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Thread: ICON Character Generation Support.

  1. #1

    ICON Character Generation Support.

    As prompted by this thread;
    http://forum.trek-rpg.net/showthread...858#post122858

    I am opening up a thread to house any Packages that support the established ICON Character Generation packages. So feel free to post anything here;

    To make it easier, best to ensure that all these packages are clearly labelled;

    Early Life (5DP Packages)
    Character (Career) Overlays (36 DP for Civilian and 54DP for Starfleet/Military*)
    Advanced Training (9DP for Civilians)
    Academy Training (8DP for Military types)
    Professional Packages (10DP for Civilians)
    Tours of Duty (10 and 5 DP varients)
    Specialist Training Packages (ie; As seen in the TNG Players Guide, as an alternate to Tours. DP varies)


    *At least I think its a ratio of 36 and 54, its been a while since I built one... Correct me if I am wrong.
    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)

  2. #2

    Re: ICON Character Generation Support.

    Originally posted by Dan Gurden
    *At least I think its a ratio of 36 and 54, its been a while since I built one... Correct me if I am wrong.
    Your correct, however you forgot the 'enlisted' overlay cost of 36 also.

    Have a nice day,
    The few, the proud, the hold out LUGgers!!!!
    Phoenix...

    "I'm not saying there should be capital punishment for stupidity,
    but maybe we should just remove all the safety lables and let nature take it's course"

    "A Place For Everything & Nothing In It's Place"

  3. #3
    Well, I was asked for these;

    Career Overlays;

    CARDASSIAN
    Obsidian Order Operative By DanG

    We had cause for a detailed Obsidian Order NPC before the Cardie netbook, so this template is a variation of the standard Tal Shiar template, making it a little more 'Cardassian' in feel. NOTE: This is not the template that was used in the Cardassian Fan Sourcebook.

    Behaviour Modification (Torture) 2 (3)
    Espionage (Choose Specialisation) 2 (3)
    Intimidation (Choose Specialisation) 2 (3)
    Security (Choose Specialisation) 2 (3)
    Surveillance (Choose Specialisation) 2 (3)
    Athletics (Choose Specialisation) 1 (2)
    Computer (Choose Specialisation) 1 (2)
    Dodge 1
    Energy Weapon (Cardassian Phaser) 1 (2)
    Personnal Equipment (Choose Specialisation) 1 (2)
    Ships Systems (Choose Specialisation) 1 (2)
    Unarmed Combat (Choose Specialisation) 1 (2)
    Vehicle Operations (Choose Specialisation) 1 (2)



    FEDERATION CIVILIAN
    Law Enforcer By DanG

    The law enforcer can be found throughout civilised space. Known by various titles, 'constable, sheriff' and the like, some even hold ranks in various militaries. But the law enforcer can range from the lone frontier protector to the darkest corrupt official.

    Search 2
    Security (Law Enforcement) 2 (3)
    Streetwise (Choose Specialisation) 1 (2)
    Athletics (Choose Specialisation) 1 (2)
    Computer (Choose Specialisation) 1 (2)
    Dodge 1
    Energy Weapons (Choose Specialisation) 1 (2)*
    Language, Federation Standard 1
    Personal Equipment (Choose Specialisation) 1 (2)
    Primitive Weaponry (Stun Stick) 1 (2)

    * For enforcement agencies that do not issue firearms, use unarmed combat or intimidation


    Law Enforcer Training Packages;

    'Beat' Cop (9 points) By DanG
    Representative of all planetary local law enforcement officers, charged with the protection and keeping the peace within a specified area. Provides both a community face to law enforcement, but also an integral part of the team.
    - Area Knowledge (Specify) 1 (2), Law (Local Law) 0 (1) Social Sciences (Choose Specialisation) 0 (1), Persuasion (Choose Specialisation) 1 (2), Obligation (Keep the Peace) -1, Empathy +1

    Customs Officer Training (9 points) By DanG
    As customs officer, it is often the case that this civilian authority is responsible for controlling incoming visitors to a planet, and patrolling local space in an effort to monitor and arrest contraband. Liaising with Starfleet (or other galactic force) is also required as many customs officials hold little or no jurisdiction outside of their home system. Since the invention of Warp drive and transporters this job has become far more technical, as the number of ways to reach a planets surface undetected have increased.
    - Law (Intergalactic Law and Local Law) 0 (1) and (1), Search 1, Ships systems (Sensors and Choose Specialisation) 1 (2) and (2), Code of Honour (Uphold the Law) -2, Contact +1, Shrewd +1

    Federation Marshall’s Training (9 points) By DanG
    Civilian authorities within the Federation can opt to have their senior officers attend Starfleet Facilities for further training. there they attend alongside future frontier Marshall’s who serve and protect often in conjunction with Starfleet and local planetary defense forces. These training courses are also often alongside 3rd year Starfleet academy cadets who are often undergoing their first taste of the martial side of Starfleet.
    - Energy Weapon (Phaser) 1(2), Planetary Tactics (Small Unit) 1 (2), Law (Federation Law) 1 (2), Code of Honour (Uphold the Law) -2, +1 Vitality or Dexterity Edge, Contact (within Starfleet Security or other Law Enforcement agency) +1.

    (The Package is open to all federation law officers, while it is the basic training for the Marshall’s, and alongside Starfleet Academy Training. It was believed that such cross training would breed greater teamwork and cooperation, as well as skill uniformity, between the many agencies in service across the Federation, a tactic which, so far, has worked.)

    Forensics (9 points) By DanG
    The scientific arm of law enforcement, investigating the crime from the evidence left behind and the victims. Often seen as quiet, introverted people.
    - Medical Sciences (Forensics) 1 (2), Physical Sciences (Choose Specialisation) 1 (2), Search 1, Logic +1, Empathy -1

    SWAT / Tactical (9 points) By DanG
    The heavier arm of a police force and the crossover between law-enforcement and military applications. Many planets simply do not have the equivalent of this force, instead using is own military for the role, or preferring other 'alternate' methods. Other planets with strong Starfleet presences sometimes opt for the highly trained Starfleet security to fill the role.
    - Energy Weapon (Choose Specialisation) 1 (2), Planetary Tactics (Small Unit) 1 (2), Intimidation (Choose Specialisation) 1 (2), Reaction +1, Any 1 point disadvantage.

    NOTE;
    Area Knowledge; As a skill is related to planetary knowledge, but is a highly focused specialised skill built around an intimate knowledge of a specific area, common to local 'beat' policemen and cab pilots.


    FEDERATION STARFLEET
    Conn Officer (Command) By DanG

    For many Starfleet Cadets the most common branch of service is Operations, from there their further advancement is wide open, allowing them the potential to further define their shipboard position as needed. However for young, eager officers looking for a way to get noticed and take the promotion ‘fast track’ there is no substitute for Bridge duty.
    An Operations officer has the potential for duty on the bridge, ranging from Tactical through to the Operations management console, even Conn. However for these young officers they have an opportunity to focus their training as pilots, wear the red of command, and further diversify their skills later on, while on duty, all the while serving on the bridge and being noticed.

    Engineering, Propulsion (Warp Drive and Impulse Engine) 1 (2), (2)
    Engineering, Systems (Choose Specialisation) 2 (3)
    Sciences, Space (Choose 2 Specialisations) 1 (2), (2)
    Starships Systems (Flight Control and Choose Specialisation) 2 (3), (3)
    Vehicle Operations (Shuttlecraft) 2 (3)
    Administration (Starship) 1 (2)
    Athletics (Choose Specialisation) 1 (2)
    Command (Starship Command) 1 (2)
    Computer (Choose Specialisation) 1 (2)
    Energy Weapon (Phaser) 1 (2)
    Language; Federation Standard 1
    Law (Starfleet Regulations) 1 (2)
    Personal Equipment (Choose Specialisation) 1 (2)
    Planetary Survival (Choose Specialisation) 1 (2)


    FERENGI
    Bar Owner/Host By DanG

    Charm (Choose Specialisation) 2 (3)
    Fast Talk 2
    Merchant (Bar) 2 (3)
    Artistic Expression (Choose Specialisation) 1 (2)
    Gaming (Choose Specialisation) 1 (2)
    Languages (Choose) 1
    Persuasion (Choose Specialisation) 1 (2)
    Sciences, Physical (Chemistry) 1 (2)
    Streetwise (Choose Specialisation) 1 (2)
    Wealth +1, Code of Honour (Bar Tenders Code) -2, Empathy Edge +1

    Dabo Girls By DanG

    “Ah, Dabo, the game of kings, what’s that? You don’t know how to play? Well, allow me to introduce you to my assistant Alicia here. First spin is free…”

    Many Ferengi entrepreneurs go into the hosting trade. It is often said that while there are many different words for rain in the Ferengi Language, there are also no streets without a bar on Ferenginar.

    One of the key secrets to the hosting trade is to keep the customer occupied and interested while you ply them with Synthohol. A key part of that are the bar games, offering opportunity to keep the customers mind of the bar prices, give them an occasional chance at winning (a firm favourite to encourage repeat custom, just remember the odds MUST remain stacking in the house’s favour), and something to look at.
    Its important to remember that the term Dabo Girl does not imply a particular game, they could be playing Dabo, they could be playing poker, who cares? That’s not what the customer should be looking at.

    The key to a good Dabo Girl is to follow the rules. These are unofficial rules, but all Ferengi hosts know them intuitively.

    1 – She got to be a Female.
    2 – A sexy Female.
    3 – No Ferengi Females, Dabo girls have specific costumes, and Ferengi Females must be unclothed.
    4 – Assests. She’s got to have them, if your distracted by them at interview, she’s hired.
    5 – The costume. Small enough to be revealing, yet ensure that nothing is seen. Clothed Females are quite alluring…
    Once all these aspects are covered, your players could be playing chess and nobody would notice.
    "Place your bets and take a spin! DABO!"


    Charm (Seduction and Oo-Mox) 2 (3) (3)
    Gaming (Dabo and Choose Specialisation) 2 (3) and (3)`
    Sleight of Hand (Gaming Cheats) 1 (2)
    Artistic Expression (Choose Specialisation) 1(2)
    Fast Talk 1
    Languages (Choose) 1
    Merchant (Bar) 1 (2)
    Persuasion (Choose Specialisation) 1 (2)
    Streetwise (Choose Specialisation) 1 (2)
    Sexy +2, Obligation (Employer) –1


    Ferengi Accountant/Bureaucrat by DanG

    The Ferengi accountant is designed to fill one of the most important gaps in Ferengi society, a profession of prestige and honour. It is only the most skilled and most efficient accountant that manages to proceed up through the ranks to that of 'Liquidator', a rare honour indeed, but usually one that is deserved after many years of hostile negotiations and 'hands on' methods of job promotion...

    Administration (Accounting) 2 (3)
    Bargain (Choose Specialisation) 2 (3)
    Culture (Ferengi) 1 (2) *
    Fast Talk 1
    Law (Ferengi Commercial By-Laws) 1 (2)
    Computer (Research) 1 (2)
    History (Ferengi) 1 (2)
    Intimidation (Bluster or Interrogation) 1 (2)
    Languages; Ferengi 1
    Persuassion (Negotiation) 1 (2)
    Wealth +1, Contact +1, Rival –1

    Ferengi Privateer by DanG

    The Ferengi Alliance does not have a regular space navy per se. What is known of the Ferengi Defensive forces seems to have developed from the cultures love of gain and wealth. A rich Ferengi will purchase a vessel, hire a crew and ply the spacelanes for profit.

    It is known that several 'influential' individuals hold the contracts for patrolling and defending Alliance territory. These contracts from the Government can be very lucrative and allow these 'Admirals' to purchase new and better ships, and hire the best personnel, although many frontier contracts are poorly defended due to the smaller retainer fee's compensating those region fleets. The personnel on these ships are very similar to pirates upon ancient earths oceans, who worked for their governments in wartime, making their operations legitimate (at least in the eyes of their government). And as such they were called privateers, a title that many of these personnel enjoy for its ancient and romantic connotations (and so much more appealing than pirate)...

    Many of the Admirals/Owners hire personnel that fall within their budget, and it is not unusual to find members of many different species serving on these vessels, each earning their pay, plus a negotiated percentage of any booty.

    This complex method of defence does mean that each 'sector' of the Alliance can have vastly differing operational techniques, and even strengths of fleet, making illegal activities rife within Ferengi space. At least they would be illegal if the Alliance felt that such activities constituted a crime.

    Bargain (Choose Specialisation) 1 (2)
    Energy Weapon (Choose Specialisation) 1 (2)
    Security (Choose Specialisation) 1 (2)
    Ships Systems (Choose 2 Specialisation) 2 (3), (3)
    Fast Talk 1 or Dodge 1
    Athletics (Choose Specialisation) 1 (2)
    Culture (Ferengi) 0 (1)
    Language; Ferengi 1
    Personal Equipment (Choose Specialisation) 1 (2)
    Planetside Survival (Choose Specialisation) 1 (2)
    Streetwise (Choose Specialisation) 1 (2)
    Bold +1, Wealth +1, Rival –1
    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)

  4. #4

    Early Life Packages;

    Early Life Packages. (5 Points)


    <b>Trill symbiont Commission Initiate </b>
    By D. Gurden

    Most Trill wish to obtain the honour of hosting a symbiont, however the competition is tough, the symbiont Commission only chooses the best and the Brightest to enter the Initiate Program, designed to cull unsuitable hosts from the ranks of the potential hosts.

    Candidates are normally received into the program during their 20's thus giving the individual a chance to grow and mature as an individual. the better to allow integration of personalities when joined. The Initiate program lasts 3 years.

    Athletics 1 (2)
    Any 2 Sciences 1 (2) and (2)
    Cultural Flexibility +1
    Code of Honour (Protect the symbiont) -2
    Rival -1

    * I wonder if you can guess what I wrote this for?

    <b>Klingon Great House Member:</b>

    Ally +2 (Allied House),
    Patron +2 (Head of Household),
    Obligation –2 (House)
    Rival -2 (Rival Great House)
    History (Specific Great House) 1 (2)
    Culture (Klingon) 1 (2)

    <b>Klingon Minor House Member:</b>

    Patron +1 (Head of Household),
    Rival -1 (Rival Minor House),
    History: (Specific Minor House) 1 (2)
    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)

  5. #5
    I would like to make it very clear that this one is not mine. I take no credit for this, much as I would love to. It just happens to be my absolute favourite background package I have ever encountered...

    Welcome to the Junior Explorers of the Federation, for all those Starfleet 'Boy Scouts'...


    Junior Explorers Early Life Package
    By Chris Blanchard

    Planetside Survival (Must be a wilderness specialisation) 1(2)
    Craft (choose specialisation) 1(2)
    Code of Honour (Explorer Pledge) -2
    Innovative +1 OR Commendation (Golden Star Award) +1.
    If character is a non-Federation race, then s/he must take Commendation (Golden Star Award) +1


    Junior Explorers Academy Package
    By Chris Blanchard

    Because the scout leaders are recruited from amongst the ranks of the Starfleet Academy, usually accepted as one of the academy recommended extra-curricular activities...

    Command (Teaching) 1(2)
    Planetside Survival (must be a wilderness specialisation) 1(2)
    Craft (choose specialisation 1(2)
    Innovative +1, Code of Honour (Explorer Pledge) -2
    If character took Jr. Explorer Early Life Package, then droop Innovative +1, and add +1 Logic edge.

    The Explorer Pledge is similar to the Boy Scout Pledge (i.e. tell the truth, be honest, kind, etc.), and the Golden Star is an award given out when a special deed is done, or to non-Federation species that wish to join the Jr. Explorers.
    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)

  6. #6

    Career Overlay

    I found another Career Overlay, another Romulan Special forces, to join the others posted by Realpity the other day;

    Romulan Praetorian Guard
    By DanG

    The Praetorian Guard are the most loyal and effective of the Romulan forces. Their ranks are all made up of Career Soldiers, all decorated and of trusted loyalty, these troops rival even the Tal Shiar for loyalty, efficiency and deadly effectiveness. Highly trained and experienced all have proven their worth in combat and most are decorated heroes.

    Ascension into the ranks of the Praetorian Guard is considered a great honour and a sure sign of great things for the Soldier and their Family. Nearly all the officers that have led this august group have gone on to lead powerful political careers after retirement, and 2 have even risen to Preator during their political retirement, a move some believe more dangerous than a front line military unit

    Charged with the final defense of Romulas, and the safety and protection of the leaders of the Empire, and under the direct command of the Preator. The Preatorian guard are more than mere special forces, they are both highly trained in war and in the ways of diplomacy, enabling them to function as troops and as a highly effective ceremonial guard.

    Joining the Praetorian Guard during a Serona tour is impossible, this honour has been kept for career military, allowing them to stand out and to avoid political manipulation to use the service as a breeding ground for powerful prodigy, a common tactic amongst Romulan Patriarchs.

    Energy Weapon (Disruptor) 2 (3)
    Culture (Romulan) 1 (2)
    Espionage (Choose Specialisation) 1 (2)
    Intimidation (Choose Specialisation) 1 (2)
    Security (Choose Specialisation) 2 (3)
    Unarmed Combat (Ch’Vashrek) 2 (3)
    Athletics (Choose Specialisation) 1 (2)
    Command (Choose Specialisation) 1 (2)
    Computer (Choose Specialisation) 1 (2)
    Dodge 2
    Law (Romulan Military Regulations) 1 (2)
    Personal Equipment (Choose Specialisation) 1 (2)
    Planetside Survival (Choose Specialisation) 1 (2)
    Ships Systems (Choose Specialisation) 1 (2)
    Surveillance (Choose Specialisation) 1 (2)
    Vehicle Operations (Shuttlecraft) 1 (2)

    Code of Honour (To the Preator, the Romulan Government and the Romulan Empire, in that order) -4
    Obligation (To Romulan Empire) –3
    Security Clearance +1
    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)

  7. #7

    Special Training School.

    To be taken instead of a tour-of-duty. This training school is also open to non-Starfleet members of the Federation in a Space-faring or high-risk career...

    NOTE: Some of these were submitted by other authors, those are credited.

    Starfleet Survival School
    By DanG

    We know that there are a huge number of planets across the Federation, covering a vast diversity of planetary types, from temperate, to jungle, to polar, with everything in between. We also know that Starfleet uses planetary conditions for training purposes, such as atmospheric piloting in venus's turbulent atmosphere to fine piloting skills in orbit of Jupiter and its moons... Those we know of for sure.

    It seems reasonable then that Starfleet might well utilise theses varied planetary conditions within the Federation to provide high density survival courses for Starfleet Personnel. Enabling their personnel to focus their survival training to accommodate other linked skills, and give personnel the best available chance of survival.

    In many cases, these survival courses are open to both Starfleet personnel and to Civilians.

    Note;
    The concept is to provide a number of training courses similar to those seen in the Players Guide, eventually covering every possible environment. This will help players focus their initial Planetary Survival skills as well as offer some connected skills that enhance the basic survival skills. As with the Players Guide these packages are available for purchase in exchange for a Tour of Duty prior to play, or for 'between game' purchase and thus will require both a DP and XP cost. So as with the other Advanced Training programs these will cost 8DP during generation or 15XP during gameplay time...

    This was initially a thread on the TrekRPG Boards and so input came from many people, credit is given where appropriate.


    Arctic Survival:
    By DanG
    The harsh cold can be a killer, and the Arctic/Polar training is designed to harden an individual against the intense hardships at this extreme of survival conditions. Taught on both Earth and Andoria. These skills can also come in handy on some frozen Class L worlds.

    Planetary Survival (Arctic) 1 (2)
    Planetary Sciences (Meteorology) 1 (2)
    Toughness +2


    Desert Survival.
    By DanG
    Starfleet maintains several desert survival training schools, primary facilities are based on Earth and Vulcan. However very few candidates are able to exceed the accomplishments of the Vulcan Masters.
    Vulcan students to this discipline, both from Starfleet and Civilian are common, it is seen as a logical preparation for the traditional pilgrimage to Mount Selya.
    This course prepares students for the extreme temperatures and conditions faced in the dry desert environment, from finding water, shelter and food, to preserving supplies.

    Planetary Survival (Desert) 2 (3)
    Toughness +2


    Jungle Survival
    By DanG
    This course initiates Starfleet personnel for survival conditions in woodland conditions, ranging from dense forestry through to rain forest and jungle environments.

    Hunting (Choose Specialisation) 1 (2)
    Planetary Survival (Jungle) 1 (2)
    Medical Sciences (Toxicology) 0 (1)
    Perception +1


    Mountain Survival
    By DanG
    This survival course teaches techniques to be used in mountainous terrain, often interchangeable with some aspects of Arctic survival due to many similarities found at higher altitudes. However this course also covers the various new conditions discovered at those altitudes.
    Graduates of this course are often keen mountaineers, and take the course to enhance their enjoyment of 'the next mountain'. Climbing in teams, or free climbing.

    Athletics (Climbing) 1 (2)
    Planetary Sciences (Meteorology) 1 (2)
    Planetary Survival (Mountainous) 1 (2)
    Impulsive -1 or Thrill-seeker -1.


    Ocean Survival:
    By Michael Barratt
    Taught on both Pacifica and Cestus III, Ocean Survival courses involve various temperate zones, swimming/floating classes, and the very basics of oceanography sciences. Endurance is the major focus of survival when once crashes in the waves..

    Planetary Survival (Ocean) 1 (2)
    Athletics (Swimming) 1 (2)
    Planetary Sciences (Oceanography) 0 (1)
    Vitality +1


    Primitive Society Survival Training:
    This survival-training package is designed for advanced students, already assumed to have learned the basis of Survival techniques, in at least 1 location. Instead it deals more with the possibility of being stranded on Primitive planets where interaction with the locals could breech the Prime Directive. All things being equal it could not hope to cover every eventual possibility, but instead it will give its candidates the edge when confronted with a situation where discovery could change the natural evolution of a planet.
    (NOTE: Based on the original template by Michael Barratt)

    Concealment (Camouflage) 1 (2)
    Planetary Survival (Choose Specialisation) 1 (2)
    Stealth (Choose Specialisation) 1 (2)

    Code of Honour (Prime Directive) –2
    Innovative +1


    Space Survival:
    Survival conditions in space without the appropriate conditions is impossible. The same goes for colonies on planets with Toxic atmospheres.
    In these cases survival depends more upon surviving hull breaches and finding/reaching help as quickly as possible, leading to a far more technical course focusing on technical skills and simulations over Practical Application training.
    It is common for individuals with this training to work on Damage control teams, and be assigned to EVA missions, as it is common for these individuals to be charged with the maintenance and upkeep of emergency EVA equipment and procedures.

    Personal Equipment (Spacesuit) 1 (2)
    Systems Engineering (Communications) 1 (2)

    and either
    Material Engineering (Personal Equipment) 1 (2)
    Imprudent -1
    or
    Zero-G Training +2


    Subterrainian Survival:
    By TomMarg and DanG
    Designed in the event personnel become trapped or otherwise separated from away team underground and cannot be readily found or rescued.
    Involves adapting to the environment, location of food and potable water sources. Food being edible lichens, fish from underground lakes and rivers/streams.
    Marking ones trail and systematically finding a way out/back to away team members.

    Athletics (climb) or (swimming) 1(2)
    Planetary Sciences (geology) or (volcanology) 0(1)
    Planetary Survival (Subterranian) 1(2)
    +1 Vitality or +1 Dexterity


    Toxic Environment Survival:
    By DanG, based on an idea by Perrryyy
    Very closely related to the highly technical Space Survival courses, this program is run through the same facility, with a high emphasis on technical skills and holographic simulations. Normally survival would be considered impossible, therefore the focus is more on keeping an individual alive long enough for rescue rather than long term planetary survival. Used on many of Starfleets remote bases on poisonous planets, such as the flight school on Venus, and also amongst terraformers.

    As with the graduates of the Space survival course, it is common for individuals with this training to work on Damage control teams, and be assigned EVA missions, as it is common for these individuals to be charged with the maintenance and upkeep of emergency EVA equipment and procedures.

    Personal Equipment (Spacesuit) 0 (1)
    Planetary Sciences (Atmospherics) 1 (2)
    Material Engineering (Structural/Spaceframe) 1 (2)
    Reaction +1


    Urban Survival:
    By Michael Barratt
    Streetwise (Choose Specialization) 1 (2)
    Planetary Survival (Urban) 1 (2)
    One additional specialization of both Culture and World Knowledge 0 (1) and (1)
    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)

  8. #8
    Join Date
    Jul 2003
    Location
    Canada
    Posts
    296
    Ahhh, the Dabo Girls ! .... always loved that one !

    Obviously I've posted a bit of Romulan stuff lately, it's still pretty current in the threads so I don't know if it's worth re-posting here. But everyone can certainly feel free to use any of it !

  9. #9
    Join Date
    Jan 2004
    Location
    A Small Blue World at the end of one of the Spiral Arms of the Milky Way Galaxy.
    Posts
    271
    Federation / Starfleet First Contact Specialist.
    (Based on Idea Found in Novel "Prime Directive" by J & G Reeves Stevens)

    First contact specialists are the arm of the Federation and Starfleet that monitor developing worlds. Most First Contact Officials (FCO) will spend most of their career monitoring a species on the cusp of achieving warp capability, and then should First Contact occur, this person would be one of the people assigned to assist the new star faring world in the transition to the galaxy at large.

    Law (Federation Law) 2 (3)
    (Starfleet Law) (3)
    Culture (Chosen Species) 1 (3)
    History (Chosen Species) 1 (2)
    Social Sciences (Political Science) 1 (2)
    World Knowledge (Chosen Planet) 2
    Disguise (Chosen Race) 1 (2)
    Language (Chosen Language) 2
    Diplomacy Intergalactic Affairs 2 (3)
    + One Other (3)
    Instruction (Exocultural) 1 (2)
    Personal Equipment (Universal Translator) 1 (2)
    Surveillance (Observation) 1 (2)
    Personal Equipment (Holographic Suit) 1 (2)
    Shipboard Systems Sensors 1 (2)

    Cultural Flexibility +1
    Empathy Edge +1
    Code of Honour (Prime Directive) -2

    *Note* This is a Career Package, as opposed to the 6 week First Contact class given in the Players Guide. As with the Exocultural Relations School, a Minimum presence of 3 is advised.

    (I had the oppurtunity to create this when a player proposed playing an First Contact Specialist on an exploration starship, only problem is, he forgot to duck one mission not long after i started narrating )

    Sundowner

    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

    (23/3/4, apologies all, i've just been reading the Price of Freedom book, the FCO specialist actually exists there already. Apologies)
    Last edited by Sundowner; 03-23-2004 at 12:48 PM.
    Sundowner

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

  10. #10
    Join Date
    Apr 2001
    Location
    Fort Dodge, IA, USA
    Posts
    1,337
    I was unable to find any overlays I needed for an adventure I am thinking of writing up. . .so I made these. Comments and suggestions are welcome.
    Attached Files Attached Files
    Steven "redwood973" Wood

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

  11. #11
    Join Date
    Sep 1999
    Location
    Calgary, AB Canada
    Posts
    868
    Dan, I was just wondering if you fleshed out any other Klingon character development packages?

    I plan to pop over to your website shortly to double-check but thought I would ask here nonetheless.

    Regards,
    CKV.
    "It is our mission to push back the darkness from the light and expand the boundaries of knowledge and understanding. That doesn't mean exploring every pleasure planet between here and Andromeda XO."

  12. #12
    Join Date
    Aug 1999
    Location
    Ottawa, Ontario, Canada
    Posts
    3,490
    Here are a few: Federation Interstellar Police Agency (FIPA), Starfleet Security Criminal Investigations Division (CID), and Starfleet Search and Rescue (SAR). All are 54 point Overlays. There are afew other bits at the bottom of the page which may also be useful.

    http://www.coldnorth.com/owen/game/s...es/careers.htm

    Enjoy!

  13. #13
    Join Date
    Sep 1999
    Location
    Calgary, AB Canada
    Posts
    868
    Thanks Owen.

    For an upcoming solo game I am currently developing a dedicated starship for SAR using Spacedock.

    Regards,
    CKV.
    "It is our mission to push back the darkness from the light and expand the boundaries of knowledge and understanding. That doesn't mean exploring every pleasure planet between here and Andromeda XO."

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