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==Outlaw== ====Smuggler==== 0-1<br> Credits: 60 <br> Starting Experience: 20+d6<br> Faction: Outlaw. Special, Rare 8<br> Skills: Shooting, Stealth, Agility<br> Equipment: Melee, Pistol, Basic, Grenades and Shells [flavor text] M WS BS S T W I A LD 4 2 3 3 3 1 3 1 7 ''Special''<br> '''Illicit Trader''': The smuggler is expert at not only sneaking goods past planetary customs officials, but also at fetching top dollar for good that are of questoinable legality. If the smuggler did not go out of action n the previous battle, add +2 to the income rolls from all the ships smuggling stashes. '''Black Market Sense''': If the goods are illegal, chances are the smuggler knows where to look for them, and what they are worth. If the smuggler is trying to locate any item out of the outlaw trading post (or any other item deemed by the GM to be illicit), he gets +1 to his rare trade roll, and subtracts 2d6 from the items variable cost. ====Grifter==== 0-1<br> Credits: 60 <br> Starting Experience: 20+d6 <br> Faction: Outlaw. Special, Rare 9 <br> Skills: Shooting, Stealth, Agility<br> Equipment: Melee, Pistol, Grenades and Shells The grifter: a combination of a gambler and a drifter. These souls wander from hand of cards to hand of cards, playing M WS BS S T W I A LD 4 2 3 3 3 1 4 1 7 ''Special''<br> '''Gambler''': The grifter may take his post-game action to try his luck. Usually, however, there isn’t much luck involved because the grifter is a master of cheating, and thus will collect d6x5 credits. If you roll a 6, the grifter is on a roll: you may roll another d6 and add it to the first. If, however, you roll a 1 at any time, he goes bust and you lose d6x5 cr. If this roll comes up a 1, the grifter has been caught cheating and they take their satisfaction out of his hide: he must roll on the serious injury table, and he misses the next game. ''Advances''<br> '''High Roller''': If the grifter selects this advance, increase the stakes of his Gambler skill to d6x10. '''Slight of Hand''': The grifter is a master of slight of hand and card tricks… I skill which he can put to use to relieve distracted people from their possessions. If the grifter selects this skill, once during every melee he may attempt to steal an item that his opponent is not holding in his hands. To steal the item, the grifter selects an pistol-sized or smaller item and makes an initiative check. If the check passes, the add the item to the grifter’s inventory (and the opponent is none the wiser). If he fails, treat him as if he fumbled during that round of combat. ===Pirates=== ====Pirate Captain==== 0+<br> Cost: <br> Starting Experience: 60+d6<br> Faction: Outlaw, Elite<br> Skills: Shooting, Ferocity, Combat, Techno, Shiphand, Piloting<br> Equipment: Melee, Pistol, Basic, Grenades and Shells, Special. M WS BS S T W I A LD 4 4 4 3 3 1 4 1 8 ''Special'' '''Leader''': If you include a pirate captain on your ship, he must be the leader. Therefore, the cost of making him the leader is already figured into his price. Plunder: Reputation: ====Pirate: Old Salt===== 0+<br> Cost: <br> Starting Experience: 60+d6<br> Faction: Outlaw, Crew, Rare 6<br> Skills: Shooting, Ferocity, Combat, Shiphand<br> Equipment: Melee, Pistol, Basic, Grenades and Shells.<br> M WS BS S T W I A LD 4 3 3 3 3 1 3 1 7 ''Special'' '''Weatherworn''': Because old salts have been in space for so long, they have picked up some skills and some oddities. Roll 1 advances, and a d6 on the following table: · 1-2: Old Injury: 1-2: eye patch (eye wound), 3-4 Peg Leg (Can only run 1.5x Movement), Hook Hand (cannot use 2 handed weapons. Hook counts as a knife that cannot fumble) · 3: Jonah: Wherever the old salt goes, ill fortune seems to follow. Add one Jinx to the ship. · 4: Extra Superstitious: if you roll a triple 1 on the travel dice, the old salt has seen a particularly bad omen and refuses to leave the ship “until you leave this accurset’ place” · 5: Drunk: When he’s not sailing, he is floating in the booze. In every post game phase, the leader must pass a leadership check or the old salt drinks away d6x5 credits from your stash. On the plus side, he makes a lot of friends on his benders, and can chose the “well liked” advance anytime he could roll for a skill · 6: Wanted: All pirates are outlaws: it goes with the territory. However, the old salt crossed someone important, so he is wanted more than most. [effect]. Well Traveled: If you want to go somewhere, the old salt probably knows the quickest rout. Subtract 1 from all travel times. ====Harpooner==== In the pirate vernacular, rich merchant ships are often referred to as “whales,” so therefore, it makes sense that the man who mans the ships tractor beam would be known as the Harpooner. Because reeling in these whales is critical to the pirate’s livelihood of plunder, they often put an experienced fighter at the controls. 0-2<br> Cost: 70<br> Starting Experience: 60+d6<br> Faction: Outlaw, Elite, Rare 6<br> Skills: Shooting, Ferocity, Techno, Shiphand<br> Equipment: Melee, Pistol, Basic, Grenades and Shells, Special, Heavy. M WS BS S T W I A LD 4 3 3 3 3 1 3 1 7 ''Special'' [Bonus to Tractor Beam usage]
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