Part 1: Characters
Four player races are used:
Humans, Taurans, Rigelians, and Andromedans
Human Nature: Inquisitiveness, Creating, Socializing
Human Physiology: Iron based hemoglobin (red) Human sized.
Human Racial Trait: Any 1
Human Nature: 3+
Like to create things: +1
Like to be alone -1
like to learn new things +1
Want to stay safe at home -1, no bold
There are always solutions +1 no stubborn
Nature 0= sociopath
Nature 7= maniacal fixation
Andromedan Nature: Emotional, Quiet, Psionics
Andromedan Physiology: Cobalt based Hemoglobin (blue), dog sized
Andromedan Racial Trait: Compassionate, Innocent, Quiet, or Psionicist
Andromedan stats: -1 Will and -1 health (min still 2)
Nature 3+
Want to be part of the group: +1, no leader
Like to be the center of attention: -1, no quiet trait
Prefer things to people: -1, no compassionate
Hate to be alone +1, no loner
Throws tantrums when things don’t go your way: +1, no calm nor quiet.
Tauran Nature: Logic, Duty, sleeplessness
Tauran Physiology: Copper based Hemoglobin (Green), human sized
Tauran Racial Trait: Rational, Calm or inquisitive; always also strong
Nature: 3+
Read it, not try it: +1, no inquisitive
Test it before doing it: +1, no bold
Never show emotion: +1, no compassionate
Sense of Humor: -1, no rational
Do only what you’re told: -1, no inquisitive
No sense of duty: -1, no Guard’s Honor.
Rigelian Nature: Personal Combat, Fearlessness, intimidation
Rigelian Physiology: Iron based Hemoglobin (Red), human sized
Rigelian Racial Trait: Jaded, Fiery, Deep Ears, or Fearless; always calm
Rigelian stats: -1 Will, +1 Health (min 2, max 6 in CG, max 8 Hlt in play)
Nature: 2+
Like to break things: +1, no calm
Like to creatively interpret orders: +1, no Guard’s Honor
Like to carry big guns: +1
“Armor? We don’t need no stinking armor!”: +1, no cautious
Like people outside your kin: -1, no jaded
Have ever been truly afraid: no calm, fearless, nor fiery, -1
Ranks:
Ensign: ages 17-25
Lieutenant: Ages 21-35
Commander: ages 25-40
Captain: ages 30-50
Commodore: ages 40+
Step 0: Concept - get group approval.
Step 1: pick race; take 1 trait (2 for Rigelians and Taurans
Step 2: Homeworld - pick 2 “normal” skills and one trait (list to be developed later
Step 3: Academy - Pick 4 different choices from:Administration
Athletics, E-suit, Fighting, Life Sciences, Militarist, Orate, Persuade, Physical Sciences, Social Sciences
Step 4: Pick a field, and take 4 skills for it once each:Ops: Astrogation, Gunnery, Helm, Shuttles
Technical: Computer, Communications, Sensors, Drives, Teleporter
Sciences: Life Science, Medical Science, Physical Science, Social Science, research.
Marine: Fighting, Demolitions, Survival, Scout
Support Services: Administration, Research, cook, laborer
Psionic Services: Mindspeak, Truth-tell, Life-check, Command, Hibernate, Inconspicuous, Loremouse, Mind-sift
Step 5: determine how you interact with others. Pick 2 different ones:
Haggle, Persuade, Orate, Deceive, Research, Mindspeak.
Step 6: specialty- take +1 in one skill in your field.
Step 7a: field experience: Ensign 0, Lieutenant 2, Commander 4, Captain+ 5; skills are chosen from academy and field skills. Each skill may only be marked once for lieutenants, twice for others.
Step 7b: Ensigns get two skills not available from academy or any fields listed; Lieutenants get 1
Step 7c: Captains get 1, Commodores get 2, and admirals 3, in choice of: Militarist, Administration, Haggle or Oration.
Step 8: Wises - Ens 1, Lieutenants, Commanders 2, Captains and up 3
Step 9: Traits: pick one
Changed skills:
Scientist is divided up. If taken, all Ob’s +2
Psionic Skills are based off of Psi. Without help or the psionicist trait, they can’t be tried unskilled. Loremouse becomes a psionic skill.
Healer becomes Medical Science. Andromedans (only) may use nature as a base for beginner’s luck tests; others must have the Psionic trait to try beginner’s luck. (Level 3 gets to use it as 1d for beginner’s luck purposes as if it were level 2.).
New skills:
Athletics: Health. see climb and escape under mouse nature.
Computer: Will based. Ob is number of yes/no questions to be answered or NVOPOp instructions. Computers are skill 1 for all actions outside their nature (Reiterate known facts, correlate data, simulate based upon known data)
Sensor: Will based. Ob is number of yes/no questions to be answered by the GM, modified by range
Communications: Will Handheld Range: Nearby, Visual, out of sight, Orbit, In System, Deep system
Life Science: Will. Scientist, but only about living things that are not “People”
Social Science: Will. Science about how “People” act.
Physical Science: Will. Science about stuff.
Teleporter: Will. Operating the Teleporter device; it creates a hyperspace rift that swaps the stuff at the pad and the stuff at destination. Only works from orbit, and only in LOS from the ship’s emitters or between two ships. Range:Ship-to-ship, Ship-to-surface-teleporter, ship-to-open surface
Trouble: Ship damaged, rough target terrain, moving target, energy storm
commo: No open commo, no comm unit
Helm: Will. executing ship maneuvers. Ob is usually opposing helm. Executing a normal course is Ob1, a complex one Ob3, etc.
Shuttles: Health. Same uses as helm, but for small space vehicles
Astrogation: Will. Ob: orbit change, in system plot, landing, nearby system, long system high speed course.
Gunnery: Health. used to fire torpedoes and lasers mounted on ships.
Demolitions: Will. USed to blow stuff up. Ob by GM Fiat.
E-Suit: Health. Ability to use an encounter suit. Putting one on is Ob1, Ob2 if in a hurry. Maximizing LS pack, Heating/cooling is resisted by the encountered environment.
Mindspeak: Psionic. Used to talk without talking. Unwilling targets may roll will to raise the ob. Willing Targets: Touch, Close, LOS, Through a close wall, within a few dozen yards/meters. Note that mindspeak is one-way. Tool die is for having mindspoke with the individual before.
Truth-tell: Psionic. Resisted by target’s will. If target wins, target gets MoS lies believed. If Truthteller wins, MoS is number of omissions/half truths noted in addition to all lies.
Life-check. Psionic. Finds life forms of a specific type (Ob2) or species (Ob3) nearby, or within a few dozen meters (+1 Ob) or beyond a barrier (+1 Ob). Can be used to tell the health of a being (Ob3) or life of a being (Ob1) at touch (+0), LOS (+1), to a few dozen meters (+2), or even behind a barrier (+1).
Command: Psionic. Ob is number of words, and range: Touch, Close, LOS, No LOS but close
Hibernate: Psionic. Time: Hour, Shift, Day, 2-3 days, week, two weeks, month. Health Rolls vs coditions gain bonus of 1d for a day, 2d for a week or more
Inconspicuous: Psionic. Used to resist skills that would reveal the character.
Mind-sift: Psionic Ob is number of yes/no questions to be truthfully answered, or twice number of short answer questions, plus target’s will successes. Range is touch only. If target is sedated, unconscious, or asleep, that counts as a tool die.
New Trait: Psionic: the character is powerfully psionic. It can be used to manifest or resist psionic actions of others… but it also leaves one distracted by strong emotions of others, residual emanations from places of mass suffering, and noting the unrequited lust of one’s fellow crew.
Weather can be anything appropriate. Most planets have seasons, so pick one. Space weather (Ion Storms, meteor showers) is usually factor 6 weather.
Wilderness can be used for dirtside missions.
Space wilderness includes vacuum (7d), radiation(6d), etc. Get campy… ala STTOS, STTAS, Lost in Space, Space 1999, etc.
Since we don’t have normal seasons, use 6-12 missions. Promotions are handled at starbase at end of year, and one gets a month of shore leave, too, while the ship undergoes annual maintenance.
Weapons: Laser pistols add 1d to attacks, and 1d to maneuver.
Laser Rifles add 2d to attacks, and 1d to maneuver, but if used for more than one action, require an ob2 heath check to avoid being tired after conflict.