Dominion War Advancement Packages [Long Post!]
Here are my conversions of Steve Long's tours from his excellent Dominion War Sourcebook: The Fires of Armageddon.
First note: These are presented as "advancement packages" similar to those from the Starfleet Operations Manual, although I've had to jigger with some to get them to work out cost wise.
Second Note: These are my interpretations of the tours, some of you may have chosen other skills or edges or whatnot. That's great! If you have a comment or question (or want to call me a dolt for this or that reason), please do so! I want feedback before I do more of these things. ;)
Last Note: Read the preamble before diggin into the packages, it will explain why point costs may seem off in some of the packages.
And finally ... enjoy!
And gimme feedback, please. All constructive criticism is welcome! And if it's not constructive, well I'll deal with it. :D
LQ
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CODA Advancement Packages
The following packages can be used to simulate “tours of duty” for characters. They can be gained during character creation (if the Narrator wants more experienced characters) or during a character’s advancement in play. Each of the packages cost 5 advancement picks.
In parenthesis beside the package name are the professions the package uses for cost determinations. These professions have professional skill pick costs of 1 (or 2 if a specialty is listed to be gained as well). If a character already has the listed specialty, simply add one level to the skill gained instead (make it +2). Alternatively, select another appropriate specialty or a different professional skill with no specialty at +1, as desired. Some skills in the “pick 1 skill” section may cost 2 picks—this is assumed in the package cost. If the skill is actually a professional skill for the character, assign the leftover pick as above.
A range of edges are provided for some packages, select the one most appropriate for the character. Flaws are not listed unless mandated by the package, in which case an edge is always offered to balance the cost. Reaction increases are figured at a cost of 3 advancement picks (non-favored cost). If the reaction is a character’s favored, assign the leftover advancement pick to a professional skill or add a specialty in an existing skill.
Artillery Unit (Soldier)
Professional Skill: Heavy Weapons* +1
Pick 1 Skill: Repair (Heavy Weapons) +1, Tactics (Ground) +1
Pick 1 Edge: Courageous, Dodge, Famous Event, Thick Skull, or Weapon Mastery
*Heavy Weapons is a skill under the Ranged Weapons group, specialties include Magnetically-launched Artillery, Mounted Phaser, Phaser Artillery, Plasma Mortar, Self-transporting Artillery, and the like.
Combat Engineering (Starship Officer—Engineer)
Professional Skill: Structural Engineering (any) +1
Pick 1 Skill: Construct +1, Repair +1, Systems Engineering +1
Pick 1 Edge: Innovative, Meticulous, Skill Focus
Crippling Wound (Starship Officer—any)
Professional Skills: Energy Weapon (Phaser) +1, System Operation (any) +1
Pick 1 Skill: Stealth +1, Tactics +1
Pick 1 Edge: Exceptional Concentration, Multitasking, Thinker
Pick 1 Flaw (mandatory): Easily Winded, Low Energy Level, Low Pain Threshold, Slow Healing
Crucial Mission (Starship Officer—any)
Professional Skill: Choose any one professional skill at +1
Pick 2 Edges: Commendation, Fame, Famous Event, Promotion
Fighter Pilot (Starship Officer—Flight Control)
Professional Skill: System Operation (Flight Control OR Tactical) +1
Reaction: Quickness +1
Heroic Conduct (Starship Officer—any)
Professional Skill: Choose any one professional skill at +1
Pick 2 Edges: Commendation, Contact, Courageous, Fame, Famous Event, Promotion
Cultural Liaison (Diplomat, Starship Officer—Command)
Professional Skill: Administration (appropriate group) +1
Pick 1 Skill: Culture +1, Language +1, Negotiate +1, Specific World +1, Tactics +1 (if Command officer)
Pick 1 Edge: Contacts, Cultural Flexibility, Friendly, Promotion
Klingon Liaison (Diplomat, Starship Officer—Command)
Professional Skill: Administration (Klingon Defence Force OR appropriate group) +1 OR Culture (Klingon) +1 OR Language (Klingon) +1 OR Specific World (Qo’noS) +1
Reaction: Stamina +1
Mechanized Unit (Soldier)
Professional Skill: Tactics (Ground) +1 OR System Operations (Flight Control) +1 OR Heavy Weapons (any) +1
Reaction: Quickness +1
Military Intelligence (Starship Officer—Command)
Professional Skill: Administration +1
Pick 2 Skills: Computer Use +1, Inquire +1, Investigate +1, Tactics +1
Pick 1 Edge: Ally, Contacts, Innovative
On the Front (Soldier, Starship Officer—Command, Engineering, Operations, Security, Medical)
Professional Skills: Energy Weapon +1
Pick 2 Skills: System Operations +1, Tactics +1, Unarmed Combat +1 (If engineer, operations or medical officer picks Tactics, do not pick a second skill unless Tactics is a professional skill.)
Edge: Famous Event
Reconnaissance (Starship Officer—any)
Professional Skill: System Operations (any 2 specialties from Flight Control, Mission Operations, Sensors) +1
Pick 2 Skills: Computer Use +1, one of Investigate +1 and Space Science +1
Note: If Investigate or Space Science aren't professional skills, take only 1 System Operations specialty
Strategic Operations Officer (Starship Officer—Command, Security)
Professional Skills: Administration (Starfleet) +1, Tactics +1
Pick 1 Edge: Contacts, Coordinator, Promotion
War Administration (Starship Officer—Command)
Professional Skill: Administration +1
Pick 1 Skill: Persuasion (Debate) +1 OR Tactics (any) +1
Pick 1 Edge: Contacts, Coordinator, Meticulous, Thinker
Civilian Professional Career Packages
Dominion Occupation Resistance (Soldier, Rogue)
Professional Skill: Energy Weapon +1
Other Skills Gained: Demolitions +1, Tactics +1, Stealth +1
Pick 1 Edge: Alert, Resolute, Unyielding
Flaw (mandatory): Dark Secret
Rogue: Drop Tactics, take one other professional skill at +1 instead
Mercenary Work (Soldier)
Professional Skill: Energy Weapon +1
Other Skill Gained: Tactics (Ground OR Space) +1
Pick 1 Edge: Dead Aim, Quick-shot, Wealth
Refugee (Mystic, Rogue, Scientist)
Skills Gained: Space Science +1, Specific World +1, Streetwise +1
Scientist: Add one other professional skill at +1
Salvage (Merchant)
Professional Skills: Business (Trade and Distribution) +1, Negotiate (Bargain) +1, System Operations +1
Edge: Wealth
Flaw (mandatory): Enemy
War Profiteering (Merchant)
Professional Skills: Business +1, Negotiate (Bargain) +1
Edge: Wealth