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Thread: [Icon] Former Web Icon Links (LUG)

  1. #1
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    [Icon] Former Web Icon Links (LUG)

    There was recently a suggestion to make these former LUG Icon links available that were lost when the old LUG website went down. After a brief glimpse through my files, I found the old LUG website on my hard drive.

    These Icon Links were for the Romulan Boxed Set and the TNG Players' Guide.

    Enjoy!

    Don Mappin
    Former LUG Web Developer

  2. #2
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    Post EXPANDING THE ICON SYSTEM

    EXPANDING THE ICON SYSTEM

    A distinguishing feature of the Icon system, as developed by Last Unicorn Games, is its flexibility of design. Within the course of play you will undoubtedly find new ways to adapt the system to your needs. Outlined within this “Icon Link” are some alternate methods to expand the Icon system to provide more options.

    Before using, ensure that your Narrator has approved the use of these, or any other, optional rules.

    Altering Package Allotments
    When creating a character and developing their Background, you are afforded the opportunity to spend Development Points on pre-designed “packages.” These packages represent particular experiences common to Starfleet officers (or Klingon warriors, Romulan soldiers, or Ferengi merchants) such as combat duty, deep space exploration, or training in advanced engineering, to name a few. Within these packages, characters receive additional skill levels, attributes and/or edges, advantages, and disadvantages, associated with the particular experience. Deep space exploration gives you skill in space and planetary sciences, and sensor use, for example.

    To suit the player’s individual tastes, alternate skills and traits may be selected, if appropriate, in lieu of those given. This allows you to customize your character even further. Come up with a story for your character, then modify the Background package to fit. While on your deep space mission, did you discover a new alien species? Then take the Diplomacy, Culture, or World Knowledge skill, the Cultural Flexibility or Species Friend advantages, or Chronic Pain (you were injured on duty). Was the ship attacked by a strange, space-borne creature? Then you could choose Systems Engineering (Electro plasma system) or Life Sciences (Exobiology), the Commendation advantage, or the Vengeful disadvantage.

    These substitutions should be within the scope of the package and have a reasonable justification. You might pick up Diplomacy skill during a Medical/Rescue mission (you had to negotiate with the Regent of Palomar to obtain the needed medicines), but it would be a stretch to say you acquired the Heavy Weapons skill and Vengeful disadvantage as a result of your Political Upbringing. Whenever you change an entry in one of the Background packages, be sure to balance out the Development Points; if you drop the Space Sciences skill from the Deep Space Exploration Mission package, you have three DPs to spend on something else. In many cases, these substitutions provide an opportunity to expand a character’s background and develop background-related skills.

    Carl is creating a character who had a rather unfortunate childhood, selecting the Early Life Background package of “Orphaned” to reflect his character’s growing up on the street. However, the addition of a +1 Empathy edge doesn’t really sit well with his concept of Duron—a smart-mouthed cynic who has a knack for staying one step ahead of the law. Carl, with his Narrator’s approval, substitutes the Shrewd (+1) Advantage in place of the +1 Empathy edge. Notice that the DP values remain the same.

    Matt wants to modify the First Contact Training package to suit his character concept. He figures his character—William Heller—is interested in studying alien cultures. He wants to keep the Diplomacy and Social Science skills, but wants to drop the Perception edge and take another skill—Culture. Dropping the edge gives him one DP to spend, two DP less than he needs to buy the extra skill. Matt elects to take the Code of Honor (Prime Directive) disadvantage, explaining that Heller takes the Prime Directive very seriously indeed. This gives him the two extra DPs Matt needs for the Culture skill.


    Remember, during character generation, no skill should start higher than 4 (5) without the Narrator’s approval.

    Altering Development Points Per Stage
    The Icon System builds characters on the foundation of Development Points—the number of DPs spent can compare the relative strengths of characters. This allows a Narrator to scale his or her campaign towards a certain number of points, be it more or less than those given in the Core Game Book and other Star Trek®: The Next Generation™ RPG supplements. This means that while Icon System currently uses a 54-point threshold to represent Starfleet Academy training (the Overlay), within an individual campaign Narrators can adjust the point values to better reflect their needs.

    The reduction of points to simulate a more competitive environment, where Crewmembers have less of an “edge,” should be done with care to ensure that necessary skills are not slighted.

    In Alessandra’s campaign she wants to have the characters begin with slightly fewer points, and have them start play during their cadet cruise. She never really agreed with the principle that all Starfleet officers learned how to be marksmen, so she eliminates the Energy Weapon (Phaser) skill from the Starfleet Overlays. For the Security Overlay she lowers the Energy Weapon (Phaser) skill to 1 (2). The players may, however, purchase the skill if they wish—they simply no longer receive it for free. The net result is that characters in her campaign are built with three less DPs.

    When a Narrator increases the number of DPs allotted at a stage, he or she should weigh the costs appropriately, perhaps including an additional skill level or setting aside points for purely background-related skills.

    John would like his Crewmembers to develop their character’s background skills a little bit more to give them more personality. Happy with the allotment of points at the later stages of the Background History, John gives each player an Artistic Expression skill at level one and three Development Points to purchase an additional skill during the Early Life History stage. John qualifies the points with his players, stating the points must be spent on background-related skills that integrate with the character’s history. Susan, as an example, has her character select Slight of Hand (Magic Tricks) to represent her character’s fascination with tricks and entertaining. She purchases this skill with the three extra Development Points allotted for the Early Life stage.

    Similarly, the Narrator can choose to scale individual stages of Background History creation, to provide player characters with greater depth and detail, and to suit the series’ demands. If the Narrator wants a group of highly-experienced, seasoned Starfleet officers, he can give the players more Development Points, in the form of “bigger” Background packages. As an example, the TNG Players’ Guide introduces an optional four-point Cadet Cruise, to simulate truly momentous experiences during this period of a character’s life (like single-handedly saving a Federation commissioner, receiving the Kragite Order of Heroism, and gaining her as an Ally). The original Core Game Book provided one point during this stage.

    For your convenience, here are the points used to develop characters from the Core Game Book:

    Species Templates – 50 each
    Starfleet Overlays – 54 each
    Early Life History – 5 points
    Academy Life History – 8 points
    Cadet Cruise – 1 point
    First Tour of Duty – 10 points
    Subsequent Tours of Duty – 5 points each

    This system is particularly useful for characters generated using the Advanced system as outlined on page 77 of the Core Game Book. To create a new character for a campaign where the average Crewmember has three tours of experience, simply give the player an additional 10 points to spend beyond their initial 125.

  3. #3
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    Post EXPANDING THE ICON SYSTEM (CONT)

    New Skills
    The Core Game Book provides many skills and specializations from which players can choose for their characters, but these do not comprise the limit. The Icon System can be expanded to include new skills or specializations as required, with no alteration. If you perceive a missing skill that you would like to include, check with your Narrator about possibly creating the new skill. Many times these skills can instead be best represented as new specializations, not meriting the creation of a new skill.

    Owen wants his character, Halkin, to have some familiarity with temporal mechanics, but notices there really is no skill that effectively represents this field. After some discussion with his Narrator, Owen creates a new specialization under Space Sciences called Temporal Mechanics. Although his character only has a level 1 in Space Sciences, Owen purchases the newly created Temporal Mechanics for one Development Point to have Space Sciences (Temporal Mechanics) 1 (2).

    For those instances where a new skill is required, a number of specializations should be created. When we created the Politics skill for the Way of D’era, we thought about how politics is “played” in the real world. Turning political events in your favor (such as using a vote to embarrass a political foe) became the Maneuver specialization while gathering information in the political arena became the Intelligence specialization. Think how the skill could be applied practically—those are your specializations. When defining the attribute off of which the skill is based, use common sense; skills relying on physical activity should be Fitness skills while those depending on eye-hand coordination should be Coordination skills, for instance. Keep in mind some edges may apply to certain skills and/or specializations that you create.

    David plans a series of adventures linked together that deal with some unusual temporal phenomena. Knowing the characters in his campaign will need to make numerous tests during their adventures, he decides this merits its own skill (which he will provide the Crewmembers with for free). He creates the skill Temporal Mechanics and links it to the Intellect attribute. Because of the confusing nature of dealing with time, he resolves that the Logic Edge is particularly relevant when dealing with Temporal Mechanic Task rolls. Under the Temporal Mechanics skill he creates three specializations, Cause & Effect, Paradoxes, and Time Fluidity. He also decides to create a new Law specialization called Temporal Prime Directive. Because it is a Law specialization, his Crewmembers will automatically have the skill, as they all have the Law skill.

    Remember that skills cost three Development Points per level to raise and include a free specialization at the initial time of purchase. Specializations cost one DP each.

    While the Icon System provides you with the tools, remember that you ultimately build the game that suits your needs!

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    Soldiers of the Planetary Command

    Soldiers of the Planetary Command

    Like all other major powers, the Romulan Star Empire sometimes finds that its military objectives require more than just powerful starship. Some situations call for the presence of troops on the ground to deal with situations too difficult or too delicate for the brute force of a starship. In such circumstances, the Star Empire assigns the forces of the Planetary Command to deal with the problem.

    Although they amount to a very small percentage of the Romulan military when compared to the navy, ground forces nevertheless play many important roles. When the navy wants a planet pacified without significant damage, it sends in the Planetary Command troops. When terrorists or insurrectionists begin a campaign on a Romulan world, the ground forces get the call to go into the hills, caverns, and cities to root the criminals out and bring them to justice. If the Taurhai capture Romulan territory, the ground forces recapture it.

    The Planetary Command has its own rank structure and table of organization separate from that of the Romulan navy. Most soldiers hold the rank of “Trooper.” Above that basic rank one finds, from lowest to highest, sergeants, sublieutenants, lieutenants, captains, majors, and generals. The supreme commander of the Planetary Command, Korel Terik, holds the rank of Major-General.

    The basic unit of the ground forces is the ter’val (“squad”), consisting of 5-13 troopers typically commanded by one sergeant and one sublieutenant. Two to three squads form a rost’val (“platoon”) of 20-50 troops commanded by a lieutenant or captain. Al’gess’val (“companies”) consist of 3-4 platoons with a total of 80-175 men; captains and majors command them. Above the al’gess’val level one finds unsha’val (“brigades”), tresh’val (“battalions”), and finally lagor’val (“regiments”). At any given time the entire Planetary Command usually has 100-150 regiments of men stations on various worlds, though the size of the force may increase drastically in times of prolonged war.

    Planetary Command recruits participate in a Serona like all other young Romulans, but instead of proceeding to the Romulan Academy after completing their mandatory service, they attend the Korath Tanar Military Training College on the planet Derassa IV. Their basic training includes weapons use, Romulan tactical doctrines, small unit tactics, fitness and survival courses, and escape and evasion. Also included as part of the basic training regimen is a program designed to develop a high pain threshold in the recruit. This results in the soldier’s near-legendary ability to keep functioning efficiently even when experiencing intense pain.

    Basic training lasts twelve weeks, after which the recruits, now referred to by the semi-derogatory term of korvash (“provisional”), attend specialized training schools. For example, korvash who show leadership potential attend the Officer’s Training Academy (from which they graduate with the rank of sergeant [provisional]), while one whose talents lie in the area of stealth might learn scouting or forward observation.

    Ground troops wear a uniform similar to that of the Romulan navy, but dark forest green in color instead of steel gray. As in the navy, the shape and style of the uniform’s harness indicates rank. Troopers currently use the Type R-7 disruptor rifle as their primary weapon. Support weapons include the standard disruptor pistol, disruptor grenades, and a multifunctional knife.

    Romulan Trooper Overlay

    Demolitions (choose Specialization) 1 (2)
    Energy Weapon (Disruptor Rifle) 2 (3)
    Planetary Tactics (Small Unit) 2 (3)
    Planetside Survival (choose Specialization) 2 (3)
    Primitive Weaponry (Knife) 1 (2)
    Strategic Operations (Ground Forces Strategies) 1 (2)
    Unarmed Combat (Romulan Navy Martial Arts) 2 (3)
    Athletics (choose Specialization) 1 (2)
    Computer (choose Specialization) 1 (2)
    Dodge 1
    Personal Equipment (choose Specialization) 1 (2)
    Vehicle Operations (choose Specialization) 1 (2)

    Advantages
    High Pain Threshold +2

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    Post The Tal Diann

    The Tal Diann

    The Tal Diann is the Romulan Star Command’s internal affairs division, and as such, fills a multi-function role in the Romulan Star Navy.

    Many years ago, when the Tal Shiar began to assume a role of major importance in Romulan society and politics, the Romulan navy realized that trusting to the intelligence service’s good graces might prove unwise. Since the Tal Shiar seemed intent on subjecting the military to the same stringent scrutiny as the rest of the populace, and began exercising its sweeping powers of conscription more and more frequently, the military created its own intelligence service, not to gather information on the Empire’s enemies, but to keep tabs on the Tal Shiar. The Tal Diann polices its own, and operates counter-intelligence operations against the Tal Shiar.

    In Romulan society, individual Senators can amass a great deal of power. Many rise through the military ranks, and command fleets of their own, which presents certain logistical problems. Aristocratic families placed their sons and daughters in the military, giving them de facto control of certain fleets, which eventually became hereditary prerogatives. Praetors could not necessarily count on the loyalty of these Senatorial Fleets, who sometimes paid more homage to their individual Senator, rather than the Empire as a whole. In an effort to ensure the Empire’s control, in 2268 Praetor Kanetar conferred more political duties upon the Tal Diann, as a fail-safe to the Tal Shiar. Today, the Tal Diann maintains and monitors relations between the Star Command and the various fleets, as well as between fleets themselves.

    Lastly, in addition to policing the military, the Tal Diann operates as the military intelligence branch of the Romulan military. Because of the secretive, some might privately say conspiratorial, nature of the Tal Shiar, it might choose to distribute (or not distribute) information to the navy based on what was best for the Tal Shiar, not what was best for the navy. To ensure it received all the intelligence it needed to do its job properly and keep its ships and crews safe, the Tal Diann executes espionage activities against the Empire’s enemies.

    The navy recruits Tal Diann agents from among soldiers undergoing basic training. It removes from regular military training those individuals who show promise on certain aptitude tests and send them to an espionage training camp on the world Coravus Prime. They spend approximately one year there studying the ships and military technology of the Star Empire’s enemies, perfecting basic espionage techniques, and receiving political indoctrination. At the end of this year, the navy posts each new agent to the Tal Diann cell where it feels that agent’s talents can best serve it. For example, an agent with a talent for traffic analysis might receive an assignment to a Tal Diann listening post on the edge of the Federation Neutral Zone, while a particularly clever agent from Pallor—home to Senator Kassus—might end up on one of Kassus’ ships, as a junior officer.

    The navy designates the head of the Tal Diann as “Chief of Military Intelligence,” or CMI. The CMI holds the ranks of admiral in the Romulan navy, and thus stands on equal footing with the other Star Command leaders. The CMI holds a seat on the High Tribunal, much to the consternation of the Tal Shiar. Like so much of Romulan society, with its Byzantine network of connections, the CMI also reports directly to the Praetor.

    Several junior officials, each holding the rank of centurion, serve underneath the CMI. These include the Chief of Planetary Forces Intelligence, Chief of Stellar Forces Intelligence, and Chief of Operations. The latter holds the responsibility for planning and executing those operations against the Empire’s enemies it dares not trust to the Tal Shiar. Meanwhile, the agents under the Chief of Planetary Forces Intelligence and Chief of Stellar Forces Intelligence work to ensure the loyalty of soldiers within their respective commands, ferret out traitorous soldiers before the Tal Shiar can, and execute counter-intelligence missions against the Tal Shiar.

    Legates and Other Operatives
    The most visible members of the Tal Diann are the legates. Every ship in the fleet is assigned a legate, who serves as the Star Command’s eyes and ears. Legates typically rank commander or higher, and while aboard ship they serve independently of the centurion. Although these “political officers” do not have the authority to seize command of a starship (like the Tal Shiar), as a limit to their powers, they have broad powers when it comes to policing the military.

    Legates monitor communications, have access to personal logs, and keep track of operations aboard ship. Disloyal soldiers can expect to be ferreted out, before the Tal Shiar finds them, thus keeping political ammunition out of their hands. Legates typically receive copies of a centurion’s orders, as well as secondary protocols about which the centurion knows nothing. Thus, the legate can remind a centurion of his duty, should he conveniently “forget,” and has a back-up plan in case the centurion fails. Legates also send frequent reports back to Romulus, through fractal-encrypted transmission. Survival-minded centurions always keep this in mind, to ensure glowing reports arrive at Star Command.

    Yet this system is not perfect. Occasionally, charismatic senators, admirals, or centurions subvert agents of the Tal Diann. Legates often find themselves far from Romulus, and must depend on the good graces of their assigned Centurion. More than one legate has met with an “accident” during a mission. Through threats and bribery, some Tal Diann agents have been “persuaded” to use their far-reaching powers to provide information on rival ships or fleets, thus aiding the very people they’re supposed to watch.

    The Tal Diann is more than the highly visible legates, however. Several junior Tal Diann agents are assigned to each ship, and form the base of the legate’s espionage cell. In addition, recruiting quislings from among a warbird’s rank and file is not difficult—loyal soldiers can always be persuaded to serve the Empire’s goals. These operatives report on activities throughout the ship, and as such, represent a “fifth column” operation on board every ship.

    Tal Diann Operative Overlay
    Administration (Romulan Military) 1 (2)
    Espionage (choose two Specializations) 2 (3) and (3)
    Planetary Tactics (Romulan; choose one other threat species) 2 (3) and (3)
    OR
    Starship Tactics (Romulan; choose one other threat species) 2 (3) and (3)
    Surveillance (choose Specialization) 1 (2)
    Intimidation (choose Specialization) 1 (2)
    Shipboard Systems (choose Specialization) 1 (2)
    Athletics (choose Specialization) 1 (2)
    Computer (choose Specialization) 1 (2)
    Dodge 1
    Energy Weapon (Disruptor) 2 (3)
    Personal Equipment (choose Specialization) 1 (2)
    Unarmed Combat (Romulan Navy Martial Arts) 1 (2)

    Advantage
    Security Clearance +3

  6. #6
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    Post Vel'Tar-Class Drop Ship

    Vel'Tar-Class Drop Ship

    Class and Type: Vel'tar-class drop ship
    Commissioning Date: Mid-24th century

    Hull Characteristics
    Size: 2
    Resistance: 3
    Structural Points: 40

    Operations Characteristics
    Crew/Passengers/Evac: 2/12/20 [3 power/round]
    Computers: 2 [1 pwr./rnd.]
    Transporters: 1 personnel [1 pwr./rnd.]
    Tractor Beams: 1 fv, 1av [2 pwr./rating/rnd.]

    Propulsion and Power Characteristics
    Warp System: 5.0/6.0/7.5 (12 hours) [2/warp factor]
    Impulse System: .5 c./.75 c. [5/7 pwr./rnd]
    Power: 100

    Sensor Systems
    Long-range Sensors: +1/12 light-years [6 pwr./rnd.]
    Lateral Sensors: +1/1 light-year [4 pwr./rnd.]
    Navigational Sensors: +0 [5 pwr./rnd.]
    Cloak: 7 [4 pwr./point./rnd.]
    Sensor Skill: 3

    Weapons Systems
    Type H Disruptors

    Range: 10/30,000/100,000/300,000
    Arc: All (720 degrees)
    Accuracy: 4/5/7/10
    Damage: 12
    Power: [12]

    Mark II Plasma Torpedoes
    Number: 12
    Launchers: 1 fv, 1 ad
    Spread: 3
    Arc: Forward or aft, but are self-guided
    Range: 15/300,000/1,000,000/3,000,000
    Accuracy: 4/5/7/10
    Damage: 20
    Power: [5]
    Weapons Skill: 3

    Defensive Systems
    Romulan Deflector Shield
    Protection: 30/30 [30 pwr./shield/rnd.]

    Description and Notes
    Fleet data:
    This atmosphere-capable ship, one of the workhorses of the Romulan navy, acts as ground troop support rather than engaging in space-based combat. Able to carry up to twelve fully-equipped Romulan troopers, the Drop Ship lifts off from a larger ship (such as a D'deridex-class warbird), descends under cover of its cloak through a planet's atmosphere to the surface, and drops off its "passengers" where they're most needed. Of course, it can also make a return trip to pick the soldiers up after they've completed their mission or when emergency evacuation proves necessary. In case it's detected and attacked on the way to or from its mother ship, the Drop Ship carries Type H disruptors and a complement of 12 Mark II plasma torpedoes.

  7. #7
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    This is good but I need much much more.
    You don't have to like it, you just have to do it .
    Richard Marcinko

  8. #8
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    What happened to the Rank system
    You don't have to like it, you just have to do it .
    Richard Marcinko

  9. #9
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    Thanks Don! I'd forgotten about this stuff and only now do I realise I'd lost it when my computer crashed a while back.

    I love the Tal Dian. It's all so... Romulan.

    And Thiery, if you mean the ranks for the members - it's just a more generic system now.

    Mark.
    'Wish I could Help you....Wish I could tell you,
    That I am real, I'm not something you invented,
    That I'm not everything you want me to be.'

    'And I am...Ageless. And I am....Invincible.'

  10. #10
    Originally posted by Thierry
    This is good but I need much much more.
    Unfortunatly this is the entire content of the old ICON link. If you need more your best bet is to look up a Copy of 'Way of D'era' which this material is in support of. You may be lucky and find copies in the sale bin or have to hunt around on ebay...

    Good Luck.
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

  11. #11
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    Former Web Posts???

    Originally posted by Don Mappin
    After a brief glimpse through my files, I found the old LUG website on my hard drive.
    Did you find any old threads?
    Kronok

    I am dead. As of this moment, we are all dead. We go into battle to reclaim our lives. This we do gladly because we are Jem’Hadar. Remember, victory is life.

    "The D20 System is the heart of the classic fantasy roleplaying experience, the game that has taught us all how to be munchkins. There is no way we could do it with any other system."

  12. #12
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    I found the Way of D'era for USD 15.00 on Amazon. Not trying to advertise but I also scored the Academy boxed set, TOS Core rules and Way of Kolinahr for ultra-cheap. Now, if only I could find a relible group...

    CP

  13. #13
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    Check out ebay I got Way D'ere for $9.00 with shipping.
    You don't have to like it, you just have to do it .
    Richard Marcinko

  14. #14
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    Hi Thierry,

    I've got copies of most of the icon links stuff, (Raiders, renegades & rogues; SF Academy; Andorians; HTH list & i think there's one for the holodeck suppliment, not sure what else there was), as well as some of the errata published by LUG about the ICON Trek books.

    If you let me know what you need (or like) & i'll post it here.

    Sundowner
    Sundowner

    "Sure, it will probably explode. But at least I won't be in it, on it, or near it."

  15. #15
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    Hey Sundowner...

    I've gotten a copy of Renegades for my birthday (now my ICON stuff is nearly complete). Although it's been a while since your offer...Do you still have the ICON Links found in this volume? I'd be interested in them. If so, coudl you post 'em here?

    Thank you, Cut

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