If only...
3/15/13
3/4/13
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.
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
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
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!
Subscribe to:
Posts (Atom)