[Sneak Peek] A new fan-made Trek RPG Supplement
Hey folks,
Queegster here. Just dropping a note to give you a sneak peek at my latest Trek project. Some of you may have wondered why I haven't been around much lately -- this is why (well, partly anyway)! Scheduled release date for this is whenever the hell I get it done. Which should be sometime in January. Consider it a late Christmas (or whatever religion you are) present.
This is a rather long post, I may have to split it up into several. Hopefully, you'll all drool in anticipation. Or something like that.
Feel free to post requests for material you'd like to see in this book. Keep in mind that it focuses on the "non-fleet" professions since they got their own damn book--the Operations Manual! Some of this material may become outdated once Decipher releases their "professions" books (pdfs or whatever) down the road, but for now we got nothing, so I'm trying to fill the gaps a little bit for players.
ICON players may find some bits of this familiar, particularly the technology and edges--I've converted and rewritten a lot of stuff over to CODA.
Enjoy!
A quick preview of:
A PIECE OF THE ACTION: An Expansion Guide for the Star Trek Roleplaying Game
Book in a sentence: An expansion guide for players detailing new elite professions and abilities for existing professions, personal and professional development packages, skills, edges and flaws, technology, and other assorted game information.
New Professional Abilities
Diplomat
Talented (Tier 1)
Diplomats become known not only for their accomplishments in the political arena, but also for their quirks and unusual talents. Perhaps the diplomat is an excellent musician, gymnast, marksman, 3-D chess player, or cook—or anything else a player decides. Choose one non-professional skill when selecting this ability. Thereafter the diplomat develops that skill as a professional skill.
Merchant
Doctor the Books (Tier 1)
Merchants run afoul of the law, especially those dealing with shady business associates. To protect themselves, merchants create false account ledgers, receipts, tax reports, or otherwise obfuscate personal financial information. When making Forgery (Data) tests, the merchant gains an affinity bonus equal to half his Law skill (rounded up).
Mystic
Third Eye (Tier 1)
Mystics open their minds to the presence of objects and people, developing keen senses and spatial awareness. In essence, mystics acquire a “third eye” which grants them insight beyond other sapiens. Whenever mystics make an Observe test, they gain an affinity bonus equal to half their Religion skill level, rounding up.
Rogue
Ablefingers (Tier 1)
Despite modern technology, archaic mechanical locks often secure people and places. The smart rogue knows this and hones his skills. This ability grants the rogue a +4 bonus to Sleight of Hand (Lockpicking*) tests. In addition, it also grants a +1 affinity bonus to any Construct or Repair tests made involving mechanical locking devices.
*New skill specialty, see “New Skills,” page XX.
Scientist
Trivia Buff (Tier 2)
Befitting their nature, scientists constantly collect information and analyze data—both professionally through research, and privately from hobbies or special interests. What seems trivial or irrelevant often proves invaluable. Once per game session, the scientist can reroll one Knowledge skill test and use the better of the two results.
Prerequisite: One Knowledge skill 3+
Soldier
White Knuckle Desire (Tier 1)
Ground assault soldiers train under rigorous conditions in a variety of mechanized vehicles, from small assault buggies to fully armored tanks. When making Operate Vehicle* tests, the soldier rolls an extra die (3d6) but keeps the highest two rolls. The rule of double 6’s still applies.
*Operate Vehicle is a skill group described in the Starfleet Operations Manual, pages 32-3.
Professional Development Packages
Blockade Runner
(Merchant)
Blockade running is a hazardous job—you have to dodge torpedo volleys, navigate minefields, slink through sensor-skewing nebulae, and you usually know what the grunt at the weapons’ console of a Klingon bird of prey is thinking. But you have the nerve and skill to do it. Always working on the shady side or the law, you’ve hustled, tricked, and outright lied your way past blockades and de-militarized zones to deliver the goods to your clients.
Skills: Appraise (choose) +2, Business +4, Computer Use (Hacking) +1, Influence (Fast Talk) +2, Inquire +2, Negotiate (Bargain) +3, System Operation +2
Pick 5 Skills: +1 to any professional skill
Pick 1 Edge: Ally, Bold, Confident, Shrewd, Skill Focus (Persuasive)
Charlatan
(Rogue)
You are a con man and trickster. You’ve romanced lonely widows out of their fortunes, swindled friends in “honest” deals, and conned middle-aged couples into buying more non-existent Risian time-share properties than you even remember. “There’s a sucker in every port” is your motto. Just about every law enforcement agency this side of the Delta Quadrant has you, or one of your dozen aliases, on its wanted list.
Skills: Appraise +3, Forgery (Identification) +2, Impersonate +2, Influence +4, Inquire (Fraternize) +2, Observe (Listen) +2, Sleight of Hand +1, Streetwise +1
Pick 5 Skills: +1 to any professional skill
Pick 2 Edges: Contacts, Friendly, Likeable, Shrewd, Skill Focus (Persuasive or Seductive), Wealth (at the Narrator’s discretion)
Flaw (mandatory): Enemy
Greaser
(Soldier)
All things break down—it’s the nature of technology and machinery. You’re there to fix them. You’ve repaired tanks in the field, rebuilt engines in the shop, made bombs to blow up enemy vehicles, and improvised tools to get the job done. You had the dirtiest hands in your battalion, and were proud of it.
Skills: Any one Armed Combat skill +1, Construct (choose) +3, Demolitions (Build) +2, Energy Weapons +3, Investigate (Inspect) +2, Observe (choose) +1, Repair +4
Pick 5 Skills: +1 to any professional skill
Pick 1 Edge: Curious, Exceptional Concentration, Innovative, Skill Focus (Craftsman), Thinker
Temporal Researcher
(Scientist)
You specialize in the study of temporal phenomena and their effects on the space-time continuum. You’ve crossed the galaxy researching temporal rifts, causality loops, nexus points, unusual tachyon, chroniton and dekyon particle emissions, and other temporal distortions.
Skills: Computer Use +2, History +1, Investigate (Research) +2, Physical Science (Temporal Physics) +3, Repair +1, Social Science (Historical Engineering*) +2, Space Science (Astrophysics) +2, System Operation (Sensors) +2
Pick 5 Skills: +1 to any professional skill
Pick 1 Edge: Curious, Famous Event, Quantum Sense**, Sense of Time, Skill Focus [Quantum Thinker: +4 to Physical Science (Temporal Physics)]
*New skill specialty, see “New Skills,” page XX.
**New edge, see “New Edges and Flaws,” page XX.
New Skills
Social Science
Social Science (Historical Engineering) is a key skill used by Department of Temporal Investigations field agents. This specialty deals with historical theories and their influence on the timeline, particularly events that are deliberately designed to change the timeline. DTI agents also use this skill to locate nexus points in history and to prevent or “correct” changes in the timeline. For non-DTI scientists, this specialty deals, for the most part, in abstract theory and supposition.
Simple (TN 5): Researching a previously known nexus point and its relevance to the timeline.
Routine (TN 10): Identifying a famous event as a nexus point in history, such as the Bell Riots of the early 21st century.
Challenging (TN 15): Identifying an obscure event as a nexus point in history, such as the life of Edith Keeler in the early 20th century.
Difficult (TN 20): Identifying a previously unknown historical nexus point from information gathered in the present or an awareness of changes to the timeline.
Nearly Impossible (TN 25): Identifying a previously unknown historical nexus point without information from the present or any awareness of changes to the timeline.
Additional Modifiers: If the character has access to Department of Temporal Investigations files or computer systems, tests with this skill are made with a +2 bonus.
Affinity: The Investigate (Research) skill provides a +1 affinity bonus to Social Science (Historical Engineering) tests.
Action Time: Variable minutes to hours, averaging around TN x 5 minutes.
Extended Test: Yes, at the Narrator’s discretion.
New Edges
Linguist
You have a natural gift for languages. Even without a translator, you understand the grammar, syntax, and idioms of alien languages almost intuitively.
Prerequisite: Intellect 8+
Effects: Simple (TN 5) Language tests are automatically successful. In Language tests with a TN greater than 5, you gain a +4 bonus to your roll.
Ship Note: I'm not sure about this one yet. I may use it as a professional ability instead of an edge, maybe not. We'll see.
You have your own ship, complete with the crew to operate it safely.
Prerequisite: Any or all of Command, Promotion, and Wealth edges (at the Narrator’s discretion)
Effects: The type of ship you own depends on your profession, level of Command, Promotion and Wealth edges, and the Narrator’s judgment. For example, a merchant most likely has a trading or cargo vessel with ample trained crew but limited weaponry and defenses; a rogue probably has a pirate vessel with fewer crew but capable weaponry; a Klingon mercenary likely has an armed-to-the-teeth bird of prey, but also a crew eager to see themselves in his command chair. Essentially, you must be rich enough, smart enough, and influential enough not to have your ship taken from you by spaceport thugs or mutineers. The levels of Command, Promotion and Wealth edges required to take this edge are left to the Narrator’s discretion—the style of series being run greatly influences such decisions.
The player and Narrator must work together to determine the class of ship, its capabilities, and its defenses and armament. The Narrator is responsible for creating and running the crew as NPCs. The crew’s function is to operate the ship, not to serve as personal lackeys, armed guards, or “red shirt” phaser fodder for the character and his comrades. The crew may indeed be willing to lend a hand if needed, but they are not brave heroes willing to sacrifice life and limb for their “captain.”
Upgrade: Each upgrade allows you to own another ship. Some Narrator’s may wish to disallow upgrades of this edge.
Restriction: This edge is not suitable for Starfleet (or Klingon Defense Force, Romulan Star Navy, and so on) characters, as they do not typically “own” the ships they serve aboard or command. However, characters retired or discharged from such organizations are eligible for this edge.
Technology
Personal Jamming Unit
Specifications: Hand-held device 7 x 3 x 1 cm, 0.2 kg
Description: A Personal jamming unit (or PJU) is used to disrupt communications devices—such as data PADD’s, tricorders, combadges, and so forth—within a limited range. They are palm-sized units, typically concealed inside innocent looking devices like tricorders or PADD’s. Some PJU’s are modified to operate from continuous power supplies to disrupt communications for extended periods in a specific location.
Rules: To jam communications within the PJU’s range requires the active (or jamming) character to make a System Operation (Communications) test, the result setting the base TN for any others within range attempting to send communications or signals out of the jammed area. Modifying a PJU to operate off a continuous power supply requires an extended System Operation (Communications) test TN 15 (aggregate TN 30), interval 5 minutes.
Duration/Energy: A power cell provides 10 hours of use.
Range: 25 m
Magnetic Seal Bypasser
Specifications: Hand-held device approximately 10 cm x 7 cm x 3 cm, 0.4 kg
Description: A magnetic seal bypasser temporarily negates the magnetic seals used on doors, airlocks, safety deposit boxes, holding cells, and so forth. It does not, however, negate force fields.
Rules: No test is required to use a magnetic seal bypasser, but the device must be placed on the door being opened. Detecting a bypasser in use requires a sensor operator to make a Systems Operation (Sensors) TN 5 test. Duration/Energy: This device will open a sealed door for 3+1d6 rounds.
Range: A single door.
Last edited by Liquidator Queeg; 11-27-2005 at 07:47 AM.
Drunken DM and the Speak with Dead spell: "No, I'm not the limed-over skeleton of the abbot, and no this special key in my boney fingers does not open the door to the secret treasury! ... Oh crap."