5/5/11

Custom Character Generation for FASA Star Trek: The Role-Playing Game


Okay, I’ve redesigned the entire generation system for the FASA Star Trek: The Role-Playing Game. I’ve been dealing with this system for years. It’s awesome, but there are a few quirks.
One has always been Branch School. It’s something never mentioned in any of the series. It makes characters older than they should be realistically. So, I’m going to deal with that.

Also, I’m going add in some details and some ideas from other supplements.

These rules should be used with this Master Skill List.


New FASA Star Trek Character Generation for a TNG Campaign

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

STEP 2: Pre-Academy Skills are handled according to the standard rules.

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: A character can now attend University before he enters Starfleet Academy. This is optional and not all characters should be allowed to do so.

University Skill System and Betazoid Univeristy.


STEP 4: Record Academy skills like normal. Add Holodeck 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 (these school have been changed) 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. 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

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.
 

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

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