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USF Officer Pregens
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<blockquote data-quote="easl" data-source="post: 7969211" data-attributes="member: 6856073"><p><strong>Mr. Onyx</strong></p><p><em>A tough as nails Mulluk marine who loves old movies and media</em></p><p></p><p>Mulluk scientists injected young Onyx with crystal-altering drugs in an attempt to improve the race's poor flexibility. It didn't quite work, but what it did do is convince Onyx to leave his homeworld, it's scientists, and try his luck with Space Force. There, he was introduced to humans and the amazing genre known as "noir," and he's been hooked ever since. Despite his penchant for quoting old movies, Mr. Onyx is a reliable, dedicated officer (one might even say "solid") who takes seriously his role as a protector of both Space Force personnel and civilians alike.</p><p></p><p><strong>STR</strong> 9 (3d6) <strong>AGI</strong> 8 (3d6) <strong>END</strong> 10 (4d6)</p><p><strong>LOG </strong>6 (3d6)<strong> INT</strong> 7 (3d6) <strong>WIL</strong> 3 (2d6)</p><p><strong>CHA</strong> 2 (1d6) <strong>LUC</strong> 3 (2d6) <strong>REP</strong> 7 (3d6)</p><p><strong>PSI</strong> 0 (0d6)</p><p></p><p><strong>MELEE DEFENCE </strong>18</p><p><strong>RANGED DEFENCE</strong> 16</p><p><strong>MENTAL DEFENCE</strong> 11</p><p><strong>VITAL DEFENCE</strong> 18</p><p></p><p><strong>HEALTH</strong> 24</p><p><strong>SOAK</strong> 12 (natural); <strong>VULN</strong> Sonic (1d6); falling (damage x2)</p><p><strong>IMMUNE</strong> none</p><p></p><p><strong>INITIATIVE</strong> 7d6</p><p><strong>PERCEPTION</strong> 5d6</p><p><strong>SPEED </strong>6; <strong>CLIMB</strong> 3; <strong>JUMP</strong> -/-</p><p><strong>CARRY</strong> 190lb (max lift 450lb)</p><p></p><p><strong>REACH</strong> 5'</p><p><strong>ACTIONS</strong> 2</p><p></p><p><strong>🅜<em> Brawling</em></strong> 5d6 melee (4d6+3 blunt)</p><p><strong>🅡 <em>Phaser pistol </em></strong>5d6 ranged (3d6+2 heat damage; range 15; stun, beam, sidearm)</p><p></p><p><strong>Skills </strong>Astronomy 1, Brawling 3, Computers 1, Criminology 1, Dodge 3, Driving 1, Electronics 1, Engineering 1, Geology 1, Hardy 1, History 1, Intimidate 1, Law 2, Linguistics 1, Medicine 1, Perception 3, Piloting 3, Pistols 3, Psychology 1, Resilience 1, Rifles 3, Running 1, Survival 1, 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> 3,500cr</p><p></p><p><strong>Crystalline.</strong> As crystalline creatures, Molluks can be tough to damage. They gain a natural 10 SOAK, but are vulnerable (1d6) to sonic damage and take double damage from falling, due to their more brittle nature. Molluks are immune to the Bleeding condition. Molluks can exist comfortably in a vacuum. They do not need to breathe, and their crystalline structure means that pressure differences do not cause them damage.</p><p></p><p><strong>Stone Fist.</strong> A Molluk’s natural damage die is 3d6 blunt.</p><p></p><p><strong>Bulky.</strong> Heavy, Molluks suffer -1 SPEED and cannot jump. They also suffer -2 RANGED DEFENSE. They weigh three times normal.</p><p></p><p><strong>Natural Camouflage.</strong> In rocky surroundings, a stationary Molluk can become effectively invisible.</p><p></p><p><strong>Long-lived.</strong> When creating a Molluk character, multiply career lengths by ten.</p><p></p><p><strong>Programming. </strong>You have been specifically bred and engineered for a purpose. At the start of a fight your ‘programming’ kicks in, granting you a +2d6 INITIATIVE bonus.</p><p></p><p><strong>Deadly strike</strong>. You inflict an additional 1d6 damage with a successful hit. For a ranged attack, this is likely a headshot. This can only gain you one bonus damage die.</p><p></p><p><strong>Out of place.</strong> You know the signs of suspicious behavior. You gain a +1d6 bonus to checks made to spot unusual or criminal activity.</p><p></p><p><strong>Feint. </strong>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></p><p><strong>Charge. </strong>When making a melee attack, move up to your speed in a straight line and then attack at the end of it and pay 2d6. You gain +1d6 damage to your attack. You must move at least 10'.</p><p></p><p><strong>Anti-surveillance. </strong>You are so familiar with surveillance devices, blind spots, and avoidance techniques that, by moving half your speed, you can render yourself invisible to electronic monitoring equipment.</p><p></p><p><strong>Tough-as-nails.</strong> You gain a +2 natural SOAK bonus which stacks with any other SOAK scores you may have.</p><p></p><p><strong>Character build</strong> (for reference):</p><p></p><p>Mulluk: STR 2, END 2, AGI -1; hardy 1, history 1, dodge 1; crystalline, stone fist, bulky, natural camouflage, long-lived</p><p></p><p>Barren Homeworld: END 1, CHA -1; survival 1</p><p></p><p>(1) Experiment: STR 1, AGI 1, END 1, LOG 1; Running 1, Dodge 1; Programming</p><p></p><p>(2) Academy (STR 1, AGI 1, END 1, INT 1); Resilience 1, dodge 1; Curriculum (Astronomy 1, Computers 1, Engineering 1, Geology 1, Law 1, Linguistics 1, Brawling 1, Medicine 1, Pistols 1, Zero-g 1).</p><p></p><p>(3) Security Branch school (STR 1, AGI 1, END 1, REP 1); rifles 1, tactics 1; Curriculum (Electronics 1, Law 1, Brawling 2, Piloting 2, Pistols 2, Psychology 1, Rifles 2, Tactics 2)</p><p></p><p>(4) Cadet Cruise (STR 1, AGI 1, END 1, INT 1); perception 1, piloting 1; deadly strike. Rolled Naval Operations, took common exploit instead. Rolled 17 for Cadet evaluation (3d5 AGI + 2d6 Pistols) for Merit and +1 REP</p><p></p><p>(5) Security Officer (AGI 1, INT 1, LOG 1, REP 1); Driving 1, Perception 1; out of place. Rolled 1 (Starbase assignment; Bureaucracy 1)</p><p></p><p>(6) Security Officer (AGI 1, INT 1, LOG 1, REP 1); Perception 1, intimidate 1; anti-surveillance. Rolled 4 (USFSO; Criminology 1)</p><p></p><p>Aim/Feint choice: Feint</p><p></p><p>Second common exploit: Charge</p><p></p><p>Trait: tough as nails.</p><p></p><p>This character has 12 experience towards his next career advance</p></blockquote><p></p>
[QUOTE="easl, post: 7969211, member: 6856073"] [B]Mr. Onyx[/B] [I]A tough as nails Mulluk marine who loves old movies and media[/I] Mulluk scientists injected young Onyx with crystal-altering drugs in an attempt to improve the race's poor flexibility. It didn't quite work, but what it did do is convince Onyx to leave his homeworld, it's scientists, and try his luck with Space Force. There, he was introduced to humans and the amazing genre known as "noir," and he's been hooked ever since. Despite his penchant for quoting old movies, Mr. Onyx is a reliable, dedicated officer (one might even say "solid") who takes seriously his role as a protector of both Space Force personnel and civilians alike. [B]STR[/B] 9 (3d6) [B]AGI[/B] 8 (3d6) [B]END[/B] 10 (4d6) [B]LOG [/B]6 (3d6)[B] INT[/B] 7 (3d6) [B]WIL[/B] 3 (2d6) [B]CHA[/B] 2 (1d6) [B]LUC[/B] 3 (2d6) [B]REP[/B] 7 (3d6) [B]PSI[/B] 0 (0d6) [B]MELEE DEFENCE [/B]18 [B]RANGED DEFENCE[/B] 16 [B]MENTAL DEFENCE[/B] 11 [B]VITAL DEFENCE[/B] 18 [B]HEALTH[/B] 24 [B]SOAK[/B] 12 (natural); [B]VULN[/B] Sonic (1d6); falling (damage x2) [B]IMMUNE[/B] none [B]INITIATIVE[/B] 7d6 [B]PERCEPTION[/B] 5d6 [B]SPEED [/B]6; [B]CLIMB[/B] 3; [B]JUMP[/B] -/- [B]CARRY[/B] 190lb (max lift 450lb) [B]REACH[/B] 5' [B]ACTIONS[/B] 2 [B]🅜[I] Brawling[/I][/B] 5d6 melee (4d6+3 blunt) [B]🅡 [I]Phaser pistol [/I][/B]5d6 ranged (3d6+2 heat damage; range 15; stun, beam, sidearm) [B]Skills [/B]Astronomy 1, Brawling 3, Computers 1, Criminology 1, Dodge 3, Driving 1, Electronics 1, Engineering 1, Geology 1, Hardy 1, History 1, Intimidate 1, Law 2, Linguistics 1, Medicine 1, Perception 3, Piloting 3, Pistols 3, Psychology 1, Resilience 1, Rifles 3, Running 1, Survival 1, Tactics 3, Zero-g 1 [B]Gear[/B] planetary communicator, phaser pistol, emergency medpatch, USF uniform [B]Requisition cap[/B] 3,500cr [B]Crystalline.[/B] As crystalline creatures, Molluks can be tough to damage. They gain a natural 10 SOAK, but are vulnerable (1d6) to sonic damage and take double damage from falling, due to their more brittle nature. Molluks are immune to the Bleeding condition. Molluks can exist comfortably in a vacuum. They do not need to breathe, and their crystalline structure means that pressure differences do not cause them damage. [B]Stone Fist.[/B] A Molluk’s natural damage die is 3d6 blunt. [B]Bulky.[/B] Heavy, Molluks suffer -1 SPEED and cannot jump. They also suffer -2 RANGED DEFENSE. They weigh three times normal. [B]Natural Camouflage.[/B] In rocky surroundings, a stationary Molluk can become effectively invisible. [B]Long-lived.[/B] When creating a Molluk character, multiply career lengths by ten. [B]Programming. [/B]You have been specifically bred and engineered for a purpose. At the start of a fight your ‘programming’ kicks in, granting you a +2d6 INITIATIVE bonus. [B]Deadly strike[/B]. You inflict an additional 1d6 damage with a successful hit. For a ranged attack, this is likely a headshot. This can only gain you one bonus damage die. [B]Out of place.[/B] You know the signs of suspicious behavior. You gain a +1d6 bonus to checks made to spot unusual or criminal activity. [B]Feint. [/B]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. [B]Charge. [/B]When making a melee attack, move up to your speed in a straight line and then attack at the end of it and pay 2d6. You gain +1d6 damage to your attack. You must move at least 10'. [B]Anti-surveillance. [/B]You are so familiar with surveillance devices, blind spots, and avoidance techniques that, by moving half your speed, you can render yourself invisible to electronic monitoring equipment. [B]Tough-as-nails.[/B] You gain a +2 natural SOAK bonus which stacks with any other SOAK scores you may have. [B]Character build[/B] (for reference): Mulluk: STR 2, END 2, AGI -1; hardy 1, history 1, dodge 1; crystalline, stone fist, bulky, natural camouflage, long-lived Barren Homeworld: END 1, CHA -1; survival 1 (1) Experiment: STR 1, AGI 1, END 1, LOG 1; Running 1, Dodge 1; Programming (2) Academy (STR 1, AGI 1, END 1, INT 1); Resilience 1, dodge 1; Curriculum (Astronomy 1, Computers 1, Engineering 1, Geology 1, Law 1, Linguistics 1, Brawling 1, Medicine 1, Pistols 1, Zero-g 1). (3) Security Branch school (STR 1, AGI 1, END 1, REP 1); rifles 1, tactics 1; Curriculum (Electronics 1, Law 1, Brawling 2, Piloting 2, Pistols 2, Psychology 1, Rifles 2, Tactics 2) (4) Cadet Cruise (STR 1, AGI 1, END 1, INT 1); perception 1, piloting 1; deadly strike. Rolled Naval Operations, took common exploit instead. Rolled 17 for Cadet evaluation (3d5 AGI + 2d6 Pistols) for Merit and +1 REP (5) Security Officer (AGI 1, INT 1, LOG 1, REP 1); Driving 1, Perception 1; out of place. Rolled 1 (Starbase assignment; Bureaucracy 1) (6) Security Officer (AGI 1, INT 1, LOG 1, REP 1); Perception 1, intimidate 1; anti-surveillance. Rolled 4 (USFSO; Criminology 1) Aim/Feint choice: Feint Second common exploit: Charge Trait: tough as nails. This character has 12 experience towards his next career advance [/QUOTE]
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