Showing posts with label FASA Star Trek RPG. Show all posts
Showing posts with label FASA Star Trek RPG. Show all posts

1/11/12

FASA Star Trek Role-Playing Game Optional Rules: Land Claim Lottery


Land Claim Lottery
For every year of service after the academy a Starfleet character can enter the Land Claim Lottery. One roll per year of post-Academy Service after character creation in complete. (These are optional rules if GM's allow money in their campaigns.)

If the player rolls a 1-5 on a 1D100 the character wins land on a frontier planet.

If they win stop rolling. A character can only win once. If a character does not win the player can roll once per game year during play.

Players are encouraged create a backstory concerning the planets as well as the resources (climate type, minerals, etc.). The planets are considered to be recently colonized are at the edge of Federation space. Anything else should be up to the player and GM.

If the player wins roll 1D100 on the following chart:

1-10 – 100,000 square miles
11-20 – 90,000 square miles
21-30 – 80,000 square miles
31-40 – 70,000 square miles
41-50 – 60,000 square miles
51-60 – 50,000 square miles
61-70 – 40,000 square miles
71-80 – 30,000 square miles
81-90 – 20,000 square miles
91-100 – 10,000 square miles

 
Natural Resources

Natural resources on the land provide income. To receive income the character must sell the exploitation rights. If the character chooses not to do so he receives no income. If the character wishes to sell (some or all) the land the GM and the player should work together to arrive at a fair price.

Find the amount of land your character possesses on the chart below then roll 1D100.

100,000 square miles
1-20 - 10,000,000,000 credits plus 1,000,000,000 per year
21-50 – 1,000,000,000 credits plus 10,000,000 per year
51-100 - 100,000,000 credits plus 1,000,000 per year

90,000 square miles
1-20 - 9,000,000,000 credits plus 900,000,000 per year
21-50 - 900,000,000 credits plus 9,000,000 per year
51-100 - 90,000,000 credits plus 900,000 per year

80,000 square miles
1-20 - 8,000,000,000 credits plus 800,000,000 per year
21-50 - 800,000,000 credits plus 8,000,000 per year
51-100 - 80,000,000 credits plus 800,000 per year

70,000 square miles

1-20 - 7,000,000,000 credits plus 700,000,000 per year
21-50 - 700,000,000 credits plus 7,000,000 per year
51-100 - 70,000,000 credits plus 700,000 per year

60,000 square miles
1-20 - 6,000,000,000 credits plus 600,000,000 per year
21-50 - 600,000,000 credits plus 6,000,000 per year
51-100 - 60,000,000 credits plus 600,000 per year

50,000 square miles
1-20 - 5,000,000,000 credits plus 500,000,000 per year
21-50 - 500,000,000 credits plus 5,000,000 per year
51-100 - 50,000,000 credits plus 500,000 per year

40,000 square miles
1-20 - 4,000,000,000 credits plus 400,000,000 per year
21-50 - 400,000,000 credits plus 4,000,000 per year
51-100 - 40,000,000 credits plus 400,000 per year

30,000 square miles
1-20 - 3,000,000,000 credits plus 300,000,000 per year
21-50 - 300,000,000 credits plus 3,000,000 per year
51-100 - 30,000,000 credits plus 300,000 per year

20,000 square miles
1-20 - 2,000,000,000 credits plus 200,000,000 per year
21-50 - 200,000,000 credits plus 2,000,000 per year
51-100 - 2,000,000 credits plus 200,000 per year

10,000 square miles
1-20 - 1,000,000,000 credits plus 100,000,000 per year
21-50 - 100,000,000 credits plus 1,000,000 per year
51-100 - 10,000,000 credits plus 100,000 per year

12/31/11

Star Trek JAG Corps Rules for the FASA Role-Playing System


Judge Advocate General Corps (JAG Officer)
Some players may want to choose to play a JAG Officer or more simply put a lawyer for Starfleet. Unfortunately, it requires a separate Branch School and Tour Assignments. But it should be straight forward.
Follow these rules then just choose the JAG Branch School option and roll on the JAG Tour Assignment Chart.
JAG Branch School
Accounting 20
Administration 30
Computer Operation 20
Federation Law 40
Federation Culture/History 20
Political Science 40
Inter-Planetary Relations 20
Investigation: Criminal 20
Investigation: Research 20
Economics 20
Negotiation/Diplomacy 30
Trade and Commerce 10
20 Divided between Sociology, Any Culture/History OR Any Language
JAG Tour Assignment Chart
Tour Assignment
-25 or less
-10 to -20
-5 to +5
+10 to +20
+25
Galaxy- Class Starship
1-20
1-10
1-10


Galaxy Exploration Com
21-40
11-30
11-20


Military Operations Com

41-50
21-30
1-10
1-10
Colonial Operations Com


31-40
11-20
11-20
Merchant Marine Com



21-30
21-30
Terraforming Command



31-40
31-40
Intelligence Operations Com
41-50
51-60
41-50


Star Base HQ Command
51-80
61-70
51-70
41-70
41-60
Starfleet Academy
81-90
81-90
81-90
71-80
61-70
Inspector General’s Office
91-100
91-100
91-100
81-100
71-100

When assigned to a starship the JAG Officer acts as legal counsel for the captain and crew.

In Colonial Ops the JAG Officer is most likely on a ship, so the above applies though some legal issues regarding colonization law (planetary claims, mineral rights, etc.) will be involved. They may also advise colony leaders on Federation law as well.

During tours in the Merchant Marine the JAG Officer conducts investigations mostly involving illegal trade and piracy. May be stationed on a ship or a small Star Base.

Terraforming Command requires special law involving planetary claims, mineral rights and scientific ethics. Usually, the JAG Officer is required to travel to various terraforming sites but may be based at a Star Base.

JAG Officers in Intelligence Ops can serve as agents or in administrative roles. Most likely admin roles, but the player should consult the GM and figure out what what works best for the character.

At Star Base Command the JAG Officer fills a number of roles including: criminal defense attorney, prosecutor, members of the admiral’s staff, judges and so on.

At the academy they are instructors or possibly members of the Academy Commandant's staff.

The Inspector General’s Office investigates Starfleet officers for criminal or ethical violations. This is, of course, the least desirable position. But it is necessary.

7/23/11

The Daystrom Institute for Star Trek: The Role-Playing Game FASA


These are custom rules to be used with Star Trek: The Role-Playing Game FASA. See my other rules and how these fit in: Custom Character Generation for FASA Star Trek: The Role-Playing Game, FASA Star Trek RPG Master Skill List, Writing Side Game for FASA Star Trek, Betazed University of Psychology and Psionics for FASA Star Trek: RPG, University Skill System for Star Trek: The Role-Playing Game (FASA).

Okay, these are still experimental rules. I haven't played with them yet and they may be too powerful. I'm going to make a character with them soon. But for now enjoy!


The Daystrom Institute
The Daystrom Institute is one of, if not, the most respected academic institutions in the galaxy. Characters who attend are considered experts in their field. Minimum INT 90 and an INT roll is required to attend. The courses are intensive and demanding allowing little time for extracurricular activities. The programs are more specialized than other Universities because DI only produces leaders in their fields.

Characters who attend DI do not have to attend Branch School only the 1.5 Academy Core.

Length: 6 years

Core
Computer Operation 40
Investigation: Research 30
Instruction 30
Leadership 10
Drafting 20


Great Galactic Literature 30
Great Galactic Music 30
Federation Culture/History 10
Federation Law 10
Two Outside Electives 10

Player must choose ONE Program

Programs

School of Pathology
Pathology 60
Pharmacology 40
Chemistry 40
Any General Medicine 60


Small Equipment System Operation 20
Life Support Tech 20
Botany OR Genetics OR Exobiology OR Biology 60 (Must be divided, no more than 40 to one skill)
School of Archeology

Archeology 60
Anthropology OR Sociology 60
Two Minors 30 (Any Social Sciences OR Trivia OR Language OR Mining)
Two Other Fields 20 (Any Social Sciences OR Trivia OR Language)
Small Equipment System Operation 10
Geology OR Exobiology OR Any Trivia 30 (Can be divided as player wishes)
Any Culture/History 60 (Must be divided, no more than 40 to one skill)


School of Computer Science
Mathematics 60
Computer Science 60
Cybernetics 30
Mechanical Engineering 30
Two Other Fields 20 (Any Physical Sciences OR “Tech” Skills other than Comp and Elec Tech)


Computer Operation 30
Computer Technology   30
Electronics Technology  20
School of Theoretical Propulsion

Warp Drive Technology 60
Astronautics 60
Mathematics 60
Physics 60
Computer Technology   20
Electronics Technology  20
Mechanical Engineering 20


School of Geology and Mining
Geology 60
Mining 60
Metallurgy 30
Hydrology 30
Demolitions 30

Mining Sys Op 30
Mining Sys Tech 20
Archeology OR Ecology OR Mathematics 40 (Can be divided as player wishes)


School of Mechanical Engineering
Mechanical Engineering 60
Electronics Tech 60
Mathematics 60


Drafting 30
Civil Engineering 30
Any Three “Tech” Skills 60 (No more than 40 to one skill)
All Programs receive Advanced Study

Advanced Training INT/10 round down 1d10 (Must be a skill already possessed)

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

4/2/11

Captain Fowler Garrett

I decided to post my character for our FASA Star Trek role-playing game campaign.

Captain Fowler Garrett is Deltan/Human. His father is Australian. His mother and father separated when he was 12. Fowler was raised on an asteroid mining ship mainly by his father. He attended high school on the planet Independence Core where his Deltan half got him into some trouble.

Fowler settled down and attended the University of New Paris taking a degree in Archeology and Anthropology.

He joined Starfleet and attended the Academy. He become an outstanding and popular officer raising through the ranks quickly.

Check out his quarters and his Ready Room.

 



Writing Side Game for FASA Star Trek

Ever want to add a little extra to your RPG experience? Ever wish your Star Trek character could be an author?

Here's rules for a side game to do just that.

Writing Side Game Rules

During character creation a player should choose a writing related Artistic Expression Skill. It should at least be "writing" but more specific skills can be chosen like "poetry", "short story writing" or "Andorian laments." (We've had one character with "Epic Klingon Poetry.") Usually, the less specific skill is chosen so the character can switch forms like fiction to non-fiction and so on.

The rating in that skill must then be raised to 40 or higher for the character to be able to write at a professional level.

If the character emerges from character creation with a writing skill 40 or higher he could have written books in the past. The player adds together the years of active service and then divides by two. That number will be how many attempts at writing a book the character has.

Usually, after an adventure or mission the GM allows the character to write one book. You can work with this and see how it fits into the time passing in your campaign.

Writing Rolls

The player rolls against his writing skill rating to see if he was successful. If the roll fails the manuscript is not published. If the roll is successful the work is published.

A player can use other skills for a chance of gaining modifiers to the roll. GM's should let the player select no more than three skills that relate to the subject of the book and have a rating of 40 or higher. Successful rolls against those skills each give a modifier of -10. So a player could have a total of -30 to his writing roll. (LUC can be used as one of the three skills.)

If the writing roll is successful, roll on the following chart:

1-10 - Best Seller
11-30 - Good Seller
31-60 - Modest Seller
61-00 - Poor Seller

Each Best seller increases the odds of having another Best Seller by 10%.

If you're playing with money a monetary award can be attached to each level. If not the character just enjoys the prestige of being an author. (Clever GM's have worked this into missions adding even more to the playing experience.)

This is just a loose system that I'm still playing with feel free to adapt it to your needs and likes.

4/1/11

Enterprise Captain's Quarters


I designed the Captain's Quarters for my captain character. The scale is off a bit in some places, but the idea comes across.

These are the quarters of Captain Fowler Garrett and his wife, Irulan. I created them for a FASA Star Trek role-playing game campaign. The vessel is the USS Enterprise NCC 1701-I. The windows on the port side look out into space. The balconies overlook the Green Ring.

The layout can also serve a template for three bedroom Staterooms aboard our vessel. (Minus unique features of course.)

For more background info check out the Ready Room.

Details:

Most of the quarters reflect Irulan's tastes who is a civilian diplomat and a painter. She has decorated the rooms with her own artwork and some of her brother's who is a renown sculptor. She has claimed the two smaller bedrooms making one her office and other her art studio.

Fowler has kept the library as his own sanctuary. It serves as his off-duty office and is where he writes most of his books. The forward wall contains many books and ancient earth nautical navigation instruments that he has collected. The display is capped off with a magnificent antique globe of Earth. In the forward port corner is a 3-D chess table for his weekly games with Commander Emet, his first officer.

The Reading Well serves as his "Man Cave" and contains many books. It is his favorite place to play his guitar.