7/20/14

Racial Modifiers for All Alpha and Beta Quadrant Races - FASA Star Trek RPG

I've finally created a monster!

Nearly every race available as a player character in FASA's Star Trek role-playing game.

This has been a goal of mine for a long time. It's done, so check it out: http://www.fasastartrek.com/star-trek-races/

Now, players can choose from almost any race they wish. I've listed them all, even races mentions in passing.

2/15/14

Amazing RPG T-Shirts!

Role-Playing Game T-Shirts

Explore some awesome RPG t-shirts. I'll soon be rocking the "GMing is an Art" shirt!

DiceGeeks CafePress Store

Make Custom Gifts at CafePress

8/19/13

New Jugger Matches!



I love this. Really, really do. A post-apocalyptic blood sport from a movie turned into real life fun.

This match is exciting and tons of fun.

8/17/13

D6 Star Wars: Massive Jedi Campaign Session 2 Slides

The slides from my epic Jedi campaign. Sorry about some formatting issues.

Star Trek FASA: Vice Admiral Fowler Garrett

My FASA Star Trek character:



His eye coloration is a result of a medical procedure gone wrong (I rolled a critical fail). He still has sight, but my GM has been worrying me with comments that lead me to believe this will not always be the case.

Anyway, I'm learning Gimp so I thought this would be good practice.

7/8/13

Star Wars West End Games RPG - Jedi Campaign

I'm GMing a massive Jedi campaign in the old West End D6 system. This was my presentation for the first session. (Of course, they didn't have my font.)

3/15/13

Movies of a Different Era...

If only...






3/4/13

Star Trek TOS Retro Art






Gorn Pics from the New Star Trek Video Game






Original Article on startrek.com

FASA Star Trek: The Role-Playing Game - Custom Character Generation UPDATED AND EXPANDED




More updates on character creation for the FASA Star Trek System!

New FASA Star Trek Character Generation for a TNG Campaign

STEP 1: Choose Race, roll Attributes and calculate Healing stats like normal.

Note: Use the Master Skill List

STEP 2: Pre-Academy Skills be handled according to the standard rules OR by using the background rules from Trader Captains and Merchant Princes. These rules can help add flavor to new character.

Note: Trivia can be used for skills other than typical trivia skills. Example: A player wants a character to have tinkered with shuttlecrafts as a teenager. He selects Trivia, but can assign the rolled rating to Shuttlecraft Sys Tech.

 STEP 3: Optional: A character can now attend University before he enters Starfleet Academy.



Characters may also attend a Merchant Academy, Merchant Apprenticeship or even use Climbing the Ladder found in Trader Captains and Merchant Princes.

STEP 4: Record Academy skills like normal. Add Holodeck Operation and Replicator Operation with a rating of 10. Follow with Outside Electives (treat Trivia as stated above) and Advanced Study as usual.

Note: The curriculum of the Academy has been compressed into 1.5 years. It is considered General Education.

STEP 5: Branch School is now treated like a college major and is folded into the 4 years of the Academy. Helm/Nav, Sec/Tac and Eng are 2.5 years, so an officer finishes on time in 4 years. Med and Sci are 3.5 years, so an officer finishes in 5 years. (This is of course optional, but I find players enjoy playing characters that are a bit younger.)

See new skill lists for Helm/Nav and Sec/Tac schools. Add Holodeck Systems Technology and Replicator Systems Technology at 10 to standard Eng Branch School skill list.

Follow with Outside Electives and Advanced Study as usual.

Example: A player decides his character will be a helmsman. He has already attended the Academy for 1.5 years and Helm/Nav school is 2.5 years. So, his total academy time is 4 years.

Optional: An officer can attend two different Branch Schools if the player desires. This should be considered a rare and the player has to roll to be able to do so. Follow with Outside Electives and Advanced Study as usual.

1-30 - Character can attend any second Branch school of choice.
31-100 - Request denied.

Modifiers: INT 70 or higher -10, LUC 70 or higher -10, LUC 40 or less +5, Vulcan -20 or other long-lived race.

STEP 6: Cadet Cruise (see Metal Chart), Department Head School and Command School all are resolved normally.

STEP 7: Post-Academy Experience is mostly unchanged (see Metal Chart). The changes are only on the Tour Assignment Table. Use standard table in the rule book for first tour like normal then use the following table for every other tour. (Follow special rules for last tours like normal.)

Tour Assignment
-25 or less
-10 to -20
-5 to +5
+10 to +20
+25
Galaxy- Class Starship
1-30
1-20
1-10


Galaxy Exploration Com
31-50
21-40
11-20
1-10

Military Operations Com
51-60
41-50
21-30
11-20
1-10
Colonial Operations Com
61-70
51-60
31-40
21-40
11-30
Merchant Marine Com
71-80
61-70
41-50
41-60
31-60
Terraforming Command
81-85
71-80
51-65
61-70
61-90
Intelligence Operations Com
86-90
81-90
66-80
71-90
91-100
Star Base HQ Command
91-95
91-95
81-90
91-100

Starfleet Academy
96-100
96-100
91-100



Optional: An officer can attend Active Officer University Programs, if desired. (Theses should not be over used, but they can add an extra dimension to certain characters.

If Intelligence Operations Command is rolled, the character must attend Intelligence School. The school is only attended for the first Intelligence tour if more are rolled. Roll length of tour normally, but +1 for the school term (first tour only of course).

Intelligence School

Add 25 skill points to five of the following skills (a skill cannot be chosen twice):

Administration
Assassination
Bribery
Carousing
Clandestine Operations
Cryptology
Disguise
Forgery
Holodeck Interrogation
Intelligence Procedures
Interrogation
*Language
Leadership
Negotiation/Diplomacy
Security Procedures
Stealth
Streetwise
Surveillance
Trade and Commerce
Value Estimation

Then add 25 skill points to one of the following (can be a skill chosen above):

Administration
Intelligence Procedures
Security Procedures

Outside Electives: 2 new skills at 1D10, Advanced Training: INT/10 rounded up at 1D10, Length: 1 year

STEP 8: Finish character as recorded in the rule book.

Note: Per 2 years in Intelligence 1 roll on Administration or Intelligence Procedures

Optional: A character may resign from Starfleet at some point. Determine at what career stage the character retires then follow the rules in Trader Captains and Merchant Princes AND/OR follow the Civilian Rules

3/3/13

Star Trek: Aurora


If you are a Star Trek fan, please do yourself a favor. Watch the fan created, Star Trek: Aurora and do it now!

Join a merchant captain and her faithful crew mate in a finely-crafted story that will make you long for more.    

Star Trek: Aurora does not disappoint!

2/27/13

Star Trek: The Video Game - The Making Of Part 1

1/16/13

Star Trek Civilian Rules for the FASA Role-Playing System


Creating a Civilian Character

Determine attributes and background skills as usual.

Then have the character attend one or two universities. All depending on the experience level, of course. The option of attending the Daystrom Institute is available.

Also, the character could be created as a Starfleet officer and then resign at a certain rank. Just proceed with civilian career path after resignation.

Career Path

Number of positions is rolled as normal. Although, a player may wish to have more experience so they may roll a second time. Add the 2 rolls together. If the player is making a character whose race has a long lifespan more rolls can be added, but please consult with your GM.

For Attributes

INT 60+
-1 tour
LUC 60+
-1 tour
LUC 40 or less
+1 tour
For Destined Rank

Novice
-1 tour
Professional
No Modifier
Manager
+1 tour
Director
+2 tours
Expert
+3 tours
For Position, Cumulative

High Government, Head of Large Corporation
+3 tours
Low Government, Head of Small Corporation
+2 tours
Department Head
+1 tour
Recognized
+1 tour


Civilian Career Path Chart

Civilian positions are rolled as normal using the OER from the basic rule book. Same modifiers apply. 

Public positions are the most desirable. 

Starfleet positions mean the character is a civilian contractor. 

Private means the character is employed by a for-profit corporation. 

Length of the position is determined as normal. If the player feels the character would not move on to another position quickly, up to 4 length rolls can be applied to one position.

SECTOR
POSITION
-25 or less
-10 to -20
-5 to +5
+10 to +20
+25
Public







Research Group Explor. Vessel
1-30
1-10
1-10



Research Group/Think Tank
31-50
11-20
11-20



University Professor
51-70
21-30
21-30



Government: Non-Elected
71-90
31-40
31-40



Government: Elected
91-100
41-50
41-50


Starfleet







Exploration Vessel

51-60
51-60
1-10


Research Vessel

61-70
61-65
11-20
1-10

Colonization

71-80
66-70
21-30
11-20

Starfleet Academy

81-90
71-75
31-40
21-30

Star Base HQ Command

91-100
76-80
41-50
31-40
Private







Commerce Vessel


81-85
51-60
41-50

Research & Development


86-90
61-70
51-60

Colonization


91-95
71-80
61-70

Administration


96-100
81-100
71-100


Civilian Skill Advancement

INT 70+ - 2 skill rolls
LUC 70+ - 1 skill roll

For every 2 years on a Research Group Exploration Vessel – 1 skill roll

For every 2 years as University Professor or Starfleet Instructor – 1 roll on Instruction

For every 2 years on all Private positions – 1 skill roll on Trade and Commerce OR Economics

For every 2 years on a Commerce Vessel – 1 skill roll on Value Estimation OR Carousing OR Streetwise

For every 2 years at Star Base HQ Command or Government: Non-Elected – 1 skill roll on Administration

For every 2 years in Government: Elected – 1 skill roll on Political Science OR Law (same as government)

For every 2 years in a “Research” related position – 1 skill roll on Research

For every 2 years on a “Colonization” related position – 1 skill roll on 1 Planetary Science OR 1 Planetary Survival OR Civil Engineering OR Construction

For every 6 years of civilian service – 1 new skill at 1D10