Security Cadet: The Accord’s Perimeter


 The Security Cadet is a CR 1 Initiate-tier NPC available through the Hired Help boon for characters with a Liked reputation within the Celestial Accord. While the Quartermaster’s Aide handles logistics, the Security Cadet provides combat support, perimeter control, and physical deterrence.

Mechanically, they act as a defensive anchor: they boost ally damage by marking targets, use reactions to protect squadmates, and can suppress enemies with nonlethal crowd control. They are not elite shock troops but disciplined trainees who follow orders, hold the line, and ensure the party’s flanks are secure.

Security Cadet Soldier  1

White

Red

Vesk

Humanoid

In every Accord-controlled starport, dome-hab, and orbital waystation, the Security Cadet is the first uniform seen and the last to leave the line. These are probationary peacekeepers: half student, half shield, trusted to stand post with a badge, a boom pistol, and a long list of escalation protocols.

Cadets watch manifests and crowds with the same intensity. They memorize use-of-force charts and their squad leaders’ temperaments, learning when to bark a warning and when to tap their comm for backup quietly. In the Riftside fringe, a lone Cadet at a customs gate can mean the difference between a calm arrival and a gang testing how far the Accord’s patience stretches. They are young, eager, and often terrified of making a mistake—but they are backed by the most powerful organization in the galaxy.

  • Role: Security Cadet assigned to high-risk checkpoints and riot-prone zones, drilled in Accord doctrine but leaning into Vesk shock-troop instincts.

  • Visual: Heavy white-and-gunmetal Accord patrol armor layered over visible vesk plating; storm motif (chevrons, lightning sigils) on pauldrons.

Perception +6 Low-Light Vision, Languages: Common 


Skills:  Accord Lore +6, Acrobatics +5, Athletics +6, Intimidation +5, Society +6, Stealth +10, 


Gear: Commercial Aegis Armor, Commercial Arc Emitter with 1 battery, Commercial Plasma Doshko, Compliance cuffs, flashstrip (nonlethal flare), ID badge

Str +3, Dex +2, Con +2, Int +0, Wis +2, Cha +1 

AC 17;  Fortitude +5, Reflex +7, Will +6

HP 25; Resistance 1 to Suppressed Attackers


Speed 25 ft.


Melee Plasma Doshko ◆◆Area Attack DC17 10ft Burst (2d4 Fire); Primary Target+9 [+4/-1](1d8+4 Fire)

Ranged Arc Emitter ◆◆Area Attack DC17 20ft Cone (2d6 Electricity); Primary Target+7 [+2/-3](1d6+3 Electricity)

Special Abilities

Cadet’s Challenge ◆

Traits: Auditory, Visual, Mental
The Cadet designates a hostile creature within 60 feet as a priority target. Until the start of the Cadet’s next turn:

  • The Cadet gains a +1 status bonus to attack rolls against that target.

  • Allies who hit the target with a Strike gain a +1 status bonus to damage.
    This reflects basic target-calling and coordinated fire drills taught in Accord academies.

Protective Step ↺ (Reaction)

Trigger: An adjacent ally is targeted by a Strike.
Effect: The Cadet interposes, shifting up to 5 feet into a blocking position (if space permits) and granting the ally a +2 circumstance bonus to AC against the triggering attack. On a miss, the Cadet acts as a physical shield, verifying the ally's safety.

Drill-Perfected Form

  • Armor Storm Rush: a short, controlled charge to shove or body-block an enemy away from civilians or a doorway.

If you’d like, the next step can be a full rewrite of the Security Cadet article section as:


Crowd Control Protocols ◆◆

Effect (10-foot burst, enemies): Creatures in the area must succeed at a DC 16 Will save or become Shaken (frightened 1) for 1 round as the Cadet barks commands and slams their baton. On a critical failure, the target also takes a -5 foot penalty to Speed for 1 round.


Influence: Working With a Security Cadet

NPC Name: Security Cadet
Traits: Over-eager, rule-focused, proud of the uniform, wary of "irregular" elements
Perception +6; Will +6

Discovery

  • Perception DC 15: Notice how often they check in with superiors or glance at cameras before acting.

  • Society DC 14: Identify their rank insignia and understand their fear of a permanent mark on their record.

Influence Skills & DCs

Skill

DC

Notes

Society

14

Quote proper statutes, respect chain-of-command.

Diplomacy

15

Treat them as a professional equal; explain lawful intent.

Intimidation

19

Resisted; aggressive threats risk an immediate distress call.

Deception

17

Requires plausible paperwork or forged authorizations.

Athletics

15

Impress them with disciplined physical prowess or a sparring tip.

Stealth

18

Demonstrate understanding of security blind spots (risky but respected).

Influence Thresholds

  • 3 Points (Cooperative): Cadet relaxes; grants a +2 circumstance bonus to one security, customs, or logistics check for the party (e.g., getting weapons through a checkpoint legally).

  • 6 Points (Quiet Favors): The Cadet bends procedure: provides advanced warning of patrol routes, "loses" a minor infraction report, or allows extra gear through with a wink.

  • 10 Points (Loyal Contact): Cadet becomes a recurring ally: discreet comms pings with security updates, off-the-record escorts through restricted zones, or vouching for the PCs to senior officers.

Resistances & Weaknesses

  • Resistance: Disrespect for the uniform increases all Influence DCs by +2. Overt talk of smuggling or crime increases Deception/Diplomacy DCs by +3.

  • Weakness: Mentorship: Sincere encouragement or treating them as "future officer material" reduces Social DCs by -2 for the scene. Shared Drills: Participating in a quick spar or range test grants 1 automatic Influence Point.


Adventure Hooks

  1. Checkpoint Heat: The PCs arrive during a high-alert lockdown. A nervous Cadet must decide whether to strictly enforce a "shoot on sight" order or trust the party to resolve the situation peacefully.

  2. First Real Firefight: During a raid on an Accord depot, a Cadet freezes or is pinned down. Saving them and guiding them through their first real combat earns a fiercely loyal ally for life.

  3. The Promotion File: A Cadet asks the veteran adventurers for a "letter of recommendation" or proof of heroism to include in their promotion packet, dragging the party into internal Accord politics.

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