Thursday, 3 June 2010
Federation Races
Again I make an assumption here, that in reading these notes you are familiar with the Star Trek Universe – so detailed descriptions of these Races aren’t included.
Andorians
Attribute Modifiers
+2 Con, -2 Wis
High Pain Threshold
Andorian Characters add double their Level to their Life Points.
Antennae
Andorian Characters add a +2 Species Bonus to all rolls involving Tasks involving listening, and detecting anomalies (such as hidden passages) within a 3 meter radius.
Andorians who lose an Antennai suffer disorientation and migraines until it grows back (+2 difficulty modifier to all challenges).
Bajorans
Attribute Modifiers
None
The Pagh
Bajorans receive a +2 bonus to all Reflex, Toughness, and Willpower rolls. This is due to their natural determination, tenacity, and a strong belief in the Prophets and their “Pagh”.
Bajoran Culture
Bajorans come from a Culture of Artists and Craftsmen, and so receive a +2 Racial Bonus to all Tasks involving Arts and Crafts.
Betazoids
Attribute Modifiers
+2 Cha
Telepathic
Betazoids are naturally Telepathic, and so may attempt Tasks involving Telepathy and Empathy. These abilities are always considered to be Class Skills, so Betazoids may add double their level as a bonus to any rolls involving such Tasks.
Naturally Peaceful
Betazoids add a +4 Species Bonus to all rolls involving Negotiating and Mediating Tasks.
Bolians
Attribute Modifiers
-2 Str, +2 Dex
Team Player
Bolians receive a +2 Racial Bonus applied to all Tasks when working as part of a Team. This applies to other members of the Team as well, not just Bolians. Providing the Bolian is present, everyone in the Team receives the +2 bonus to all Task rolls.
Humans
Attribute Modifiers
None
Adaptable
Human characters receive a +2 bonus to all Reflex, Toughness, and Willpower rolls. Courage and Luck tend to protect Humans in most situations.
Skilled
Humans tend to excel at things they are passionate about. They receive a + 4 Racial Bonus to a “Field of Expertise” of the Players Choice (noted on the Character Sheet), or +2 Racial Bonus to any two “Specialities” of the Players Choice (noted on the Character Sheet).
Tellarites
Attribute Modifiers
+2 Con, -2 Cha
Exceptional Fortitude
Tellarites are a lot more robust than most Races, and so receive a +2 Racial Bonus to Toughness.
Meticulous
Tellarites tend to be precise and deliberate – giving them a natural “leaning” towards the Engineering Class. They receive a +4 Racial Bonus to all Tasks involving Engineering, Maintenance, and Repair. This also tends to make them impatient with other races, so they receive a +2 to the Challenge Rating of all Task involving Diplomacy and Social Interaction.
Trill (Joined)
Attribute Modifiers
+2 Int, +2 Wis
Skilled
Joined Trill have many lifetimes of Training. They receive a + 4 Racial Bonus to two “Fields of Expertise” of the Players Choice (noted on the Character Sheet), or +2 Racial Bonus to any four “Specialities” of the Players Choice (noted on the Character Sheet), or they may instead take one “Field of Expertise” and any two “Specialities” of the Players Choice (noted on the Character Sheet) instead.
Vulcan
Attribute Modifiers
+2 Int, +4 Str, -6 Cha
Telepathic
Vulcans are naturally Telepathic, and so may attempt Tasks involving Telepathy – however for the purposed of these rules such Tasks are restricted to Mind Melds and the Vulcan Nerve Pinch. Such Tasks are always considered to be Class Skills, so Vulcans may add double their level as a bonus to any rolls involving such Tasks.
Vulcan Nerve Pinch – An application of a Vulcan Neuralpressure Technique, the nerve Pinch requires contact with a nerve cluster between the neck and shoulder of the subject. When using this talent, the character must make an unarmed attack roll – using the standard Attack Rules. Upon a successful hit - if the subject fails a Toughness save with a Challenge modification equal to the value of the attacking Vulcans Wisdom Bonus, the subject is rendered unconscious for 2d6 minutes, or until revived by medical attention.
Vulcan Mind-Meld – Often mistaken as a simple Psychic technique, the Mind-Meld is steeped in Vulcan tradition and mysticism – and wasn’t allowed to be used on non-Vulcans until the 23rd Century. By coming in physical contact with a willing subject, the character is able to merge minds with the subject, essentially creating a single consciousness in two bodies. This allows for deep two-way mental communication. An unwilling Target must make a Willpower Save, with a Modifier equal to the Vulcans Level – if the victim passes the roll the Mind Meld is unsuccessful, and may not be attempted again for 24 hours.
Rapid Healing - Vulcans may, once a day if injured – enter a trance-like state to heal themselves.
10 Minutes = 1D8 Hit Points or 1D4 Life Points
20 Minutes = 2D8 Hit Points or 2D4 Life Points
30 Minutes = 3D8 Hit Points or 3D4 Life Points
40 Minutes = 4D8 Hit Points or 4D4 Life Points
50 Minutes = 5D8 Hit Points or 5D4 Life Points - and so on . . . . . . . . .
Monday, 31 May 2010
Star Fleet Character Classes
• Command (d8 Hit Dice, Prime Attribute – Cha)
• Counsellor (d4 Hit Dice, Prime Attribute – Cha)
• Engineering (d8 Hit Dice, Prime Attribute – Con)
• Medical (d6 Hit Dice, Prime Attribute – Wis)
• Operations (d6 Hit Dice, Prime Attribute – Dex)
• Sciences (d6 Hit Dice, Prime Attribute – Int)
• Security (d10 Hit Dice, Prime Attribute – Str)
Star Fleet Personnel Experience Chart (Click to enlarge)

+ 250,000 XP per level required after 12th Level
*Hit Dice determined by Character Class, this number is the Total Hit Dice at that level.
** Maximum Combat Bonus
Career Placement
The easiest part of Character generation, is deciding what your characters position will be on the Ship. This determines their final level (don’t forget to roll for additional Hit Points).
Captain
Starts Play at Level Six
First Officer/Rank of Commander
Starts Play at Level Five
Head of Department/Rank of Lieutenant Commander
Starts Play at Level Four
Starfleet Officer/Rank of Lieutenant
Starts Play at Level Three
Next - Federation Races
Monday, 24 May 2010
Medical Aid in the 24th Century
All Healing and Medical Treatment are dependent on the Star Fleet Equipment at hand as well as the Skill of the individual using them. As I mentioned in the “Seige Engine and Star Fleet Training” section, a Doctor gets +2 on the Roll when attempting a Medical Procedure, whilst a Star Fleet Officer would just get +1 per Level – and wouldn’t be able to achieve as much as a Star Fleet Doctor could.
The Challenge Rating is ALWAYS calculated as following –
Hit Points = to the number of Hit Points you want to heal.
Life Points = to 2 x the number of Life Points you want to heal.
Modifiers
No Medi-Kit = +2 to the Challenge Level for Medical Staff, +4 for all other Star Fleet Personel.
Example – Captain Kurt wants to heal 7 Life Points to the Ferengi Spy to bring him around. There is no Medi-Kit. The GM rules its an Int based Task for Kurt. Luckily Kurts Int is Primary, so the Challenge Base is 12. +4 for No Medi-Kit, and +14 for the Life Points Kurt needs to heal. This gives a final Challenge Rating of 30! Fortunatley in these rules a 20 always succeeds (and a 1 always fails) so Kurt needs to roll a Natural 20 to revive the Ferengi! But if he rolls a natural ‘1’ the Ferengi could be in a lot of trouble . . . .
Medi-Kit = +2 to all Medical Rolls
Runabout or Long Range Shuttle Medi-Bay = +4 to all Medical Rolls
Starship/Starbase Sick=Bay = + 8 to all Medical Rolls.
Thursday, 20 May 2010
Hit Points, Life Points, Combat, & Death
Reduction to your hit points can take many forms - Fatigue, Malnutrition, Grazing hits in Combat, or even some gribbly Alien Disease (Andorian Shingles for example).
In this set of rules we also have "Life Points" - they are important in this Star Trek RPG as they help draw the line between "Grazes" and "Hits".
Life Points are exactly that, the “Life” of the Character. Your Life Points are equal to your Characters Str+Con+Dex divided by three – plus your Level.
Example – Captain Kurt is 6th Level, and has 52 Hit Points. His Str is 14, his Con is 16, and his Dex is 18. 14+16+18 = 48, 48/3 = 16. 16+6 (for Kurts Level) = 22. Captain Kurt has 22 Life Points. When he advances to Level 7 he will have 23 Life Points.
Combat & Damage
Both Close Combat and Ranged Combat are worked out slightly differently in these Star Trek Roleplaying Notes, mainly because of the lethality of 24th Century Weapons – but partly due the the lack of Armour and therefore an Armour Class.
If the intended Target of the attack is aware that the attack is coming, you roll to hit as usual (applying all the usual modifiers for range, level, skill etc – you roll to hit, and the intended victim then rolls a standard Combat Based Reflex Test (Reflexes Score + 1D20).
If the Attacker rolls a “1” to hit, the Attack automatically misses.
If the Target rolls equal to the Attackers roll, they take a “graze” and the Attacker rolls the Damage rating of the Weapon – the Victim of the attack takes that many Hit Points of Damage to their Hit Points.
If the Target rolls higher than the Attackers roll, they successfully avoid the attack – and take no Damage.
If they fail the Roll, they take “Hit” Damage and the Attacker rolls the Damage rating of the Weapon and the Damage is applied directly to your Characters Life Points (see -10 HP and Death).
If a natural “20” is rolled, not only does the Victim take Life Point Damage – but he is also “stunned” for a number of Rounds equal to half the Damage taken. Medical Aid can reduce this.
If the intended Target is unaware of the Attack, the Attacker instead rolls against the targets Reflexes.
If the Attacker rolls a “1” to hit, the Shot automatically misses.
If the Attacker rolls equal or lower than the Targets reflexes score - the victim of the Attack takes a “graze” and the Attacker rolls the Damage rating of the Weapon and the Victim takes that many Hit Points of Damage to his Hit Points.
If you roll more than the Targets Reflexes, the Victim takes “Hit” Damage - the Attacker rolls the Damage rating of the Weapon and the Damage is applied directly to the Characters Life Points (see -10 HP and Death).
If a natural “20” is rolled, not only does the Victim take Life Point Damage – but he is also “stunned” for a number of Rounds equal to half the Damage taken. Medical Aid can reduce this.
The above rules also apply to attacks/effects that target an Individuals Toughness (in the case of Radiation, Explosions, and Diseases) and Willpower (in the case of Psychic, Illusionary, and Fear based attacks) as well.
Stun Attacks
Weapons which stun ALWAYS affect the targets Life Points, this is only temporary damage and should be noted on the sheet as such. Stun Damage is recovered at a rate equal to the characters Con Bonus +1 each round (with a minimum of 1 point recovered each round), when this temporary damage is reduced to Zero the character recovers conciousness. Medical Aid can speed this recovery.
If the intended Target of the attack is aware that the attack is coming, you roll to hit as usual (applying all the usual modifiers for range, level, skill etc – you roll to hit, and the intended victim then rolls a standard Combat Based Reflex Test (your Reflexes Score + 1D20).
If you roll a “1” to hit, the Attack automatically misses.
If you roll equal or lower than the intended victims roll, the Stun "grazes" the target and the Attacker rolls the Damage rating of the Weapon – the victim makes a Toughness Save with a Challenge Modifier equal to the amount of Stun Damage Rolled. If passed the target is not stunned and takes no effect from the shot, if failed the victim takes that many Points of temporary Stun Damage to his Life Points.
If the intended Target rolls higher than the Attackers roll, they have successfully avoid the attack – and take no effect from the Shot.
If the Victim fails the Roll, they take Stun Damage with no way of avoiding it - and the Attacker rolls the Damage rating of the Weapon and the temporary Damage is applied directly to the Characters Life Points.
If a natural “20” is rolled, the Stun Damage is doubled.
If the intended Target is unaware of the Attack, the Attacker instead rolls against the targets Reflexes.
If you roll a “1” to hit, the Attack automatically misses.
If the Attacker rolls equal or lower than the Targets reflexes score, the Stun "grazes" the target and the Attacker rolls the Damage rating of the Weapon – the victim makes a Toughness Save with a Challenge Modifier equal to the amount of Stun Damage Rolled. If passed the target is not stunned and takes no effect from the shot, if failed the victim takes that many Points of temporary Stun Damage to his Life Points.
If attacker rolls more than the Targets Reflexes Score, the Victim take Stun Damage with no way of avoiding it - and the Attacker rolls the Damage rating of the Weapon and the temporary Damage is applied directly to the Characters Life Points.
If a natural “20” is rolled,
If attacker rolls more than the Targets Reflexes Score, the Victim take Stun Damage with no way of avoiding it - and the Attacker rolls the Damage rating of the Weapon and the temporary Damage is applied directly to the Characters Life Points - and the Stun Damage is doubled.
-10 HP & Death
In a lot of D20 based RPG’s, normally when a Character reaches -10 Hit points he dies almost immediately. In these Star Trek notes its somewhat different . . . .
When a Character reaches Zero HP he is battered and exhausted, after that point – all Damage is applied directly to the characters Life Points rather than applying “graze” Damage to his Hit Points.
Losing Life Points
When a character takes Damage to his Life Points there are consequences, these are listed below.
If a Character is reduced to half his Life Points (or less) he must IMMEDIATELY make a Constitution Saving Throw – the difficulty is ALWAYS 18 regardless whether the Characters Constitution Score is Primary or Secondary. If it is failed, the Character passes out. If it is passed, the Character stays Conscious – and must continue making Constitution Saves every Round until his Life Points are healed and passes the Consciousness barrier (more on healing later).
If the Character continues taking Damage, and reaches Zero Life Points he must make another immediate Constitution Save (again Difficulty 18 regardless) and if failed the Character expires and must be resuscitated within minutes or the Character Dies permanently. If passed he must continue making Con Saves each round. However, the difficulty of the Save increases by 2 each time he passes (the poor fellow is dying after all) until the he receives medical aid or finally expires.
Death Saves Table
Initial Save vs. Death – 18+
After1 additional Round – 20+
After 2 additional Rounds – 22+
After 3 additional Rounds – 24+
After 4 additional Rounds – 26+, and so on . . . . .
Next - Medical Aid in the 24th Century
Wednesday, 19 May 2010
Star Trek RPG Notes Part Two - Armour Classes & Saving Throws
Note - As a “rule of thumb” Federation Training NEVER leaves a Cadet with a Dex Attribute ranked at less than Secondary.
Standard “Fantasy” RPG saves are Illogical in the Star Trek Setting – so more applicable saves are required - The "model" is take from 3.5 D&D.
Reflexes
Reflexes is calculated as following -
“Base” + your character level + Dex ‘Base’ + Racial Bonus (if any)
Choosing Dex as a Primary Attribute yields a base Reflexes of 12, whereas choosing Dex as a Secondary Attribute yields a base Reflexes of 10, and choosing Dex as a Tertiary Attribute yields a base Reflexes of 8.
Toughness
Toughness is calculated as following -
“Base” + your character level + Con ‘Base’ + Racial Bonus (if any)
Choosing Con as a Primary Attribute yields a base Toughness of 12, whereas choosing Con as a Secondary Attribute yields a base Toughness of 10, and choosing Con as a Tertiary Attribute yields a base Toughness of 8.
Willpower
Willpower is calculated as following -
“Base” + your character level + Wis ‘Base’ + Racial Bonus (if any)
Choosing Wis as a Primary Attribute yields a base Willpower of 12, whereas choosing Wis as a Secondary Attribute yields a base Willpower of 10, and choosing Wis as a Tertiary Attribute yields a base Willpower of 8.
As per the standard C&C Rules all saves can (and generally are) modified by Challenge Ratings, opponents level, and encountered creatures hit dice.
Next - Hit Points, Life Points, Combat, & Death
Monday, 17 May 2010
Expanded Attributes, Primary, Secondary, & Tertiary
Star Fleet Personnel
It is the intention of these notes that the Game "Group" be centered around Teams of Star Fleet Personnel – Star Fleet produces some of the finest Officers, Explorers, and Scientist in the Star Trek Universe. If there seems to be sufficient interest I may do rules for civilian characters too.
How you “set up” your Games is entirely up to you, your Players could be the Bridge Crew of a Starship – or maybe made up of the Command Team of a Deep Space Station on the very Edge of Federation Space.
Attributes
Star Fleet Personnel are generally healthier and in better condition than most in the 24th Century, that combined with the fact they don’t train Half-Wits means character generation will be slightly different.
All Attributes are generated on 2D4+10 giving a range of 12-18, this yields much higher scores than the standard 3D6 of C&C – but is a more realistic treatment of the 24th Centuries finest in my humble opinion.
Expanded Attribute Chart
With the Alien Races, better Nutrition, and impeccable Health Care of the 24th Century, come (possibly) higher attributes - hence an expanded attribute chart.

In Castles & Crusades the Primary Attribute concept is introduced, challenges associated with a Primary attribute are set at 12+. All other attributes have the base challenge levels set at 18+.
There are no averages, no middle ground - you are either talented at something or you struggle - base challenge level being set at 12+.
This “no middle ground” really doesn’t sit-well for Star Fleet Personell – they are better trained that that! So here we introduce the idea of Tertiary Attributes.
The idea behind this is simple - rather than all other attributes being set at 18+, Secondary attributes have a base challenge level of 15+, and Tertiary have a base challenge level of 18+.
All Star Fleet Personnel pick three Primes, two Secondary’s, and one Tertiary. Civilians pick two Primes, three Secondary’s, and one Tertiary. This way Star Fleet Characters are as well trained as they should be, and you get a better “spread” of numbers, further exemplifying Star Fleets training program.
However, ONE of your choices still has to be the Prime of the Class you have chosen.
So, to sum up –
• Star Fleet Personnel – 3 Primes, 2 Secondary’s, and 1 Tertiary.
• Civilians – 2 Primes, 3 Secondary’s, 1 Tertiary.
• One of your Primes MUST belong to the Class chosen.
• Prime Challenge Level – 12+
• Secondary Challenge Level – 15+
• Tertiary Challenge Level – 18+
Next - Armour Classes & Saving Throws
Star Trek
So, I re-thought everthing . . . .
Why have a seemingly endless list of skills when Castle & Crusades SEIGE Engine facilitates everything. Characters in the Star Trek Universe are remarkably well trained, if you give them a Bonus for their "Field of Expertise" (Engineering, Life Sciences, Medicine, Security, etc), allow them to attempt Tasks involving Starfleet Training/Operations with no penalty, and only really penalize them on rolls involving Non-Starfleet Tasks you not only make things a lot simpler (allowing for more roleplaying rather than "roll" playing) but actually replicate the "high-end" skill levels of such well rounded and extremely well-trained individuals.
Of course I had to change combat a little, Armour Class is gone - with Phasers, Disruptors, and other high-energy weapons; personal armour becomes pointless. Now there is a Reflexes Stat, which not only covers Reflex saves (much like 3rd Edition D&D) but serves as the "target number" for all attacks.
So, over the next few weeks I will be posting these rules on my Blog - if they prove popular I may even do a website for them!
Next - Expanded Attributes, Primary, Secondary, & Tertiary
Monday, 1 June 2009
Star Trek D20 (Continued) and Lemuria
BUT (and there is always a but Lol) its not D20 - so where now. Take a backwards (IMHO) step away from DnD, or press onward.
Never having been the type to step away from a challenge, I shall be endeavouring to Convert the Races, Skill Programs, and even some equipment to the D20 system.
What will result will be a mish-mash of rules and systems that should 'fit' into DnD 3.5 (I've opted for 3.5 over 4e - 4e is much more heroic fantasy IMHO and less suited to the Universe of Star Trek. That MIGHT change as things get converted and written - if it turns out 4e is more suitable, then so be it!).
Another long put-off project will be updating all my old rules for AD&D 1st Edition, most of them center around Lemuria - the ancient continent that was the 'seat' of many of my Games. A Background that got perverted by another DM (including, but not in any order of absurdity - Daleks, an Alien Villain called 'Azra' and my personal favourite - the Horse Plague, which happened because he felt - "The player characters get around to quickly" - I kid you not Lol).
HOPEFULLY there won't be as long a gap before my next Post, if things get a little less hectic around her - but with being busy, helping my Dad (whos on his own now), a new Grandkid on the way, AND one of my Cats had Kittens - its been mental around here Lol!
Tuesday, 19 May 2009
Star Trek D20
Even though the games I want to run will be set during the Original Series Era, I still want to add a few tweaks and put my own spin on things.
I've written some, but want to go over the format before 'putting them up - so stay tuned!