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<blockquote data-quote="tglassy" data-source="post: 7482337" data-attributes="member: 6855204"><p>Here is Marx.</p><p></p><p>[sblock=Background]</p><p>Here's my career list, and rolls for age:</p><p></p><p>Origin: Talent: (9 years)</p><p>Marx was born on an asteroid, where his father was a minor. They were mining some strange substances, and when Marx was born, he was born different. As a baby, he reacted to people's emotions rather than their demeanor. As he grew, he learned he was able to feel other people's emotions with ease. He used this to make sure the other kids stayed in line, even catching a few in the act of some serious crimes. This did not earn him friends, however, but he didn't care. He wanted to make sure those who broke the law were caught. </p><p></p><p>Career 1: Battlepsyche (5 years)</p><p>Unfortunately, his power was discovered by a shadowy organization, known as The Spire. They took him at the age of 9 , and they trained him to be a powerhouse, developing his psychic abilities further. They wanted him to be a weapon. He hated them. After 5 years of training, he took off, using his newfound abilities to keep himself hidden from them.</p><p></p><p>Career 2: Detective: (2 years)</p><p>He spent the next 2 years on a frontier planet, named Fastra, where he fell in with an older man who was a private detective. Working as his Apprentice, Marx used his abilities to help track criminals. While young, he managed to keep his powers secret from everyone except a special few, and became very good at what he did, despite his young age. </p><p></p><p>Career 3 and 4: Star Knight (1d6)[5] and (1d6)[5]</p><p>He was approached by the Star Knights at the age of 16, who were impressed with his abilities and what he had chosen to do with them. He didn't want anything to do with it at first, wanting nothing more than to be a detective. But when they explained that they basically are detectives, only more effective, he made the hard choice to leave his new world and train with them. He built his own laser sword within the first 5 years, and increased his ability with it so he could deflect ranged attacks with it. </p><p></p><p>Now, this 26 year old Intuitive Human Star Knight who needs to bring criminals to justice does what he can to ferret out the criminals who would take advantage of those who just want to live their lives. He joined with the Regulators, going back out to the area where he grew up, thinking maybe, just maybe, he would find The Spire again, and pay them. Back for the childhood they stole. [/sblock]</p><p></p><p>[sblock=Stats]</p><p>Marx</p><p>An Intuitive Human Star Knight who needs to bring criminals to justice.</p><p>Hook Attribute: INT</p><p></p><p>Health: 15</p><p>Speed: 4d6</p><p>Jump: 16/2</p><p>Carry: 50</p><p>Initiative: 3d6</p><p>Melee Defense: 22 [AGI 8 (3d6 ) + Swords 3 (2d6) = 5d6 = 18 + 4 (Telekinetic Shield) = 22]</p><p>Ranged Defense: 22 [AGI 8 (3d6 ) + Swords 3 (2d6) = 5d6 = 18 + 4 (Telekinetic Shield) = 22]</p><p>Mental Defense: 18 [INT 9 (3d6] + Concentration 6 (3d6) = 6d6 (max 5d6) = 18]</p><p>Starting Money: 180cr</p><p></p><p>Attacks:</p><p>Laser Sword: 6d6 (Max 5d6)</p><p>Damage: 3d6 Heat</p><p></p><p>STR: 2</p><p>AGI: 8</p><p>END: 3</p><p>INT: 9</p><p>LOG: 3</p><p>WIL: 7</p><p>CHA: 3</p><p>LUC: 5</p><p>REP: 0</p><p>PSI: 8</p><p></p><p>Species: Human</p><p>Age: 26</p><p>Size: Medium</p><p></p><p>Homeworld type:</p><p>Asteroid</p><p>Attribute Bonus: AGI +1, STR -1</p><p>Bonus Skill: Zero-g</p><p></p><p>Origin:</p><p>Talent (9 years)</p><p>Attributes: INT +1, WIL +1, PSI +1 </p><p>You manifested undisciplined psionic ability early in life, and struggled because of it.</p><p></p><p>Battlepsyche (5 years)</p><p>Attributes: END +1, WIL +1, PSI +2 (Switch END for INT, Hook Attribute)</p><p>Battlepsychs are trained for wartime psionic combat. They specialize in brute-force mental offense. </p><p></p><p>Detective (2 years)</p><p>Attributes: AGI +1, INT +2, CHA +1 (Switch CHA for PSI)</p><p>You become a detective, expert at spotting clues and finding your man. Even if you leave the profession, you still retain enough contacts to call in favors and request information. </p><p></p><p>Star Knight 2 (10 years)</p><p>Attributes: AGI +2, INT +2, WIL +2, PSI +2 </p><p>An elite order of warriors, the Star knights are respected throughout the galaxy. Star knights rarely use ranged weapons, engaging the enemy with their laser swords. </p><p></p><p>Skills:</p><p>Swords 3</p><p>Concentration 6</p><p>Law</p><p>Criminology</p><p>Empathy </p><p>Interrogation</p><p>Zero-g</p><p></p><p>Exploits:</p><p>Feint (Free Exploit): This is identical to the Aim exploit, but for melee 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>Perception filter (Free Exploit)(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>Varied (Human Exploit): Human boast more variation within their species than most. Add 2 to one other attribute, and add 1 to a third attribute (PSI 2, AGI 1).</p><p>Explorers (Human Exploit): Driven by inquisitive exploratory nature, Humans gain a number of XP equal to their grade every time they set foot on a planet new to them.</p><p>Empath (Origin Exploit): You can sense strong emotions in those with whom you converse. </p><p>Telekinetic shield (Battlepsyche Exploit) You gain +4 DEFENSE from a permanent telekinetic shield.</p><p>Clues (Detective Exploit). If there are any clues to find at a crime scene, you automatically find them within 5 minutes. </p><p>Laser sword (Star Knight Exploit): You build your own standard quality laser sword. </p><p>Missile deflection [requires Laser Sword]. You are able to deflect incoming ranged attacks with your laser sword. This allows you to use your laser sword for DEFENSE against ranged attacks as well as from melee attacks. </p><p></p><p></p><p>Equipment: 37cr</p><p>Laser Sword (Blue)</p><p>Backpack 4</p><p>Clothing</p><p>Planetary Communicator 30</p><p>Handcuffs 30</p><p>Rope, Hemp, 4</p><p>Forensic Kit 75[/sblock]</p></blockquote><p></p>
[QUOTE="tglassy, post: 7482337, member: 6855204"] Here is Marx. [sblock=Background] Here's my career list, and rolls for age: Origin: Talent: (9 years) Marx was born on an asteroid, where his father was a minor. They were mining some strange substances, and when Marx was born, he was born different. As a baby, he reacted to people's emotions rather than their demeanor. As he grew, he learned he was able to feel other people's emotions with ease. He used this to make sure the other kids stayed in line, even catching a few in the act of some serious crimes. This did not earn him friends, however, but he didn't care. He wanted to make sure those who broke the law were caught. Career 1: Battlepsyche (5 years) Unfortunately, his power was discovered by a shadowy organization, known as The Spire. They took him at the age of 9 , and they trained him to be a powerhouse, developing his psychic abilities further. They wanted him to be a weapon. He hated them. After 5 years of training, he took off, using his newfound abilities to keep himself hidden from them. Career 2: Detective: (2 years) He spent the next 2 years on a frontier planet, named Fastra, where he fell in with an older man who was a private detective. Working as his Apprentice, Marx used his abilities to help track criminals. While young, he managed to keep his powers secret from everyone except a special few, and became very good at what he did, despite his young age. Career 3 and 4: Star Knight (1d6)[5] and (1d6)[5] He was approached by the Star Knights at the age of 16, who were impressed with his abilities and what he had chosen to do with them. He didn't want anything to do with it at first, wanting nothing more than to be a detective. But when they explained that they basically are detectives, only more effective, he made the hard choice to leave his new world and train with them. He built his own laser sword within the first 5 years, and increased his ability with it so he could deflect ranged attacks with it. Now, this 26 year old Intuitive Human Star Knight who needs to bring criminals to justice does what he can to ferret out the criminals who would take advantage of those who just want to live their lives. He joined with the Regulators, going back out to the area where he grew up, thinking maybe, just maybe, he would find The Spire again, and pay them. Back for the childhood they stole. [/sblock] [sblock=Stats] Marx An Intuitive Human Star Knight who needs to bring criminals to justice. Hook Attribute: INT Health: 15 Speed: 4d6 Jump: 16/2 Carry: 50 Initiative: 3d6 Melee Defense: 22 [AGI 8 (3d6 ) + Swords 3 (2d6) = 5d6 = 18 + 4 (Telekinetic Shield) = 22] Ranged Defense: 22 [AGI 8 (3d6 ) + Swords 3 (2d6) = 5d6 = 18 + 4 (Telekinetic Shield) = 22] Mental Defense: 18 [INT 9 (3d6] + Concentration 6 (3d6) = 6d6 (max 5d6) = 18] Starting Money: 180cr Attacks: Laser Sword: 6d6 (Max 5d6) Damage: 3d6 Heat STR: 2 AGI: 8 END: 3 INT: 9 LOG: 3 WIL: 7 CHA: 3 LUC: 5 REP: 0 PSI: 8 Species: Human Age: 26 Size: Medium Homeworld type: Asteroid Attribute Bonus: AGI +1, STR -1 Bonus Skill: Zero-g Origin: Talent (9 years) Attributes: INT +1, WIL +1, PSI +1 You manifested undisciplined psionic ability early in life, and struggled because of it. Battlepsyche (5 years) Attributes: END +1, WIL +1, PSI +2 (Switch END for INT, Hook Attribute) Battlepsychs are trained for wartime psionic combat. They specialize in brute-force mental offense. Detective (2 years) Attributes: AGI +1, INT +2, CHA +1 (Switch CHA for PSI) You become a detective, expert at spotting clues and finding your man. Even if you leave the profession, you still retain enough contacts to call in favors and request information. Star Knight 2 (10 years) Attributes: AGI +2, INT +2, WIL +2, PSI +2 An elite order of warriors, the Star knights are respected throughout the galaxy. Star knights rarely use ranged weapons, engaging the enemy with their laser swords. Skills: Swords 3 Concentration 6 Law Criminology Empathy Interrogation Zero-g Exploits: Feint (Free Exploit): This is identical to the Aim exploit, but for melee 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. Perception filter (Free Exploit)(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. Varied (Human Exploit): Human boast more variation within their species than most. Add 2 to one other attribute, and add 1 to a third attribute (PSI 2, AGI 1). Explorers (Human Exploit): Driven by inquisitive exploratory nature, Humans gain a number of XP equal to their grade every time they set foot on a planet new to them. Empath (Origin Exploit): You can sense strong emotions in those with whom you converse. Telekinetic shield (Battlepsyche Exploit) You gain +4 DEFENSE from a permanent telekinetic shield. Clues (Detective Exploit). If there are any clues to find at a crime scene, you automatically find them within 5 minutes. Laser sword (Star Knight Exploit): You build your own standard quality laser sword. Missile deflection [requires Laser Sword]. You are able to deflect incoming ranged attacks with your laser sword. This allows you to use your laser sword for DEFENSE against ranged attacks as well as from melee attacks. Equipment: 37cr Laser Sword (Blue) Backpack 4 Clothing Planetary Communicator 30 Handcuffs 30 Rope, Hemp, 4 Forensic Kit 75[/sblock] [/QUOTE]
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