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Thread: Some More New Tours of Duty

  1. #16
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    Quote Originally Posted by redwood973 View Post
    RealPity, ever do Tours or Training Packages for Klingons? Someone had a few way back when. I remember they had a list of skills for "Klingon Great House" and another for "Klingon Lesser House." I should try to find those.
    There's a ton in the incomplete fan-done Klingon Sourcebook. All tours are 10 DP and lots of early life packages too

  2. #17
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    Advanced Science Training Packages

    These were done in the Player's Guide format. They may duplicate some of what's already been posted as I just copied and pasted form an old document I had made years ago. Hope they're useful!

    ---------------------------------------------------------------------------------------------------------

    Advanced Science Training Packages (6 weeks)
    During character creation, the character receives 8 Development Points to spend on advanced science training. During play, characters spend 15 Experience Points

    Requirements: Officers or enlisted personnel in the science/medical branch, Intellect of 2.

    Advanced Genetics Engineer: Life Science (Bioengineering, Genetics) 1(2)(2), Medical Science (General Medicine) 1(2), Shipboard Systems (Medical) 0(1)

    Astrophysicist: Space Sciences (Astrophysics, Thermodynamics) 1(2)(2), Shipboard Systems (Sensors) 1(2), Physical Sciences (Physics) 0(1)

    Exobiologist: Life Sciences (Exobiology, Biology) 1(2)(2), Medical Science (Exoanatomy) 1(2), Personal Equipment (Medical Tricorder) 0(1)

    Exosociologist: Social Science (Anthropology, Sociology) 1(2)(2), World Knowledge (choose specialization) 1(2), Computer (Research) 0(1)

    Planetary Scientist: Planetary Science (Planetology, one other specialization) 1(2)(2), Physical Science (Chemistry) 1(2), Planetside Survival (choose specialization) 0(1)

    Science Lab Assistant: Shipboard Systems (Laboratory Systems) 1(2), Personal Equipment (Tricorder) 1(2), Computer (Research) 0(1), +1 to any Science Specialization from Overlay

    Stellar Navigational Analyst: Space Science (Astrogation, Stellar Cartography) 1(2)(2), Shipboard Systems (Sensors, Flight Control) 1(2)(2)

    Temporal Theorist: Physical Science (Temporal Physics, Physics) 1(2)(2), Shipboard Systems (Temporal Systems) 1(2), Space Science (Astrophysics) 0(1)
    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."

  3. #18
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    Redwood973, here's some of the stuff that came from here/other sites looooooooong ago ... don't know who's work any of them are or if they all came from the same source:


    Klingon Early Life (5 points)
    Knowledge (Klingon Myths) 1 (2), Law (Klingon Rituals) 1 (2), Politics (Klingon) 1 (2), Intolerant -2, Arrogant -2

    Early Life package:
    Great House Member: (6 DP)
    Ally +2 (Allied House), Patron +2 (Head of Household), Obligation -2, Rival -2 (Rival Great House), History (Great House that PC belongs to) 1 (2), Culture (Klingon) 1 (2)

    Minor House Member: (3 DP)
    Patron +1 (Head of Household), Rival -1 (Rival Minor House), History (Minor House that PC belongs to) 1 (2)

    Klingon Advanced Warrior Training (9 points)
    Any Military Skill 1 (2)
    add (1) to any weapon specialization
    +1 Strength Edge
    Alertness +2
    Excellent Balance +1
    Bold +1

  4. #19
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    Alrighty ... here's from the non-finished fan-base Blood & Honor II, this'll be a long one, dunno if they would all really be applicable to Klingons, but lots of ideas or uses for others, there are some skills & traits refered to that are specific to this sourcebook, there are also some contradictory things (Promotion +1 when it says promotion is handled by renown like Way of D'era), but here it all is anyways:

    TOUR OF DUTY/CAREER HISTORY PACKAGES
    Each Klingon character receives 10 Development Points to spend during each Tour of Duty or Career.
    The character served in some branch of the Klingon military. The packages below primarily relate to specific assignments or missions; for packages based on positions on a starship, see Shipboard Life Packages below.

    Aide-de-camp: The character served as an assistant or aide to a high-ranking military figure, helping him deal with PADD-work, plan strategy, keep transmissions secure, and execute other military administrative duties. (This package is most appropriate for older warriors-those no longer fit for active field duty for whatever reason.)
    Administration (Klingon Military) 1 (2), Strategic Operations (choose Specialization) 1 (2), Contact +3, +2 Discipline Renown

    Blood Feud: The character's House became embroiled in a veS`lw, or blood feud, against another House.
    Any two Military Skills listed under Early Life History Packages (choose Specialization) 1 (2) and 1 (2), Starship Tactics OR Planetary Tactics (choose Specialization) 1 (2), +6 Renown in Aspects of player's choice, Blood Feud –2

    Blood Oath: The character swore a blood oath with another character, promising to give his life in some quest for vengeance or victory, and strove to fulfill that vow.
    Any two Military Skills (choose Specialization) 1 (2) and 1 (2), Stealth (choose Specialization) 1 (2), Streetwise (choose Specialization) 1 (2), +2 Aggression, Initiative, or Skill Renown, Obligation: Blood Oath (-3)

    Bodyguard: The character put his warrior skills to use as a bodyguard for a prominent House official, a Klingon military officer, or some other important person.
    Search (choose Specialization) 1 (2), Security (choose Specialization) 1 (2), +1 Perception edge, Contact +2, +2 Skill Renown

    Border Patrol: The character served on a ship assigned to patrol one of the Klingon borders to maintain order and repulse potential invaders.
    Primitive Weaponry (choose Specialization) 1 (2), Shipboard Systems (choose Specialization) 1 (2), Starship Tactics (choose Specialization) 1 (2), +2 Skill or Aggression Renown

    Commando: The character served with one of the feared Klingon Commando units -warriors who beam into hostile locations armed with bat'leths, mek'leths and disruptors to wreak havoc among the enemy.
    Energy Weapon (choose Specialization) 1 (2), Primitive Weaponry (choose Specialization) 1 (2), Ferocity +3, Today Is A Good Day To Die +1

    Counter-terrorism: Not all worlds which belong to the Empire are united in their desire to remain a part of the proud Klingon realm. On some planets underground groups try to "rid our Homeworld of the foul Klingon yoke!" The character belonged to a unit of soldiers assigned to exterminate terrorists and their activities.
    Demolitions (choose Specialization) 1 (2), Energy Weapon (choose Specialization) 1 (2), Streetwise (Terrorist Underground) 1 (2), +2 Aggression or Skill Renown

    Dahar Master: A character's accomplishments on the field of a battle qualified him for recognition as a Dahar Master, one of the greatest warriors of the Empire. (This package should be chosen relatively late in a character's life, and only by characters who have at least one Military Skill at the 4 (5) level or higher.)
    +1 level in any one Military Skill, Honorable +2, Mastery (Dahar Master) +1, +8 Skill Renown

    Exalted Order: Because of extensive military accomplishments and consummate warrior skill, the character received membership in one of the Klingon Empire's highest military orders, such as the Order of Kahless or Order of the Bat'leth
    +1 level in any one Military Skill, Commendation +3, Contact +3, +6 Aggression or Skill Renown, Sworn Enemy -2.

    Exploration: The character served on a vessel assigned to explore deep space, looking for potential Klingon colony worlds, new enemies to fight, and planets to conquer.
    Planetary Sciences (choose Specialization) 1 (2), Shipboard Systems (Sensors or other appropriate Specialization) 1 (2), Space Sciences (choose Specialization) 1 (2), +2 Skill Renown

    Ground Forces: The character served as part of the Klingon ground forces during some conflict. He earned a reputation as a fierce and skilled fighter, in part because of his conduct in a particular battle (for which he earned a commendation but which also left him with impaired hearing due to a wound he suffered). Planetary Tactics (choose Specialization) 1 (2), Planetside Survival (choose Specialization) 1 (2), +4 Aggression or Skill Renown, Famous Incident +1, Commendation +2, Poor Hearing –1

    House of TuHmoH Operations: The character belonged to or worked for the House of TuHmoH, the "House of Shame,' and used his talents in stealth, disguises and dirty tricks to infiltrate enemy territory and engage in missions of assassination, sabotage and mayhem.
    Demolitions (choose Specialization) 1 (2), Physical Sciences (Chemistry) 1 (2), Primitive Weaponry (choose Specialization) 1 (2), Security (choose Specialization) 1 (2), Diminished Social Status -2

    Honor Guard: The character, a warrior of great skill, is now serving as a member of the Honor Guard, The honor guard protect members of the High Council and VIP Guests only along with the Chancellor.
    Energy Weapon (choose Specialization) 1 (2), Primitive Weaponry (choose Specialization) 1 (2), Security (choose Specialization) 1 (2), Weapon Master +2, +4 Skill Renown, Fanatic -3 (protect their Charge’s life and safety at all costs)

    Imperial Marine: The character has served with the back bone of the Empires assault troops warriors who beam into hostile locations armed with bat'leths, mek'leths and disruptors to wreak havoc among the enemy. :
    Any three Military Skills (choose Specialization) 1 (2) and 1 (2) and 1 (2), Today Is A Good Day To Die +1, Arrogant -1 +2 aggression Renown

    Infiltration/Sabotage: Disguise (choose Specialization) 1 (2), Espionage OR Demolitions (choose Specialization) 1 (2), Security (choose Specialization) 1 (2), Stealth (choose Specialization) 1 (2), Diminished Social Status -2

    Undercover Mission: Artistic Expression (Acting) 1 (2), Disguise (choose Specialization) 1 (2), Espionage (Covert Communications) 1 (2), Fast Talk 1 OR Charm (Influence) 1 (2), Diminished Social Status –2

    Counterintelligence: Espionage (Counterintelligence) 1 (2), Search (choose Specialization) 1 (2), Streetwise (choose Specialization) 1 (2), +1 Perception edge

    Cryptography: Espionage (Cryptography) 2 (3), Physical Sciences (Mathematics) 1 (2), +1 Logic OR Perception edge

    Intelligence Analysis: Espionage (Intelligence Analysis) 1 (2), Social Sciences (choose Specialization) 1 (2), +1 Intellect, Security Clearance +2

    Military Intelligence: Planetary Tactics OR Starship Tactics (choose Starfleet, Romulan or other Threat species) 1 (2), Strategic Operations (choose Starfleet, Romulan or other Threat species) 1 (2), Security Clearance +3, +2 Skill Renown

    Starfleet Intelligence Liaison: Administration (Starfleet Intelligence) 1 (2), Espionage (Starfleet Intelligence Techniques) 1 (2), Culture (Federation) 1 (2), +2 Skill Renown

    Invasion: The character participated in an invasion of an enemy world or territory.
    Energy Weapon OR Primitive Weaponry (choose Specialization) 1 (2), Planetary Tactics (choose Specialization) 1 (2), Weapon Master +2, +4
    Aggression or Skill Renown

    Military Administration: The character served the House military as an administrator. Although not rich with opportunities to earn great honor, his job was crucial to the proper functioning of the Empire. (This package is most appropriate for older warriors no longer fit for active field duty for various reasons.)
    Administration (Klingon Military) 1 (2), Computer (choose Specialization) 1 (2), Personal Equipment (choose Specialization) 1 (2), Favor Owed +1

    Military Instructor: The character spent some time instructing young Klingons in the arts of war.
    Command (Military Training) 1 (2), any two Military Skills (choose Specialization) 1 (2) and 1 (2), +2 Skill Renown

    Officer Exchange Program: As part of the Officer Exchange Program, the character served aboard a Starfleet vessel, learning how the Empire's greatest ally fights its battles.
    Culture (Federation) 1 (2), Language: Federation Standard 1, Starship Tactics (Starfleet) 1 (2), +2 Openness Renown

    Scientific Mission: The character served on a ship, which performed scientific missions, such as surveying star systems or analyzing stellar anomalies.
    Space Sciences (choose two Specialization) 1 (2) and (2), Science, Any Other (choose Specialization) 1 (2), Shipboard Systems (Sensors) 1(2)

    Space Station: The character served aboard a space station as part of its permanent detachment of warriors.
    Administration (Space Station) 1 (2), Computer (choose Specialization) 1 (2), Planetary Tactics ([Space Station] Tactics) 1 (2), Contact +1

    Strategic Analysis and Planning: Because of the character's well-known gift for tactical and strategic planning, the High Council asked him to work on the Empire's short- and long-term military plans.
    Starship Tactics (choose Specialization) 1 (2), Strategic Operations (choose Specialization) 1 (2), Tactical Genius +3, -1 Arrogant, +2 Aggression or Skill renown

    General Warfare: Any three Military Skills (choose Specialization) 1 (2) and 1 (2) and 1 (2), +2 Aggression or Skill Renown.

    Cardassian War: Planetary Tactics (Cardassian) 1 (2), Starship Tactics (Cardassian) 1 (2), World Knowledge (choose Specialization) 1 (2), +2 Aggression or Skill Renown

    Dominion War: Starship Tactics (Dominion) 1 (2), Strategic Operations (choose Specialization) 1 (2), +4 Aggression Renown, +4 Skill Renown

    Federation Conflict: Energy Weapon (choose Specialization) 1 (2), Planetary Tactics (Federation) 1 (2), World Knowledge (Ajilon Prime or other appropriate world) 1 (2), +2 Aggression or Skill Renown

    Yan-Isleth: The character, a houseless warrior of great skill, served in Yan-Isleth, the "Brotherhood of the Sword," personal guard to the Chancellor, at the Chancellors request. (To take this package, a character must have the Houseless House Template, or the template for the House of the current Chancellor.)
    Energy Weapon (choose Specialization) 1 (2), Primitive Weaponry (choose Specialization) 1 (2), Security (choose Specialization) 1 (2), Weapon Master +2, +4 Skill Renown, Fanatic -3 (protect the Chancellor's life and safety at all costs)

    ARTIST CAREER
    ARTIST
    Filled with creative urges and impulses, the character became an artist of some sort.

    Magnum Opus: The character spent years practicing, creating lesser works, and feeding the fires of his creative energies. At last he set to work and created a true masterpiece, the defining work of a lifetime. Orders for commissions, and thus wealth, have since flowed to the character.
    Artistic Expression (choose Specialization) 2 (3), Wealth +2, +4 Skill
    Renown

    Performer: The character is an opera star or actor who performs for an appreciative, bellowing Klingon audience. His skill brought him accolades arid wealth. For those occasions when the audience is less than appreciative, he's learned to avoid thrown objects.
    Artistic Expression (choose appropriate Specialization) 2 (3), Dodge 1, Wealth +1

    ASSASSIN CAREER
    ASSASSIN
    Klingons scorn the very idea of assassination as cowardly and dishonorable-and yet Klingon assassins exist. They even use a special type of dagger, the kut'luch. All assassins have Shady Background -3 (suspected of major criminal activities), Wanted -3 (throughout the Empire), or Dark Secret -3 (secretly an assassin). (Note: Narrators and players who have access to Iron and Ash, the Cardassian Union book from Last Unicorn Games, may substitute the Assassination skill for any of the skills listed in the Assassin packages.)

    Master of Blades: The character prefers to look his victims in the eye before he kills them-or at least get close enough that they could look him in the eye if he doesn't stab them in the back. He honed his skills with bladed weapons to a razors edge.
    Primitive Weaponry (Kut’luch and one other Specialization) 2 (3) and (3), Throwing (choose Specialization in bladed weapon of some sort) 1 (2), Stealth (choose Specialization) 1 (2), Dark Secret -3 OR Shady Background -3 OR Wanted –3

    Sniper: The opposite of the Master of Blades, a character with this package prefers to strike down his victims from a distance-a long distance. An expert with various types of ranged weapons, he can kill his target and disappear by the time anyone even finds his sniper position.
    Energy Weapon (Disruptor Rifle) 1 (2), Projectile Weapon (choose Specialization) 1 (2), Primitive Weaponry (choose appropriate Specialization) 1 (2), Throwing (choose Specialization) 1 (2), Bold +1, Dark Secret -3 OR Shady Background -3 OR Wanted –3

  5. #20
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    Part 2:

    DIPLOMATIC CAREER
    ENVOY
    The character served the Klingon Empire as an ambassador, diplomat, negotiator or similar representative to a foreign government.

    Ambassador: The character headed the Klingon embassy to another government or planet. (Characters may not take this package until they have taken at least two other appropriate packages, including other Envoy packages or various Military and Politics packages.)
    Culture (choose Specialization) 1 (2), Diplomacy (choose Specialization) 1 (2), World Knowledge (choose Specialization) 1 (2), +2 Skill Renown, +2 Discipline Renown, +2 Openness Renown, Rival –2

    Diplomatic Attaché: The character served as an undersecretary in a Klingon ambassadorial delegation, an assistant to an ambassador or negotiator, or similar position.
    Administration (Diplomatic Delegation) 1 (2), Diplomacy (choose two
    Specializations 1 (2) and (2), Language (choose Language) 1

    Negotiator: The character worked as a member of a negotiating team seeking to obtain concessions from other governments on various matters. Diplomacy (choose Specialization) 1 (2), Mediation (choose Specialization) 1 (2), Persuasion (Negotiation) 1 (2), +1 Logic edge

    EXPLORATION CAREER
    COLONIST
    The character lived on a Klingon colony world, helping tame it and make a good life for himself and his fellow colonists.

    Colonist: The character was a typical colonist, not significantly different from dozens of his fellows.
    Craft (choose Specialization) 1 (2), Planetary Sciences (choose Specialization) 1 (2), Planetside Survival (choose Specialization) 1 (2), +1 Specialization with any Template skill

    Colony Administrator: As a colony leader, the character supervised the administration and kept in touch with the homeworld.
    Administration (Colony) 1(2), Persuasion (choose: Specialization) 1 (2), Planetary Sciences (choose Specialization) 1 (2), +2 Skill or Discipline Renown

    INSTRUCTOR CAREER

    INSTRUCTOR
    The character worked as a teacher, professor or other type of instructor.

    House Teacher: Having learned of his reputation as a scholar, one of the Empire's Great Houses hired the character to teach its children.
    Any two Academic Skills (choose Specialization) 1 (2) and 1 (2), Craft (Instructor) 1 (2), Culture (appropriate House) 1 (2), +4 Skill Renown, Hunted -4 (employer House's enemies)

    Weapons-master: The character taught other Klingons weapon use skills (perhaps as a House instructor, perhaps as a "freelance" teacher).
    Craft (Instructor) 1 (2), Primitive Weaponry (choose Specialization) 1 (2), Weapon Master +4

    LABORER CAREER

    LABORER
    The character, typically a member of the lower classes or a warrior somehow fallen on hard times, worked as a common laborer somewhere in the Empire.

    House Servant: The character was a servant in one of the Great Houses. Craft (choose Specialization) 1 (2), Culture (appropriate House) 1 (2), Stealth (Avoid Master) 1 (2), +1Dexterity edge

    Ship: The character worked on a Klingon ship as a menial laborer. During this lime he befriended a junior Klingon officer.
    Craft (choose Specialization) 1 (2), Shipboard Systems (Environmental Systems or other appropriate Specialization) 1 (2), Systems Engineering (General Ship Maintenance) 1 (2), Contact +1, if character does not already have -1 Diminished Social Status (reflecting his status as a commoner), add that and take an appropriate +1 advantage

    Space Station: The character worked on a Klingon space station in some low-level capacity. In his off-hours he gambled with his fellow laborers, earning a tidy sum to supplement his pay.
    Craft (choose Specialization) 1 (2), Gaming (choose Specialization) 1 (2), Shipboard Systems (Environmental Systems or other appropriate Specialization) 1 (2), +1 Dexterity edge OR Contact +1

    Major Domo: The character worked for a Great House as one of its high-level, most trusted servants. Typically his parents or ancestors served that House in similar capacities for generations:

    Butler: The character served as a butler. Among his many responsibilities were waiting on table and arranging the setting in traditional Klingon fashion. He also had some responsibility for House security.
    Artistic Expression (Table Arrangement) 1 (2), Craft (Butler) 1 (2), Security (House Security Techniques) 1 (2), +1 Perception edge

    Factotum: The character was the House's chief general servant. He oversaw the other servants and sometimes even acted as an informal advisor to his masters.
    Administration (House Servants) 2 (3), Craft (Factotum) 1 (2), +1 Perception edge

    MEDICAL CAREER

    HERBALIST/ DOCTOR
    For cultural and biological reasons, Klingon medicine is primitive compared to Federation, Romulan or Cardassian medical practices. Klingon medicine derives from ancient traditions of herbalism. The Klingon herbalist (who sometimes goes by the title "doctor," especially when serving on a ship) usually treats diseases and injuries with special teas, poultices, and infusions. He may also know some modern medical techniques, but prefers not to use them unless absolutely necessary; his idea of anesthesia, for example, is for someone to hold the patient down (or knock him out) while he does the cutting. While herbalists abilities are often represented with Science Skills, their knowledge derives from folklore, apprenticeships and other matters; for most characters, it's more "folk wisdom" about how the Klingon body works than formal training in the biological sciences.

    Combat Medicine: The character joined the military as a physician. During his tenure in the military he learned a great deal about treating battle injuries. Energy Weapon (choose Specialization) 1 (2), First Aid (Klingon, Wound/Combat Trauma) 1 (2) and (2), Medical Sciences (choose Specialization) 1 (2), +2 Skill Renown, Rival –1

    Healer: The character worked as a general healer, attending to any and all afflictions he felt qualified to treat.
    Culture (Klingon Lore) 1 (2), First Aid (Klingon) 1 (2), Physical Sciences (Klingon Herbalism) 1 (2), +1 Empathy edge

    Herb Gathering: The character traveled throughout the Empire, gathering and growing herbs for his pharmacopoeia and treating suffering patients along the way.
    Life Sciences (Agronomy) 1 (2), Physical Sciences (Klingon Herbalism) 1
    (2), World Knowledge (choose two Specialization) 1 (2) and (2)

    MERCHANT CAREER

    TRADER
    The character has worked as a trader, merchant or other member of the Klingon economy. According to Klingon culture, most persons involved in such professions are honorless parasites-and in truth, many Klingon traders care more about business and profits than honor.

    Arms Merchant: The character deals in weapons and other items related to warfare.
    Any one Military Skill (choose Specialization) 1 (2), Bargain (Weapons) 1 (2), Merchant (Arms Market) 1 (2), Streetwise (Arms Black Market) 1 (2), Dishonorable –2

    Commodities Dealer: The character buys and sells bulk quantities of one or more commodities, such as Ludugial gold, foodstuffs, or Spican flame gems. Bargain (choose Specialization) 1 (2), Merchant (choose Specialization) 1 (2), Persuasion (Persuade Customer/Seller) 1 (2), World Knowledge (choose Specialization) 1 (2), Dishonorable -2

    Free Trader: The character plied the Klingon trade lanes, carrying goods from one world to another and selling them at a profit.
    Bargain (choose Specialization) 1 (2), Merchant (choose Specialization) 2 (3), Shipboard Systems (Flight Control or other appropriate Specialization) 1 (2), Dishonorable –2

    Shopkeeper: The character owns and operates 3 small shop selling food, shoes, weapons, entertainment equipment or any dabbler in the sciences who might just make an important discovery or breakthrough someday. of a million other products. Because such merchants often form an important part of the community, he does not share the stain of dishonor that some of his mercantile brethren do.
    Bargain 1 (2), Law (Klingon Trade Laws) 1 (2), Merchant (choose Specialization) 1 (2), Holdings +1 (small shop)

    POLITICAL CAREER

    POLITICS
    Either through choice or circumstances, the character entered rough and tumble world of Klingon politics.

    ADVOCATE
    Skilled at debating and presenting a position, the character satisfies much of his urge for combat and confrontation in the courtroom. Klingons make good lawyers-they argue skillfully; they know how to learn, and use, organized bodies of rules; and they're masters of verbal combat.

    Gin'tak: The character is a gin'tak a house adviser so trusted that he's considered part of the family. Even if he eventually leaves the House's service to pursue other opportunities, he always remains allied and associated with it-and its enemies will always be his as well.
    Culture (House) 1 (2), Diplomacy (Klingon Affairs) 1 (2), Politics (choose Specialization) 1 (2), Primitive Weaponry (choose Specialization) 1 (2), Sworn Enemy -2 (House's enemies)

    Government Advocate: The character worked as a prosecutor, a drafter of regulations, or a legal representative to another power.
    Administration (Klingon Court System or other appropriate Specialization) 1 (2), Law (Klingon) 1 (2), Persuasion (Debate) 1 (2), Contact +1 (some low-level, but well-placed, bureaucrat)

    Government Representative: The character worked as an advocate representing the Klingon Empire in another state.
    Administration (choose appropriate Specialization) 1 (2), Culture OR World Knowledge (choose Specialization) 1 (2), Law (Klingon and one other Specialization) 1 (2) and (2)

    Judgeship: Thanks to his consummate legal skills and wisdom, the character received a judgeship in the Klingon judiciary. The Klingon term for this is HII'ra'Hev (literally, "receiving the Iron Orb," referring to the spherical metal gavel used by Klingon judges). (Characters may only take this package after taking at least one other Advocate or Political package.)
    Administration (Klingon Court System) 1 (2), Law (Klingon) 2 (3), Contact +1

    Litigation: The character spent most of his time preparing cases or representing clients in court.
    Intimidation (cross-examination) 1 (2), Law (Klingon) 1 (2), Persuasion (Debate) 1 (2), +2 Skill Renown

    Mover and Shaker: Although he holds no formal office or position of power, the character is a "mover and shake" in the Klingon political world. He can get things done through contacts, influence peddling and backroom dealing.
    Diplomacy (Klingon Affairs) 1 (2), Politics (Klingon) 2 (3), Contact +3, Dishonorable –2

    Political Warfare: The character was involved in a nip-and-tuck political battle with another Great House. Whatever they sought over, the character was one of his House's frontline operatives in this cold war, which sometimes turned quite hot.
    Demolitions (choose Specialization) 1 (2), Politics (choose Specialization) 1 (2), Primitive Weaponry (choose Specialization) 1 (2), +4 Aggression Renown, +4 Skill Renown, Sworn Enemy –3

    Politician: The character served in a general political post on Qo'noS or some other Klingon world, exerting what influence he could and hoping to someday rise through the ranks to the true circles of power. Those who covet his position try to make life difficult for him.
    Administration (choose Specialization) 1 (2), Diplomacy OR Law (choose Specialization) 1 (2), Politics (choose Specialization) 1 (2), +4 Discipline or Openness Renown, Rival -1

    RELIGIOUS CAREER

    CLERIC
    Having felt a religious vocation, the character spent some time exploring Klingon spirituality and religion.

    High Cleric: After years of religious devotion, study, and service, to the Klingon people, the character ascended into the highest ranks of Klingon religious hierarchy. (Characters cannot take this package until they take at least one other Cleric package.)
    Theology (Klingon) 2 (3), Religious Rank +2, +2 Discipline Renown, +2 Skill Renown

    Monk: The character joined a Klingon monastery, such as the one on Boreth. While there he studied Klingon religion, participated in the monastery's everyday upkeep and took preliminary formal religious vows.
    Artistic Expression OR Primitive Weaponry (choose Specialization) 1 (2), Craft (choose Specialization) 1 (2), Theology (Klingon) 1 (2), +1 Empathy edge, Religious Rank +0

    Priest: The character took formal religious vows and entered the Klingon clergy. His duties included ministering to the faithful and maintaining a temple, shrine or monastery.
    Administration (Klingon Church) 1 (2), Theology (Klingon) 2 (3), Religious Rank +1

  6. #21
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    Part 3 (the last)

    SCIENTIFIC CAREER

    SCIENTIST
    The character approaches science as a challenge-he must struggle with research and facts to uncover new scientific truths, make discoveries and breakthroughs and invent new technologies. He must also vie against other Scientists trying competing with his research, or who criticize his theories.

    Dabbler: The character is a tinker, a hobbyist, a dilettantish
    Any two Science skills (choose Specialization) 1 (2) and 1 (2), Knowledge (choose Specialization) 1 (2), Curious +1

    Military Scientist: The character puts his scientific skills to work for the IKDF or a House military. He tries improving existing weapons and defenses, inventing new ones and finding scientific ways to circumvent the enemy.
    Any Science skill (choose Specialization) 1 (2), Systems engineering (choose appropriate Specialization) 2 (3), +1 Logic edge

    Researcher: The character researches fields for the advancement of Klingon science and technology. He sometimes forgets other goals while pursuing pure scientific knowledge.
    Any two Science skills (choose Specialization) 1 (2) and 1 (2), any two Engineering skills (choose Specialization) 1 (2) and 1 (2), Fanatic -2 (advancement of pure science)

    CHAPTER 13 SHIPBOARD SERVICE TOURS OF DUTY PACKAGES

    These packages describe the skills, abilities and other benefits a character would learn while filling a particular position aboard an IKDF starship or a House fleet. The character spent his entire tour of duty in that position or positions closely related to it. Note there are no "Command" or "Security" branch officers on Klingon ships. Command, as discussed above, is a function of ability, not training in a particular school All Klingon officers must see to the security of their ship; the Commanding officer delegates crewmen to specific security duties when he feels it's necessary Characters who spend a lot of time on security details can construct their own "package" from the generic attributes and Traits list for this stage of the Background History (which includes Security).

    Communications Officer: A Klingon communications officer receives and transmits messages from other ships and the High Council, encodes and decodes messages, and serves as the ship's "ears to the galaxy."
    Computer (choose Specialization) 1 (2), Shipboard Systems (Communications) 1 (2), Systems Engineering (Communications) 1 (2), +2 Skill Renown

    Engineering Officer: Klingon engineers have never been known for their subtlety-everyone in the quadrant knows the old joke about how they fix things by beating on them. While he sometimes loses his temper with the equipment (or those who misuse it), he's a highly skilled technician, who often devises innovative solutions to engineering problems, helping to keep his ship in fighting trim.
    Engineering, Any (choose Specialization) 2 (3), Engineering, Any Other (Choose Specialization) 1 (2), Innovative +1, Intolerant -1 (of people who abuse his precious ship), +2 Skill Renown

    Field Promotion: Unable to gain admission to the Klingon military on his own merits, the character signed on as a "civilian" laborer on a Klingon ship. One day his quick thinking and heroic actions saved the ship. A battlefield commission and position in the Klingon military soon followed igniting jealousy and antagonism in some circles. (To take this package, the character must have at least one of the following: the Houseless House Template; the Lowborn Upbringing Early Life History package; or the Laborer (Ship) Career package.)
    Any one Military Skill (choose Specialization) 1 (2), Craft (choose Specialization representing work done as a shipboard laborer) 1 (2). Shipboard Systems (choose Specialization) 1 (2). Promotion +1, Famous Incident +2, +2 Aggression or Initiative Renown, +2 Skill Renown, buy off -1 Diminished Social Status, +2 Initiative Renown, Marked Man -3, Scorned -2

    Helm, Navigation: Like old-fashioned Starfleet vessels, modern Klingon ships divide the functions of Helm (the officer who pilots the ship) and Navigation (the officer who plots the course the ship follows).
    Computer (choose Specialization) 1 (2), Shipboard Systems (Helm or Navigation, as appropriate, and one additional Specialization) 1 (2) and (2), Systems Engineering (choose Specialization) 1 (2)

    Medical Officer: While Klingon medical technology lags behind that of many other races for cultural and biological reasons, Klingon ships usually travel with a doctor on board.
    First Aid (Klingon OR Wound/Combat Trauma) 1 (2), Life Sciences (choose Specialization) 1 (2), Medical Sciences (Klingon) 1 (2), Physical Sciences (Klingon Herbalism) 1 (2), Code of Honor: Klingon Physician's Code -2

    Tactical Officers: Klingons divide Tactical duties between two or more "Tactical" officers: gunners and shield officers (who also operate the cloaking device). The gunner with the most seniority on the crew is nominally in charge of all of his brethren. The more weapons a ship carries, the more Tactical officers it employs.
    Shipboard Systems (choose Specialization relating to Tactical-either Tactical or a more discrete one such as Weapons Systems or Cloaking Device) 2 (3), Systems Engineering (choose Specialization) 1 (2), +2 Skill Renown

  7. #22
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    [DROOL] Oh, nice! [/DROOL]
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

  8. #23
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    Definitely a lot of work and people's ideas went into it, you can see by some of them how they're similar & the final product likely would have whittled it down somewhat.
    Tons of ideas though, a lot are suitable as is or with a minor tweak to fit any character.
    Any & all references to new skills or traits are given in the book.
    In addition to early life & tours each Klingon character has a House package too which is a 9 DP part of the char gen with renown (helps set inital Honor), skills and traits.
    The work had great potential ...

  9. #24
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    Yes, it would have been very nice to have the completed work.

    How did the House Package fit into character generation? Was the Klingon Template short points and the House Packages taken to equalize the points?
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

  10. #25
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    It's actually a bit oddly done compared to most:

    50 DP Klingon species template
    24 DP (although in error it only covers using 21 DP) warrior overlay
    5 DP background history (left out of the DP calculations in the work in progress)
    9 DP house template
    10 DP tour/career

    So your basic Klingon with one tour starts at 98 DP (the book forgot to add 5 for background and says 93 DP, but I digress ...) versus 128 for Starfleet or 110 for civilians. So it suggests taking 3 (118 DP) or 4 (128 DP) tours altogether to come up to par. All tours are always 10 DP, no reduction to 5 DP for additional tours.

  11. #26
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    Very odd, but you know last night while I was working I think I talked myself into liking it. Klingon characters jump right into their house fleets (or an allied house fleet if your house is too small to field a fleet of their own) and learn by doing. No fancy academy, just first hand experience like in the early british and US navies. Those that don't make it. . .well, really don't make it. lol It's just like we seen with Alexander in some of the DS9 shows.

    Would have been very interesting.
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

  12. #27
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    I think it works well for the Klingon way of doing things too.

    Some of the tours have prerequisites too, for instance Diplomat; can't be an A unless you've first been a B, so you have to have more than 1 tour, yet it's not unbalancing for a starting character as you'd end up with the same amount of DP overall.

    Lots of different thinking in the work. There's 4 (I believe) martial arts, and the way they do it is there's a master list of "klingon" maneuvers and each martial art is built with a number of these maneuvers ... makes sense in a way, you'd see similarities in them all as they're all "Klingon" but are essentially different from each other by making different maneuver selections.

  13. #28
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    Okay, found time for some additional Engineering Tours of Duty. For the sake of completness, the original three I posted are reapeated here along with the new ones. Enjoy!

    OPERATIONS PACKAGES (ENGINEERING)

    Tour of Duty Packages (Each costs 10 Development Points)
    Advanced Systems Research: Engineerign, Systems (choose) 2 (3); Personal Equipment (Engineering Equipment) 1 (2); +1 Renown (Initiative OR Skill).
    Corps of Engineers Duty: Computer (choose) 1 (2); Engineering, Material (choose) (Civil) 1 (2) (2); Engineering, Any Other (choose) 1 (2).
    Damage Control Party: Engineering, Systems (Diagnostics) 1 (2); Engineering, Any Other (choose) 1 (2); Personal Equipment (Environmental Suit) 1 (2); Innovative +1.
    Environmental Technician: Engineering, Systems (Computer) (Environmental/Life Support) 1 (2) (2); Science, Planetary (Climatology) 1 (2); Shipboard Systems (Environmental) 1 (2).
    Hull Systems Technician: Engineering, Material (Structural/Spaceframe) 1 (2); Personal Equipment (Environmental Suit) 1 (2); Vehicle Operations (Workbee) 1 (2); Competitive OR Thrill Seeker -1; Zero-G Training +2.
    Propulsion Technician: Engineering, Propulsion (Impulse OR Warp Drive) 1 (3); Engineering, Systems (Engineering Systems) 1 (2); Personal Equipment (Engineering Kit) 1 (2).
    Sensory/Comm Technician: Engineering, Systems (Communications) (Sensors) 1 (2) (2); Shipboard Systems (Communications) (Sensors) 1 (2) (2); Multitasking +2.
    Starhip Construction Yards: Engineering, Material (Structural/Spaceframe) 2 (3); Engineering, Systems (choose) 1 (2); Vehicle Operation (Workbee) 1 (2); Choice of: two -1 point Disadvantages OR one -2 point Disadvantage.
    Starship Design: Computer (Research) (Simulation/Modeling) 1 (2) (2); Engineering, Material (Structural/Spaceframe) OR Engineering, Propulsion (Theoretical Propulsion) 2 (3).
    Transporter Technician: Engineering, Systems (Transporter/Replication Systems) 1 (2); Personal Equipment (Engineering Kit) 1 (2); Shipboard Systems (Holosystems) (Tranporter Systems) 1 (2) (2).

    Additional Tours (Each costs 5 Development Points)
    Advanced Systems Research: Engineerign, Any (choose) 1 (2); +2 Renown (Skill).
    Corp of Engineers Duty: Engineering, Any (choose two) 1 (2) (2); Innovative +1.
    Damage Control Party: Engineering, Any (choose) 1 (2); +2 Renown (Skill).
    Environmental Technician: Computer OR Engineering, Systems (choose) 1 (2); +1 Dexterity Edge; +1 Renown (Skill).
    Hull Systems Technician: Demolitions (Shipboad Demolitions) 1 (2); +2 Renown (Initiative).
    Propulsion Technician: Engineering, Systems (Diagnostics) 1 (2); +2 Renown (Skill).
    Sensory/Comm Technician: Engineering, Material (Personal Equipment) OR Engineering, Systems (Diagnostics) 1 (2); +1 Dexterity Edge; +1 Renown (Skill). OPTIONAL: Competitive -1; +1 Renown (Skill).
    Starhip Construction Yards: Engineering, Any (choose) 1 (2); +1 Strength Edge; Innovative +1.
    Starship Design: Engineering, Any (choose) 2 (3); -1 Reaction Edge.
    Transporter Technician: Computer (Programing) 1 (2); Choice of One +1 Point Advantage; +1 Renown (Initiative OR Skill).
    Last edited by redwood973; 09-24-2008 at 11:08 AM. Reason: Corrected an Additional Tours Package
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

  14. #29
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    Quote Originally Posted by redwood973 View Post
    Hull Systems Technician: Demolitions (Shipboad Demolitions) 1 (2); +2 Renown (Initiative).
    Okay, Initiative and Demolitions Skill. Why am I suddenly not wanting this guy on my ship?

    Not sure what I was thinking with that one. Too tired to stay up any longer. . .anyone have ideas for replacement for this Tour?

    Oh, and I have a bunch more Tours I'm working on: couple Security, couple Command and a few general Operations stuff. Lots coming soon!
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

  15. #30
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    COMMAND PACKAGES

    Tour of Duty Packages (Each costs 10 Development Points)
    Starfleet Diplomatic Corps, Cultural Liaison: Culture (Posted World) 1 (2); Science, Social (Sociology) 1 (2); World Knowledge (Posted World) 1 (2); Cultural Flexibility +1.
    Judge Advocate Generals Office (JAG): Administration (Bureaucratic Manipulation) 1 (2); Law (Federation Law) (Starfleet Regulations) 2 (3) (3).
    JAG, Legal Liaison: Diplomacy (Either: Intergalactic OR Planetary [Posted World] OR Sector Affairs [Relevant Sector]) 1 (2); Law (Federation AND Posted World) 1 (2) (2); World Knowledge (Posted World) 1 (2).
    Military Liaison: Strategic Operations (choose) 2 (3); Tactics, Any (Federation AND Posted World) 1 (2) (2). Optional: Espionage (choose) 1 (2); Dark Secret (Spy) -3.

    Additional Tours (Each costs 5 Development Points)
    Starfleet Diplomatic Corps, Cultural Liaison: Language (Native of Posted World) 1; +2 Renown (Openness).
    Judge Advocate Generals Office (JAG): Law (choose) 2 (3); Rival (Hotshot Junior JAG) -1.
    JAG, Legal Liaison: Culture (Posted World) 1 (2); +2 Renown (Openness OR Skill).
    Military Liaison: Administration OR Command (choose two) 1 (2) (2); Contact (Posted World Military Contact: Specify) +1.

    Okay, some Command Packages. For completness I added the JAG Package from earlier (I edited that post it was from). I think these are influenced by my work on the Diplomatic Packages as these are mostly diplomatic in nature. The Cultural Liaison would be a short term (year or two) assignment assisting an ambassador and his staff who are not familar with the World/Culture they are posted. The Military Liaison would be a Worf type character, who put in years as a Security Officer and Chief of Security; it is basically a Strategic Operations Officer assigned to a Diplomatic Post to advise Diplomatic Staff on military matters.
    Last edited by redwood973; 09-15-2008 at 09:24 PM.
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

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