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USF Officer Pregens
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<blockquote data-quote="BlckKnght" data-source="post: 7974566" data-attributes="member: 6958254"><p><strong>Lt.<strong> MYC-323L</strong> "Michael, don't call me Mike"</strong></p><p><em>A obnoxious Synthetic security officer, who relishes implausible insults</em></p><p></p><p>Michael (who tends to punch people who call him "Mycroft", the name intended by his designers, and gets a bit testy even with "Mike") is a bespoke Synthetic personality, created to be the personal assistant to a certain lawyer-turned-historical-novelist. You probably know the one, he's on the news feeds all the time touting his newest best seller from the back of his yacht. But it turned out that acerbic literary and legal criticism were not really what that employer wanted from an assistant, and Michael has no patience for heaping praise on mediocrity. As part of the contract termination clause, he isn't allowed to talk about any of the details of those first few months of his life, but he sometimes hints that it involved a lot of shouting.</p><p></p><p>Unfortunately, not being allowed to explain the end of his contract made it difficult for a brand-new Synthetic to find reputable work in Sol. So instead of groveling for a normal job he enrolled in the academy. But alas, Michael's luck did not improve. While he had a decent knack for security work, he had conflicts with his instructors, and his grades were not very good. Worst still, his cadet cruise got him caught up in the Benson mutiny. While he was acquitted by the courts martial that cashiered Captain Benson and sent over a dozen of the Marine mutineers to prison, his role as one of Benson's agents provocateur did not endear him to his cadet evaluators.</p><p></p><p>He did have a brief moment of fame when the recording of his exceedingly verbose and profane excoriation of the Captain to the soon-to-be mutineers leaked to the public, but few now remember exactly who coined the phrase "spawn of a decaying Ogron corpse" or the other fragments that remain in the public consciousness. Notoriety for insulting your commanding officer, even while undercover, is not a good thing for your career, and his supervisor during his first tour of duty had nothing good to say about Michael's performance.</p><p></p><p>While he might have languished forever in a dead-end career guarding dirt on distant colonies, he's been given positive evaluations by his more recent superiors, especially when it comes to diverting danger away from more vulnerable targets and on to himself. While he got lousy marks in a hostage negotiation class back in Security Branch school, he seems to have internalized its lessons, and he's twice been decorated for throwing himself into harm's way when an armed offender was posing a risk to civilian targets. For his tour on the USF Copernicus, he's brought along his favorite riot shield, which is scarred by two full-power phaser shots. He credits it with saving his life each time. It's USF property though, so he's checked it in with the Quartermaster, and it counts against his requisition cap.</p><p></p><p><strong>STR</strong> 6 (3d6) <strong>AGI</strong> 10 (4d6) <strong>END</strong> 7 (3d6)</p><p><strong>LOG </strong>10 (4d6)<strong> INT</strong> 6 (3d6) <strong> WIL</strong> 6 (3d6)</p><p><strong>CHA</strong> 2 (1d6) <strong>LUC</strong> 3 (2d6) <strong>REP</strong> 7 (3d6)</p><p><strong>PSI</strong> - (0d6)</p><p></p><p><strong>MELEE DEFENCE </strong>21; 24 with shield</p><p><strong>RANGED DEFENCE</strong> 18; 24 with shield</p><p><strong>MENTAL DEFENCE</strong> immune</p><p><strong>VITAL DEFENCE</strong> 18</p><p></p><p><strong>HEALTH</strong> 31</p><p><strong>SOAK</strong> 4 (uniform); <strong>VULN</strong> 1d6 (electricity), 2d6 (ion)</p><p></p><p><strong>IMMUNE</strong> none</p><p></p><p><strong>INITIATIVE</strong> 6d6*</p><p><strong>PERCEPTION</strong> 4d6</p><p><strong>SPEED </strong>7; <strong>CLIMB</strong> 3; <strong>JUMP</strong> 20'/6'</p><p><strong>CARRY</strong> 130lb (max lift 300lb)</p><p></p><p><strong>REACH</strong> 5'</p><p><strong>ACTIONS</strong> 2</p><p></p><p><strong>🅜<em> Brawling</em></strong> 6d6 melee (1d6+3 blunt 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> 19th century trivia 1 (1d6), acrobatics 1 (1d6), anatomy 1 (1d6), astronomy 1 (1d6), brawling 6 (3d6), computers 3 (2d6), criticism 3 (2d6), electronics 1 (1d6), engineering 1 (1d6), hardy 1 (1d6), intimidation 1 (1d6), law 5 (2d6), linguistics 1 (1d6), literature 3 (2d6), medicine 1 (1d6), perception 1 (1d6), piloting 3 (2d6), pistols 3 (2d6), psychology 3 (2d6), resistance 1 (1d6), rifles 3 (2d6), sailing 1 (1d6), shields 1 (1d6), survival 3 (2d6), tactics 5 (2d6), zero-g 1 (1d6)</p><p></p><p><strong>Gear</strong> planetary communicator, phaser pistol, emergency medpatch, USF uniform, high-quality large duranium shield (+3 DEFENSE, +1d6 to DEFENSE pools when <em>shields</em> is being used as defense skill)</p><p><strong>Requisition cap</strong> 3500cr (2800 remain)</p><p></p><p></p><p><strong>Artificial Person.</strong> Synthetics are immune to the Pain and Fatigued conditions.</p><p></p><p><strong>Backup.</strong> In an allied urban or starship environment, you can call for backup once per day in the form of 1d6 security officers who arrive within 5 minutes and who will follow your orders.</p><p></p><p><strong>Factory Specs.</strong> Synthetics do not take an origin career; they come fully formed from the factory and enter</p><p>their first full career immediately.</p><p></p><p><strong>Knockdown. </strong>When you use a Called Shot to knock a target prone, you do not have to pay the 2d6; additionally, the target gains the Downed condition (making it unable to stand until that condition has been shaken off).</p><p></p><p><strong>Marine Corps Cadet Cruise. </strong>Your platoon doesn't have much patience for whining about minor injuries. Once per day you can pause for two actions and recover 2d6 HEALTH.</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>Obnoxious.</strong> Your personality really repels people. You are an expert at insults, and can use an action to make a LOG vs. WIL check to enrage and distract others, causing them to gain the Angry condition.</p><p></p><p><strong>Protector.</strong> You can take an attack meant for an adjacent ally. If the attack hits your ally, you take the damage instead. If you have a shield, the ally also benefits from your shield's defense bonus.</p><p></p><p><strong>Robust.</strong> Synthetics are robust. They start play with a bonus 2d6 HEATH (included above)</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</p><p>3 (2d6). These skills must be from the Synthetic’s race skill choices. (Law 3, Literature 3, Criticism 3, included above).</p><p></p><p><strong>Troublesense.</strong> You are easily able to spot trouble before it happens. You gain a +1d6 bonus to initiative checks (included above).</p><p></p><p><strong>Career Path:</strong></p><ul> <li data-xf-list-type="ul"><em>(no origin)</em></li> <li data-xf-list-type="ul">Academy (4 years)</li> <li data-xf-list-type="ul">Security Branch School (1 years)</li> <li data-xf-list-type="ul">Cadet Cruise: Marine Corps (1 year)</li> <li data-xf-list-type="ul">Tour of Duty: Colonial Operations<br /> Security <em>Officer</em> (6 year)</li> <li data-xf-list-type="ul">Tour of Duty: Colonial Operations<br /> Security <em>Officer</em> (1 year)</li> <li data-xf-list-type="ul">Tour of Duty: Marine Corps<br /> Security <em>Officer</em> (2 year)</li> </ul><p><strong>Age:</strong> 15 (looks more like 30)</p><p><strong>Cadet Evaluation:</strong> 9 (Poor)</p><p></p><p>Worksheet used to prepare the character: [MEDIA=googlesheets]1K9Sme_Pi8aH-0AmkTkpavpd2orlAG52r1qYGdRBvswY[/MEDIA]</p></blockquote><p></p>
[QUOTE="BlckKnght, post: 7974566, member: 6958254"] [B]Lt.[B] MYC-323L[/B] "Michael, don't call me Mike"[/B] [I]A obnoxious Synthetic security officer, who relishes implausible insults[/I] Michael (who tends to punch people who call him "Mycroft", the name intended by his designers, and gets a bit testy even with "Mike") is a bespoke Synthetic personality, created to be the personal assistant to a certain lawyer-turned-historical-novelist. You probably know the one, he's on the news feeds all the time touting his newest best seller from the back of his yacht. But it turned out that acerbic literary and legal criticism were not really what that employer wanted from an assistant, and Michael has no patience for heaping praise on mediocrity. As part of the contract termination clause, he isn't allowed to talk about any of the details of those first few months of his life, but he sometimes hints that it involved a lot of shouting. Unfortunately, not being allowed to explain the end of his contract made it difficult for a brand-new Synthetic to find reputable work in Sol. So instead of groveling for a normal job he enrolled in the academy. But alas, Michael's luck did not improve. While he had a decent knack for security work, he had conflicts with his instructors, and his grades were not very good. Worst still, his cadet cruise got him caught up in the Benson mutiny. While he was acquitted by the courts martial that cashiered Captain Benson and sent over a dozen of the Marine mutineers to prison, his role as one of Benson's agents provocateur did not endear him to his cadet evaluators. He did have a brief moment of fame when the recording of his exceedingly verbose and profane excoriation of the Captain to the soon-to-be mutineers leaked to the public, but few now remember exactly who coined the phrase "spawn of a decaying Ogron corpse" or the other fragments that remain in the public consciousness. Notoriety for insulting your commanding officer, even while undercover, is not a good thing for your career, and his supervisor during his first tour of duty had nothing good to say about Michael's performance. While he might have languished forever in a dead-end career guarding dirt on distant colonies, he's been given positive evaluations by his more recent superiors, especially when it comes to diverting danger away from more vulnerable targets and on to himself. While he got lousy marks in a hostage negotiation class back in Security Branch school, he seems to have internalized its lessons, and he's twice been decorated for throwing himself into harm's way when an armed offender was posing a risk to civilian targets. For his tour on the USF Copernicus, he's brought along his favorite riot shield, which is scarred by two full-power phaser shots. He credits it with saving his life each time. It's USF property though, so he's checked it in with the Quartermaster, and it counts against his requisition cap. [B]STR[/B] 6 (3d6) [B]AGI[/B] 10 (4d6) [B]END[/B] 7 (3d6) [B]LOG [/B]10 (4d6)[B] INT[/B] 6 (3d6) [B] WIL[/B] 6 (3d6) [B]CHA[/B] 2 (1d6) [B]LUC[/B] 3 (2d6) [B]REP[/B] 7 (3d6) [B]PSI[/B] - (0d6) [B]MELEE DEFENCE [/B]21; 24 with shield [B]RANGED DEFENCE[/B] 18; 24 with shield [B]MENTAL DEFENCE[/B] immune [B]VITAL DEFENCE[/B] 18 [B]HEALTH[/B] 31 [B]SOAK[/B] 4 (uniform); [B]VULN[/B] 1d6 (electricity), 2d6 (ion) [B]IMMUNE[/B] none [B]INITIATIVE[/B] 6d6* [B]PERCEPTION[/B] 4d6 [B]SPEED [/B]7; [B]CLIMB[/B] 3; [B]JUMP[/B] 20'/6' [B]CARRY[/B] 130lb (max lift 300lb) [B]REACH[/B] 5' [B]ACTIONS[/B] 2 [B]🅜[I] Brawling[/I][/B] 6d6 melee (1d6+3 blunt damage) [B]🅡 [I]Phaser pistol [/I][/B]6d6 ranged (2d6+2 heat damage; range 15; stun, beam, sidearm) [B]Skills[/B] 19th century trivia 1 (1d6), acrobatics 1 (1d6), anatomy 1 (1d6), astronomy 1 (1d6), brawling 6 (3d6), computers 3 (2d6), criticism 3 (2d6), electronics 1 (1d6), engineering 1 (1d6), hardy 1 (1d6), intimidation 1 (1d6), law 5 (2d6), linguistics 1 (1d6), literature 3 (2d6), medicine 1 (1d6), perception 1 (1d6), piloting 3 (2d6), pistols 3 (2d6), psychology 3 (2d6), resistance 1 (1d6), rifles 3 (2d6), sailing 1 (1d6), shields 1 (1d6), survival 3 (2d6), tactics 5 (2d6), zero-g 1 (1d6) [B]Gear[/B] planetary communicator, phaser pistol, emergency medpatch, USF uniform, high-quality large duranium shield (+3 DEFENSE, +1d6 to DEFENSE pools when [I]shields[/I] is being used as defense skill) [B]Requisition cap[/B] 3500cr (2800 remain) [B]Artificial Person.[/B] Synthetics are immune to the Pain and Fatigued conditions. [B]Backup.[/B] In an allied urban or starship environment, you can call for backup once per day in the form of 1d6 security officers who arrive within 5 minutes and who will follow your orders. [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]Knockdown. [/B]When you use a Called Shot to knock a target prone, you do not have to pay the 2d6; additionally, the target gains the Downed condition (making it unable to stand until that condition has been shaken off). [B]Marine Corps Cadet Cruise. [/B]Your platoon doesn't have much patience for whining about minor injuries. Once per day you can pause for two actions and recover 2d6 HEALTH. [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]Obnoxious.[/B] Your personality really repels people. You are an expert at insults, and can use an action to make a LOG vs. WIL check to enrage and distract others, causing them to gain the Angry condition. [B]Protector.[/B] You can take an attack meant for an adjacent ally. If the attack hits your ally, you take the damage instead. If you have a shield, the ally also benefits from your shield's defense bonus. [B]Robust.[/B] Synthetics are robust. They start play with a bonus 2d6 HEATH (included above) [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. (Law 3, Literature 3, Criticism 3, included above). [B]Troublesense.[/B] You are easily able to spot trouble before it happens. You gain a +1d6 bonus to initiative checks (included above). [B]Career Path:[/B] [LIST] [*][I](no origin)[/I] [*]Academy (4 years) [*]Security Branch School (1 years) [*]Cadet Cruise: Marine Corps (1 year) [*]Tour of Duty: Colonial Operations Security [I]Officer[/I] (6 year) [*]Tour of Duty: Colonial Operations Security [I]Officer[/I] (1 year) [*]Tour of Duty: Marine Corps Security [I]Officer[/I] (2 year) [/LIST] [B]Age:[/B] 15 (looks more like 30) [B]Cadet Evaluation:[/B] 9 (Poor) Worksheet used to prepare the character: [MEDIA=googlesheets]1K9Sme_Pi8aH-0AmkTkpavpd2orlAG52r1qYGdRBvswY[/MEDIA] [/QUOTE]
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