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Thread: How many Advancements would you give

  1. #1
    Join Date
    Aug 1999
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    at my Home By The Sea
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    How many Advancements would you give

    First things first: It's good to be back home. It's my first posting on the resurrected trek-rpg.net

    And now to something completley different...

    While sitting on the hills watching the beauty of the Lake of Garda I was setting up my new capaign.

    I started with building the ship's command (NPC) crew. I was buidling a character for every position, because I'm not knowing for sure what positions my players want to fill. But I don't want them to become XO or CO. Now my question: While building the XO, Daniel Kea, a Trill, I was wondering how many advancements you would feel the need to give a commanding officer. I just had the PG with my, so I could't take a look at the stats given in NG.

    As a rule of thumb, how many advancements would you deem appropriate AND necessary to build a Lt. com.?

    My campaign won't start of before november, but then I'll post more about it...

  2. #2
    My players (junior officers) are on board Intrepid-class ship. I have created NPC-crew quite loosely, I have given most officers a name, rank, gender, country of origin and age. This includes command crew. I did not give them advancements, instead I created even a bit of history to most important NPCs.
    When a situation comes in I decide what is the skill total for necessary skills for other crew. I tend to keep them quite low for NCOs, except for experts in their primary area and for senior officers I just give them a skill total between 10-15 when situation is at hand - depending on the situation.
    I stick to that choice for that scene but if I 'forgot' to write the skill total up then..

    I have not filled the whole complement of officers with named officers due to possible changes characters make. There is now a option for me to bring up a new NPC or player on board from the ranks on board the ship or make a crew member a loose cannon..

    But as for the command crew.. I like flexibility and storywise choose of their abilities. The player's don't have to know the exact numbers - or even the number of courage points for NPCs.

    Vesku

  3. #3
    Join Date
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    Yeah, you're probably right about that.

    I wanted to get used to character creation and so started making up the command staff and setting up their background stories. Everyone that will be replaced by a PC can come in handy at some point of time further down the (campiagn)road.

    I think that most of my players will be department heads. One player always has to be a doctor, so she'll most likely be CMO or chief assistant to the CMO. One shys away from to much responsibility and yet asked to portrait a junior command character. We'll see what comes up. I intend to start my series shortly after the beginning of DS9 first or second season and assign them to an older Niagara-class Starship (not the one you find on the net, more like the ICON one found in The Price of Freedom Sourcebook). BTW must make stats for her ;-)

    It will center around diplomatic stuff and a little exploration until the players feel at home in the setting. Than I have some interesting (at least I hope that they are...) ideas to throw at them.

    Until now I usualy made up the NPCs but this was more a general question, about how many advancements one would need to achive a perticular level.

    The numbers you have given, are definatley below those skill levels I assigned them during character creation. Perhaps I shall take another look at them...

  4. #4
    Join Date
    Jun 2001
    Location
    Rockville MD USA
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    I just base the advancements on age using the previous experiance rules suggested in the book with slight modifications.
    1 advancement per 2 years of civilian life.
    1 advancement per 1 year of military life.
    2 advancements per year of wartime life.
    3 advancements per year of high intensity wrtime life (such as the Dominion War).
    4. Shooting is not too good for my enemies.
    Evil Overlords Survival Guide

    There are few problems in the galaxy which cannot be solved by a suitable application of concentrated phaser fire.
    Capt. Coryn Windsabre

    I've always preferred photons myself.
    Cmdr. Marcus Aurelius Ferretti

  5. #5
    Join Date
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    Salt Lake City, UT, USA
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    I cobbled together a conversion of FASA's "lifepath" style of advancement. Gotta finish typing it in, though.
    Former Decipher RPG Net Rep

    "Doug, at the keyboard, his fingers bleeding" (with thanks to Moriarti)

    In D&D3E, Abyssal is not the language of evil vacuum cleaners.

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