Saturday 27 April, 2013

Kobiashi Maru: Star Trek D6 – Character Generation (Part One) Revised

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Note: Special thanks to Memory Alpha for the description text (just placeholder text for the time being)

Federation Races

At the beginning of character generation the player should choose from one of the Federation races they wish to play.  Each race comes with advantages and disadvantages.

Andorian:  The Andorians were a warp capable humanoid species from the moon Andoria, capital of the Andorian Empire. In 2161, their homeworld became a founding member of the United Federation of Planets. Andorians are blue-skinned in appearance, with bilateral antennae that reflect their emotional state, and characteristically white hair.

  • Antennae: These house both auditory and visual receptors for the Andorians. This allows, for enhanced depth perception, which extends into the infrared and an extended range of auditory frequencies. Andorians gain +2D to visual perception rolls and +2D to rolls based on hearing.
  • Environmental Adaptability: Andorians are resistant to the extremes of heat, cold, and pressure and gain a +3D to rolls to resist ill effects of these conditions.
  • Aggressive: Andorians have been known to be pushy when things don’t exactly go their way.  Earn one CP when the character uses aggression (or violence) to get his way.

 

Orion: The Orions were a warp capable humanoid species from the Alpha Quadrant. This species originated from the planet Orion in the Orion system. Orions were known for their distinctive green or blue skin. Orion males were typically bald and, on average, taller and more muscular than the average Human male. Orion females were very animalistic in nature, known for their extreme carnal appetites and their innate skill of seduction.

  • Sturdy (Males): Orion males are known to be stronger than most humanoids. They gain a +4D to Prowess saves when performing feats of strength.
  • Seductive (Females): Orion females use their unique physiology to their advantage; their highly potent pheromones accelerates the metabolisms of the males of many species. This gives Orion females the Seduction skill at a base 2D automatically or adds +2D if the skill is already chosen.
  • Stigma: Orion males and females have the stigma of being either pirates or slaves.  Whenever this stigma affects a scene the player gamins one CP.

 

Human: Humans (Homo sapiens), also known as Terrans, were a warp capable humanoid species from the Alpha Quadrant. This species originated from planet Earth in the Sol system. Humans were one of two known spacefaring intelligent species to have originated from Earth; the other being the Voth that now live in Delta Quadrant.

  • Lucky: Humans tend find their way out of sticky situations often.  Their resilience gives them the ability to double a roll outcome once per session.  Human players may buy this perk an additional time during character generation.
  • Curious: Humans tend to follow their impulsive natures for good or bad.  Each time a human PC finds themselves in hot water because of their curious nature they gain one CP.

 

Tellarite: Tellarites were a warp-capable humanoid species from the class M planet Tellar Prime. In 2161, their homeworld became a founding member the United Federation of Planets. Tellarites were a stout humanoid species with distinctive snouts. They wore beards and their hands were sometimes hoof-like in appearance.

  • Enhanced Perceptions: Tellarites have highly developed auditory and olfactory senses giving them a +2D bonus to rolls based on these senses.
  • Techies: At the time of character creation, Tellarites receive 2D for every 1D spent in any Operation or Sciences (Computer) skills.
  • Poison Immunity: Tellarites gain +2D to Prowess saves to determine if he has become ill from ingesting toxins (including alcohol)
  • Subborn: Most Tellarites are feisty and hardheaded.  Earn one CP each time the character’s stubbornness affects a scene where everyone must agree on a challenge or task.

 

Vulcan: The Vulcans or Vulcanians were a warp capable humanoid species from the planet Vulcan. They are widely known for their logical minds and stoic culture. In 2161, their homeworld became a founding member of the United Federation of Planets. The planet Vulcan was destroyed by the Romulan Nero in 2258. Over six billion Vulcans were killed, with an estimated 10,000 survivors.

  • Nerve Pinch: When the character makes a Unarmed Combat attack, they may, instead of doing damage, paralyze there victim, who remains that way until he makes a successful Prowess or Discipline save against the Unarmed Combat skill total.
  • Sturdy: Vulcans have great endurance and gain a +4D to Prowess saves when performing taxing physical tasks.
  • Mind Meld: Vulcans gain the Psi power Mind Meld for free.  The Vulcan character must still place points in the Psi skill to use this ability.
  • Logical: Vulcan’s have great control over their emotions letting logic dictate their actions.  Earn one CP each time Logic interferes with your duties as a Star Fleet Officer.

 

Kobiashi Maru Attributes

Player divides 18D amongst the six attributes

  • Command: The Command Branch is the corps of officers within Starfleet who specialize in command and control functions on starbases, aboard starships, and at Starfleet Command. Members of the command division are trained in leadership and have tactical training allowing them to decisively take action in organizing and mobilizing Starfleet crews to perform missions. Command officers include most all of the admiralty, captains, executive officers, adjutants, pilots and flight controller (or helmsman). Command branch personnel also fill posts as tactical officers and sometimes in ordnance departments.
  • Operations: The Operations branch is responsible for oversight of Starfleet’s operational, logistical, and mission planning needs. Operations encompasses a wide variety of positions and frequently works with officers from every branch. Flight deck control, communications, and logistics are all in the realm of Operations officers.
  • Sciences: The sciences division was the corps of officers within Starfleet who specialized in both scientific and medical research and control functions on starbases, aboard starships, and at Starfleet Command. Members of the sciences division specialized in sensors, research, theoretical and physical laboratory work, biological studies, and also as technicians, medics, and surgeons.
  • Personal: These are the skills that define the character before attending Starfleet Academy.  Skills that may have been learned due to upbringing, culture, or necessity.
  • Military: Military skills define the martial prowess of the character. Can represent the character’s time at Starfleet Academy learning to use weapons, personal development with martial arts, or the knack of combat (ranged or hand to hand)
  • Academy: These skills represent the time spent in the classroom or instruction of world.  These are examples of academic skills that are required during your character’s development at Starfleet Academy.

Kobiashi Maru Skills

Player divides 10D to buy Skills (beginning characters can only have a max 3D in any skill) and Perks.  Players may take Complications (Max 3) to gain additional dice for Skills and/or Perks.

Command

Administration, Behavior Modification, Presence, Diplomacy, Persuasion, Planetary Tactics, Starship Tactics, Strategic Operations

Operations

Communications, Engineering, Propulsion Systems, Starship Systems, Heavy Weapons (Starship), Personal Equipment, Security, Shipboard Systems, Vehicle Operations

Sciences

Computer Science, Life Sciences, Medical Sciences, Physical Sciences, Planetary Sciences, Social Sciences, Space Sciences, World Knowledge

Personal

Acrobatics, Animal handling, Artistic Expression, Athletics, Barging, Charm, Culture (Local World), Disguise, Fast Talk, Gaming, History (Local World), Intimidation, Languages (Local World), Law (Local World), Merchant, Primitive Weaponry, Search, Seduction, Sleight of Hand, Stealth, Streetwise, First Aid,

Military

Demolitions, Energy Weapons, Espionage, Projectile Weapons, Heavy Weapons, Unarmed Combat, Physical Prowess

Academy

Planetside Survival, Federation History, Alien History, Federation Culture, Alien Culture, Alien Languages, Federation Languages, Federation Law, Alien Law, Federation History, Alien History, Alien Artistic Expression

Saves

Prowess (Might): Equal to Military Attribute

Intellect (Wits): Equal to Academy Attribute

Discipline (Willpower/Psi): Equal to Command Attribute

 

Psi Powers (Esoteric Perk) Cost 3

The Psi Perk enables the possessor to use their minds to perform feats such as reading minds, projecting emotions, and sharing memories with another.  Humans, Vulcans, and Romulans have been known to manifest Psychic abilities, but it is not unusual to find other species who have been gifted.  For the purposes of this rule set, Psi Powers can only be purchased by Human and Vulcan characters.

Using Psi Powers

The Psychic character must roll his dice in the Psi skill and meet or beat the abilities difficulty level.  Unwilling subjects are allowed to make a Discipline save adding their roll to the difficulty of the ability.  The Psi Skill can be added under Command, Military, Personal, or Academy depending on where the character might have learned to fully develop their skill

Mind Control: The user can alter the target’s perceptions and control target’s actions.  The difficulty number is 20.  The target can attempt to make a Discipline save to overcome the attempt.

Mind Meld (Vulcan): User can read the target’s memories for important events.  The deeper the memories reside in the target’s psyche the more difficult it is to draw upon them.  The Mind Meld can be resisted with a Discipline save.

Difficulties:

Surface Memories 10

Protected Memories 15

Suppressed Memories 20

Mind Shield: Mind Shield gives the ability to resist Psychic attacks or influence.  This Psi ability adds +2D to the users Discipline save Vs. Psi manipulation.  This ability can be taken multiple times adding an additional +2D to the save.

Projective Empathy: The user can project emotions and feelings into their targets minds.  The base difficulty number is 15 and can be resisted with a Discipline save.

Projective Telepathy: The user can project thoughts into the mind of their target.  The base difficulty is 10 and can be resisted with a Discipline save.

Receptive Empathy: The user can sense the emotional state of his target. The base difficulty is 10 and can be resisted with a Discipline save.

Receptive Telepathy: The user can read the surface thoughts (not memories) of his target.  The base difficulty is 15 and can be resisted with a Discipline save.

 Next up: I will create Starfleet packages for character generation.  This will most likely make this round of dice allotment/character generation invalid, but that’s how it goes.

2 Comments

  • Jason says:

    I’m a big fan of where you’re going with this. Curious, what’s the difference between Starship Systems and Shipboard Systems?

  • James says:

    I should define that a bit better. Starship Systems is more on the Engineering side of things while Shipboard Systems is for Helm actions.

    Sorry for the radio silence, RL got heavy for a week or two. I will be continuing with this next week.

    Thanks for reading


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