuitive creatures will notice you immediately. If you make an attack, the effect ends immediately. Creatures aware of you cannot thereafter be affected by the perception filter. - Hypercognition: (Clairsentience) (requires PSI 8). When you use this power, everything appears to slow down for you. For 1 round per 4 PSI, you gain an extra action each round. Using this power is a free action. - Precognition (Clairsentience) (requires PSI 4). Your natural precognition gives you a +1d6 per 4 PSI bonus to INITIATIVE checks as well as checks to access the ambush turn. Gear: [B]Disruptor Pistol:[/B] Damage 2d6+2 heat, Range 12, Cost 100cr, Size S, Wt. 3, Availability 8B, Special: Sidearm. [B]Armored Pullover:[/B] Soak 3; Cost 40cr; Type Light; Wt. 10; Availability 6A; Inneffective – Heat [B]Survival Tool Kit:[/B] (Wt. 4, Cost 25cr) includes a compass, electronic mapping devices, emergency rations, a small selection of 10 spray dressings, 10 chemical light-sticks, and a portable laser stove. [B]Communicator, long-range:[/B] (Wt. 0.5, Cost 75cr) Range 1 AU [B]Knife:[/B] Damage 2d6 Piercing, Cost 2cr, Size T, Wt. 1, Availability 1A, Special: Throw Credits: 143[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
WOIN N.E.W. Space Opera [OOC]...
Top