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==CHARACTER CREATION== * '''Traits and Skills''': 5 Trait points for Attribute and 15 points for Skill (including starting levels – d4 in Athletics, Common Knowledge, Persuasion and Stealth). * '''Species''': pick one of the standard Species below. Other unique or rare races can be created with the GM help via the Making Races chart (SWADE pg. 18-20). * '''Profession''': pick a Starfleet profession and make sure you meet the requirements. * '''Hindrances''': Start with one Major and two Minor Hindrances. * '''Edge''': All character start with one free Edge. It is suggested that this be choosen from the Professions ''Recommended Edges'' listed. * '''Languages''': all characters speak their native tongue at a d8 and an additional number of languages equal to ½ their Smart die at a base d6 each. The Linguists Edges adds additional languages as normal. * '''Psionics''': is very rare in all species except in Deltans and Vulcans. Most others do not trust psionics completely and non-Deltans and Vulcans should have some social problems due to these factors. * '''Gear''': Starfleet tends to provide all the basic gear that a serviceperson needs to carry out their mission. Characters can purchase personal gear if they wish using the Wealth system. '''Characters for this game''': Your characters are all fairly new Starfleet Academy graduates (no more then 3-5 years) who have been newly assigned to '''USS Saratoga''', a ''Miranda-Class'' Medium Cruiser. While assigned Departments you are also part of the '''''Prime-Team''''' for the ship. Prime Teams act as primary Away Team members. This vessel has been in serve for about 15 years but has recently gone through a serious repairs and a major upgrade/refit. The newly assigned Captain Tavian (Vulcan Female) has orders to do a shake down mission along the Klingon Neutral Zone for one month and then to report to Commodore Mikhail Samuilovich of Starbase 47 for assignment in the ''Taurus Reach''.</br> '''Option''': To create more skilled/advanced character for the game and higher ranking officers advance them to Season or even Veteran.</br> '''FORBIDDEN HINDRANCES'''</br> Anemic, Blind, Bloodthirsty, Death Wish, Delusional (Major), Elderly, Greedy (Major), Hard of Hearing (Major), Illiterate, Jealous (Major), Mute, One Arm, One Eye, Outsider (Major), Phobia (Major), Poverty, Suspicious (Major), Vengeful (Major), Wanted, Young. Note that in some cases if any of these hindrances are a racial constant there can be exceptions made.</br> '''FORBIDDEN OR RARE EDGES'''</br> Aristocrat, Artificer, Berserker, Champion, Chi, Gadgeteer, Holy/Unholy Warrior, Liquid Courage, Rich (Filthy Rich), Wizard</br> Also there is only one Arcane Background allowed – Psionics with the Psionic skill used for controlling and accessing it.</br> '''SKILLS NOT USES'''</br> Faith, Focus, Spellcasting and Weird Science</br> '''MODIFIED SKILLS'''</br> '''Electronics''': Is used to run sensors from starships to hand scanners.</br> '''Hacking''': is also used for Electronic Countermeasures and Warfare with tricorders or starship comm system. Generally this is a contest of skills between you and the target.</br> '''Science''': is also used to plot a course either at impulse or warp speed. Starfleet scanners and computers are advanced that the general penalty to plot a course at warp speed is -1 per 10 full lightyears of travel. Other species have more or fewer penalties depending.</br> '''NEW EDGES'''</br> COMBAT</br> '''Team Player''' [Novice, Wild Card]: When provided gang-up bonus the character counts as one additional adjacent ally for the purposes of determining Gang Up bonuses but this still cannot exceed the normal maximum Gang Up bonus of +4.</br> LEADERSHIP</br> '''Born Leader''' [Veteran, Command]: If you spend a Full Round Action, one ally (including Wild Cards) within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing.</br> '''Move It Mister!''' [Seasoned, Command]: You can use an Action to give one ally (including Wild Cards) within your presence area a free and immediate movement of Pace (no Running die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then as normal)</br> PROFESSIONAL</br> '''ECM Specialist''' [Novice, Electronics d6+, Hacking d6+]: With a tricorder or similar device you can attempt to jam enemies from using their communications or their scanners within range (generally about 5 miles). Make an opposed Hacking skill check (which can also be resisted by Electronics or Hacking). Success means that the opponent cannot use their communications with each other or their scanner within the area of your device. A raise over their check allows you to block both. If using the optional Starship Combat rules you gain a +2 with any of Comms Actions that you take – Crash System, Defeat ECM and Sensor Ghosts.</br> ===SPECIES OF THE FEDERATION AND STAR FLEET=== '''HUMAN (or Near-Humans)'''</br> [[File:SWADE.STPD.Human.jpg | 200px | right]] :By far the most common species of the Federation and Starfleet, humans overall have embraced the ideas of one of the founders of the government. In fact both the Federation Government capital and Starfleet Command are located on Earth. :While it is believed that Humans originated on Earth, they have been found on multiple planets and have adapted too many different environments. It is believed that some ancient species seeded them on many worlds or altered the DNA as such to allow them to proper within other environments. :'''Adaptable''' [2]: gain one Edge so long as you qualify for it. :'''Varied''' [2]: Gain one of the following… :: o Start with one Attribute trait at a d6 with a maximum starting of a d12+1 in that trait. :: o Start with 2 skills at a d4 or the automatic skills of a d6 each. These skills have a maximum starting level of a d12+1 each. :: o Aquatic - cannot drown in oxygenated liquid and moves his full Pace when swimming. :: o Environmental Resistance – gain a +4 bonus to resistant traits test and +4 Toughness against the damage of one type of environmental hazard – heat, cold, radiation, thin or dense atmosphere. :: o Pace - add +2 to base Pace and Run dice. :: o Night Vision – ignores Dim and Dark illuminations penalties. Also gain +1 to vision/sight based ''Notice'' skill checks. :: o Sleep Reduction – only require ½ (or 4 hours) regular sleep to be fully rested. :: o Study Stuff – gain +1 to Toughness and +2 to any check to resist disease or poisons. '''ANDORIAN'''[[File:SWADE.STPD.Andorian.jpg | 225px | right]] :An aggressive, passionate people from the frozen moon Andoria, the Andorians have been part of the United Federation of Planets since its foundation, having been firm allies of Humanity for several years beforehand. The Andorians are a blue skinned bipedal humanoids with two antenna on their foreheads that grant them heightened alertness. Within Starfleet they often serve on Andorian vessels only because they are not comfortable in most humanoid environmental conditions but there are many famous exceptions. :Their moon homeworld is a frozen wasteland on the surface that even they cannot survive on the surface for long. And so they have extensive underground cities and passageways that connect them. :'''Cold Resistance''' [1]: gain a +4 bonus to trait tests and +4 Toughness against the damage from cold attacks or conditions. :'''Heat Weakness''' [-1]: suffer a -4 penalty to trait test and suffer an addition +4 damage from heat attacks or conditions. :'''Perceptive''' [2]: add +2 to ''Notice'' skill checks. :'''Willful''' [2]: base Spirits of a d6 and maximum starting of a d12+1 '''CAITIAN'''</br> [[File:SWADE.STPD.Cathar.jpg | 250px | right]] :The Caitians are a proud, passionate, and loyal species of bipedal feline humanoids, well known for their long-standing friendships and ferocity in battle. They dwell in large city-trees, each meticulously carved with friezes depicting the city’s heroes and history. :Their homeworld of Caita is a wild place, with many ecological niches and huge insect predators. The Caitians easily hold their own, aided by their natural claws and passionate combat ability. Physically, the Cathar vary greatly in size and features. Some are muscular, with pronounced manes and beards, but others have Human-like proportions, with fine, short hair covering their bodies. Males have large manes, short beards, and tusks jutting from the lower jaw. Females have smaller vanes but impressive fangs along the upper jaw. Caitian coloration ranges from light yellow to dark beige, sometimes accented with dark stripes. :'''Agile''' [2]: base Agility of a d6 and maximum starting of a d12+1 :'''Claws''' [2]: base Str+d6 and considered armed. :'''Natural Leapers''' [1]: base long jump of 4” and high of 2”. A successful ''Athletics'' check adds 2" to either results (a raise either adds the bonus to both or adds +4" to either). </br> :'''Quick -- Proud''' (Minor) [-1]: Caitians are a very proud, traditional species. As such they can often come off as arrogrant but this is far from the case. '''DELTAN'''</br> [[File:SWADE.STPD.Deltan.jpg | 250px | right]] :Deltans are identified by their bald scalps and lack of body hair and are well known to wear beutiful head dresses. Subliminal scents called pheromones are released by both Deltan males and females, triggering hormonal responses in most humanoid life forms of the opposite sex. Heightened emotional states, including but not limited to arousal, increase the production of these hormones. They also have a strong strong empathic abilites to other sentient life and are seen as highly attractive to other humanoids. Their cultures has a very open attitude about sex, resulting more then a few distraction within the Federation and Starfleet. In the end those Deltans whom service in Starfleet have taken a voluntary oath of celibacy while serving. The species also includes a number of psionic member (some say more common then vulcans). :A tropical, ocean planet, Delta IV's unpredictable tides and otherwise hospitable ecology combined to create a culture at once polyglot and unified; although many microcultures evolved on the planet's myriad islands, they could never remain isolated long enough to develop either xenophobia or devastating cultural advantages. :'''Attractive''' [2]: Universally attractive to almost all humanoids. As edge. :'''Empathic''' [2]: There empathic abilities grant them a +1 to their ''Intimidation, Persuasion, Performance'' and ''Taunt'' skills with sentient beings that they are speaking with in normal conversion (not over radio or comms). :'''Personable''' [1]: Start with a Persuasion of a d6 and a maximum of a d12+1 :'''Vow''' (Minor) [-1]: Celibacy. '''DENOBULAN''' [[File:SWADE.STPD.Denobulan.jpg | 300px | right]] :Hailing from the planet Denobula, Denobulans are a gregarious, inquisitive people who have been allies of Humanity since the 2130s. Though Denobula was not one of the founders of the Federation, the Denobulans joined soon after. Denobulans are a sociable people, with distinctive expressive features, who are used to living in close, communal conditions, and whose extended family groups are large and complex — a Denobulan may have several spouses, each of whom may have several partners of their own, and dozens of children between them. :'''Charismic''' [2]: being very personable, as Edge.</br> :'''Less Sleep''' [1]: only requires 4 hours of sleep a night and can go up to 1/2 Vigor die in days without while suffering no ill effects. :'''Life Path''' [2]: The Denobulans often dedicate their lives to one profession or pursuit. The gain a Skill Bonus of +2 with any one Smarts or Spirits based skill (player's choice). :'''Pacifist''' [-1]: as Minor Hindrance. '''EDOSIAN''' </br> [[File:SWADE.STPD.Edoan.jpg | 225px | right]] :The Edosian (single or pural) are a tripedal species, having three arms, three legs and three fingers and hail from the desert world of Edos. They have only recently joined the Federation and there are few members of the species serving in Starfleet. However a number of students have recently joined the Starfleet Academy so it is expected that more and more will be seen throughout the Fleet, serving in various functions. :The Edosian are a peaceful, polytheistic race from the planet Edos, located on the outer rim of the Milky Way galaxy. Due to their odd physiology they are treated a somewhat differently by other bipetal species in Starfleet and the Federation as a whole. :'''Bright''' [2]: base Smarts o/brf a d6 and maximum starting of a d12+1 :'''Pace''' [2]: base Pace of 8 and run die of d6+2 :'''Pacifist''' (Minor) [-1]: as Hindrance. :'''Outsider''' (Minor) [-1]: as Hindrance. :'''Three-Armed''' [2]: While they could carry extra weapons with their third arm cannot attack with it. They ellimate one Multi-Action penalty for the extra action if both are non-combat related (i.e. normally one might get a -2 for a ''Healing'' check and ''Electronics'' scanner roll. An Edosian would not). '''RIGELLIAN''' [[File:SWADE.STPD.Rigellians.jpg | 300px | right]] :Rigellians are a species of humanoids that have been compared to that of turtles or reptiles from Earth. Their leathery hide like skin is very hard and their mouths have a beak-like interior that allows them to bite fairly hard with it. Rigellians have been known to the Federation since its formation but the species was not interest in joined at the time. Recently this changed as their planet started experiencing vast climate changes and forced many to flee. The government petitioned the Federation to join which was accepted ten years ago. :This environmental disaster was caused by over mining on their homeworld of Rigel IV, which is now a volcanic and toxic wasteland. :'''Armored Skin''' [2]: shell-plates and leathery skin provides +4 armor. :'''Bite''' [1]: deals Str+d4 damage and considered armed. :'''Ruthless''' (Minor) [-1]: as Hindrance. :'''Strong''' [2]: base Strength of a d6 and maximum starting of a d12+1. '''TELLARITE''' [[File:SWADE.STPD.Tellarites.jpg | 250px | right]] :The stout, hirsute Tellarite species comes from Tellar Prime, and they are one of the founding members of the Federation. Theirs is a culture noted for being abrasive and argumentative, with a stubborn pride, quick tempers, and little patience. However, this is only a superficial view: while Tellarites are argumentative, it comes from a sense of intellectual honesty and rigorous skepticism. To a Tellarite, no idea, concept, or person is beyond challenge or analysis, and any notion that cannot stand up to scrutiny is an unworthy one. Tellarites revel in debates, and tend to greet one another with criticisms, complaints, and even insults; failing to respond in kind is poorly-regarded, as it displays a weakness of character and an unwillingness to confront flaws. :Tellar Prime is a very geological activite planet with wildly different environments. This lead early Tellarites as a species to developt a strong adaptive resistance to a wild ranged of conditions. :'''Driven''' (Minor) [-1]: Tellarite are driven by the need to question and debate. This can come off as stubborn or arrogant but those that understand them understand that they question everything. In Starfleet, most Tellarite focus this drive towards preferring their job to the best of their abilities, then argue why they did it this way. :'''Environmental Adaption''' [2]: gain a +2 to all resistant trait rolls and +2 Toughness verses any damage from hot or cold conditions, diseases and poisons, radiation and thin and dense atmospheres. :'''Healthy''' [2]: base Vigor of a d6 and maximum starting of a d12+1. :'''Toughness''' [1]: thick bodies provide +1 to their Toughness score. '''VULCAN''' [[File:SWADE.STPD.Vulcan.jpg | 300px | right]] :Vulcans are one of the oldest space faring races that made contact with all of the other warp capable species that would form the founders of the Federation. The Vulcans themselves are a stoic, rational people. Widely claimed to be emotionless, inmtruth the Vulcans feel deeply and intensely, to their own detriment. Their stoicism comes from a culture of logic and self-discipline, where emotions are analyzed and dissected to rob them of their potency, so that they cannot overwhelm or control the individual. Vulcans embrace science and reason, but their lives are not purely devoted to logic: they also have a deeply philosophical side, with art and music as vital to their culture as logic. They are also an intensely private people, with many aspects of their culture — such as the rites of pon farr — which are not discussed amongst outsiders. :'''Bright''' [2]: base Smarts of a d6 and maximum starting of a d12+1. :'''Habit''' (Minor) [-1]: distrust of others that displaying emotions. Generally suffer a -1 persuasion against it. :'''Heat Resistance''' [1]: gain a +4 bonus to trait tests and +4 Toughness against the damage from heat. :'''Pacifism''' (Minor) [-1]: as Hindrance. :'''Strong''' [2]: base Strength of a d6 and maximum starting of a d12+1. :'''Vulcan Nerve Pinch''' [3]: as the Stun power (SPC pg. 84) verses Vigor check -2 (-4 with a raise). The Vulcan uses their ''Fighting'' skill delievery the effect (Requires Touch). :'''Vow''' (Major) [-2]: use logic and reason in all maners and situations. ===STARFLEET PROFESSIONS=== '''DEPARTMENT REQUIREMENTS & BONUSES'''</br> Starfleet Academy graduates are highly trained individuals in various fields. The most common that serve aboard starship include those listed below. Each has a requirement of Attributes and Skills to qualify for that department. They then gain 4 additional Bonus Skill points that can be spent on the required skills and those lised under Bonus. There are also a number of Edges that are recommended for that character.</br> '''Communication'''. You are in charge on not only coordinating onboard and ship-to-ship or planet communications but also with deciphering codes and disrupting enemy communications.</br> :''Requirements'': Smarts d6+; Academic d6+, Hacking d6+, Persuasion d6+. Shooting d4+. :''Bonus Skills'': gain 4 skill points among required skills and Electronics, Fighting, Repair, Research or Science. :''Recommended Edges'': Charisma, ECM Specialist, Jack of all Trades, Linguistic, Scholar, Strong Will. '''Engineering'''. The Engineering department covers everything from maintaining the power plants and warp and impulse drives to transporter operation and repair to plumbing. It tends to have the largest number of personal on any ship.</br> :''Requirements'': Smarts d8+, Vigor d6+; Electronics d6+ Repair d8+, Science d4+, Shooting d4+ :''Bonus Skills'': gain 4 skill points among required skills and Academic, Fighting, Persuasion, Research or Science. :''Recommended Edges'': McGuyver, Mr. Fix It, Scholar, Strong Will.</br> '''Helms'''. Ship Helms is responsible for piloting the main ship and shuttles during impulse operation and on smaller vessels direct fire control (on larger starships this is handled by Tactical).</br> :''Requirements'': Agility d8+, Smarts d6+; Piloting d8+, Repair d4+, Science d4+, Shooting d4+ :''Bonus Skills'': gain 4 skill points among required skills and Academic, Electronics, Fighting, Persuasion or Research. :''Recommended Edge'': Ace (starships), Alertness, Level Headed, Quick, Steady Hands. '''Medical'''. The Medical personal are responsible not only with physical injuries and illness treatment but also with psychological evaluations and basic treatment of common symptoms. </br> :''Requirements'': Smarts d8+; Healing d8+, Research d6+, Science d4+ :''Bonus Skills'': gain 4 skill points among the required skills and Academic, Electronics, Fighting, Persuasion, Repair or Shooting. :'''Recommended Edge'': Common Bond, Healer, Scholar. '''Navigation'''. The Navigation controls not only plotting warp courses but also impulse navigation and force field direction during combat.</br> :''Requirements'': Smarts d6+; Electronics d6+, Pilot d4+, Repair d4+, Science d6+, Shooting d4+ :''Bonus Skills: gain 4 skill points among the rquired skills and Academic, Fighting, Hacking, Persuasion or Research. :''Recommended Edges'': Level Headed, Quick, Scholar. '''Science'''. The Science department covers everything from operating starship sensors for gathering information but also anthropology, astronomy, astrophysics, botany, chemistry, planetary and environmental evaluations, quantum mechanics, enemy starship capabilities, warp-technology, etc. </br> :Requirements: Smarts d8+; Academic d4+, Electronics d6+, Research d4+, Science d8+ :''Bonus Skills'': gain 4 skill points among required skills and Fighting, Persuasion, Repair or Shooting. :''Recommended Edges'': Investigation, Jack of All Trades, Scholar. '''Security'''. Responsible for maintaining security onboard a ship and when protecting away teams on hostile worlds. Most of the time they don’t wear their distinctive armor except when expecting trouble.</br> :''Requirements'': Agility d6+, Smarts d6+, Spirits d6+, Strength d6+, Vigor d6+; Battle d4+, Fighting d6+, Intimidate d4+, Shooting d6+ :''Bonus Skills'': gain 4 skill points among required skills and Academic, Persuasion, Repair, Research, Science or Survival. :''Recommended Edges'': Any Combat Edge, Acrobatic, Alertness, Ambidexterity, Bravery, Soldier. '''Tactical'''. Responsible for starship weapons control (including phasers banks and photon torpedo tubes). Often assigned to away teams and tactical analyses of onsite situations where hostilities might be expected. </br> :''Requirements'': Agility d8+, Smarts d6+; Battle d6+, Electronics d4+, Fighting d4+, Shooting d8+ :''Bonus Skills'': gain 4 skill points among required skills and Academic, Persuasion, Repair, Research or Science. :''Recommended Edges'': Level Headed, Quick, Steady Hands, Trademark Weapon. '''SPECIALIZATIONS'''</br> These departments are seperate from those above and do not provide bonus skills. '''Command'''. From section heads to first officers and the captain of a starship, these crewmembers have received attentional training (or have shown natural talents) for being ranking officers.</br> :''Requirements'': Bolster or Command; Battle d4+, Persuasion d6+. :''Recommended Edges'': Any Leadership edge, Alertness, Born Leader, Bravery, Charismatic, Common Bond, Level Headed, Move it Mister, Quick, Strategist, Strong Willed, Team Player. '''Intelligence'''. Starfleet Intelligence main job is keeping the Federation informed about any possible treat to it or Starfleet and in some cases acting covertly to deal with possible treats or crisis.</br> :''Requirements'': Hacking d4+, Research d8+, Stealth d6+, Thievery d6+ :''Recommended Edges'': Assassin, Bravery, Investigator, Jack of All Trades, Streetwise, Strong Will, Thief. ===PSIONICS=== While the powers section from SWADE are ok as is, it does not completely reflect how Psionics works in Star Trek. First and foremost, psionics cannot share their psionic powers with others. The number of powers available is also limited.</br> The most commonly known powers are Mind Link, Mind Reading and Mind Wipe. Anyone taking the psionic powers arcane background must chose at least one of these as one of their starting powers.</br> The following powers are not allowed in Star Trek – Banish, Barrier, Blast, Bolt, Lower Trait, Burrow, Burst, Damage Field, Divination, Entangle, Fly, Growth/Shrink, Intangibility, Resurrection, Shape Change, Summon Ally, Telekinesis, Teleport, Wall Walker or Zombie. These powers not normally allowed for most characters or normally encounters but can still be found among powerful godlike beings and super psionics.</br> '''Modified Powers''' Arcane Protection, Boost Trait, Darksight, Environmental Protection, Farsight, Invisibility, Protection, Relief, Sloth, Speed, Smite, Read Language and Warrior’s Gilt – all change to Range: Self only.</br> Drain Power Points, Fear, Mind Link and Mind Reading, Mind Wipe, Puppet, Slumber and Stun – all change that they suffer a -2 Penalty and a increase in Power Points of +1 for user with range greater then Touch. </br> NEW POWER</br> '''SUGGESTION'''</br> '''Rank''': Novice</br> '''Power Points''': 2</br> '''Range''': Smarts</br> '''Duration''': Instant</br> '''Trappings''': Implant Suggestion and Thoughts</br> :''Suggestion'' allows you to make unbelievable suggestions that do not threaten the target. Make an opposed Psionic vs. Spirits roll, on success the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. Make a Psionic test, on success your target is distracted for one round and you may attempt a Stealth roll even if he was watching you before or you can attempt to get ‘The Drop’ on him. Your target gets a Notice check (-4 if you scored a raise on your Psionic test) to avoid surprised.</br> :*'''Additional Targets''': The same suggestion can be sent to additional targets with range for every additional Power Point. Each resists the suggestion separately against the original test.
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