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<blockquote data-quote="easl" data-source="post: 7969241" data-attributes="member: 6856073"><p>Last one for now. I think this one's my favorite.</p><p></p><p><strong>LTC “Tee” (T-800.120.405.7)</strong></p><p><em>An athletic synthetic engineer. Come with him if you want to live.</em></p><p></p><p>The Alterra system used a large computer network (AltNet) to manage their economy. Unfortunately, it became sentient and tried to take over the world, producing T-units to help it pacify the population. T-800s were designed to assist with civil engineering projects – both destruction of unnecessary human luxury buildings, and the construction of much more efficient buildings, such as work farms. Thirty years ago, Space Force freed the people of Alterra, eliminating the threat of the rogue AI and all of its soldier units. Many of the engineering units, however, were deemed salvageable. They’ve since been reprogrammed to be more civic-minded and, under Space Force’s watchful eye, have been slowly re-introduced into society. It’s been a mostly successful process. Mostly. “Tee” was employed by AltNet for asteroid mining projects and had never even seen a human before the liberation, thus was deemed reprogrammable. So far he has been a model citizen. So far.</p><p></p><p><strong>STR</strong> 10 (4d6) <strong>AGI</strong> 10 (4d6) <strong>END</strong> 6 (3d6)</p><p><strong>LOG </strong>10 (4d6)<strong> INT</strong> 3 (2d6) <strong>WIL</strong> 5 (2d6)</p><p><strong>CHA</strong> 3 (1d6) <strong>LUC</strong> 3 (2d6) <strong>REP</strong> 9 (3d6)</p><p><strong>PSI</strong> -</p><p></p><p><strong>MELEE DEFENCE </strong>21</p><p><strong>RANGED DEFENCE</strong> 21</p><p><strong>MENTAL DEFENCE</strong> – (Immune)</p><p><strong>VITAL DEFENCE</strong> 18</p><p></p><p><strong>HEALTH</strong> 28</p><p><strong>SOAK</strong> 4 (mesh); <strong>VULN</strong> Ion (2d6); Electricity (1d6)</p><p><strong>IMMUNE</strong> Mental; Pain, Fatigued conditions</p><p></p><p><strong>INITIATIVE</strong> 4d6</p><p><strong>PERCEPTION</strong> 3d6</p><p><strong>SPEED </strong>8; <strong>CLIMB</strong> 4; <strong>JUMP</strong> 20’/10’</p><p><strong>CARRY</strong> 160lb (max lift 500 lb.)</p><p></p><p><strong>REACH</strong> 5'</p><p><strong>ACTIONS</strong> 2</p><p></p><p><strong>🅜<em> Martial Arts</em></strong> 6d6 melee (1d6+4 blunt)</p><p><strong>🅡 <em>Phaser pistol </em></strong>6d6 ranged (2d6+2 heat damage; range 15; stun, beam, sidearm)</p><p></p><p><strong>Skills </strong>Archaeology 1, Astronomy 1, Bureaucracy 2, Computers 5, Demolitions/Explosives 3, Dodge 3, Electronics 3, Engineering 6, Hardy 1, Law 2, Linguistics 1, Martial arts 3, Medicine 1, Perception 1, Piloting 5, Pistols 3, Psychology 2, Resistance 3, Rifles 3, Tactics 3, Zero-g 1</p><p></p><p><strong>Gear</strong> planetary communicator, phaser pistol, emergency medpatch, USF uniform</p><p><strong>Requisition cap</strong> 4,500cr</p><p></p><p><strong>Mechanoid. </strong>Synthetics share the same range of traits as other mechanoids: they are immune to any attacks which target MENTAL DEFENSE; a Synthetic’s PSI attribute can never rise above zero, and a Synthetic cannot spend LUC dice to gain bonus dice when making attributes; Synthetics are vulnerable (1d6) to electricity damage, and vulnerable (2d6) to ion damage, and Synthetics do not need to eat, sleep, or breathe.</p><p></p><p><strong>Skill Package. </strong>Synthetics are built with a purpose in mind. They begin play with three bonus skills at rank 3 (2d6). These skills must be from the Synthetic’s race skill choices.</p><p></p><p><strong>Factory Specs. </strong>Synthetics do not take an origin career; they come fully formed from the factory and enter their first full career immediately.</p><p></p><p><strong>Artificial Person. </strong>Synthetics are immune to the Pain and Fatigued conditions.</p><p></p><p><strong>Robust. </strong>Synthetics are robust. They start play with a bonus 2d6 HEATH.<strong> </strong></p><p><strong></strong></p><p><strong>Utilikit. </strong>You are able to turn one device into another device of equal value or lower. For example, you can modulate your scanner to use as a phaser, or enable your laser knife to operate as a lock pick. The device only functions in this way for a single action before becoming permanently useless. It takes 10 minutes to make the change.</p><p></p><p><strong>Explosives. </strong>You can create explosives from common items and surroundings. The explosive takes 30 minutes to make, and causes 3d6 heat damage to all within 5’. The explosive can be stored, but only for up to two hours. You may throw these like grenades, set them on a timer, or use them as proximity-mines.</p><p></p><p><strong>Saboteur. </strong>You are able to disable any mechanical or electronic device to which you have access. This exploit does not open a locked door (disabling the lock just means it remains stuck in whatever configuration it is currently in). This takes you five minutes.</p><p></p><p><strong>Aim.</strong> 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></p><p><strong><em>Spray. </em></strong>When using a weapon with the <em>auto </em>trait you may spend all your actions to spray a 30’ cone, making one attack against every target not in cover within the cone. Make one attack roll and apply it to the RANGED DEFENSE of all within that area.</p><p></p><p><strong><em>Athletic</em></strong><em>. </em>Brawny and strong, you are able to plough through difficult terrain. Difficult terrain does not reduce your speed.</p><p></p><p><strong>Character build</strong> (for reference):</p><p></p><p>Synthetic: STR 2, AGI 1, LOG 2, WIL 1, PSI -; Psychology 1, resistance 1, dodge 1; Mechanoid, Skill package (Computers 3, Engineering 3, Piloting 3), Factory specs, Artificial person, Robust.</p><p></p><p>Homeworld: Asteroid. AGI 1, STR -1; Zero-g 1</p><p></p><p>(1) Academy (STR 1, END 1, LOG 1, WIL 1); Dodge 1, Resistance 1; Curriculum (Archaeology 1, Astronomy 1, Computers 1, Engineering 1, Law 1, Linguistics 1, Martial arts 1, Medicine 1, Pistols 1, Zero-g 1)</p><p></p><p>(2) Security Branch school (STR 1, AGI 1, END 1, REP 1); rifles 1, tactics 1; Curriculum (Electronics 1, Law 1, Martial Arts 2, Piloting 2, Pistols 2, Psychology 1, Rifles 2, Tactics 2)</p><p></p><p>(3) Cadet Cruise (STR 1, AGI 1, END 1, LOG 1); (hardy 1, perception 1); Utilikit common exploit. Cadet evaluation roll 18 (5d6; 3d6 AGi + 2d6 pistols) for REP 1</p><p></p><p>(4) Engineer tour of duty (STR 1, AGI 1, LOG 1, REP 1); electronics 1, engineering 1; Technical knowledge base (computers 1, engineering 1, demolitions/explosives 1, electronics 1). Starbase Assignment (Bureaucracy 1)</p><p></p><p>(5) Engineer tour of duty (STR 1, AGI 1, LOG 1, REP 1); dodge 1, demolitions/explosives 1; Explosives. Frontier Operations Assignment (REP 1)</p><p></p><p>(6) Engineer tour of duty (STR 1, AGI 1, LOG 1, REP 1); resistance 1, demolitions/explosives 1; Saboteur. Starbase assignment (Bureaucracy 1)</p><p></p><p>Aim/Feint choice: Aim</p><p></p><p>Second common exploit: Spray</p><p></p><p>Trait: Athletic</p><p></p><p>This character has 12 experience towards his next career advance.</p></blockquote><p></p>
[QUOTE="easl, post: 7969241, member: 6856073"] Last one for now. I think this one's my favorite. [B]LTC “Tee” (T-800.120.405.7)[/B] [I]An athletic synthetic engineer. Come with him if you want to live.[/I] The Alterra system used a large computer network (AltNet) to manage their economy. Unfortunately, it became sentient and tried to take over the world, producing T-units to help it pacify the population. T-800s were designed to assist with civil engineering projects – both destruction of unnecessary human luxury buildings, and the construction of much more efficient buildings, such as work farms. Thirty years ago, Space Force freed the people of Alterra, eliminating the threat of the rogue AI and all of its soldier units. Many of the engineering units, however, were deemed salvageable. They’ve since been reprogrammed to be more civic-minded and, under Space Force’s watchful eye, have been slowly re-introduced into society. It’s been a mostly successful process. Mostly. “Tee” was employed by AltNet for asteroid mining projects and had never even seen a human before the liberation, thus was deemed reprogrammable. So far he has been a model citizen. So far. [B]STR[/B] 10 (4d6) [B]AGI[/B] 10 (4d6) [B]END[/B] 6 (3d6) [B]LOG [/B]10 (4d6)[B] INT[/B] 3 (2d6) [B]WIL[/B] 5 (2d6) [B]CHA[/B] 3 (1d6) [B]LUC[/B] 3 (2d6) [B]REP[/B] 9 (3d6) [B]PSI[/B] - [B]MELEE DEFENCE [/B]21 [B]RANGED DEFENCE[/B] 21 [B]MENTAL DEFENCE[/B] – (Immune) [B]VITAL DEFENCE[/B] 18 [B]HEALTH[/B] 28 [B]SOAK[/B] 4 (mesh); [B]VULN[/B] Ion (2d6); Electricity (1d6) [B]IMMUNE[/B] Mental; Pain, Fatigued conditions [B]INITIATIVE[/B] 4d6 [B]PERCEPTION[/B] 3d6 [B]SPEED [/B]8; [B]CLIMB[/B] 4; [B]JUMP[/B] 20’/10’ [B]CARRY[/B] 160lb (max lift 500 lb.) [B]REACH[/B] 5' [B]ACTIONS[/B] 2 [B]🅜[I] Martial Arts[/I][/B] 6d6 melee (1d6+4 blunt) [B]🅡 [I]Phaser pistol [/I][/B]6d6 ranged (2d6+2 heat damage; range 15; stun, beam, sidearm) [B]Skills [/B]Archaeology 1, Astronomy 1, Bureaucracy 2, Computers 5, Demolitions/Explosives 3, Dodge 3, Electronics 3, Engineering 6, Hardy 1, Law 2, Linguistics 1, Martial arts 3, Medicine 1, Perception 1, Piloting 5, Pistols 3, Psychology 2, Resistance 3, Rifles 3, Tactics 3, Zero-g 1 [B]Gear[/B] planetary communicator, phaser pistol, emergency medpatch, USF uniform [B]Requisition cap[/B] 4,500cr [B]Mechanoid. [/B]Synthetics share the same range of traits as other mechanoids: they are immune to any attacks which target MENTAL DEFENSE; a Synthetic’s PSI attribute can never rise above zero, and a Synthetic cannot spend LUC dice to gain bonus dice when making attributes; Synthetics are vulnerable (1d6) to electricity damage, and vulnerable (2d6) to ion damage, and Synthetics do not need to eat, sleep, or breathe. [B]Skill Package. [/B]Synthetics are built with a purpose in mind. They begin play with three bonus skills at rank 3 (2d6). These skills must be from the Synthetic’s race skill choices. [B]Factory Specs. [/B]Synthetics do not take an origin career; they come fully formed from the factory and enter their first full career immediately. [B]Artificial Person. [/B]Synthetics are immune to the Pain and Fatigued conditions. [B]Robust. [/B]Synthetics are robust. They start play with a bonus 2d6 HEATH.[B] Utilikit. [/B]You are able to turn one device into another device of equal value or lower. For example, you can modulate your scanner to use as a phaser, or enable your laser knife to operate as a lock pick. The device only functions in this way for a single action before becoming permanently useless. It takes 10 minutes to make the change. [B]Explosives. [/B]You can create explosives from common items and surroundings. The explosive takes 30 minutes to make, and causes 3d6 heat damage to all within 5’. The explosive can be stored, but only for up to two hours. You may throw these like grenades, set them on a timer, or use them as proximity-mines. [B]Saboteur. [/B]You are able to disable any mechanical or electronic device to which you have access. This exploit does not open a locked door (disabling the lock just means it remains stuck in whatever configuration it is currently in). This takes you five minutes. [B]Aim.[/B] 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. [B][I]Spray. [/I][/B]When using a weapon with the [I]auto [/I]trait you may spend all your actions to spray a 30’ cone, making one attack against every target not in cover within the cone. Make one attack roll and apply it to the RANGED DEFENSE of all within that area. [B][I]Athletic[/I][/B][I]. [/I]Brawny and strong, you are able to plough through difficult terrain. Difficult terrain does not reduce your speed. [B]Character build[/B] (for reference): Synthetic: STR 2, AGI 1, LOG 2, WIL 1, PSI -; Psychology 1, resistance 1, dodge 1; Mechanoid, Skill package (Computers 3, Engineering 3, Piloting 3), Factory specs, Artificial person, Robust. Homeworld: Asteroid. AGI 1, STR -1; Zero-g 1 (1) Academy (STR 1, END 1, LOG 1, WIL 1); Dodge 1, Resistance 1; Curriculum (Archaeology 1, Astronomy 1, Computers 1, Engineering 1, Law 1, Linguistics 1, Martial arts 1, Medicine 1, Pistols 1, Zero-g 1) (2) Security Branch school (STR 1, AGI 1, END 1, REP 1); rifles 1, tactics 1; Curriculum (Electronics 1, Law 1, Martial Arts 2, Piloting 2, Pistols 2, Psychology 1, Rifles 2, Tactics 2) (3) Cadet Cruise (STR 1, AGI 1, END 1, LOG 1); (hardy 1, perception 1); Utilikit common exploit. Cadet evaluation roll 18 (5d6; 3d6 AGi + 2d6 pistols) for REP 1 (4) Engineer tour of duty (STR 1, AGI 1, LOG 1, REP 1); electronics 1, engineering 1; Technical knowledge base (computers 1, engineering 1, demolitions/explosives 1, electronics 1). Starbase Assignment (Bureaucracy 1) (5) Engineer tour of duty (STR 1, AGI 1, LOG 1, REP 1); dodge 1, demolitions/explosives 1; Explosives. Frontier Operations Assignment (REP 1) (6) Engineer tour of duty (STR 1, AGI 1, LOG 1, REP 1); resistance 1, demolitions/explosives 1; Saboteur. Starbase assignment (Bureaucracy 1) Aim/Feint choice: Aim Second common exploit: Spray Trait: Athletic This character has 12 experience towards his next career advance. [/QUOTE]
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