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!