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Showing posts with label role-playing. Show all posts
Showing posts with label role-playing. Show all posts
Wednesday, 26 January 2011
Active Officer University Programs for Star Trek: The Role-Playing Game (FASA)
0 comments Posted by VA at 10:14
Starfleet wants the best people, right? A highly trained officer with fleet experience should be able to continue their education? The Next Generation Officer's Manual says Starfleet sends active officers for more training at universities. No rules were included. So, I made my own.
GM's be warned: Beyond here there be dragons. Rules like these and others have the potential of making super-powerful characters. Use them wisely.
Rules:
Engineers, Science Officers, Counselors, Medical Officers are the most likely to attend an active officer program. But, a case can be made for other officers. Make your story good. Be creative. If you want your character to get extra training create a good back story. GM's love that stuff.
The six month program is good for characters that end up with an even number of cadet cruises. As you may know an even number of cadet cruises means the character's age is something like 36.5 or 42.5 which is a bit awkward. By allowing a player this option helps with their furstration. Players always hate when they fail the cadet cruise no matter how many times the GM tells them that it's not a problem. So if a character fails a cadet cruise tell the player not to worry he'll get some more skills.
Limit the number of programs a character can attend to two. But any combination is fine: two one year programs, two six month programs or one of each.
A player can choose any university he wishes.
Active Officer Programs
Six Months
One Major 20
One Minor 10
One New Skill 10
Advanced Training INT/2 then /10 round down 1d10 (Must be a skill already be possessed)
One Year
Two Majors 20
Two Minors 10
Two New Skills 10
Advanced Training INT/10 round down 1d10 (Must be a skill already be possessed)
GM's be warned: Beyond here there be dragons. Rules like these and others have the potential of making super-powerful characters. Use them wisely.
Rules:
Engineers, Science Officers, Counselors, Medical Officers are the most likely to attend an active officer program. But, a case can be made for other officers. Make your story good. Be creative. If you want your character to get extra training create a good back story. GM's love that stuff.
The six month program is good for characters that end up with an even number of cadet cruises. As you may know an even number of cadet cruises means the character's age is something like 36.5 or 42.5 which is a bit awkward. By allowing a player this option helps with their furstration. Players always hate when they fail the cadet cruise no matter how many times the GM tells them that it's not a problem. So if a character fails a cadet cruise tell the player not to worry he'll get some more skills.
Limit the number of programs a character can attend to two. But any combination is fine: two one year programs, two six month programs or one of each.
A player can choose any university he wishes.
Active Officer Programs
Six Months
One Major 20
One Minor 10
One New Skill 10
Advanced Training INT/2 then /10 round down 1d10 (Must be a skill already be possessed)
One Year
Two Majors 20
Two Minors 10
Two New Skills 10
Advanced Training INT/10 round down 1d10 (Must be a skill already be possessed)
Labels: FASA Star Trek RPG, role-playing, Star Trek
Monday, 24 January 2011
University Skill System for Star Trek: The Role-Playing Game (FASA)
0 comments Posted by VA at 18:30This is a system created for the Star Trek: The Role-Playing Game (FASA). It gives players more freedom during character creation.
In the rule book it mentioned some characters could have gone to university before they entered Starfleet Academy. I became fascinated with this because it said supplements were coming with rules. Those never appeared, so I created my own system to allow characters to attend university.
WARNING TO THE GM: There is much power here for players to become drunk with. Don't allow players to go crazy. Use common sense and a few rules to keep characters from becoming all powerful.
Rules:
The most common characters that would have attended university are Engineers, Science Officers, Ship's Counselors and Medical Officers. For other characters it would be rare, but if the player can think of a good background story by all means let them be creative.
The university system considered to be a four year doctorate that is pursued prior to the characters entrance into Starfleet. So, any character who has attended university will be 22 when they enter Starfleet.
A player can choose whatever university and program they wish.
The following are just a few of the unversities a character can attend. Use the base system to create your own (or just change the name). I'll be posting a Betazoid unviersity soon.
Universities
Astronautics University of Edinburgh
Gen Eds
Computer Operation 20
Artistic Expression 15
Language 15
General Philosophy 10
Electronics Tech 10
Computer Tech 10
Mathematics 20
Mechanical Engineering OR Computer Science 20
Five Outside Electives 10 (Must be new skills)
Player must choose ONE Track
Engineering Track
Two Related Majors 40 (Any Engineering related Skills OR Space Sciences)
Two Related Minors 20 (Any Engineering related Skills OR Physical Sciences)
Two Other Fields at 10 (Any Engineering related Skills OR Physical Sciences)
Divide 30 between any Two “Technology” Skills
Science Track
Two Related Majors 40 (Any Space Sciences OR Physical Sciences)
Two Related Minors 20 (Any Space Sciences OR Physical Sciences)
Two Other Fields at 10 (Any Space Sciences OR Physical Sciences)
Small Equipment System Operation 20
Small Equipment System Tech 10
Both Tracks receive Advanced Study
Advanced Training INT/10 round down 1d10 (Must be a skill already be possessed)
Vulcan Science Academy
(Non-Vulcans can attend, but must put all 15 of language into Vulcan)
Gen Eds
Computer Operation 20
Artistic Expression 15 (At least five of the 15 must be in the Vulcan Lyre)
Language 15
General Philosophy 10
Computer Science 10
Investigation: Research 20
Vulcan Culture/History 15
Vulcan Law 15
Five Outside Electives 10
Program
Two Related Majors 40 (Any Sciences expect Social)
Two Related Minors 20 (Any Sciences expect Social)
Two Other Fields at 10 (Any Sciences expect Social)
Small Equipment System Operation 20
Small Equipment System Tech 10
Advanced Study
Advanced Training INT/10 round down 1d10 (Must be a skill already be possessed)
Zakdorn University of Tactics and Strategy
(Non- Zakdorns can attend, but must put all 15 of language in Zardorn.)
Gen Eds
Computer Operation 20
Artistic Expression 15
Language 15
General Philosophy 10
Gaming: 3-D Chess 10
Gaming: Strategema 20
Instruction 10
Leadership 20
Five Outside Electives 10 (Must be new skills)
Program
Two Related Majors 40 (Any Combat S/T OR Neg/Dip OR Any Gaming OR I-P Relations)
Two Related Minors 20 (Any Combat S/T OR Neg/Dip OR Instruction OR Any Gaming OR I-P Relations)
Two Other Fields at 10 (Any Combat S/T OR Neg/Dip OR Instruction OR Any Gaming OR I-P Relations)
Economics OR Political Science OR Law 20
Any Trivia OR Any Culture/History OR Psychology 10
Advanced Study
Advanced Training INT/10 round down 1d10 (Must be a skill already possessed)
The University of New Paris
Gen Eds
Computer Operation 20
Artistic Expression 15
Language 15
General Philosophy 10
Great Galactic Literature 20
Great Galactic Music 20
Any Two Culture/History Skills 10
Five Outside Electives 10
Player must choose ONE School
School of Science
Two Related Majors 40 (Any Sciences expect Medical and Social)
Two Related Minors 20 (Any Sciences expect Medical and Social)
Two Other Fields at 10 (Any Sciences expect Medical and Social
Small Equipment System Operation 10
Investigation: Research 20
School of Medicine
Two Related Majors 40 (Any Medical Sciences)
Two Related Minors 20 (Any Medical Sciences OR Life Sciences)
Two Other Fields at 10 (Any Medical Sciences OR Life Sciences)
Small Equipment System Operation 10
Investigation: Forensics 20
School of Diplomacy
Negotiation/Diplomacy 40
Inter-Planetary Relations OR Political Science OR Law 40
Two Related Minors 20 (Any Social Sciences OR Trade and Commerce)
Two Other Fields at 10 (Any Social Sciences OR Trivia OR Language)
Administration 20
Value Estimation 10
School of Law
Federation Law 40
Negotiation/Diplomacy OR Inter-Planetary Relations OR Political Science OR Economics 40
Two Related Minors 20 (Any Social Sciences OR Trade and Commerce)
Two Other Fields at 10 (Any Social Sciences OR Trivia)
Administration 20
Investigation: Research 10
School of Mining
Mining 40
Geology OR Metallurgy 40
Two Related Minors 20 (Any Physical OR Planetary Sciences OR Trade and Commerce OR Economics)
Two Other Fields at 10 (Any Social Sciences OR Trivia)
Mining System Ops 20
Mining System Tech 10
School of Criminal Justice
Federation Law OR Security Procedures 40
Investigation: Criminal 40
Two Related Minors 20 (Investigation: Forensics OR Interrogation OR Psychology OR Social Science)
Two Other Fields at 10 (Investigation: Forensics OR Interrogation OR Psychology OR Social Science)
Holodeck Interrogation 10
Surveillance 20
School of Archeology
Archeology 40
Anthropology OR Sociology 40
Two Related Minors 20 (Any Social Sciences OR Trivia OR Language)
Two Other Fields at 10 (Any Social Sciences OR Trivia OR Language)
Geology OR Exobiology OR Any Trivia 10
Investigation: Research 20
School of Language
Two Language Majors 40 (Any Language OR Cryptology)
Two Language Minors 20 (Any Language OR Cryptology)
Two Other Fields at 10 (Any Language OR Cryptology)
Communication System Ops 10
Any Culture/History OR Psychology 20
School of Economics
Economics 40
Trade and Commerce OR Inter-Planetary Relations OR Political Science OR Law 40
Two Related Minors 20 (Any Social Sciences OR Trade and Commerce)
Two Other Fields at 10 (Any Social Sciences OR Trivia)
Accounting 10
Value Estimation 20
School of Arts
Two Majors 40 (Any Artistic Expression)
Two Minors 20 (Any Artistic Expression OR Trivia)
Two Other Fields at 10 (Any Artistic Expression OR Trivia)
Instruction 20
Any Trivia OR Language 10
School of Interdisciplinary Studies
(Player must work with GM to create this program by combining two of the above Schools)
Two Unrelated Majors 40
Two Unrelated Minors 20
Two Other Unrelated Fields at 10
Divide 30 between two other skills
All Programs receive Advanced Study
Advanced Training INT/10 round down 1d10 (Must be a skill already be possessed)
Labels: FASA Star Trek RPG, role-playing, Star Trek
Thursday, 20 January 2011
When characters searched cargoholds or warehouses the game would always slow down. So, I made this random chart to speed things up a bit. I put a number of junky items on the list which always ticks off the players and makes a GM feel as though all is right with the world.
Again, this is based on the common RPG dice just to give more options. The chart is 1D100.
RANDOM SEARCH CHART - CARGOHOLD OR WAREHOUSE
1. Hydrospanner (1)
2. Plastic Shims (1d6 x 100, value 1d6 per 100)
3. Glowrod (1)
4. Syntherope (50')
5. Flame-Proof Suit (1)
6. Power Prybar (1)
7. General Exposure Suit (1)
8. Thermal Suit (1)
9. Sleeping Bag (1)
10. PolyTex Fabric (1 bolt, value 3d6)
11. Sub-Zero Parka (1)
12. Fusion Cutter (1)
13. Vacuum Suit (1)
14. Tool Harness (1)
15. Ball Bearings (1d6 x 1000, value 1d6 per 1000)
16. Light Power Generator (1)
17. Vibrosaw (1)
18. Single-Person Survival Tent (1)
19. O-Rings (1d6 x 1000, value 1d6 per 1000)
20. Worklight (1)
21. Plastic Shims (2d6 x 100, value 1d6 per 100)
22. Comlink (1)
23. Computer Tool Kit (1)
24. Beam Drill (1)
25. Two-Person Survival Tent (1)
26. Vibropick (1)
27. Emergency Space Suit (1)
28. Rations (1 person, 1 week)
29. Chronometer (1)
30. Hydrospanners (2d6)
31. Syntherope (100')
32. Imperial Uniform with Insignia (1)
33. Medium Power Generator (1)
34. Plasma Welder (1)
35. PolyTex Fabric (3d6 bolts, value 3d6 x # of bolts)
36. Thermal Suit (2)
37. Droid Tool Kit (1)
38. Vacuum Suit (2)
39. T'wilian Silk (1 bolt, value 6d6 x10)
40. Plastic Shims (3d6 x 100, value 1d6 per 100)
41. Casual Clothes (2 sets)
42. Four-Person Survival Tent (1)
43. Marcobinoculars (1)
44. Flares (6)
45. Ball Bearings (3d6 x 1000, value 1d6 per 1000)
46. Small Manifolds (6d6, value 2d6 per piece)
47. Sub-Zero Parka (2)
48. General Exposure Suit (2)
49. O-Rings (3d6 x 1000, value 1d6 per 1000)
50. Malforian Chocolate (1d6, value 2d6 x 100 per square)
51. Utility Space Suit (1)
52. Medpac (2)
53. Vehicle Tool Kit (1)
54. PolyTex Fabric (5d6 bolts, value 3d6 x # of bolts)
55. Breath Mask (1)
56. Pocket Computer (1)
57. Forest Camouflage Outfits (6 sets)
58. Six-Person Survival Tent (1)
59. Imperial Uniforms with Insignia (4)
60. Recording Rod (1)
61. Ammo Bandolier (1)
62. Syntherope (150')
63. Comlink (1d6)
64. Vacuum Suit (3)
65. Rations (1 person, 2 week)
66. Fusion Cutter (2)
67. Security Tool Kit (1)
68. T'wilian Silk (4 bolts, value 6d6 x10 x4)
69. Thermal Suit (3)
70. Small Manifolds (8d6, value 2d6 per piece)
71. Desert Camouflage Outfits (6 sets)
72. Data Plaque (6 empty)
73. Formal Clothes (2 sets)
74. Malforian Chocolate (2d6, value 2d6 x 100 per square)
75. Sub-Zero Parka (3)
76. Heavy Power Generator (1)
77. O-Rings (5d6 x 1000, value 1d6 per 1000)
78. Hydrospanners (4d6)
79. Rations (1 person, 6 weeks)
80. Sidrian Flame Gem (1, value 1d6 x 1000)
81. General Exposure Suit (4)
82. High-Quality Space Suit (1)
83. Comlink (2d6)
84. Medpac (2d6)
85. Medicines (2d6, value 100 per vial)
86. Ball Bearings (5d6 x 1000, value 1d6 per 1000)
87. Climbing Kit (2 harnesses, 10 carabineers, 200'rope)
88. Small Manifolds (10d6, value 2d6 per piece)
89. Imperial Uniforms with Insignia (8)
90. T'wilian Silk (6d6 bolts, value 6d6 x10 x # of bolts)
91. Armored Space Suit (1)
92. Computer Memory Banks (10 blank, value 1d6 x 1000 each)
93. Sidrian Flame Gems (1d6, value 1d6 x 1000 per gem)
94. Malforian Chocolate (3d6, value 2d6 x 100 per square)
95. Bounty Hunter Armor (1)
96. Medpac (3d6)
97. 3PO Unit Protocol Droid (1)
98. Ais Shimmer Cloth (4d6 bolts, value 2d6 x100 per bolt)
99. Kesseli Spice (2d6, value 1d4 x 1000 per square)
100. Sidrian Flame Gems (2d6, value 1d6 x 1000 per gem)
Again, this is based on the common RPG dice just to give more options. The chart is 1D100.
RANDOM SEARCH CHART - CARGOHOLD OR WAREHOUSE
1. Hydrospanner (1)
2. Plastic Shims (1d6 x 100, value 1d6 per 100)
3. Glowrod (1)
4. Syntherope (50')
5. Flame-Proof Suit (1)
6. Power Prybar (1)
7. General Exposure Suit (1)
8. Thermal Suit (1)
9. Sleeping Bag (1)
10. PolyTex Fabric (1 bolt, value 3d6)
11. Sub-Zero Parka (1)
12. Fusion Cutter (1)
13. Vacuum Suit (1)
14. Tool Harness (1)
15. Ball Bearings (1d6 x 1000, value 1d6 per 1000)
16. Light Power Generator (1)
17. Vibrosaw (1)
18. Single-Person Survival Tent (1)
19. O-Rings (1d6 x 1000, value 1d6 per 1000)
20. Worklight (1)
21. Plastic Shims (2d6 x 100, value 1d6 per 100)
22. Comlink (1)
23. Computer Tool Kit (1)
24. Beam Drill (1)
25. Two-Person Survival Tent (1)
26. Vibropick (1)
27. Emergency Space Suit (1)
28. Rations (1 person, 1 week)
29. Chronometer (1)
30. Hydrospanners (2d6)
31. Syntherope (100')
32. Imperial Uniform with Insignia (1)
33. Medium Power Generator (1)
34. Plasma Welder (1)
35. PolyTex Fabric (3d6 bolts, value 3d6 x # of bolts)
36. Thermal Suit (2)
37. Droid Tool Kit (1)
38. Vacuum Suit (2)
39. T'wilian Silk (1 bolt, value 6d6 x10)
40. Plastic Shims (3d6 x 100, value 1d6 per 100)
41. Casual Clothes (2 sets)
42. Four-Person Survival Tent (1)
43. Marcobinoculars (1)
44. Flares (6)
45. Ball Bearings (3d6 x 1000, value 1d6 per 1000)
46. Small Manifolds (6d6, value 2d6 per piece)
47. Sub-Zero Parka (2)
48. General Exposure Suit (2)
49. O-Rings (3d6 x 1000, value 1d6 per 1000)
50. Malforian Chocolate (1d6, value 2d6 x 100 per square)
51. Utility Space Suit (1)
52. Medpac (2)
53. Vehicle Tool Kit (1)
54. PolyTex Fabric (5d6 bolts, value 3d6 x # of bolts)
55. Breath Mask (1)
56. Pocket Computer (1)
57. Forest Camouflage Outfits (6 sets)
58. Six-Person Survival Tent (1)
59. Imperial Uniforms with Insignia (4)
60. Recording Rod (1)
61. Ammo Bandolier (1)
62. Syntherope (150')
63. Comlink (1d6)
64. Vacuum Suit (3)
65. Rations (1 person, 2 week)
66. Fusion Cutter (2)
67. Security Tool Kit (1)
68. T'wilian Silk (4 bolts, value 6d6 x10 x4)
69. Thermal Suit (3)
70. Small Manifolds (8d6, value 2d6 per piece)
71. Desert Camouflage Outfits (6 sets)
72. Data Plaque (6 empty)
73. Formal Clothes (2 sets)
74. Malforian Chocolate (2d6, value 2d6 x 100 per square)
75. Sub-Zero Parka (3)
76. Heavy Power Generator (1)
77. O-Rings (5d6 x 1000, value 1d6 per 1000)
78. Hydrospanners (4d6)
79. Rations (1 person, 6 weeks)
80. Sidrian Flame Gem (1, value 1d6 x 1000)
81. General Exposure Suit (4)
82. High-Quality Space Suit (1)
83. Comlink (2d6)
84. Medpac (2d6)
85. Medicines (2d6, value 100 per vial)
86. Ball Bearings (5d6 x 1000, value 1d6 per 1000)
87. Climbing Kit (2 harnesses, 10 carabineers, 200'rope)
88. Small Manifolds (10d6, value 2d6 per piece)
89. Imperial Uniforms with Insignia (8)
90. T'wilian Silk (6d6 bolts, value 6d6 x10 x # of bolts)
91. Armored Space Suit (1)
92. Computer Memory Banks (10 blank, value 1d6 x 1000 each)
93. Sidrian Flame Gems (1d6, value 1d6 x 1000 per gem)
94. Malforian Chocolate (3d6, value 2d6 x 100 per square)
95. Bounty Hunter Armor (1)
96. Medpac (3d6)
97. 3PO Unit Protocol Droid (1)
98. Ais Shimmer Cloth (4d6 bolts, value 2d6 x100 per bolt)
99. Kesseli Spice (2d6, value 1d4 x 1000 per square)
100. Sidrian Flame Gems (2d6, value 1d6 x 1000 per gem)
Labels: role-playing, Star Wars
Desk and closet searches always gave me a problem as a GM when playing Star Wars by West End Games. Here's a table of random items that can be found in desks, closets, footlockers or other small areas that I created.
The table is 1D100. I know the system is 6D, but I used the standard set of common RPG dice because it gives more freedom.
RANDOM SEARCH TABLE - SMALL AREAS
1-5. Data Plaque (empty)
6-10. Ring (value 1d20 credits)
11-15. Credits (2d6)
16-20. Comlink
21-25. Knife
26-30. Recording Rod
31-35. Necklace (value 2d20 credits)
36-40. Chronometer
41-45. Credits (3d6)
46-50. Breath Mask
51-52. Medpac
53-54. Glow Rod
55-56. Locket containing a picture (value 3d20 credits)
57-58. Knives (2)
59-60. Data Plaque (4, empty)
61-62. Credits (4d6)
63-64. Pocket Computer
65-66. Vehicle Toolkit
67-68. Bracelet (value 4d20 credits)
69-70. Vibroblade
71-72. Data Plaque (contains a file worth 1d6 x 100 credits)
73-74. Droid Toolkit
75-76. Necklace (value 5d20 credits)
77-78. Hold-out Blaster
79-80. Credits (6d6)
81-82. Sidrian Flame Gem (value 1d6 x 1000)
83-84. Computer Toolkit
85-86. Medpacs (1d4)
87-88. Security Toolkit
89-90. Blaster Pistol
91-92. Ring (value 1d12 x 100)
93-94. Necklace (value 1d20 x 100)
95-96. Data Plaque (contains a file worth 3d6 x 100 credits)
97-98 Credits (3d4 x 100)
99. Hold-out Blaster with 4D damage
100. Sidrian Flame Gems (1d4, value 1d6 x 1000 per gem)
The table is 1D100. I know the system is 6D, but I used the standard set of common RPG dice because it gives more freedom.
RANDOM SEARCH TABLE - SMALL AREAS
1-5. Data Plaque (empty)
6-10. Ring (value 1d20 credits)
11-15. Credits (2d6)
16-20. Comlink
21-25. Knife
26-30. Recording Rod
31-35. Necklace (value 2d20 credits)
36-40. Chronometer
41-45. Credits (3d6)
46-50. Breath Mask
51-52. Medpac
53-54. Glow Rod
55-56. Locket containing a picture (value 3d20 credits)
57-58. Knives (2)
59-60. Data Plaque (4, empty)
61-62. Credits (4d6)
63-64. Pocket Computer
65-66. Vehicle Toolkit
67-68. Bracelet (value 4d20 credits)
69-70. Vibroblade
71-72. Data Plaque (contains a file worth 1d6 x 100 credits)
73-74. Droid Toolkit
75-76. Necklace (value 5d20 credits)
77-78. Hold-out Blaster
79-80. Credits (6d6)
81-82. Sidrian Flame Gem (value 1d6 x 1000)
83-84. Computer Toolkit
85-86. Medpacs (1d4)
87-88. Security Toolkit
89-90. Blaster Pistol
91-92. Ring (value 1d12 x 100)
93-94. Necklace (value 1d20 x 100)
95-96. Data Plaque (contains a file worth 3d6 x 100 credits)
97-98 Credits (3d4 x 100)
99. Hold-out Blaster with 4D damage
100. Sidrian Flame Gems (1d4, value 1d6 x 1000 per gem)
Labels: role-playing, Star Wars
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