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Post by finarvyn on Jan 24, 2010 9:33:06 GMT -5
I finally found the folder that had these rules in it, although I think I may be missing a few pages. This is the basic rules set I used back "in the day" when using OD&D to run my Star Trek campaigns. I'm not sure if they are any good or not, but I thought I'd post them "warts and all" for anyone to make use of. EDIT: I went through and modified the format of each with bold and underlines, just to make them read better.
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Post by finarvyn on Jan 24, 2010 9:33:29 GMT -5
CHARACTERS:
Command (gold shirt) – These are the characters who mainly occupy the bridge. They tend to include helm and navigation officers, as well as diplomats and the captain. Often this officer is placed in charge when a landing party beams to a planet. They typically are issued Communicators and Type I Phasers on landing party missions.
Science (blue shirt) – These are the characters who investigate strange phenomena. They tend to have a specialty in physics, biology, botany, geology, meteorology, astronomy, or any other science of interest. However, in the absence of a specialist in the area required, these characters can often “double” as a generic source of science knowledge as needed. They typically are issued Communicators, Type I Phasers, and Science Tricorders for landing party missions.
Medical (blue shirt) – These are the characters who heal the wounded and investigate medical phenomena. They typically are issued Communicators, Type I Phasers, Medical Tricorders, and a Med-Kit for landing party missions.
Security (red shirt) – These are the soldiers of the federation, and these characters are often put in the most dangerous of situations to protect the ship or defend the landing party from harm. NPC Security characters are rarely referred to by any other than a single name and often do not return from the mission. They typically are issued Communicators and Type II Phasers for landing party missions.
Engineering (red shirt) – These are the “fixers” of the crew, and these characters are often expected to perform miracles to repair some equipment just before a specified deadline. They typically are issued Communicators and Type I Phasers on landing party missions.
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Post by finarvyn on Jan 24, 2010 9:33:48 GMT -5
ALIGNMENT:
There are many species of alien life in the galaxy, typically one new one per adventure, so a few of them are listed below.
Law – Federation Humans, Gorns, Tellarites
Neutrality – Humans, Romulans, Gorns, Orions, Andorians, Kzinti
Chaos – Humans, Romulans, Klingons, Orions, Andorians
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Post by finarvyn on Jan 24, 2010 9:34:11 GMT -5
DETERMINATION OF ABILITIES:
Abilities are Strength, Intelligence, Wisdom, Constitution, Dexterity, Charisma, as per OD&D.
Modification of Abilities for Race (optional) can be done for “Trek Realism” or for game balance. These rules are designed for game balance, so that all modifiers add to zero. (Some Trek books make Vulcans like superbeings, for example, with bonuses in each attribute but no downside.) OD&D has limited bonuses and penalties, so these are intentionally kept as low numbers.
Human: as rolled Humans are the “standard” by which others are compared.
Vulcan: +1 Intelligence, -1 Charisma Vulcans are smart, but many are annoyed by their logic.
Klingon: +1 Strength, -1 Wisdom Klingons are strong but easy to fool.
Romulan: +1 Wisdom, -1 Charisma Romulans are crafty, but many dislike their warlike attitudes.
Gorn: +1 Constitution, -1 Dexterity Gorns are slow but relentless.
Kzinti: +1 Dexterity, -1 Constitution Kzinti are quick but not built for endurance.
Tellarite: +2 Constitution, -2 Charisma Tellarites are hearty but abrasive.
Andorian: +1 Intelligence, -1 Wisdom Andorians are smart but abrasive and quick to anger.
Orion Pirate: +1 Strength, -1 Intelligence Orion pirates are strong but not well educated.
Orion Slave Girl: +2 Charisma, +1 Dexterity, -1 Strength, -1 Intelligence, -1 Wisdom Orion slave girls are beautiful and dexterous, but typically not given education or choice (explaining the low INT and WIS).
Bonuses and Penalties to Advancement Due to Abilities: As per OD&D.
Prime Requisite by Class: Command – Wisdom Science – Intelligence Medical – Wisdom Security – Strength Engineering – Dexterity
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Post by finarvyn on Jan 24, 2010 9:34:36 GMT -5
LEVELS AND NUMBER OF XP NECESSARY TO ATTAIN THEM:
Use the Fighting-Man XP chart for all characters.
Crewman 0 Ensign 2000 Lieutenant, Junior Grade 4000 Lieutenant, Second Class 8000 (equivalent to Hero) Lieutenant, First Class 16000 Lieutenant Commander 32000 Commander 64000 Captain 120000 (equivalent to Super Hero) * Commodore 240000 Admiral -- **
* Only Command class characters can rise to 8th level. ** By Referee appointment only. (XP would be roughly 480000)
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Post by finarvyn on Jan 24, 2010 9:34:54 GMT -5
STATISTICS REGARDING CLASSES:
Dice for Accumulated Hits & Fighting Capability
Command – As Cleric Science – As Magic-User Medical – As Magic-User Security – As Fighting Man Engineering – As Magic-User
Spells & Level
For all: There is no “magic” in Star Trek, but instead a form of Psionics.
Saving Throws
Command – As Cleric Science – As Magic-User Medical – As Magic-User Security – As Fighting Man Engineering – As Magic-User
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Post by finarvyn on Jan 24, 2010 9:35:49 GMT -5
EQUIPMENT
There aren’t really any costs to characters, as long as they are members of the Federation Starfleet and can convince their superior officers that they really “need” this stuff.
Communicator – A small communications device, typically pre-set to the frequency of the landing party or of the ship so that flipping it open allows for immediate conversation.
Phaser Type I – This is the “hand phaser” which is about the size and shape of a deck of playing cards. It fits neatly under the character’s tunic, mostly hidden, and is typically issued to non-security characters for landing party missions. Damage = 1d6.
Phaser Type II – This is the “phaser pistol” which takes a Phaser I and clips it onto a handle to look more like a gun. It fits neatly in a holster, mostly in view, and is typically issued to security characters for landing party missions. Damage = 2d6.
Phaser Rifle – This is a much larger and bulkier Phaser, only issued to soldiers in extreme combat situations. Damage = 3d6.
Phaser Cannon (ala “The Cage”) – This is a mounted heavy weapon which gives a huge phaser beam that can cut through large sections of rock. As such it is often used for mining or similar projects. Characters using this should wear protective goggles because of the light intensity. It also tends to over-heat with use, which is a clear drawback in combat situations. Damage = 6d6.
Security Armor – Typically a breastplate and helmet, security armor and helmet adds +2 to armor class against energy weapons (phasers, disruptors) and +4 to armor class against kinetic weapons (bullets, swords & knives, etc.). Security personnel are sometimes issued this onboard ship or soldiers would be issued this when entering a battle situation. It would be unusual for a redshirt on a landing party to have this equipment.
Tricorder, Science – The “tri” part of tricorder is for “sense, analyze, identify” and the function of a tricorder is that of a mini-computer which can accumulate and process data. Science characters are typically issued a Science Tricorder for landing party missions. (They could be specific sciences, but are often “general knowledge” devices.)
Tricorder, Medical – Pretty much the same as a Science Tricorder but loaded with a data base of diseases and possible antidotes. Medical characters are typically issued one of these for landing party missions.
Med-Kit – An assortment of spray hypodermic “needles”, medical scanners, and general medications needed to heal and cure. * Heartbeat Reader – Looks like a hand-held microphone. Probably not standard Med-Kit issue. * Spray Applicator – Looks like a long cylinder and is a needle-free hypo; standard in a Med-Kit. * Medical Scanner – Looks like a short cylinder and gives general medical diagnostic such as temperature, blood pressure, and so on; standard in a Med-Kit. * Anabolic Protoplaser – Portable wound healer that looks like a extra-thick scalpel; probably standard in a Med-Kit. * Surgical Scalpels – Small cone-shaped cutting tool; standard in a Med-Kit.
Universal Translator – Cylindrical device which serves as a language database and can take many languages and instantly convert them into English. (Or Galactic Standard. Or “Common.” Or whatever they call it.)
Disruptor Pistol – A standard energy weapon similar in size to a standard pistol firearm, disruptors are the weapons of choice for both Romulans and Klingons. If an alien creature has a pistol, use this as the default. Damage = 1d6.
Disruptor Rifle – Similar to the Disruptor Pistol, but larger because of the rifle stock. Officers are more likely to have pistols, but soldiers are more likely to have the rifle. Damage = 2d6.
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Post by finarvyn on Jan 24, 2010 9:36:06 GMT -5
ALIEN REFEENCE TABLE, HOSTILE & BENIGN CREATURES:
This represents a “typical” alien of a given species. Higher level aliens with greater experience would follow an XP progression a lot like characters, so that a captain might act like an 8th level alien and get 8x the hit dice listed.
Alien Type, AC/AAC*, Move in Inches, Hit Dice, Weapon
Human, 9/10, 9, 1, variable
Vulcan, 8/11, 12, 1+1, variable
Romulan, 7/12, 12, 1+1, disruptor
Klingon, 6/13, 9, 1+1, disruptor
Gorn, 4/15, 3, 2, disruptor
Tellarite, 8/11, 6, 1, variable
Andorian, 9/10, 12, 1+1, disruptor
Kzinti, 9/10, 15, 1+1, disruptor
Orion Pirate, 7/12, 9, 1+1, disruptor
Orion Slave Girl, 9/10, 12, 1, variable
* Armor Class is given as OD&D AC / Ascending Armor Class since I like the AAC model better.
Note that some Alien species (such as Klingons) wear armor as part of their normal clothing, while others (such as Gorns) have armor as part of their skin. Armor class represents a combination of these factors.
Note that “Type or Amount of Treasure” doesn’t have much meaning in Star Trek, as characters are not motivated by money. Assume that aliens might have as “treasure” some bit of information, technology, or substance needed by the ship or landing party.
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Post by finarvyn on Jan 24, 2010 9:38:35 GMT -5
PSIONICS:
Avoid the use of ELDRICH WIZARDRY psionics rules. They are confusing and complex. Certain races, such as Vulcans, have psionics. Terran-born humans don’t have psionics, but humans from unusual worlds have a chance of having them. Average intelligence and wisdom (round up) and that gives the percent chance of the individual having psionics.
If a person has psionics, make use of the Mental Mutations from GAMMA WORLD or METAMORPHOSIS ALPHA for inspiration. Give them 1d4 mental mutations, probably disregarding negative options. The person starts with one of these at first level, then adds extras at each odd-numbered level until they have their entire quota.
If a character has Psionics, use Intelligence as mental attack strength and Wisdom as mental defense strength. This can be any sort of mental assault on a person – a resisted Vulcan mind meld, an attempt to take over a person’s mind, an attempt to read a person’s mind, or whatever. It all comes down to the specific powers of a given race or individual.
Equation: Attack – Defend + 10 = Number to equal or beat on 1d20.
MIND BLAST modified from the Mind Flayer, SR#1
Wisdom of defender, Save at 0-2”, Save at 3-4”, Save at 5-6” (Effect of Mind Blast) 3-4, 19, 19, 17 (Death) 5-7, 17, 16, 15 (Coma, 3 days) 8-10, 15, 14, 13 (Sleep, 1 hour) 11-12, 13, 12, 11 (Stun, 3 turns) 13-14, 11, 10, 9 (Confuse, 5 turns) 15-16, 9, 8, 7 (Enrage, 7 turns) 17, 7, 6, 5 (Feeblemind) 18, 5, 4, 3 (Insanity, permanent)
Science, Medical, and Engineering characters add +1 to their saving throws, and Command adds +2.
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Post by Falconer on Jan 24, 2010 11:00:15 GMT -5
No time for detailed commentary just now, but I just wanted to say that I love it!
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Post by slortar on Jan 24, 2010 12:52:36 GMT -5
Liking this, a lot. Seems like it'd run incredibly quick. I assume most skill use would be either RP'd out, old school style, or be an ability check of some sort?
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Post by Ronin84 on Jan 24, 2010 12:54:47 GMT -5
I also find this "fascinating" really nice work here!!
IS there any chance of a PDF once you are all done, anyone?
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Post by Ronin84 on Jan 24, 2010 12:55:52 GMT -5
I was wondering would "thief" be a better fit for the Engineering types?
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Post by Falconer on Jan 24, 2010 13:20:01 GMT -5
Romulin --> Romulan
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Post by finarvyn on Jan 24, 2010 13:43:15 GMT -5
Funny that spellcheck didn't suggest that. I'll be happy to clean it up and PDF the thing, if there is interest.
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