The Quartermaster's Aide is a CR 1 Initiate-tier NPC available through the Hired Help boon for characters with a Liked reputation within the Celestial Accord. These diligent functionaries specialize in equipment procurement, logistics coordination, and field supply management. Their presence grants mechanical bonuses to gear requisition, resupply, and equipment-related checks during missions.
In the gleaming halls of Accord logistical hubs, the Quartermaster's Aide is a familiar sight—uniformed in crisp white-and-gold fatigues, datapad in hand, inventory codes memorized like sacred scripture. These initiates are the backbone of Accord field operations, ensuring that every bolt, ration pack, and energy cell reaches its destination on time and in regulation order. They take pride in efficiency, find comfort in checklists, and view a well-stocked armory as a work of art.
Quartermaster’s Aide Tradesperson 1
A Quartermaster's Aide rarely sees direct combat, but their work saves lives. When a squad needs emergency supplies mid-mission, when a critical component must be sourced from a reluctant vendor, or when field gear requires rapid calibration, the Aide steps forward with quiet competence. They are trained to navigate Accord bureaucracy as easily as a pilot navigates Rift-space—knowing which forms to file, which codes to invoke, and which favors to call in.
For those who earn their respect, an Aide becomes an invaluable ally: a living directory of Accord resources, a voice that can cut through red tape, and a steady hand in the chaos of mission logistics.
Perception +7 Low-Light Vision, data-augury
Languages: Common
Skills: Accord Lore +10, Computers +10, Deception +7, Diplomacy +7, Intimidation +7, Medicine +6, Mercantile Lore +10,
Gear: Commercial Travel Suit, Accord credentials badge (ID + security token), Logistics datapad with encrypted Accord network access, Boom pistol with 1 battery (sidearm)
Str +0, Dex +3, Con +1, Int +5, Wis +3, Cha +4
AC 15; Fortitude +4, Reflex +6, Will +10
HP 20; Resistance 2 to poison and disease
Emotionless +1 circumstance bonus on saves vs emotion and mental effects (non-networked)
Synthetic Body counts as humanoid and construct-adjacent for effects at GM discretion (no need to eat or sleep in the usual way, but takes standard healing/repair options consistent with your Android rules).
Speed 25 ft.
Melee Fist +7 [3/-1] (Agile,NonLethal), Damage 1d4+2 bludgeoning
Ranged Boom Pistol +7 [+2/-3](1d6+2 Sonic)(2d6+4 Boosted)
Directives
Get ‘Em ◆ (Auditory, Concentrate, Visual)
◆ Effect: The Aide directs their allies attention to a creature within 60ft of them. For the next round, attacks directed at the target creature gain a +1 status bonus to hit
◆◆ Effect: The Aide directs their allies attention to a creature within 60ft of them, Then strikes at that designated target. For the next round, attacks directed at the target creature gain a +1 status bonus to hit; Damage rolls also gain +1 status bonus.
Networked Logistics
Data-Link Node ◆ (concentrate)
Frequency once per 10 minutes
Effect: The Aide pings the Accord logistics network or local node through encrypted channels. For the next 10 minutes, they gain a +2 circumstance bonus to one of the following chosen when first activated
Checks to Recall Knowledge about Accord equipment, supply depots, or trade routes (Accord Lore, Mercantile Lore, or Society).
Checks to locate or price specific Accord equipment or components (Crafting, Mercantile Lore, or Computers).
On a critical success at an appropriate check (GM sets DC), the Aide also identifies the nearest authorized Accord vendor or depot that has the requested item in stock.
Reaction (trigger an ally within 60ft is attacked)
Effect The Aide warns an ally of an incoming attack. An ally within 60ft gains a +2 circumstance bonus to AC against the triggering attack.
Effect: The Quartermaster’s Aide can quickly administer treatment to their allies' wounds. Once per Encounter per character, the Aide can help them recover HP Equal to the results of a medicine check +3.
Influencing a Quartermaster’s Aide
Traits: Precise, protocol-bound, quietly proud of efficiency, mildly curious about organic habits
Perception +7;
Will +8
Discovery: Perception DC 16 to notice constant background data checks and micro-delays when network traffic is high. Society or Accord Lore DC 14 to understand their role, promotion track, and expectations.
Influence Skills and DCs
Influence Thresholds
Resistances
Intimidation or implied threats: +2 DC; if failed badly, logs a “security note” on the PCs.
Disrespect for procedure (“skip the forms,” “just fudge the numbers”) raises all DCs by +2.
Mocking machine traits or Android nature has the same effect.
Weaknesses
Sincere praise for efficient systems or clean data reduces DCs by –2.
Offering to help with mundane tasks (counting crates, verifying manifests) grants 1 Influence Point once per scene.
Sharing a clear mission profile that relies on precise logistics (rescue windows, humanitarian drops, or crisis supply corridors) grants a +2 bonus to the next Influence check.

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