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Thread: Chargen summary?

  1. #1
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    Chargen summary?

    So my co-GM and I are rediscovering the LUG system after years of non-use. Anyone have a fairly comprehensive character generation summary for the game? He has the TNG book and I have the DS9 book and neither seem to have a neat, tidy summary of what's what.

  2. #2
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    Right of the top of my head, I can't remember having had one such document. Always helpful for any LUG Icon Trek Game is a visit over at Owen E Oulton's Memory Icon Webpage. There you'll find official errata, and very good netbooks done by (former) active members of these boards.

    Hope this helps. Enjoy your next Trek game!

  3. #3
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    Basic chargen's pretty simple for Starfleet officers - choose a Species template, add a Career Overlay. Choose an Early Life History, Academy Life History and a Cadet Cruise. Take a 10 point Tour of Duty (First Tour). If your GM (Narrator) allows, take a number of 5-point Tours of Duty (Subsequent Tour).

    To finish off, I have players add up the number of DPs they have - the way the rules are written makes for a nasty skill ablationmeaning the PC can lose up to a quarter of his DPs - and allow them to bring the character up to a full 125/128 DPs worth. Why should a character created by slapping together 125 points be more skillful than one created using the rules? This is perhaps the biggest part of the game that's "broken."

  4. #4
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    Quote Originally Posted by Owen E Oulton
    Basic chargen's pretty simple for Starfleet officers - choose a Species template, add a Career Overlay. Choose an Early Life History, Academy Life History and a Cadet Cruise. Take a 10 point Tour of Duty (First Tour). If your GM (Narrator) allows, take a number of 5-point Tours of Duty (Subsequent Tour).
    Have you ever added the personality details from the SF Academy box to char gen for more experienced officers?

  5. #5
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    'Fraid I haven't - I do have the Academy Boxed Set, but han't used it much.

  6. #6
    After a long hiatus, of working on other games, illness, and just life issues, I am back at work on this.

    Sorry for the months long delays in case anyone was waiting. But I am back at it.

    I expect a co0mplete version to be done by 1 November. I just rented webspace from Hostgator for it, and some other projects (ICON Related, and other sfrpg related).
    - LUGTrekGM

  7. #7
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    Ineti wrote:
    So my co-GM and I are rediscovering the LUG system after years of non-use.
    Great, we did the same at our gaming group. So all of the Group members have start buying ICON books, so that we devide the cost between all party members. We already have almost all the books, and we will start creating character within the month.

    LUGtrekGM wrote:
    I expect a co0mplete version to be done by 1 November. I just rented webspace from Hostgator for it, and some other projects (ICON Related, and other sfrpg related).
    Looking forward to it. I'm also in the middle of creating a website for the ICON system, where I would like to post some additional rules that are not covered in the ICON system. This is the list I think would be intesting to create for the ICON system. They make the game complete. All help is welcome for creating or converting these rules. United we are stronger.

    Alternative combat system: I think I will use an addapted version of the Dune combat system, because it makes a little more sense than the ones presented in all of the other Star Trek books (my oppinion of cource).

    Falling damage: the damage in the Star Trek ICON books seems a little on the low site, so I will use that of the Dune RPG.

    Diseases: A description on diseases and how to diagnose and treat them (kinde like the rules for poison in the Raiders and Renegades book).

    Medical healing: A little more on those rules would be great. Extra medical equipment and also the creation of additional rules for medicines and druggs (in addition to those of the Players handbook).

    Combat leathality: The combat system of ICON is extremely leathal. I'm thinking of creating a rule to let players survive when the should normally be killed. If this is the case then my players can choose between 2 options:
    1)Pay a nr of experience points (have not decided how much) to drop to Near Death and he starts dying (some times the character may also spend extra experience points to become stable as well).
    2)The character gets a disadvantage when he has not enough Experience points to pay to stay a live, and drops to Near Death and starts dying (some times the character may also spend extra experience points to become stable as well). After wards the character gets the appropriate medical remedy advantage but must spend all of his following experience points on bying the Medical remedy advantage, until payed off.

    The GM is the judge when a player wants to use this option: It is easy to say that the weapon chopped off his arm, but it get a little more difficult to explain that the character survives a mayor explosion.

    We see this all the time in the Star Trek episodes, so here are some examples:
    Capt. Picard (in his younger years) gets almost kiled in a fight with a Naucican, he survives but gets a artificial hart.
    Worf suffers a mayor accidend leaving him crippled, but there is a medical cure for his condition.
    Neelix gets killed in a accident but is revived by Borg nano pobes, afterwards he suffers from a mental breakdown.
    Nog almost gets almost killed by a Jem 'hadar, he suvives but losses his leggs. He gets bionic replacements.

    Alternative Dice system: I know that it has been discusted in the past but I do not like the Drama die, and there for I use a little rule that sais: No drama die, and for every extra 6 (on a D6) you get a +1 on your result. This makes high attributes a little more intresting, and it also solves some problems with opposed tests between low attribute characters against high attribute characters.

    Lifting capacity: I'm also playing with the idea that each player will be capable in automatically lifting a nr kg depending on their Fitness +Strenght, and that the Athletics skill test can augment that nr. This prevents the lucky roll of the character with a low Fitness (+Strenght) Attribute in favor for the character with the higher Fitness (+Strenght) Attribute.

    Melee Damage: I also think that melee damage should change as well. One of the things I do is to add the Fitness attribute in the caculation for melee damage. I substact 2 from all melee weapons or unarmed combat damages, and I add Fitness + Strenght Edge to all melee weapons or unarmed combat damages. Double weapons get +1 damage, and weapons that can be wielded with 2 hands get +1 damage if wielded with 2 hands. I also substract 1 damage if you wield the weapon in your offhand if you do not have the Ambidexterity advantage.

    New Advantages: There a nr of advanteges that do not yet have a DP cost, so it would be great to create a few. To name a few: Amor, Claws, Breathe Underwater, fly, rapid healing, regrow limbs,...

    A conversion of the CODA rules for the following rules:
    Fatigue
    Hazards of Gravity (Worlds PDF handbook)
    Hazards of Climate (Worlds PDF handbook): Dune RPG already has rules for this, so I could use them instead of creating other ones.
    Surviving in Extreme Temperatures (Worlds PDF handbook)
    Atmospheric Pressure (Worlds PDF handbook)
    Last edited by IKI; 10-11-2007 at 05:32 AM.
    Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.

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