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USF Officer Pregens
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<blockquote data-quote="easl" data-source="post: 7969171" data-attributes="member: 6856073"><p>Here's a fun one...</p><p></p><p><strong>Lt. ‘Fritz’ (Frist’Zll’Alz)</strong></p><p><em>A suave Changeling intelligence officer who didn’t do it, I swear!</em></p><p></p><p>Fritz often gets in trouble. Fritz is often the first one blamed when something goes wrong. Fritz often deserves it…</p><p></p><p>Frist’Zll’Alz (everyone just calls him Fritz) doesn’t talk about his past. From what his friends can gather, it was somewhat sordid, and it appears he joined Space Force at least in part to get himself out of a sticky situation with either the local constabulary, or local gangsters. Whatever the reason, he has taken to intelligence work with gusto, and with one tour of duty already under his belt, seems prepared and ready for more.</p><p></p><p><strong>STR</strong> 3 (2d6) <strong>AGI</strong> 10 (4d6) <strong>END</strong> 6 (3d6)</p><p><strong>LOG </strong>4 (2d6)<strong> INT</strong> 7 (3d6) <strong>WIL</strong> 3 (2d6)</p><p><strong>CHA</strong> 10 (4d6) <strong>LUC</strong> 6 (3d6) <strong>REP</strong> 6 (3d6)</p><p><strong>PSI</strong> 0 (0d6)</p><p></p><p><strong>MELEE DEFENCE </strong>21</p><p><strong>RANGED DEFENCE</strong> 21</p><p><strong>MENTAL DEFENCE</strong> 18</p><p><strong>VITAL DEFENCE</strong> 14</p><p></p><p><strong>HEALTH</strong> 21</p><p><strong>SOAK</strong> 4 (uniform); <strong>VULN</strong> Acid (2d6)</p><p><strong>IMMUNE</strong> none</p><p></p><p><strong>INITIATIVE</strong> 4d6</p><p><strong>PERCEPTION</strong> 5d6</p><p><strong>SPEED </strong>6; <strong>CLIMB</strong> 3; <strong>JUMP</strong> 20'/3'</p><p><strong>CARRY</strong> 90lb (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> 6d6 melee (2d6+2 blunt, slashing, or piercing damage)</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>Astronomy 1, Bluffing 3, Bureaucracy 1, Carousing 1, Computers 2, Concentration 1, Dodging 3, Electronics 1, Engineering 1, Hardy 1, Insight 1, Interrogation 1, Law 3, Linguistics 1, Martial arts 3, Medicine 1, Perception 3, Persuasion 1, Piloting 3, Pistols 4, Psychology 3, Resistance 1, Rifles 2, Stealth 3, Tactics 2, Zero-g 1</p><p></p><p><strong>Gear</strong> planetary communicator, phaser pistol, emergency medpatch, USF uniform</p><p><strong>Requisition cap</strong> 3,000cr</p><p></p><p><strong>Changeling.</strong> Changelings can change shape to accurately resemble any other medium-sized object or creature. The result is 100% accurate in physical appearance, although the Changeling may need to rely on bluffing skills when interacting with others. Some Changelings spend years in a borrowed shape. Changing shape takes all of the Changeling’s actions and requires expenditure of a LUC die.<strong> </strong></p><p><strong></strong></p><p><strong>Regeneration.</strong> Changelings regenerate 1 HEALTH, physically repairing damage, at the start of each turn as long as they have at least 1 HEALTH.</p><p></p><p><strong>Morphed Weapon.</strong> The changeling can form a physical weapon (blade, spike, club) with one of its limbs as a free action. The weapon does slashing, piercing, or blunt damage (changeling’s choice) equal to the changeling’s normal unarmed damage +1d6.</p><p></p><p><strong>Acid Vulnerability.</strong> However, they are vulnerable (2d6) to acid damage, and cannot regenerate it.</p><p></p><p><strong>Ageless.</strong> Changelings do not age, do not have an age category, or access to age-based exploits.</p><p></p><p><strong>Ordinary. </strong>Your very nondescript nature makes you easily able to blend in unnoticed, giving you a +1d6 bonus to attempts to bluff, disguise, or otherwise remain visible but unremarked upon.</p><p></p><p><strong>Arm lock </strong>(requires AGI 8+, martial arts skill). When you successfully grab a foe, you place your target in a painful armlock. The target gains the Restrained condition, drops any items in that hand, and cannot use that arm until he escapes. You may move at half SPEED, taking your victim with you. If you apply this twice, the attacker gains the second Restrained condition.</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>Lucky escape</strong> (requires LUC 6+). You may avoid all damage from one attack as a free reaction. You can only do this once per day.</p><p></p><p><strong>Monologue.</strong> Once per day you can make a CHA mental attack against an enemy who can hear you. If successful, your target explains their plan with a short monologue.</p><p></p><p><strong>Suave.</strong> Once per day a CHA vs. MENTAL DEFENSE attack can be used to give a target the Charmed condition.</p><p></p><p><strong>Character build (for reference): </strong></p><p></p><p>Changeling: AGI 3, CHA 2, WIL -1; Bluffing 1, Insight 1, Stealth 1; changeling, regeneration, morphed weapon, acid vulnerability, ageless</p><p></p><p>Homeworld: Volcanic; AGI 1, STR -1, Dodging 1</p><p></p><p>(1) Everyman: END 1, LOG 1, CHA 1, LUC 1; Carousing 1, Concentration 1; Ordinary</p><p></p><p>(2) Academy (INT 1, WIL 1, CHA 1, LUC 1); Dodging 1, Resistance 1; Curriculum (Astronomy 1, Computers 1, Engineering 1, Law 1, Linguistics 1, Martial arts 1, Medicine 1, Pistols 1, Psychology 1, Zero-g 1).</p><p></p><p>(3) Security Branch: STR 1, AGI 1, END 1, REP 1; Psychology 1, Piloting 1; Curriculum (Piloting 2, Pistols 2, Rifles 2, Tactics 2, Martial Arts 2, Electronics 1, Law 1, Psychology 1)</p><p></p><p>(4) Intelligence Branch School: AGI 1, INT 1, CHA 1, LUC 1; Persuasion 1, Perception 1; Curriculum (Bluffing 2, Stealth 2; Computers 1, Interrogation 1, Law 1, Pistols 1)</p><p></p><p>(5) Cadet Cruise (INT 1, LOG 1, CHA 1, REP 1); Hardy 1, Perception 1; Arm Lock. Rolled “Colonial Operations” but took a general exploit instead. Rolled 13 (3d6 CHA + 1d6 Persuasion) evaluation score (no bonus).</p><p></p><p>(6) Intelligence Officer: AGI 1, INT 1, CHA 1, REP 1; Perception 1, Dodging 1; Monologue. Rolled Starbase Assignment (Bureaucracy 1)</p><p></p><p>Aim/Feint choice: Aim</p><p>Second common exploit: Lucky escape.</p><p>Trait: Suave</p><p></p><p>Character has 12 experience saved towards next career advancement.</p></blockquote><p></p>
[QUOTE="easl, post: 7969171, member: 6856073"] Here's a fun one... [B]Lt. ‘Fritz’ (Frist’Zll’Alz)[/B] [I]A suave Changeling intelligence officer who didn’t do it, I swear![/I] Fritz often gets in trouble. Fritz is often the first one blamed when something goes wrong. Fritz often deserves it… Frist’Zll’Alz (everyone just calls him Fritz) doesn’t talk about his past. From what his friends can gather, it was somewhat sordid, and it appears he joined Space Force at least in part to get himself out of a sticky situation with either the local constabulary, or local gangsters. Whatever the reason, he has taken to intelligence work with gusto, and with one tour of duty already under his belt, seems prepared and ready for more. [B]STR[/B] 3 (2d6) [B]AGI[/B] 10 (4d6) [B]END[/B] 6 (3d6) [B]LOG [/B]4 (2d6)[B] INT[/B] 7 (3d6) [B]WIL[/B] 3 (2d6) [B]CHA[/B] 10 (4d6) [B]LUC[/B] 6 (3d6) [B]REP[/B] 6 (3d6) [B]PSI[/B] 0 (0d6) [B]MELEE DEFENCE [/B]21 [B]RANGED DEFENCE[/B] 21 [B]MENTAL DEFENCE[/B] 18 [B]VITAL DEFENCE[/B] 14 [B]HEALTH[/B] 21 [B]SOAK[/B] 4 (uniform); [B]VULN[/B] Acid (2d6) [B]IMMUNE[/B] none [B]INITIATIVE[/B] 4d6 [B]PERCEPTION[/B] 5d6 [B]SPEED [/B]6; [B]CLIMB[/B] 3; [B]JUMP[/B] 20'/3' [B]CARRY[/B] 90lb (max lift 150lb) [B]REACH[/B] 5' [B]ACTIONS[/B] 2 [B]🅜[I] Martial arts[/I][/B] 6d6 melee (2d6+2 blunt, slashing, or piercing damage) [B]🅡 [I]Phaser pistol [/I][/B]6d6 ranged (2d6+2 heat damage; range 15; stun, beam, sidearm) [B]Skills [/B]Astronomy 1, Bluffing 3, Bureaucracy 1, Carousing 1, Computers 2, Concentration 1, Dodging 3, Electronics 1, Engineering 1, Hardy 1, Insight 1, Interrogation 1, Law 3, Linguistics 1, Martial arts 3, Medicine 1, Perception 3, Persuasion 1, Piloting 3, Pistols 4, Psychology 3, Resistance 1, Rifles 2, Stealth 3, Tactics 2, Zero-g 1 [B]Gear[/B] planetary communicator, phaser pistol, emergency medpatch, USF uniform [B]Requisition cap[/B] 3,000cr [B]Changeling.[/B] Changelings can change shape to accurately resemble any other medium-sized object or creature. The result is 100% accurate in physical appearance, although the Changeling may need to rely on bluffing skills when interacting with others. Some Changelings spend years in a borrowed shape. Changing shape takes all of the Changeling’s actions and requires expenditure of a LUC die.[B] Regeneration.[/B] Changelings regenerate 1 HEALTH, physically repairing damage, at the start of each turn as long as they have at least 1 HEALTH. [B]Morphed Weapon.[/B] The changeling can form a physical weapon (blade, spike, club) with one of its limbs as a free action. The weapon does slashing, piercing, or blunt damage (changeling’s choice) equal to the changeling’s normal unarmed damage +1d6. [B]Acid Vulnerability.[/B] However, they are vulnerable (2d6) to acid damage, and cannot regenerate it. [B]Ageless.[/B] Changelings do not age, do not have an age category, or access to age-based exploits. [B]Ordinary. [/B]Your very nondescript nature makes you easily able to blend in unnoticed, giving you a +1d6 bonus to attempts to bluff, disguise, or otherwise remain visible but unremarked upon. [B]Arm lock [/B](requires AGI 8+, martial arts skill). When you successfully grab a foe, you place your target in a painful armlock. The target gains the Restrained condition, drops any items in that hand, and cannot use that arm until he escapes. You may move at half SPEED, taking your victim with you. If you apply this twice, the attacker gains the second Restrained condition. [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]Lucky escape[/B] (requires LUC 6+). You may avoid all damage from one attack as a free reaction. You can only do this once per day. [B]Monologue.[/B] Once per day you can make a CHA mental attack against an enemy who can hear you. If successful, your target explains their plan with a short monologue. [B]Suave.[/B] Once per day a CHA vs. MENTAL DEFENSE attack can be used to give a target the Charmed condition. [B]Character build (for reference): [/B] Changeling: AGI 3, CHA 2, WIL -1; Bluffing 1, Insight 1, Stealth 1; changeling, regeneration, morphed weapon, acid vulnerability, ageless Homeworld: Volcanic; AGI 1, STR -1, Dodging 1 (1) Everyman: END 1, LOG 1, CHA 1, LUC 1; Carousing 1, Concentration 1; Ordinary (2) Academy (INT 1, WIL 1, CHA 1, LUC 1); Dodging 1, Resistance 1; Curriculum (Astronomy 1, Computers 1, Engineering 1, Law 1, Linguistics 1, Martial arts 1, Medicine 1, Pistols 1, Psychology 1, Zero-g 1). (3) Security Branch: STR 1, AGI 1, END 1, REP 1; Psychology 1, Piloting 1; Curriculum (Piloting 2, Pistols 2, Rifles 2, Tactics 2, Martial Arts 2, Electronics 1, Law 1, Psychology 1) (4) Intelligence Branch School: AGI 1, INT 1, CHA 1, LUC 1; Persuasion 1, Perception 1; Curriculum (Bluffing 2, Stealth 2; Computers 1, Interrogation 1, Law 1, Pistols 1) (5) Cadet Cruise (INT 1, LOG 1, CHA 1, REP 1); Hardy 1, Perception 1; Arm Lock. Rolled “Colonial Operations” but took a general exploit instead. Rolled 13 (3d6 CHA + 1d6 Persuasion) evaluation score (no bonus). (6) Intelligence Officer: AGI 1, INT 1, CHA 1, REP 1; Perception 1, Dodging 1; Monologue. Rolled Starbase Assignment (Bureaucracy 1) Aim/Feint choice: Aim Second common exploit: Lucky escape. Trait: Suave Character has 12 experience saved towards next career advancement. [/QUOTE]
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