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USF Officer Pregens
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<blockquote data-quote="BlckKnght" data-source="post: 7968833" data-attributes="member: 6958254"><p>I don't know if you're still looking for these, given that there were never any replies, but I recently picked up The Spartan Gambit and thought I'd give it a go.</p><p></p><p></p><p><strong>Lt. Commander Westin Clarke</strong></p><p><em>A well known Augmented Human science officer, who's always calculating the odds.</em></p><p></p><p>As a child, Westin was diagnosed with an extremely rare degenerative neural disease. At the age of eight, he received an experimental treatment from a team of Fleet doctors, in which nanocomputers were injected into his brain and programmed to gradually replace portions of his damaged central nervous system. During his treatment, he taught himself programming and made a bit of a nuisance of himself on any network he could plug his fancy new cranial computer into. After his treatment was successfully completed, he entered the academy, having been guaranteed admission for being a guinea pig for the fleet medical corps. He proved to be a competent astrogeologist, and achieved some minor fame (as well as impressing his assessors) after repurposing geological survey nanobots to dramatically accelerate repairs on a stricken asteroid mining rig that his survey ship was diverted to rescue during his cadet tour. Looking for a more demanding career path than just doing pure science, he accepted an invitation to further training at Command School. After an uneventful tour aboard a navy patrol ship, he landed a prestigious spot on the USF Copernicus, which makes him suspect that some higher-ups may be grooming him for greater responsibilities in the future. Though his main job is in the science department, he's occasionally assigned to the bridge rotation crew, taking watches on either the sensors or electronic warfare stations. As a hobby during his downtime, Westin coordinates ship-wide tournaments of his favorite video game, 'SPACEFORCE TACSIM' (a USFA tactical training tool that was adapted into a commercially-unsuccessful strategy game). The contests are very popular with ship's junior officers. He is also, quietly, a bookie for those who want to gamble on the games.</p><p></p><p><strong>STR</strong> 3 (2d6) <strong>AGI</strong> 6 (3d6) <strong>END</strong> 6 (3d6)</p><p><strong>LOG </strong>8 (4d6*)<strong> INT</strong> 6 (3d6) <strong> WIL</strong> 5 (2d6)</p><p><strong>CHA</strong> 6 (3d6) <strong>LUC</strong> 6 (3d6) <strong>REP</strong> 10 (4d6)</p><p><strong>PSI</strong> - (0d6)</p><p></p><p><strong>MELEE DEFENCE </strong>14</p><p><strong>RANGED DEFENCE</strong> 14</p><p><strong>MENTAL DEFENCE</strong> 14</p><p><strong>VITAL DEFENCE</strong> 14</p><p></p><p><strong>HEALTH</strong> 27</p><p><strong>SOAK</strong> 4 (uniform); <strong>VULN</strong> none</p><p><strong>IMMUNE</strong> none</p><p></p><p><strong>INITIATIVE</strong> 4d6</p><p><strong>PERCEPTION</strong> 4d6</p><p><strong>SPEED </strong>6; <strong>CLIMB</strong> 3; <strong>JUMP</strong> 12'/3'</p><p><strong>CARRY</strong> 60lb (max lift 150lb)</p><p></p><p><strong>REACH</strong> 5'</p><p><strong>ACTIONS</strong> 2</p><p></p><p><strong>🅜<em> Martial arts</em></strong> 4d6 melee (1d6+2 blunt damage)</p><p><strong>🅡 <em>Phaser pistol </em></strong>4d6 ranged (2d6+2 heat damage; range 15; stun, beam, sidearm)</p><p></p><p><strong>Skills </strong>astronomy 1 (1d6), astrophysics 4 (2d6), computers 6 (4d6*), concentration 1 (1d6), diplomacy 3 (2d6), dodging 1 (1d6), electronics 4 (2d6), engineering 5 (2d6), fortitude 1 (1d6), gambling 1 (1d6), gaming 3 (2d6), geology 4 (2d6), hardy 3 (2d6), history 1 (1d6), law 3 (2d6), linguistics 5 (2d6), martial arts 1 (1d6), medicine 1 (1d6), nanotechnology 3 (2d6), perception 1 (1d6), piloting 1 (1d6), pistols 1 (1d6), reactions 1 (1d6), running 1 (1d6), sensors 4 (2d6), starship tactics 3 (2d6), zero-g 1 (1d6)</p><p></p><p><strong>Gear</strong> planetary communicator, phaser pistol, emergency medpatch, USF uniform,</p><p><strong>Requisition cap</strong> 5,000cr</p><p></p><p><strong>Adaptive.</strong> When incorporating new cybernetic alterations, Augmented never need to make a check to see if the upgrade takes hold. Additionally, they can incorporate an unlimited number of alterations beyond the normal limit of their END attribute.</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 aiming action. All characters get either the Aim, Focus, or Feint exploit for free.</p><p></p><p><strong>Alteration.</strong> Augmented begin play with two minor or one major cybernetic alterations: Memory Chip (+1d6 to LOG dice pools, included above), Interface Jacks (+1d6 to computer operations, included above)</p><p></p><p><strong>Analytics.</strong> Studying your target's behaviour, you notice a pattern to its actions. You grant all allies within 30' a +1d6 bonus to attack the target until the start of your next turn. This costs one action.</p><p></p><p><strong>Inert.</strong> Augmented embrace technology over matters of spirit. They may never have a PSI score above zero.</p><p></p><p><strong>Jury-rig.</strong> You modify a weapon (yours or an adjacent ally's) to either increase its range by 50% or its damage by +1d6 until the start of your next turn.</p><p></p><p><strong>Science Operations.</strong> You are able to identify the resistances, immunities, and vulnerabilities of any creature if you use a hand-scanner. This requires two full actions of observation.</p><p></p><p><strong>White-hat. </strong>You are practised at hacking and anti-hacking techniques. You can actively provide a starship control computer with a +4 ELECTRONIC DEFENSE score, and gain a +1d6 bonus to electronic attacks.</p><p></p><p><strong>Well-known.</strong> You are famous; people recognize you, for good or ill. You have learned to use this reputation. Once per day you may substitute your REP attribute for another attribute in order to make an attribute check.</p><p></p><p><strong>Career Path:</strong></p><ul> <li data-xf-list-type="ul">Hacker (18 years)</li> <li data-xf-list-type="ul">Academy (4 years)</li> <li data-xf-list-type="ul">Science Branch School (3 years)</li> <li data-xf-list-type="ul">Cadet Cruise: Science Operations (1 year)</li> <li data-xf-list-type="ul">Command School (1 years)</li> <li data-xf-list-type="ul">Tour of Duty: Naval Operations<br /> <em>Science Officer</em> (2 year)</li> </ul><p><strong>Age:</strong> 29</p><p><strong>Cadet Evaluation:</strong> 22 (distinguished)</p><p></p><p>Worksheet used to prepare the character: [MEDIA=googlesheets]1-1Sh92t6QDr5CxW51Aoy-tjSytdATH6cWEhIhXiL1mY[/MEDIA]</p></blockquote><p></p>
[QUOTE="BlckKnght, post: 7968833, member: 6958254"] I don't know if you're still looking for these, given that there were never any replies, but I recently picked up The Spartan Gambit and thought I'd give it a go. [B]Lt. Commander Westin Clarke[/B] [I]A well known Augmented Human science officer, who's always calculating the odds.[/I] As a child, Westin was diagnosed with an extremely rare degenerative neural disease. At the age of eight, he received an experimental treatment from a team of Fleet doctors, in which nanocomputers were injected into his brain and programmed to gradually replace portions of his damaged central nervous system. During his treatment, he taught himself programming and made a bit of a nuisance of himself on any network he could plug his fancy new cranial computer into. After his treatment was successfully completed, he entered the academy, having been guaranteed admission for being a guinea pig for the fleet medical corps. He proved to be a competent astrogeologist, and achieved some minor fame (as well as impressing his assessors) after repurposing geological survey nanobots to dramatically accelerate repairs on a stricken asteroid mining rig that his survey ship was diverted to rescue during his cadet tour. Looking for a more demanding career path than just doing pure science, he accepted an invitation to further training at Command School. After an uneventful tour aboard a navy patrol ship, he landed a prestigious spot on the USF Copernicus, which makes him suspect that some higher-ups may be grooming him for greater responsibilities in the future. Though his main job is in the science department, he's occasionally assigned to the bridge rotation crew, taking watches on either the sensors or electronic warfare stations. As a hobby during his downtime, Westin coordinates ship-wide tournaments of his favorite video game, 'SPACEFORCE TACSIM' (a USFA tactical training tool that was adapted into a commercially-unsuccessful strategy game). The contests are very popular with ship's junior officers. He is also, quietly, a bookie for those who want to gamble on the games. [B]STR[/B] 3 (2d6) [B]AGI[/B] 6 (3d6) [B]END[/B] 6 (3d6) [B]LOG [/B]8 (4d6*)[B] INT[/B] 6 (3d6) [B] WIL[/B] 5 (2d6) [B]CHA[/B] 6 (3d6) [B]LUC[/B] 6 (3d6) [B]REP[/B] 10 (4d6) [B]PSI[/B] - (0d6) [B]MELEE DEFENCE [/B]14 [B]RANGED DEFENCE[/B] 14 [B]MENTAL DEFENCE[/B] 14 [B]VITAL DEFENCE[/B] 14 [B]HEALTH[/B] 27 [B]SOAK[/B] 4 (uniform); [B]VULN[/B] none [B]IMMUNE[/B] none [B]INITIATIVE[/B] 4d6 [B]PERCEPTION[/B] 4d6 [B]SPEED [/B]6; [B]CLIMB[/B] 3; [B]JUMP[/B] 12'/3' [B]CARRY[/B] 60lb (max lift 150lb) [B]REACH[/B] 5' [B]ACTIONS[/B] 2 [B]🅜[I] Martial arts[/I][/B] 4d6 melee (1d6+2 blunt damage) [B]🅡 [I]Phaser pistol [/I][/B]4d6 ranged (2d6+2 heat damage; range 15; stun, beam, sidearm) [B]Skills [/B]astronomy 1 (1d6), astrophysics 4 (2d6), computers 6 (4d6*), concentration 1 (1d6), diplomacy 3 (2d6), dodging 1 (1d6), electronics 4 (2d6), engineering 5 (2d6), fortitude 1 (1d6), gambling 1 (1d6), gaming 3 (2d6), geology 4 (2d6), hardy 3 (2d6), history 1 (1d6), law 3 (2d6), linguistics 5 (2d6), martial arts 1 (1d6), medicine 1 (1d6), nanotechnology 3 (2d6), perception 1 (1d6), piloting 1 (1d6), pistols 1 (1d6), reactions 1 (1d6), running 1 (1d6), sensors 4 (2d6), starship tactics 3 (2d6), zero-g 1 (1d6) [B]Gear[/B] planetary communicator, phaser pistol, emergency medpatch, USF uniform, [B]Requisition cap[/B] 5,000cr [B]Adaptive.[/B] When incorporating new cybernetic alterations, Augmented never need to make a check to see if the upgrade takes hold. Additionally, they can incorporate an unlimited number of alterations beyond the normal limit of their END attribute. [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 aiming action. All characters get either the Aim, Focus, or Feint exploit for free. [B]Alteration.[/B] Augmented begin play with two minor or one major cybernetic alterations: Memory Chip (+1d6 to LOG dice pools, included above), Interface Jacks (+1d6 to computer operations, included above) [B]Analytics.[/B] Studying your target's behaviour, you notice a pattern to its actions. You grant all allies within 30' a +1d6 bonus to attack the target until the start of your next turn. This costs one action. [B]Inert.[/B] Augmented embrace technology over matters of spirit. They may never have a PSI score above zero. [B]Jury-rig.[/B] You modify a weapon (yours or an adjacent ally's) to either increase its range by 50% or its damage by +1d6 until the start of your next turn. [B]Science Operations.[/B] You are able to identify the resistances, immunities, and vulnerabilities of any creature if you use a hand-scanner. This requires two full actions of observation. [B]White-hat. [/B]You are practised at hacking and anti-hacking techniques. You can actively provide a starship control computer with a +4 ELECTRONIC DEFENSE score, and gain a +1d6 bonus to electronic attacks. [B]Well-known.[/B] You are famous; people recognize you, for good or ill. You have learned to use this reputation. Once per day you may substitute your REP attribute for another attribute in order to make an attribute check. [B]Career Path:[/B] [LIST] [*]Hacker (18 years) [*]Academy (4 years) [*]Science Branch School (3 years) [*]Cadet Cruise: Science Operations (1 year) [*]Command School (1 years) [*]Tour of Duty: Naval Operations [I]Science Officer[/I] (2 year) [/LIST] [B]Age:[/B] 29 [B]Cadet Evaluation:[/B] 22 (distinguished) Worksheet used to prepare the character: [MEDIA=googlesheets]1-1Sh92t6QDr5CxW51Aoy-tjSytdATH6cWEhIhXiL1mY[/MEDIA] [/QUOTE]
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