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'''HOUSE-RULES'''
 
'''HOUSE-RULES'''
 
* '''Range Modifiers''': Extreme -6 (see SFC pg.27)
 
* '''Range Modifiers''': Extreme -6 (see SFC pg.27)
 +
* '''Heroic Recovery''': With access to future meds, at the end of fight, all characters who have suffered a Wound or Wounds can make a Soak Check after a short rest (10+ minutes) for free. Make a normal healing test, with a success you recover a Wound, a Raise recovers two Wounds.
 
* '''Leadership''' edges in a High Tech setting the range with Command is extended to those who you can see and who can hear you, via a communicator, etc. (not just 5”). With Command Presence they only need to hear your orders (via a communicator, etc.) to gain the bonuses. Without advanced communication the range is as per normal (5” or 10”).
 
* '''Leadership''' edges in a High Tech setting the range with Command is extended to those who you can see and who can hear you, via a communicator, etc. (not just 5”). With Command Presence they only need to hear your orders (via a communicator, etc.) to gain the bonuses. Without advanced communication the range is as per normal (5” or 10”).
  
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:: 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 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 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.
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:'''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.
  
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: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.  
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:'''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).  
+
:'''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).  
 
:'''Pacifist''' [-1]: as Minor Hindrance.
 
:'''Pacifist''' [-1]: as Minor Hindrance.
  
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:'''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'''  
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:'''Pacifism''' (Minor) [-1]: as Hindrance.  
 
:'''Pacifism''' (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.
:'''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 (Requires Touch).
 
:'''Vow''' (Major) [-2]: use logic and reason in all maners and situations.
 
:'''Vow''' (Major) [-2]: use logic and reason in all maners and situations.
  
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| '''Torpedo Tubes. Advanced (U)''': These tubes have a ROF of 3. || 2
 
| '''Torpedo Tubes. Advanced (U)''': These tubes have a ROF of 3. || 2
 
|-
 
|-
| '''Warp Drives (1)''': The Federation has access to six levels of Warp Drive at this time. Type I - cruising speed warp 4, emergency warp 6; Type II - cruising speed warp 5, emergency warp 7; Type III - cruising speed warp 6, emergency warp 9; Type IV - cruising speed warp 7, emergency warp 10; Type V - cruising speed warp 8, emergency warp 11; Type VI - cruising speed warp 9, emergency warp 12.</br>
+
| '''Warp Drives (1)''': The Federation has access to six levels of Warp Drive at this time. Type I has a safe cruising speed of warp 3 and emergency speed of warp 6; Type II has a safe cruising speed of warp 4 and emergency speed of warp 7; Type III has a safe cruising speed of warp 5 and emergency speed of warp 8; Type IV has a safe cruising speed of warp 6 and emergency of warp 9; Type V has a safe cruising speed of warp 7 and emergency speed of warp 10. Type VI (experimental/transwarp) have a safe cruising speed of 9 and an emergency speed of Warp 12. Cruising speed uses 1 + Warp Drive level in Energy point a day of travel, while emergency uses a vessel’s (Size +Warp Drive level) x2 in Energy points per day of travel. Each day of travel at emergency warp requires a ''Repair'' -4 check. Failure destroys the engine’s dilithium crystals resulting in a loss of ½ all remaining Energy and no warp until they are replaced. Slow cruising is ½ cruising Warp speed (round down) and uses 1 Energy point for every 2 days of warp travel. Slow cruising also imposes a -4 to ''Electronic'' sensor scans to detect warp travel. || Type I = ¼ Size; Type II = ½ Size; Type III = ¾ Size; Type IV = Size; Type V = 1½ Size; Type VI = 2 x ship's Size.
Cruising speed uses 1 + Warp Drive level in Energy point a day of travel, while emergency uses a vessel’s (Size +Warp Drive level) x2 in Energy points per day of travel. Each day of travel at emergency warp requires a ''Repair'' -4 check. Failure destroys the engine’s dilithium crystals resulting in a loss of ½ all remaining Energy and no warp until they are replaced. </br>
 
Slow cruising is ½ cruising Warp speed (round down) and uses 1 Energy point for every 2 days of warp travel. Slow cruising also imposes a -4 to ''Electronic'' sensor scans to detect warp travel. || Type I = ¼ Size; Type II = ½ Size; Type III = ¾ Size; Type IV = Size; Type V = 1½ Size; Type VI = 2 x ship's Size.
 
 
|-
 
|-
 
|}
 
|}
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'''<u>Game Stats'''</u> </br>
 
'''<u>Game Stats'''</u> </br>
'''Type''' -Behemoth, Size 20, '''Impulse''' 6, '''Handling''' -1, '''Toughness''' 84 (32), '''Wounds''' 8, '''Shields''' Threshold 25, Damage 300, '''Crew''' 332+ 75, '''Energy''' 2,000, '''Life Support''' 365 days, '''Hangers''' 4 standard bays (six Type V shuttles and one Type IX warp shuttle), '''Photon Torpedo Storage Bay''' 64, '''Warp Drive-Cruising Speed''' Warp 7, '''Emergency Speed''' Warp 10 </br>
+
'''Type''' -Behemoth, Size 20, '''Impulse''' 6, '''Handling''' -1, '''Toughness''' 84 (32), '''Wounds''' 8, '''Shields''' Threshold 25, Damage 300, '''Crew''' 332+ 75, '''Energy''' 2,000, '''Life Support''' 365 days, '''Hangers''' 4 standard bays (six Type V shuttles and one Type IX warp shuttle), '''Photon Torpedo Storage Bay''' 64, '''Warp Drive-Cruising Speed''' Warp 6, '''Emergency Speed''' Warp 9 </br>
 
:'''Mods''' (11 remaining): AMCM (1), Armor III (6), A.I. (Ship's Computer) (2), Deflector Screens (3), Energy Reserve III (15), Fewer Crew and Passengers (+12), Handling III (15), Hanger Bays IV (20) Impulsive Drive Enhancer IV (20), Link Turrent Weapons (13), Life Support (5), Reinforced Structure I (5), Sensor Suite, Galactic (2), Shields II (10), Sub-Space Radio (1), Targeting Systems (1), Tractor Beams (9), Transports (Standard) 6 (6), Transporters (Emergency) 3 (9), Transporters (Cargo) 2 (6), Torpedo Tubes (4), Torpedo Storage (8), Warp Engine Type IV (20)
 
:'''Mods''' (11 remaining): AMCM (1), Armor III (6), A.I. (Ship's Computer) (2), Deflector Screens (3), Energy Reserve III (15), Fewer Crew and Passengers (+12), Handling III (15), Hanger Bays IV (20) Impulsive Drive Enhancer IV (20), Link Turrent Weapons (13), Life Support (5), Reinforced Structure I (5), Sensor Suite, Galactic (2), Shields II (10), Sub-Space Radio (1), Targeting Systems (1), Tractor Beams (9), Transports (Standard) 6 (6), Transporters (Emergency) 3 (9), Transporters (Cargo) 2 (6), Torpedo Tubes (4), Torpedo Storage (8), Warp Engine Type IV (20)
 
:'''Weapons'''
 
:'''Weapons'''
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'''Type IX warp shuttle''' [https://www.ex-astris-scientia.org/schematics/type9a.jpg]</br>
 
'''Type IX warp shuttle''' [https://www.ex-astris-scientia.org/schematics/type9a.jpg]</br>
'''Type''' -Medium, Size 8, '''Impulse''' 5, '''Handling''' +2, '''Toughness''' 30 (7), '''Wounds''' +2, '''Shields''' Threshold 8, Damage 80, '''Crew''' 2+ 8, '''Energy''' 60, '''Life Support''' 14 days, '''Warp Drive-Cruising Speed''' Warp 4, '''Emergency Speed''' Warp 7 </br>
+
'''Type''' -Medium, Size 8, '''Impulse''' 5, '''Handling''' +2, '''Toughness''' 30 (7), '''Wounds''' +2, '''Shields''' Threshold 8, Damage 80, '''Crew''' 2+ 8, '''Energy''' 60, '''Life Support''' 14 days, '''Warp Drive-Cruising Speed''' Warp 3, '''Emergency Speed''' Warp 6 </br>
 
'''Mods''' (5 remaining) - Artificial Intelligence (Ship's Computer) (2), Atmospheric (4), Energy Reserves II (4), Impulse Drive Enhancer III (6), Life Support III (Short term or 3 weeks) (3), Sensor Suite, Planetary  (1), Shields (2), Sub-Space Radio  (1), Warp Engine I (2)
 
'''Mods''' (5 remaining) - Artificial Intelligence (Ship's Computer) (2), Atmospheric (4), Energy Reserves II (4), Impulse Drive Enhancer III (6), Life Support III (Short term or 3 weeks) (3), Sensor Suite, Planetary  (1), Shields (2), Sub-Space Radio  (1), Warp Engine I (2)

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