Editing AWADE.StarTrek.PrimeD

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 56: Line 56:
 
'''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>
 
'''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>
 
'''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>
 +
 +
'''MODIFIER LEADERSHIP EDGES'''</br>
 +
'''Tactician''': with a successful Battle check the leader gains an Extra Initiative Draw and can use this card to add an additional action to one person in your presence area. Cards not given out at the end of the battle are lost.</br>
 +
'''Master Tactian''': The command gains two cards that can be used as Extra Actions by another within your presence area. This can be the same character but can only give that person a extra action once per rounds. </br>
  
 
'''NEW EDGES'''</br>
 
'''NEW EDGES'''</br>
Line 77: Line 81:
 
:: o Start with one Attribute trait at a d6 with a maximum starting of a d12+1 in that trait.
 
:: 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 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 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 Night Vision – ignores Dim and Dark illuminations penalties.
:: 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 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.
 
:: o Study Stuff – gain +1 to Toughness and +2 to any check to resist disease or poisons.
Line 88: Line 90:
 
: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.  
 
: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.
 
:'''Cold Resistance''' [1]: gain a +4 bonus to trait tests and +4 Toughness against the damage from cold attacks or conditions.
 +
:'''Perceptive''' [2]: add +2 to Notice skill checks.
 
:'''Heat Weakness''' [-1]: suffer a -4 penalty to trait test and suffer an addition +4 damage from heat 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  
 
:'''Willful''' [2]: base Spirits of a d6 and maximum starting of a d12+1  
  
Line 98: Line 100:
 
:'''Agile''' [2]: base Agility of a d6 and maximum starting of a d12+1  
 
:'''Agile''' [2]: base Agility of a d6 and maximum starting of a d12+1  
 
:'''Claws''' [2]: base Str+d6 and considered armed.  
 
:'''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>
+
:'''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.
 
:'''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.
  
Line 106: Line 108:
 
: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.
 
: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.  
 
:'''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).
+
:'''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
 
:'''Personable''' [1]: Start with a Persuasion of a d6 and a maximum of a d12+1
 
:'''Vow''' (Minor) [-1]: Celibacy.  
 
:'''Vow''' (Minor) [-1]: Celibacy.  
Line 115: Line 117:
 
:'''Charismic''' [2]: being very personable, as Edge.</br>
 
:'''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.
 
:'''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
:'''Pacifist''' [-1]: as Minor Hindrance.
+
:'''Life Path''' [2]: The Denobulans often dedicate their lives to one profession or pursuit. The gain a Skill Bonus of +2 with any Smarts or Spirits based skill (player's choice).  
  
 
'''EDOSIAN''' </br>
 
'''EDOSIAN''' </br>
Line 124: Line 126:
 
:'''Bright''' [2]: base Smarts o/brf a d6 and maximum starting of a d12+1  
 
:'''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  
 
:'''Pace''' [2]: base Pace of 8 and run die of d6+2  
 +
:'''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).
 +
:'''Outsider''' (Minor) [-1]: as Hindrance.
 
:'''Pacifist''' (Minor) [-1]: as Hindrance.
 
:'''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'''  
 
'''RIGELLIAN'''  
Line 134: Line 136:
 
:'''Armored Skin''' [2]: shell-plates and leathery skin provides +4 armor.  
 
:'''Armored Skin''' [2]: shell-plates and leathery skin provides +4 armor.  
 
:'''Bite''' [1]: deals Str+d4 damage and considered armed.  
 
:'''Bite''' [1]: deals Str+d4 damage and considered armed.  
:'''Ruthless''' (Minor) [-1]: as Hindrance.
+
:'''Ruthless''' (Minor) [-1]: as Hindrance
:'''Strong''' [2]: base Strength of a d6 and maximum starting of a d12+1.
+
:'''Strong''' [2]: base Strength of a d6 and maximum starting of a d12+1
  
 
'''TELLARITE'''  
 
'''TELLARITE'''  
Line 141: Line 143:
 
: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.
 
: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.
 
: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.
+
:'''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.</br>
:'''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</br>
:'''Healthy''' [2]: base Vigor of a d6 and maximum starting of a d12+1.
+
:'''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.</br>
:'''Toughness''' [1]: thick bodies provide +1 to their Toughness score.
+
:'''Toughness''' [1]: thick bodies provide +1 to their Toughness score.</br>
  
 
'''VULCAN'''
 
'''VULCAN'''
 
[[File:SWADE.STPD.Vulcan.jpg | 300px | right]]  
 
[[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.
 
: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.  
+
:'''Bright''' [2]: base Smarts of a d6 and maximum starting of a d12+1 </br>
:'''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.</br>
:'''Heat Resistance''' [1]: gain a +4 bonus to trait tests and +4 Toughness against the damage from heat.
+
:'''Habit''' (Minor) [-1]: distrust of others that displaying emotions. Generally suffer a -1 persuasion against it. </br>
:'''Pacifism''' (Minor) [-1]: as Hindrance.
+
:'''Pacifism''' (Minor) [-1]: as Hindrance </br>
:'''Strong''' [2]: base Strength of a d6 and maximum starting of a d12+1.
+
:'''Strong''' [2]: base Strength of a d6 and maximum starting of a d12+1</br>
:'''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).
+
:'''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.</br>
:'''Vow''' (Major) [-2]: use logic and reason in all maners and situations.
+
:'''Vow''' (Major) [-2]: use logic and reason in all manors and situations.</br>
  
 
===STARFLEET PROFESSIONS===
 
===STARFLEET PROFESSIONS===
Line 546: Line 548:
  
 
==STARSHIP CREW COMBAT ACTIONS==
 
==STARSHIP CREW COMBAT ACTIONS==
'''''Please Note'''''- I got most of this idea from the '''Stars Without Numbers''' Revised RPG. I expanded these rules to work for SWADE but just wanted to be upfront about this.
+
These rules are ideas of giving players more options in a starship battle. Every PC can take one or more actions per ship round (some actions can only be taken once. Penalties for more the one action are listed on the Departments Action types). PCs who are department heads (or acting heads) can pick actions from their department. Any PC can pick from the general actions. All skill checks suffer a Wound Penalty if the ship has suffered any up to a maximum of -3 (with 3 or more wounds).</br>
 
 
These rules are about giving players more options in a starship battle. Every PC can take one or more actions per ship round (some actions can only be taken once. Penalties for more the one action are listed on the Departments Action types). PCs who are department heads (or acting heads) can pick actions from their department. Any PC can pick from the general actions. All skill checks suffer a Wound Penalty if the ship has suffered any up to a maximum of -3 (with 3 or more wounds).</br>
 
 
Usually, PCs choose to '''''Do Your Duty''''' or go '''''Above and Beyond''''' to generate Command Points, while others then spend them on actions for their department. All unspent Command Points are lost at the round’s end. NPC ships usually have a base number of Command Points they can spend each round, and may pick actions freely to spend them. NPC vessels don’t generate additional points.</br>
 
Usually, PCs choose to '''''Do Your Duty''''' or go '''''Above and Beyond''''' to generate Command Points, while others then spend them on actions for their department. All unspent Command Points are lost at the round’s end. NPC ships usually have a base number of Command Points they can spend each round, and may pick actions freely to spend them. NPC vessels don’t generate additional points.</br>
 
The Captain or commanding draws the starships Initiative Card (other players do not), and determines the order in which the various crew actions, and distributes Command Points. The other player characters take their actions, generating or spending Command Points or dealing with crisis.</br>
 
The Captain or commanding draws the starships Initiative Card (other players do not), and determines the order in which the various crew actions, and distributes Command Points. The other player characters take their actions, generating or spending Command Points or dealing with crisis.</br>

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)