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Post by slortar on Jan 31, 2010 13:35:17 GMT -5
Starting up a thread to brainstorm ideas for this beastie. Requests can be summarized as... - Lots of graphics. - Everything a player's going to need to make a character, including inspiration - Basic straightforward explanations of the rules that a player would need to know, probably in sidebars - Folio format -- 8.5" x 5.5", so you can fold a sheet in two and staple...maybe. Might be a bit too much for my layout skills. We'll see. More in a second...
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Post by slortar on Jan 31, 2010 13:40:47 GMT -5
Preliminary outline/table of contents:
Introductory section
The basics of the rules. Basically just the d20 skill mechanic, stat bonus and score, that sort of thing. Then take 10/take 20.
Rolling up a character
A page of fluff per species containing interesting stuff about their home world and culture, along with their stats. Easy to digest, colorful. Maybe some variants of the main species (like those psychic Andorians from Enterprise)
Some optional premade species, like Edoans and Caitians, Tiburonians in addition to rules for rolling your own alien species
Simple rules for half-breeds
Classes, Skills, Talents
Rank, Experience
One single page summarizing, in an easy to follow step-by-step fashion, character creation: - A level table, going up to 12th level, succinctly showing the number of Talents, the dice you roll for hp and your skill values, along with probable rank - List of Talents per class, no descriptions, just name...and maybe a page number
A few (4?) sample characters, maybe including some original cast members...?
Combat rules
Illustrated equipment guide, including stuff from the Technical Manual and the series. - a page or so per character class, with an emphasis on giving players an idea of the types of props their class will use, along with names and a brief description if necessary - probably not too crunchy, more of a flavor thing. I really, really hate heavily detailed equipment lists...
Locations - Perhaps also deck plans of important sections, with screen shots of what that area looks like - consoles, shots of room, including... - bridge - bridge stations - transporter room - medical - engineering, Jeffreys Tubes - auxiliary control - a few typical crew quarters - rec area - hangar bay
Hm. More as I brainstorm. How much material I come up with is directly related to how bored I am at work this week. ;-)
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Post by Ronin84 on Jan 31, 2010 14:33:48 GMT -5
Here is to you having a boring week!
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Post by Falconer on Feb 8, 2010 7:37:31 GMT -5
Assuming the players will have access to SFTM, that will give them more than enough pictures of Federation vessels to work with. It would be fun to include, "for familiarization purposes," one or two pictures of a Romulan Warbird, a Klingon D7 Battlecruiser, a Tholian vessel, and possibly even a Gorn cruiser (not shown in the series). Additionally, some detail on Space Station K-7 might be neat.
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Post by jaysun on Nov 13, 2010 20:51:32 GMT -5
Any progress on the Player's Guide?
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Post by slortar on Nov 16, 2010 9:14:20 GMT -5
I had a fair amount of research compiled on the basic races earlier this spring. Then I hit the brick wall that is "summer" around here, lots of beer, sunlight and an impromptu trip to Vegas sopped up all my momentum. Hopefully, I can count on cabin fever and a longish winter to free up some time and motivation to get this bad boy pumped out. I also need to finish up laying out a more graphics-heavy, laid-out version of the main WNM rulebook--a volunteer was working on that for me. I think he got about halfway through before Real Life (tm) stopped him. If I do finish that up, I'll probably keep the bare-bones current version up for people who want to show mercy to their printers.
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Post by slortar on Nov 16, 2010 16:13:05 GMT -5
Well, damn. Apparently I am in a writing mood, since I've been hammering away at this off and on today between assignments at work.
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Post by jaysun on Nov 16, 2010 18:05:18 GMT -5
Awesome... Feels good to be back in the saddle eh?
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okumarts
Lieutenant
Drawing is what I do...
Posts: 51
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Post by okumarts on Nov 17, 2010 0:55:11 GMT -5
Let me know if illustrations are needed! I will volunteer my services if you like!
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Post by slortar on Nov 17, 2010 7:47:28 GMT -5
Consider yourself drafted! I'll know better what I need after I get more done (I figure I'm about 30% done with it right now), but I'm guessing some character illo's of the various species with a good stereotypical attitude for that race. I'm doing full page writeups of Andorians, Humans (well, maybe not full page for these losers), Vulcans and Tellarites and then smaller writeups (about the same length as the species in the core rules) for some of the less canonical species as examples of the species-builder rules. These "bonus" species are Caitians, Edosians and Tiburonians. I'm pretty sure if you go off the track and just do whatever the hell you want, I'll work them in somewhere--your art style is pretty much exactly what I imagined when I wrote this game.
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Post by slortar on Nov 22, 2010 16:19:09 GMT -5
Update: Mostly done with the character creation guide. Probably going to doing some heavy redrafting on that next. Species are all done. Talents will be next. Currently digging up art and stuff for the equipment/locations guides.
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Post by slortar on Nov 22, 2010 16:20:46 GMT -5
Preview:
Andorians
The Andorians are one of the founding members of the United Federation of Planets. They are a tough-minded species of blueskinned humanoids from a frigid planet. Their antennae give them enhanced senses and their harsh homeworld makes them tougher than the norm.
Traits:
• Cold Adapted: +2 bonus on all arctic survival type rolls. Their tolerance for cold also allows them to handle temperatures up to 40 Centigrade degrees colder than humans with relative comfort.
• Durable: Andorians gain +1 HP/level.
• Sharp Senses: Their range of hearing is far superior to humans, both low and high frequencies are detectable. As such, they gain a +2 bonus to any skill rolls affected by their keen hearing.
• Stern: Andorians tend to come across as rather proud and humorless to other species. -2 Cha.
Typical Names:
Female: Talas, Tallas, Tarah, Karrah, Kala, Shrasa, Thera, Thesa, Thora, Eris, Thel
Male: Erib, Ghee, Keval, Shran, Shras, Shres, Telev, Thelin, Tholos, Thon, Thoris
Homeworld: Andoria is a frigid moon lying in orbit around the ringed gas giant, Andor. It lies fairly close to Vulcan space, a quirk of stellar geography which has caused quite a few altercations before the birth of the Federation.
Andorian summers rarely get much above the freezing point of water—temperatures of -30° C are not unknown. Andorian winters are much colder and reach frigidity not often seen on inhabited worlds. Cities are built underground to escape the frigid cold of their homeworld, harnessing their energy from geothermal activity. They are connected by a vast network of tunnels.
Culture: Andorian culture is highly militaristic. They despise dishonesty and are deeply emotional and passionate. They are not known for charity or sympathy, as a rule, but value honor greatly (see "The Code of Ushaan"). They place a great value on family ties and military achievement.
Andorians are easily attracted to causes and are well known for their artistic traditions. There has, historically, been little gender divide in society; female and males alike star prominently in the military.
The Code of Ushaan: The Code of Ushaan is central to Andorian society, a code of regulations featuring up to 12,000 amendments dictating how to live one's life with honor. A central part of the Code is the Ushaan duel, where combatants fight to the death using an ushaan-tor, a small crescent-bladed hand weapon with serrated edges originally used as an ice mining tool. In game terms, it does 1d6 damage and is considered a light weapon for dual-wielding purposes. Ushaan duels are typically called over matters of personal vengeance.
If you are an Andorian you probably...
Follow the Code of Ushaan Are passionate and war-like More comfortable in cold environments Follow causes Have an understated sense of humor Hate dishonesty Place a high value on family and chain of command Are artistically inclined or at least have an appreciation of art
The Aenar (pronounced EE-nar)
The Aenar are a rare Andorian subspecies, numbering in the mere thousands. They are blind and highly telepathic. Physically, they are slightly more fragile than the human norm and all have albinism, giving them pale white skin and pink eyes. Hybrids between Aenar and Andorians have greenish skin tone. They hail from the frigid Northern Wastes of Andoria and were, up until fairly recently, considered mythical.
Although they are blind, they can still see through their keen psychic senses and the same sense of enhanced hearing all Andorians enjoy.
They use telepathy to communicate amongst themselves, but are capable of much more, with training.
Culturally, they are egalitarian, usually acting by consensus rather than through a leader. They are strict pacifists, deploring all violence.
• Fragile: -2 Str.
• Highly Intelligent: +2 to Intelligence.
• Cold Adapted: +2 bonus on all arctic survival type rolls. Their tolerance for cold also allows them to handle temperatures up to 40 Centigrade degrees colder than humans with relative comfort.
• Blind: Aenar have no sense of eyesight and, therefore, cannot see.
• Enhanced psychic senses: Aenar have the ability to sense their surroundings using a combination of keen Andorian hearing and psychic abilities. This ability works to about 10 meters but is not directional—it operates at a full 360 degrees. In addition to this, they gain the same benefits on hearing-based rolls as normal Andorians (+2). While it does not allow them to sense colors, they can sense rough details. The GM is the final arbiter on the limitations of their senses.
• Pacifist: An Aenar will never engage in personal violence and cannot condone violence in a group action. If they do so, they will take a -2 penalty in any scene where they've let a violent act go unchallenged.
• Bonus Talents: Psychic and Mind Meld.
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Post by slortar on Nov 22, 2010 16:21:35 GMT -5
Preview snippet #2:
Caitians are a feline humanoid species, slightly smaller than the human average. Their fur coloration ranges from tawny to brown, with vertically slit yellow eyes. They do not typically wear footwear and have tails.
• Lithe: +2 to Dexterity. Caitians have fast reflexes and are highly agile.
• Sharp Senses: Caitians have exceptionally sharp senses, gaining a +2 to rolls when detecting faint noises and seeing in low-light conditions.
Edosians are a species of three-armed and three-legged aliens, hailing from the planet Edos. They are a peaceful species, known for their longevity. They are polytheists, having many gods.
• Calm: Your typical Edosian is rather unflappable. Once per day, they can take 10 on any non-combat skill-roll, no matter how stressful the situation. This is in addition to "Cool Under Pressure", if they choose to take that Talent.
• Trilateral Symmetry: Edosians have an extra arm or leg when they need it. They gain a +2 bonus on any rolls to avoid falling, slipping or holding on to things.
Tiburonians are very similar in appearance to humans, but slightly taller. They have scalloped, elaborately shaped ears. Males are often bald.
Tiburonians are known for two things: hedonistic tendencies and great expertise with technology, particularly in the areas of robotics. Owing to their species' history of surviving alien conquests, they have a great dislike of intolerant or authoritarian regimes.
Tiburonians tend to make good explorers, science officers and negotiators. They have a sly sense of humor and prefer to solve problems with the most labor-efficient solution possible. They don't consider themselves to be great fighters, only resorting to violence as a last resort.
• Charming: +2 to Charisma. Tiburonians are naturally easy-going and relate well with others.
• Subversive: Tiburonians have difficulty coping with authority. Once an Episode, a Tiburonian can gain a bonus Action Point when attempting to defy or subvert an authority figure. However, this tendency means they take a -2 penalty when dealing with authority figures in social situations—Tiburonians don't always fit well into a chain of command.
• Technologically Adept: +2 bonus on all skill rolls involving technology, particularly in the area of robotics.
• Weak Immune System: Tiburonians are not as hardy as other species. -2 to all rolls to resist diseases, poisons and fatigue.
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Post by jaysun on Nov 22, 2010 18:27:25 GMT -5
Looking good.
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