Wednesday, 19 May 2010

Star Trek RPG Notes Part Two - Armour Classes & Saving Throws

Armour Classes are gone (especially as most weapons in Star Trek could vaporise almost any Armour), and is replaced with a characters “Reflexes” Score.

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

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