
Star Trek
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Re: Star Trek
Here's the map. It's kind of big...


This has been another bit of brain shrapnel from...
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Re: Star Trek
So are we still on a Saber class starship? If so, are we going with the model that includes two holosuites?
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Re: Star Trek
I went back to Hero Forge and came really close to a good character. No antenna obviously were available so I used horns. You'll just have to make the mental change. Also I just used a long sleeve t-shirt and casual pants to approximate the uniform. They have lots of space armor but obviously this is unnecessary.
So here's Zylih zh'Ishean
So here's Zylih zh'Ishean
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sir, that's my emotional support long haired male character
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Re: Star Trek
Yes, it is a Saber class, assigned to Starfleet Corps of Engineers. My notes say there is only one holosuite.WolfofWords wrote: ↑Sun Apr 18, 2021 8:33 pm So are we still on a Saber class starship? If so, are we going with the model that includes two holosuites?
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Re: Star Trek
Cool. I was just wondering how this particular one was retrofitted.
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Re: Star Trek
Okay, the only rules changes I'm making are for Knowledge Skills, Professional Skills, and Sciences. Here's what is changing and how they work.
The basic description: a Knowledge Skill is something you know; a Professional Skill is something you do. (Sciences are just Knowledge Skills.) All of them will be 3 pts. for an 11-, and +1 for 2 pts. You can have both in one area for 5 pts. for an 11-, and +1 for 3 pts.
A specific area of Knowledge Skill is +1 for 1 pt., bought up from the general skill.
So in other words...let's say the skill is Navigation. If I want to know about it, I buy KS: Navigation, 11- for 3 pts. If I want to be an actual navigator and be able to work the console, I buy PS: Navigation, 11- for 3 pts. If I want to do both, I buy KS/PS: Navigation, 11- for 5 pts.
Now, let's say I have bought that KS/PS above and I want to particularly be good at navigating in a shuttle. That would get bought as PS: Shuttle Navigation, 13- for 2 pts. (because 13- is two more than the base skill of 11-, and specializations are +1 for 1 pt.)
If you just want to be familiar with something, and not that good at it, then you can buy an 8- at it for 1 pt. (such as, Fam: Vulcan Society, 8-)
If you choose skills to round out your character and provide some role-playing opportunities, there is a good chance that I will just let you have them, at least for the first couple you choose. Something like PS: playing the Vulcan Lyre, 11- will be 0 pts....but if you buy it up from there to be really good at it, I might make you pay the points for that.
In some cases, I will tell you to make a complementary roll - particular Intelligence for Knowledge Skills if you happen to be using them in a novel way. In that case, you roll the complementary roll first, and I will give you a bonus of +1 for every 2 you make it by on the next one. Example: I have an INT of 13 and a KS: Federation Law, 11-, and my ship's doctor has been charged with a crime on a Bajoran starbase. Now I don't know Bajoran law, but I want to see if I can remember a similar law in the Federation that I might be able to use in his defense. The GM says that is clever and gives me a complementary roll. My INT roll is a 12- (9+INT/5, round near). I roll a 10 for my complementary INT roll...that makes it by 2 and gives me a +1 for my next roll, which is KS: Federation Law. I roll a 12, which would ordinarily miss, but makes it because I had a +1 from my first roll.
I might use complementary rolls for other things as well, or other players might be able to make complementary rolls on your skill - in other words, they are helping you out.
The basic description: a Knowledge Skill is something you know; a Professional Skill is something you do. (Sciences are just Knowledge Skills.) All of them will be 3 pts. for an 11-, and +1 for 2 pts. You can have both in one area for 5 pts. for an 11-, and +1 for 3 pts.
A specific area of Knowledge Skill is +1 for 1 pt., bought up from the general skill.
So in other words...let's say the skill is Navigation. If I want to know about it, I buy KS: Navigation, 11- for 3 pts. If I want to be an actual navigator and be able to work the console, I buy PS: Navigation, 11- for 3 pts. If I want to do both, I buy KS/PS: Navigation, 11- for 5 pts.
Now, let's say I have bought that KS/PS above and I want to particularly be good at navigating in a shuttle. That would get bought as PS: Shuttle Navigation, 13- for 2 pts. (because 13- is two more than the base skill of 11-, and specializations are +1 for 1 pt.)
If you just want to be familiar with something, and not that good at it, then you can buy an 8- at it for 1 pt. (such as, Fam: Vulcan Society, 8-)
If you choose skills to round out your character and provide some role-playing opportunities, there is a good chance that I will just let you have them, at least for the first couple you choose. Something like PS: playing the Vulcan Lyre, 11- will be 0 pts....but if you buy it up from there to be really good at it, I might make you pay the points for that.
In some cases, I will tell you to make a complementary roll - particular Intelligence for Knowledge Skills if you happen to be using them in a novel way. In that case, you roll the complementary roll first, and I will give you a bonus of +1 for every 2 you make it by on the next one. Example: I have an INT of 13 and a KS: Federation Law, 11-, and my ship's doctor has been charged with a crime on a Bajoran starbase. Now I don't know Bajoran law, but I want to see if I can remember a similar law in the Federation that I might be able to use in his defense. The GM says that is clever and gives me a complementary roll. My INT roll is a 12- (9+INT/5, round near). I roll a 10 for my complementary INT roll...that makes it by 2 and gives me a +1 for my next roll, which is KS: Federation Law. I roll a 12, which would ordinarily miss, but makes it because I had a +1 from my first roll.
I might use complementary rolls for other things as well, or other players might be able to make complementary rolls on your skill - in other words, they are helping you out.
This has been another bit of brain shrapnel from...
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Re: Star Trek
How many points do we get to spend?
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Re: Star Trek
Scientist? Jack of all Trades? Linguist? Are these still things?
‘Meow’ says the knitter. 

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Re: Star Trek
I think 150 will be good.
This has been another bit of brain shrapnel from...
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Re: Star Trek
I just checked the book, and yep, they are in there. 3 pts. each, and it decreases the cost of that category of skill by 1 pt.CrazyCraftLady wrote: ↑Thu Apr 22, 2021 9:27 pm Scientist? Jack of all Trades? Linguist? Are these still things?
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